奥恩
The champions Ornn works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Absolute Zero (R) is a channel enemies cancel just by walking away: after the ram from Call of the Forge God (R) has knocked the group up together, they can't. He dumps all the damage you lack right in there, and Snowball Barrage (E) roots whoever tries to leave.
From level 7, Living Forge (P) hands a nearby ally the right to shop from anywhere on the map: you're giving an S+ jungler who lives in the enemy jungle the option to never walk home before a dragon. And Infinite Duress (R) suppresses whoever Volcanic Rupture (Q) already slowed.
Curse of the Sad Mummy (R) is a 1.5-second stun on the whole group, and you've already pinned them with your knock-up: stacked together they stay still long enough for damage to land, which is exactly what your own kit doesn't produce.
Moonfall (R) only works up close and only if enemies stay put: your knock-up keeps them exactly there. Your front line lets her come in with Lunar Rush (E) without eating the engage, and she closes the fights you open.
Situational but real: from level 7 Living Forge (P) lets her buy without walking home, and for a jungler who lives on tempo and brush speed from Prowl (P) that edge is worth more than for anyone else. You share no lockdown combo, though.
Searing Charge (E) crashed into the lava wall from Volcanic Rupture (Q) is a guaranteed knock-up that comes back every trade: Last Breath (R) gets a window in every skirmish, not one per teamfight tied to an ultimate.
Slicing Maelstrom (R) pulses every half second and keeps reapplying Mark of the Storm (P) to whoever stays inside: the ram's knock-up holds them there and the Volcanic Rupture (Q) wall shuts the way out. They leave that storm stunned, or they don't leave.
Command: Protect (E) on you shields you and adds resistances exactly while you walk in first, and it moves the ball to where the fight will happen: from there Command: Shockwave (R) pulls into one spot everyone the ram just knocked airborne.
Vision of Empire (W) deals 50% bonus damage to anyone already locked down, and your knock-ups are what switch that on. Then Demonic Ascension (R) drains the group you're holding in place, which is the damage your kit lacks entirely.
Justice Punch (E) and the Shield of Durand (W) taunt pin the target down so it can't slide out of Searing Charge (E), your only reliable knock-up. Careful though: two low-damage tanks only hold up if the rest of the team brings plenty.
He has no dash and no blink, and he dies exactly one way: with a diver on him. Searing Charge (E) and the ram's knock-up peel it off. On top of that, from level 7 Living Forge (P) lets him buy the piece he's missing without giving up the wave.
Bullet Time (R) fires twelve waves in three seconds and only pays off against motionless or clumped enemies: the recast of Call of the Forge God (R) knocks up the whole line in front of her. You open, she supplies the damage you don't have.
Dragon Practice (P) only grows if he keeps hitting champions while staying alive: you hold the front line for him, and Living Forge (P) hands him his item spike without costing him a wave. It's the one way your late game actually hurts.
Deadly Flourish (W) roots anyone an ally has just hit, and Volcanic Rupture (Q) clips the whole line: you switch it on for free with every poke. Curtain Call (R) then wants targets that can't move, like the ones caught under your knock-up.
Inferno Trigger (R) can delete a group in a couple of seconds but it forces her to stand in the middle of them: after your knock-up that spot holds, because you're the one soaking. It only counts if she commits, and not every Samira does.
Your stated flaw is that anyone with a dash simply walks out of Searing Charge (E): Twisted Advance (W) roots them, and a rooted target can still be displaced, so the wall knock-up becomes automatic. Nature's Grasp (R) does the same to a whole line.
Beat Drop (E) escalates from a slow to a root and then a stun if the target has already been crowd-controlled: your knock-up promotes it two steps at once. Encore (R) extends every time it clips a champion, and you leave them lined up for her.
Crescendo (R) goes off while enemies are already floored by the ram, so it extends the lockdown instead of wasting it, and Song of Celerity (E) gives you the move speed your kit lacks to be in the right spot when the fight starts.
You're slow and you don't dodge projectiles: Unbreakable (E) eats them and cuts the damage while you walk into their team. And Glacial Fissure (R) knocks up an entire line during the minutes Call of the Forge God (R) is on cooldown.
Magnet Storm (R) drags scattered enemies together, which is exactly the line the recast of your ram wants to find in front of it. Two tanks are heavy, though: only take it if the damage is already sitting in mid and bot.