卡萨丁
The champions Kassadin works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
You die after you jump: Riftwalk (R) spent, mana gone and Void Stone (P) only stopping magic damage. Stand United (R) shields you from across the map exactly there, and Shadow Dash (E) taunts whoever is finishing you off.
Your whole game is reaching Rod of Ages and Seraph's Embrace: from level 7 Living Forge (P) lets a nearby ally shop from anywhere on the map, so you never lose a recall. And Searing Charge (E) into terrain hands you an airborne target.
Your engage is telegraphed, so it should not be yours: he opens with Unstoppable Force (R) and you blink in with Riftwalk (R) on people already floored. His page says that without someone converting it he is a tank with no impact.
All Out (R) roots an enemy carry and knocks them away from their team: the isolated target Riftwalk (R) and Null Sphere (Q) exist for. Footwork (E) then dashes to you and shares his shield the moment you land among them.
Before level 5 you lose lane mostly to ganks: he proxies and drags the enemy jungler and laner after him while you bank experience. Later, Mega Adhesive (W) into Fling (E) hands you a target too stuck to dodge your jump.
Against dive-heavy comps, since once your combo is spent you have no crowd control at all: Steadfast Presence (W) turns the dash of whoever jumps you into a root and Heroic Charge (E) into terrain is 1.7 seconds. She is C tier at 48.3%: that is the reason.
Every point of your damage is magic, so one magic resist item shuts you off: Cursed Touch (P) makes every magic hit they take carry true damage with it. And Curse of the Sad Mummy (R) is 1.5 seconds where your jump cannot be dodged.
After Riftwalk (R) you have no crowd control and no defence: Crescent Guard (R) knocks back everyone except his marked target and blocks ranged damage, peeling off the four about to punish you. His page calls it a safety net, not just an engage.
Your jump is easy to see coming, Infinite Duress (R)'s one-second suppress is not: the target is already pinned when you land. Below 35% health Blood Hunt (W)'s bonuses surge to 150%, which is exactly where Null Sphere (Q) leaves people.
Cataclysm (R) walls an enemy carry in, away from her team: you blink in with Riftwalk (R) and nobody can peel for her. His page says that alone in there he is the one who dies, so you are the damage that makes the ultimate work.
The dive is a one-way trip and the mana for a second Riftwalk (R) often is not there: Lamb's Respite (R) is three seconds where nobody inside the circle can die, the time you need to reload. It protects them too, mind.
Your engage's stated flaw is that it can be seen coming: on a target hit by Enchanted Crystal Arrow (R) there is nothing to see, they are already frozen. Frost Shot (P) slows with every single hit, so Riftwalk (R) always lands in contact.
You peel for nobody, so you want a carry who saves himself: Arcane Shift (E) is his exit. He also casts nonstop, and Force Pulse (E) upgrades once 6 spells from anyone land near you, so with him it is charged every fight.
Deadly Flourish (W) roots anyone an ally has just damaged, and Null Sphere (Q) from range is enough to arm it. Curtain Call (R) then closes out from off-screen whoever walks away from your jump alive, which is the part you lack.
Before level 5 you are one of the worst laners in the game: someone has to win the minutes you only survive. League of Draven (P) turns every takedown into bonus gold, so the lead comes from him exactly while you cannot make one.
Worth it against teams that buy magic resist early: your damage is 100% magic, the true damage of Silver Bolts (W) is not, so she melts the tanks while you take the backline. It does need a team that peels for her instead of you.
Death Sentence (Q) hands you a stunned, dragged target: nobody dodges a telegraphed jump they cannot move away from. And when the mana for a second Riftwalk (R) is gone, the Dark Passage (W) lantern is your only way out.
Force Pulse (E) upgrades once 6 spells from anyone land near you: Sona recasts Hymn of Valor (Q), Aria of Perseverance (W) and Song of Celerity (E) nonstop, so you fight with it charged every time. Crescendo (R) opens the window.
When the jump goes wrong it is crowd control that kills you, not damage: Black Shield (E) eats the first effect that lands on you. Dark Binding (Q) roots for 2 seconds, twice Null Sphere (Q)'s silence, so you arrive on a locked target.
You land among them with Void Stone (P) only stopping magic damage: a Mantra (P) empowered Inspire (E) gives you a shield and speed at that exact instant. And she throws Inner Flame (Q) constantly, which charges Force Pulse (E).
Aqua Prison (Q) and Tidal Wave (R) chain two pieces of crowd control: the target is pinned before you even jump, so you never spend Null Sphere (Q) to hold it. Ebb and Flow (W) keeps you standing in skirmishes you lose.
Against teams that wait for you with a stun in hand: Breath of Life (R) cleanses roots and stuns on nearby allies and hands out heavy tenacity. He is C tier at 48.2%, so you take him for that button and Warm Hugs (E)'s two charges.