伊芙琳
The champions Evelynn works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Mega Adhesive (W) grounds and slows, Fling (E) throws a runner back the way he came: the target cannot leave the Whiplash (E) window. And his proxy farming forces an enemy to answer him alone in a side lane, which is the prey you hunt.
The Hextech Ultimatum (R) traps the enemy carry in a zone they cannot leave and shoves away anyone who would peel for them: it is the isolated target Demon Shade (P) spends the game hunting, handed to you standing still.
Your page says a whiffed all-in usually just ends in your own death: Stand United (R) shields you and teleports him onto you from across the map. And the Shadow Dash (E) taunt holds a target still for the 2.5 seconds Allure (W) needs.
Before level 5 you do not exist, so you need a lane that never calls for you: Jax wins his own duels and pressures a side lane alone. Counter Strike (E) then stuns everyone around him and hands you the moment to pop Allure (W).
Undying Rage (R) makes him unkillable for five seconds, so the enemy team has to answer him by sending someone alone into a side lane: that lone answer is your target. He is still a sub-50% pick on the Chinese server, though.
Destiny (R) reveals every enemy on the map, and your whole game is finding someone away from vision: he points straight at them. The Gold Card from Pick a Card (W) stuns for 1.25 seconds, which is the time Allure (W) needs to mature.
Outside the brief untargetable window of Last Caress (R) you have no defensive tool at all, and your page says so: Hero's Entrance (R) is the one thing that can reach you from across the map with a shield and a knock-up when a dive goes wrong.
Allure (W) shreds 20% magic resist off the target right before the burst lands, so every point of Brand's magic damage on that champion counts for more. And Sear (Q) stuns for 1.75 seconds on anyone already carrying a Blaze (P) stack.
Vision of Empire (W) deals 50% more damage to anything already locked down, and a matured Allure (W) hands him exactly that second of lockdown. The 20% magic resist you strip off the target then pays him a second time.
Worth it when she actually lands it, because her whole kit is skillshots: Sleepy Trouble Bubble (E) puts the target to sleep and hands you the seconds you need to close in and mature Allure (W) on someone who cannot walk away.
Enchanted Crystal Arrow (R) is a steered stun from across the map: it pins a target long enough for Allure (W) to mature and for you to arrive out of Demon Shade (P). Hawkshot (E) meanwhile finds you the isolated prey before you move.
Deadly Flourish (W) turns into a real root on anyone an ally has just damaged, and one Hate Spike (Q) from the shadows is enough. Curtain Call (R) then finishes from range whoever survived after Last Caress (R) carried you out.
He is the lane that never calls for you before level 5, the phase where you do not exist: Arcane Shift (E) keeps him alive on his own. And Trueshot Barrage (R) finishes from range whatever you left low when Last Caress (R) pulled you out.
Blighted Quiver (W) layers magic damage onto every hit, so the 20% magic resist Allure (W) strips pays him too, and Chain of Corruption (R) roots the group. It only really works against a team that stands close together, though.
Your page says you do not exist before level 5, and Time In A Bottle (P) is the only ability in the game that hands a jungler a stockpile of free experience: you get there sooner. Chronoshift (R) then covers the whiffed all-in that kills you.
Dark Binding (Q) roots for two full seconds, so Allure (W) matures on someone who cannot walk away, which is the piece you usually lack. And Black Shield (E) is the only defensive tool you will ever get, because your kit has none.
You are two champions who vanish from the map: between Ghostwater Dive (W) and Demon Shade (P) the enemy never knows where either of you is. Bone Skewer (Q) drags the prey out of position and Death From Below (R) executes whoever Whiplash (E) left low.
Curse of the Black Mist (E) camouflages the whole team, not just you: your allies reach the pick as unseen as you do. And Last Embrace (W) roots the very target you have already marked with Allure (W) from the shadows.
Zenith Blade (E) into Shield of Daybreak (Q) is one of the longest single-target lockdowns in the game: Allure (W) gets all the time it needs to mature, and her page says the engage is wasted if nobody punishes the window.
Rocket Grab (Q) does not set up the pick, it creates one, tearing a target out of the group and handing them to you alone while Power Fist (E) knocks them up and Allure (W) matures. One enemy spell shield, though, and nothing is left.