阿卡丽
The champions Akali works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
All Out (R) roots the enemy carry and knocks them away from their team: your page tells you to pick the squishiest target you can delete, and K'Sante hands it over alone and held still. You dash in with Perfect Execution (R) without crossing the frontline.
You own no crowd control at all, and the 2.5 seconds between your two casts of Perfect Execution (R) are enough for a target to simply walk away: Unstoppable Force (R) stops that, and he is the frontline you never provide.
Twilight Shroud (W) hides you but never makes you untargetable, so a diver still ends your combo: Shadow Dash (E) taunts him before he reaches you, and Stand United (R) shields you from across the map while you flank on your own.
Volcanic Rupture (Q) drops a lava wall and Searing Charge (E) slams the target into it for a 1.25-second knock-up: on a body that cannot move you skip the poke and aim the second cast of Perfect Execution (R), which is a direction, not a lock-on.
Vanguard's Edge (R) plants a blade wall that splits the enemy team in half and slows anyone crossing it by 90%: their backline is left with no frontline, which is the exact spot where your full combo kills before help can arrive.
Cursed Touch (P) makes every point of magic damage they take carry true damage with it, and your kit is magic from the first hit to the last, so it amplifies all of it. Curse of the Sad Mummy (R) adds the 1.5-second stun you cannot produce yourself.
The second cast of Perfect Execution (R) scales on missing health, and below 35% the bonuses from Blood Hunt (W) surge to 150%: you are both hunting the same target. Infinite Duress (R) suppresses it for a second, and after that nothing gets dodged.
Frenzying Taunt (E) forces the enemy carry to stand there hitting a ball of armour, and his page says the damage has to come from the team: that damage is you, dumping a full combo on someone who cannot even turn around.
Paranoia (R) blinds the enemy team's vision: your teamfighting depends on arriving from an angle nobody is watching, and in the dark you do not even spend Twilight Shroud (W) to close in. Then you both land on the same backline.
Crescent Guard (R) knocks back everyone except his marked target: it clears the bodies around the carry and leaves you the duel you want, while blocking ranged damage on a champion with no shield and no durability at all.
Deadly Flourish (W) roots anyone an ally has just damaged, and a single Five Point Strike (Q) from range is enough to arm it. The second cast of Perfect Execution (R) is aimed as a direction, not locked on: on a rooted target you cannot miss.
Your page is blunt: you give your team no peel, no shields, no engage. So you want a carry who saves himself, and Arcane Shift (E) is exactly that. In exchange your flank threat keeps the divers busy hunting you instead of him.
Frost Shot (P) slows with every single hit, and a slowed target cannot walk out of the 2.5 seconds between your two casts of Perfect Execution (R). Enchanted Crystal Arrow (R) opens from off-screen the pick you then go and execute.
Featherstorm (R) makes her untouchable on her own, so she never needs the protection you give to nobody. And three feathers on one target arm Bladecaller (E) for a 1.25-second root, which is exactly how long your combo takes.
Only worth it when someone else brings the crowd control: neither of you has any, and her page says enemy CC shuts her down completely. With a real frontline, though, you dive the same backline together and Wild Rush (E) follows your dashes.
Your page says point-and-click crowd control kills you because Twilight Shroud (W) grants invisibility, not untargetability: Black Shield (E) absorbs it outright. And Dark Binding (Q) roots for two seconds, longer than your full combo needs.
Rocket Grab (Q) rips a carry out of their formation and drops it in front of you already isolated, and Static Field (R) silences the ability they would answer with: the hard part of your job, finding a lone target, is already done.
Grand Entrance (W) knocks up and The Quickness (R) charms right after: nearly two full seconds of lockdown on their backline, which is all the time you need. You both come from the same flank, so your entry is not the one they watch.
Death Sentence (Q) drags a target out of their team and hands it to you. And when the combo is spent and Twilight Shroud (W) is already gone, The Box (R) walls off whoever comes after you: it is the exit you no longer have.
It answers the thing your page calls fatal, getting caught out of position with Twilight Shroud (W) already spent: Chronoshift (R) rewinds that death. Most valuable when you have to dive a protected carry knowing you will not get back out.