莫德凯撒
The champions Mordekaiser works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Cease and Desist (R) is point-and-click and unstoppable: it hands you their carry, ripped out from behind the front line and alone. That's the one condition where Obliterate (Q) gets its 45% bonus, and you'd never have reached her yourself.
Crescent Guard (R) knocks back everyone except his Challenged target and blocks damage coming from outside: he literally builds the 1v1 your whole kit lives on. You hook in with Death's Grasp (E) and Obliterate (Q) hits a lone champion.
Cataclysm (R) seals a target inside a wall, away from their team: you get the isolation Obliterate (Q) lives on without spending Realm of Death (R), which you keep for the next champion. If you're inside the ring too, it's a 2v1.
You have no dash and they kite you all game: Frenzying Taunt (E) nails their carry down for the seconds you need to walk over, and Powerball (Q) brings the engage in from off-screen while you're still on your way.
Once he marks a target with Cursed Touch (P), every point of magic damage it takes carries bonus true damage with it, and your kit is magic from the first hit to the last, so all of it gets amplified. Curse of the Sad Mummy (R) meanwhile buys you 1.5 seconds to walk in.
Paranoia (R) blacks out their whole team's vision: in those seconds a slow, dashless champion like you can cross the field without being pre-kited. It only counts if you play that moment together, otherwise he dives and you're left behind.
You engage with no exit and no peel: Hero's Entrance (R) arrives from half a map away, knocks up whoever is on you and shields you exactly when you've already spent everything. Before that, Justice Punch (E) and the Shield of Durand (W) taunt hold the target still for you.
Ring of Frost (W) roots and Frozen Tomb (R) stuns on top of it: that's nearly three seconds where the target can't move, exactly the time you need to walk over and land Obliterate (Q) on an isolated champion.
With Pyromania (P) charged, anything she casts becomes a one-second stun, and Summon: Tibbers (R) puts it on a whole group: that's the window where a dashless melee actually gets in, instead of chasing for the entire fight.
Sleepy Trouble Bubble (E) puts an enemy to sleep away from their team: you stroll over and Obliterate (Q) catches them alone, with the 45% bonus. She's also the highest win rate mid on the server, so the synergy costs you nothing in tier.
The gold card from Pick a Card (W) stuns for 1.25 seconds, enough to land Death's Grasp (E). The real reason is Destiny (R), though: seeing the whole map tells you when a target is alone, and that's when Realm of Death (R) isn't wasted.
If she bonds you as her Oathsworn, Fate's Call (R) launches you into their team, knocking up everyone you hit: that's the dash you don't have, and it delivers exactly the bodies Darkness Rise (P) wants around you. The same ability pulls you back out if the dive goes wrong.
Frost Shot (P) slows on every single hit, so the target stops walking away from you; Enchanted Crystal Arrow (R) stuns for up to 3.5 seconds from off-screen. Those are exactly the two things your kit is missing entirely.
Caustic Spittle (Q) shreds the target's magic resist, and every point of damage you deal is magic: all your hits land harder. In exchange, Realm of Death (R) removes the diver for seven seconds, and a diver is the only way Kog'Maw ever really dies.
Dragon Practice (P) only grows if he keeps hitting champions and staying alive: Realm of Death (R) on the assassin hunting him buys seven free seconds, and late in the game those stacks are the damage you don't have.
Deadly Flourish (W) turns into a root on anyone an ally has just damaged: Death's Grasp (E) switches it on every time you pull. And Curtain Call (R) wants targets that can't move, which is exactly who you're already holding down.
Rocket Grab (Q) rips a target out from behind their team and Power Fist (E) knocks them up the moment they land: it hands them over isolated and motionless, the one situation where Obliterate (Q) gets its 45% and Realm of Death (R) is a decided kill.
Black Shield (E) eats the first crowd control aimed at you, and it's crowd control, not damage, that stops a champion with no dash. Dark Binding (Q) does the reverse: two full seconds where the target stands there waiting for you.
Inspire (E) gives you a shield and a big burst of speed: for someone who has to walk there it's the closest thing to a dash, and the empowered version lets a second ally pick it up too. Focused Resolve (W) meanwhile roots whoever is kiting you.
Death Sentence (Q) holds the target still for a second and a half while you walk over, and the Dark Passage (W) lantern is the only exit you'll ever get: your own card says it plainly, outside Death's Grasp (E) you have no peel and no disengage.
Song of Celerity (E) opens a move speed aura for the whole team every time she casts it, and for a dashless melee that's what decides whether you get there at all. Crescendo (R) opens the window, and she's the highest win rate support on the server.
Zenith Blade (E) roots and drags her onto the target, Shield of Daybreak (Q) stuns right after: a chain long enough for you to walk in. It needs her to engage first, though, and in China she sits under a 50% win rate.