We have covered every position when it comes to the easiest champions to play in League of Legends, with just one left. The time has come to cover The Easiest Bot Champions to play in League of Legends.
There is no question that the current META is the ADC META. After the long lasting Bruiser META that really ruined the League of Legends as we know it, the time has come for ADC’s to shine.
I know it’s horrible that we even have META’s in a game this big and popular, but unfortunately it is something that Riot can’t stop doing with their never ending buffs, nerfs, and adjustments. The casual player who doesn’t have time to play all day simply can not get used to so many changes in the game.
When it comes to the bot lane, or to be more precise AD carry champions, it really wasn’t an easy task to pick 3 champions that are easiest to play in this position. I know that it sounds silly but ADC really has a lot to do in one game. They have to carry their whole team like the name suggests since they will be the prime damage dealers in every game. These champions need to farm, get kills, push objectives, and position themselves properly in team fights to stay alive.
Jinx is one of those ADCs that scale over time. Meaning they might have a weak early game but as the game progresses she becomes a beast that just melts her enemies like they are made of butter. With her long range W she is able to poke and chase down the opposing enemy laners. Jinx has the ability to switch between her minigun and her rocket launcher using Q. Each one is good depending on the situation. A cherry on top would for sure be her global ultimate that makes her snipe those little rascals who thought that they could run away.
P – Get Excited!
INNATE: Whenever Jinx scores a takedown against an enemy champion, epic monster, turret, or inhibitor within 3 seconds of damaging them, she gains 175% bonus movement speed which decays over 6 seconds.
Additionally, she gains 25% total attack speed and is allowed to exceed the attack speed cap for the same duration.
Q – Switcheroo!
TOGGLE: Jinx switches between Pow-Pow, her minigun, and Fishbones, her rocket launcher.
POW-POW: Basic attacks with Pow-Pow generate a stack of Rev’d up for 2.5 seconds, stacking up to 3 times, with the duration refreshing on subsequent attacks with Pow-Pow. Rev’d up grants bonus attack speed, with the first stack being twice as potent. Stacks expire one at a time.
FISHBONES: Basic attacks with Fishbones cost mana on-attack to deal 110% AD modified physical damage to the primary target as well as surrounding enemies. The damage is affected by critical strike modifiers. While using Fishbones, Jinx gains bonus range but loses 10% of her bonus attack speed.
Only the first attack after switching to Fishbones will benefit from Rev’d up.
W – Zap!
ACTIVE: Jinx fires a shock blast in the target direction that deals physical damage to the first enemy it hits and reveals and slows them for 2 seconds.
E – Flame Chompers!
ACTIVE: Jinx tosses out 3 Chompers at the target location that land in a perpendicular line after 0.4 seconds, arming after 0.5 seconds, and exploding after 5 seconds, dealing magic damage to all enemies within a small area.
Each Chomper explodes on contact with an enemy champion, knocking them down and rooting them for 1.5 seconds. Enemy champions can only be affected by one Chomper.
Flame Chompers! will cast at max range if cast beyond that.
R – Super Mega Death Rocket!
ACTIVE: Jinx fires a rocket in the target direction, granting brief sight of the area it flies through. The rocket explodes upon colliding with an enemy champion, dealing physical damage to them and all enemies in an area around them and granting sight of the area around them for 2 seconds.
The rocket deals 10% − 100% (based on distance traveled) damage; the bonus damage based on missing health is kept the same.
Enemies surrounding the main target take 80% damage. Bonus damage based on missing health is based on each unit’s own missing health, with a maximum bonus damage of 800 against monsters.
I have put Tristana in here since she is one of the oldest champions in League and her kit hasn’t changed much overall. This means two things. The First one is the fact that she has been around for so long that most people either own her or have played her at some point. The second thing really is her kit. Tristana’s kit is simple and straight forward. Since she has been here for some time and hasn’t received any major changes, it means that she has avoided ‘’The Overcomplicated META’’ that Riot tends to implement with new champions. Rocket Jumping into other units, assassinating other champions, jumping over walls and all that nonsense, my girl Tristy is quite simple. You shoot, you have some bombs, and if someone gets too close you send them back to their mommy.
P – Draw a Bead
INNATE: Tristana’s basic attacks, Explosive Charge and Buster Shot gain 0 − 136 (based on level) bonus range, for a total of 525 − 661 (based on level).
Q – Rapid Fire
ACTIVE: Tristana empowers her cannon, gaining bonus attack speed for 7 seconds.
W – Rocket Jump
ACTIVE: Tristana jumps to the target location, dealing magic damage to all nearby enemies on impact and slowing them by 60%.
Scoring a takedown against an enemy champion or detonating Explosive Charge at maximum stacks on a champion resets Rocket Jump’s cooldown.
Rocket Jump will cast at max range if cast beyond that.
E – Explosive Charge
PASSIVE: Enemies explode when killed by Tristana’s basic attacks, dealing magic damage to nearby enemies.
ACTIVE: Tristana launches an explosive charge at the target enemy, including turrets, which upon arrival attaches to them for 4 seconds. Afterwards, the charge detonates, dealing physical damage to nearby enemies, including turrets. The explosion radius is doubled when the charge is placed on a turret.
Tristana’s basic attacks on-hit and abilities against the target increase Explosive Charge’s damage by 30%, stacking up to 4 times for a maximum 120% increase, upon which the charge also detonates instantly.
The charge’s total damage is additionally increased by 0% − 33.3% (based on critical strike chance).
If Buster Shot is used to apply the last stack, the detonation will instead be delayed until the end of the knock back or the 4 seconds expire.
Tristana will attempt to basic attack the target afterwards.
R – Buster Shot
ACTIVE: Tristana fires a massive cannonball at the target enemy that upon arrival deals magic damage to them and knocks back and stuns all enemies around them, including the target, for up-to 0.75 seconds, during which they are revealed.
Caitlyn is the easiest ADC champion to play in League of Legends. Now let me clarify why. She has stupid range. That’s it. I mean mostly it, but I would feel confident to end it there. Basically apart from her long range, she also has a pretty straight forward kit with her piercing Piltover Peacemaker, her Yordle traps, and a point and click visual range ultimate that can not miss, however can be body blocked. Caitlyn is a fantastic ADC for the New and Veteran alike.
P – Headshot
INNATE: Caitlyn’s basic attacks generate a stack of Count on-attack, doubled when attacking from brush. At 6 stacks, or 5 while in brush, Caitlyn’s next basic attack consumes all stacks to become a Headshot: it has an uncancelable windup and deals (50 / 75 / 100% (based on level) + (109.375% + 21.875%) critical strike chance) AD bonus physical damage, increased to (100% + (109.375% + 21.875%) critical strike chance) AD against non-champions.
Caitlyn may fire more than one Headshot until it hits a target, which consumes all stacks.
Enemies that step over a Yordle Snap Trap or are hit by 90 Caliber Net can grant an additional Headshot against them at 1300 range within 1.8 seconds, without consuming stacks. Each method grants only one Headshot at a time.
Q – Piltover Peacemaker
ACTIVE: Caitlyn fires a piercing shot in the target direction that deals physical damage to the first enemy it passes through, after which it expands in width but deals only 50% damage to enemies it passes thereafter.
Enemies revealed by Yordle Snap Trap always take full damage from Piltover Peacemaker.
W – Yordle Snap Trap
PASSIVE: Caitlyn periodically stocks a Yordle Snap Trap charge, up to a maximum amount.
ACTIVE: Caitlyn sets a visible untargetable trap at the target location which grants sight of the area for 1 second and arms after 1 second, lasting for a duration. After the maximum amount of traps is laid down, deploying another immediately destroys the oldest one.
The next enemy champion that springs the trap is rooted for 1.5 seconds, revealed for 3 seconds, takes additional damage from Headshot, and becomes immune to further Yordle Snap Traps for 3 seconds.
E – 90 Caliber Net
ACTIVE: Caitlyn fires a net in the target direction and recoils 390 units in the opposite direction. The net deals magic damage to the first enemy hit and slows them by 50% for 1 second.
Caitlyn will not dash backwards if she is immobilized or grounded during the cast time.
Caitlyn can cast any of her abilities while dashing.
R – Ace in the Hole
ACTIVE: Caitlyn locks onto the target enemy champion and channels for 1 second, revealing them as well as revealing herself.
Ace in the Hole is placed on a 5-second cooldown if canceled.
Once Caitlyn completes the channel, she fires a homing bullet toward the target that deals physical damage to the first enemy champion it hits.
That’s it for this list. Make sure to check out our other articles about the easiest champions to play in League of Legends.