阿克尚
The champions Akshan works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Your page says Heroic Swing (E) does nothing without terrain nearby: Volcanic Rupture (Q) leaves a lava wall in the middle of open ground and hands you the anchor that was not there. Searing Charge (E) then slams a target into it for 1.25 seconds.
Comeuppance (R) needs three full seconds to charge and divers break it halfway: Unstoppable Force (R) knocks the group up and opens exactly that window. He is also the body up front that a champion with your survivability needs.
You fight from the edges and on your own, and that is where they catch you: Stand United (R) shields you and lands Shen next to you from anywhere on the map. Shadow Dash (E) taunts whoever jumps you mid-channel on Comeuppance (R).
All Out (R) roots the carry and knocks them away from their team, best of all into a wall: they end up isolated, held still and right next to the terrain you need to swing in and out with Heroic Swing (E) instead of standing in the fight.
Worth it against dive-heavy teams: Fling (E) throws off whoever caught you charging Comeuppance (R), and Mega Adhesive (W) roots them where they land. Against a comp that simply kites you from range it does nothing for you.
Cataclysm (R) answers two of your weaknesses with one button: it walls a target into an arena it cannot leave for the whole Comeuppance (R) charge, and those walls are real terrain, so Heroic Swing (E) works even in open ground.
Frenzying Taunt (E) keeps the enemy carry standing there hitting him for the whole taunt: those are the seconds where Comeuppance (R) finishes charging undisturbed, and his page says the damage has to come from the team.
Onslaught of Shadows (R) scatters their backline with fear, and a feared champion runs in a straight, predictable line: exactly the fleeing target Comeuppance (R) was built for. You stay on the edge and snipe whoever breaks off.
Blood Hunt (W) on activation reveals the whole map for eight seconds: for someone circling under Going Rogue (W) camouflage looking for the right flank, knowing where everyone stands is worth as much as damage. Infinite Duress (R) cannot be dodged.
Lamb's Respite (R) carries you through the three-second Comeuppance (R) channel exactly where you would otherwise die. But nothing inside the zone can die, enemies included: damage still lands, it just cannot kill, so pour it in and let the zone expire with them already low.
Enchanted Crystal Arrow (R) stuns for up to 3.5 seconds from long range, longer than the three seconds Comeuppance (R) takes to charge, so for once you fire it unhurried. Frost Shot (P) keeps targets inside the extended range of Avengerang (Q).
Going Rogue (W) is worth exactly as much as the ally you bring back, and Kog'Maw is both the first to die and the one your team cannot do without. Bio-Arcane Barrage (W) also adds magic damage where you only bring physical.
Deadly Flourish (W) roots anyone an ally has just damaged, and one pass of Avengerang (Q) is enough to arm it. From there you are two snipers on the same runner: Curtain Call (R) from one side, Comeuppance (R) from the other.
Chain of Corruption (R) roots a whole cluster from screen-wide range, and a locked group is the one situation where you can charge Comeuppance (R) inside the fight instead of from the edge, swinging in with Heroic Swing (E) safely.
Concussive Blows (P) also stacks from allied basic attacks, and nearly all your damage is basic attacks: nobody fills those four marks faster than you, and the fourth one stuns. Unbreakable (E) meanwhile blocks the projectiles that kill you.
Your page says point-and-click stuns punish you before your shield or your mobility ever come online: Black Shield (E) eats them whole. And Dark Binding (Q) roots for two seconds, which is nearly a full Comeuppance (R) charge.
Tidecaller's Blessing (E) stacks bonus magic damage and a slow onto your basic attacks, which are the engine of Dirty Fighting (P): you attack more often than anyone, so you get more out of it. Aqua Prison (Q) holds whoever you want to snipe.
The problem your page names outright is the diver who catches you mid-channel: Whimsy (W) polymorphs him for a second and Rampant Growth (R) knocks him off, and your Comeuppance (R) charge finally reaches the end.
Heroic Swing (E) gets you in, but with no terrain around it will not get you back out: Dark Passage (W) is that second exit, shield included. And Death Sentence (Q) hands you an isolated target to open on from range.