希瓦娜
The champions Shyvana works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Your page says you bring the team no hard crowd control at all: Unstoppable Force (R) is exactly what is missing. It knocks a group up and pins it while the Burnout (W) ring and the Flame Breath (E) burn tick on all of them at once.
From level 7 Living Forge (P) hands global shopping to a nearby ally: you buy and upgrade without leaving the jungle, instead of losing the minutes you need for Dragon Blood stacks. And Call of the Forge God (R) knocks up the group you want to land on.
All your damage runs through basic attacks, so an enemy who walks away is an enemy you never kill: GNAR! (R) slams the group into terrain and stuns it, and Wallop (W) adds another 1.25 seconds. All that is left are motionless bodies to chew through.
Dragon's Descent (R) leaves you airborne and locked into the flight path, and that is exactly when an enemy engage catches you: Stand United (R) shields you as you land, from anywhere on the map, and Shadow Dash (E) taunts whoever was waiting.
While he drains a side lane with Poison Trail (Q) the enemy sends two people to stop him and the dragon is left uncontested: 35 Dragon Blood stacks with no fight at all. Grouped in a 5v5, though, the two of you never meet.
Fury of the Dragonborn (P) pays you 35 stacks for a dragon and 15 for the Herald, so your plan is getting there first: Destiny (R) reveals the map and teleports him to the objective from wherever he is, and you contest every one of them five on four.
Command: Protect (E) attaches the ball to you and shields you: you carry it in with Dragon's Descent (R), the moment you are most exposed. Then Command: Shockwave (R) piles them into a single spot, inside your Burnout (W) ring.
Kiting and hard crowd control are the two things that switch you off: Ring of Frost (W) roots and Frozen Tomb (R) freezes the same target for nearly three seconds. That is three seconds of autos with Twin Bite (Q) landing twice each.
Half your damage is physical and comes through Twin Bite (Q): Spirit Fire (E) shreds the armour that eats it, and Wither (W) strips movement and attack speed from the target that would otherwise keep you at arm's length all fight.
You land alone in the middle of them with no shield and no escape: Hero's Entrance (R) drops onto you with a shield and a knock-up on everyone who closed in. And Justice Punch (E) knocks up whoever dives your backline while you are elsewhere.
Worth it if your team actually moves together: Realm Warp (R) drops all of you behind the objective before the enemy reads it, and a dragon is 35 stacks for you. The channel lasts two seconds, though, and any crowd control cancels it.
A target that keeps you at range cancels you out: Frost Shot (P) slows with every hit, so you stay glued and Twin Bite (Q) keeps landing twice. And Enchanted Crystal Arrow (R) opens the fight for you, without spending Dragon's Descent (R) just to arrive.
Deadly Flourish (W) roots anyone an ally has just hit: one long-range Flame Breath (E) is enough and the target is pinned before you even arrive. Then Curtain Call (R) finishes whoever walks out of your attack rotation alive.
Dragon's Descent (R) commits you to the flight path and you cannot cancel halfway: bonded to her as her Oathsworn, Fate's Call (R) rips you out of a landing gone wrong. And Sentinel (W) puts eyes on the river, where you spend half the game.
Your page says you bring your team nothing beyond your own damage: Ezreal is the marksman who asks for no protection, because Arcane Shift (E) does it himself. That frees you to dive their backline instead of babysitting yours.
Worth it against teams that stand close together: Bullet Time (R) pours twelve waves out in three seconds and your Dragon Form Burnout (W) ring keeps them inside it. You bring no hard crowd control, though, so someone else has to freeze them.
Tidecaller's Blessing (E) loads bonus damage and a slow onto your next attacks, and Twin Bite (Q) makes every one of them land twice: the multiplier a pure basic-attack kit is asking for. And Aqua Prison (Q) knocks the target up without you flying in.
Concussive Blows (P) reaches four marks off his hits and yours: with Twin Bite (Q) landing twice and Burnout (W) pushing you in, the stun arrives sooner than with any marksman. And Unbreakable (E) blocks the shot waiting for you on landing.
Crescendo (R) stuns the first target it touches and slows everyone else caught inside: for a kit that lives on basic attacks, a group that cannot run is worth more than any added damage. And Aria of Perseverance (W) keeps you upright in the middle.
Death Sentence (Q) and Flay (E) hand you a body that cannot move, which is the only thing you actually need. And Dark Passage (W) pulls you out after Dragon's Descent (R) left you alone behind their lines with an empty Fury bar.
Your page says a well-timed enemy engage catches you while you are still in the air: Black Shield (E) absorbs that crowd control before it touches you and you land anyway. And Dark Binding (Q) roots the target you plan to chew on for two seconds.