
Doran's Blade
450 goldThis is the most-supported Draft/Ranked starting item in the frozen prior-patch public role snapshot. Compare its durability, sustain and damage trade-off before leaving base.
Top · Ranked FlexMatchup guidePatch 16.20.1
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
Role fit
Quinn has an established solo-lane plan with the income and space needed to trade, manage waves and influence a side lane.
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
Ranked Flex · Top
Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

This is the most-supported Draft/Ranked starting item in the frozen prior-patch public role snapshot. Compare its durability, sustain and damage trade-off before leaving base.

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

Adds movement speed and stronger resistance to slows.

Adds attack damage, critical strike and execute pressure.

Adds percentage armour penetration after targets buy armour.

Increases critical-strike damage after the first item.

Adds lethality and movement for picks and rotations.
Complete build choices
Recommendation review pending
Best when: Mortal Reminder combines armour penetration with anti-heal.
Best when: Guardian Angel protects a completed damage core from one decisive death.
Best when: Wit's End adds magic resistance without giving up attack speed.
Runes and summoner spells
Use range to manage the wave and take measured trades without surrendering the escape route. Teleport supports the long solo lane.
Teleport preserves recalls and side-lane access. Ignite is a deliberate pressure trade-off, not a universal upgrade.
Keep the defensive secondary runes when repeated poke or one committed trade can decide the lane.
Matchup notes
Quinn can interrupt approaches and repeatedly pressure Darius before he establishes a long trade.
Early to midLook for lane pressure, first recalls and early objectives before scaling carries complete several items.
Treat Vex as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.
Static alternatives
These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Mortal Reminder combines armour penetration with anti-heal.

Guardian Angel protects a completed damage core from one decisive death.

Wit's End adds magic resistance without giving up attack speed.
Ability reference
Ability reference Data Dragon 16.20.1
Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1
Valor, Quinn's Demacian eagle, periodically marks enemies with Harrier. Quinn's first basic attack against Harrier targets will deal bonus physical damage.
Quinn calls Valor to mark an enemy and hinder its vision before damaging all enemies in the immediate area.
Cooldown (s) 11/10.5/10/9.5/9 · Cost 50/55/60/65/70 · Listed range (units) 1025Passively grants Quinn Attack Speed and Move Speed after she attacks a Harrier target. Activate to have Valor reveal a large area nearby.
Cooldown (s) 50/45/40/35/30 · Listed range (units) 2100Quinn dashes to an enemy, dealing physical damage and slowing the target's Move Speed. Upon reaching the target, she leaps off the target, briefly interrupting it, and lands near her maximum Attack Range away from the target.
Cooldown (s) 12/11/10/9/8 · Cost 50 · Listed range (units) 675Quinn and Valor team up to fly around at great speed. Ending the ability casts Skystrike, which deals damage to nearby enemies and marks champions with Harrier.
Cooldown (s) 3 · Cost 50/25/0 · Listed range (units) 700Darius' attacks and damaging abilities cause enemies to bleed for physical damage over 5 seconds, stacking up to 5 times. Darius enrages and gains massive Attack Damage when his target reaches max stacks.
Darius winds up and swings his axe in a wide circle. Enemies struck by the blade take more damage than those struck by the handle. Darius heals based on enemy champions and large monsters hit by the blade.
Cooldown (s) 9/8/7/6/5 · Cost 25/30/35/40/45Darius's next attack strikes an enemy's crucial artery. As they bleed out, their Move Speed is slowed.
Cooldown (s) 5 · Cost 40 · Listed range (units) 300Darius hones his axe, passively causing his physical damage to ignore a percentage of his target's Armor. When activated, Darius sweeps up his enemies with his axe's hook and pulls them to him.
Cooldown (s) 26/23.5/21/18.5/16 · Cost 70/60/50/40/30 · Listed range (units) 535Darius leaps to an enemy champion and strikes a lethal blow, dealing true damage. This damage is increased for each stack of Hemorrhage on the target. If Noxian Guillotine is a killing blow, its cooldown is refreshed for a brief duration.
Cooldown (s) 120/100/80 · Cost 100/100/0 · Listed range (units) 460Adapt the plan
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Hold a favourable wave, pressure the enemy away from farm and keep enough vision to survive the second opponent.
Push before moving to an objective; arrive through a known route rather than giving up the wave and your shutdown.
Use the lead to occupy space for the team. Do not chase through the entire enemy formation for one target.
Keep health and minions balanced so one poor trade does not decide the lane.
Move after the wave is handled and communicate if the opposing Top laner leaves first.
Choose between front-line duty, side pressure and carry access according to the champion kit.
Farm near safety, avoid repeating the losing trade and ask for help only when the wave creates a realistic window.
Do not follow a stronger opponent through unseen river. Signal the move and recover guaranteed resources.
Contribute control or pressure to the nearest safe target instead of trying to repair the score alone.
Pings, movement and objectives
Manage the long lane before leaving it. A useful move begins with a handled wave, a visible route and a teammate who knows you are coming.
Pings create a shared plan; they do not replace checking waves, vision and who can move.
Push, catch or communicate the wave before leaving so the opponent does not gain a free move and free income.
Use On My Way for the route you are actually taking and Danger where an unseen opponent may arrive.
Move through controlled vision with the Jungler or another ally instead of face-checking the objective alone.
Decide whether you are engaging, front-lining, flanking or protecting a carry before the fight begins.
Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.
Keep preparing
The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.