奥拉夫
The champions Olaf works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
With no dash and nothing at range, a mobile target simply stays out of your reach: Shadow Dash (E) forces it to walk into you and holds it there. And Stand United (R) brings Shen across the map to wherever you decided to dive.
Ragnarok (R) is immunity, not lockdown: the carry you want never stands still on her own. Call of the Forge God (R) knocks her up along with the whole front line, and Bellows Breath (W) makes her Brittle, so every hit of yours lands heavier.
Your only ranged tool is the Undertow (Q) axe, and when it misses a runner is gone: Fling (E) throws him back at you and Mega Adhesive (W) roots him where he lands, inside the range of your auto-attacks.
Unstoppable Force (R) knocks up half their team and opens the road to the backline you could never reach without a dash; and Ground Slam (E) cuts the attack speed of whoever tries to stop you on the way through.
All Out (R) knocks a carry away from her team and roots her: that is the isolated duel your kit is built to win. With no dash you have to walk there, though, so it only counts if you are already close when he goes.
Your one written weakness is simple: anything that dashes away is gone for good. Unraveled Earth (E) cuts short and stuns every dash across it, and Seismic Shove (W) can throw the fleeing carry straight back at you.
Frozen Tomb (R) freezes the target in place for the seconds you need to unload Reckless Swing (E) and your autos onto it: the way to survive you is to run, and she is the one who takes that option away.
With a Spell Flux (E) mark applied first, Rune Prison (W) becomes a real root instead of a slow: that is the lockdown your kit doesn't bring, on the target that would otherwise kite you for the whole fight.
Command: Shockwave (R) yanks into a single point the team that was peeling away from you: with no dash and no ranged tool that is the only way to get the carry back in reach, and it lands while Ragnarok (R) ignores their crowd control.
Justice Punch (E) into the Shield of Durand (W) taunt chains two crowd-control effects onto the target you buried yourself in; and Hero's Entrance (R) can land on you from half a map away when you go in first and end up alone.
Undertow (Q) only slows if the axe connects, and you throw one at a time: Frost Shot (P) slows on every hit without aiming at anything, and Enchanted Crystal Arrow (R) pins from off-screen the carry you were chasing on foot.
Captive Audience (E) seeds traps along the escape routes: anyone who walks over one is slowed and Deadly Flourish (W) roots them right after. You can never close a gap once it opens, so his job is making sure it never does.
Chain of Corruption (R) roots from screen-wide range and spreads between nearby enemies: if it catches the carry, you can walk over there without anyone moving her. And Hail of Arrows (E) slows the ground you are crossing.
Bladecaller (E) roots for 1.25 seconds anyone carrying three feathers, and she seeds them across any trade without having to land one big skillshot: that is the pin you lack. But she is a carry to protect, and you peel for nobody.
Berserker Rage (P) hands you attack speed exactly when you are about to die, and Concussive Blows (P) counts every single hit: at that rate the target reaches four marks in no time and stays stunned for over a second, with no ultimate spent.
Ragnarok (R) makes you immune to crowd control but hands your team none of it: Leona brings the longest lockdown in the game onto the target you picked, and Eclipse (W) lets her stand in there while you finish it off.
Your passive rewards missing health, so a heal actually dulls Berserker Rage (P) while a shield does not: the empowered Inspire (E) gives you exactly that plus the speed for the last stretch, and Focused Resolve (W) roots whoever restores it.
The Quickness (R) charms everyone standing around him, and a charmed enemy walks toward him instead of away from you: that is the one second in which a mobile carry stays inside your range without you needing a dash.
Nature's Grasp (R) roots a whole formation down a narrow corridor: while they are stuck you walk through their front line, which is the only way you have of getting through it. Then Twisted Advance (W) pins whoever peels off to run.