It depends on what your skill level is and what sort of mechanical intensity you're looking for.
Champions to look into:
- Very strong throughout nearly all parts of the game thanks to his passive, granting him great dueling potential early compared to most. High learning curve and requires strong mechanical intensity, especially later in the game thanks to the changes to the way he can animation cancel even smoother now.
- Very strong late game, mediocre early. Spam W in lane to give yourself some breathing room and harass your opponent. Not the most mechanically intensive, and brings a TON of utility with her ult, easily able to win the game with a single pick on her own.
- Decent late game, incredible lane bully, siege master with her traps. Most people in lower ELO will step on them and you can chunk them for a good amount. Not the most mechanically intensive, but you'll want to practice her combos for resetting headshots.
- Decent early game, late game monster, wave pushing queen. She's incredibly safe in teamfights as she can hit the backline from the front thanks to her W without being super mechanically intensive. Her Ultimate provides great team utility and can help dictate when to fight. Pair with a Karma and you're guaranteed a swift engage.
- Strong early game, decent late game. Varus relies strongly on bullying out people and sniping them with his Q, however with the recent changes he scales well with Attack Speed and BotRK making him a more potent teamfighter. Not the most mechanically intensive unless you have a ton of AS, then it's standard ADC mechanics while proc'ing your W with other spells.
- Strong throughout all points of the game. He hits powerspikes very hard with Trinity Force, BotRK, and Manamune. He's very safe and provides a fairly useful Ultimate, however he's fairly mechanically intensive requiring you to be able to hit straight line skill-shots.
- Very strong in pushing waves early/CSing thanks to her passive, while her Q makes the enemy laner take a TON of damage if they're behind the minion you want to execute. She's very fast when not hit, and brings an AS steroid and AoE slow, which set her up nicely for her Ultimate. We've all seen it, we get corralled into a tight spot and boom there she is shooting out wave after wave after wave of endless bullets that destroy an entire team in mere seconds. She's not very mechanically intensive, she heavily relies upon positioning of both herself and her allies as she bring no real means of escape. She doesn't necessarily want to "flank" like Twitch, however she does want a nice safe spot to channel where Alistar (or something else) isn't gong to headbutt her away, or worse: Lee Sin kicking you into their team - the team you just tried to kill. They would like to have words with you. She doesn't have the safety net of Jhin being able to be 10 screens away shooting bullets across the map, but hers gets the job done MUCH faster and MUCH better if you're able to hit multiple targets with it.
- Decent early game, late game hyper-carry (to an extent). She boasts some of the highest AS steroids in the game, while also being able to Rocket Jump (W) away to safety - or back into a winning fight. She's a great ADC to learn on when to engage and when to disengage as it resets on kills/assists. Her Explosive Charge (E) is extremely frustrating for the enemy laner to deal with, and your early AS ensures you will win the trade if it's up on them. It also resets your W if it fully stacks on a champion, making long-range kiting a breeze. Tristana's range is sub-par early, but goes into god-tier at higher levels. Around level 16 (iirc) she can outrage Caitlyn, at level 11 with a Rapidfire Cannon you're able to outrange towers. At level 18, only Jinx with Fishbones out, Kog'Maw with Bio-Arcane Barrage running, or Twitch's Ultimate outrange you at that point, so be prepared to sneak some dirty hits in. She's freely able to build raw damage items as she doesn't need much attack speed (her Q grants 110% at max rank iirc) leading to some interesting numbers she can put out. She's also able to place Explosive Charge (E) on a tower, doubling the radius of explosion and deals full damage to the turret - melting them very quickly. Just be sure that if you hit a champion from the tower explosion you will draw aggro, so back out for a second on the last shot if you think you will.
- Strong early game thanks to his Q poking out most laners, mediocre late game. He's difficult for the enemy team to itemize around dealing so much mixed damage, however he spikes very hard with Trinity Force and loves to poke people out with his R's. He gets a free "Rumble Ultimate" every few minutes from base, so be sure to pick that up and initiate/counter-initiate a fight with it.
Champions to avoid:
- Absolute monster throughout all points of the game. Nobody can stand trading autos in lane with Draven if he's up to snuff. Mechanically one of the most demanding, as dropping an axe (Q) loses all your damage, and your axes make it very predictable for enemies to lock you down. Brings no escapes of his own and is incredibly unsafe - he will always turn to fight you if he doesn't think he will make it back to safety. His Passive is incredibly useful to get ahead, but is useless after full build. Late game you literally 1-2 shot squishy targets and force the enemy team to react to you. There's a certain "cocky" playstyle you'll have to have playing him. You essentially challenge every single opponent that comes for you with your raw numbers. Early game this works best on Junglers that want to gank you, if you can survive and chunk them out by 50% or so, they'll probably leave and never come back to your lane again. If they do, kill them. Free Gold. Draven's style. Draven requires in INCREDIBLY aggressive playstyle to succeed and wants to cash in his adoration stacks (passive) so he can further demoralize the enemy team by being a full item up critting them for 70% of their HP in one auto when you come back to lane. He's very immobile, so a QSS is nearly mandatory on him. Be prepared for lots of ragers if you play him that aggressive, as Draven tends to have a toxic effect on the enemy team and a target over his head. He won't hesitate to dive the full health ADC under their own tower at level 1-2 if he's got 2 axes spinning. This creates a very dangerous spot for both champions, if you win, you cashed in your adoration and come back stronger. If you lose, you lose half the adoration you've been saving for who-knows how long.
- Mediocre early, very strong late game. Incredibly mechanically intensive and requires your Oathsworn to understand your kit and work with you to make the most out of it. Without someone doing that, half of your kit is negated.
- Weak early game, hyper-carry late game. He's not the most mechanical, about on par with other ADCs, however he brings literally 0 escapes or mobility spells and is 100% dependent on positioning and your team protecting you. If you're able to get to late game, you can shred an entire enemy team in seconds.
- Weak early game, tank-shredding nightmare late game. She's very short-ranged and position dependent, and mechanically one of the more difficult ADCs. She depends on outplaying opponents heavily and having a team peel for her if she's locked down. That being said, she will absolutely chase down and clean up a fight that's gone awry for the enemy team (or die trying - usually what happens).
- Decent throughout all stages of the game. His main utility is being able to be over a screen away (safe) and deal damage. He's not a great teamfighter as his 4-shot reload system makes him have significant downtime, however his 4th shots (on both regular ammo and his Ultimate) are incredibly devastating. He brings no escapes and is very slow, relying heavily on his team to be in a spot for his Ultimate and other spells to be useful. His damage is through the roof on the 4th shot as a finisher, however after firing it you now have to wait to reload and shoot 3 less-desirable rounds to be able to deal good damage again. His Q makes farming a breeze if you've got the hang of it, but his skill-shots are all "line-based," the same as Ezreal's. You can setup traps and root enemies on them to force them to take damage.
- Strong throughout all stages of the game, her passive makes going from a Double Kill to a Pentakill a breeze. She's very mechanically intensive, and swapping between Q's frequently you may lose track of what gun you're using or worse: your mana. Her Ultimate is an AoE Garen Ultimate to some extent, however it requires some prediction making is sub-par if you're not able to accurately guess where they're going to be.
- Strong in the jungle, weak in lane. Save yourself the hassle and don't bring him as your ADC. He can't shoot past minions, so dueling early game is out of the question if you don't want to eat a whole minion wave of damage. His burst is second to none if the opponent is near a wall, though.
- Weak in the jungle, even weaker in lane. Kindred relies upon their ability to gain stacks off of "Hunted" targets which will appear throughout the game at various points in the jungle. You can guarantee some on your own by marking an enemy, however that requires you killing them - and they know when they've been marked. If the target stays out and away from your W, you likely won't kill them as the Q resets are based on being in there.
- Weak in lane, hyper-carry late game. Twitch relies upon his stealth (Q) and being able to flank (yes, flank as an ADC) an unsuspecting enemy team and 1v5 them before they either run away or at him. He's very squishy and is heavily item dependent, as well as getting your Poison Stacks (passive) off on them to make your E damage hit for something.