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    Top 4 Bot lane Champions for Patch 12.8

    Tier list for bot lane after Patch 12.8

    Aleksa Markovic monogram avatar
    Contributor · 1 May 2022 · Updated 4 May 2022

    bot

    Hello summoners, it’s time to cover the best picks for Bot lane in Patch 12.7. The Patch brought some interesting changes but a lot of strong champions have stayed on top. These champions are META right now and there will be a lot of severe balance changes needed to remove them from the top of the board.

    You may also like:

    https://thegamescabin.com/top-4-top-lane-champions-for-patch-12-8/

    Jinx

    jinx

    Jinx is one of those adc that scale over time. Meaning they might have an weak early game but as the game progresses she becomes a beast that just burns 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 and with the switch of weapons on her Q she can choose between the two weapons that she has. Each one is good for some particular situations. A cherry on top would for sure be her global ultimate that makes her snipe those little rascals who taught that they could run away.

    Jinx’s abilities

    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.

    Yasuo

    yasuo

    Yes, I hate myself for even mentioning Yasuo on any kind of list I make but we must face facts. For some unknown reason Riot decided that this champion is not strong enough so every little change they do, whether it is a pure buff to him, a nerf to some opposing Adc or Mid lane champions, or some indirect buffs for items or runes. Yasuo benefits from them all. I know that unskilled kids who are crazy about this guy will jump in and get ready to destroy many games, but I’m sorry, I had to do my duty. I now declare Yasuo, a META champion for the current Patch.

    Yasuo’s abilities

    P - Way of the Wanderer

    INNATE - INTENT: Yasuo’s  total critical strike chance is multiplied by 2.5 from all other sources, but his  critical strikes deal only 「 (57.5% +  31.5%) AD bonus physical damage. 」 Additionally, 「 every 1% critical strike chance in excess of 100% is converted into 0.4 bonus AD. 」

    INNATE - RESOLVE: Yasuo generates  Flow for every 59 / 52.5 / 46 (based on level) units he travels by any means. At「 100 stacks 」and upon taking damage from enemy  champions or  monsters, Yasuo consumes all  Flow to  shield himself for 115 − 525 (based on level) for up to 1 second.

    Q - Steel Tempest

    ACTIVE: Yasuo thrusts his sword in the target direction, dealing physical damage to enemies hit and applying  on-hit and  on-attack effects at 100% effectiveness to the first enemy hit. Steel Tempest’s damage can  critically strike for「 (47% +  29.4%) AD bonus physical damage. 

    If Steel Tempest hits an enemy with the thrust, Yasuo gains a Gathering Storm stack for 6 seconds, which refreshes upon receiving the second stack.

    While Yasuo has two stacks of Gathering Storm, Steel Tempest consumes the stacks to instead unleash a whirlwind that travels in the target direction, dealing the same damage and  knocking up all enemies hit for 0.75 seconds, or 0.9 seconds in combination with  Sweeping Blade.

    Steel Tempest’s thrust is  interrupted if Yasuo is affected by  disarming crowd control during the cast time but its  cooldown is reset to 0.1 seconds.

    Casting Steel Tempest during  Sweeping Blade will instead affect enemies around Yasuo at the end of the dash, or doing so immediately at his landing location after  blinking while ending the dash prematurely. Casting  Sweeping Blade when Steel Tempest’s remaining cooldown is less than 0.5 seconds resets this remaining cooldown to 0.

    If Yasuo becomes unable to cast abilities during the dash after buffering, Steel Tempest will not cast, but will still go on cooldown. (bug)

    W - Wind Wall

    ACTIVE: Yasuo creates a gust of wind that travels in the target direction over 0.25 seconds to form a wall in front of him. The wall slowly drifts forward another 50 units over 3.75 seconds, blocking all hostile non- turret  projectiles that attempt to pass through it and granting  sight of its surroundings.

    E - Sweeping Blade

    ACTIVE: Yasuo  dashes a fixed distance in the direction of the target enemy, dealing them magic damage if they are in range upon arrival. Additionally, he becomes  ghosted for a few seconds.

    Each Sweeping Blade cast increases the next dash’s base damage by 25% for 5 seconds, stacking up to two times for a 50% increase.

    Sweeping Blade cannot be cast on the same target more than once every few seconds.

    Yasuo will be  knocked down by any  immobilizing or  polymorphing crowd control, excluding  sleep(bug), during Sweeping Blade.

     Last Breath can be cast during Sweeping Blade. If  Steel Tempest has been buffered,  Wind Wall may also be cast during it. (bug)

    R - Last Breath

    ACTIVE: Yasuo  blinks to the other side of a  visible  airborne enemy champion nearest to the cursor, instantly generating maximum  Flow while resetting  Steel Tempest’s stacks.

    Upon arrival, he  knocks up the target and all  airborne enemy champions around them for 1 second,  revealing them and slashing them with his sword over the duration, dealing physical damage thereafter. Enemy champions around the target that become  airborne before the effects end will also be  knocked up for the remaining duration and dealt damage at its end.

    For the next 15 seconds, Yasuo’s  critical strikes gain  50% bonus-armor penetration.

    If Yasuo would be placed inside a  turret’s  attack range upon blinking, he will instead attempt to position himself outside it (does not apply to  Nexus Obelisk).

    A nearby  airborne enemy champion is required to cast this ability.

    Related:

    https://thegamescabin.com/top-4-jungler-champions-for-patch-12-8/

    Vayne

    vayne

    There is a reason why Vayne is called The Hyper Carry. Once she is fed and full build she can go 1 v 5 and win it in a blink of an eye. The thing that is to be grateful for that is her invisibility, dodge in the from of her Tumble and the knockback that can stun enemies when they are smacked against the wall. There is no other carry in the game that can go 1 v1 against her except from the fully build Jhin that can one shot her if he is the first one to strike. The thing to take into consideration is her weak early game since she is squshy and she hasn’t got too much damage until she assembles at least two items. You should aim for the balance of attack speed and attack damage with a dash of Lifesteal.

    Vayne’s abilities:

    P – Night Hunter

    INNATE: Vayne gains  30 bonus movement speed when moving towards a nearby  visible enemy  champion.

     FINAL HOUR: Night Hunter’s bonus movement speed is tripled to 90.

    Q – Tumble

    ACTIVE: Vayne  dashes in the target direction, though not through terrain, and her next basic attack within 7 seconds deals bonus physical damage.

    Tumble  resets Vayne’s basic attack timer.

    W – Silver Bolts

    PASSIVE: Vayne’s basic attacks  on-hit and  Condemn apply a stack of Silver Bolts for 3.5 seconds, stacking up to to 3 times, with the duration refreshing on subsequent applications. Applying a stack to a different enemy removes all stacks from the previous target.

    The third stack consumes them all to deal  bonus true damage, with a minimum threshold, and capped at 200 against  monsters.

    E – Condemn

    ACTIVE: Vayne fires a heavy bolt at the target enemy that upon arrival deals them physical damage and  knocks them back 475 units, though not through terrain.

    If the target collides with terrain, they take  bonus physical damage and become  stunned for 1.5 seconds.

    R – Final Hour

    ACTIVE: Vayne equips her crossbow, gaining  bonus attack damage and tripling  Night Hunter’s bonus for a duration.

    Additionally,  Tumble’s  cooldown is reduced, and casting it grants Vayne  invisibility for 1 second. Attacking or casting  Condemn breaks the stealth immediately.

    While active, scoring a  takedown against an enemy champion within 3 seconds of damaging them extends Final Hour’s duration by 4 seconds, up to its original duration.

    Jhin

    jhin

    Jhin was always relevant since his release as one of the strongest Attack Damage and Critical Strike champions for the bot lane, and in the game itself. Although it takes some skill to master him, once you do the rewards are incredible. He can oneshot his opponents once he is full build and his critical strike is the main thing that you should focus when you are playing around with items. His abilities aren’t that relevant for his playstyle apart from root ability and his ultimate that can be used to disrupt enemies from distance, steal some objectives and snipe the runaway champions with low hp.

    Jhin’s abilities

     P – Basic Attack

    BASIC ATTACK: Jhin fires at the target with  Whisper, dealing 100% AD physical damage and applying  on-hit and  on-attack effects.

    Jhin’s basic attacks can  critically strike and these attacks have slightly increased missile speed, but only deal 「 (150.5% +  30.1%) AD physical damage. 」

    Jhin’s attack speed cannot be improved at all except through growth.

    P2 – Whisper

    INNATE – DEATH IN 4 ACTS: Jhin’s basic attacks consume ammunition within 4 rounds. He will reload over 2.5 seconds immediately after expending all rounds or withholding leftover rounds after 10 seconds of being out of combat and not being affected by  crowd control. The latter reload can be interrupted by declaring an attack or casting an ability.

    Jhin’s final round attack has an  uncancelable windup versus champions, always  critically strikes its target, including  structures, and also deals 15 / 20 / 25% (based on level) of the target’s  missing health as bonus physical damage to non-structures.

    INNATE – EVERY MOMENT MATTERS: Jhin gains 4% − 44% (based on level)「 (+ 0.3% per 1% critical strike chance) (+ 0.25% per 1% bonus attack speed) 」 AD as  bonus attack damage.

    Additionally,  critical strikes grant Jhin 10% (+ 0.4% per 1% bonus attack speed)  bonus movement speed for 2 seconds.

    Q – Dancing Grenade

    ACTIVE: Jhin throws a grenade at the target enemy that can bounce to up to three additional nearby enemies, dealing physical damage to each target.

    The damage is increased by 35% of the base damage if the enemy the grenade last bounced off of dies shortly after being hit.

    W – Deadly Flourish

    PASSIVE: Enemy  champions that trigger a  Lotus Trap to bloom or are damaged by Jhin or allied champions are marked for 4 seconds.

    ACTIVE: Jhin fires a shot in the target direction that deals physical damage to all enemies in a line until colliding with an enemy champion, reduced by 25% against non-champions.

    Hitting a marked champion  roots them for a duration and grants Jhin  Every Moment Matters’  bonus movement speed.

    E – Captive Audience

    PASSIVE: Jhin periodically stocks a Lotus Trap charge, up to a maximum of 2.

    PASSIVE – BEAUTY IN DEATH: Whenever Jhin kills an enemy champion, he summons a Blooming Lotus Trap on their corpse.

    ACTIVE: Jhin places a Lotus Trap at the target location which, upon landing, becomes  stealthed after arming over 1 second, lasting for up to 180 seconds and granting  sight within its radius. The Lotus Trap blooms upon enemy contact, with enemies in the area at the time of its trigger becoming  revealed for 4 seconds.

    Blooming Lotus Traps  slow enemies within the area by 35% for 2 seconds before exploding, dealing magic damage to enemies. Lotus Traps deal 65% damage against non-champions and  champions who have been struck by another Lotus Trap in the last 1 second.

    R – Curtain Call

    ACTIVE: Jhin  channels for up to 10 seconds, transforming his weapon into a powerful cannon. He gains the ability to recast Curtain Call up to 4 times within its duration.

    RECAST: After 0.25 seconds, Jhin fires a round in the target direction that grants  sight around its trajectory for 0.5 seconds and deals physical damage, which is increased by 0% − 300% (based on target’s missing health), to all enemies in a line until colliding with an enemy  champion,  slowing them by 80% for 0.5 seconds, and  revealing them for 2 seconds. Each cast has a static cooldown of 1 second.

    The fourth shot critically strikes for (100% +  35%) bonus physical damage.

    Conclusion

    The best bot laners in the game right now are here and we have got you covered. With our guides and tier lists the chances are that you will never be among the lower ranked players since you will know all of the META champions and how to abuse them properly!

    Stay tuned, there is a lot more to cover, only on The Games Cabin!

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