奎桑提
The champions K'Sante works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Cataclysm (R) raises a ring of terrain around the target: you slam the carry into it with All Out (R) and trigger Wall Shatter for the second hit. Then they are sealed in there with you in Prime Form, the one place where your 15 seconds actually pay.
All Out (R) knocks a carry away from their team and roots it: that is the isolated, motionless target Thrill of the Hunt (R) is built for, and an empowered Bola Strike (E) roots it again if it survives the leap. You catch, he kills - and killing is the half you are missing.
Cease and Desist (R) is point-and-click and unstoppable: when your All Out (R) is down, she is the one dragging their carry out from behind the front line. And Denting Blows (P) shreds 20% armor on the same target you are already marking with Dauntless Instinct (P).
In Prime Form you are down 30% max HP and three quarters of your bonus resistances: that is exactly the window where you get deleted. Lamb's Respite (R) covers all of it - three seconds where nobody inside can die - and you calmly finish the target you already caught.
Your third Ntofo Strikes (Q) pulls the group together and stuns it: that is the instant for Curse of the Sad Mummy (R) to land on three targets instead of one. It only counts in grouped 5v5s though: if you open with All Out (R) on an isolated carry, his ultimate is irrelevant.
Unraveled Earth (E) stuns anything forcibly displaced through the rubble field, and All Out (R) is exactly a forced displacement: you throw the carry in and get it back stunned. Weaver's Wall (R) meanwhile is the terrain that gives you Wall Shatter where there was none.
Prime Form strips 75% of your bonus armor and magic resist, and that is precisely what Command: Protect (E) hands back, shield included, by attaching to you as you go in. Then Command: Shockwave (R) fires from there and pulls everyone in around the target you caught.
Vision of Empire (W) deals 50% bonus damage to anything already locked down, and All Out (R) guarantees a root: that is not a coincidence to hope for, it is a condition you produce on demand. Nevermove (E) then holds back whoever tries to reach the carry you isolated.
Slicing Maelstrom (R) pulses every half second and reapplies Mark of the Storm (P), so anyone who stays inside gets stunned again: the pull from your third Ntofo Strikes (Q) is what keeps them inside. Two overlapping area lockdowns freeze the whole group.
Riftwalk (R) is the only way to reach the carry All Out (R) just dumped behind your team in an instant, and Null Sphere (Q) silences their escape. He is a late-game champion though: before two or three items this synergy simply does not exist.
He has no dash and no blink, and he dies in exactly one way: when the diver reaches him. Footwork (E) dashes to him and leaves him the same shield, and Path Maker (W) is an unstoppable wall you plant between him and whatever is coming - the exact peel his card asks for.
Bullet Time (R) only pays against grouped or crowd-controlled enemies, and your third Ntofo Strikes (Q) pulls them together and stuns them: you hand her the exact picture she needs. Make It Rain (E) keeps that same pile slowed while you stand in front of it.
All Out (R) hands her a rooted carry cut off from its team: Wild Rush (E) dashes onto it and resets on the takedown, so the chain keeps going by itself from there. And Inferno Trigger (R) demands she stands in the middle of them, which only becomes possible with you in front.
Curtain Call (R) wants a target that cannot dodge, and the guaranteed root from All Out (R) is exactly that. Meanwhile Deadly Flourish (W) turns into a root on anyone you just touched with Ntofo Strikes (Q): every poke of yours switches it on for him.
Fate's Call (R), when you are her Oathsworn, launches you into their team knocking up whoever you hit, and above all it yanks you back out if a Prime Form dive goes wrong - which, at 30% less health, happens often. You already own the engage: what you are buying is the exit.
All Out (R) cuts 30% of your max health the moment you commit: Rampant Growth (R) hands a chunk of it straight back and knocks up everyone around you, and Help, Pix! (E) shields the burst during the seconds when you have no resistances left.
After All Out (R) you are behind their lines with a third of your health gone: the Dark Passage (W) lantern is the exit when the pick is not enough. And The Box (R) shuts the road on the carry you isolated, who would otherwise simply walk back to her team.
Prime Form gives you 40% bonus attack speed, and Tidecaller's Blessing (E) empowers your next attacks with extra damage and a slow: inside that window you land several in a row and the target never leaves. Aqua Prison (Q) chains straight onto the All Out (R) root.
Beat Drop (E) climbs from slow to root to stun if the target has already been crowd-controlled, and you produce two of those on demand: the stun from your third Ntofo Strikes (Q) and the root from All Out (R). Surround Sound (W) covers the window where you are exposed.
Prime Form costs you 30% of your max health, and Wish (R) puts it back wherever you are, with 50% extra healing under 35%: that is what makes a suicidal engage sustainable. It gives you no way to catch anyone, though, so the lockdown has to come from somewhere else.