Hello, welcome to my guide! My name is Stoyan and I am Diamond 1 in the Europe Nordic and East server with 2 million mastery points on her. I am playing in EUNE, EUW, TR. About 75% of my mastery points are in one account.
PROS | CONS
PROS: CONS:
+ Strong early game | -Squishy
+ Two hard CC abilities | -Weak to hard CC
+ Self-peel | -Relies on cooldowns
+ High mobility/roam potential | -Difficult playstyle
+ Huge burst | -Expensive build
+ Great pick potential | -Minimal defense from CC
+ Versatility (Can be played viably on 4 roles) |
Why play Quinn?
Quinn
is the one of the most versatile champion in the game with build variety & role variety.
Quinn
can play Top, Mid and ADC viably. Some players play her in the jungle and bot lane as support, but I don't like it.
Quinn
also can run the many keystones workable. You can play
Quinn
with
Phase Rush
to counter champions with slows (like
Nasus
,
Olaf
and etc),
Fleet Footwork
against poke matchups (like
Akali
,
Heimerdinger
and etc),
Electrocute
against squishy champions (like
Teemo
,
Lucian
and etc) ,
Lethal Tempo
for champions who like extended fights (like
Akshan
,
Warwick
and etc.),
Press the Attack
for tanks (like
Sion
,
Gnar
and etc.) and
Predator
if you want to 4fun it in normals. Each keystone involves a different playstyle, which makes her fun to play and learn.
Quinn
is entertaining to learn, play, and master because you are going to tilt your enemies, because you are #DisgustingRangedTop. She is a champ who can CARRY games.
Quinn
has a strong Early Game, Mid Game, and Late Game.
Quinn
can also run
Ignite
every game to win lane easier, which gives you an edge since most enemies need to run
Teleport
.
Quinn
can also play ANY role your team needs: the role of an AD Carry, Assassin DPS, split pusher, etc.
Runes
STANDART
AGAINST HARD BRUISERS
AGAINST SQUISHIES
AGAINST BRUISERS / POKE MATCHUPS
TANKIER RUNES
Items
Standart - Crit
Situational - Lethality
Quinn's Abilities
Passive - Harrier
Q - Blinding Assault
W - Heightened Senses
E - Vault
R - Behind Enemy Lines
Harrier
Ability
Valor marks an enemy as Vulnerable for 4 seconds. If you attack the Vulnerable enemy you will deal bonus physical damage. Enemies hit by
Vault
or the primary enemy hit by
Blinding Assault
will also be marked as Vulnerable.
Harrier
is disabled during
Behind Enemy Lines
(
Quinn
's ultimate) and for 8 seconds after the mark ends. This cooldown is reduced by critical strike chance.
Blinding Assault
Ability
This is a skill-shot that might decide the outcome of a duel or skirmish. It scales with your AD and deals a nice chunk of damage. The damage is dealt as an AoE but only the first enemy hit is marked and in the case of a champion, given Nearsight (if it's a jungle monster, it will be unable to attack for 2 seconds). Nearsight removes allied vision and reduces their vision radius to 300 for 1.75 seconds. This basically means that unless you're standing right next to them, they won't be able to see you. This allows
Quinn
to duel certain champions and for some cool outplays and even jukes.
Heightened Senses
Ability
This ability is good for scouting in many situations, such as when you’re expecting a gank, invading the enemy jungle or contesting dragon/baron. Note that enemies can see the spell effect of
Heightened Senses
's active portion, even if they do not have vision of you. It has a rather long cooldown, so think carefully before using this ability. The bonus attack speed and movement speed steroid you get from proccing
Harrier
is excellent, giving you extra DPS and allowing you to kite or chase effectively.
Vault
Ability
This is arguably one of the most fun abilities in the game. There are lots of things that it can be used for. Vault can be used to cross small patches of terrain, dodge abilites, dodge skillshots or even interrupt dashes. Check out the 'Uncancellable windup with Quinn's E' chapter for more information. We max this last as the damage increase is small and we most likely won't use it twice in a fight so the CD reduction is less important.
Behind Enemy Lines
Ability
This is another ability that is super fun! This ability defines
Quinn
and makes her the unique and fun champion who she is! You should always put a point into this when you can, because higher level gives you more movement speed and reduces the mana. Valor arrives, picks
Quinn
up and and flies her around. You can achieve amazing speeds with this ability, because it takes your TOTAL Movement Speed and multiplies it. This ability has no cooldown unless the channel was interrupted by hard CC. In this case, it goes on a 3-second cooldown. Reactivating the ability or using any sort of attack will cancel the ult and perform Skystrike (Quinn's R2 - Recast), which deals damage in an AoE. Taking damage from non-minion sources will slow you temporarily.
Ability Order
W MAX/CRIT
Q MAX/CRITHALITY
Q MAX/BURST
Quinn
1
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5
5
5
5
6
6
6
6
7
7
7
7
8
8
8
8
9
9
9
9
10
10
10
10
11
11
11
11
12
12
12
12
13
13
13
13
14
14
14
14
15
15
15
15
16
16
16
16
17
17
17
17
18
18
18
18
Quinn
1
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5
5
5
5
6
6
6
6
7
7
7
7
8
8
8
8
9
9
9
9
10
10
10
10
11
11
11
11
12
12
12
12
13
13
13
13
14
14
14
14
15
15
15
15
16
16
16
16
17
17
17
17
18
18
18
18
Quinn
1
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5
5
5
5
6
6
6
6
7
7
7
7
8
8
8
8
9
9
9
9
10
10
10
10
11
11
11
11
12
12
12
12
13
13
13
13
14
14
14
14
15
15
15
15
16
16
16
16
17
17
17
17
18
18
18
18
Uncancellable windup with Quinn's E
A basic attack that is not interruptible is classified as having an uncancellable windup. Basic attacks with uncancellable windups are only stopped by Death, Silence, Polymorph,
Quinn
's
Vault
, and in some cases, untargetability and range. These include:
Aphelios
's
Weapon Abilites
- (Severum);
Blitzcrank
's
Power Fist
Caitlyn
's
Headshot
;
Camille
's
Precision Protocol
;
Darius
's
Crippling Strike
;
Dr. Mundo
's
Blunt Force Trauma
;
Fizz
's
Seastone Trident
;
Galio
's
Colossal Smash
;
Garen
's
Decisive Strike
;
Gragas
's
Drunken Rage
;
Gwen
's
Needlework
(the attack that grants the second or third cast);
Illaoi
's
Harsh Lesson
(only within her base attack range);
Jhin
's
Whisper
(fourth shot, only against champions);
Kalista
's
Martial Poise
;
Kassadin
's
Nether Blade
Kayle
's
Starfire Spellblade
;
Maokai
's
Sap Magic
;
Nasus
's
Siphoning Strike
;
Nidalee
's
Javelin Toss / Takedown
;
Rengar
's
Savagery
;
Samira
's
Daredevil Impulse
;
Seraphine
's
Stage Presence
;
Sona
's
Power Chord
;
Shyvana
's
Twin Bite
in Dragon Form;
Sylas
's
Petricite Burst
;
Trundle
's
Chomp
;
Udyr
's
;
Vi
's
Relentless Force
;
Volibear
's
Thundering Smash
;
Wukong
's
Crushing Blow
;
Xin Zhao
's
Three Talon Strike
;
Yorick
's
Last Rites
;
Yuumi
's
Feline Friendship
Examples for how Quinn's E can cancel several abilities:
If timed correctly that's how Quinn's E interacts with Cassiopeia's R
If timed correctly that's how Quinn's E interacts with Camille's E
If timed correctly that's how Quinn's E interacts with Jax's Q
Examples for how Quinn's Q can cancel several abilities:
If timed correctly that's how Quinn's Q interacts with Mordekaiser's R
You can break angles with Quinn's Q and enemy can't see you
How to play Quinn Top?
Early game
As
Quinn
top, you will frequently be up against a melee champion. This gives you an advantage: not only can you farm your creeps from a safe distance, but you can also harass the enemy without putting too much at risk. However, there are two important things to note here:
You must balance harassing the enemy with farming. If you just farm, then you are wasting your advantage. If you harass too much, you will miss out on creeps and put yourself at a disadvantage. Striking a good balance is critical!
Attacking the enemy will draw minion aggro onto you (the enemy minions will start attacking you instead of your minions). Minion aggro hurts and early game it can even kill you. After harassing the enemy, walk into a bush. Because the enemy minions lose sight of you, they'll go back to attacking your minions and you'll lose the aggro.
A good strategy is to wait in the top-lane bushes until the enemy laner comes. You walk out of the bush, proc
Harrier
, then E/Q (depending on which you got first) and then proc the second
Harrier
.
Quinn
's level 1 is hyper strong and by doing this, you can get the enemy laner to half HP straight away. This combo is even more powerful if you have
Electrocute
. Getting to level 2 before your opponent is also a huge advantage. You will now have access to two abilities -
Blinding Assault
and
Vault
and three potential
Harrier
marks. You should try to harass and possibly even secure a kill during this period. However, be careful because some champions also have a strong level 2.
Once you reach level 6, you can use ult to fly back to lane quicker. This means that if you are low, you can back and fly back to lane without worrying about losing too much creeps. I want to make this note that I don't like to roam much early game on
Quinn
because you only gain 70% Total movement speed level 1
Behind Enemy Lines
, which isn't as fast as you think. This means that if you roam bot, for example, and it doesn't work out, now you just lost multiple plates and a whole lot of creeps top lane, which will set you SUPER far behind. Only roam when you have the perfect opportunity to. You can roam mid more often since it's close in proximity to top, but only roam bot when you have the perfect opportunity to do so!
Summary:
Use your level one to poke down the enemy.
Try to get level two first and then use that advantage to get some good damage off on the enemy or even secure a kill
Focus on farming and harassing the enemy
If they are low from your harass, go for the kill
Once you get your ultimate, roam!
Mid game
In the mid game, people leave their lanes to go take objectives such as dragon/baron/herald or towers. This is also the stage in the game where teamfighting take place. In the mid game, you have two options: Teamfighting and Splitpushing. You should be doing a combination of both with rotations in between, but the balance between the two may change depending on your game situation. The most important goal of the top lane is to transfer your early lead into objectives and securing kills for your teammates. If your team has had a bad start, the mid game is also your chance to make a comeback.
Summary:
In teamfights, either murder their carries or stay in the back and deal damage.
Make sure you use
Control Ward
,
Stealth Ward
,
Farsight Alteration
when splitpushing.
There are times where splitpushing is better, but there are also times when teamfighting is the way to go. You must decide what is better for your team.
In the mid game, you will either be doing a combination of splitpushing and teamfighting with rotations in between.
Late game
Late game is usually somewhere around 35-40 minutes and longer. Many games will end before you get to the late game, but there are expectations. At this point in the game you will be nearly full build. You should have taken down several towers and dragons, maybe even a Baron. This is the point in the game where you should be actively looking to destroy the Nexus and finish the game. However, if you're behind, it's best to defend against the enemy and wait for them to make a mistake or for someone to get caught out. This presents an opportunity to get objectives and perhaps even end the game. Remember, the longer the game goes on, the longer the death timers get. Being able to catch their ADC out of position might result in 50-60 seconds of 4v5, which could then lead to an ace. If this happens, you have about 50-60 seconds to end the game, which is enough time. While waiting for an opportunity, stick together and don't stray too far away on your own, as you will be an easy pick for the fed enemy team.
On the other hand, you want to avoid this situation when your team is ahead of the enemy team. Make sure you are not caught out of position yourself. A silly mistake might be the end of the game for you and your team. Instead, you want to focus on pushing towers. Your team is ahead, so unless you have bad teamfighting composition, you should win teamfights. If the enemy has a lot of wave clear and you are finding pushing towers hard, take Baron. Contesting it will be a risky move for the enemy team. However, you are also at risk of Baron being stolen from you, so always try to take it when the enemy is defending or dead. Baron is a great way to close down the game.
If both teams are equal in terms of strength, then you have to wait for an opportunity. A opportunity could be - killing the jungler, killing most fed enemy and etc. If you don't make mistakes, you can't lose. But in order to win, you have to use the mistakes of your enemies.
Summary:
If behind, defend and look for opportunities created by the enemy making mistakes. Keep your lanes pushed up and look for picks (e.g. the enemy ADC is farming your jungle alone). Catch someone out of position, fight 4v5 and then end the game.
If ahead, push towers, take Baron or look for kills (which should be easy as you should be in control of the map). Try not to make stupid mistakes.
If equal in power, make sure you don't make stupid mistakes while you are waiting for the enemy to make one.
Matchups
I'll add all top lane matchups, but these are for now.
Top Lane
Aatrox
Champion
Aatrox
relies on hitting his skillshots, so it’s recommended to get upgraded boots early when against him.
The first Q of
The Darkin Blade
and his W -
Infernal Chains
can be easily dodged; upgraded boots will be helpful here.
Only use your
Vault
defensively as he can easily punish you if it is on cooldown. DONT use
Vault
when he uses his Q1, because will interupt your
Vault
.
Use your
Vault
to avoid his Q2 or Q3 knockups.
If you get hit by his W -
Infernal Chains
, you can break the chain either by walking away (it’s better to walk out sideways rather than forwards or backwards) or by
Vault
ing out of it (however then you will have no
Vault
for his second Q).
If he has his ultimate,
World Ender
, available you should never all-in him under his tower. You should also be very careful when under your own tower as he can easily dive you and survive because he has huge healing.
Later in the game you should aim to outroam him and get kills/objectives on the map after shoving your wave/after laning phase.
Akali
Champion
Getting
Hexdrinker
and taking
Nullifying Orb
in your runes could help if you struggle in this matchup.
Your aim in this lane is to outfarm and outroam the
Akali
. Focus on getting a good CS advantage until you unlock
Behind Enemy Lines
(Use every opportunity to harassing Akali and making her lose CS). Then roam the map looking for kills.
Before she unlocks her ultimate -
Perfect Execution
, you can try forcing out her shroud using the standard AA>
Vault
>AA (
Harrier
) combo. Make sure to sidestep after so that you don’t get hit by her E -
Shuriken Flip
Flip, which will allow her to engage on you whilst your own disengage is down.
After level 6 save
Vault
to disengage from her ultimate (You can disengage only R1 or R2, not both). You should also play safer; try to farm on your own side of the lane so you can always escape to the safety of the tower. When she uses her ultimate, use
Vault
to disengage from one of her dashes and
Blinding Assault
+
Harrier
to disengage from the other.
Use attack move if you have trouble redirecting your champion after
Akali
goes invisible (to avoid walking into her
Twilight Shroud
).
Avoid fighting Akali in her
Twilight Shroud
.
Akshan
Champion
Akshan
is an easier
Lucian
, because he has more push than you and all-in damage, but he doesn't have any way to dodge your Q -
Blinding Assault
. You can easily Q him since he has no mobility
Try to get the push on
Akshan
early, if you succeed he can't bully you or shove you in. Look for Qs and then short
Press the Attack
proc trades, rinse and repeat.
Save E -
Vault
to cancel his E -
Heroic Swing
on the wall, try to be close to the wall so if he Es, you can E -
Vault
him easily. If you anticipate an engage on him, be ready to
Vault
him quickly.
Stay away from the wave so
Akshan
has to choose either to Q you, or the wave, and if he misses his Q -
Avengerang
, look for an engage with your
Blinding Assault
. Don't use E -
Vault
unless he uses his, unless he is in lethal range to die if you
Vault
him first.
Camille
Champion
The majority of her damages comes from her Q -
Precision Protocol
. If she uses it on minions, you have a short window of opportunity to aggressively trade with her. You can dodge her W -
Tactical Sweep
by
Vault
ing at the right time, putting you inside the cone at the time when the ability goes off.
This way you won’t be slowed as well. First few levels are pretty easy and you can use
Vault
aggressively. After level 6 you should stay away from walls to make it harder for her to hit her E -
Hookshot
.
When fighting
Camille
be aware of the passive shield she gets when she autos you
Adaptive Defenses
. It’s recommended that you wait it out 2 seconds as you most likely won’t out-damage it anyway.
If she ults you, walk slightly to the side and then
Vault
so that you end up closer to your tower. Then use
Harrier
procs to kite her.
Be careful of enemy jungler, because Camille can set up ganks easily with her E and R -
The Hextech Ultimatum
. In the mid-late game she will be doing a lot of damage, so pick your fights carefully.
The only time you can cancel her E with
Vault
is if hook has attached to a wall but she hasn’t jumped off it yet. This also includes the time during which she is traveling to the wall.
If there aren't any minions in the way, throwing your
Blinding Assault
at
Camille
as she E's to a wall can be a good response: it screws with her aim and gets you a free
Harrier
.
Cho'Gath
Champion
Don’t stand in your minion wave: this stops him from pushing and poking you at the same time (since all of his abilities except for his ultimate are AoE).
Cho'Gath
's range on his E -
Vorpal Spikes
is 500, and your AA range is 525, so if you stay in AA range of Cho then his Spikes won't be able to hit you.
Cho'Gath
's passive -
Carnivore
- gives him both mana and HP whenever he kills a unit. Deny him CS as much as you can to reduce his sustain.
You can dodge his Q -
Rupture
, by using
Vault
. This gives you a big advantage in trades, so make sure you get the timing down.
Consider getting and upgrading
Boots
early to help dodge his Q when
Vault
is on CD or when you are silenced by his W -
Feral Scream
.
Cho'Gath becomes stronger with stacks from his ultimate
Feast
, so try to kill him early on when he is weaker.
His AA range will get larger with his stacks.
Darius
Champion
Darius
is melee. Use your range advantage to harass him and deny him CS as much as possible. Knowing the range of
Darius
's E -
Apprehend
and being able to avoid it/bait it out is a huge advantage in this matchup.
BE CAREFUL on Level 1! Most
Darius
players run
Ghost
AND/OR
Phase Rush
. If he has both, be very cautious level 1. Wait for
Darius
to use an ability on level 1 to see what he starts because some cheese players will start E -
Apprehend
and run you down with ghost level 1 after you use your
Vault
.
Level 2 onwards be cautious and only use your
Vault
after
Darius
uses his pull. If he wastes his pull, be free to
Vault
him and make a good trade with him. Trade
Darius
in lane with AAs -> Q Blind -> AA in lane whenever possible, which allows you to get him low in lane.
Darius
's W -
Crippling Strike
, increases his auto attack range and also applies a slow. Be cautious of this, as he could use the slow to reposition in such a way that makes
Vault
ing off him unfavourable. It also allows him to stack his passive -
Hemorrhage
on you easier.
If you time it right,
Vault
can be used to cancel
Darius
's R -
Noxian Guillotine
.
Blinding Assault
can do it too. However, you should not be saving your abilities just for this purpose. You will often need to use your skills at other times and even if they are off-CD, cancelling his ultimate isn't reliable. Finally, the CD of his ult is refunded so it's only a very brief respite.
Attention: Good
Darius
players will instantly run behind you when he pulls you, and if he's fast enough, you will
Vault
in the opposite direction away from your tower, so be careful of that.
Dr. Mundo
Champion
First of all, hide behind minions so he can't cleaver you.
Your goal is to remove his passive -
Goes Where He Pleases
from behind minions so he can't retaliate against you. Ideally, E -
Vault
him when his Q -
Infected Bonesaw
is down to jump on him with E to pop the passive. His Q is 4 second CD, so it's a free passive pop.
His Q -
Infected Bonesaw
has long range, and they are hard to dodge. Only trade him when he misses cleaver on a minion. If he misses his Q -
Infected Bonesaw
, HARD ENGAGE for a trade by
Vault
ing him, combo and DPS effectively with Q -
Blinding Assault
as well, then back off before his Q comes back. By doing this, you get a free trade.
His R -
Maximum Dosage
is 110 seconds cooldown, so your goal post 6 is just to get him low and bait his R, and I do not to fight him when his R is up unless he's really low WITH your ignite ticking on him. When his R is down, you can kill him next time easy.
You outscale this matchup. When you have 3+ items (for example:
Kraken Slayer
->
Blade of The Ruined King
->
Lord Dominik's Regards
) you always win, you do so much damage and it's all about dodging his Qs. You are fast, (because of your W passive -
Heightened Senses
) so practice because if he misses a Q then you are fine because it's a 4 second cooldown, he wont be able to run you down if he misses those.
Garen
Champion
You outscale
Garen
incredibly hard, this is a dodge worthy matchup for him and the biggest counter pick in all of League. After Garen's mini rework, the matchup is heavily one sided towards Quinn's favour.
Now
Garen
's Q -
Decisive Strike
is programmed as an auto attack, which means that
Quinn
's E -
Vault
can cancel the damage AND silence from
Garen
's Q -
Decisive Strike
.
You should play the lane extremely aggressive and auto attack
Garen
whenever you can to proc your
Press the Attack
every time the
Press the Attack
is available. The only thing to watch out for is to only use your E -
Vault
to counter
Garen
's Q -
Decisive Strike
.
Whenever
Garen
presses his Q -
Decisive Strike
, you should react immediately with your E -
Vault
because he loses the movespeed bonus when it's cancelled. Keep in mind that his Q -
Decisive Strike
is an 8 second CD while our
Vault
is 12-8 seconds, so he will have it up before your
Vault
is up basically every time.
To maximize your effectiveness in lane, play back a little bit when your
Vault
is at arround 4-6 seconds if you
Vault
ed his Q -
Decisive Strike
in an earlier trade to prevent the good
Garen
s from silencing you before your
Vault
comes back up.
Post level 6 the only thing you need to know is that
Quinn
's Q -
Blinding Assault
can cancel Garen's R -
Demacian Justice
.
How this works is if you blind
Garen
and you leave his nearsight vision radius when he presses his R -
Demacian Justice
ability, his ult animation goes off, but the damage is cancelled and his R is placed on a very short cooldown.
Keep in mind that his R -
Demacian Justice
will be back up in a matter of seconds, so if you are able to pull this cancel off, then don't get greedy and overextend because he will have it back up momentarily.
Fiora
Champion
Fiora
has a gap closer -> her Q ->
Lunge
. Take
Ignite
, because It will cut the healing
Fiora
gets from proccing Vitals and her ultimate,
Grand Challenge
. If you really struggle with this matchup you can use
Teleport
to get to lane even faster. Don't use
Ignite
when she is in her
Riposte
animation, because it will be blocked!
Try to learn and keep track of the cooldown of her W -
Riposte
(24s on rank 1 opposed to 12s on
Quinn
's E -
Vault
).
If she uses
Riposte
as you
Vault
her, you will get stunned. If she uses
Riposte
after you use
Vault
, step to the side to avoid the slow and to prevent her from blocking your
Harrier
.
You can also do the same thing with
Blinding Assault
: after using it, walk with her a little bit to see if she would try to anticipate your
Harrier
auto and W -
Riposte
it. If she does, that gives you a free Vault to follow up with.
In this matchup, you could either play really safe and never
Vault
her aggressively or you could still be aggressive with
Vault
, but risk getting stunned by her W -
Riposte
.
Gangplank
Champion
Gangplank
is weak early game and is very vulnerable to being bullied by
Quinn
. Deny him CS and harass him. You should be able to stay significantly ahead either by killing him or applying a lot of pressure/outfarming him. Then look to transfer that advantage to other lanes through roams.
In this matchup you can use
Vault
aggressively and should look for trades whenever it’s up.
Don't let him set up his triple barrel combo. In fact, try to contest every barrel he puts down: don't allow him to setup barrels in lane for free.
Be careful when trying to get rid of barrels. If you auto attack one when it is at 3 HP, he can use an AA and his Q -
Parrrley
to quickly blow it up whilst placing a second one on top of you. However you can dodge this by
Vault
ing
Gangplank
after the first barrel blows but before the second one. Being able to
Vault
over his barrels effectively will make the matchup a lot easier.
It would be beneficial if you knew what the range of his barrels are, as in how far he can place a barrel while still being connected to another one. Then, you will know his aggression radius and will be able to bait out his combos by taking a step back at the right moment. This is especially useful when he has a 1 HP barrel that you can't simply last hit without getting combo'ed.
Use your W to check bushes for his barrels.
After level 6 be wary of his global ultimate -
Cannon Barrage
, whilst roaming.
Be wary of tower-diving him due to his W -
Remove Scurvy
.
When you go in for a kill,
Ignite
him once he is about half HP so that his W heals for less.
Gnar
Champion
If you are experienced player, this matchup is
Quinn
favoured.
Early on you don’t be afraid to trade with him. After he throws his Q -
Boomerang Throw / Boulder Toss
, it will be down for several seconds even if he catches it (additionally, you out-range him at this stage).
If you feel confident in dodging his Qs, you can camp the bushes and zone him off the wave by going for trades when he tries to CS. You can also stand behind the creeps so that he can’t hit you by the full Q damage.
Mini Gnar is quite easy to beat, while Mega Gnar's damage is quite terrifying.
Don't go near walls when he is in Mega Gnar. Use your W's passive -
Heightened Senses
marks to side step Mega Gnar's rocks.
It’s even easier to trade with him when he transforms into Mega Gnar; he won’t be able to get CS with his Q
Boomerang Throw / Boulder Toss
since the boulder will not fly back to him, keeping it at a pretty high CD. It’s also easier to cancel his jump
Hop / Crunch
with
Vault
since the animation is slower. Just watch out for his W -
Hyper / Wallop
.
Once
Gnar
reaches 97-99 rage, he can
Hop / Crunch
into the wave and then jump again onto you. Since he is in combat he will get the missing rage, allowing him to activate his ultimate -
GNAR!
mid jump! Be cautious of this.
In Mega Gnar, be careful of
Gnar
's W -
Hyper / Wallop
, because it can stun you, and the range is 550 (25 more than our
Vault
range and auto range).
Be careful as his R -
GNAR!
can cancel
Vault
(although he will need to time it right which is quite hard).
Gragas
Champion
Gragas
poke is hard to dodge, because his range is slightly longer than yours. Stand behind minions in this matchup so he can't E -
Body Slam
you as easily.
What you can do: E (
Vault
)
Gragas
when you are behind minions, and then
Gragas
will E -
Body Slam
you back right after, but since
Vault
is so fast and pushes you back to your original position, you will actually force him to E -
Body Slam
the minions in front of you. This is really helpful to beat
Gragas
becasue if he misses his E -
Body Slam
, he is vulnerable.
His E -
Body Slam
is 4 seconds longer than your
Vault
CD, so it is good to bait it. However, if he lands E -
Body Slam
, the CD does refresh back quicker, so keep that in mind.
After level 6, use
Galeforce
+
Vault
to dodge his abilities and to also make his R -
Explosive Cask
put you in a place he doesnt want.
If you anticipate
Gragas
R -
Explosive Cask
,
Vault
him first because your E animation is so fast. This will shoot you in a place
Gragas
doesn't want to hit you since he Rs in a certain angle to launch you to a certain place.
If you
Vault
first, his R -
Explosive Cask
can actually push you to safety, depending on the circumstance of course.
Conclusion
Overall,
Quinn
is an extremely fun champion to play. She has a very unique kit and is great for Solo Queue.
Quinn
is a champion with easy abilities, but is difficult to master due to her short range and needs of map awareness on maximizing her roaming potential. Thank you all for spending time to read my guide!
Hopefully, this guide has helped you in some way. If you have any questions, queries, suggestions or feedback just write a comment and I will do my best to respond. If you dont like something in the guide I would be grateful if you left a comment saying why, so I can take your opinion into account and consider making changes.
Special thanks to inspirations from QuinnAD, a Challenger Quinn OTP on NA, LAS and BR. Thanks to QuinnAD for teaching all his followers a lot of intricacies with
Quinn
and helping anyone who asked him. His tips really helped me a lot to discover my playstyle. He makes uses of various rune pages in different matchups, but the versatility often confuses new Quinn players.