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Top · Normal DraftMatchup guidePatch 16.20.1

Quinn vs Vex

Build, runes, abilities and practical pre-game checks in one queue-aware reference.

QuinnVSVex

Matchup guide

Choose the matchup

Search every champion, choose the assigned role, then open the exact queue page.

VS
Role
Selected laneTop

Choose two champions from the list.

Role fit

TopQuinn

Quinn has an established solo-lane plan with the income and space needed to trade, manage waves and influence a side lane.

Primary role
Historical referenceRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
16.16 Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Normal Draft · Top

Reviewed Quinn roaming Top

Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Primary role
S
Draft / Ranked opening · separate from item 1

Doran's Blade

450 gold

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.

1
First item

Profane Hydra

2,850 gold

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.

2
Boots

Boots of Swiftness

1,000 gold

Adds movement speed and stronger resistance to slows.

3
Core

The Collector

3,000 gold

Adds attack damage, critical strike and execute pressure.

4
Second core

Lord Dominik's Regards

3,300 gold

Adds percentage armour penetration after targets buy armour.

5
Late power

Infinity Edge

3,500 gold

Increases critical-strike damage after the first item.

6
Flexible

Youmuu's Ghostblade

2,800 gold

Adds lethality and movement for picks and rotations.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeToo much healingMortal Reminder combines armour penetration with anti-heal.View full route

Best when: Mortal Reminder combines armour penetration with anti-heal.

  1. First itemProfane Hydra
  2. BootsBoots of Swiftness
  3. CoreThe Collector
  4. Mortal Reminder
  5. Late powerInfinity Edge
  6. FlexibleYoumuu's Ghostblade
AlternativeThey burst meGuardian Angel protects a completed damage core from one decisive death.View full route

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

  1. First itemProfane Hydra
  2. BootsBoots of Swiftness
  3. CoreThe Collector
  4. Second coreLord Dominik's Regards
  5. Guardian Angel
  6. FlexibleYoumuu's Ghostblade
AlternativeMagic damage reaches meWit's End adds magic resistance without giving up attack speed.View full route

Best when: Wit's End adds magic resistance without giving up attack speed.

  1. First itemProfane Hydra
  2. BootsBoots of Swiftness
  3. CoreThe Collector
  4. Wit's End
  5. Late powerInfinity Edge
  6. FlexibleYoumuu's Ghostblade

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeToo much healingMortal Reminder combines armour penetration with anti-heal.View full route

Best when: Mortal Reminder combines armour penetration with anti-heal.

  1. First itemProfane Hydra
  2. BootsBoots of Swiftness
  3. CoreThe Collector
  4. Mortal Reminder
  5. Late powerInfinity Edge
  6. FlexibleYoumuu's Ghostblade
AlternativeThey burst meGuardian Angel protects a completed damage core from one decisive death.View full route

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

  1. First itemProfane Hydra
  2. BootsBoots of Swiftness
  3. CoreThe Collector
  4. Second coreLord Dominik's Regards
  5. Guardian Angel
  6. FlexibleYoumuu's Ghostblade
AlternativeMagic damage reaches meWit's End adds magic resistance without giving up attack speed.View full route

Best when: Wit's End adds magic resistance without giving up attack speed.

  1. First itemProfane Hydra
  2. BootsBoots of Swiftness
  3. CoreThe Collector
  4. Wit's End
  5. Late powerInfinity Edge
  6. FlexibleYoumuu's Ghostblade

Runes and summoner spells

Runes and summoner spellsQuinnTop

Use range to manage the wave and take measured trades without surrendering the escape route. Teleport supports the long solo lane.

Normal Draft
Primary tree

Precision

Fleet FootworkPresence of MindLegend: AlacrityCut Down
Secondary tree

Resolve

Second WindOvergrowth
Summoner spells
FlashTeleport
Long-lane safety

Teleport preserves recalls and side-lane access. Ignite is a deliberate pressure trade-off, not a universal upgrade.

Respect the matchup

Keep the defensive secondary runes when repeated poke or one committed trade can decide the lane.

Matchup notes

What changes when Vex is opposite you?

Pre-game kit comparison
Kit comparison

Respect the opponent's reliable threat

Track the cooldown and range of the ability that starts their safest trade. Do not treat this page as a statistical counter claim.

Your plan

Use the route you prepared

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.

Ability reminders

Quinn reminders

  • Attacking a
  • Vulnerable
  • target marked by Valor will put Harrier on cooldown. Quickly consuming Harrier marks will allow you to generate them faster.

Static alternatives

Compare the problem before changing the plan

These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Too much healing

Mortal Reminder

Mortal Reminder combines armour penetration with anti-heal.

They burst me

Guardian Angel

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

Magic damage reaches me

Wit's End

Wit's End adds magic resistance without giving up attack speed.

Ability reference

Compare both kits

Ability reference Data Dragon 16.20.1

Cooldown / Cost / Range Data Dragon 16.20.1

Quinn

  1. P
    Harrier

    Harrier is an automatic part of the kit involving basic-attack interaction and damage. Track when its condition is active instead of treating every fight the same way.

  2. Q
    Blinding Assault

    Blinding Assault contributes vision information. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 11/10.5/10/9.5/9 · Cost 50/55/60/65/70 · Listed range 1025
  3. W
    Heightened Senses

    Heightened Senses contributes basic-attack interaction and vision information. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 50/45/40/35/30 · Listed range 2100
  4. E
    Vault

    Vault contributes a slowing effect and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 12/11/10/9/8 · Cost 50 · Listed range 675
  5. R
    Behind Enemy Lines

    Behind Enemy Lines contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 3 · Cost 50/25/0 · Listed range 700

Vex

  1. P
    Doom 'n Gloom

    Doom 'n Gloom is an automatic part of the kit involving hard crowd control and damage. Track when its condition is active instead of treating every fight the same way.

  2. Q
    Mistral Bolt

    Mistral Bolt is a ranged cast involving its listed effect. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

    Cooldown 8/7/6/5/4 · Cost 45/50/55/60/65 · Listed range 1200
  3. W
    Personal Space

    Personal Space contributes protection or sustain and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 16/15/14/13/12 · Cost 75 · Listed range 475
  4. E
    Looming Darkness

    Looming Darkness creates setup or area pressure. Place it where the opponent must choose between entering its space, changing route or giving up the immediate contest.

    Cooldown 12 · Cost 70/80/90/100/110 · Listed range 800
  5. R
    Shadow Surge

    Shadow Surge is a ranged cast involving movement or repositioning and damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

    Cooldown 140/120/100 · Cost 100 · Listed range 2000/2500/3000

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Trade around the wave and your strongest cooldowns

1
Lane

Keep health and minions balanced so one poor trade does not decide the lane.

2
Map play

Move after the wave is handled and communicate if the opposing Top laner leaves first.

3
Fights

Choose between front-line duty, side pressure and carry access according to the champion kit.

Pings, movement and objectives

Quinn Top map plan

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.

Ahead

Use the side-lane lead without donating it

Ping
Ping Enemy Missing when the opposing Top leaves, then On My Way before a flank or objective move.
Stay or move
Push the wave before moving. Stay if leaving would hand several minions or your tower back to the opponent.
Objective
Arrive through a known route and mark whether you are front-lining, flanking or protecting a carry. Do not enter alone before the team can follow.
Even

Make the wave create the first move

Ping
Use Enemy Missing early, Danger on the route they may take, and On My Way only after your own wave is handled.
Stay or move
Move after pushing or on a shared recall. Do not follow through unwarded river merely because the opponent left first.
Objective
Tell the team whether you can move before the objective starts. Approach with vision and save the cooldown needed for the first real commitment.
Behind

Protect experience and communicate the pressure

Ping
Ping Enemy Missing immediately and Retreat if teammates are about to meet the stronger Top laner without you.
Stay or move
Do not match a stronger opponent through darkness. Clear the safe wave, then group by the shortest controlled route.
Objective
State early if you cannot contest. If the team still fights, provide control or protection instead of attempting an isolated flank.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Handle the wave

    Push, catch or communicate the wave before leaving so the opponent does not gain a free move and free income.

  2. 2
    Signal the route

    Use On My Way for the route you are actually taking and Danger where an unseen opponent may arrive.

  3. 3
    Enter together

    Move through controlled vision with the Jungler or another ally instead of face-checking the objective alone.

  4. 4
    Choose the job

    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

Use the champion page or choose another opponent

The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.

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