杰斯
The champions Jayce works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Your page says you have no shields and no heals and that one bad engage kills you: Crescent Guard (R) knocks everyone back except his marked target and blocks ranged damage. It leaves you exactly what you need: one isolated target and nobody on you.
Armour stacking switches off half your kit: Cursed Touch (P) adds true damage to every magic tick you deal, meaning Lightning Field (W), Thundering Blow (E) and the empowered attack after Mercury Hammer (R). Curse of the Sad Mummy (R) hands you a still target.
Your page says a well-timed parry turns your all-in into a death sentence: Frenzying Taunt (E) is point-and-click, cannot be dodged and cannot be parried, and a taunted target cannot press anything while To the Skies! (Q) lands on them.
Your cannon-form poke leaves targets under half health, which is exactly the threshold where Blood Hunt (W) reveals them and gives him the speed to reach them. Then the one-second suppress from Infinite Duress (R) holds the body still for your combo.
Thundering Blow (E) knocks a target away from its team, which is exactly the isolation condition Taste Their Fear (Q) pays bonus damage for. Worth it if the two of you can agree on the target: he is still a 49.3% jungler in China.
Your kit contains no shield at all: Hero's Entrance (R) lands on you from anywhere on the map when a flank goes wrong, and the Shield of Durand (W) taunt holds your isolated target still for the whole leap-auto-knockback sequence.
Your number two weakness is armour, which blunts the leap, your basic attacks and cannon form all at once: Spirit Fire (E) shreds it. And Wither (W) strips movement and attack speed from the duelist who reaches you, which is the other way you die.
Command: Protect (E) attaches the Ball to you with a shield, armour and magic resist: the only defensive tool you will get, and it travels with you into the flank. Then Command: Shockwave (R) drags whoever was running back into your range.
You are two players who show up where nobody is looking: Destiny (R) reveals the whole map and teleports him into the pick you just opened. And the Gold Card from Pick a Card (W) stuns for 1.25 seconds, about as long as your combo takes.
Ring of Frost (W) roots and Frozen Tomb (R) freezes the same target: close to three seconds in which it can neither parry nor dash away, which is the exact window where To the Skies! (Q), the empowered attack and Thundering Blow (E) all land.
Frost Shot (P) slows with every single hit: a slowed target cannot walk out of To the Skies! (Q) range and cannot sidestep a Shock Blast (Q) accelerated through Acceleration Gate (E). Then Enchanted Crystal Arrow (R) opens the pick from off-screen.
Thundering Blow (E) shoves an isolated target back into your own team: home delivery for a carry whose page says she is ordinary outside point-blank range. And Acceleration Gate (E) is the movement speed that gets her there.
Deadly Flourish (W) roots anyone an ally has just hit: one max-range Shock Blast (Q) arms that root half a screen away, and you leap onto a body that can neither move nor parry any more.
Arc of Judgment (W) slows a target almost to a standstill, and To the Skies! (Q) does not miss that. In return her page says she has no dash at all: Acceleration Gate (E) is the only movement speed anyone will ever hand her.
Worth it in poke-shaped games: two champions hitting from outside their range force the enemy to walk in, and the mid game is your window. But beyond the Hextech Capacitor (P) speed burst, neither of you has any way to stop a hard engage.
Concussive Blows (P) also stacks from ally hits, and Hyper Charge (W) gives you three very fast attacks: three marks in a second and the stun almost lands by itself. And Unbreakable (E) stops the shot that kills a flanker with no shields.
Your page says a point-and-click stun or silence shuts down your transform-in before you do anything at all: Black Shield (E) eats it. And a two-second Dark Binding (Q) root is a target that cannot parry you.
Death Sentence (Q) hands you the isolated target that is actually worth transforming for, and the Dark Passage (W) lantern is the way out the instant the combo is spent and you are still standing among them.
Tidecaller's Blessing (E) loads bonus damage and a slow onto your next basic attacks: they all land on the three hits of Hyper Charge (W) and on the empowered attack after Mercury Cannon (R). Aqua Prison (Q) meanwhile holds the target still.
The Zenith Blade (E) root into the Shield of Daybreak (Q) stun takes away the window to parry, the one thing that switches off your all-in. And Solar Flare (R) extends the chain if the target still tries to leave.
Worth it when the enemy punishes every retreat: a Mantra (P) empowered Inspire (E) gives you a shield and movement speed the instant you leave the combo, and Focused Resolve (W) roots from range the target you want isolated. It is utility, not damage.