莎弥拉
The champions Samira works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
You have to reach point-blank range, and your page says hard crowd control shuts you down before you even start: Unstoppable Force (R) knocks up the whole group and hands you a motionless pile to climb to S-rank on and empty Inferno Trigger (R) into.
Inferno Trigger (R) forces you to stand among them for ten shots: Shadow Dash (E) taunts whoever is finishing you and Stand United (R) shields you while teleporting him onto you from anywhere on the map. Wild Rush (E) gets you in, he keeps you there.
All Out (R) rips a carry out of their team and leaves it rooted and alone: Wild Rush (E) dashes onto it and resets on the takedown, so the chain keeps going by itself from there. Footwork (E) can dash to you and leave you the same shield.
Wallop (W) is a 1.25-second area stun: that is the safe window where a melee ADC climbs her grade without taking anything back. And after GNAR! (R) into a wall the group is still and clumped, exactly what Inferno Trigger (R) asks for.
Brittle from Bellows Breath (W) adds 30% to every crowd control effect and the Call of the Forge God (R) recast knocks up the whole line: after that you can walk in. He is a slow tank who cannot follow you inside, so it only pays if you wait for his timing.
Inferno Trigger (R) forces you to stay in the middle of them for ten shots, and inside Cataclysm (R) nobody can reach in and pull you off it. Demacian Standard (E) into Dragon Strike (Q) is meanwhile the knock-up that opens the first target for you.
Your page says you have to reach melee range and that one crowd control effect shuts you down: inside Lamb's Respite (R) the ten shots go off anyway, because nobody in that circle dies for three seconds. It is a licence to go in without planning the way out.
Cease and Desist (R) is unstoppable and point-and-click: it rips their carry out of the back line and puts it in front of you. Wild Rush (E) dashes onto it and resets on the takedown, so the first pick opens the second and the third for you.
Before Inferno Trigger (R) even exists you have to fill Daredevil Impulse (P) up to S-rank, and a group frozen for a second and a half by Curse of the Sad Mummy (R) is the safest place to do it. And they are already clumped for the ten shots.
Frenzying Taunt (E) nails down the target you want to climb your grade on and the slowed Soaring Slam (R) zone holds the rest in place. Against teams that poke from range, though, you never reach melee at all, and then he does nothing for you.
The Shield of Durand (W) taunt drags the group onto him and holds it there while you come in with Wild Rush (E), and Hero's Entrance (R) lands a knock-up and shields you the instant those ten shots leave you exposed. He solves both your problems.
A charged Pyromania (P) is a guaranteed one-second stun on the whole group rather than a dodgeable skillshot: that is the window where Wild Rush (E) gets in for free. And recasting Summon: Tibbers (R) knocks up and piles whatever is left.
Command: Protect (E) gives you a shield and resistances exactly while you come in with Wild Rush (E), which is when you die. And Command: Shockwave (R) gathers them into one spot: ten Inferno Trigger (R) shots into a pile like that end the fight.
A Gold Card from Pick a Card (W) stuns for 1.25 seconds: that is the free entry you need, because your problem is not damage, it is getting to melee. And bot side, Destiny (R) is the third body they never see coming in a two-on-two.
Ring of Frost (W) roots the group and clears the road for Wild Rush (E), and Frozen Tomb (R) pins whoever chases you. Neither of you brings a shield, though: with no frontline in front of you, you both dive in and die in the same second.
She is the lane that fixes your game: Zenith Blade (E) roots and Shield of Daybreak (Q) closes it, and Sunlight (P) detonates on every hit you land, which is constantly, since you alternate attacks and abilities. Solar Flare (R) opens Inferno Trigger (R).
Death Sentence (Q) brings the target to you instead of forcing you to walk in, and the Dark Passage (W) lantern is the only exit a melee ADC gets after emptying Inferno Trigger (R) in the middle of five enemies.
Magnet Storm (R) drags the enemy team into one single pile, literally the condition Inferno Trigger (R) asks for. Ferromancy: Crash Down (W) opens the fight with a knock-up and Shattering Strike (Q) breaks the shields that would have saved your target.
Your page says hard crowd control shuts your combo down before it starts: Black Shield (E) blanks that hook and clears the road for Wild Rush (E). The two seconds of Dark Binding (Q) are the motionless target you climb your grade on.
Blade Whirl (W) deletes projectiles for one instant only: Unbreakable (E) does the same thing in front of you for its whole duration and cuts incoming damage by 35%, so you reach melee without spending your own W on ranged poke.
Rocket Grab (Q) drags a carry out of position and Power Fist (E) knocks it up: an isolated, motionless target is all you need to climb to S-rank. Miss the hook, though, and you are a melee ADC with nobody left to open the road for you.