赫卡里姆
The champions Hecarim works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Your own page says it plainly: a lone charge just feeds a pick to the other side. Stand United (R) drops him onto you from anywhere on the map with a shield attached, and Shadow Dash (E) taunts whoever was about to walk out of Devastating Charge (E).
Enemies feared by Onslaught of Shadows (R) run off in a straight line, and the pillar from Volcanic Rupture (Q) is the wall they end up against. From level 7 Living Forge (P) also lets you buy without walking home, so your snowball never stops.
Your stated problem is kiters sidestepping Devastating Charge (E): Mega Adhesive (W) glues them to the floor and Fling (E) throws one back inside Rampage (Q) range. Meanwhile he holds a lane on his own while you work the map.
It works in exactly one order: Unstoppable Force (R) first, your fear second. If you open, Onslaught of Shadows (R) scatters the group he wanted stacked; if he opens, your ultimate stops anyone from walking back into the fight.
You pre-charge Devastating Charge (E) and set off alone: Hero's Entrance (R) lands on you mid-run with a shield that carries you through the return damage, and the Shield of Durand (W) taunt pins the target that would have stepped aside.
Your page names point-and-click hard CC as the thing that turns your all-in into a death sentence: Black Shield (E) put on you before you set off eats it, and Dark Binding (Q) pins the kiter who would sidestep Devastating Charge (E).
Destiny (R) reveals their whole team, so you pick the Onslaught of Shadows (R) angle knowing where everyone actually stands, and then he teleports into the fight you opened. The Gold Card from Pick a Card (W) stuns before you even charge.
Against high-mobility kiters your charge simply never connects: Frozen Tomb (R) is point-and-click and freezes them on the spot, so Devastating Charge (E) lands on a body that can't move. Ring of Frost (W) roots whoever the fear leaves near you.
The shield from Command: Protect (E) walks into the fight with you and keeps you standing while Spirit of Dread (W) heals you back up. But Command: Shockwave (R) wants enemies clumped and your fear scatters them: she casts before you, or she wasted it.
Onslaught of Shadows (R) manufactures exactly the target his kit is built for: alone, running, in a straight line. Deadly Flourish (W) roots anyone you just clipped, and Curtain Call (R) reaches them from half a screen away.
Enchanted Crystal Arrow (R) comes in from off-screen and stuns the champion your fear pushed furthest away: it's the one way to get back the one who already ran. Frost Shot (P) meanwhile slows everybody else on every single hit.
You snowball harder than anyone, and League of Draven (P) turns that snowball into real gold: one clean level-4 gank pays for a whole item. In return Stand Aside (E) knocks back and slows whoever tries to leave Rampage (Q).
Chain of Corruption (R) roots and spreads between enemies standing close, so it has to go out before you open: after Onslaught of Shadows (R) they're already scattered and it stops jumping. Coordinated it works, improvised it's a wasted ultimate.
Warpath (P) turns bonus movement speed into attack damage, so Song of Celerity (E) doesn't just get you there sooner: it makes you hit harder. And Crescendo (R) pins down the line you were about to charge instead of scattering it.
Time In A Bottle (P) hands free experience to a snowballing jungler, which is you, and pulls your level 5 forward by minutes. Then Chronoshift (R) undoes the one thing that actually kills you: the charge you launched with nobody following.
Dark Passage (W) is the way home from a dive gone wrong: the lantern pulls you out of their backline once Devastating Charge (E) is already spent. And Death Sentence (Q) rips a target out of position for you to charge.
Zenith Blade (E) grabs from range the exact kiter your page names as your problem and holds him still long enough for Rampage (Q) to charge all the way. Sunlight (P) adds damage on top of every hit you land on him.
Surging Tides (P) gives movement speed to any ally her spells touch and Warpath (P) converts it into damage, while Aqua Prison (Q) into Tidal Wave (R) holds the target still. But she stays with the ADC: you only get it in fights born down there.