You actually want
on Quinn most of the time, it's a huge power spike as soon as you get the item, from there the build changes depending on how the game is going and the matchups. If you are snowballing then follow it up with a
and you can make sure the enemy carries are dead before they can contribute to any team fight, if not it's usually better to go a zeal item,
is the best for dueling,
for more waveclear, some people prefer
as well. Vs tankier lane opponents you can go
into
or build standard and roam.
is something you usually want to get later on into a build, rather than as a first item. IE rush isn't that optimal as well, if you're going ADC you might want to still rush
since the power spike is enough to overwhelm most ADC, or go
into a zeal item and then upgrade to either
or
later on.
is a great addition to pretty much any build, starting with the
, preventing lock down is super valuable.
For summoner spells as well I would recommend exhaust, I run it in pretty much every game and it's incredibly versatile, not only preventing damage to you but also providing some light CC and reducing the targets armor.
The runes I usually run are armor pen reds and quints, flat MR blues and flat armor seals. Quinn has great base damage so the armor pen runes actually benefit her a ton, if you don't have them you can still run AD, but they're worth saving up for.
Masteries I go 12/18/0 taking Fury, Double edged sword, Natural talent and oppressor in the ferocity tree and Savagery, assassin, merciless, dangerous game, precision and thunderlord's decree in the cunning tree. in the early game Quinn can easily proc thinderlords with an auto E auto or auto Q auto combo, it's some great harass, 18/12/0 is good vs tanks, for fervor, but TLD is just too good for taking out squishy targets. Some people do also take storm raiders surge in some matchups, but while just starting out it's probably best to go with TLD or fervor.
Here's the end screen from a recent game
https://cdn.discordapp.com/attachments/189735825850892289/216570320390324224/game.png
The
is something I find useful some games as well, you can either place it behind mid turret to hold off a push with your team while you split or use it as pressure or extra tower damage while sieging, another benefit I've found is that enemy carries will follow the voidlings right to you for some easy picks.