黑默丁格
The champions Heimerdinger works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Your H-28 G Evolution Turret (Q) nest sits on the chokepoint and Unstoppable Force (R) piles their whole team inside it: enemies stunned and clumped are the one condition where the CH-2 Electron Storm Grenade (E) centre cannot be dodged.
Bellows Breath (W) applies Brittle and stretches whatever crowd control follows by 30%: the grenade's centre stun lasts longer and your turrets get more time to unload. From level 7 Living Forge (P) hands you his global shopping, so you never leave the nest.
Your page is blunt: any diver who actually reaches you wins the fight. The long-range Shadow Dash (E) taunt peels that diver before he arrives, and Stand United (R) drops a shield on you and teleports him to you from anywhere on the map.
Your page says high-mobility divers go around your fortress instead of through it: Steadfast Presence (W) turns their dash into a self-inflicted root, and Heroic Charge (E) pins whoever got to you anyway against a wall for 1.7 seconds.
Footwork (E) dashes onto you and leaves you the same shield he gets: the only defensive tool you will ever have, since your kit contains none. And All Out (R) knocks whoever is on top of you away from the fight and roots them, with him following to finish it.
Worth it where terrain is close by: GNAR! (R) slams the group into a wall and stuns it, and Wallop (W) adds another 1.25 seconds. Enemies pinned and clumped on top of already-charged turrets decide the fight; in open ground it is just a shove.
Your page says your damage windows depend on charged turrets and a centred grenade: Curse of the Sad Mummy (R) stuns everything near it for 1.5 seconds and hands you both for free. Cursed Touch (P) then adds true damage to every magic tick you deal.
Frenzying Taunt (E) grabs the diver who reached you and forces him to hit Rammus instead of you, which is exactly the situation your page says you always lose. And Powerball (Q) gets him there before anyone else on the map can arrive.
Cataclysm (R) builds a wall around one target: inside that arena there is no way to sidestep the CH-2 Electron Storm Grenade (E) centre, and if you spend UPGRADE!!! (R) on it the grenade bounces and catches whoever is left outside the wall.
Crescent Guard (R) knocks everyone back except his marked target and blocks ranged damage: it is both the peel you do not have and an answer to the long-range poke your page says goes around your fortress rather than through it.
It works if she applies drowsiness first: Lilting Lullaby (R) puts to sleep whoever Dream-Laden Bough (P) has already made dozy, and a sleeping team inside your turret nest does not all wake up. Without that setup the ultimate does nothing at all.
Your page says a well-timed dodge undoes an entire combo: Frost Shot (P) slows with every single hit, and a slowed target does not sidestep the CH-2 Electron Storm Grenade (E) centre. Enchanted Crystal Arrow (R) does the same job from off-screen.
Deadly Flourish (W) roots anyone an ally has just damaged, and one max-range Hextech Micro-Rockets (W) volley is all it takes to arm it. A rooted target is a target your turrets keep hitting for the whole duration of that root.
Bullet Time (R) is a stationary three-second channel her page calls a death sentence when cast blind: the grenade's centre stun opens it for her, and Make It Rain (E) keeps the group inside your turrets' range while it fires.
Chain of Corruption (R) roots the first target and spreads to its neighbours: a rooted group standing inside your H-28 G Evolution Turret (Q) nest eats everything it has charged up. And a charged Piercing Arrow (Q) contests the zone from further out than anyone.
Worth it in siege games: two long-range pokers force the enemy to come through your turrets instead of walking around them, and Trueshot Barrage (R) finishes whoever backs off. If the game is decided by hard engages, neither of you stops one.
Your page says long-range poke goes around your fortress instead of through it: Unbreakable (E) intercepts those projectiles and cuts the damage that gets through by 35%. And Glacial Fissure (R) knocks up a whole line inside your turrets' field of fire.
Your page says a well-timed interrupt undoes an entire combo: Black Shield (E) absorbs that crowd control before it reaches you. And the two-second Dark Binding (Q) root is more than enough for the grenade centre and three turrets to land together.
Whimsy (W) turns the diver who reached you into something harmless for a second, which is the only way you die, and Help, Pix! (E) gives you the shield your kit does not include. Rampant Growth (R) adds health and knocks off whoever is already on you.
Dark Passage (W) is the only exit you will ever have: the lantern pulls you out of the nest once they have already surrounded it. And The Box (R) seals the ways in with a 99% slow, which on top of your turrets is free firing time.
Nature's Grasp (R) rolls a wall of brambles that roots the whole line: over a chokepoint already covered by your H-28 G Evolution Turret (Q) nest that path stops existing. And Twisted Advance (W) is a second root on whichever target you pick.
Monsoon (R) blows away everyone who reached you and heals you while it does it: the most direct answer to the only thing that kills you. She is a 45.9% support in China, though, so it only pays off with someone who can time it.