盖伦
The champions Garen works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Your problem isn't winning the duel, it's reaching it: with no dash, everyone just walks away. Cataclysm (R) throws a wall around the target and locks them in with you, long enough to silence with Decisive Strike (Q) and grind with Judgment (E).
Frenzying Taunt (E) forces their carry to stand still hitting Rammus, who can't finish them alone: you walk up, silence them and hold them inside Judgment (E). Powerball (Q) covers the ground your kit simply can't.
Judgment (E) only pays off if the target stays inside the spin for every tick, and on your own you have no way to keep them there: Curse of the Sad Mummy (R) pins the group for 1.5 seconds, and they come out with shredded armour.
Blood Hunt (W) tags the nearest champion and its bonuses surge to 150% under 35% health: those are exactly the targets Demacian Justice (R) executes. Infinite Duress (R) hands one over suppressed and motionless, with nothing to dodge.
Crescent Guard (R) knocks everyone back except his marked target: it's the 1v1 your kit asks for, built inside a teamfight. It only works if he marks the same person you want, or it shoves away the target you were about to execute.
You have no engage: you always wait for someone else to start the fight. Hero's Entrance (R) brings the fight to you instead, with a knock-up on their whole group and a shield on you, and Shield of Durand (W) taunts whoever was leaving Judgment (E).
Frozen Tomb (R) freezes the target on the spot and Ring of Frost (W) roots them first: for someone who catches nobody without a dash, an enemy who can't move is worth more than any damage. You walk over and close with Demacian Justice (R).
You spend the game in a side lane: Destiny (R) reveals the whole map, tells you when three of them are rotating on you, and teleports him over to help. The Gold Card from Pick a Card (W) is 1.25 seconds of a target waiting for you.
With Pyromania (P) charged, any spell she casts is a full one-second stun: that's the freeze-frame you use to close the gap you can't dash across. Then Summon: Tibbers (R) keeps hitting even if she dies, while you grind with Judgment (E).
Event Horizon (E) is the cage that removes kiting: anyone who touches the edge stops, and you walk in, which is the only way you ever get in. Veigar sits under a 46% win rate in China, so pick him only if that's your recurring problem.
Frost Shot (P) slows with every hit: with no real dash, a permanently slowed enemy is literally how you get there. Enchanted Crystal Arrow (R) opens from half a map away and leaves you a motionless target to execute.
She lends you the gap closer you don't have: Fate's Call (R), when you are her Oathsworn, hurls you into their team, knocking up everyone you hit. You land in the middle with Judgment (E) ready instead of walking through their damage for ten seconds.
Deadly Flourish (W) roots anyone who has just taken damage from an ally: the moment you touch someone with Decisive Strike (Q), Jhin can pin them where they stand. And a rooted target eats every tick of Judgment (E), not just the first.
Judgment (E) shreds the armour of anyone who stays in the spin, and Draven is pure physical auto-attack damage: whatever you strip, he cashes in. Meanwhile Stand Aside (E) knocks back and slows whoever was stepping out of your range.
Song of Celerity (E) keeps movement speed on you all game long, and movement speed is exactly what your kit lacks. Crescendo (R) then stuns their whole line: two motionless seconds is a full Judgment (E) plus the execute.
Tidecaller's Blessing (E) adds magic damage and a slow to your next hits, including the one empowered by Decisive Strike (Q): suddenly nobody walks away from you. Aqua Prison (Q) and Tidal Wave (R) are two separate knock-ups on top.
You bring no crowd control to the team, so you have to borrow hers: Zenith Blade (E) roots, Shield of Daybreak (Q) stuns and Solar Flare (R) extends the chain. Those are the seconds Judgment (E) spends entirely on one target.
Courage (W) cuts damage but never removes crowd control already on you, and that's how you die when they dive you: Black Shield (E) blocks it before it lands. Dark Binding (Q) then holds whoever you were chasing for two seconds.
He's for the poke compositions that whittle you down from range, your stated weakness: Unbreakable (E) intercepts projectiles and cuts 35% of incoming damage while you walk them down. Against divers he changes much less.