奥瑞利安·索尔
The champions Aurelion Sol works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Unstoppable Force (R) leaves the whole team floored in one spot: that is the condition Singularity (E) wants in order to drag them into its center, and on a frozen group you cannot miss Falling Star (R). He is also the frontline you never provide.
Astral Flight (W) drops you into a sidelane on your own, and that is where you die: Stand United (R) shields you from across the map and teleports him in, while Shadow Dash (E) taunts the diver you have no shield and no dash against.
Brittle from Bellows Breath (W) adds 30% to whatever crowd control follows, so the Falling Star (R) stun lasts longer, and Searing Charge (E) into the Volcanic Rupture (Q) wall hands you a target held still long enough to keep Breath of Light (Q) on it.
Breath of Light (Q) only pays off if it stays on the same target for consecutive seconds: Mega Adhesive (W) into Fling (E) removes one enemy from the fight and leaves them pinned there, with you never taking a step forward.
Worth it when there is only one carry that matters: The Hextech Ultimatum (R) locks them in a zone they cannot leave and shoves away anyone who would peel, and Breath of Light (Q) can then sit on them as long as you like. She gives you no protection.
Curse of the Sad Mummy (R) pins the group for 1.5 seconds: that is the window where Singularity (E) gathers them into its center and Falling Star (R) lands on people who cannot move. Cursed Touch (P) adds true damage to every hit of your all-magic kit.
Cataclysm (R) walls a target inside a ring they cannot walk out of, which is literally what Breath of Light (Q) is asking for. His page says that without damage behind him he is the one stuck in his own arena: that damage is you.
Frenzying Taunt (E) forces the enemy carry to stand still facing him: his page says the team's damage has to decide the fight, and with Breath of Light (Q) held on them for the full duration that damage is enormous.
His page says people simply walk out of Absolute Zero (R): Singularity (E) drags them back toward the middle while the channel is still running, and Biggest Snowball Ever! (W) knocks up the whole group, which is how Falling Star (R) wants to find them.
You have no shield, no dash, and Astral Flight (W) has a long wind-up: Crescent Guard (R) knocks back everyone except his marked target and blocks ranged damage, peeling the assassin off you the moment he reaches you.
Worth it when the enemy groups up and does not rush magic resist, since you are two pure mages: Singularity (E) keeps them piled and still while Crowstorm (R) lands in the middle, and Terrify (Q) finishes whoever is left.
Your problem is that slippery targets walk out of the Breath of Light (Q) and Singularity (E) damage window: Frost Shot (P) slows on every single hit, so they no longer can. Enchanted Crystal Arrow (R) opens from off-screen and you fly in with Astral Flight (W).
Chain of Corruption (R) roots a whole group and chains onward to whoever stands close: nobody leaves the Singularity (E) black hole, and Falling Star (R) lands on targets that cannot move a step.
Her page says Bullet Time (R) is a stationary channel people simply dance around: Singularity (E) drags them into its center and holds them there, so all twelve waves land. Two ultimates on the same pile.
Deadly Flourish (W) roots anyone an ally has just damaged, and Breath of Light (Q) is a continuous beam, so the root is always armed. Curtain Call (R) then executes from range the same target you are holding the beam on.
Worth it against dive comps: you protect nobody, and he is the one marksman who saves himself with Arcane Shift (E). In return Singularity (E) holds the group still, so the slow-travelling Trueshot Barrage (R) cannot miss.
Crescendo (R) stuns the first target it touches and slows everyone else caught in the wave, leaving them piled up and slowed, which is exactly how Singularity (E) and Falling Star (R) want them. Aria of Perseverance (W) is the only shield you will ever get.
The Box (R) is a cage that slows by 99%, so nobody walks out of Singularity (E) any more, and Dark Passage (W) is your answer to a dive: the lantern pulls you out when Astral Flight (W) is down and you have nothing else.
Dark Binding (Q) roots for two full seconds, more than enough to keep Breath of Light (Q) on one target, and Black Shield (E) eats the crowd control they open on you with: your page says a fast dive kills you before you react.
Glacial Fissure (R) knocks up an entire line and leaves them queued up for Singularity (E), while Unbreakable (E) intercepts projectiles and cuts incoming damage by 35%: the only way anyone ever actually stands in front of you.
Magnet Storm (R) yanks several enemies out of position and piles them into one spot, doing the job you normally have to do yourself with Singularity (E). Her page says somebody else has to provide the damage.
You take her for peel, not damage, and she sits at a 48.5% win rate: Whimsy (W) polymorphs the diver for the second you need to fly away, and Rampant Growth (R) gives you bonus health and knocks up whoever just jumped you.