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Quinn Jungle - No, I'm not Trolling

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The P0ntiff

Junior Member

02-05-2015

I posted this a little bit ago on someone else's post and since I got carried away figured I'd turn it into its own thread. I was just explaining to someone that I think Quinn is not only playable in the jungle, but a viable jungler in season 5 solo queue. Admittedly, I'm only a Silver League player, but I can only speak to my own experiences thus far.

I've been playing her in the jungle ALOT since the season 5 changes to the jungle. I go with 5 points in defense (2pts in HP/5 regen, and 3 on the jungle camp defense masteries) with all remaining points in offense. Always start with the golems and Q for first ability, don't even really need much of a leash. Blind the golems right away and stand in the brush, auto attack, proc your passive, and smite big golem after blind wears off to stun. Finish the camp, take a point in Vault (E), and proceed immediately to red.

If you did it right, you should have 4 hits on your stun buff, meaning you need 2 autos on red before he'll be stunned. Auto attack "Big Red" that 1-3 times until he's stunned, kiting backwards slightly if needs be. Be very careful during all of this that you don't allow the camp to hard reset. By all means you should make use of 3-4 soft resets, but if you try to just hover outside of the camp's range and auto attack, the camp will "hard reset" after 5 attempts to attack you and regain almost all of its HP. This will lead to a very long/delayed clear time. So now that Big Red is stunned you want to auto attack it once again and move toward him and now use your Q. That's right. You should not have used Q yet. The key here is not using blind until Big Red is actually going to be able to hit you, which is not until after he's stunned the first time. Right as he's about to come out of the stun you blind him and his buddies. While he's swinging and missing, you want to reposition yourself behind Big Red and Vault off of him. This will give you some distance to auto him a few more times and proc yet another stun while taking only 2-3 attacks from him the whole time. By the time the 2nd stun wears off your blind will almost be back up. Kite away from him as best you can but you'll likely kill him before your 2nd Q is available. I usually drink 1 pot while this is all going on once I've taken enough damage to not waste any of it. Use your 2nd blind on the remaining 2 small monsters (try to get them lined up close enough where they will both be hit, but not a necessity) and finish them off. Remember that the DoT from Red will now be applied so don't waste time on a final auto for these little bastards if you know the DoT will burn them down.

Now you have 3 options. Option 1, and what I usually opt for, go for a gank. This is something you have to just learn with jungle experience. Mid is the shorter lane, but your target is squishier. Top is the longer lane and often times your top laner will have more CC in his kit to help. It all comes down to what you think will be most successful. Remember that even getting the enemy laner to blow flash is a successful gank and you should not over pursue a gank, especially early on. You can gank bottom lane as well, but i find that you're better off leaving bot alone on this first gank. The mid and top laners are more vulnerable and do not expect to see a Quinn jungle gank at level 2. If you see that the timing isn't quite right but it may be in another 10 seconds, there's nothing wrong with taking out the scuttle crab while you wait. You'll be amazed how fast you can kill it with the remainder of your stun buff that you got off the first smite because they take extra damage when cc'd. The added benefit here is that you'll regen HP from killing it due to the machete passive.

Option 2 is to proceed direct to blue buff and take your blue. No matter when you go to take blue, whether its immediately after red or after a gank, this is how you do it. First, drop your trinket ward in the brush right next to blue camp while over the wall. Next, begin auto attacking Big Blue. DO NOT use your blind yet. Your autos will cause Blue to start making his way to you, very slowly. While its tempting to vault onto him after procing your first Harrier, do not do this or you will mess up the positioning and end up taking more damage than you need to. While auto attacking blue, you want to stand just on the other side of where the brush ends on the blue camp wall. If you stand any further away than that edge Blue will get to that point, realize you are too far away, and walk back to his home. Hard reset, start over. If you stand where I told you to, he will get into range to attack you from the brush. This is also why we need the trinket ward there, so we don't lose vision of him when he goes into the brush. Now, just as he is about to get into range, Gouge him Valor! You may still take that first initial auto, depending on your timing and how blind works in the code of LoL, but now you need to reposition. Right after you Q Blue, you want to get behind him, just like you did with Red. Once behind him, Vault off of him towards the other side of the blue camp. Now you are just going to kite Big Blue as best you can until you finish him off. You should still have at least 1/2 HP after you finish the camp off and still have 1 hp potion. You do not need to use this pot if you go kill a scuttle crab immediately after this, but its up to you.

Option 3, Counter Jungle. This is the ballsiest move, but its also one that is highly effective. One of the advantages of Quinn jungle is that very few junglers can duel her 1v1 and hope to win. This is because of Quinn's passive combined with Vault, and obviously throwing a blind in there, but also because she's ranged and your enemy jungler is not. You have two objectives in this option. Either you go to kill the jungler at their 2nd buff or you are stealing their blue (or both). This option can be tricky because Quinn's passive is visible to the enemy, so if Val marks one of the mobs at the enemy's buff, he'll know you are there. Ideally you will drop your trinket ward in the brush near the buff they are about to come take, see them start it, then after they tank some dmg from it you can blind them, auto attack, proc passive, vault, proc passive, all the while applying red buff. Either you'll kill them or they'll barely get away with their life and blow flash. Either way, make sure you take that buff from them.

That's it guys. Hope you get an idea of how to play Quinn. I'll close with build/strategy tips.

Start machete, 2 pots, and warding trinket. Ideal 1st back is Rangers Trailblazer (no other upgrade is as useful as the RT with Quinn, she thrives off of that AoE stun) a Doran's Blade, and boots. No matter what, you want your upgraded jungle item and some HP pots at the bare minimum. If its a choice between getting boots or some damage, I'll usually opt for boots first but its up to you. I highly recommend your first combat item be a Doran's Blade. The added HP and 3% lifesteal help alot. At first I was just going straight for a brutalizer but I found that the doran item really makes a big difference from lvl 3-6. Worth the investment and you'll find that you will not be hurting for gold later on. After your first back, I usually go straight to the golems again to get that stun buff for further clearing. The other option is to hit the toucans and get the true sight buff then look for a gank.

I will normally build one of two core items first, Brutalizer or Stattik Shiv. Go for a brutalizer if you get set back early or fail a gank and don't have much gold to play with. Longswords are cheap dmg, and brutalizer builds into the warrior enchantment for your trailblazer. The other option is to build statik shiv first. Shiv is really good on Quinn because the charge on shiv builds up faster on movement and the movement on your vault counts towards that charge. Its also a strong damage item earlier in the game. The 100 magic damage falls off quite a bit as you get into late game, but early on its a powerful burst and helps you clear camps faster.

My full build looks something like this: Ranger's Trailblazer with Warrior enchantment, Infinity Edge, Bloodthirster or BotRK, Zephyr (tenacity + 10% CDR + Mvmt Speed + 50% atk spd), Black Cleaver, and Mobility boots. You might prefer the Beserker's Greaves over Mobos, and they work, but the key to Quinn jungle is mobility and assassination. You have no tankiness, your goal is to blow up enemy laners in a quick burst of damage before they can do anything about it. When you get to mid/late game, you should be split pushing and/or counter jungling most of the time and waiting for someone to come try to stop you. When they do, you either annihilate them in a duel or you reposition to your team or split push another lane. Your job is to create pressure in the lanes, forcing them to send someone to deal with you. Quinn, especially with items, can shove down lanes with terrifying speed. Grab that same stun buff you got from the golems in the beginning of the game and when you get to that 2nd tier turret, Tag Team your old pal Val in. Watch Val with an IE and that buff just knock that tower into rubble in a matter of seconds. Teams don't realize how fast Valor can shred through buildings, especially with that buff for the first hit. As soon as the tower is laying in ruins, dip out. Valor is too fast for almost any champ in the game with the exception of maybe Hecarim or Rammus. I usually find myself in a spot where I have 3 levels up on my bot laners and 1-2 over the other lanes just because I can soak up so much exp and gold in the jungle and split pushing.

Quinn is also capable of solo'ing dragon by level 6. Take advantage of the fact that she's ranged and pull dragon out from the pit if you're on the "Red" side. No sense in leaving dragon in his pit so the enemy team can pull a sneaky steal. She makes short work of Baron Nashor as well, but remember that you'll need someone who can tank it for you.


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Tragic Positive

Senior Member

02-05-2015

The theory is nice.
The problem starts at a different stage.

What does Quinn offer as a jungler?
Jungle is horrible in perspective of earning gold. Lane farming is way faster than jungle clear. Which means that you - as a carry - would be behind in stats - and since you are the carry - you will be a burden for your team till late-game. And having 2 burdens is quite a lot to handle through mid-game.

Season 5 jungle is not only about being able to survive the 1st double buff clear. You have to always keep the role as a jungler.
There are several of those which are:
~Snowballer (e.g. Shaco, Hecarim...)
~Initiator/Disruptor/Tank (e.g. Vi, Skarner, Jarvan IV, Zac, Nautilus, Maokai...)
~Assassin (e.g. Khazix, Rengar)
~Front line fighter (e.g. Udyr, Xin Zhao...)

And I'm afraid that whichever role you'd like to pick as Quinn... You won't fulfill any of those up to a needed level. Quinn - since being a carry - is sadly more or less a vessel for items. She is too squishy to make a use out of her base damage of her abilities.

The most useful is the Tanky Disruptor jungler, since he is able to deal some nice damage that does not require you to build glass cannon, stop the fleeing enemy - prolonging the time where you can deal damage to him, while also being super useful late game.

You - as Quinn - not only lack the damage for late game (you'll usually have to target tanks as a carry), but you don't have what it takes to support or snowball your teammates through the game.


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BigBadBadger

Senior Member

02-06-2015

Jungle Quinn ganks are scary, but I have to see one in s5 yet.


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Tragic Positive

Senior Member

02-06-2015

Quote:
BigBadBadger:
Jungle Quinn ganks are scary, but I have to see one in s5 yet.

Scary? o.o;
Scarrier than Vi's or Jarvan's?
... Even more scary than those of Nautilus?

Iiii am not sure.


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