瑞兹
The champions Ryze works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Unstoppable Force (R) piles them into a single spot: the Spell Flux (E) splash marks the whole group and Overload (Q) jumps from mark to mark instead of hitting one body. He is also the frontline a mage with no dash needs to stop being the first target.
Brittle from Bellows Breath (W) makes the next crowd control last 30% longer, so your Rune Prison (W) root holds longer and the whole Spell Flux (E) into Overload (Q) chain fits inside it. His page says that follow-up is exactly what he lacks.
Your page names Fizz and Yasuo, divers who reach you before the root ever lands: Shadow Dash (E) taunts them from range and Stand United (R) shields you from half a map away, the peel your page says has to come from your team.
The third Ntofo Strikes (Q) pulls the target in and stuns for 0.75 seconds, exactly enough to land Spell Flux (E) and turn Rune Prison (W) into a real root. Footwork (E) then dashes to you and shares his shield when they dive you.
Worth it when enemies come at you from two sides: only then does Facebreaker (E) drag them together and stun them, and one Spell Flux (E) splash marks both. Catch a single side and his page says all you get is a slow.
Curse of the Sad Mummy (R) locks the whole group for 1.5 seconds: Spell Flux (E) marks all of them and Overload (Q) bounces between the marks. Cursed Touch (P) then makes every magic hit carry true damage, which is your entire kit.
Your page says one clean engage is usually enough to kill you: Crescent Guard (R) knocks back everyone except his marked target and blocks ranged damage, peeling the diver off you at the exact moment he lands.
Cataclysm (R) seals an enemy carry inside a ring they cannot walk out of: Spell Flux (E) cannot miss and Rune Prison (W) becomes a root. His page says that without someone finishing the job, he is the one left alone in there.
Absolute Zero (R) is a channel people simply walk out of, and a Rune Prison (W) root on a marked target is the hold he is missing. Biggest Snowball Ever! (W) hands you a knocked-up line where Spell Flux (E) catches all of them.
Only worth building with a real frontline ahead of you: Javelin Toss (Q) hits harder the farther it flies and its one limit is getting dodged, which is impossible on a target held by Rune Prison (W). But you both die to a single combo.
Deadly Flourish (W) roots anyone an ally has just damaged, and the Spell Flux (E) splash touches more than one body at a time, so you arm that root across their whole line. Curtain Call (R) then executes from off-screen whoever cannot move.
Your combo collapses whenever Spell Flux (E) misses: Frost Shot (P) slows with every single hit, and on a slowed target the mark always lands. Enchanted Crystal Arrow (R) opens the fight from off-screen without you stepping up first.
Chain of Corruption (R) roots and spreads through a grouped enemy team, which is the exact picture you want: Spell Flux (E) marks the whole cluster and Overload (Q) jumps from mark to mark instead of hitting one body.
Rune Prison (W) is the only lockdown you bring, and his page says Mystic Shot (Q) is a skillshot with real travel time: on a rooted target it cannot miss, and neither can Trueshot Barrage (R). Arcane Shift (E) saves him from dives you cannot stop.
Only with a real frontline in front of you, because you are two immobile bodies. That said, Rune Prison (W) roots the diver who lands on him, and his page says standing still with Bio-Arcane Barrage (W) is the only way he deals damage.
You have no dash and your page says one clean engage is enough: Dark Passage (W) is the lantern that shields you and pulls you out. Death Sentence (Q) drags the target to you already stunned, so Spell Flux (E) cannot miss.
Dark Binding (Q) roots for two full seconds: Spell Flux (E), Overload (Q) and the second Overload after Rune Prison (W) all fit inside. Black Shield (E) absorbs the stun that your page says cancels the two-second Realm Warp (R) channel.
You are a scaling mage and Time In A Bottle (P) is free experience handed to the mid laner, so your levels arrive early. Chronoshift (R) then rewinds the one death that matters: getting caught with Rune Prison (W) and Overload (Q) down.
Her page says Beat Drop (E) turns into a root and then a stun when the target has already been hit by crowd control: chained behind Rune Prison (W) the lockdown stops breaking. Surround Sound (W) shields you where you have no way out.
It is a gamble: Rocket Grab (Q) hands you the enemy carry isolated and Static Field (R) silences their answer, saving you the seconds you would spend walking forward. Miss the hook and you are an immobile mage with no engage at all.