Introducing: Quinn Mid
Quinn has always been an undervalued ADC. She was my main at one point in the ADC position, due to her Ultimate + E + Q combined meant a sure kill in the mid game on a target of choice. now, she's stronger in a solo lane in my opinion. With her massive mobility and global presence, the enemy team will struggle to stop her, and her vision bonus will be able to scout potential traps, and set up potential plays. So here is my Quinn Mid guide!
GENERAL STRENGTHS & WEAKNESSES
- immense global pressure with her massive mobility
- Really good early game damage
- Kit can keep her and potentially your teammates safe
- Scales nicely
- Pressures the lanes nicely, and good clear after statikk.
- Safe from ganks/baits/traps
- Still an AD Carry
- CC wrecks her
- Quite Squishy
- Her E can get you into trouble
RUNES Armor Seals, Magic Resist glyphs, AD Marks, AS Quints.
You want to focus on your base defenses to cover all potential damage, so the defensives are quite standard. For the Marks and Quints you can experiment with AS AD combinations, but I found quinn benefits from building damage due to her Attack speed and movement speed bonus granted from her passive. Some AS can't hurt her early game though, can it?
MASTERIES 18 Ferocity (AD Strands), 12 Cunning (Mobility)
Your passive works well with crit, so bloodlust is good for some sustain. Also, Fervor works nice with your damage output since you are an auto-based champ. You can opt for defensive options if you desire, but I like to have mobility, Cookies, the % increased damage, and either bandit or dangerous game depending on your playstyle. If you are a mana heavy consumer, or often take a lot of damage, dangerous game is the way to go. personally my favorite.
SUMMONERS Flash: Need it. Your E can sometimes put you in sticky situations, and your ult takes time to channel. Flash is good for repositioning. Ignite: I prefer this ability, since you can kill early, and you can get up close easily with E.
Other options: Cleanse, Heal, Barrier.
ABILITY OVERVIEW Passive - Harrier: Marks an enemy as vulnerable for 4 seconds, granting vision of them and dealing bonus damage upon proccing. The CD is reduced through building Crit. This is free increased damage, and can start your combo nicely. Auto whenever this is up.
Q - Blinding Assault: Disarms non-champion units if used on them (they wont attack for 2s), or if used on an enemy champion, applies nearsight for 2 seconds. It's more like a graves smokescreen, and I prefer this. It is aoe, so use it in teamfights to prevent a lot of damage. This allows you to trade relatively safely, and makes you untargetable outside the radius for 2 seconds!
W - Heightened senses: Passively grants bonus attack and movement speed upon proccing your passive, and actively reveals a large radius around her for 2 seconds, granting true sight. This does not spot stealth champions, like akali in her shroud, rengar ulti, etc. Get this third, to really get awesome free poke, free vision, and grants so much info.
E - Vault: Quinn dashes to a target, knocking them back and slowing them by 50%, decaying over 1.5s, before leaping back. It also marks the enemy as vulnerable. Free poke, escape, gap closer... with skill it's a REALLY good escape in tight areas.
R - Behind Enemy Lines - Valor picks quinn up and increases movement speed. You are slowed when minions attack you, and suffering aoe or turret/champion damage stops the ult. Reactivating the ability, using Q or E on a target, or auto attacking will drop quinn down with a hail of arrows dealing 100% your AD. This is THE reason she works so well mid.
PRE 6 GAMEPLAY Quinn has great poke at level 1, no matter what ability you start with. I prefer starting E for safe and easy damage. Always proc the passive whenever it's up, especially on the enemy champion. If you proc it, use either Q or E depending on minions to get another proc in, and repeat after an auto attack. This poke is ridiculous. The way I play is generally forcing quick backs, denying CS, pressuring their lane, or trying to kill. You are capable of killing after 2 successful Passive AA E AA combos. Quinn is really strong against melee champs, so make sure to put as much pressure early as you can. You're gonna need it. Try to stay in lane and get farm. Getting Statikk Shiv asap will push waves that much faster, or essence reaver allows you to consistently roam. Use your W when you see suspicious behavior, or when you want to place a ward. you have two ways to prevent having to facecheck, but W gives good info of a pink ward too. If they have a pink, you can simply ward the other side, or somewhere else, and you have the free knowledge of the ward. Also, use W when your opponent looks to roam. You should remain in lane regardless until you're 6, cause if you get caught, your chances of escaping are less if you aren't in bird form. Just ping if he is roaming.
YOUR GOAL: Farm, Poke, Kill, Get pressure.
POST 6 GAMEPLAY You have ultimate. You are now a high mobility threat. You can now shove waves, roam top to do your thing, and roam mid again and not miss out on a single creep. You can take the long routes if you need to. But remember, you're squishy. You don't get a massive power spike, you become a utility monster. Try to avoid staying in lane, as most common midlaners tend to have a massive spike at 6. First Roam should always be with W. Plan your Route, get some jungle timers for your counterjungling needs, place some really deep wards. Get intel. Is it safe? go back to lane, shove, and now you can roam to that side of the map without being spotted. You can sync this nicely with your Jungler. With your W you can reveal a lot without having to actually go there. Once you've placed vision and done the scouting, it's time to make plays. You have high mobility. Even if the toplaner warded the tribush, when he spots you, he has half a second to reposition before you are already on him. You can gank from the tribush and the river, do what you need to do, tax a bit, and roam back. Don't be afraid to take the longer routes. You are very very fast. By the time your laner has come top, you will already have shoved the wave. If you want to do an objective like drake or rift herald, just have your teammates meet you there. You will be there in 4s form the minute you shoved lane. They wont be able to contest easily, especially with your W. If you have a lot of pressure in the lane, you can do one more thing. Bait. Make it obvious where you are gonna roam to. Wait in the botbush with vision in lane, follow the midlaner, and before he knows it, you're on him doing damage. Quinn works nice as an assassin when fed.
YOUR GOAL: Roam, Shove, Pressure, Vision.
TEAMFIGHTS YOU DO NOT INITIATE. You are solid at flanking, diving, and even preventing a dive. But you are an ad carry. You do not initiate fights. There are a few things you can do:
- Flank. You have high mobility. If you're spotted in the team, you can easily ult, go around, and dive the back line. but not before the CC threats have been removed.
- Peel. Your E and Q do a whole lot to prevent damage. If a renekton dashes you, throw Q out, and E him. He won't be able to attack or dive anyone from a distance. You can also force Warwick off of someone.
- Kite. Your E slows them. Your Q blinds them. You have tools to kite.
- Spot flanks or traps. Your W is so OP it's ridiculous.
- Poke. This is slightly more risky. You have to rely on the passive marking the target closest to you, and being ready to E if they try to do anything to you.
POSITIONING If you have mastered the E, you should stand near walls you can jump over. in the dragon pit for example, either stand in the pit near the thin wall into the redside jungle, or stand with your back agaisnt the wall into the enemy blue. you must use your E when your back is facing the wall you intend to jump over. This is a good bait technique too. "Recall" in the pit near the wall, jump over, and have your team close in on them.
You want to try to take out any damage threat while avoiding anyone who can do CC. If the ADC is quite far behind their team, you can instantly kill, and flash away to channel your ulti to reposition. try not to eat CC. If you don't eat CC, you can still deny damage. If sejuani ults your team but you don't get hit, E someone who is about to dive and Q as many people as you can. your team has a shot at living through it.
ITEMS Core: Statikk Shiv, Essence Reaver.
Your mana costs are high early. Essence reaver is a good source for damage, cooldown reduction, and crit strike chance, which both decreases your passive cooldown and restores mana. Statikk Shiv I recommend rushing, cause you REALLY want to avoid staying in your lane against someone like Zed or Yasuo. It also decreases your passive cooldown, so makes your roams nice a quick too.
Boots: Berserker's greaves / Merc Treads Quite self explanatory. I dont really recommend merc treads, but if they have a hard AP CC team, why not reduce the tenacity.
Ward: Green. Your W already grants distant vision, and your mobility is high. you could probably green ward a brush that is being baited and still get out anyway. Don't see a use for blue if you want to hide your roaming habits. Optional to go sweeper as a defensive option, or against stealth champs.
Viable Offence Items: Bloodthirster, Mercurial Scimitar, Infinity Edge, Triforce, Mortal Reminder, Maw of Malmortius, Death's Dance, Youmuu's, Sterakks, Runaan's.
Bloodthirster gives bonus HP and lifesteal, so nice when you roam alot, and need to regenerate hp quickly to return to lane safely. Mercurial Scimitar i HIGHLY recommend versus any CC team. If you get CCed, you're done for. Plus it lifesteals and provides magic resist. IE is a great damage option for quinn and works really well to add to her damage in general. Triforce works as her Q scales off AP as well, so the sheen proc wont hurt, nor will the crit, attack speed, and HP. Mortal Reminder for those really beefy tanks. Maw of Malmortius for those AP assassins or mages who like to jump on you. gives you a nice shield too Sterakks the same, but with damage. provides nice tankiness too that doesn't hurt, and a nice shield. Death's dance is nice lifesteal, also sync's well with your abilities. Youmuu's for armor pen, even more movement speed, and attack speed. byebye enemy. Runaan's for that AoE bonus damage, crit, and lovely multiple target focus. Pushes waves super quick too.
Defensive Items: Sterakks, Banshees, Guardian Angel, Dead Mans Plate. Banshees for that extra MR & CC Protection. Guardian Angel if they like killing you first. Dead Man's works quite well with her mobility and damage procs. You have to keep moving though.
Items to NOT buy: Blade of the ruined king has no use on quinn. She gets bonus attack speed AND movement speed, so bloodthirster is much more worth investing into. You can chase/kite, and you get more lifesteal anyway from your passive proc plus bloodthirster. This item is wasted on quinn. Guinsoo's is a bit useless considering a) you push waves quickly anyway, and b) nothing but your Q really scales off of AP. Rapid Fire Cannon gives you more range and all, but shiv shoves waves and does multiple target damage. plus you wanna get close with E anyway.
Quinn Counters...
: Your pre-6 is much stronger, and your E stops her ultimate. Plus she lacks waveclear. You trump her in lane in every way, and can stop her from doing significant damage with E.
: Pre 6 you dominate him. After 6, he's still quick, but you're quicker. with E you can get some distance from him anyway.
: You outrange his turret's basic attacks. you can also poke him nicely. Once you have Shiv, his turrets are a thing of the past.
: Yasuo is a skill match up. When ever he E's to get to you, just E away, auto, Q auto. He can windwall any of your damage, but your cooldowns on everything are lower anyway. Just remember to juke the Qs and you should be fine.
: Another skill match up. If you can E at the right time, Diana should never be able to reach you with Q. Be careful of her E. Pre 6 you outduel her, and your roams are much more potent.
: You can hop the wall and deal damage, you can juke the stun by timing E nicely. Problem is you both have nice waveclear. Pro is that you can roam better.
: As long as you can poke him out early, and deny him much early advantage, you should be fine. Remember he could all in you at level 6 though. You are faster in ultimate form, but be careful as he can melt you after 6.
: Should be a piece of cake really. If you see him try to stun, E off of him, blind him, he's not gonna get you with much.
: He has really good wave clear, but his abilities are easy to juke with Q and E. plus you can vault into distance to prevent ulti damage.
: Though his stun is dangerous, you can pretty much kill him quickly all game. His ultimate doesn't effect you that hard, and you're good at shoving and denying.
: Pre 6 she's got nothing on you.
Quinn Countered By...
: Fizz can get you easily. With E he can juke your blind, and with Q he can reach you. If he's a decent fizz, you won't necessarily win the early either. You do outroam him however.
: Zed is one who can destroy you after 6 whenever. He also gets from a to b quite switfly.
: His waveclear is strong, his CC is strong, his mobility is decent, and his damage will melt you.
: Ahri can actually charm you mid E, and her mobility to get on you is strong.
: Good poke, Good wave clear, CC to avoid you getting near.
: Nidalee is a skill matchup that is easy to lose. In her cougar form she can do significant damage. She has sustain, a really good poke tool.
: His gold card is your death card. plus he matches your roams.
: He will outpoke you as long as he can root you.
: His poke is REALLY strong in this meta, and his range is not an issue either. The DOT also delays your roams.
: Same as brand, but you do NOT wanna be ultied in a teamfight.
: 2 ways to stop you from moving.
This guide is as detailed as I could make it. I have been having massive winrates with this champ, and massive KDA's as well. Quinn really provides good map pressure, especially in the mid lane, and deals some ridiculous early AND late game damage. As long as you build well, avoid dying in lane pre 6, and farm nicely, you should have no trouble getting the enemy team to flame the midlaner. Hopefully some of you will try this out. She's SO strong.