嘉文四世
The champions Jarvan IV works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
You have no sustain and only middling damage: he brings both. Once the wall is up nobody walks away, so the tip of The Darkin Blade (Q) always lands, and Deathbringer Stance (P) heals back what a long trade would cost you.
Your page warns that on the wrong target you end up sealed alone inside your own arena: Stand United (R) teleports him in there with you, shield attached. And Shadow Dash (E) taunts, so Dragon Strike (Q) doesn't miss.
Your own damage often isn't enough to close the pick: Noxian Guillotine (R) is, and it doesn't have to reach anyone because the target is already sealed in. Before that, Apprehend (E) drags back whoever was sliding away.
Your own tip is to trap two enemies, not one: Fate Sealed (R) is what punishes both, because inside the ring they don't have a metre of room to step off the line. And inside the wall you're no longer the only one soaking damage.
The Hextech Ultimatum (R) isolates a target the same way you do, so spent together one of them is thrown away: play them back to back, your ring first and hers when it drops. For those six seconds a carry never touches her own team.
Your knock-up through the Demacian Standard (E) flag is the most repeatable Last Breath (R) window in the game, and it comes back every skirmish. On top of that Wind Wall (W) eats the ranged poke your page says shuts your engage down.
Slicing Maelstrom (R) pulses for three seconds and only pays on whoever stays inside: your ring takes away the one answer your prisoners have, walking out. And Lightning Rush (E) carries him into the wall without spending a dash to get close.
He supplies the damage you lack to finish the pick: Demonic Ascension (R) drains the bodies you just sealed in without pause, and the more are in there the longer he holds. Nevermove (E) roots first, so Dragon Strike (Q) stops being a skillshot.
Your own page says to seal the support in as well, not just the carry: with two bodies a few metres apart Pyroclasm (R) bounces back and forth between the same two. And Sear (Q) on anyone already carrying Blaze (P) is a 1.75-second stun.
Hero's Entrance (R) reaches you from half a map away and takes the counter-engage off your back, but the channel is long and your wall lasts seconds: either he starts the instant you leap, or he arrives after the ring has already dropped.
Condemn (E) only stuns when it slams the target into terrain, and out in the open there is none: you build it around them with Cataclysm (R), wherever you like. Inside the ring she also gets the time to trigger Silver Bolts (W).
Inferno Trigger (R) forces her to stand among them for ten shots, and your wall is the one place where nobody can reach in and pull her off. With the targets that close, Flair (Q) mid-channel pierces every one of them in a single line.
She needs targets that don't move, and that is precisely what you build: inside the ring Bullet Time (R) empties the whole cone onto whoever you sealed. Make It Rain (E) meanwhile slows the group while you pick who to leap on.
One clip from Dragon Strike (Q) is enough to switch on Deadly Flourish (W), which turns into a real root: the target stops moving and you get to choose calmly where Cataclysm (R) comes down. Then Curtain Call (R) fires into the ring.
Chain of Corruption (R) only spreads between enemies standing close together, and you usually seal in one or two: when it's two you get a free double lockdown, when it's one you spent his ultimate on a root you already had.
Everything you own before the ultimate is a skillshot or very short range: with Zenith Blade (E) into Shield of Daybreak (Q) the target is frozen and the flag-and-lance combo stops missing. Solar Flare (R) then drops inside the ring.
Your page says superior range and slows shut your engage down before Cataclysm (R) is even available: Unbreakable (E) eats those projectiles while you walk in. And if you leap on the wrong target, Glacial Fissure (R) is the second engage.
The Box (R) keeps out the four you left on the far side of the wall while the two of you work on the one inside. And if you picked the wrong target, Dark Passage (W) is the only way out of your own arena before the ring drops.
There isn't a gram of lifesteal anywhere in your kit: Aria of Perseverance (W) is what lets you survive the long trades your page says you lose. And Crescendo (R) stuns as one group the enemies your wall just squeezed into a few metres.
When Rocket Grab (Q) lands the pick is already done and you keep Cataclysm (R) for the next fight; when it misses, neither of you has another way to open. He doubles your good games and covers none of your bad ones.