派克
The champions Pyke works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Pyke spends the game far from lane, alone, inside their jungle: Stand United (R) is the only thing that stops that ambush from staying a 1v1. Shadow Dash (E) taunts whoever chases you, and the damage his page admits he lacks is what Death From Below (R) provides.
His page says that once Stormbringer (R) is down he simply gets kited: Bone Skewer (Q) drags the target onto him and Phantom Undertow (E) pins it, so Frenzied Maul (W) bites someone who cannot walk away.
On the third cast Ntofo Strikes (Q) becomes a pulling shockwave with a 0.75-second stun: chained onto Phantom Undertow (E) that holds long enough to reach Death From Below (R). And Footwork (E) hands you a shield, the one thing you do not own.
His page says mobile opponents step out of the telegraphed The Darkin Blade (Q) swings: a target dragged in by Bone Skewer (Q) and pinned under Phantom Undertow (E) steps nowhere, and Infernal Chains (W) yanks it back if it tries.
Worth it if the game is decided before minute twenty: Ruthless Predator (W) stuns right after yours and Dominus (R) is the window where his all-ins cannot be punished. After that his page admits he falls off hard, and you stay as fragile as he is.
Your limit is that the hook locks but does not kill: the guaranteed Savagery (Q) crit off an Unseen Predator (P) leap is that damage. And between Thrill of the Hunt (R) and Ghostwater Dive (W) you are two invisible bodies arriving from the same flank.
Blood Hunt (W) throws him at anyone under 35% health, which is exactly the target Death From Below (R) is about to execute. And Infinite Duress (R), which his page calls dodgeable, cannot be dodged on a body already pinned by Phantom Undertow (E).
Taste Their Fear (Q) hurts far more on an isolated target, and tearing someone away from their team is precisely what Bone Skewer (Q) does. He is C tier under 49%, but he is also the only jungler who roams the map invisible the way you do.
Javelin Toss (Q) hurts more the farther it flies, up to 225 magic damage: on a target hooked and stunned by Phantom Undertow (E) the full-distance spear always lands. And Prowl (P) gets her to your ambushes as fast as you get there yourself.
Situational, since he sits at C tier under 49%: every Death From Below (R) execution leaves him a ghost, and Sovereign's Domination (P) turns your kill into a second body to pilot. But if the first pick never lands, neither of you has a plan B.
Destiny (R) reveals the whole map and teleports him into your ambush: two on two in their jungle, one hook is a death sentence. And the Gold Card from Pick a Card (W) adds 1.25 seconds on top of Phantom Undertow (E), enough to reach Death From Below (R).
Charm (E) is 1.4 seconds of single-target lockdown and Spirit Rush (R) brings her along on your ambushes instead of leaving you alone: two roamers. Her burst is the damage that drops the target under your execute threshold.
Hero's Entrance (R) drops him from across the map right onto you, always alone and always too far forward, and it leaves you a shield too. His page says an alert team just walks out of the landing zone: out of Phantom Undertow (E) nobody walks.
Two players who roam instead of farming: Bone Skewer (Q) and Phantom Undertow (E) hand him the stationary target Death Mark (R) needs, and under half health Contempt for the Weak (P) adds magic damage to every one of his hits.
Worth it while the game is still young: Chum the Waters (R) slows hard and sets your hook up from range, and Rending Wave (W) resets on every kill. But neither of you heals, shields or survives a hit: one bad trade and you both die.
Death From Below (R) leaves the assisting ally 100% of the kill's gold, and League of Draven (P) turns Adoration stacks into more gold on top: nobody converts your picks into items the way he does. Stand Aside (E) punishes whoever jumps you.
Her page says that outside point-blank range she is an ordinary carry, and that keeping her away is enough to shut her down: Bone Skewer (Q) brings the body to her instead of forcing her to walk in. And Wild Rush (E) resets on every takedown, which you produce.
Ardent Blaze (W) marks a target and hands 65 bonus movement speed to whoever follows up on the mark: that is you, arriving with Bone Skewer (Q) already charged. It is a lane that lives on levels 1-5, exactly the window where you are strongest.
Deadly Flourish (W) roots anyone an ally has just damaged, and Bone Skewer (Q) marks one for him every time. In exchange his page grants him zero mobility: he wants targets already pinned for the four shots of Curtain Call (R), and you make those.
You are the only two who vanish: Ambush (Q) and Ghostwater Dive (W) put you on the same flank without anyone seeing you leave. But his page calls him weak until items arrive, and you keep leaving the lane: it works early or not at all.