尼菈
The champions Nilah works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Apotheosis (R) drags them together and Unstoppable Force (R) knocks them up in the same spot: two group-wide holds back to back. You stay in the middle swinging, which is where Joy Unending (P) refills your health on every crit. Ground Slam (E) cuts their attacks.
Your engine is Slipstream (E) connecting over and over: Brittle from Bellows Breath (W) stretches every crowd control by 30%, so targets stay where Apotheosis (R) left them. Call of the Forge God (R) meanwhile knocks up an entire line of them.
The Equalizer (R) covers a huge zone with a 45% slow: drop it on the pile Apotheosis (R) has just dragged together and nobody walks out. Flamespitter (Q) wants the same enemies stuck in melee that you are already holding there.
Jubilant Veil (W) stops neither abilities nor crowd control - it says so on your own card. Fling (E) pulls the diver off you and Mega Adhesive (W) stops them dashing straight back in, which is the one way Slipstream (E) gets shut down.
As Mega, Crunch (E) gathers them and Wallop (W) stuns the group: more bodies close together means more targets for the Formless Blade (Q) cone and more healing. Rage Gene (P) decides the timing, though, and you would rather choose it.
Command: Shockwave (R) yanks their team into one spot and Apotheosis (R) keeps it there: inside that pile every crit heals you and the Formless Blade (Q) cone hits four bodies. Command: Protect (E) on you adds a shield and resistances as you go in.
Slicing Maelstrom (R) pulses every half second and keeps reapplying Mark of the Storm (P) to everyone: on the group Apotheosis (R) has just packed together the third stack lands on all of them, a team-wide stun while you swing inside it.
Demonic Ascension (R) drains everyone standing near him and Nevermove (E) pulls them in: he wants the enemy bunched for exactly the same reason you do. He is also a second body in the middle, so you are not the only one soaking the focus.
You are fragile until the crit items land, and Jubilant Veil (W) does not cover abilities. Hero's Entrance (R) drops onto you with a shield and an area knock-up exactly when they have interrupted Slipstream (E) and you are about to die in the middle.
Pyroclasm (R) bounces between nearby enemies and Conflagration (E) spreads Blaze (P) through the pile: on a group dragged together by Apotheosis (R) the chains never break. It needs you to open, though, and not every game lets you.
Bullet Time (R) only pays off on enemies that cannot move: Apotheosis (R) drags them into one spot and slows them, and Make It Rain (E) lays a second slow on top. It is the pair of ultimates that ends a fight on its own.
Jubilant Veil (W) covers your closest ally, and the only one standing inside the brawl with you is her: attack immunity and magic damage reduction for two. Inferno Trigger (R) then wants the very pile Apotheosis (R) gathers.
Chain of Corruption (R) roots the first target and spreads to those beside them: on the cluster Apotheosis (R) just pulled together it locks every one of them, and you keep hitting still targets while Slipstream (E) keeps refreshing.
Lightning Crash (R) refunds its own duration on every hit on a champion: inside the pile your Apotheosis (R) is holding, it simply stops running out. Zeri sits under a 50% win rate, though, and it all hangs on your gather landing.
Crowd control that interrupts Slipstream (E) turns off your damage, your healing and your mobility all at once - your own card says so. Black Shield (E) eats it before it lands, and Dark Binding (Q) holds a target still for two seconds of crits.
Magnet Storm (R) drags scattered enemies in toward her: two gathers in the same fight alongside Apotheosis (R). Shattering Strike (Q) breaks the shields that would eat your crits, and being melee she is the one who picks up Jubilant Veil (W).
Crescendo (R) stuns the front of the pile you have just gathered, and her auras keep you standing while you soak damage in melee. Song of Celerity (E) gives you the speed to cross the poke you are forced to walk through on foot.
You have to walk through poke and zoning just to start doing damage: an empowered Inspire (E) gives you a shield and speed for exactly that stretch. Focused Resolve (W) then roots the target you are about to throw Slipstream (E) at.
Unbreakable (E) intercepts the projectiles that punish you while you walk into melee, and Concussive Blows (P) stacks off your hits until it stuns. His shield works behind the line, though, and you live inside theirs.