巴德
The champions Bard works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Cosmic Binding (Q) only stuns when it bounces off a wall or a second enemy, and Unstoppable Force (R) piles four of those second enemies into one spot. His page says he converts nothing on his own: you convert it into a double stun.
Two buttons that save the same ally in two different ways: Stand United (R) shields him and brings Shen in from half a map away, Tempered Fate (R) freezes him until that trip lands. And on a target taunted by Shadow Dash (E), Cosmic Binding (Q) does not miss.
The Brittle mark from Bellows Breath (W) lasts 3 seconds and inflates the next piece of crowd control by 30%: a bounced Cosmic Binding (Q) stun runs long enough for someone to actually arrive. And Call of the Forge God (R) is the engage you do not own.
His page says that without a gap closer mobile champions simply stay outside Apprehend (E): a Cosmic Binding (Q) stun hands them over standing still. And Magical Journey (E) puts you in the top lane without anyone seeing you leave.
Worth it in games played around picks: Hookshot (E) needs a wall nearby, and walls are also what turns Cosmic Binding (Q) into a stun. And if the duel inside The Hextech Ultimatum (R) turns sour, Tempered Fate (R) puts her out of reach.
Infinite Duress (R) only lands if the target cannot get out of the way, and a bounced Cosmic Binding (Q) stun is precisely that. His page also admits he does nothing for allies: you are the one bringing peel to the lane.
Cease and Desist (R) always gets her onto the carry, then she is alone in there while five of them turn around: that second is exactly what Tempered Fate (R) suspends. And Caretaker's Shrine (W) gives back health and speed the moment she unfreezes.
His page is blunt: if the leap does not finish the kill, Rengar has nothing left to stay alive with. Tempered Fate (R) on him is that nothing, a window where nobody can touch him, and Caretaker's Shrine (W) sends him back in healed instead of recalling.
Bandage Toss (Q) is a hook you have to guess, and on a target Cosmic Binding (Q) already froze there is nothing to guess: from there Curse of the Sad Mummy (R) catches whoever runs in too. His page says it is worthless against a scattered team.
She is among the squishiest champions in the game with no defensive cooldown at all: when a dive reaches her, Tempered Fate (R) puts her out of reach for as long as it takes. And Javelin Toss (Q) only deals its full 225 on someone who cannot move.
All of her damage runs through one bubble: Sleepy Trouble Bubble (E) on a target Cosmic Binding (Q) already froze cannot be dodged, and what follows is the burst you do not have. In exchange Portal Jump (R) removes her the moment they find her.
Hero's Entrance (R) telegraphs its landing zone for 2.5 seconds and his page admits an alert team simply walks out of it: Tempered Fate (R) pins them inside that circle. Cast yours first, so they unfreeze while he is already coming down.
She has the shortest range in the lane and no escape: she has to walk in, and her page says walking in is what kills her. Tempered Fate (R) answers that exact moment, and with Pyromania (P) charged her stun picks up where yours ends.
You are the two who are never where they should be: Destiny (R) reveals the map and teleports him where it matters, Magical Journey (E) takes you through the wall. Under a side tower, the Gold Card from Pick a Card (W) closes what you open.
Worth it if you play for picks rather than teamfights: Charm (E) and Cosmic Binding (Q) are two pieces of crowd control that cover for each other. And after three Spirit Rush (R) dashes into their team, Tempered Fate (R) is the only thing that brings her back.
Your page says every second spent grabbing a chime is a second your marksman spends alone: he is the one who copes, because Arcane Shift (E) blinks him out of a gank unaided. And Mystic Shot (Q) punishes from range whoever you stunned.
Cosmic Binding (Q) deals damage even when it only slows, and that is enough: on a target an ally has just hit, Deadly Flourish (W) is a full root and not an 84-damage poke shot. Two pieces of lockdown in a row on whoever showed themselves.
She has to reach point-blank range or she is an ordinary carry, her page says: Caretaker's Shrine (W) gives her the speed to get in and Cosmic Binding (Q) holds the target still while she does. After Inferno Trigger (R), with five on her, you freeze her.
Charging Piercing Arrow (Q) roots him in place and telegraphs the shot: his page says that is when he gets punished. On a target Cosmic Binding (Q) already stunned that arrow goes out calmly, and Chain of Corruption (R) is the area lockdown you lack.
Allied crowd control applies Second Skin (P) Plasma by itself: every Cosmic Binding (Q) that lands arms Killer Instinct (R) and opens her dash onto the backline. She is C tier, but no other marksman reads your stun this directly.
Worth it if you choose to stay in lane: Volley (W) lets her hold the line alone, but with no dash and no escape she is also the carry who pays the most for your wandering. Enchanted Crystal Arrow (R), though, opens from off-screen exactly the way you like.