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The champions Master Yi works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
You have no crowd control at all, and your own card says it: a stun that lands after Alpha Strike (Q) kills you. Unstoppable Force (R) knocks the group up from outside engage range and Ground Slam (E) shreds their attack speed, so you walk in after their answers are gone.
You dive their backline alone with nothing on you: Stand United (R) reaches you from across the map with a shield in the exact second they focus you, and Shadow Dash (E) taunts whoever locked you down once the Alpha Strike (Q) window has closed.
Brittle from Bellows Breath (W) stretches every crowd control by 30%, and half a second more on a motionless target means more hits toward Double Strike (P) for you. Living Forge (P) also lets you shop from the jungle instead of losing camps to a recall.
Divine Judgment (R) makes you invulnerable for a few seconds: it is the only real answer to the taunt waiting for you the moment Alpha Strike (Q) ends, and it keeps you on the target instead of dying on it. Kayle is under a 50% win rate, though, and only matters late.
As Mega, Wallop (W) stuns the group and GNAR! (R) slams it into a wall: a second and a half of motionless targets is worth more to you than to anyone else. But Rage Gene (P) picks the moment for him, so you cannot build a gank around it.
Highlander (R) makes you slow-immune, not stun-immune, and that is how you die. Hero's Entrance (R) lands on you from anywhere on the map with a shield and an area knock-up, exactly as they answer your dive onto their carry.
She sticks the ball on you with Command: Protect (E) before you go in: a shield plus armor and magic resist right at the dive. And Command: Shockwave (R) then fires from where you are, pulling their team around the target you are already hitting.
Your damage needs whole seconds on one target: Ring of Frost (W) roots and Frozen Tomb (R) stuns on top of the root, close to three seconds in which a carry cannot walk and cannot answer. That is enough to finish her without spending Meditate (W).
Before level 5 your ganks hold nobody in place. With Pyromania (P) charged any of her spells turns into a one-second stun, and Summon: Tibbers (R) does it to a whole area: you arrive with Alpha Strike (Q) onto a target already pinned.
Wither (W) strips both movement and attack speed from the carry that would hold you at range, and kiting is the one thing that really beats you. It only covers a single target, so it counts when their threat sits in one place.
Enchanted Crystal Arrow (R) stuns for up to 3.5 seconds from off-screen: you arrive with Highlander (R) onto a carry that is already frozen. And Frost Shot (P) slows on every single hit, so nobody walks away from you once the fight starts.
Chain of Corruption (R) roots the first target and spreads to whoever stands next to them: a rooted, bunched group is where Double Strike (P) and Wuju Style (E) out-earn any burst combo. Hail of Arrows (E) cuts the healing on whoever you are finishing.
Deadly Flourish (W) roots anyone who has just taken damage from an ally, and you land more hits per second than anybody else: that root is permanently switched on. Curtain Call (R) then closes out from range whoever runs on low health.
Once Alpha Strike (Q) is spent you have nothing left to leave with, and Highlander (R) will not save you from focus fire. Fate's Call (R) can, when you are her Oathsworn, yank you back out the moment the dive collapses. It runs on her timing, though, not yours.
There is exactly one way you die: somebody jumps on you while you are swinging. Whimsy (W) polymorphs them for a second, Help, Pix! (E) shields you and Rampant Growth (R) hands you bonus health while knocking up everyone around you. Lulu is still under a 48.5% win rate.
Your own card spells it out: a taunt or a stun landing after Alpha Strike (Q) is death. Black Shield (E) eats it before it reaches you, and Dark Binding (Q) roots for two full seconds the target you only have to keep hitting.
Concussive Blows (P) stacks off allied hits too, and nobody lands more of them than you: the four marks arrive almost instantly and the target is stunned for over a second. Unbreakable (E) meanwhile intercepts the projectiles that punish you.
Tidecaller's Blessing (E) puts bonus damage and a slow on an ally's next hits: on your attack speed it is the most profitable thing she can cast. And Aqua Prison (Q) chained into Tidal Wave (R) is what makes your ganks actually land.
Chronoshift (R) rewinds your death: for an assassin with no way out, one bad dive stops costing you the game. And Time In A Bottle (P) hands free experience to the jungler, so you reach Highlander (R) before the man across from you.