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90. Zilean: Older Zilean would've been a much harder sell for this list, and luckily the recent reworks of Zilean's core abilities have made him a little more interesting. He's still largely passive, given that his main strength is to save a teammate from their own stupidity by turning back the clock on their untimely death, but his new bombs are really fun to work with. I wish the rest of his kit had the same amount of proactiveness that his bombs do, but otherwise, Zilean is still at least a break from the norm for supports and mids.
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89. Lulu: Lulu has always sat in a weird tedium of not knowing where exactly you're supposed to play her, or what she is supposed to do. Luden's Echo made Lulu more explosive than normal, but her role is still to provide for her marksman and keep them from dying with her ultimate. I'm not ever sure what an effective Lulu play is, because often, Lulu is just a champion who is picked to round out a team more than anything. She's a jack of a lot of trades, able to survive in any of the three lanes you put her in, but rarely offering a memorable moment outside the occasional well-timed Wild Growth.
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88. Garen: Bushes and Garen are synonymous at this point. Since the first day I booted up League of Legends, I've learned to associate plant growth and a spinning juggernaut. Garen's tactics of "wait for them to come close, then spin on them and hit them with my giant sword" are relatively simple, but really fun to pull off. His ultimate is the real winner here—although the rest of his kit is easy-to-execute and simple, his ultimate has that great visual and shout that ties it all together with his lore as the champion of Demacia.
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87. Tristana: The yordle sharpshooter certainly carries a big gun, and it's pretty satisfying to land big hits with her. I enjoy the changes made so that her explosives feel more involved than they used to, but often Tristana is mostly about right-clicking people to death. Once she hits her fully equipped, max range status, there's no reason for her to play offensively when she can just sit calmly in the back, landing crit after crit on enemies and jumping away if things get too hot.
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86. Xin Zhao: Sometimes, you just want to leap into the enemy team and start flinging people around with your spear. Xin Zhao fits that role perfectly, as a character designed solely around offensive lunging and singling out enemies. His sweep is fantastic, as it allows for you to lunge into an enemy and then knock back the rest of their friends, singling them out for optimal spear-poking. He only has that one speed, though, and unless you're massively ahead, you'll need to hope your team is just as "heroic" as you are.
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85. Yorick: You will remember Yorick, as he's probably dominated you top lane at least a few times if you've been playing League as long as I have. The gravekeeper who loves to summon up a ghoulish army, it's actually a little strange that everything that's fun about Yorick isn't the champion, but the minions he summons. Yorick doesn't do much—he can make little ghouls whose attacks have different effects, or he can copy an allied champion, giving his team a ghastly apparition that prolongs their life, but Yorick himself just waddles around and slaps things with a shovel. Given that his ghouls don't have many options for minute control or commands, you're left with a faceless horde that just rolls forward and hits things.
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84. Kayle: A guardian angel and Morgana's polar opposite, Kayle differentiates herself through the ability to switch between being a ranged or melee attacker, while also granting allies invulnerability for a short time with her ultimate. She's potent at laning and can really dish out damage, but she has an identity crisis in whether she's a support or an offensive mid laner. Also, for how fun it is to manage her range and time her ultimate perfectly, her heal seems a little out of place and her slow is just there. I'm not even sure why her ability is just "shoots red laser out her sword to slow people." Angels have weird powers.
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83. Evelynn: Evelynn has gone through a number of changes to take her to where she is today, as the almost-always invisible assassin, but still somehow a tank, and also a mage. It doesn't really click what Eve is supposed to be nowadays, and that confusion comes across in her playstyle. Whereas she used to be the fast, high-damage burst assassin that taught you the importance of having both kinds of wards, she's now a tanky bruiser-mage that runs around in fights spamming her spikes. Not as scary or intimidating.
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82. Cassiopeia: This is a tough one. Beyond this point, we start getting into a lot of great champions, and I really do enjoy playing Cassiopeia. Her synergy between poisoning enemies and using that to land low cooldown Twin Fang attacks is really satisfying, but I've found her to be a strange combination of burst and zone-control mid laner that never really fits either role. Her lack of gap closer means she has to put herself in dangerous situations to get off her moves, but none of her abilities lend themselves to quickly responding outside her ultimate—and she has a rather short range to work with in that ultimate.
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81. Fiora: Fiora's rework saw her go from a straight-up duelist to more of an opportunistic brawler. The change to Riposte is excellent—it forces thoughtful play and rewards it well. The change to vitals and a massive heal for winning her ultimate, though, seems strange. On paper, it seems like a good reward for a victorious duel, but in reality it becomes a team heal that encourages dropping it on the nearest enemy about to die for a free heal. Plus, I just really miss her old ultimate, which felt more unique than what amounts to just another AoE heal.