雷克顿
The champions Renekton works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
You need kills before level 6 and by then he is already complete: Audacious Charge (E) slows, the third hit of Three Talon Strike (Q) knocks up, and you stack Ruthless Predator (W) on top. Crescent Guard (R) shoves away anyone coming to help.
Every trade you win leaves the enemy laner under half health, and Blood Hunt (W) flags them from across the map with bonus move speed. Then Infinite Duress (R) pins them longer than your Ruthless Predator (W) does: time enough to dump a full Fury bar.
Your card says anyone who keeps you at arm's length starves your Fury, and inside Cataclysm (R) nobody keeps you anywhere: it is you and one target in a ring of terrain. Dragon Strike (Q) through the Demacian Standard (E) flag knocks up before you even dash.
Two stuns back to back at level 3 is a won lane: Shield Vault (W) pins the target, you close with Slice and Dice (E) and add Ruthless Predator (W) on top. Later, Grand Starfall (R) puts him back in your side lane without walking across the map.
A target taunted by Frenzying Taunt (E) cannot do the one thing that switches you off, which is walk away: it stands there filling your Fury bar instead. Powerball (Q) also brings the fight to you rather than making you chase it with your second dash.
You commit to the dive and end up alone in the middle of them: Hero's Entrance (R) lands on you from any lane, knocks up whoever surrounded you and shields you. Then Shield of Durand (W) taunts the group, and a taunted enemy stops kiting you.
Your window lasts ten minutes, and he is the one mid laner who can show up in the top lane without walking there: Destiny (R) teleports him into your 1v1 and the gold card from Pick a Card (W) stuns the target while you line up Slice and Dice (E).
Nasus is a mid laner in China, and Wither (W) answers your stated problem exactly: whoever keeps you at range takes your Fury away before they take your damage. He is also the reason the team still works after minute twenty, when you stop mattering.
Charm (E) walks the target toward her, slowed and facing the wrong way: you get time to close with Slice and Dice (E) and land the stun without burning the second dash on a chase, which your card tells you to keep as an exit.
Situational, and only once her ultimate is up: Divine Judgment (R) makes you invulnerable for the length of a dive, so a Dominus (R) all-in goes through three defenders. Before that she gives you nothing, and in China she sits under 50%.
Frost Shot (P) slows with every single arrow: against a team that kites you it is the one thing keeping targets inside your very short range. And Enchanted Crystal Arrow (R) stuns from range, so Slice and Dice (E) opens on a target already frozen in place.
You are melee with no long-range engage at all: Fate's Call (R), when you are her Oathsworn, pulls you in and fires you into the enemy team, knocking up whoever you clip on landing. You arrive with the target already airborne and Ruthless Predator (W) still up.
A target that has just eaten a tick of Cull the Meek (Q) is already rootable: Deadly Flourish (W) pins it from range and you dash onto it while it stands still. Whoever survives the pick and tries to run gets taken by Curtain Call (R).
Your own card says it plainly: you protect nobody. Ezreal shakes divers off by himself with Arcane Shift (E) and fights from outside the scrum, so he never asks for the peel you don't have while you are off hunting your pick.
Situational and honest: you share one clock and have to close the game early or you fall off together. Stand Aside (E) knocks aside and slows anyone slipping out of your stun, but if the game drags neither of you has anything left.
Your teamfight value is picks, and Death Sentence (Q) hands you one already peeled off from their team: you arrive with Slice and Dice (E) on a target that cannot walk back. Flay (E) shoves them back in if they try to slide away.
Tidecaller's Blessing (E) lights up your next hits with extra damage and a slow, and your combo is all quick hits: you burn the whole buff in one rotation and the target can no longer walk out of your range. Aqua Prison (Q) opens the trade.
Zenith Blade (E) drags her onto the target and holds it, Solar Flare (R) stuns it again: that is more seconds than you need to dump the entire combo with Fury above 50, which is the only time you actually hurt.
You peel for nobody and with him you don't have to: Rakan opens with Grand Entrance (W), knocks them up and takes the attention while you come in from the side with Slice and Dice (E). Battle Dance (E) then pulls him back out with nobody covering him.
Worth it in a game that is already a running brawl: Bone Skewer (Q) drags a target out of position and Death From Below (R) executes whoever you leave low. After minute twenty he is as fragile as you are, so either you close early or you don't close.