梅尔
The champions Mel works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Golden Eclipse (R) is worth as many enemies as you have marked: after Unstoppable Force (R) they are all held in the same spot, so one Radiant Volley (Q) puts Searing Brilliance (P) on their whole team and your R detonates them together.
Your page says Rebuttal (W) stops neither dashes nor a melee all-in, and that you have no escape: Shadow Dash (E) is a long-range taunt that grabs the diver before he lands on you, and Stand United (R) shields you from half a map away.
Fling (E) peels off the diver Rebuttal (W) cannot block, and Mega Adhesive (W) under his feet stops him coming straight back. Anyone rooted in the glue also stops dodging Solar Snare (E) and Radiant Volley (Q).
Searing Charge (E) into a wall and the Call of the Forge God (R) ram redirected into their line hold the group inside the burning zone Solar Snare (E) leaves behind, so the Searing Brilliance (P) mark does not expire before you press R.
It depends how they line up: Facebreaker (E) only stuns when it catches enemies on both sides, but when it does it drags them into one spot you can mark with a single cast. The Show Stopper (R) hauls off the diver that jumped on you.
Curse of the Sad Mummy (R) locks the whole group for 1.5 seconds: enough for one Radiant Volley (Q) to mark all of them and for Golden Eclipse (R) to land before the five-second mark timer runs out. Cursed Touch (P) amplifies every hit you land, and yours are all magic.
The hole in your page is whoever reaches you by jumping, because Rebuttal (W) only stops projectiles: Frenzying Taunt (E) spins him around and leaves him standing still, which also makes him the easiest Solar Snare (E) target in the game.
His page says Absolute Zero (R) is escaped by simply walking off: the Solar Snare (E) root and the zone it leaves behind take that away. And Biggest Snowball Ever! (W) arrives knocking the group up inside Radiant Volley (Q) range.
Moonfall (R) needs enemies to stay around her until it detonates, and Solar Snare (E) is what guarantees that: a root plus a slowing zone. In exchange her slow keeps the targets in range until Golden Eclipse (R) is ready.
He is for teams that jump on you: Crescent Guard (R) knocks back everyone except his marked target and blocks ranged damage, peeling the dive off you at the worst possible moment. It does work against bunching them up, though.
Radiant Volley (Q) sprays seven projectiles across their whole line, so every one of them has just taken ally damage and Deadly Flourish (W) becomes a real root on whoever he picks. Curtain Call (R) then executes what Solar Snare (E) is holding.
Your page says missing skillshots costs you the mark stacks, not just the damage: Frost Shot (P) slows on every hit, and both Solar Snare (E) and Radiant Volley (Q) land on a slowed target. Enchanted Crystal Arrow (R) opens from range, like you.
Chain of Corruption (R) roots the first target and spreads to whoever is next to them: everyone rooted, everyone still marked when you press Golden Eclipse (R). He is also the team's other artillery, sieging from the same distance as you.
Bullet Time (R) wants grouped, motionless enemies, and Solar Snare (E) does exactly that to a chokepoint: it roots the first target and leaves a zone that slows and burns. Two ultimates that want the same pile in the same place.
Arc of Judgment (W) leaves a near-total slow that stacks with the Solar Snare (E) zone, and that corridor becomes impassable. But you are two targets with no escape, so it only works with a serious frontline in front of you both.
Magnet Storm (R) vacuums scattered enemies into one pile, which is the exact condition Golden Eclipse (R) is waiting for: a single Radiant Volley (Q) and they are all marked. Her page says the damage has to come from someone else, and that is you.
Unbreakable (E) intercepts projectiles and cuts incoming damage by 35%, and Stand Behind Me (W) puts him in front of you: that is the protection Rebuttal (W) cannot give you against anything arriving by jump. Glacial Fissure (R) knocks up their whole line.
Crescendo (R) stuns the first target and slows everyone else caught in the wave, so their line stays still long enough for Radiant Volley (Q) to mark it. And Aria of Perseverance (W) is the healing that keeps an escape-less mage standing.
The Box (R) cages them in a 99% slow: nobody leaves the Solar Snare (E) zone and they are all still marked when you press Golden Eclipse (R). And Flay (E) shoves off whoever jumped on you, which is something you cannot do alone.
Take him when the enemy has a genuine diver: Pulverize (Q) and Headbutt (W) are how you get them off you, since Rebuttal (W) does nothing about a jump. But he wants to be in the middle of them and you want to be as far away as possible.