赛娜
The champions Senna works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Dawning Shadow (R) and Stand United (R) are two buttons that reach across the whole map: between you, a fight is never played four against five. And Shadow Dash (E) is the taunt that stops the dive you, with no dash of your own, cannot answer.
Curse of the Black Mist (E) camouflages the whole team, so he reaches a flank unseen and opens with Fate Sealed (R). His page says he dies the moment he is caught out: Piercing Darkness (Q) heals him from the far end of the fight.
His page calls a whiffed Unstoppable Force (R) close to a death sentence: inside Curse of the Black Mist (E) he walks right under them unseen. Then Dawning Shadow (R) shields the whole team following the engage in.
Brittle from Bellows Breath (W) stretches follow-up crowd control by 30%, and Last Embrace (W) is exactly the slow, telegraphed root that needs the extra duration. Call of the Forge God (R) meanwhile lines the group up on the Dawning Shadow (R) beam.
Worth it when there is terrain to work with: Hookshot (E) needs a wall in range, and Curse of the Black Mist (E) gets her to the right one unseen. Against a team that stays grouped in open ground there is no angle left to steal.
His page says that without a bush nearby he loses the Unseen Predator (P) leap and plays like a plain auto-attacker: Curse of the Black Mist (E) hands it back to him anywhere, even in mid lane. From there Savagery (Q) crits for free.
Blood Hunt (W) switches on below 50% health and its bonuses surge to 150% below 35%: Piercing Darkness (Q) keeps half their team under that line from max range. His page says allies who dive with him are on their own, and your Q heals him from outside.
Curse of the Sad Mummy (R) is only worth casting on two or more, and his page says a scattered team wastes it: inside Curse of the Black Mist (E) he arrives on a group that never saw him move. He does not even need Bandage Toss (Q).
Unseen Threat (P) refreshes every time he leaves enemy vision: Curse of the Black Mist (E) re-arms it in the middle of a teamfight, not just out of a brush. He sits at 49.3%, but that bonus hit and slow opens every kill he takes.
Devastating Charge (E) needs a run-up everyone sees coming, and under Curse of the Black Mist (E) he builds it unseen. Worth it in games played around objectives: in an open brawl his ultimate's fear just scatters the targets you wanted lined up.
Hero's Entrance (R) can be aimed at you and shields you as it lands: you are the easiest dive target on the team and you own no dash. In return his page says the landing zone shows for 2.5 seconds, and Last Embrace (W) pins whoever would walk out of it.
Destiny (R) reveals the map and teleports him in, Dawning Shadow (R) reaches anywhere: the two of you are in two fights at once. And the Gold Card from Pick a Card (W) is the guaranteed stun your Last Embrace (W), with its one-second delay, is not.
Demonic Ascension (R) leaves him standing in the middle of everyone for its whole duration, and his page says he owns no escape: Piercing Darkness (Q) heals him from max range while he drains, and Curse of the Black Mist (E) is the only way he walks out alive.
Miss Sleepy Trouble Bubble (E) and she has nothing left, her page says: on a target rooted by Last Embrace (W) the bubble always lands. And the burst that follows is the damage your poke alone never quite has to finish the kill.
Death Mark (R) is a committed, telegraphed dash: launching it from inside Curse of the Black Mist (E) takes the warning away. Worth it if you play for side-lane picks, much less so if the game is decided in 5v5s around the dragon.
His page says his only defensive tool is the bonus his passive grants when an ally heals or shields him: Piercing Darkness (Q) and Dawning Shadow (R) are precisely those two things. And the Ardent Blaze (W) mark hands 65 move speed to you as well.
Deadly Flourish (W) roots anyone an ally has just hit, and Piercing Darkness (Q) pierces the entire wave: one button hands him three rootable targets. Neither of you owns a dash, and Curse of the Black Mist (E) moves you both unseen.
Your own page says Last Embrace (W) and Dawning Shadow (R) can both be dodged: against a target slowed by every single Frost Shot (P) hit, nothing gets dodged. And two global ultimates aimed at the same objective decide fights from across the map.
No dash, no escape, and his page says he only survives on a peel-heavy team: Last Embrace (W) roots the diver and Curse of the Black Mist (E) camouflages him while he walks out of a lost position. Piercing Darkness (Q) keeps him alive meanwhile.
Charging Piercing Arrow (Q) roots him in place and is visible from a screen away: inside Curse of the Black Mist (E) he charges unseen. And Chain of Corruption (R) roots a whole line, which is exactly the line the Dawning Shadow (R) beam wants to cross.
A patience lane: his page says ganks and lane pressure push his Dragon Practice (P) stacks back, and Piercing Darkness (Q) heals him wave after wave with no recalls. But you are weak in the early levels too, so you both eat that pressure together.