安妮
The champions Annie works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
The short range on your damage spells forces you to walk in: Unstoppable Force (R) removes the problem by piling half their team in front of you, knocked up and bunched, where Incinerate (W) and Summon: Tibbers (R) hit three bodies instead of one.
With the speed boost from Molten Shield (E) on cooldown you have no way out of a dive, and your page says so plainly: Shadow Dash (E) taunts the diver before he ever reaches you, and Stand United (R) shields you from half a map away.
Fling (E) throws a target behind Singed, so with him standing between you and them it delivers them inside the short range of Disintegrate (Q) and Incinerate (W). Mega Adhesive (W) roots them there, and with Pyromania (P) charged it is over.
Volcanic Rupture (Q) into Searing Charge (E) against the wall is worth a 1.25-second knock-up, and Call of the Forge God (R) adds another one on a group: two windows where you do not spend Pyromania (P) and can bank it for later.
Only worth it where walls are close by: GNAR! (R) into terrain turns into a full stun and Wallop (W) adds 1.25 seconds of area stun, which is a group held still for your Incinerate (W) cone. In open ground it is half an ultimate.
Cursed Touch (P) makes every point of magic damage they take carry true damage with it, and you are magic from the first spell to the last: it amplifies the whole rotation. Curse of the Sad Mummy (R) buys the 1.5 seconds you need to walk in.
His page says Absolute Zero (R) simply gets walked out of without setup: the guaranteed stun from Pyromania (P), or the knock-up from recasting Summon: Tibbers (R), is the lockdown he is missing. Everything he freezes sits inside your cone.
Frenzying Taunt (E) nails the enemy carry a couple of steps from you for the full duration: your short spell range stops being a problem when the target cannot move. And he is the body that intercepts whoever would dive you.
Crescent Guard (R) knocks back everyone except his marked target and blocks ranged damage: it is the peel an immobile mage needs at the exact moment an assassin lands on her, the situation your page calls fatal.
Moonfall (R) gathers nobody, but it slows and re-marks whoever is already on her: your cone lands on the pile you hold in place. But you are both magic damage: against a team that buys magic resist early the pairing loses a lot, so take it when the rest of your team is physical.
Her page says Bullet Time (R) is a stationary three-second channel that anyone with a dash simply walks around: the stun from Pyromania (P) and the knock-up from recasting Summon: Tibbers (R) take that option away from all of them.
Enchanted Crystal Arrow (R) opens from off-screen and lets you walk into a group that is already frozen, which for a mage with no dash is the only way in. Frost Shot (P) slows on every hit, and a slowed target never leaves your cone.
Deadly Flourish (W) roots anyone an ally has just hit, and a Disintegrate (Q) from range is enough to arm it: you bank Pyromania (P) for the area stun and spend Jhin's root on your single-target rotation instead.
Her page says enemy crowd control shuts her down and that she has to reach point-blank range: your one-second stun on the whole group is the window where Wild Rush (E) gets in for free and all ten Inferno Trigger (R) shots land.
It needs the enemy grouped, but when they are, Chain of Corruption (R) roots the whole cluster from off-screen: with no dash you have no other way to land your cone and your bear on more than one body without burning Flash.
Dark Passage (W) is the dash you do not have: the lantern shields you and pulls you out when they dive you with Molten Shield (E) down, or throws you in at useful range. And Death Sentence (Q) brings the target to you instead.
Rocket Grab (Q) solves your problem backwards: instead of you walking into your own short range, the carry arrives already isolated and Static Field (R) silences their answer. Miss the hook, though, and you are an immobile mage with no engage.
Crescendo (R) stuns the enemy line and slows everyone caught inside: that is the lockdown where you land a full rotation without spending Pyromania (P). Song of Celerity (E) gives you the speed your kit never produces outside Molten Shield (E).
Your page says that with the boost from Molten Shield (E) down a diver simply kills you: Whimsy (W) polymorphs him the instant he lands and Rampant Growth (R) knocks him off while adding bonus health. Two answers to the very same death.
You are completely combo-dependent and a single crowd control effect cancels it: Black Shield (E) absorbs that. And Dark Binding (Q) roots for two seconds, twice your own stun, so you only spend Pyromania (P) when it really counts.