
Quinn Mid Build 16.11
Quinn Mid build in patch 16.11 has a 50.0% win rate over 20 games. This setup focuses on long sword is the basic attack damage component for champions who want a small but efficient increase to their physical output. it is mainly bought to improve trading, farming, and build flexibility without delaying larger item paths.










Quinn Build Guide & Strategy (Patch 16.11)
About Quinn
Quinn is a roaming marksman-assassin hybrid who abuses side-lane pressure, blind timing, and extreme out-of-combat mobility to punish isolated targets and slow rotations. She is excellent at creating uneven fights and picking apart the map, but she is fragile and much less effective when forced into static front-to-back teamfights against coordinated engage.
Quinn Build Strategy & Items
The item supports lane patterns where every auto attack, ability ratio, or short trade becomes slightly more threatening right away. It fits aggressive and tempo-conscious gameplans that want immediate combat value while keeping many future build options open. This item supports committed trading and stronger all-in setups by making each damaging action hit harder before a full item is complete. It fits gameplans where you want lane pressure or skirmish power now while staying on an efficient path toward a major purchase. This item supports assertive laning where you contest minions, punish last hits, and look for early health leads through repeated combat. It fits marksmen, fighters, and other AD users whose gameplan improves when their first few trades carry more threat. Long Sword is the basic attack damage component for champions who want a small but efficient increase to their physical output. It is mainly bought to improve trading, farming, and build flexibility without delaying larger item paths. Pickaxe is a mid-tier attack damage component meant to provide a noticeable step up in raw physical threat. It is mainly for champions building toward larger AD items who want a stronger interim spike than smaller components provide. Doran's Blade is an aggressive starter that combines early damage with a small durability cushion and lane sustain. It is mainly for champions who want their first levels to feel stronger in trades, farming, and all-in setup. Health Potion is a consumable sustain tool used to recover health over time during lane or after small fights. It is mainly for extending early map presence without needing an immediate recall. Hexoptics C44 is a range-and-targeting focused item built for champions that create value through cleaner angles, safer pressure, and better access to targets from distance. It is mainly for ranged carries and artillery-oriented picks that want better fight control without needing to stand dangerously close.
Quinn Key Strengths
Long Sword is attractive because it gives clean AD at a low cost, making it one of the easiest ways to sharpen early damage and last-hitting. It also builds into a wide range of assassin, marksman, fighter, and utility items, so early purchases rarely feel restrictive. Pickaxe stands out because the AD increase is large enough to change breakpoints on last-hits, poke, and combo damage in a way a Long Sword often does not. It is especially useful for champions who scale directly with attack damage and want a real spike without waiting for full completion gold. Doran's Blade is valuable because it gives a rounded early stat package instead of committing purely to offense or defense. That mix makes it easier to last-hit under pressure, trade back with confidence, and keep pushing lane presence without feeling too fragile. Health Potion is valuable because it turns gold into reliable early endurance, which matters most when the first few waves decide pressure and recall timing. It also works across many matchups, making it one of the simplest ways to stay active after a rough exchange. Hexoptics C44 is useful because it makes range more actionable, which often means more attacks or spells landed before the enemy can meaningfully trade back. It is especially strong on champions that already know how to abuse spacing, since better access from distance turns good positioning into a much larger practical advantage. Boots of Swiftness shine when small movement edges decide whether you can dodge, chase, reset lane distance, or arrive to a skirmish before the enemy. They are especially practical against teams that rely on slows to set up follow-up damage rather than on instant hard lockdown. Infinity Edge is prized because it creates one of the most recognizable damage spikes in crit builds, especially once enough supporting crit chance is already in place. It is particularly powerful in front-to-back fights, where a well-protected carry can use the item to shred through targets far faster than smaller AD upgrades allow. Lord Dominik's Regards is powerful because it turns difficult frontlines from a time sink into targets you can actually wear down at a reasonable pace. It is especially valuable when multiple enemies are investing in armor, since it helps preserve your relevance even if reaching the backline is unrealistic. Mercury's Treads are valuable because they answer two common game-losing problems at once: heavy magic damage and chainable crowd control. They are especially useful when the enemy composition wins by catching someone first, since even a little more freedom to move or cast can completely change whether you escape the engage. Serrated Dirk is attractive because it creates one of the clearest early spikes for physical burst champions, especially against targets that have not bought armor yet. It also keeps momentum high for snowball builds, letting roams, picks, and lane trades carry much more practical damage than a plain AD component would. Swiftmarch is attractive because movement speed affects nearly every phase of play, from collapsing on side skirmishes to slipping out of dangerous terrain before the real engage lands. It is especially strong on picks that already know how to abuse tempo, since a small speed edge often becomes better vision control, cleaner roams, and safer target access. Chainlaced Crushers are useful because melee champions often gain more from better target hold and pursuit than from generic movement alone. They are especially effective on brawlers that win through staying attached, since every extra step that keeps an enemy within reach can be worth more than a small damage bump elsewhere. Edge of Night is valuable because it turns some previously risky engage paths into realistic ones by forcing opponents to spend extra effort before they can stop you. It is especially strong against teams that depend on one obvious peel or catch spell to protect their carries, since the item can create the opening your burst needs. The Collector is valuable because it makes offensive leads easier to convert into kills, which is exactly what snowballing AD builds want from a mid-game slot. It is especially strong against fragile backliners and tempo-heavy games where fights are decided by who gets erased first. Serpent's Fang is especially useful when enemy compositions are built around saving priority targets with shields, because it directly attacks the mechanic that would normally blunt your whole combo. It gives assassins and AD skirmishers a way to preserve kill pressure in games where shield-heavy protection would otherwise make every engage feel one step short. Hubris is attractive because it gives a killer champion a very direct way to cash in on momentum, making early success feel like more than just temporary gold advantage. It is especially strong on roamers and assassins that already chain kills well, since the item rewards them for keeping the map unstable and punishable. Profane Hydra is valuable because it gives traditionally single-target AD threats a much better way to manage waves and jungle tempo while keeping their offensive identity intact. It is especially useful on roam-heavy assassins, since faster shove speed creates more time to hunt and the item's damage still rewards decisive all-ins.
Best Quinn Runes & Spells
Electrocute is a burst rune made for fast damage spikes from compact hit combinations. Its primary purpose is to reward champions that can reach a target, deliver three quick instances of damage, and turn that window into immediate health loss or kill threat. Treasure Hunter is an economy rune built to accelerate item timing through unique takedowns rather than through direct combat stats. Its main purpose is to convert early map activity into faster spikes that arrive before opponents are ready for them. Grisly Mementos is a utility-focused rune built around collecting value from successful combat and converting it into lingering pressure. Its purpose is to reward players who consistently finish fights or influence takedowns by giving those moments extra strategic payoff beyond the kill itself. Sudden Impact is a burst-oriented rune that rewards champions for attacking immediately after a dash, leap, blink, stealth exit, or similar repositioning trigger. Its main purpose is to make gap-closing and surprise entry patterns hit harder the moment contact is made. Celerity is a movement-scaling rune designed to make speed boosts more meaningful and a champion’s overall mobility profile more impactful. Its main purpose is to turn existing movement tools into better spacing, better chase, and smoother repositioning across the map and in fights. Scorch is a lane pressure rune that adds extra burn damage to spell poke and early harassment. Its main purpose is to make each clean ability hit sting more in the opening stages of the game, where repeated chip can decide who controls the lane. Triple Tonic is a staged utility rune that delivers multiple timed consumable spikes instead of one constant stat line. Its purpose is to give a player several distinct moments of extra help across lane and transition phases, rewarding planning around when each tonic matters most. Cash Back is an economy rune built around making completed purchases snowball more efficiently. Its main purpose is to soften the cost of item spikes so a champion can chain power increases faster than normal once key buys start coming through. Flash is an instant repositioning spell built around solving range, angle, and danger in a single moment. It is mainly used to create or escape decisive situations that normal movement cannot cover in time. Ignite is an offensive finishing spell that adds immediate kill pressure and punishes healing during an all-in. It is mainly chosen to turn close trades lethal and to force respect from opponents who survive on narrow health margins.
How to Play Quinn (Early, Mid & Late Game)
Quinn Laning Phase (Early Game)
In the early game as Quinn in the Mid lane, prioritize consistent farming and map awareness. Aim to secure your Hubris as quickly as possible to establish a lane advantage and create opening opportunities.
Quinn Mid Game Strategy
During the mid game, utilize your 3 item power spikes to control lane transitions and objective contested zones. As Mid Quinn, your roaming potential and skirmishing power are at their peak.
Quinn Late Game Strategy
In the late game, focus on teamfighting effectiveness and critical positioning. As Quinn, your role is to maintain utility and pressure in final sieges, coordinated and protecting objectives with your full item build.
Quinn Mechanics & Gameplay Tips
Strong Quinn players use Vault to deny the enemy's preferred trade pattern rather than simply jumping for damage, and they time Blinding Assault on champions whose return hit matters most. Weak Quinn play overuses Behind Enemy Lines for reckless entries, vaults into positions with no escape route, or treats every fight like a duel even when the enemy team can collapse instantly.









