格雷福斯
The champions Graves works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
From level 7 Living Forge (P) lets the nearest ally buy and upgrade from anywhere on the map, and that ally is you, the jungler who hates walking home before an objective. Bellows Breath (W) also makes a target Brittle, so the Searing Charge (E) knock-up lasts 30% longer.
You have no hard crowd control at all and you shoot at point-blank: Unstoppable Force (R) knocks up the whole group and lets you walk in with Quickdraw (E) to empty both shells while they are still airborne. He is also the frontline a flanker cannot be.
Mega Adhesive (W) into Fling (E) takes one enemy out of the fight by itself, and a pinned target is the only way every New Destiny (P) pellet lands on the same body instead of on someone already running.
Thundering Smash (Q) is a stun he almost never whiffs, and it hands you a target that cannot move. Stormbringer (R) also shuts nearby turrets down for 3 seconds, so the dives in the window where you out-duel anyone become free.
Only worth it if the plan is to close the game early: you are both first-ten-minutes bullies and Ruthless Predator (W) is the stun your ganks do not have. If the game reaches twenty minutes you both fall off, and there is no plan B.
Your page sends you flanking alone, and alone you have neither lockdown nor an exit: Hero's Entrance (R) lands on you from anywhere on the map, knocks up everyone around you and shields you while you empty the magazine.
With Pyromania (P) charged, any spell she casts becomes a one-second stun, and Summon: Tibbers (R) does it to the whole group. One second of standing still is exactly two shells plus the delayed End of the Line (Q) blast.
The Gold Card from Pick a Card (W) stuns for 1.25 seconds, and that is all you need. The real gift is Destiny (R) though: it reveals the entire map, and a flanker who can see everyone picks his angle instead of guessing it.
Ring of Frost (W) roots and Frozen Tomb (R) freezes right on top of it: close to three seconds where the target cannot move. That is the two full magazines you normally cannot land on someone waiting out your reload.
Nasus is a mid laner on the China server, and Wither (W) answers anyone who kites you: it strips movement and attack speed for a long time, so their duelist neither escapes your short range nor punishes your reload window.
There is no hard crowd control anywhere in your kit: Enchanted Crystal Arrow (R) lends you one from half a map away, and Frost Shot (P) slows on every hit, so the target you need at zero range cannot leave while you reload.
Deadly Flourish (W) turns into a root on anyone an ally has just damaged, and End of the Line (Q) arms it from range: then you come in with Quickdraw (E) onto a target that cannot move, which is the only way the shotgun pays off.
You are the strongest jungler of the first ten minutes and he is the one who converts them best: every takedown cashes in League of Draven (P) and funds a whole item. In return, Stand Aside (E) is the crowd control your ganks lack.
Chain of Corruption (R) roots the first target and spreads to those beside them: a rooted, bunched group is where New Destiny (P) pellets hit several bodies at once instead of chasing one runner.
This is a plan, not a combo: his page says he loses nearly every early trade, and you are the jungler who can live bottom lane and make his reps safe. Until his second item, though, he gives you nothing back.
Zenith Blade (E) roots, Shield of Daybreak (Q) stuns for a second, Solar Flare (R) stretches it further: the longest chain in the game handed to a champion with no crowd control of his own. Every second they stand still is a magazine.
Your exposed window is the reload, and Unbreakable (E) covers it: it eats the first frontal hit outright and cuts everything else by 35% while you are empty. Glacial Fissure (R) then knocks up their clustered line and hands you both shells.
Death Sentence (Q) and Flay (E) drag a body to where your shotgun actually hurts, which is right next to you. And the Dark Passage (W) lantern is the second exit once Collateral Damage (R) is fired and its recoil already spent.
Magnet Storm (R) drags scattered enemies into a single spot, and since New Destiny (P) sprays a cone, a clumped group multiplies your damage instead of splitting it. Shattering Strike (Q) also breaks the shields that would eat it.
It is worth exactly as much as the hook: if Rocket Grab (Q) lands you get an isolated body at point-blank and that is the fight. If it misses, his page is blunt about it, he is a slow tank with no damage and you are back to having no crowd control.