奥莉安娜
The champions Orianna works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Unstoppable Force (R) cannot be stopped: attach the Ball to him with Command: Protect (E) and it rides in with the charge, so Command: Shockwave (R) fires from the middle of their team instead of from your backline. He is also the frontline keeping assassins off you.
Searing Charge (E) into terrain is worth a 1.25-second knock-up and Call of the Forge God (R) opens another one across the whole group: those are the two windows where the Command: Shockwave (R) wind-up your page calls its flaw stops mattering.
Your page names Zed and Fizz as the ones who delete you once your shield and Flash are both down: Shadow Dash (E) taunts them from range before they ever reach you, and Stand United (R) shields you from anywhere on the map.
Fate Sealed (R) hits everything along its path: Command: Shockwave (R) lines it up by gathering their team into a single spot. And Command: Protect (E) parked on him is shield and resistances on the most fragile body you have up front.
Only if she fights alongside you: with the Ball attached, The Hextech Ultimatum (R) carries it onto their carry and Command: Shockwave (R) fires from there, collecting whoever comes to peel. If she flanks far away all game, the Ball never gets there.
Cease and Desist (R) is unstoppable and point-and-click: no crowd control can stop it, so with Command: Protect (E) on her the Ball reaches their backline guaranteed, and Command: Shockwave (R) fires from in there instead of from outside.
Curse of the Sad Mummy (R) locks the group for 1.5 seconds, longer than the Command: Shockwave (R) wind-up: the pull lands on people who cannot leave. And Cursed Touch (P) adds true damage to every spell you cast, and all of yours are magic.
Frenzying Taunt (E) nails their carry in place for the full duration, and with the Ball on him Powerball (Q) delivers it into their team, where you would never walk. Command: Shockwave (R) then gathers everyone around the target he taunted.
Absolute Zero (R) hurts more the more targets it catches, and his page says that without setup people simply walk out of it: Command: Shockwave (R) drags them back in. Command: Protect (E) on him is the shield that carries the channel to the end.
The Command: Protect (E) shield goes into the fight with him and holds while Spirit of Dread (W) heals him back. But Onslaught of Shadows (R) fears apart exactly the cluster Command: Shockwave (R) wants: either he ults first, or you cancel each other out.
Bullet Time (R) is three stationary seconds and her page says anyone with a dash simply walks around it: Command: Shockwave (R) gathers them into one spot right in front of her, and Command: Dissonance (W) slows whoever tries to leave the cone.
Chain of Corruption (R) spreads between nearby enemies: on a team just compressed by Command: Shockwave (R) the chain catches all of them instead of two. And Blighted Quiver (W) turns that pile into damage armour alone cannot answer.
She has to reach point-blank and her page says ranged crowd control stops her before she gets there: Command: Protect (E) gives her shield and resistances as she comes in with Wild Rush (E), and Command: Shockwave (R) piles them into her Inferno Trigger (R).
He has no dash and his page says any dive that reaches him ends the fight: with Command: Protect (E) on him he gets shield and resistances, and Command: Shockwave (R) fires from where he stands, sucking in whoever jumped him.
Worth it in long games, once the Dragon Practice (P) stacks are there: MMOOOMMMM! (R) on a group just compressed by Command: Shockwave (R) leaves nobody a way out. Before that he neither protects you nor opens anything for you.
Your page says that with no dash and no blink, once the shield is down you are dead: the Dark Passage (W) lantern is the dash you never had. And The Box (R) holds the people Command: Shockwave (R) just gathered instead of letting them scatter.
The written limit of Command: Shockwave (R) is the wind-up before the pull resolves: the Zenith Blade (E) root into the Shield of Daybreak (Q) stun is over two seconds where nobody can leave, and Solar Flare (R) stretches it further.
Unbreakable (E) intercepts projectiles and cuts the damage that gets through by 35%: the direct answer to the burst your page says deletes you the moment they reach you. And Glacial Fissure (R) knocks up the line you then fire Command: Attack (Q) through.
Crescendo (R) stuns whoever it touches and slows everyone caught inside: that is the lockdown covering the Command: Shockwave (R) wind-up. And Song of Celerity (E) is the only movement speed you will ever get, since your kit produces none.
Build around it only if you both play for picks: Rocket Grab (Q) hands you an isolated target and Static Field (R) silences their answer. But Command: Shockwave (R) wants a group, and if the hook misses neither of you has an engage.