菲奥娜
The champions Fiora works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Cataclysm (R) seals the target inside a ring neither of you can leave: it's the 1v1 your whole kit is built around, handed to you in the middle of a teamfight. Inside it you have the time to break all four Vitals from Grand Challenge (R).
Frenzying Taunt (E) forces their carry to stand there hitting Rammus: they can't reposition and they can't touch you, so you circle them breaking Vitals without spending Riposte (W). Powerball (Q) also brings him to your side lane while you push.
Every point of your damage needs melee range, and their carry sits behind a front line you can't walk through. Cease and Desist (R) is point-and-click and unstoppable: it hands them over knocked up and alone, and you just break the Vitals.
Crescent Guard (R) knocks everyone back except his marked target: the 5v5 that zones you out before Duelist's Dance (P) even marks a Vital becomes the 2v1 you don't lose. He has to mark the person you actually want, though.
Paranoia (R) blinds the whole enemy team's vision for a few seconds: nobody sees where you come in from or who you're duelling, and for a flanker that blindness is worth an engage. It runs on his timing, though, not yours.
Riposte (W) blocks one thing, and when you read it wrong you're naked for several seconds: Hero's Entrance (R) lands on you from across the map exactly then, with an area knock-up and a shield. Justice Punch (E) and the Shield of Durand (W) taunt hold your target still.
Ring of Frost (W) roots and Frozen Tomb (R) stuns on top of it: nearly three seconds in which the target can't move and can't answer you. That is exactly the window you need to clear every Vital from Grand Challenge (R) on a carry.
Spell Flux (E) marks and Rune Prison (W) turns that mark into a real root: a target who can't walk is a Lunge (Q) that never misses and half your Vitals for free. Realm Warp (R) then moves the team into whichever side lane you're pushing.
Pushing a side lane gets you killed the moment three enemies drop off the map: Destiny (R) reveals all of them, so you know whether to stay or give up the wave. And the Gold Card from Pick a Card (W) stuns your target for 1.25 seconds.
Anyone who kites you beats you, and Frost Shot (P) slows on every single hit: the kiting that shuts you down stops working. Enchanted Crystal Arrow (R) then stuns, from half a map away, whichever target you want Grand Challenge (R) on.
In teamfights you get zoned out before you ever reach melee range: Fate's Call (R), when you are her Oathsworn, launches you into their team, knocking up everyone you hit, and the same ability yanks you back out if the dive collapses.
Deadly Flourish (W) roots anyone who has just taken damage from an ally, and Bladework (E) gives you two fast hits back to back: you switch that root on almost every time, and Vitals on a rooted target break themselves.
If you really commit to the side lane your team fights four against five, so they need a marksman who survives with no front line: Arcane Shift (E) pulls him out of every dive. Worth it only if you play around the split, not if you always group.
Point-and-click crowd control, the kind you can't read, walks straight past Riposte (W): it's the weakness written on your own card. Black Shield (E) eats it before it lands, and Dark Binding (Q) is a two-second root, which means free Vitals.
Ranged harassers make you burn Riposte (W) for nothing: Unbreakable (E) intercepts those projectiles instead. And Concussive Blows (P) stacks off allied hits too, so Bladework (E) brings the stun your own kit doesn't have.
Focused Resolve (W) roots the target you're chasing from range, and an empowered Inspire (E) gives you a shield and movement speed in the only moment that matters: the one where you cross their team to reach melee range.
You come in from the flank and sometimes the flank is wrong: Dark Passage (W) is the way out once Riposte (W) is already spent. When it's right, Death Sentence (Q) and Flay (E) hold the target still until every Vital is broken.
Whimsy (W) polymorphs whoever you're duelling for a second: no attacks, no spells, while you circle for Vitals. Lulu sits below a 48.5% win rate in China, though, so you take her only when you're the team's real threat.