娑娜
The champions Sona works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Crescendo (R) only stuns the first target it touches, but it slows everyone else caught in the wave: against a slowed group Unstoppable Force (R) stops being dodgeable. His page says he closes nothing alone, and your 20 seconds of empowered auras are what convert his engage.
The Relentless Storm (P) stacks attack speed with every hit, and Hymn of Valor (Q) loads bonus attack damage onto the next attack of nearby allies: it lands in full on a Frenzied Maul (W) bite. Song of Celerity (E) gives him the metres he lacks once Stormbringer (R) is down.
You are the squishiest support in the game and your page says one hook ends your match: Stand United (R) shields you from anywhere on the map and Shadow Dash (E) taunts the diver, so your auras never stop cycling.
Fate Sealed (R) knocks the enemies it hits into one spot, which is the perfect setup for running Crescendo (R) straight through them. But his body stands exposed while Soul Unbound (E) snaps back on its fixed timer: Aria of Perseverance (W) covers exactly that moment.
Your auras have a short radius and Jax spends half the game in a side lane, far away from you. When you are together, though, Hymn of Valor (Q) loads attack damage onto the hits Relentless Assault (P) speeds up, and Song of Celerity (E) covers the gap Leap Strike (Q) cannot.
Warpath (P) converts movement speed into attack power: Song of Celerity (E) does not just move him, it raises his damage every time you recast it. And after Onslaught of Shadows (R) he is alone inside the enemy backline, where Aria of Perseverance (W) is what brings him back out.
His page says Absolute Zero (R) is a long channel enemies simply walk out of: the Crescendo (R) slow takes that exit away, and Aria of Perseverance (W) pays for the seconds he spends standing still through the channel.
His page says that against a scattered team Curse of the Sad Mummy (R) is a wasted cooldown. Crescendo (R) slows everyone the wave passes through: from that point nobody spreads out, and his stun catches two or three instead of one.
Before Cataclysm (R) everything he owns is short-ranged: Song of Celerity (E) is the distance he needs to plant Demacian Standard (E) and pull Dragon Strike (Q) through it. And the arena traps the target exactly where Crescendo (R) and Power Chord (P) hold him still.
He is fragile before items and all of his damage asks him to stay on target for the three Three Talon Strike (Q) hits: Aria of Perseverance (W) buys them and Hymn of Valor (Q) loads them. But Crescent Guard (R) only protects you if he gives up the dive, which he rarely does.
Hero's Entrance (R) telegraphs its landing zone for 2.5 seconds and an alert team just walks out: inside a Crescendo (R) slow they cannot. And Shield of Durand (W) needs two seconds standing still and exposed, which is exactly what Aria of Perseverance (W) pays for.
His page says Siphoning Strike (Q) is coded as a basic attack: the bonus attack damage from Hymn of Valor (Q) lands on it in full. And Wither (W) strips movement and attack speed from the diver who reached you, which is the only way you ever die.
Pyromania (P) gives her a guaranteed one-second stun and Crescendo (R) adds another on the first target, plus a slow on everyone else: against a group like that Summon: Tibbers (R) misses nobody. And Song of Celerity (E) pays for the last stretch she has to walk in.
Command: Shockwave (R) has a delay before the pull resolves, and anyone with a dash slips out of it: inside a Crescendo (R) slow they do not. And her page grants her zero mobility, so Song of Celerity (E) is the only way she ever restores distance.
Outside Slicing Maelstrom (R) he owns no defensive tool at all, and using it means standing in the middle of everyone: the Crescendo (R) slow keeps the targets there and Aria of Perseverance (W) pays for the seconds. Worth it against teams that clump, not against long-range poke.
She has no shield anywhere in her kit and her early game is standing still and auto-attacking, which is exactly what poke punishes: Aria of Perseverance (W) is the missing shield and Hymn of Valor (Q) loads attack damage onto those hits. Power Chord (P) stops whoever walks at her.
Spinning Axe (Q) is an empowered basic attack, so the bonus attack damage from Hymn of Valor (Q) rides on it in full. And he only wins lane by taking every single trade: Aria of Perseverance (W) pays for it and Power Chord (P) opens it with half a second of stun.
Her page says Bullet Time (R) is only devastating against grouped or crowd-controlled enemies, and that anyone with a dash dances around it: Crescendo (R) stuns the first target and slows the rest inside the wave. She never has to move, and you shield her through the channel.
Deadly Flourish (W) becomes a real root rather than a slow on anyone who recently took damage from him or an ally: every Hymn of Valor (Q) that touches the target arms it for him. And Crescendo (R) is what gets all four Curtain Call (R) shots out.
He loses almost every trade before level 5 and owns no dash: Aria of Perseverance (W) keeps him in lane until his first items. After that his damage asks him to stand still at maximum range with Bio-Arcane Barrage (W): Song of Celerity (E) is how he gets there and back out.
His page says he needs uninterrupted reps: your healing and Aria of Perseverance (W) buy him wave after wave of Dragon Practice (P) without a single recall. But neither of you has real peel, and a composition built around diving punishes you both.