卢锡安
The champions Lucian works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Your only defensive tool is the bonus damage Lightslinger (P) hands you when an ally shields you: Stand United (R) switches it on and keeps you standing in the same instant, from anywhere on the map. Shadow Dash (E) taunts the assassin who reached you.
The Culling (R) locks your facing for the whole channel and mobile targets simply walk out of the beam: Unstoppable Force (R) is the answer, a whole group pinned to the ground. And hard crowd control landing near you also charges Lightslinger (P)'s bonus damage.
Your card says you play toward Essence Reaver, not toward levels: from level 7 Living Forge (P) hands you shopping from anywhere on the map and that spike lands sooner. Brittle from Bellows Breath (W) adds 30% to any lockdown - extra seconds of beam time.
You own no peel at all: All Out (R) grabs the diver and hurls him out of the fight, rooted and away from his team. And Footwork (E) can dash to you and leave you the same shield, which on top of saving you switches on Lightslinger (P)'s charges.
Worth it against dash-based comps: Relentless Pursuit (E) is a short straight-line dash with no immunity, so the first one who reaches you kills you. Steadfast Presence (W) roots him the instant he commits. Against a team that walks at you, she does little.
The declared hole in The Culling (R) is that mobile targets just walk out of the beam: Infinite Duress (R) suppresses for a full second, the one state in which they cannot. And hard crowd control next to you charges Lightslinger (P)'s bonus damage.
You run on the same clock: neither of you scales, and your own card says end it before the 25-minute mark. Shield Vault (W) is a point-and-click stun that hands you a motionless body for The Culling (R), and Grand Starfall (R) drops into bot from range while your burst is at its peak.
You have no way to shake off whoever reaches you: Frenzying Taunt (E) forces him to hit Rammus while you keep channelling. Powerball (Q) gets down to bot fast, and bot is where your all-in windows actually exist.
Cease and Desist (R) is unstoppable and point-and-click: it pins their carry exactly where The Culling (R)'s beam can hold her. And the 65 movement speed Ardent Blaze (W) hands any ally who follows up on the mark is what she needs while Vault Breaker (Q) is down.
The Culling (R) forces you to stand still in a fight where you should not be: Lamb's Respite (R) is three seconds where nobody inside the circle can die, so the whole channel goes off. It matters in games decided by one fight over Baron or Dragon, not in lane.
Hero's Entrance (R) does three things you need with one button: it shields you from across the map - and the shield switches on Lightslinger (P)'s charges - it knocks up everyone standing on you, and it hands you back the still window The Culling (R) needs.
Command: Protect (E) gives you a shield plus armour and magic resist - the only defence you own - and that shield also charges Lightslinger (P)'s bonus damage. Command: Shockwave (R) drags them into a single point, right in front of The Culling (R)'s beam.
Frozen Tomb (R) freezes whoever already reached you in place, which with no peel of your own is the difference between living and not. Ring of Frost (W) roots the group around her: targets that do not walk out of The Culling (R)'s beam.
With Pyromania (P) charged, Annie's next spell is a guaranteed stun instead of a dodgeable skillshot: the free second you need to open with Piercing Light (Q) and close with The Culling (R) always arrives. Summon: Tibbers (R) keeps hitting even if she goes down.
Slicing Maelstrom (R) keeps reapplying Mark of the Storm (P) and stunning everyone still inside it: the cleanest way to hold a group inside The Culling (R)'s beam. But Kennen has to jump into the middle, and for a carry with no peel he leaves nothing behind.
Braum marks with Winter's Bite (Q), then it is allied hits that load Concussive Blows (P): Lightslinger (P) fires two bolts on every attack after an ability, so four stacks and the stun land in two attacks. And Unbreakable (E) blocks the projectiles aimed at you.
Lightslinger (P) turns an allied heal into bonus damage on your next attacks, and Ebb and Flow (W) hands you one every trade. Then Aqua Prison (Q) into Tidal Wave (R) is two knock-ups back to back: the only way nobody walks out of The Culling (R).
Every cast of hers opens an aura: Hymn of Valor (Q) feeds you attack damage that Lightslinger (P)'s second bolt carries too, Aria of Perseverance (W) heals you and switches on the passive's bonus, and Crescendo (R) stuns the group exactly for your beam.
Empowered Inspire (E) is a shield plus a burst of speed: the shield charges Lightslinger (P)'s bonus damage and the speed covers the seconds when Relentless Pursuit (E) is down. Focused Resolve (W) roots, and a rooted target does not leave The Culling (R).
Your only defence is the bonus the passive gives you when an ally heals you: Astral Infusion (W) does it every few seconds and Wish (R) does it from anywhere on the map. Equinox (E) silences a dash and then roots whoever stayed inside - the peel you do not own.
Take him against comps built on hard crowd control, which is the thing that switches Relentless Pursuit (E) off: Breath of Life (R) cleanses roots and stuns off the whole team, and Warm Hugs (E) shields you, arming Lightslinger (P)'s bonus. Elsewhere there are stronger supports.