努努和威朗普
The champions Nunu & Willump works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Absolute Zero (R) is beaten by simply walking away, and Unstoppable Force (R) is the engage that takes walking off the table for everyone: fired once your channel is already running, the group stays airborne inside those three seconds.
Bellows Breath (W) makes enemies Brittle and stretches the crowd control that follows by 30%, so the Biggest Snowball Ever! (W) knock-up simply lasts longer; and the Call of the Forge God (R) recast re-launches whoever was leaving the channel.
Shadow Dash (E) forces enemies to walk into you instead of away from you, the exact opposite of how Absolute Zero (R) gets beaten. And Stand United (R) shields you mid-channel, which is when everything gets focused onto you.
Your guide says to bait out dashes before you commit Absolute Zero (R): Steadfast Presence (W) turns them into a self-inflicted root, so anyone dashing out of the channel plants themselves. Worth the exception to her 48% win rate.
Fling (E) throws back into the channel whoever already got out, and anyone landing on Mega Adhesive (W) is rooted on the spot. But Singed spends the game shoving a side lane: he only counts in the fights he decides to show up for.
Command: Shockwave (R) drags everyone into a single point, and that point is where Absolute Zero (R) hurts most; if she puts Command: Protect (E) on you first, that shield is also what gets you to the end of the three-second channel.
Ring of Frost (W) roots everyone standing around her and Frozen Tomb (R) freezes the most dangerous target: those are the seconds in which nobody can walk out of your channel, which is the only way the channel gets wasted.
Hero's Entrance (R) lands on the ally who already opened the fight: on you that means a knock-up on everything around you mid-channel, plus a shield that keeps the three seconds of Absolute Zero (R) alive.
With your slow on them the only way to leave the channel is a dash: laid along the rim, Unraveled Earth (E) cuts it short and stuns them, and Seismic Shove (W) shoves back in whoever nearly walked out.
Event Horizon (E) is a cage that stuns anyone crossing its edge: placed around Absolute Zero (R), walking out simply stops being an option. But Veigar sits at a 45.7% win rate in China, so it comes down to who is piloting him.
Your guide warns that a freshly rolled snowball knocks up nobody: Frost Shot (P) slows on every hit and Enchanted Crystal Arrow (R) stuns for up to 3.5 seconds, which is the time Biggest Snowball Ever! (W) needs to grow and connect.
Your personal damage is low and someone else has to convert: Bullet Time (R) is that damage. She normally wastes it because enemies walk out of the cone, and knocked up and slowed inside Absolute Zero (R) nobody walks anywhere.
Curtain Call (R) wants targets that stay put and a clean line: against a group you just nailed down he fires on a sure thing, and Deadly Flourish (W) roots anyone you have already tagged with Snowball Barrage (E).
Chain of Corruption (R) roots the first target and spreads to whoever stands nearby: against enemies you have just clumped and slowed, the chain never misses a link, and nobody leaves the channel while it spreads.
Wild Rush (E) resets on every takedown, so inside a knocked-up, slowed pile she chains from one target straight onto the next. But if your channel gets interrupted she is stranded in there alone, and you have nothing to pull her out with.
Your guide lists two ways to throw the combo away: a knock-up or a silence before the snowball detonates, and an interrupted channel. Black Shield (E) on you before you commit removes both, and Dark Binding (Q) roots for two seconds.
The Box (R) seals the escape routes with walls that slow anyone crossing them by 99%: it is literally the answer to Absolute Zero (R) being beaten on foot. And Death Sentence (Q) drags back the one who managed it anyway.
Magnet Storm (R) drags grouped enemies toward her instead of knocking them away: it is the one engage ultimate that doesn't scatter the pile you just built, and it holds them inside the channel while it runs.
Crescendo (R) stuns the first target it touches and slows everyone else caught inside: chained onto the end of your channel it doubles the window in which nobody walks. And once it lands her auras stay empowered for twenty seconds.
Solar Flare (R) is an area stun that people normally dodge on foot: against enemies your slow has already pinned down, dodging stops working. And Sunlight (P) adds damage to everything your team hits right afterwards.