Best Top Laners for Low ELO:
15-Malphite (Top Lane)
“Beware, minions of chaos! The Shard of the Monolith has come.”
Checkout Malphite in action: https://www.youtube.com/watch?v=z1-99BmiPkw (Daveyx3 Gameplay)
A massive creature of living stone, Malphite, the Shard of Monolith, struggles to impose blessed order on a chaotic world. Born as a servitor shard to an otherworldly obelisk known as the Monolith, he used his tremendous elemental strength to maintain and protect his progenitor but ultimately failed. The only survivor of the destruction that followed, Malphite now endures Runeterra's soft folk and their fluid temperaments while struggling to find a new role worthy of the last of his kind.
Malphite’s Strengths:
- Certain champions are vulnerable to Malphite's counter.
- He has the ability to stop most splitpushers.
- He is super tanky against certain teams.
- He is easy to play with.
Malphite’s Weaknesses:
- Malphite is a bit weak when getting hardcountered.
- He is inefficient against AP sustaining champions.
Malphite’s Abilities:
Passive:
Malphite is shielded by a layer of rock which absorbs damage up to 9% of his maximum Health. If Malphite has not been hit for 8/7/6 seconds, this effect recharges.
Q:
Deals 70/120/170/220/270 (+60% bonus Ability Power) magic damage and steals 20/25/30/35/40% Movement Speed from the target for 3 seconds.
W:
Malphite's next basic attack within 6 seconds gains 50 increased range and deals 30/45/60/75/90 (+30% bonus Ability Power) (+10% Armor) bonus physical damage.
For the next 5 seconds after casting, Malphite's basic attacks cleave enemies in a cone in front of him, dealing 12/25/35/45/55 (+30% bonus Ability Power) (+15% Armor) physical damage to enemies hit.
E:
Malphite slams the ground dealing 60/95/130/165/200 (+30% Armor) (+60% bonus Ability Power) magic damage to surrounding enemies, reducing their Attack Speed by 30/35/40/45/50% for 3 seconds.
This ability gains damage equal to 40% of Malphite's Armor.
R:
Malphite charges to target area. Upon his arrival he deals 200/300/400 (+90% bonus Ability Power) magic damage to nearby enemies and knocks them into the air for 1.5 seconds.
Why Malphite?!
- Malphite is excellent pick against heavy-AD team compositions.
- With his ultimate, he has quite reliable initiation and catching potential.
- Good pick to stop strong ADCs when playing against them.
What makes Malphite one of the best Top Laners for low ELO:
- Malphite can absorb a lot of damage for his team with his passive, which allows him to be a frontliner for his team while also being able to escape death when he goes in with his Ultimate R.
- Post-six, he can set up multiple ganks for both his lane as well as other lanes with his Ultimate R, which is highly beneficial if the lane he is ganking has some form of CC built into their kit.
- He is the bane of all immobile carries, especially the ranged immobile ones, which makes him get on top of them easily and prevent them from doing anything in a fight.
14-Jax (Top Lane)
“Strength and will are what make a weapon.”
Checkout Jax in action: https://www.youtube.com/watch?v=bZzF3o6MsdU (Daveyx3 Gameplay)
Unmatched in both his skill with unique armaments and his biting sarcasm, Jax is the last known weapons master of Icathia. After his homeland was laid low by its own hubris in unleashing the Void, Jax and his kind vowed to protect what little remained. As magic now rises in the world, this slumbering threat stirs once more, and Jax roams Valoran, wielding the last light of Icathia and testing all warriors he meets to see if any are strong enough to stand beside him.
Jax’s Strengths:
- Jax can fight almost anyone at the late game.
- He is really good at scaling.
- Gets naturally tanky in fights when using his R, as it gives him a good amount of resistances.
Jax’s Weaknesses:
- Jax is a bit hard to get back in the game if behind.
- He has some difficult matchups.
- If Jax falls behind, he can be difficult to bring back into the game.
Jax’s Abilities:
Passive:
Jax's consecutive basic attacks continuously increase his Attack Speed by 3.5/5/6.5/8/9.5/11% for 2.5 seconds, satcking up to 8 times.
Q:
Jax leaps to target unit, dealing 65/105/145/185/225 (+100% bonus Attack Damage) (+60% bonus Ability Power) physical damage if it is an enemy.
W:
Jax charges his weapon with energy, causing his next basic attack or Leap Strike to deal an additional 50/85/120/155/190 (+60% bonus Ability Power) Magic Damage.
E:
Jax enters a defensive stance for up to 2 seconds, dodging all incoming basic attacks and taking 25% less damage from area of effect abilities.
After 2 seconds or if activated again, Jax stuns surrounding enemies for 1 second and deals 55/80/105/130/155 (+50% bonus Attack Damage) physical damage to them.
Counter Strike deals 20% more damage for each attack Jax dodged (max: 100% increased damage).
R:
Passive: Every third consecutive strike Jax deals 100/140/180 (+70% bonus Ability Power) additional Magic Damage.
Active: Jax strengthens his resolve, granting him 30 Armor and 20 Magic Resist for 8 seconds.
Armor bonus is equal to 30/50/70 + 50% bonus Attack Damage.
Magic Resist bonus is equal to 30/50/70 + 20% Ability Power.
Why Jax?!
- Jax is a very strong fighter once he picks up a couple of items.
- He can be a monster in the late game.
What makes Jax one of the best Top Laners for low ELO:
- His scaling is unparalleled, and he does really well in duels due to his E and Q.
- The longer the game goes on, the more dangerous he becomes and can practically kill anyone, regardless of health.
- His Passive approach enables him to split push relentlessly.
- The E makes him take less damage from AoE abilities, which is really beneficial for him during full-blown team fights.
13-Sion (Top Lane)
“War is eternal... as am I.”
Checkout Sion in action: https://www.youtube.com/watch?v=HK4IxuKvm9o (Suby)
A war hero from a bygone era, Sion the Undead Juggernaut was revered in Noxus for choking the life out of a Demacian king with his bare hands—but, denied oblivion, he was resurrected to serve his empire even in death. His indiscriminate slaughter claimed all who stood in his way, regardless of allegiance, proving he no longer retained his former humanity. Even though his skin is rotting and his armour isn't very good, Sion still charges into battle with reckless abandon, trying to remember who he really is between swings of his powerful axe.
Sion’s Strengths:
- Sion has good gank and TP abilities.
- He is good at engaging.
- He has a good peel.
Sion’s Weaknesses:
- His abilities are easy to juke.
- He has low mobility.
- He has long cooldowns.
Sion’s Abilities:
Passive:
After being killed, Sion will reanimate with rapidly decaying Health. His attacks become very rapid, gain 100% Lifesteal and deal bonus damage equal to 10% of his target's maximum Health (max 75 to monsters). All his abilities are replaced with Death Surge, which grants a burst of Movement Speed.
Sion does 60% reduced damage to structures while in his reanimated frenzy form (includes runes and items)
Q:
Sion charges up a heavy blow for up to 2 seconds. When released, he deals 30/50/70/90/110 (+45/52.5/60/67.5/75% Attack Damage) to 70/135/200/265/330 (+135/150/165/180/195% Attack Damage) physical damage to enemies hit and briefly slows them.
If Sion charges for at least 1 second, enemies are knocked up and stunned for 1.25 to 2.25 seconds.
W:
Passive: Sion gains 4 maximum Health when he kills a unit (15 for large monsters and champion kills or assists).
Active: Sion shields himself for 60/85/110/135/160 (+40% bonus Ability Power) (+8/9/10/11/12% of maximum Health) for 6 seconds. After 3 seconds, while the shield holds, Sion can reactivate to deal 40/65/90/115/140 (+40% bonus Ability Power) plus 10/11/12/13/14% of the target's maximum Health as magic damage to nearby enemies. Max 400 bonus damage to minions and monsters.
E:
Sion fires a shockwave, dealing 65/100/135/170/205 (+55% bonus Ability Power) magic damage to the first enemy hit and knocking it back if it is not a champion (significantly increasing its range).
Targets hit by the shockwave or the knocked back unit take the same damage and are slowed by 40/45/50/55/60% for 2.5 seconds and have their Armor reduced by 20% for 4 seconds.
R:
Sion charges in a direction for 8 seconds and can steer slowly towards the mouse cursor. While charging, Sion is immune to all Crowd Control. Reactivating will cancel Sion's charge early.
When Sion collides with an enemy champion or wall, he deals 150/300/450 (+40% bonus Attack Damage) physical damage and knocks up enemies in a small area for 0.75 seconds. Enemies in a larger area take the same damage and are slowed by 40/45/50% for 3 seconds.
The damage increases to 400/800/1200 (+80% bonus Attack Damage) and the stun increases to 1.75 seconds as Sion charges farther.
Why Sion?!
- Sion is one of the most interesting and "fun" tanks.
- Unlike other tanks, Sion is actually capable of being a heavy lane bully and can also scale decently into the late game.
- Sion is usually my go to pick whenever I want to play a more "skill-based" tank or when I want to play a tank that requires actual aiming on his abilities.
What makes Sion one of best Top Laners for low ELO:
- Sion can soak up a lot of damage for his team as a front line, which allows him to peel for his carries with ease, which can allow his carries to play more freely.
- His Ultimate R can be used to set up ganks on other lanes.
- His E is a very easy skill to land, which guarantees a Q from Sion’s end, which can be a great value for setting up ganks for his jungler.
Best Junglers for Low ELO:
12-Master Yi (Jungle)
''The edge of the sharpest blade is no match for the calm of the peaceful mind.''
Checkout Master Yi in action: https://www.youtube.com/watch?v=vvOSj68QSYA (KingStix Gaming)
Have you ever heard of the Wuju Bladesman? Well, you’re about to.
Master Yi has tempered his body and sharpened his mind, so that thought and action have become almost one. Though he chooses to enter into violence only as a last resort, the grace and speed of his blade ensure resolution is always swift. Yi is one of the last people who still practises the Ionian art of Wuju. He has dedicated his life to carrying on the traditions of his people by examining potential new disciples with the Seven Lenses of Insight to find the worthiest ones.
Master Yi’s Strengths:
- Master Yi is an easy mechanical champion.
- He is a snowballing champion.
- He is one of the greatest duelists in the game.
- He can shred any target with his tankiness.
Master Yi’s Weaknesses:
- Master Yi can’t set up ganks for his teammates.
- He can be a useless champ if you fall behind.
- He gets countered hard by cc, burst, and invisibility.
Master Yi’s Abilities:
Passive:
Every 3 basic attacks, Master Yi next basic attack strikes twice dealing 50% Attack Damage.
Q:
Master Yi becomes untargetable and teleports to rapidly strike enemies near his target, dealing 30/60/90/120/150 (+50% Attack Damage) physical damage to all enemies hit after 4 hits, and applies on-hit effects at 25% effectiveness. This Ability can strike the same enemy repeatedly if there are no other targets, dealing 25% damage for subsequent hits and applying on-hit effects at 18.75% effectiveness.
By default, Master Yi will be placed 75 units in front of his primary target. During Alpha Strike, Master Yi may right click to instead be placed 75 units in the direction clicked.
W:
Master Yi channels, restoring 30/50/70/90/110 (+100% bonus Ability Power) Health per second for 4 seconds. This healing is increased by 1% for every 1% of Master Yi's missing Health. While channeling, Master Yi reduces incoming damage by 90% for the first 0.5 seconds, reduced to 45/47.5/50/52.5/55% for the remainder of the channel. This damage reduction is halved against turrets.
In addition, Master Yi will gain stacks of Double Strike and pause the remaining duration on Wuju Style and Highlander for each second, he channels.
E:
Basic attacks deal 30/35/40/45/50 (+30% bonus Attack Damage) bonus true damage for 5 seconds.
R:
Passive: Champion kills and assists reduce the remaining cooldown of Master Yi's basic abilities by 70%.
Active: Increases Bonus Movement Speed by 35/45/55%, Attack Speed by 25/35/45%, grants immunity to slows for 7 seconds and allows Master Yi to move through units. While active, champion kills and assists extend the duration of Highlander by 7 seconds.
Why Master Yi:
- Master Yi can rejuvenate his body for a short time by focusing his mind, restoring health and reducing damage.
- His playstyle almost guarantees a smooth jungling journey.
- With a built-in heal in his kit, you need to be skilled to die at a jungle camp when playing with Master Yi.
What makes Master Yi one of the best Junglers for Low ELO:
- Master Yi can initiate tower dives early on and try to get kills once his laner pushes the wave in.
- His Q and W allow him to drop tower aggro and take reduced tower damage, respectively.
- His Ultimate R can completely shift the tide of a fight if he is left unchecked, which allows him to use his Q frequently, which allows him to avoid CC.
- Combined with his Wuju style, he deals a lot of damage.
11-Warwick (Jungle)
“Spill blood... draw the beast!”
Checkout Warwick in action: https://www.youtube.com/watch?v=YyJnzZOQncU (KingStix)
Warwick, the Uncaged Wrath of Zaun, is a monster who hunts the gray alleys of Zaun. Transformed by agonizing experiments, his body is fused with an intricate system of chambers and pumps, machinery that fills his veins with alchemical rage. Bursting out of the shadows, he preys upon those criminals who terrorise the city's depths. Warwick is drawn to blood, and driven mad by its scent. None of those who spill it can escape him.
Warwick’s Strengths:
- Warwick has a great and healthy jungle.
- He is among the highest-tempo champions in the game.
- He has a lot of mobility, tankiness, and repositioning ability.
- Warwick does objectives really fast because his passive also works on monsters.
Warwick’s Weaknesses:
- It might take some time to get used to the fluctuating attack speed.
- Warwick is heavily countered by grievous wounds before he can build any tank items.
- Enemies can block his ultimate, and you have a hard time playing against champions with a lot of peeling or kiting ability.
Warwick’s Abilities:
Passive:
Warwick's basic attacks deal 12 - 46 (+15% bonus Attack Damage) (+10% bonus Ability Power) bonus magic damage. If Warwick is below 50% health, he heals the same amount. If Warwick is below 25% health, this healing triples.
Q:
Warwick lunges forward and bites his target. While the key is held down, he will attach to the target then leap behind them. On release, deals 120% Attack Damage+90% bonus Ability Power plus 6/7/8/9/10% of your target's maximum health as magic damage (applies On Hit effects). Heal 25/37.5/50/62.5/75% of damage dealt.
While attached, Warwick follows any movements they make and cannot be displaced.
W:
Passive: Warwick gains 70/80/90/100/110% attack speed against enemies below 50% health. He also senses low health champions globally, moving 35/40/45/50/55% faster toward them when out of combat. These bonuses are tripled against enemies below 20% health.
Active: Warwick briefly senses all enemies. The nearest sensed champion is Blood Hunted for 8 seconds. Cast only while not in combat with a champion.
While no enemies are being hunted, Blood Hunt cools down twice as fast.
E:
Warwick gains 35/40/45/50/55% damage reduction for 2.5 seconds. At the end of the duration, or if activated again, Warwick howls, causing all nearby enemies to flee for 1 second.
R:
Warwick leaps 2.5 seconds worth of movement speed in a direction, suppressing the first champion he collides with for 1.5 seconds. Deals 175/350/525 (+167% bonus Attack Damage) magic damage and applies on-hit effects 3 times. Warwick heals for 100% of all damage he deals during Infinite Duress.
Why Warwick?!
- When played correctly, it is simple to learn and extremely powerful.
- Warwick is the way to go for the team if they need some early-game pressure or damage.
- He will allow the team some breathing room in the early game since he can pressure the map.
What makes Warwick one of the best Junglers for Low ELO:
- Warwick has great sustain in lanes thanks to his Q and the items he will pick up throughout the laning phase.
- Good pick potential throughout the game with his Ultimate R.
- He is a good split pusher and good at chasing down enemies in the mid and late parts of the game.
10-Rammus (Jungle)
“OK.”
Checkout Rammus in action: https://www.youtube.com/watch?v=Hlv5MGlZN9s (KingStix)
Rammus the Armordillo is a mysterious being who has been idolised by many, dismissed by others, and mystified by all. Protected by a spiked shell, he inspires increasingly disparate theories on his origin wherever he goes—from demigod, to sacred oracle to mere beast transformed by magic. Whatever the truth may be, Rammus keeps his own counsel and stops for no one as he roams the Shuriman desert.
Rammus’s Strengths:
- Rammus is one of the tanks with the greatest potential for damage.
- He has unexpectedly high AoE magic damage.
- He possesses exceptional mobility, engagement potential, and gap-closing ability.
Rammus’s Weaknesses:
- Rammus is very team reliant if not snowballing with on-hit items.
- Vulnerable to early invades, especially before hitting level 3 and 6.
- AP heavy comps, especially in longer games.
Rammus’s Abilities:
Passive:
Rammus's basic attacks deal 10 (+10% Armor) bonus magic damage, increased while Defensive Ball Curl is active.
Q:
Rammus accelerates in a ball, gaining up to 150-235% Movement Speed over 6 seconds. On enemy collision, he stops, dealing 100/130/160/190/220 (+100% bonus Ability Power) magic damage to nearby enemies, knocking them back, and slowing them by 40/50/60/70/80% for 1 second.
Can be reactivated to end the effect early and put Powerball on cooldown.
Powerball is a channeled spell and is subject to interruption by spells that prevent casting.
Casting Powerball cancels Defensive Ball Curl and puts it on cooldown.
W:
Rammus enters a defensive formation for up to 6 seconds, increasing Armor by 40 plus 60/70/80/90/100% and Magic Resist by 10 plus 30/35/40/45/50%.
Attacking increases the duration of this effect by 0.4 seconds each (max 4).
During this time, Spiked Shell deals 150% damage and also deals its damage to enemies that basic attack Rammus.
Can be reactivated to end the effect early and put Defensive Ball Curl on cooldown.
Casting Defensive Ball Curl cancels Powerball and puts it on cooldown.
E:
Taunt an enemy champion or monster for 1.2/1.4/1.6/1.8/2 seconds and gain 20/25/30/35/40% Attack Speed for the same duration.
While any of Rammus' other spells are active, Frenzying Taunt's Attack Speed bonus is refreshed.
R:
Rammus hops into the air and slam down at a target location, dealing 100/175/250 (+60% bonus Ability Power) magic damage and Slowing enemies by 15/17.5/20% for 1.5 seconds. Enemies near the center take additonal damage based on the distance traveled. If Soaring Slam is cast while Powerball is active, enemies near the center are Knocked Up for 1.5 seconds.
Rammus creates aftershocks at the target location for 4 seconds that deal 20/30/40 (+10% bonus Ability Power) magic damage and stack the original Slow up to four times. Max Impact Damage: 150%
Why Rammus?!
- Rammus is beginner-friendly, yet potent in any ELO or matchup.
- Since forever, there has been a consistent high win rate below Diamond.
- He's mechanically simple and can be effortlessly controlled while devoting constant attention to strategic management and macro play.
What makes Rammus one of the best Junglers for ELO:
- Rammus has really good ganks once he has unlocked his E, which gives him a high success rate when ganking his allies.
- Thanks to his W, Rammus is incredibly tanky, which means he can always be the frontline that his team needs regardless of how far behind or ahead he is.
- Rammus’ Ultimate R is on a short cooldown and can be used to get picks.
Best Mid Laners for Low ELO:
9-Teemo (Mid Lane)
''Teemo rides a thin line between chipper compatriot and unrepentant killer, but there's no one else I'd rather have as a friend.''
Checkout Teemo in action: https://www.youtube.com/watch?v=SFdw302fNN0 (Manco1)
Undeterred by even the most dangerous and threatening of obstacles, Teemo scouts the world with boundless enthusiasm and a cheerful spirit. A yordle with an unwavering sense of morality, he takes pride in following the Bandle Scout's Code, sometimes with such eagerness that he is unaware of the broader consequences of his actions. Though some say the existence of the Scouts is questionable, one thing is for certain: Teemo's conviction is nothing to be trifled with.
Teemo’s Strengths:
- Teemo has an amazing ability to poke and harass.
- He has good ward coverage.
- He is good at learning mechanics.
- He is a perfect ADC counter.
Teemo’s Weaknesses:
- Teemo has nothing to offer in terms of hard CC.
- He is a poor teamfighter until it is too late.
- Hard ganked and focused a lot.
Teemo’s Abilities:
Passive:
If Teemo stands still and takes no actions for a short duration, he becomes Invisible indefinitely. If he's in brush, Teemo can enter and maintain his Invisibility while moving. After leaving Invisibility, Teemo gains the Element of Surprise, increasing his Attack Speed for 5 seconds.
Q:
Deals 80/125/170/215/260 (+80% bonus Ability Power) magic damage and blinds the target for 2/2.25/2.5/2.75/3 seconds (double duration against monsters).
W:
Passive: Teemo's Movement Speed is increased by 10/14/18/22/26% unless he has been damaged by an enemy champion or turret in the last 5 seconds.
Active: Teemo sprints, gaining twice his normal bonus for 3 seconds. This bonus is not lost when struck.
E:
Teemo's basic attacks poison their target, dealing 14/25/36/47/58 (+30% bonus Ability Power) magical damage upon impact and 6/12/18/24/30 (+10% bonus Ability Power) magical damage each second for 4 seconds. Deals 150% damage to monsters.
R:
Tosses a stored mushroom as a trap that detonates if an enemy steps on it, spreading poison to nearby enemies that slows Movement Speed by 30/40/50%, reveals them and deals 200/325/450 (+55% bonus Ability Power) magic damage over 4 seconds.
Traps last 5 minutes and take 1 second to arm and stealth. If a thrown trap lands on another trap, it will bounce up to 3/4/5 Teemos further before planting.
Teemo forages for a mushroom every 30/25/20 (affected by cooldown reduction) seconds, but he is only big enough to carry 3/4/5 at once.
Why Teemo?!
- Teemo is a pestilence to any and all who oppose him, in the hands of a knowledgeable player, he's a monster, but he's also cute.
- He is all about making your opponent suffer.
- He is, in general, a straightforward and honest champion, without any forms of cheese-like shields or massive sustain or invulnerability.
What makes Teemo one of the best Mid Laners for Low ELO:
- His passive can be really obnoxious to deal with, especially when he is hiding in a brush and moving in and out while pelting his laner with his Q and E.
- He is the bane of ADC mains, as his Q quite literally makes them miss their auto-attacks.
- The Ultimate R can act as a substitution for vision, as well as deal a lot of damage when kept in the right spots, which is pretty helpful in avoiding ganks.
8-Malzahar (Mid Lane)
“We are timeless. We demand sacrifice.”
Checkout Malzahar in action: https://www.youtube.com/watch?v=RZKjOnZXKoU (Shark Zone)
A zealous seer dedicated to the unification of all life, Malzahar, the Prophet of the Void truly believes the newly emergent Void, to be the path to Runeterra's salvation. In the desert wastes of Shurima, he followed the voices that whispered in his mind all the way to ancient Icathia. Amidst the ruins of that land, he gazed into the dark heart of the Void itself and was gifted new power and purpose. Malzahar now sees himself as a shepherd, empowered to bring others into the fold… or to release the voidling creatures that dwell beneath.
Malzahar’s Strengths:
- Malzahar is always useful for the team.
- He has an amazing wave clear.
- He scales insanely well.
Malzahar’s Weaknesses:
- Malzahar is a bit weak before level 6.
- He requires good positioning.
- He can be outmatched by some champions.
Malzahar’s Abilities:
Passive:
When he hasn't taken damage or been crowd controlled in the last 30/24/18/12 (at levels 1/6/11/16) seconds, Malzahar gains massive damage reduction and crowd control immunity, lingering for a short period after taking damage. Damage from lane minions is unaffected.
Q:
Malzahar opens two portals to the Void that fire projectiles inward, dealing 70/105/140/175/210 (+55% bonus Ability Power) magic damage and silencing enemies hit for 1/1.25/1.5/1.75/2 second(s).
W:
Passive: Casting Malzahar's other spells gives him Gathering Swarm, increasing the number of Voidlings summoned by Void Swarm (max 2).
Active: Summons one or more Voidlings. Voidlings last 8/8/9/9/10 seconds and deal an additional 12/14/16/18/20 (+20% bonus Ability Power) (+40% bonus Attack Damage) magic damage each hit.
Voidlings deal 300% damage to lane minions affected by Malefic Visions.
Voidlings deal 50% damage to epic monsters.
E:
Deal 80/115/150/185/220 (+80% bonus Ability Power) magic damage to an enemy target over 4 seconds. Applying Call of the Void or Nether Grasp to the victim during this time refreshes the visions.
If the victim is killed, Malzahar gains Mana (2% of max mana) and the visions spread to the nearest enemy. Malefic Visions executes minions below 15 - 45 health (at levels 1-11).
R:
Malzahar suppresses a target champion for 2.5 seconds, dealing 125/225/325 (+80% bonus Ability Power) magic damage over the duration. A zone of negative energy is created around his target for 5 seconds, dealing 2/3/4% (+0.5% bonus Ability Power) of nearby enemies max health as magic damage per second.
Why Malzahar?!
- Malzahar is an excellent mid-lane champion to study in depth in terms of macrogame and laning phase.
- He isn't a mechanical champion, but his R provides so much for your teammates.
- He is a really enjoyable champion to play with.
What makes Malzahar one of the best Mid Laners for Low ELO:
- Malzahar has great pick potential with his Ultimate R.
- He has a shield that will protect him against incoming damage, which increases his survivability in lane.
- He has a great wave clear thanks to his Q, W and E; once he has an item, he can constantly push the enemy into their tower.
7-Annie (Mid Lane)
“Ashes, ashes, they all fall down.”
Checkout Annie in action: https://www.youtube.com/watch?v=I5QtukNqYrw (Shark Zone)
Dangerous, yet disarmingly precocious, Annie the Dark Child. She is a child mage with immense pyromantic power. Even in the shadows of the mountains north of Noxus, she is a magical outlier. Her natural affinity for fire manifested early in life through unpredictable, emotional outbursts, though she eventually learned to control these “playful tricks.” Her favourite includes the summoning of her beloved teddy bear, Tibbers, as a fiery protector. Lost in the perpetual innocence of childhood, Annie wanders the dark forests, always looking for someone to play with.
Annie’s Strengths:
- Annie has a huge impact around the map.
- She has an amazing burst.
- She has flexible itemization, which gives her control over the game.
Annie’s Weaknesses:
- Annie might be extremely dependent on Flash.
- Sha has a poor wave clear.
- She can’t facecheck.
Annie’s Abilities:
Passive:
After casting 4 spells, Annie's next offensive spell will stun the target for 1.25/1.5/1.75 (at level 1/6/11).
Q:
Deals 80/115/150/185/220 (+80% bonus Ability Power) magic damage. Mana cost and half the cooldown are refunded if Disintegrate kills the target.
W:
Casts a cone of fire dealing 70/115/160/205/250 (+85% bonus Ability Power) magic damage to all enemies in the area.
E:
Annie grants herself or an ally 40/85/130/175/220 (+35% bonus Ability Power) Shield for 3 seconds and 20 - 50% movement speed that decays over 1.5 seconds.
While the shield holds, enemies who Attack it take 20/30/40/50/60 (+20% bonus Ability Power) magic damage.
R:
Summons Tibbers, dealing 150/275/400 (+75% bonus Ability Power) magic damage to enemies in the target area. For the next 45 seconds, Tibbers burns nearby enemies for 20/30/40 (+15% bonus Ability Power) per second and attacks for 50/75/100 (+3% bonus Ability Power) as magic damage. Annie can control Tibbers by reactivating this ability.
Tibbers Enrages when: summoned; Annie uses Pyromania on an enemy Champion; and when Annie dies.
Enrages: Tibbers gains 275% Attack Speed and 100% Movement Speed, decaying over 3 seconds.
Tibbers has 30/60/90 Armor and Magic Resistance.
Why Annie?!
- Annie is a great champion for everyone, for beginners and advanced players.
- Her ability set is straightforward, making her an excellent champion to begin your Mid-Lane journey with.
- She has amazing burst potential, and her passive allows her to stun even up to five people with her R.
- With Tibbers the bear beside her, Annie is unstoppable.
What makes Annie one of the best Mid Laners for ELO:
- Annie is great in team fights thanks to the large AOE on her Ultimate R.
- When paired with her passive stun, she will be able to stun multiple champions if they’re grouped together.
- She is easy to teach. Lots of pros, analysts, and high ELO players recommend playing Annie if you want to learn the basics of the mid-lane.
- Annie is really good at bursting down and ambushing squishy, low health enemy champions.
Best ADCs For Low ELO:
6-Miss Fortune (ADC)
“The bigger the risk, the bigger the bounty.”
Checkout Miss Fortune in action: https://www.youtube.com/watch?v=7PRGbot7p1Y (Vapora Dark)
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 securing.
- 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:
Passive:
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.
Q:
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.
W:
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).
E:
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).
R:
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 for Low ELO:
- 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 lane with her E and Q, which can give her a lot of pressure in the lane itself and let her bully the enemy down with ease.
5-Ashe (ADC)
''One tribe, one people, one Freljord.''
Checkout Ashe in action: https://www.youtube.com/watch?v=A0DkuS2-qfA (Vapora Dark)
Iceborn is the warmother of the Avarosan tribe, which is led by Ashe the Forest Archer, who commands the northernmost horde. 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:
Passive:
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.
Q:
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.
W:
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.
E:
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.
R:
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 for Low ELO:
- 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.
4-Sivir (ADC)
“Coin may buy you skill for a day, but never loyalty.”
Checkout Sivir in action: https://www.youtube.com/watch?v=J2MNVVdbuJA (Vapora Dark)
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 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:
Passive:
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.
Q:
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.
W:
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.
E:
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.
R:
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.
- She has very powerful autoattacks as well as her W for teamfighting.
- She can play Pokestyle.
What makes Sivir one of the best ADCs for Low ELO:
- 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.
Best Supports for Low ELO:
3-Leona (Support)
“If you would shine like a sun, first you must burn like one.”
Checkout Leona in action: https://www.youtube.com/watch?v=oziuhGbane4 (Shark Zone)
“If you would shine like a sun, first you must burn like one.”
Imbued with the fire of the sun, Leona the Radiant Dawn, is a holy warrior of the Solari who defends Mount Targon with her Zenith Blade and the Shield of Daybreak. Her skin shimmers with starfire while her eyes burn with the power of the celestial aspect within her. Armored in gold and bearing a terrible burden of ancient knowledge, Leona brings enlightenment to some and death to others.
Leona’s Strengths:
- Leona has good backline access.
- She fits into most team setups.
- She has great peel and engage tools for teammates.
- She is a great roaming support.
Leona’s Weaknesses:
- Leona has no lane sustain.
- She is susceptible to constant harassment.
- She has no easy way to disengage from fights.
Leona’s Abilities:
Passive:
Damaging spells afflict enemies with Sunlight for 3.5 seconds. When allied Champions deal damage to those targets, they consume the Sunlight to deal 32 - 168 (levels 1 - 18) additional magic damage.
Q:
Next basic attack deals 10/35/60/85/110 (+30% bonus Ability Power) bonus magic damage and stuns for 1 second.
W:
For 3 seconds, Leona reduces incoming damage by 8/12/16/20/24 and gains 15/20/25/30/35 (+20% of bonus Armor) bonus Armor and 15/20/25/30/35 (+20% of bonus Magic Resistance) Magic Resist. When the effect ends, nearby enemies struck take 45/80/115/150/185 (+40% bonus Ability Power) magic damage and Leona retains her bonus Armor and Magic Resist for 3 seconds.
Damage reduction effect will not exceed 50% of incoming damage.
E:
Strikes all enemies in a line dealing 50/90/130/170/210 (+40% bonus Ability Power) magic damage. The last enemy Champion struck will be rooted for 0.5 seconds and Leona will dash to them.
R:
Calls down a radiant beam of solar energy dealing 100/175/250 (+80% bonus Ability Power) magic damage and slowing enemies by 80% for 1.75 seconds. Enemies in the center of the flare are stunned instead of slowed.
Why Leona?!
- She is a simple champion to pick up in the support role and can be fun to play.
- She provides effective crowd control and engages for teammates while setting up picks for her carries.
- She has a lot of potential to make plays, and she can occasionally carry for her team while also being a strong frontline team fight asset.
What makes Leona one of the best Supports for Low ELO:
- She has very good roaming potential once she has Boots of Mobility, which gives her tonnes of map pressure.
- Whenever her Ultimate R is up, she has a lot of extra kill pressure.
- Her level 2 is incredibly strong, and she can often gain a health advantage or summoner advantage in the lane by playing aggressively and looking for an early all-in.
2-Sona (Support)
“My spies whisper to me of this Ionian treasure—that her melody moves the soul, and her silence sunders the body.”
Checkout Sona in action: https://www.youtube.com/watch?v=mxebnMMrgCA (i0ki)
Sona, known as Maven of the Strings, is Demacia's foremost virtuoso of the stringed etwahl, speaking only through her graceful chords and vibrant arias. This genteel manner has endeared her to the highborn, though others suspect her spellbinding melodies to actually emanate magic—a Demacian taboo. Silent to outsiders but somehow understood by close companions, Sona plucks her harmonies not only to soothe injured allies but also to strike down unsuspecting enemies.
Sona’s Strengths:
- Sona has massive ultimate.
- She has great AoE buffs.
- She has a strong poke.
- She has good mobility.
Sona’s Weaknesses:
- Sona is very squishy.
- She is a mana hungry champion.
- She has a slow scaling kit.
Sona’s Abilities:
Passive:
Accelerando: Sona gains +0.5 non-Ultimate ability haste permanently for her basic abilities as she uses her abilities well, up to 60. Beyond that cap, further successful uses reduce her ultimate's remaining cooldown by 1.5 seconds instead.
Power Chord: Every few spell casts, Sona's next attack will deal bonus magic damage in addition to an additional effect based on what basic Ability Sona last activated.
Q:
Active: Deals 50/80/110/140/170 (+40% bonus Ability Power) magic damage to the nearest two enemies (prioritizes champions) and changes her Power Chord bonus to Staccato. Gain a stack of Accelerando for every champion you damage with this.
Melody: Sona gains an aura for 3 seconds. Allied champions that enter the aura will gain an additional 10/15/20/25/30 (+20% bonus Ability Power) magic damage on their next attack. Granting an ally this aura effect will refund Sona 30 mana once per cast.
W:
Active: Restores 30/45/60/75/90 (+15% bonus Ability Power) health to Sona and a nearby allied champion (prioritizes most wounded) and changes her Power Chord bonus to Diminuendo.
Melody: Sona gains an aura for 3 seconds. Allied champions that enter the aura will gain a shield that prevents up to 25/45/65/85/105 (+25% bonus Ability Power) damage within the next 1.5 seconds.
Gain a stack of Accelerando whenever you heal another injured ally and every time you protect another ally from at least 25 - 125 damage with this shield.
Power Chord - Diminuendo: Power Chord also reduces physical and magic damage dealt by the target.
E:
Active: Grants Sona movement speed [20% + 2% per 100 ability power%] for 7 seconds (or until damaged) and changes her Power Chord bonus to Tempo.
Melody: Sona gains an aura for 3 seconds. Allied champions that enter the aura will gain movement speed for 3 seconds.
Sona's personal movement speed increase will always last at least 3 seconds.
Power Chord - Tempo: Power Chord also Slows the target by 50% (+ 4% per 100 ability power) for 2 seconds.
R:
Active: Strikes an irresistible chord, stunning enemies and forcing them to dance for 1.5 seconds and take 150/250/350 (+50% bonus Ability Power) magic damage.
Why Sona?!
- Sona is extremely strong and easy to poke in laning phase due to the fact that it doesn't require aiming.
- Her Kit offers a little bit of everything for your team.
- She is solid to sustain during the laning phase and win teamfights with her strong ultimate and buffs later on.
What makes Sona one of the best Supports for Low ELO:
- Her Q poke builds up immensely over time.
- She scales like a truck and becomes extremely strong during the late game.
- Her Ultimate R can completely turn the tides of a lost team fight.
1-Soraka (Support)
“Two paths lie before you, but you can only take one.”
Checkout Soraka in action: https://www.youtube.com/watch?v=Ii6wCJrYO-c (i0ki)
A wanderer from the celestial dimensions beyond Mount Targon, Soraka, the Starchild, gave up her immortality to protect the mortal races from their own more violent instincts. She endeavours to spread the virtues of compassion and mercy to everyone she meets—even healing those who would wish harm upon her. And, for all that Soraka has seen of this world's struggles, she still believes the people of Runeterra have yet to reach their full potential.
Soraka’s Strengths:
- Soraka has a deceptively strong laning phase.
- She is good against poke compositions, since she can just heal everyone up.
- She pairs really well with Mage characters.
Soraka’s Weaknesses:
- Soraka is pretty vulnerable if she gets caught.
- Everyone's trying to get rid of her first.
- She doesn't really pair well with too many ADCs.
Soraka’s Abilities:
Passive:
Soraka runs faster towards nearby low health allies.
Q:
Calls down a star from Soraka to a target location. Enemies standing in the explosion radius take 85/120/155/190/225 (+35% bonus Ability Power) magic damage and are slowed by 30% for 1.5 seconds.
If Starcall hits a champion Soraka gains Rejuvenation for 2.5 seconds, which restores 50/65/80/95/110 (+30% bonus Ability Power) over 2.5 and grants 20/22.5/25/27.5/30% movement speed decaying over its duration.
W:
Restores 90/110/130/150/170 (+50% bonus Ability Power) health to another champion ally.
If cast while affected by Rejuvenation, the Max Health cost will be reduced by 80/85/90/95/100% and also grant her target Rejuvenation, healing them for 90/110/130/150/170 (+50% bonus Ability Power) and granting them movement speed decaying over 3/3.5/4/4.5/5 seconds.
Cannot be cast if Soraka is below 5% Health.
E:
Creates a zone at target location for 1.5 seconds, dealing 70/95/120/145/170 (+40% bonus Ability Power) magic damage to enemy Champions in the cast radius. Enemy Champions standing in the zone are silenced until they leave.
When the zone disappears, all enemy Champions still standing in the zone are rooted for 1/1.25/1.5/1.75/2 second(s) and are dealt 70/95/120/145/170 (+40% bonus Ability Power) magic damage.
R:
Calls upon divine powers restoring 150/250/350 (+50% bonus Ability Power) Health to all allied Champions. Wish's power is increased by 50% on each Champion below 40% Health.
Why Soraka?!
- Soraka is the best healing support in the game.
- Not only can she heal, she has a couple of unique crowd control spells and some nice damage early on.
What makes Soraka one of the best Supports for Low ELO:
- She can sustain herself as well as the friendly laner throughout the laning phase.
- Her Q empowered W provides a lot of healing as well.
- Her E is very advantageous in grouped fights, which can send the enemy team into disarray and force them to play defensively.
- Her Ultimate R allows her to impact any fight on the map with ease, which allows her to change the results of skirmishes and duels throughout the game.
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