[Top 15] League of Legends Best ADCs (Ranked Good To Best)

Best ADCs Champions
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[Top 15] League of Legends Best ADCs (Ranked Good to Best)


See Ashe Owning as ADC: https://www.youtube.com/watch?v=A0DkuS2-qfA (Vapora Dark)

''One tribe, one people, one Freljord.''

The Avarosan tribe is led by Ashe the Forest Archer, who commands the northernmost horde, and Iceborn is their warmother. Stoic, intelligent, and idealistic, yet uncomfortable with her role as leader, she taps into the ancestral magics of her lineage to wield a bow of True Ice. With her people's belief that she is the mythological hero Avarosa reincarnated, Ashe hopes to unify the Freljord once more by retaking their ancient, tribal lands.

Ashe’s Strengths:

  • Ashe, if used correctly, has a great early poke.
  • Her W can poke as well as farm, even if she is harassed.
  • Her Q will shred towers and stack them on minions.
  • Her ult can allow her to win a 1v1, and she is a great duelist.

Ashe’s Weaknesses:

  • Ashe can be countered easily by ganks.
  • She can be a bit slow.
  • Her E is on a long cooldown.

Ashe’s Abilities:


Ashe's attacks slow their target by 15 - 30% (level 1 - 18) for 2 seconds, causing her to deal increased damage to these targets.
Ashe's critical strikes deal no bonus damage but apply an empowered slow (30/36/42/48/54/60 decaying over 1 to its normal strength) to the target.


Passive: Basic attacks grant Focus for 4 seconds, stacking up to 4 times. Stacks fall off one at a time, and at 4 stacks, Ranger's Focus can be cast, consuming all Focus.
Active: For 4 seconds, Ashe gains 25/32.5/40/47.5/55% Attack Speed, and her basic attacks fire a flurry of arrows dealing 105/110/115/120/125% Attack Damage physical damage. During this time, she does not stack Focus. Ranger's Focus applies Frost Shot.


Ashe fires a volley of 7/8/9/10/11 arrows in a cone, each dealing 20/35/50/65/80 (+100% Attack Damage) physical damage. Enemies can block multiple arrows, but only take damage from the first.
Champion hits count as Critical Strikes for the purposes of Frost Shot.


Reveals terrain as it flies toward target location anywhere on the map. Grants vision for 5 seconds. Ashe can store up to 2 charges of Hawkshot.
Hawkshot grants Ashe assists on enemy champions that it reveals - but only if they were otherwise unseen.


Launches a crystal arrow of ice that stuns the first enemy Champion hit, dealing 200/400/600 (+100% bonus Ability Power) magic damage. The farther the arrow flies, the longer the stun, up to 3.5 seconds. Surrounding enemies take half damage.

Why Ashe?!

  • She has lots of poke in the early game (1 for 1 W) and a lot of damage in the late game.
  • Even though they say Ashe’s passive slow, her default attack speed plus the Q is insane.

What makes Ashe one of the best ADCs:

  • She is extremely strong during the laning phase due to your long-ranged pokes and auto-attacks.
  • The amount of utility she brings to a team comp is massive.
  • Her auto-attack slows and her Ultimate R CC, which can easily help the team secure picks before important objective fights.
  • Once she gets two to three items, she can start slowing and shredding multiple members of the enemy team in close-quarter fights.



See Sivir Owning as ADC: https://www.youtube.com/watch?v=J2MNVVdbuJA (Vapora Dark)

“Coin may buy you skill for a day, but never loyalty.”

Sivir, the Battle Mistress, is a renowned fortune hunter and mercenary captain who plies her trade in the deserts of Shurima. Armed with her legendary jewelled crossblade, she has fought and won countless battles for those who can afford her exorbitant price. Known for her fearless resolve and endless ambition, she prides herself on recovering buried treasures from the perilous tombs of Shurima—for a generous bounty. With ancient forces stirring the very bones of Shurima, Sivir finds herself torn between conflicting destinies.

Sivir’s Strengths:

  • Sivir has great scaling.
  • She has a high DPS and can burst if built properly.
  • She is flexible for your team comp.
  • People underestimate her.

Sivir’s Weaknesses:

  • Sivir might be a bit weak against tanks.
  • She has a weak early game.
  • She is vulnerable to bursting.

Sivir’s Abilities:


Sivir gains a 55/60/65/70/75 (at levels 1/6/11/16/18) Movement Speed that decays over 1.5 seconds when she attacks an enemy champion.


Sivir hurls her crossblade like a boomerang, which deals 15/30/45/60/75 (+80/85/90/95/100% Attack Damage) (+60% bonus Ability Power) physical damage to all enemies hit. This Ability deals less damage per non-champion hit.
Boomerang Blade scales with critical strike chance, dealing up to 50% bonus damage at 100% critical chance.


For the next 4 seconds, Sivir's gains 20/25/30/35/40% Attack Speed and her auto attacks are empowered to bounce to additional surrounding enemies dealing 25/30/35/40/45% Attack Damage physical damage each bounce for up to 8 bounces.
These bounces critically strike if the auto attack generating them does.
Ricotech deals 65% damage against minions. Ricochets can bounce back to targets that have already been hit, but only one additional time. Ricochets will prioritize new targets first.
Bounces executes minions that are hit by a ricochet and would have been left at less than 15 health.


Sivir creates a magical barrier for 1.5 seconds that blocks the next incoming enemy ability.
If an ability is blocked by the shield, Sivir restores 60/65/70/75/80% of her total Attack Damage (+50 total Ability Power) as Health and triggers Fleet of Foot.


Sivir rallies her nearby allies, granting them 20/25/30% Move Speed for 8/10/12 seconds.
Sivir's auto attacks against champions while On the Hunt reduce the cooldown of her basic abilities by 0.5 seconds. Takedowns on recently damaged enemies refreshes the duration of the hunt.

Why Sivir?!

  • Sivir is an interesting and strong champion to play with.
  • Her autoattacks are extremely powerful, and she uses her W for teamfighting.
  • She can play pokestyle.

What makes Sivir one of the best ADCs:

  • Really good wave clear, which allows her to shove the wave in and get lane priority with ease.
  • Her E allows her to avoid major forms of crowd control, which makes laning easy for her and makes her quite safe when left alone.
  • Her Ultimate R allows her to speed up the entire team, providing an enabling force for her engagers to all-in and destroy the opposition.



See Quinn Owning as ADC: https://www.youtube.com/watch?v=CTzSUP2Zz2w (QuinnAD)

“Most soldiers only rely on their weapons. Few truly rely on each other.”

Quinn is an elite ranger-knight of Demacia, who undertakes dangerous missions deep in enemy territory. She and her legendary eagle, Valor, share an unbreakable bond, and their foes are often slain before they realize they are fighting not one, but two of the kingdom's greatest heroes. Nimble and acrobatic when required, Quinn takes aim with her crossbow while Valor marks their elusive targets from above, making them a deadly pair on the battlefield.

Quinn’s Strengths:

  • The ability to support all lanes very comfortably.
  • Ability to blind her opponent with her Q ability.
  • Being advantageous against melee characters.

Quinn’s Weaknesses:

  • She could be quite fragile.
  • She doesn’t have great crowd control.
  • Might have a difficult lane phase against characters who are strong in closing.

Quinn’s Abilities:


Valor periodically marks enemies as Vulnerable for 4 seconds. Quinn's first basic attack against Vulnerable targets will deal 10 - 95 (based on level) (+ 16 - 50% attack damage [based on level]) bonus physical damage.
The cooldown of Harrier is reduced by critical strike chance.


Valor flies in a line, marking the first enemy he hits as Vulnerable and reducing its vision radius dramatically for 1.75 seconds. He then deals 20/45/70/95/120 (+80/90/100/110/120% Attack Damage) (+50% bonus Ability Power) physical damage to all nearby enemies.
If the primary target is not a champion, it cannot attack for 1.75 seconds.


Passive: Attacking a Vulnerable target increases Quinn's Attack Speed by 28/36/44/52/60% and Movement Speed by 20/25/30/35/40% for 2 seconds.
Active: Valor reveals a large area nearby for 2 seconds.


Quinn dashes to an enemy, dealing 40/70/100/130/160 (+20% bonus Attack Damage) physical damage while Valor marks it as Vulnerable.
Upon reaching the target, Quinn leaps off, briefly displacing and slowing it by 50% (diminishing over 1.5 seconds).


Quinn calls down Valor to assist her. After a 2 second channel, they unite, gaining 70/100/130% Total Movement Speed and the ability to cast Skystrike by recasting this ability or taking offensive action.
Skystrike: Quinn and Valor deal 70% Attack Damage physical damage to nearby enemies and mark champions with Vulnerable. Casting Skystrike ends Behind Enemy Lines.
Being damaged by non-minions removes the movement speed bonus for 3 seconds.

Why Quinn?!

  • Quinn is fun to learn, play, and master because you are going to tilt the living hell out of your enemies.
  • She has a strong Early, Mid, and Late game.
  • She can run ignite every game to win lanes easier, which gives her an edge since most enemies need to run teleport.

What makes Quinn one of the best ADCs:

  • Quinn is an early-game bully who is ranged, which allows her to harass and whittle away at melee Top laners to get a lead.
  • While she lacks a fighting Ultimate R, her Ultimate R is a great roaming tool that allows her to quickly return to lane while also roaming around the map and assisting her allies.
  • She can blow up enemies who are alone when she’s ahead.



See Jinx Owning as ADC: https://www.youtube.com/watch?v=KC55oQcFpAQ ( Vapora Dark )

“Volatile explosives are a girl’s best friend.”

A manic and impulsive criminal from Zaun, Jinx the Loose Cannon, lives to wreak havoc without caring for the consequences. With an arsenal of deadly weapons, she unleashes the loudest blasts and brightest explosions to leave a trail of mayhem and panic in her wake. Jinx despises boredom, and gleefully brings her own chaotic brand of pandemonium wherever she goes.

Jinx’s Strengths:

  • Jinx has an attack speed steroid.
  • She is a teamfight monster.
  • CC to protect herself.
  • She has late-game scaling.

Jinx’s Weaknesses:

  • She might have a weak early game.
  • She needs items to be strong.
  • Might be weak when behind.

Jinx’s Abilities:


Jinx receives massively increased Movement Speed whenever she damages an enemy champion, epic monster, or structure that is then killed or destroyed within 3 seconds. Additionally she gains 25% total attack speed and the attack speed cap is removed while she is Excited.


Jinx swaps weapons.
Fishbones, the Rocket Launcher: Basic attacks deal 110% Damage to the target and nearby enemies, gain 80/110/140/170/200 range, drain Mana, and scale 10% less with bonus Attack Speed.
Pow-Pow, the Minigun: Basic attacks grant bonus Attack Speed for 2.5 seconds. This effect stacks up to 3 times for a total bonus of 30/55/80/105/130%. Stacks fall off one at a time and only benefit Jinx's first attack after switching to Rocket Launcher.


Jinx fires a shock blast that deals 10/60/110/160/210 (+160% Attack Damage) Physical Damage to the first enemy hit, revealing it and slowing it by 30/40/50/60/70% for 2 seconds.
Zap!'s cast time decreases as Jinx gains Attack Speed.


Jinx tosses out 3 chompers that, once armed (0.5 seconds), explode on contact with enemy champions, rooting the target for 1.5 seconds and stopping in-progress movement abilities on the spot before dealing 70/120/170/220/270 (+100% bonus Ability Power) Magic Damage to nearby enemies. Chompers last for 5 seconds.


Jinx fires a rocket that gains damage over the first second it travels. It explodes on the first enemy champion hit, dealing 25/35/45 (+15% bonus Attack Damage) to 300/450/600 (+150% bonus Attack Damage) Physical Damage plus 25/30/35% of the target's missing Health. Nearby enemies take 80% Damage.
Missing Health damage cannot exceed 1000 against on Monsters.

Why Jinx?!

  • Her Ultimate R will dish out a lot of damage during this phase of the game.
  • She will execute multiple targets with her Ultimate R once it is completely maxed out.
  • Jinx is huge during late-game fights if she has her items.
  • Her Passive will let her kite once proc'd, and she will be able to use her range advantage to melt enemy teams.

What makes Jinx one of the best ADCs:

  • The CC extension on her kit with her W and E is very strong and can allow her Support’s play to be really successful.
  • She can quite easily affect team fights from a long-range with her Ultimate R, especially if it involves taking down an enemy champion who has managed to survive a fight with a sliver of health.
  • Her Passive can turn the tide of a fight when she manages to activate it.
  • The increased stats help her kite as well as do a lot more damage in a very short duration.



See Aphelios Owning as ADC: https://www.youtube.com/watch?v=MlGna8DdWW8 (Remmacs)

“Our faith is proven fate each time we deny it.”

Emerging from moonlight's shadow with weapons drawn, Aphelios kills the enemies of his faith in brooding silence—speaking only through the certainty of his aim, and the firing of each gun. Though fueled by a poison that renders him mute, he is guided by his sister Alune. From her distant temple sanctuary, she pushes an arsenal of moonstone weapons into his hands. For as long as the moon shines overhead, Aphelios will never be alone.

Aphelios’s Strengths:

  • He possesses a wide range of abilities that can be useful in a variety of situations.
  • If mastered, he is a formidable champion.
  • He has CC, AoE, Lifesteal, and Waveclear all built into his kit.

Aphelios’s Weaknesses:

  • RNG in terms of which weapons he has and which ones he currently requires.
  • Good opponents can play around his current weapons.
  • Doesn’t have a mobility tool.

Aphelios’s Abilities:


Aphelios wields 5 Lunari Weapons made by his sister Alune. He has access to two at a time: one equipped and one secondary. Each weapon has a unique Basic Attack and Activated Ability. Attacks and abilities consume a weapon's ammo. When out of ammo, Aphelios discards the weapon and Alune summons the next of the 5.
Instead of using skill points to rank up abilities, Aphelios invests them in blessings that grant permanent stats.

Bonus Attack Damage: 5/10/15/20/25/30

Bonus Attack Speed: 7.5/15/22.5/30/37.5/45%

Lethality: 5.5/11/16.5/22/27.5/33%

Aphelios unlocks his weapon ability [Q] at level 2 and his Ultimate [R] at level 6.

Weapons Passives:

Calibrum (Sniper Rifle):
Passive: Grants +100 attack range while equipped.

Abilities that use Calibrum mark targets for 4.5s, granting vision. Aphelios can attack a marked target from any range to shoot them with his secondary weapon; the attack consumes all nearby marks for 15 (+ 20% bonus Attack Damage).
If his secondary weapon is Calibrum, Aphelios uses his equipped weapon instead.

Severum (Pistol):
Passive: Heal for 2.5 - 9% of damage dealt from basic attacks, and 8.3 - 30% of damage dealt from abilities using this weapon. Severum can heal Aphelios over his max health, shielding him for up to 10 - 140 (+ 6% of maximum Health) additional health. The shield persists up to 30s

Gravitum (Grav Cannon):
Passive: Damage with this weapon slows targets by 30%, decaying over 3.5s.

Infernum (Flamethrower):
Passive: Attacks deal damage in an area. Primary target takes 110% physical damage, other targets take 75 - 100% physical damage. (30% damage for minions)

Crescendum (Chakram):
Passive: Crescendum attacks bounce back and reset Aphelios' attack against non-Epic Monsters, but he cannot attack while they are in flight. Bounce return speed increases with attack speed.

When Aphelio's other abilities use Crescendum, they create temporary Chakram for 5s. Attacks with Crescendum hurl all temporary Chakram for bonus damage. Bonus damage starts at 30 physical damage and diminishes with subsequent temporary Chakram hit (min: 5). Durations refresh on attacking a champion or epic monster. Can critically strike.


Aphelios has 5 different activated abilities, based on his equipped weapon:
Calibrum (Rifle): Fire a long range shot that deals 60/85/110/135/160 (+ 42% bonus Attack Damage - 60% bonus Attack Damage)(+ 100% bonus Ability Power) physical damage to the first enemy hit and marks them for a long-range follow-up attack.
Severum (Pistol): Gain 20 (+ 10% per 100 ability power) movement speed and fire both weapons at the nearest enemy for the next 1.75s. Deals 10/15/20/25/30 physical damage (+ 21% bonus Attack Damage - 30% bonus Attack Damage) over 6 (+3 per 100% bonus attack speed) shots. Prioritizes champions. Applies on-hit effects at 25% damage.
Gravitum (Grav Cannon): Expunge this weapon's slow on all targets, rooting them for 1s and dealing 50/65/80/95/110 (+ 26% bonus Attack Damage - 35% bonus Attack Damage)(+ 70% bonus Ability Power).
Infernum (Flamethrower): Spout a wave of flame, dealing 25/35/45/55/65 (+ 56% bonus Ability Power - 80% bonus Attack Damage)(+ 40% bonus Attack Damage) physical damage. Then, attack each enemy hit with your secondary weapon.
Crescendum (Chakram): Deploy a lunar Sentry equipped with Aphelios' secondary weapon, lasts 20s. Sentries activate when an enemy approaches and fire at them for 31 - 100(+ 40% bonus Attack Damage - 50% bonus Attack Damage)(+ 60% bonus Ability Power) physical damage per shot over 4s. Sentries benefit from attack speed and critical strike.


Swap equipped and secondary weapons.


Aphelios has no third ability. This slot shows the next weapon Alune will give him. Weapon order begins fixed but may change over game time -- when a weapon is out of ammo it goes to the end of the order.


Fire a concentrated blast of moonlight that explodes when it hits an enemy champion to deal 125/175/225 (+ 20% bonus Attack Damage) (+ 100% bonus Ability Power) physical damage in the area.

Then, Aphelios attacks all champions hit with his equipped weapon. (Applies on-hits. Critical strikes deal 120% damage.).

Calibrum: Applies an empowered mark that deals 50/80/110 additional physical damage per mark.

Severum: If at least one enemy is hit, Aphelios heals for 250/350/450 health.

Gravitum: Enemies are slowed by 99% for the same duration. Targets marked by Moonlight Vigil are rooted for 1.35 seconds.

Infernum: The initial blast deals an additional 50/100/150 (+ 30% bonus Attack Damage) physical damage. Attacks splash in a circle instead of a cone. Enemies will take damage from overlapping areas. (Deals 90% damage on secondary targets)

Crescendum: 5 additional spectral chakrams return to Aphelios from the first enemy hit, for a total of 6, on top ofthose from other enemies hit.

Why Aphelios?!

  • Aphelios is good in mid-game team fights thanks to the potential of his Ultimate R and the mix of his weapons.
  • Aphelios is a strong teamfighting champion.
  • After Aphelios has completed his mythic item, he’ll be comfortable winning trades with the enemy. This is especially true if he gets his mythic item before the enemy ADC.

What makes Aphelios one of the best ADCs:

  • The different weapon combinations available make him a very versatile ADC who can adapt to nearly any given situation.
  • The AoE damage on his Infernum Ultimate R as well as the potential to CC an entire enemy team with his Gravitum Ultimate R make him really good during team fights.
  • He excels in extended trades with slight variations depending on his weapon combination.
  • Combined with the sustenance from items and his Severum, he can easily turn the tide of a fight if he manages to survive the enemy's attempt to kill him at the start of a fight.



See Draven Owning as ADC: https://www.youtube.com/watch?v=0UEFo7n_f5E (Choso)

'' 'The best' is wherever I decide to set the bar each day.''

In Noxus, warriors known as Reckoners face one another in arenas where blood is spilled and strength tested—but none has ever been as celebrated as Draven the Glorious Executioner. A former soldier, he found that the crowds uniquely appreciated his flair for the dramatic, and his unparalleled skill with his spinning axes. Addicted to the spectacle of his own brash perfection, Draven has sworn to defeat whomever he must to ensure that his name is chanted throughout the empire forever more.

Draven’s Strengths:

  • Draven has insane damage output.
  • He can carry on at all stages of the game.
  • He’s a fun champion to play with and quite flexible with his builds.

Draven’s Weaknesses:

  • His movement can be predictable due to his Q.
  • He might be a bit hard to master.
  • He requires a cash in to really carry.

Draven’s abilities:


Draven gains his fans' Adoration when he catches a Spinning Axe or kills a minion, monster, or tower. Killing enemy champions grants Draven 40 + (2.5 * stacks) bonus gold based on how much Adoration he has.


Draven's next attack will deal 45/55/65/75/85% Attack Damage bonus physical damage. The bonus is equal to 40/45/50/55/60 plus 75/85/95/105/115% of his bonus Attack Damage.
This axe will ricochet off the target high up into the air. If Draven catches it, he automatically readies another Spinning Axe. Draven can have two Spinning Axes at once.


Draven gains 50/55/60/65/70% increased Movement Speed for 1.5 seconds and 20/25/30/35/40% increased Attack Speed for 3 seconds. The Movement Speed bonus decreases rapidly over its duration.
Catching a Spinning Axe will refresh the cooldown of Blood Rush.


Draven throws his axes, dealing 75/110/145/180/215 (+50% bonus Attack Damage) physical damage to targets hit and knocking them aside. Targets hit are slowed by 20/25/30/35/40% for 2 seconds.


Draven hurls two massive axes to deal 175/275/375 (+110/130/150% bonus Attack Damage) physical damage to each unit struck.
Whirling Death slowly reverses direction and returns to Draven after striking an enemy champion. Draven may also activate this ability while the axes are in flight to cause it to return early. Deals 8% less damage for each unit hit (Minimum 40%) and resets when the axes reverse direction.
If Whirling Death would leave an enemy champion with less health than Draven's current League of Draven stacks, he will execute them.

Why Draven?!

  • Draven’s early game is solid. He can out-trade most bottom-lane champions due to his Q.
  • When Draven maxes his Q at level 9, his damage output will be incredibly high when trading with the enemy.
  • The extra damage his Ultimate R offers Draven will come in handy and allow him to execute enemies.
  • His Ultimate R is an AOE ability; it will also deal damage to multiple champions at once.

What makes Draven one of the best ADCs:

  • Draven is one of the strongest ADC champions around.
  • Thanks to his Passive and Q, Draven can earn more gold than a lot of champions if he is able to cash out on his stacks.
  • Draven is an incredibly strong 1v1 champion, and he can outdamage and beat most enemy ADC’s in a 1v1.



See Ezreal Owning as ADC: https://www.youtube.com/watch?v=1nlBLXMufds (Vapora Dark)

“If I don’t know the rules, then how can I be breaking them?”

A dashing adventurer, unknowingly gifted in the magical arts, Ezreal raids long-lost catacombs, tangles with ancient curses, and overcomes seemingly impossible odds with ease. His courage and bravado knowing no bounds, he prefers to improvise his way out of any situation, relying partially on his wits, but mostly on his mystical Shuriman gauntlet, which he uses to unleash devastating arcane blasts. One thing is for sure—whenever Ezreal is around, trouble isn't too far behind. Or ahead. Probably everywhere.

Ezreal’s Strengths:

  • Ezreal has safe laning.
  • He is fun to play with.
  • He has good itemization.
  • He has high overall DPS.

Ezreal’s Weaknesses:

  • He has a weak early game.
  • He relies on his skillshot.
  • Might have low damage against tanks.

Ezreal’s Abilities:


Ezreal gains increasing 10% Attack Speed for 6 seconds each time he successfully hits a spell, stacking up to 5 times.


Ezreal fires a bolt of energy, dealing 20/45/70/95/120 (+130% Attack Damage) (+15% bonus Ability Power) physical damage (applies on-hit effects).
Ezreal's cooldowns are reduced by 1.5 seconds if Mystic Shot hits a target.


Ezreal fires an orb that sticks to the first champion or objective hit for 4 seconds.
Hitting the orb with an ability or attack detonates it dealing 80/135/190/245/300 (+60% bonus Attack Damage) (+70/75/80/85/90% bonus Ability Power) magic damage. Detonating with an ability refunds the cost of that ability +60 mana.


Ezreal teleports to a nearby location and fires a bolt at the nearest enemy, dealing 80/130/180/230/280 (+50% bonus Attack Damage) (+75% bonus Ability Power) magic damage.
Arcane Shift will prioritize targets stuck with Essence Flux.


Ezreal winds up for 1 second to fire a long range missile that deals 350/500/650 (+100% bonus Attack Damage) (+90% bonus Ability Power) magic damage to each enemy it passes through. Deals 50% damage to minions and non-epic monsters.

Why Ezreal?!

  • His Ultimate R is a great tool throughout all stages of the game.
  • He will be quite strong at the midgame stage of the game thanks to the additional damage his Q will do and the items he will have picked up by then.
  • Ezreal is really good at poking the enemies down before a fight thanks to his low cooldowns and overall damage.

What makes Ezreal one of the Best ADCs:

  • Consistent poke damage with his W and Q can allow him to abruptly push the enemy laners out of the lane.
  • His Ultimate R has a very short cooldown and can be used freely during the early game to waveclear, which is very helpful when he is trying to clear the wave quickly in order to get a recall.
  • Ezreal’s E allows him to get out of sticky situations with ease and makes him one of the safest ADCs in the game.
  • He can also buffer it in response to CC abilities, which will allow him to avoid follow up CC if he manages to get hit by the initial CC ability.



See Kalista Owning as ADC: https://www.youtube.com/watch?v=C3XyC5-ax4s (KingStix Gaming)

“Turncoats, oath breakers and betrayers… we hate them all.”

A specter of wrath and retribution, Kalista is the undying spirit of vengeance, an armored nightmare summoned from the Shadow Isles to hunt deceivers and traitors. The betrayed may cry out in blood to be avenged, but Kalista only answers those willing to pay with their very souls. Those who become the focus of Kalista's wrath should make their final peace, for any pact sealed with this grim hunter can only end with the cold, piercing fire of her soul-spears.

Kalista’s Strengths:

  • She an amazing champion in team fights.
  • She is very easy to dodge skillshots.
  • If she gets lead, she snowballs very hard.

Kalista’s Weaknesses:

  • She might depend on her support.
  • She has a long ultimate cooldown.
  • Might be hard to master.

Kalista’s Abilities:


Enter a movement command while winding up Kalista's basic attack or Pierce to lunge a short distance when she launches her attack.


Hurl a fast but narrow spear that deals 20/85/150/215/280 (+100% Attack Damage) physical damage. Triggers Martial Poise (P), Sentinel (W), and Rend (E).
If it kills a target, Pierce continues onward, passing all stacks of Rend to the next target.


Passive: When Kalista and her Oathsworn both basic attack the same target, she deals 14/15/16/17/18% of their max health as magic damage. 10 second cooldown per target.
Active: Send a soul Sentinel to patrol an unseen area. Champions spotted are revealed for 4 seconds. Sentinels last 3 laps.
Kalista gains a charge of Sentinel every 90/80/70/60/50 seconds.


Passive: Kalista's spears pierce their target, lingering for 4 seconds.
Active: Rip the spears from nearby targets, dealing 20/30/40/50/60 (+70% Attack Damage) physical damage and slowing their Movement Speed by 10/18/26/34/42% for 2 seconds.
Each additional spear deals 10/14/19/25/32 (+23.2/27.5/31.9/36.3/40.6% Attack Damage) physical damage.
If Rend kills at least one target, its cooldown is reset and it refunds 10/15/20/25/30 mana.
Rend deals 50% damage to Epic Monsters.


Draw Kalista's Oathsworn to her. For up to 4 seconds, the Oathsworn is untargetable and pacified.
The Oathsworn may mouse click to fly toward target position, stopping at the first enemy champion hit and knocking all enemies in a small radius back.
Kalista's Oathsworn must be within 1100 units for her to cast this ability.

Why Kalista?!

  • She will easily take over the lane from level one if she has a support who can complement her skirmishing power.
  • Kalista's Passive makes it so that she can easily dodge CC abilities, especially if they happen to be skill shots.
  • Once she gets her Ultimate R, her chase down potential becomes unparalleled.

What makes Kalista one of the best ADCs:

  • Really great skirmisher due to how her Passive and E work, and she can quite easily run an enemy down while kiting them with ease. All she needs to do is avoid getting CC’d.
  • While taking objectives, the chances of her team losing the objective fight are very low, which is due to Kalista’s E combined with her Jungler’s Smite.
  • She can save her Support with her Ultimate R if they happen to overextend in the lane.
  • Her ultimate can also be used to initiate crucial fights, especially when the enemy team is clumped up or fighting in closed spaces.


7-Miss Fortune

See Miss Fortune Owning as ADC: https://www.youtube.com/watch?v=7PRGbot7p1Y (Vapora Dark)

“The bigger the risk, the bigger the bounty.”

A Bilgewater captain famed for her looks but feared for her ruthlessness, Sarah Fortune paints a stark figure among the hardened criminals of the port city. As a child, she witnessed the reaver king Gangplank murder her family—an act she brutally avenged years later, blowing up his flagship while he was still aboard. Those who underestimate her will face a beguiling and unpredictable opponent… and, likely, a bullet or two in their guts.

Miss Fortune’s Strengths:

  • Miss Fortune has a great poke.
  • She has good objective security.
  • She is good at farming the lane.
  • She is a lane bully.

Miss Fortune’s Weaknesses:

  • Miss Fortune has low base damage.
  • She has limited crowd control utility.
  • She is mana intensive.

Miss Fortune’s Abilities:


Miss Fortune deals 50/60/70/80/90/100% Attack Damage (at levels 1/4/7/9/11/13) bonus physical damage whenever she attacks a new target.


Miss Fortune fires a bouncing shot through an enemy, dealing 20/45/70/95/120 (+100% Attack Damage) (+35% bonus Ability Power) physical damage to each target hit. Both apply on-hit effects.
The second shot can critically strike for 100% damage, and it always critically strikes if the first shot kills its target.


Passive: After 5 seconds of not taking direct damage, Miss Fortune gains 25 Movement Speed. After another 5 seconds, this bonus increases to 55/65/75/85/95.
Active: Fully activates Strut's Movement Speed and grants 40/55/70/85/110% Attack Speed for 4 seconds.
Love Taps reduce the cooldown of Strut by 2 - 1.1 seconds (based on cooldown reduction).


Miss Fortune reveals an area, raining down bullets that deal 70/100/130/160/190 (+120% bonus Ability Power) magic damage over 2 seconds and slow enemies hit by 50% (+6% per 100 ability power).


Miss Fortune channels a barrage of bullets for 3 seconds, dealing (+75) (+25% bonus Ability Power) physical damage per wave (14/16/18 waves total). Each wave of Bullet Time can critically strike for 20% damage.

Why Miss Fortune?!

  • She's a simple champion to pick up as an ADC and can be fun to play.
  • She provides sufficient poke damage, making you feel impactful in lanes.
  • She has the potential to make big plays, carry her team, and be a good teamfighting asset.

What makes Miss Fortune one of the best ADCs:

  • Miss Fortune can melt enemies’ health bars with her Q, which can often give her a huge early-game advantage.
  • Her Ultimate R is very strong in team fights.
  • Getting one good ultimate R off could result in your team winning the game.
  • She has lots of poke in lanes with her E and Q, which can give her a lot of pressure in the lanes themselves and let her bully the enemy down with ease.



See Vayne Owning as ADC: https://www.youtube.com/watch?v=mzvD--aW4yU (Sneaky Gaming)

“I don’t kill creatures like you because it’s the right thing to do. I kill you because I enjoy it.”

Shauna Vayne is a deadly, remorseless Demacian monster hunter, who has dedicated her life to finding and destroying the demon that murdered her family. Armed with a wrist-mounted crossbow and a heart full of vengeance, she is only truly happy when slaying practitioners or creations of the dark arts, striking from the shadows with a flurry of silver bolts.

Vayne’s Strengths:

  • Vayne has high mobility.
  • She has a powerful late game.
  • She can spike with two items.
  • Shea deals a lot of true damage.

Vayne’s Weaknesses:

  • She hasa high skill ceiling.
  • Her early game is a bit weak.
  • She has a bad wave clear.

Vayne’s Abilities:


Vayne ruthlessly hunts evil-doers, gaining 30 movement speed when moving toward nearby enemy champions.


Vayne rolls a short distance, and deals 30/35/40/45/50% Attack Damage bonus physical damage on her next basic attack within 7 seconds.
Tumble's bonus damage is equal to 60/65/70/75/80% of Vayne's total attack damage.


Every third consecutive attack or ability against an enemy deals an additional 4/6/8/10/12% of the enemy's maximum health as true damage (no less than 50/65/80/95/110).
Silver Bolts deals no more than 200 damage against monsters.


Fires a bolt that knocks back a target and deals 50/85/120/155/190 (+50% bonus Attack Damage) physical damage.
If the target collides with terrain, the damage is increased to 50% bonus Attack Damage and the target is stunned for 1.5 seconds.
Condemn's damage is increased by 150% if the target collides with terrain.


Vayne gains 25/40/55 bonus attack damage and improvements to Night Hunter and Tumble for 8/10/12 seconds. The duration of Final Hour is extended by 4 seconds whenever a champion damaged by Vayne dies within 3 seconds.
Night Hunter: Vayne instead gains 90 movement speed.
Tumble: Tumble's cooldown is reduced by 30/40/50%, and Vayne gains Invisibility for 1 second when she Tumbles.
Stealth - Invisible: Vayne can only be revealed by nearby enemy Turrets or True Sight.
Final Hour's duration can't be increased beyond its original maximum duration.

Why Vayne?!

  • Really fun champion to play with.
  • When her first ability is maxed out, she will start hitting like a truck as her Q will be up very quickly in the game.
  • Vayne shines during the late game as she can run down enemies due to her Q and W.
  • A fully-maxed out Ultimate R will give a massive power spike to Vayne, which is absolutely necessary to win the game and will allow Vayne to dish out tons of damage.

What makes Vayne one of the best ADCs:

  • She scales extremely well into the late game and can single-handedly carry a game if the game lasts for that long.
  • Extreme mobility allows her to both dodge skillshots and play defensively at the same time, which can be extremely obnoxious for the enemy, especially when Vayne is using her Ultimate R.
  • Her W is a real game-changer for her, as she can use it to completely win extended trades against other laners. It also allows her to cut through tanks’ health bars like butter.



See Lucian Owning as ADC: https://www.youtube.com/watch?v=s755MNrcokE (Sneaky Gaming)

“Wield the light, endure the pain, and cleanse all shadow from this world.”

Lucian, a Sentinel of Light, is a grim hunter of undying spirits, pursuing them relentlessly and annihilating them with his twin relic pistols. After the wraith Thresh slew his wife, Lucian embarked on the path of vengeance—but even with her return to life, his rage is undiminished. Merciless and single-minded, Lucian will stop at nothing to protect the living from the long-dead horrors of the Black Mist.

Lucian’s Strengths:

  • He has a solid early game.
  • Lucian has high mobility.
  • Easy to snowball when he gets a lead.

Lucian’s Weaknesses:

  • He has a short attack range.
  • Has a weak late game.
  • Might be a bit weak against tanks.

Lucian’s Abilities:


Whenever Lucian uses an ability, his next attack becomes a double-shot. The second shot deals 50/55/60% of attack damage and can critically strike for 100% damage.
Vigilance: Ally buffs empower Lucian's next 2 basic attacks to deal an additional 14 (+20% Attack Damage) magic damage. Lucian can store up to 4 Vigilance basic attacks at a time.


Shoots a bolt of piercing light through an enemy unit, damaging enemies in a line for 95/125/155/185/215 (+60/75/90/105/120% bonus Attack Damage) physical damage.
Piercing Light's cast time decreases slightly as Lucian gains levels


Fires a shot that explodes upon enemy contact or reaching the end of its path. The explosion deals 75/110/145/180/215 (+90% bonus Ability Power) magic damage and marks enemies for 6 seconds.
When Lucian or his allies damage a marked target, Lucian gains 60/65/70/75/80 Movement Speed for 1 second.


Quickly dashes a short distance.
Whenever Lightslinger hits an enemy, Relentless Pursuit's cooldown is reduced by 1 second (doubles to 2 seconds against champions).


Lucian moves freely while firing rapidly in a single direction for 3 seconds. His shots collide with the first enemy they hit and each do 15/30/45 (+15% bonus Ability Power) (+25% Attack Damage) physical damage. The Culling does 200% damage to minions.
Lucian may use Relentless Pursuit during The Culling.
Reactivate the Culling to cancel early.

Why Lucian?!

  • The first item will be a massive power spike for Lucian as it allows him to deal a lot of damage.
  • Lucian is excellent during the mid-game as this is the time where he is the most powerful. He can get rid of squishy targets quickly.
  • Once Lucian unlocks his 3rd stage Ultimate R, he will be able to dish out tons of consistent damage, especially to low health targets, which, will make it easier for him to burst down enemies.

What makes Lucian one of the best ADCs:

  • Heavy power spike at level two, which allows him to run an enemy down with his E, Q This, combined with his Passive and summoner spells, may easily get him a kill on a squishy target.
  • With his W, Q, and Ultimate R, he clears a really good wave.This causes him to gain priority really fast, and it also helps him secure objectives with his jungler.
  • Post-six, he can practically one-shot an enemy with his combo while simultaneously re-positioning with his E. His E also makes him quite slippery, which allows him to evade ganks with ease.



See Xayah Owning as ADC: https://www.youtube.com/watch?v=HvQFUcGoPvs (Vapora Dark)

“Ever been stabbed by a feather?”

Deadly and precise, Xayah is a vastayan revolutionary waging a personal war to save her people. She uses her speed, guile, and razor-sharp feather blades to cut down anyone who stands in her way. Xayah fights alongside her partner and lover, Rakan, to protect their dwindling tribe, and restore their race to her vision of its former glory.

Xayah’s Strengths:

  • Xayah is a really strong teamfighter.
  • She has great self-peel.
  • Really strong against melee champions.
  • She is a fun champion to play with and has a variety of build options.

Xayah’s Weaknesses:

  • She can be easily abused when out-ranged.
  • Her lethality build might fall off late in the game.
  • She can be easily countered.

Xayah’s Abilities:


After using an ability, Xayah's next few basic attacks will hit all enemies along their path, dealing 30/40/50% (at levels 1/7/13) of the damage, and dropping Feathers she can recall.
If Rakan and Xayah are on the same team, they can recall together by moving nearby when one of them is recalling.


Xayah throws two knives dealing up to 45/60/75/90/105 (+50% bonus Attack Damage) physical damage and leaving two Feathers. Targets hit after the first take 50% damage.


Xayah creates a storm of blades for 4 seconds that grant her 35/40/45/50/55% attack speed and cause her basic attacks to strike an additional time for 20% damage.
If Deadly Plumage strikes an enemy champion, allies under the effects of Deadly Plumage gain 30% movement speed for 1.5 seconds
If Rakan is nearby he will also gain the effects of Deadly Plumage.


Xayah calls all Feathers back to her, dealing 55/65/75/85/95 (+60% bonus Attack Damage) (+95% bonus Attack Damage) physical damage to enemies they pass through (Increased by 0.75% per 1% Critical Strike Chance).
Hitting an enemy with 3 Feathers roots them for 1.25 second.
Minions take 50% damage from Bladecaller.


Xayah leaps into the air becoming untargetable. She then rains down daggers which deal 200/300/400 (+100% bonus Attack Damage) physical damage and leave behind a line of Feathers.
Xayah can move while in the air.

Why Xayah?!

  • Xayah is really decent during team fights, as she can dish out tons of consistent damage with her W and E.
  • Once she has 2 points in her Ultimate R, she will be able to burst down enemies quickly, and she will also be able to use it frequently to keep herself safe.
  • Three points in her Ultimate R will give her a huge power spike. The ability will be up frequently, allowing her to use it defensively to get away from bad situations.

What makes Xayah one of the best ADCs:

  • late-game monster if her team peels for her. She will want to farm early on and try to get some kills early on, which will allow her to snowball easily.
  • Her W does deceptively high damage early on, especially when paired with Rakan. This ability, when combined with her Q, E, and heavy CC support, can allow her to get a huge lead in the lane.
  • Her Ultimate R can allow her to escape situations in which other ADCs may not survive, which will also give her the agency to root the entire enemy team with a cheeky usage of her Flash and E.



See Caitlyn Owning as ADC: https://www.youtube.com/watch?v=mPvlR1kEmgE (Vapora Dark)

“To be the best hunter, you have to be able to think like your prey.”

Renowned as its finest peacekeeper, Caitlyn is also Piltover's best shot at ridding the city of its elusive criminal elements. She is often paired with Vi, acting as a cool counterpoint to her partner's more impetuous nature. Even though she carries a one-of-a-kind hextech rifle, Caitlyn's most powerful weapon is her superior intellect, allowing her to lay elaborate traps for any lawbreakers foolish enough to operate in the City of Progress.

Caitlyn’s Strengths:

  • She has a beautiful, clear wave.
  • She has a powerful early game.
  • She is a lane bully.
  • Easy champion and enjoyable to play with.

Caitlyn’s Weaknesses:

  • She doesn’t have base-stat steroids.
  • Might fall in the late game.

Caitlyn’s Abilities:


Every few basic attacks, or against a target she has trapped or netted, Caitlyn will fire a headshot dealing 60/90/120% (at levels 1/7/13)(+ 120% critical strike chance) bonus damage that scales with her critical strike chance. On trapped or netted targets, Caitlyn's Headshot attack range is doubled.


Revs the rifle for 1 second to fire a narrow piercing shot dealing 50/90/130/170/210 (+125/145/165/185/205% Attack Damage) physical damage. After hitting any target, it opens into a wider shot that deals 50% less damage. Always deals full damage to trap revealed targets.


Sets traps that an enemy Champion can spring, immobilizing them for 1.5 seconds and granting True Sight for a short duration.
Traps last for 30/35/40/45/50 seconds. 3/3/4/4/5 traps may be active at once.
Trapped enemies take an additional 40/85/130/175/220 (+40/50/60/70/80% Attack Damage) increased damage from Headshot.


Fires a net, knocking Caitlyn backwards. The net deals 80/130/180/230/280 (+80% bonus Ability Power) magic damage and slows the first enemy hit by 50% for 1 second.


Takes a second to line up the perfect shot on an enemy Champion at up to 2000/2500/3000 range. The shot deals 300/525/750 (+200% bonus Attack Damage) physical damage, but other enemy Champions can intercept it. Grants True Sight of the target during the channel.
Damage is increased by 0 - 25% based on current critical strike chance

Why Caitlyn?!

  • Once Caitlyn has a few points in her Q, she can constantly keep the enemy pushed into her tower as her Q offers her a lot of wave clearing.
  • When paired with a poke Support, the enemy should never be able to leave their tower.
  • At level 9, Caitlyn will max out her Q. She should be able to clear waves pretty quickly at this stage in the game thanks to the damage it provide and the items she will have at this stage of the game.

What makes Caitlyn one of the best ADCs:

  • Caitlyn has lots of range and an early poke. She can get an early lead purely by constantly pushing the minion wave and getting tower plates.
  • Caitlyn’s early game is really good, and if she’s able to get a lead, it will be hard for the enemy ADC to catch up to her.
  • Her Ultimate R is really good at executing enemies if they’re alone and low, which can be difficult to use in some scenarios, but if the enemy is low, it should result in an easy kill.



See Kai’Sa Owning as ADC: https://www.youtube.com/watch?v=Gd0LHOn7sz8 (Vapora Dark)

“My appearance may frighten you, but make no mistake—I am on your side, and we fight to the bitter end.”

Claimed by the Void when she was only a child, Kai'Sa managed to survive through sheer tenacity and strength of will. Her experiences have made her a deadly hunter and, to some, the harbinger of a future they would rather not live to see. Having entered into an uneasy symbiosis with a living Void carapace, the time will soon come when she must decide whether to forgive those mortals who would call her a monster, and defeat the coming darkness together… or simply to forget, as the void consumes the world that left her behind.

Kai’Sa’s Strengths:

  • Kai’Sa is a hybrid of a marksman and an assassin.
  • She is really good against melees and kiting.
  • She has high survivability.
  • She has high burst and DPS.

Kai’Sa’s Weaknesses:

  • Kai’Sa has a weak early game until she evolves her Q.
  • She’s hard to play when out of range.
  • She could be mechanically challenging.

Kai’Sa’s Abilities:


Kai'Sa's basic attacks stack Plasma for 4 seconds, dealing 5 - 23 (+1 - 12 per Plasma stack) (+15/25% bonus Ability Power [based on Plasma stacks] ability power) bonus magic damage. Allies' immobilizing effects help stack Plasma. Additionally, Kai'Sa's item purchases upgrade her basic spells to have more powerful properties.
Enemies with 5 Plasma stacks are ruptured, consuming them to deal 15%(+6% per 100 ability power) of target's missing health as magic damage. Maximum 400 against monsters.


Kai'Sa launches 6 missiles that split among nearby enemies, each dealing 40/55/70/85/100 (+50% bonus Attack Damage) (+30% bonus Ability Power) physical damage. Additional hits on a champion or monster deal 25% damage (max: 90/123.75/157.5/191.25/225 (+112.5% bonus Attack Damage) (+56.25% bonus Ability Power)).
Evolved Max Single-Target Damage: 150/206.25/262.5/318.75/375 (+187.5% bonus Attack Damage) (+93.75% bonus Ability Power)
Living Weapon - 100 Bonus Attack Damage - Icathian Rain fires 12 missiles.
Minions below 35% health take 200% damage.



Kai'Sa fires a Void blast that grants True Sight on the first enemy hit, deals 30/55/80/105/130 (+130% bonus Attack Damage) (+45% bonus Ability Power) magic damage, and applies 2 stacks of Plasma.
Living Weapon - 100 Ability Power - Void Seeker applies 3 stacks of Plasma and refunds 77% cooldown on champion hit.


Kai'Sa spends 1.2 - 0.6 (based on bonus attack speed) seconds Supercharging her Void Energy. She gains 55/60/65/70/75% Movement Speed during the charge, and 40/50/60/70/80% Attack Speed for 4 seconds when charged.
Living Weapon - 100% Attack Speed - Supercharge grants Invisibility for 0.5 seconds.
Basic attacks reduce Supercharge's cooldown by 0.5 seconds. Supercharge's cast time and Movement Speed improve with Attack Speed.


Kai'Sa warps to a location near an enemy champion affected by Plasma, gaining a shield that absorbs 70/90/110 (+100/150/200% Attack Damage) (+120% bonus Ability Power) damage for 2 seconds.

 Why Kai’Sa:

  • Kai’Sa is a really fun champion to play with.
  • As the game progresses, she becomes incredibly slippery, making her a good ADC to pick into assassins and bruisers.
  • She may be squishy, but she has plenty of self-peeling and damage to deal to targets who are singled out.

What makes Kai’Sa one of the best ADCs:

  • Kai’Sa is a late-game monster, an assassin marksman who can burst squishies and kite tanks.
  • Her E and Ultimate R allow her to be independent in the lane, while her support roams around to get some kills or assists.
  • Her Ultimate R can be used as a way to catch up with and finish opponents as well, especially after they flash or dash away from her.
  • Her hybrid damage and very flexible build make it hard to build against her, and with such an adaptable playstyle, she can fit into almost any team comp.



See Samira Owning as ADC: https://www.youtube.com/watch?v=Gd0LHOn7sz8 (Vapora Dark)

“Virtues, I've got a few. Vices, a few more.”

Ever heard about roses blooming in the desert?

Well, obviously, you haven’t heard about Samira.

The Desert Rose, Samira, stares death in the eye with unyielding confidence, seeking thrills wherever she goes. After her Shuriman home was destroyed as a child, Samira found her true calling in Noxus, where she built a reputation as a stylish daredevil, taking on dangerous missions of the highest caliber. Samira is at her best in life-or-death situations. Armed with black-powder pistols and a custom-made blade, she kills anyone who gets in her way with style.

Samira’s strengths:

  • Samira has high snowballing potential.
  • She has strong team-fighting ability.
  • She has a high skill ceiling.
  • Her powerful passive gives her fast movement, which lets her join and leave team fights quickly.

Samira’s Weaknesses:

  • Samira is a bit hard to master.
  • She requires quick thinking.
  • She is prone to being a famine feast.

Samira’s Abilities:


Samira builds a combo by hitting attacks or abilities unique from the previous hit, accumulating one Style stack for 0.5 seconds, stacking up to 6 times. Samira's attacks in melee range deal additional 2 - 19 (based on level) (+3.5% bonus Attack Damage - 10.5% bonus Attack Damage) magic damage. Samira's attacks against enemies already knocked up keeps them in the air for at least 0.5 seconds.


Samira fires a shot, dealing 0/5/10/15/20 (+85/95/105/115/125% bonus Attack Damage) physical damage to the first enemy hit.
If this ability is cast towards an enemy in melee range, Samira will instead slash with her sword, dealing 0/5/10/15/20 (+85/95/105/115/125% bonus Attack Damage) physical damage.


Samira slashes around her for 0.75 seconds, damaging enemies twice for 20/35/50/65/80 (+80% bonus Attack Damage physical damage each and destroying any enemy missiles that enter the area.


Samira dashes through an enemy (including turrets), slashing enemies she passes through dealing 50/60/70/80/90 20% bonus Attack Damage magic damage and gaining 20/25/30/35/40% Attack Speed for 3 seconds. Enemy champion takedowns refresh Wild Rush's cooldown.


Samira can only use this ability if her current Style rating is S.
Samira unleashes a torrent of shots from her weapons, wildly shooting all enemies surrounding her 10 times over 2 seconds, each shot dealing 5/15/20 (+50% bonus Attack Damage) physical damage and applying lifesteal. Each shot can also critically strike.

Why Samira?!

  • Samira is an extremely fun and rewarding champion to play with.
  • Samira's passive is daredevil Impulse.
  • Damaging enemies builds a “Style rank,” a letter grade that increases with each hit.

What makes Samira one of the best ADCs:

  • Samira has an incredibly strong all-in, which allows her to go for kills frequently, especially when the enemy overextends or walks too far forward.
  • Her Ultimate R is an incredibly strong tool in team fights.
  • Samira’s utility and ability to dash allow her to escape sticky situations, making her an incredibly strong and mobile champion.


Scott Hunter 4:22 AM (28 minutes ago) to me 1) for each article, use a visually exciting image that complements the headline 2) For all articles, use the code below for the suggested articles at the bottom. Click 'Source' and copy and paste it in:

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Hello, I'm Hagar Ossman. Writing and gaming are both my passions, so by writing about the finest and worst games available, I get the best of both worlds..
Gamer Since: 2010
Favorite Genre: MOBA
Currently Playing: Team Fight Tactics
Top 3 Favorite Games:League of Legends, Rocket League, FIFA 16

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