
Jinx is our starting recommendation among the best ADCs for solo queue when your team can protect a ranged carry. Choose Xayah when divers will come to you, or Caitlyn when your support can help turn range into lane pressure. Those conditions matter more than treating any one champion as a safe lock in every draft.
The eight picks below cover different jobs: winning a reset fight, taking towers, clearing waves, or catching someone before an objective. They are editorial recommendations for standard Summoner’s Rift. A champion lower on the page can be the better choice for your game.
Reviewed for Patch 26.18 on September 10, 2026. The recommendations use current Riot patch notes and champion kits. We did not verify a usable 26.18 win-rate sample for this review. The order reflects draft fit, not measured performance across ranks.
Best ADCs by the fight your draft wants
| Champion | Pick when | Avoid when |
|---|---|---|
| Jinx | Allies can protect you long enough to earn a reset | Everyone dives forward and nobody can answer your pursuer |
| Tristana | Your lane can finish an all-in and convert it into tower damage | Enemy disengage denies your bomb and punishes the jump |
| Twitch | You know how to approach from fog without losing access to your support | Lane pressure leaves you too low to farm or your flank is isolated |
| Sivir | Your team needs wave clear and movement speed to reach fights | You must walk through long-range damage to find an attack target |
| Xayah | Divers have to cross your feather lines to reach you | Enemy carries can poke and disengage outside your setup |
| Caitlyn | Your support helps contest the wave and punish last hits | You cannot hold the push or safely use your range advantage |
| Jhin | Teammates need ranged catches and already have sustained damage | You are the only answer to several durable frontliners |
| Yunara | Your team protects sustained attacks and you can time her empowered state | You need an escape dash available outside her ultimate |
We prioritize a reachable attack target and a lane you can survive, then consider objective pressure and execution. That puts Jinx first for a protected teamfight, Tristana ahead when a won all-in opens a turret, and Xayah ahead when you must answer a diver yourself. Your comfort on the champion still matters; these are draft judgments, not measured scores.
What Patch 26.18 changes for bot lane
Riot’s Patch 26.18 notes cut Zeri’s W total-AD ratio from 120% to 100%, or 180% to 150% through a wall. Expect less laser poke and wave clear; that change alone cannot settle her place among sustained-damage carries.
Guinsoo’s Rageblade keeps Seething Strike stacks for four seconds instead of three, allowing a longer gap between attacks. Reassess the item on champions who already use it before changing your build.
Nautilus loses three base attack damage and some Q damage after rank one. His crowd control remains intact, so Tristana and Xayah can still follow his engage. Seraphine’s E stays at an 11-second cooldown at every rank, reducing its frequency when she invests points in it. Account for that longer cooldown without assuming you can ignore her next cast.
Jinx: a starting point for protected teamfights

Jinx earns the default recommendation because her rockets let her begin dealing damage from behind allies, and Get Excited! rewards a fight your team has already started winning. Her passive can trigger after she helps take down an enemy champion, epic monster, or structure. The movement and attack speed then help her switch targets or continue the push. Riot’s Jinx overview explains the weapon swap and reset passive.
She needs that protection because she has no dash. Rocket range does not protect you from an assassin approaching from the side, and Flame Chompers need a useful placement before the enemy reaches you. A Lulu who stays beside Jinx offers a different game from a support who leaves Jinx to join the dive.
In lane, use rockets when their range secures a last hit or their splash punishes enemies standing together. Return to the minigun when you can attack repeatedly without taking a losing trade. Spending mana on every minion can leave you unable to contest the wave that matters for your recall.
Start a teamfight close enough for your support to help, then hit the nearest safe target. After the reset, check which enemy spells remain before chasing through the frontline.
Tristana: turn a caught target into a tower

Tristana suits a lane that can commit together. An engage support holds the target while she stacks Explosive Charge; if the opponents have to leave, the charge also helps damage their turret. Her increasing attack range gives her a later-game plan beyond the first all-in.
Rocket Jump creates options, but an unused enemy stun can turn its landing point into a trap. You do not have to jump to begin every fight. Walk into attack range behind your support, start the charge, and decide whether the jump is needed after the opponent uses a defensive spell. Keep Buster Shot available if knocking away a diver matters more than extra burst.
Tristana’s passive splash also matters when managing the lane. Killing a minion damages nearby units, so holding a thin wave outside your turret takes more care than it does on a marksman with isolated last hits. Her official ability descriptions cover both the splash and scaling range.
Choose her when you can judge whether an all-in will finish. Against a lane that repeatedly shields, exhausts, or disengages your first commitment, preserve the jump and use your support’s cooldowns to find a better window.
Twitch: punish missing vision without abandoning your team

Twitch can begin a fight from somewhere the opponent was not watching. Ambush supplies camouflage, and Spray and Pray lets his bolts reach through a line of enemies. The angle matters as much as the surprise: opening beside your frontline leaves allies able to protect you after you reveal yourself.
A flank directly behind five opponents often leaves Twitch with no support access. If the enemy still has its gap closers, wait for someone else to draw the first commitment. Ambush resets when an enemy champion affected by Deadly Venom dies, letting Twitch prepare another concealed approach. That condition appears in Riot’s Twitch kit overview.
Twitch can lose access to farm before he ever gets an ambush opportunity. Giving up health to force a camouflage trade makes the next wave harder to collect, especially against a range advantage. Use your support’s protection to secure farm first; do not assume your later ultimate compensates for every early death. Choose Twitch if you already read vision and approach routes well. Jinx offers a more direct plan from behind your frontline.
Sivir: clear the wave, then move together

Sivir helps when your team loses time answering waves. Boomerang Blade and Ricochet can clear mid before an objective, while On the Hunt helps teammates reach an engage or retreat together. If your bruisers keep arriving just out of range, cast On the Hunt while they can still close the gap.
Her short basic-attack range changes how you spend the advantage. Clearing the wave does not mean you can walk up and trade with Caitlyn. Move while the opponent is occupied, or attack from behind allies where Ricochet has nearby targets. Pushing with no vision and no next action gives the enemy jungler an exposed lane.
Spell Shield blocks one enemy ability. It can answer the hook that starts an all-in, but it does not stop a second spell or the follow-up attacks. Save it for the ability that prevents you from leaving.
Xayah: make a dive cross your feathers

Xayah is our first alternative to Jinx when enemy divers decide the fights. Featherstorm makes her untargetable, and Bladecaller punishes champions moving through her feather lines. Unlike a carry that needs its support to interrupt the first approach, Xayah has a defensive sequence of her own. Riot’s Xayah page describes these tools.
That sequence needs preparation. Attacks after abilities leave feathers behind their targets. Stand where a pursuer will cross those feathers on the way to you, and keep Bladecaller until the pull threatens a root. Recalling everything for a small poke hit can remove the obstacle that made the enemy hesitate.
Rakan or another engage support can hold opponents where a feather pull will land. You still need to decide whether the lane wants to start the fight or wait for an enemy mistake. An available Featherstorm does not make every forward step safe.
Xayah is less useful as an answer to artillery and disengage. Opponents who never enter her feather field can force her to approach without a prepared escape. Use her to handle incoming dive; choose more range when the problem is reaching the enemy at all.
Caitlyn: use range before the wave crashes

Caitlyn rewards a support who contests the same space she does. Her range lets her threaten an opponent as they step up for a last hit, and allied crowd control can give her time to place a trap beneath a target. Lux or Morgana can supply that setup; a support standing far behind the wave cannot.
The pressure should have a specific payoff. Before the wave crashes, decide whether you can hit the turret, deny farm, or move into river with your support. If you stay for another turret hit after river vision expires, a gank can cost the lane advantage you built.
Traps and 90 Caliber Net enable empowered Headshots. Use traps at entrances your team already controls or under a target caught by an ally. Walking through an unsafe frontline to place a trap usually trades your attack range for the enemy’s engage range.
Jhin: add catches when your team has enough damage

Jhin fits a draft that wants to catch opponents before they reach an objective. Deadly Flourish can root a marked target after allied damage or Jhin’s own setup. Curtain Call lets him slow an approach or fleeing target from a distance. Check the nearest unwarded flank before channeling Curtain Call; its range will not protect you from an assassin approaching your position.
His reload matters in lane. With the fourth shot ready, threaten the enemy’s next last hit and leave after the trade. Emptying the magazine into minions just before your support lands a hook can waste the opening. The fixed firing pattern and critical-shot movement speed are part of Riot’s Jhin kit.
Jhin is harder to justify when your other four picks also rely on short bursts and the enemy has several tanks. Consider him when another teammate can handle those extended fights, or when your composition can win through picks before a full fight forms.
Yunara: plan around the empowered dash

Yunara is a sustained-damage option for players willing to track two versions of her basic abilities. Her critical strikes add magic damage, and Cultivation of Spirit gives attack speed, on-hit damage, and attacks that spread to nearby enemies. Transcend One’s Self upgrades her basic abilities for its empowered state.
Check which version of her E will be available when you need to escape. Her normal E gives movement speed and lets her move through units. Her empowered E is a dash. Riot’s Yunara overview describes both versions. Do not choose her on the assumption that a dash is always available when the enemy jungler appears.
With a protective support and a frontline to attack behind, the empowered state gives her more ways to keep attacking as the fight moves. Triggering it while the enemy can simply retreat can leave you without those tools when they re-engage. Use the empowered state when allies can hold targets in reach, and keep the dash for the movement that would otherwise stop your attacks.
When Ashe, Kai’Sa, or Zeri is the better choice
Ashe deserves consideration when your team lacks a way to start. Enchanted Crystal Arrow can initiate a catch, while Hawkshot helps check the route before you move. She still needs protection from divers, just as Jinx does. If you need engage and sustained attacks from the same slot, compare her with Jhin.
Kai’Sa suits a team that can apply crowd control and give her a target to follow. Allied immobilizing effects help stack Plasma, and Killer Instinct can bring her into range. The danger is arriving at an isolated landing point with nobody able to continue the fight. She is worth choosing over a protected backline carry when your team consistently commits forward and you can follow safely.
Zeri remains a consideration for practiced players despite the 26.18 W nerf. Riot changed laser damage; it did not remove her movement-based fighting pattern. Consider her when you can maintain attacks while moving and use terrain to stay in the fight.
Make the choice before the loading screen
Suppose you play Jinx, your support has locked Lulu, and the enemy frontline is reachable from behind your allies. That draft gives your main a clear job. If your teammates instead intend to dive while two enemies can reach you, decide who will stop those enemies before you lock in.
A Jinx player who repeatedly faces divers crossing the team to reach them has a reason to practice Xayah as a backup. She can prepare feathers along that approach and hold Featherstorm for the commitment. The same switch does less against enemies who keep their distance and poke, so identify how you expect to lose access to attacks before choosing the answer.