内瑟斯
The champions Nasus works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Unstoppable Force (R) hands you half the enemy team knocked up and standing still: with no dash and no blink, that is how you reach anyone without chasing. Pop Fury of the Sands (R) on the knock-up and grind out empowered Siphoning Strike (Q) hits.
Your problem is never the late game, it is the first ten minutes: Stand United (R) shields you and drops Shen next to you from anywhere on the map. Shadow Dash (E) then taunts a target and holds it still inside Wither (W).
Living Forge buys and upgrades without recalling, and from level 7 it extends that to a nearby ally: you live off Siphoning Strike (Q) stacks, so you never give up a wave. Call of the Forge God (R) adds the knock-up that holds everyone in place.
You never catch anyone who owns a dash: Mega Adhesive (W) takes exactly that away, slowing and rooting whoever lands in it. Fling (E) then throws the target behind Singed, right inside Wither (W) and Siphoning Strike (Q) range.
GNAR! (R) slams a group into a wall and stuns them, and Wallop (W) adds 1.25 seconds of area stun: those are the windows where a champion with no dash reaches everyone and stacks Siphoning Strike (Q) without chasing.
Thundering Smash (Q) is a reliable stun that pins a target inside Wither (W) range, and Stormbringer (R) disables a turret for three seconds, which your stacks then tear down. Worth it when the game is decided on structures, not teamfights.
Curse of the Sad Mummy (R) is a 1.5-second area stun on the whole group: for a champion with no dash, that is the entire fight served up standing still. Pop Fury of the Sands (R) before the stun and grind them down with Siphoning Strike (Q).
Kiters are the one thing you never catch: Cataclysm (R) walls the target into an arena it cannot leave, where all it can do is sit inside Siphoning Strike (Q) range while Wither (W) pins it down.
Frenzying Taunt (E) forces the enemy carry to stand there hitting Rammus, who cannot kill anyone by himself. You can: Wither (W) on top plus empowered Siphoning Strike (Q) for the whole taunt turns an untouchable target into a still one.
What you need is to survive the early levels, and Warwick punishes whoever is shoving you off experience. Infinite Duress (R) is a point-and-click suppress nobody dodges: a full second of empowered Siphoning Strike (Q) hits.
Biggest Snowball Ever! (W) knocks up the front line and Absolute Zero (R) buries everyone in a heavy slow: two area controls that walk you into melee without chasing, the one thing your kit cannot do on its own.
Cease and Desist (R) is unstoppable and point-and-click: it reaches the carry you would never catch and hands her over suppressed. But Vi alone inside the enemy team dies, so take her when the game hinges on shutting down one threat.
Frost Shot slows on every single hit and Enchanted Crystal Arrow (R) stuns from across the map: for a champion without a single dash, a partner who keeps everyone slowed is literally how you get into melee range.
Kog'Maw dies exactly one way, when someone reaches him, and Wither (W) strips that someone of movement and attack speed for a long time. You are the body up front with Fury of the Sands (R); he brings the range you do not have.
Bullet Time (R) is a stationary three-second channel that needs someone holding the line: Fury of the Sands (R) gives you health, armour and magic resist in exactly that window, and Wither (W) pins whoever tries to walk into it.
Deadly Flourish (W) roots anyone who just took damage from an ally, and Spirit Fire (E) burns a whole group at once: Jhin picks whoever he likes out of everyone you tagged, and a rooted target is a Siphoning Strike (Q) target.
Chain of Corruption (R) roots one target and the corruption chains to everyone nearby: a group locked in place is exactly what you are missing, because with no dash you only reach people who cannot walk away.
Dark Passage (W) is the dash you do not have: the lantern shields you and pulls you out when they jump you, or throws you into the fight at full health. Death Sentence (Q) drags a target straight into Wither (W) range.
Song of Celerity (E) gives you the movement speed your kit simply never provides, and Crescendo (R) stuns and slows the whole enemy line: two seconds of standing still in front of a Nasus with Fury of the Sands (R) up is enough.
Siphoning Strike (Q) is coded as a basic attack, so Tidecaller's Blessing (E) stacks bonus magic damage and a slow on top of it: you hit harder and nobody walks away. Tidal Wave (R) knocks up whoever was keeping you at arm's length.
Nature's Grasp (R) rolls through the fight and roots the whole enemy formation, then Twisted Advance (W) pins whoever ends up isolated a second time: two root windows are two windows where Siphoning Strike (Q) never misses.
Time In A Bottle lets him hand you free experience, which is exactly what you lose when a bully shoves you off the wave in the first ten minutes. Later, Temporal Mirage (E) slows anyone running and Chronoshift (R) revives you mid-fight.
Fury of the Sands (R) opens a tank window, and Wish (R) plus Astral Infusion (W) stretch it until the fight is over. But Soraka never brings anyone closer to you: take her when you are the frontline, not when you need to catch a carry.