锐雯
The champions Riven works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Your page says one armour item turns your combo into glancing blows: Malphite's damage is magic, so a single purchase cannot answer both of you. And Unstoppable Force (R) knocks up half their team: that is the clean window in which nothing interrupts the Broken Wings (Q) chain.
You have no mana, only cooldowns: with Broken Wings (Q) and Valor (E) down you have nothing left to get out with. Stand United (R) shields you and teleports him onto you from anywhere on the map, and Shadow Dash (E) taunts whoever is finishing you.
Bellows Breath (W) makes the target Brittle and stretches the crowd control that follows by 30%: the 0.75-second Ki Burst (W) stun becomes nearly a full second, which is your entire Broken Wings (Q) chain. And Living Forge (P) restocks you without a trip home.
All Out (R) knocks a carry away from her team and roots her: an isolated, motionless body with nobody left to peel is exactly what your combo deletes. And if you get stuck inside, Footwork (E) reaches you and hands you his shield.
Worth it if you plan to dive early: Stormbringer (R) shuts the turret off for three seconds and the Thundering Smash (Q) stun holds the target for your whole Broken Wings (Q) chain. The longer the game runs, though, the less a tower dive is worth.
The third hit of Broken Wings (Q) knocks up, and that is exactly the invitation Last Breath (R) waits for: you are one of the few junglers who can hand him one on demand. And Wind Wall (W) stops the ranged crowd control that breaks your dash chain.
If the target survives your burst you are stranded with everything on cooldown: Hero's Entrance (R) lands right on top of you, with a shield and a knock-up on everyone who closed in. And his damage is magic, so armour cannot switch off both of you.
Every point of your damage is physical and one armour item blunts all of it: Spirit Fire (E) shreds that armour. And Wither (W) strips the target's movement, so it stays inside all three Broken Wings (Q) dashes right to the last hit.
Ring of Frost (W) roots and Frozen Tomb (R) freezes the same target: nearly three seconds in which it can neither dash away nor answer, far more than the window you need between Ki Burst (W) and three Broken Wings (Q) dashes.
Destiny (R) reveals the whole map before you move, so you pick whoever is alone instead of guessing, then it teleports him into your dive. And the Gold Card from Pick a Card (W) stuns, so Broken Wings (Q) opens on a body that cannot react.
Your combo needs two seconds of unbroken contact: Frost Shot (P) slows with every hit, so the target never leaves the Broken Wings (Q) chain. And Enchanted Crystal Arrow (R) stuns it from off-screen, so you can switch on Blade of the Exile (R) before you commit.
You bring no peel at all, and Ezreal is the marksman who asks for none: Arcane Shift (E) does it for himself. And Trueshot Barrage (R) finishes, from outside the fight, whoever survived your burst on a sliver of health.
Deadly Flourish (W) roots anyone an ally has just hit: one Ki Burst (W) is enough and the target stays pinned while Broken Wings (Q) comes back up. Then Curtain Call (R) closes out, from range, whoever ran away on low health.
Bonded to her as her Oathsworn, Fate's Call (R) rips you out when the burst did not kill and Valor (E) is on cooldown: the plan B your kit does not contain. Or it launches you in, knocking up everyone you hit.
Worth it in games you mean to close early: with no mana you can drop into a lane whenever Broken Wings (Q) is back, and every kill banks his League of Draven (P) Adoration stacks. If the game drags on, you needed to be ahead already.
Your page says point-and-click crowd control interrupts your dashes and kills the combo before it starts: Black Shield (E) absorbs that crowd control outright. And Dark Binding (Q) roots for two seconds, far more than you need.
Death Sentence (Q) and Flay (E) hand you a body that cannot move, but the real gift is the lantern: with Valor (E) on cooldown, Dark Passage (W) is your only way out of a dive that did not kill.
Crescendo (R) stuns the first target it touches and slows everyone else inside: that is the window in which nothing interrupts your Broken Wings (Q) chain. And the Hymn of Valor (Q) aura adds damage to the Runic Blade (P) autos you weave between dashes.
Grand Entrance (W) knocks up and The Quickness (R) charms the same targets: nearly two seconds of chained crowd control, the length of your whole combo. And Battle Dance (E) brings him onto you with a shield when the dive goes wrong.
The Zenith Blade (E) root chained into the Shield of Daybreak (Q) stun and your own Ki Burst (W) holds a carry still for your entire combo. And hits on a Sunlight (P) marked target add magic damage to your all-physical burst.
Depth Charge (R) is a point-and-click knock-up that cannot be dodged or blocked: it hands you the carry you picked, motionless, along with whoever stands beside her. He is still a 48%-winrate support in China, with a slow start.