奈德丽
The champions Nidalee works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
A dodged Javelin Toss (Q) leaves you with no ranged answer until it comes back. Unstoppable Force (R) knocks up the whole group and holds it still and bunched: from there a max-distance spear cannot miss, and Aspect Of The Cougar (R) closes it out.
Brittle from Bellows Breath (W) stretches every crowd control by 30%, and your spear needs exactly that extra half second to arrive from max distance. Call of the Forge God (R) meanwhile knocks up several champions at the same time.
Fling (E) into Mega Adhesive (W) nails a champion to the spot: you stop leading the throw and simply spear them from max distance. And the glue stops them dashing out of your Bushwhack (W) traps.
You are among the squishiest champions in the game with no defensive cooldown of your own: Stand United (R) shields you from across the map exactly as they catch you, and Shadow Dash (E) taunts whoever pinned you down in Cougar form.
As Mega, Crunch (E) gathers them and Wallop (W) stuns the group: still targets standing close together are exactly the picture your spear wants. But Rage Gene (P) picks the moment for him, so you cannot plan an engage around it.
Ring of Frost (W) roots and Frozen Tomb (R) stuns on top of the root: nearly three motionless seconds. That is the window where Javelin Toss (Q) flies its full distance for all 225 magic damage and Aspect Of The Cougar (R) comes in to finish.
You have no defensive cooldown at all: any hard engage that reaches you deletes you. Hero's Entrance (R) lands on you from across the map with a shield and an area knock-up, and gives you back the time to shift into human form and leave.
You flank and you live in the brush thanks to Prowl (P): Destiny (R) reveals their entire team, so you know where to place Bushwhack (W) and when it is actually safe to commit. The Gold Card from Pick a Card (W) stuns 1.25 seconds for your spear.
With Pyromania (P) charged any of her spells stuns for a second, and Summon: Tibbers (R) does it to the whole group. Two sources of magic burst on the same pinned target: whatever your spear does not finish, she does.
Sleepy Trouble Bubble (E) puts a target to sleep from range, and whatever hits a sleeping target adds up to 40 true damage: a full-distance spear on a sleeper is your single biggest hit. It does need two slow skillshots to land back to back.
Frost Shot (P) slows on every single hit, and a slowed target cannot step out of your spear's line. Enchanted Crystal Arrow (R) opens the fight with a stun of up to 3.5 seconds: you throw from max distance, then shift into Cougar form.
Chain of Corruption (R) roots the first target and spreads to those beside them: it leaves you a frozen cluster, and that is when a full-distance Javelin Toss (Q) is worth double and your Bushwhack (W) traps work under their feet.
Deadly Flourish (W) turns into a root on anyone who has just taken damage from an ally: your spear switches it on by itself, even from outside their range. Then Curtain Call (R) executes whoever you left at half health.
Condemn (E) slams a champion into terrain and stuns them: in the jungle and around the pits walls are everywhere, and that is where you spend your game. It depends on the terrain, though - in the open it stays just a shove.
Dark Binding (Q) is a full two-second root: that is the max-distance Javelin Toss (Q) you cannot miss. And Black Shield (E) blocks the crowd control that pins you down, which is the only thing that really kills you.
Grasping Roots (E) roots from range and Stranglethorns (R) knocks up whoever is still standing there two seconds later: two different ways of handing you a motionless target. And her garden covers the same chokepoints you mine with Bushwhack (W).
Death Sentence (Q) rips a carry out of the front line and holds them for 1.5 seconds: the isolated target Aspect Of The Cougar (R) wants. And the Dark Passage (W) lantern is the escape you lack when Pounce (W) leaves you in the middle of them.
Aqua Prison (Q) knocks up and Tidal Wave (R) chains a second knock-up before the first one ends: the target stays airborne long enough to eat the full-distance spear and then Takedown (Q) in Cougar form.
Zenith Blade (E), Shield of Daybreak (Q) and Solar Flare (R) are the longest single-target lockdown chain there is: it hands you the time to throw and then to jump in. She commits first, though, and you would rather have poked half their health off already.