莫甘娜
The champions Morgana works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Soul Shackles (R) hits every nearby enemy champion but forces you to stay there until the second pulse: Unstoppable Force (R) hands them to you floored and bunched, and he is the body keeping away whoever would punish you.
Your page says that with no dash you die to any dive once your cooldowns are spent, which is exactly where you stand during Soul Shackles (R): Stand United (R) shields you from half a map away and Shadow Dash (E) taunts the diver.
His page says that beyond the Apprehend (E) pull he has no way to reach anyone: the two seconds of Dark Binding (Q) hand him the Decimate (Q) outer blade, five stacks of Hemorrhage (P) and Noxian Guillotine (R) for free.
All Out (R) rips their carry away from the team and roots it: alone and held still, it is the ideal target for Tormented Shadow (W), which hurts more the lower their health drops. And Footwork (E) dashes to you and shares his shield.
Worth it only if he agrees to fight with you instead of proxying: Fling (E) throws the target behind him, straight into Tormented Shadow (W), and Mega Adhesive (W) roots it there. If he spends the game in their jungle, you never see him.
His page says crowd control caught mid-leap shuts off Infinite Duress (R): Black Shield (E) is the only button that stops that. And Tormented Shadow (W) ramps as health drops, pushing targets under 35% where Blood Hunt (W) surges.
Cursed Touch (P) makes every magic hit carry true damage and your kit is magic from first spell to last: Tormented Shadow (W) ticks nonstop, so the amplification stays on. Curse of the Sad Mummy (R) into Soul Shackles (R) chains three seconds of lockdown.
Cataclysm (R) seals a target inside a ring it cannot leave: in there it can neither dodge Dark Binding (Q) nor step out of Tormented Shadow (W), which burns on it the whole time. His page says all he needs is the right target.
His page lists two ways the combo dies: a knock-up before Biggest Snowball Ever! (W) detonates, and an interrupted Absolute Zero (R) channel. Black Shield (E) on him before he commits removes both of them.
Worth it when he is the win condition and they own one crowd control that matters: Black Shield (E) eats the taunt his page says kills him the moment Alpha Strike (Q) ends. But he gives you no protection back at all.
Soul Shackles (R) forces you to stand among them for three seconds, and that is when you die: Hero's Entrance (R) lands on you from anywhere on the map with a shield and a knock-up. In return, Black Shield (E) covers the crowd control that breaks Shield of Durand (W).
His page spells it out: Vision of Empire (W) deals 50% bonus damage to a target already locked down. The two seconds of Dark Binding (Q) hand him that bonus without having to gamble on the Nevermove (E) return wave.
Command: Shockwave (R) gathers their team into a single spot, which is exactly what Soul Shackles (R) needs to stun all of them at once. And Command: Protect (E) on you is the shield that gets you to the second pulse.
Her page says that without a landed skillshot she has nothing left, and Sleepy Trouble Bubble (E) is the slowest one in the game: on a target held for two seconds by Dark Binding (Q) it cannot be dodged, and the sleep doubles the lockdown.
Only worth it when she is already ahead: her page says a single crowd control effect cancels Death Lotus (R) outright, and Black Shield (E) is the button that absorbs it. But she is among the weakest picks right now and gives you nothing back.
Fate's Call (R) launches her Oathsworn into the enemy team: that body is you, and you land with Soul Shackles (R) exactly where you need to be, which with no dash you could never manage. Sentinel (W) adds damage whenever you both hit the same target.
Her page says hard crowd control shuts her combo down before it starts and that she has to reach point-blank: Black Shield (E) opens the road for Wild Rush (E), and the two seconds of Dark Binding (Q) are the still target she climbs Style on.
Deadly Flourish (W) roots anyone an ally has just damaged: Tormented Shadow (W) ticks nonstop on whoever stands in it, so his root stays permanently armed. And on a target that cannot move, Curtain Call (R) reaches its fourth shot.
Bullet Time (R) is a stationary three-second channel and her page says a single crowd control effect cuts it short: Black Shield (E) on her before she starts protects it. And Make It Rain (E) over Tormented Shadow (W) is a patch nobody walks out of.
Worth it if you both play the lane aggressively: the two seconds of Dark Binding (Q) are two free axe catches, and Black Shield (E) cancels the hook that ends his game. Against a poke lane, though, you have no healing to keep him up, and your page says so.