布里茨
The champions Blitzcrank works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
His stated problem is distance: with no gap closer, anything with a dash slips out of Apprehend (E). You cancel that distance from the other side, delivering the target onto him, and Power Fist (E) keeps it grounded until Noxian Guillotine (R) executes.
Realm of Death (R) removes anyone he can actually reach from the fight for seven seconds, and with no dash he reaches nobody: Rocket Grab (Q) picks the target for him. And Obliterate (Q) hits 45% harder on a lone target, which is what a hook creates.
Outside Stormbringer (R) he has no dash and no range, and his page says he gets kited all game: a hooked, knocked-up target is the only one Frenzied Maul (W) lands on cleanly. Static Field (R) meanwhile silences away their escape button.
Facebreaker (E) only stuns when it catches enemies on both sides, which is his stated limit: a target ripped out of their line and planted inside yours hands it to him in exactly the right spot. And The Show Stopper (R) goes off on a body still grounded.
Your flaw is written plainly: if Rocket Grab (Q) misses, you are nobody until it comes back. Unstoppable Force (R) is the second engage that covers that window, and the enemies it piles into one spot are the easiest hook you will ever throw.
Worth it when the fights happen grouped and close: Garen reaches nowhere on his own, his page says so, but on a target you hand him standing still, the Decisive Strike (Q) silence and the true damage of Demacian Justice (R) close it without argument.
A target ripped out of their team and knocked up by Power Fist (E) is precisely what Rengar asks for: after an Unseen Predator (P) leap, Savagery (Q) crits for free and finishes before anyone turns around. Your damage ends with the hook; his does not.
Taste Their Fear (Q) hits far harder when nobody stands near the target, and that is the condition Rocket Grab (Q) manufactures for a living: you rip the carry away from her team and for a moment she is isolated. C tier, but no kit reads a hook this well.
Her page says that with Cease and Desist (R) reaching the carry is the easy part and getting out alive is not: if you bring the carry to her, that ultimate stays in her pocket for the second target. And the three Denting Blows (P) hits never miss a knocked-up body.
Infinite Duress (R) is wasted on anything with a dash, but nothing dashes while it is still in the air from your hook. Then Static Field (R) silences, so even the escape ability is gone: that champion simply does not get to play.
Worth it if the first hook lands: Yi creates nothing on his own, his page says so, but on a target hooked, knocked up and silenced there is nothing left to create. Miss it and you are two champions with no plan B, and that is the bet you take.
Power Fist (E) sends the target you just hooked airborne, and Last Breath (R) hooks onto anyone an ally launches: the carry you tore out of their line never lands alive. This is the pairing people queue up for on purpose.
Her whole game hinges on landing Charm (E), and her page says a dodged E leaves her with nothing in hand: on a target dragged in front of you and knocked up, there is nothing to dodge. From there Spirit Rush (R) goes in and out for free.
Vision of Empire (W) deals 50% more to anything already locked down, and you lock that target twice, with the hook and with Power Fist (E), without him risking Nevermove (E). And Demonic Ascension (R) sustains the fight you opened.
Her short range forces her to walk in to deal damage, and her page says walking in is what kills her: with Rocket Grab (Q) the target comes to her instead. If Pyromania (P) is charged, the lockdown extends before that body even lands.
Hero's Entrance (R) lands on an ally, and after a hook the ally standing inside their team is you: he arrives on the whole group while your target is still grounded. And if you miss the hook, Justice Punch (E) is an engage that does not depend on you.
A hooked, knocked-up target stands still for two axes, and at his DPS two axes are half a health bar. Every kill like that fills the Adoration stacks on League of Draven (P), which is how Draven buys his lead before anyone else does.
Away from point-blank range she is a mediocre carry, her own page says it: Rocket Grab (Q) brings the target to zero range instead of forcing her to walk in, and on a knocked-up body the sequence that raises her Daredevil Impulse (P) Style rank comes for free.
Rocket Grab (Q) deals damage as it drags, and on a target an ally has just damaged Deadly Flourish (W) turns into a real root: it arrives locked down and stays locked down. Then the fourth Whisper (P) shot crits into a body that cannot move.
Her page says Bullet Time (R) is a stationary channel people simply dance out of: a hooked, knocked-up target does not dance, and in a 2v2 the whole channel lands. Double Up (Q) always crits on the bounce, and you are the one lining the targets up.
His spike is in the first minutes and he lives on short windows: a target dragged in and knocked up is the window where Lightslinger (P) and Piercing Light (Q) dump everything at once. Relentless Pursuit (E) gets him there for free.