塔莉垭
The champions Taliyah works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Fling (E) is forced displacement in its purest form: it throws the target into the Unraveled Earth (E) rubble and hands them back stunned. Mega Adhesive (W) then holds them there, on the worked ground where the Threaded Volley (Q) recast really hurts.
All Out (R) hurls the carry away, and a forced displacement through Unraveled Earth (E) is a stun: it hands them to you alone and held still. Footwork (E) then dashes to you and shares his shield, the defensive tool your kit simply lacks.
Threaded Volley (Q) deals full damage to every new enemy it hits, and Unstoppable Force (R) piles them into a single spot, the exact condition where your poke pays the most. He is also the frontline that keeps divers off you.
Weaver's Wall (R) locks out for three seconds the moment you take a hit, which is exactly when they dive you: Shadow Dash (E) taunts the diver before he lands, and Stand United (R) shields you from half a map away in that window.
Worth it where terrain is close by. GNAR! (R) slams the group backwards and that is forced displacement: with Unraveled Earth (E) laid behind them it detonates on everyone, and into a wall Gnar adds his own stun. In open ground it is worth far less.
His whole kit is dragging: Ixtal's Impact (E) grabs and hauls a target away, Impale (R) suppresses up to three and drags them along. Every metre of that drag inside Unraveled Earth (E) is a stun, and Weaver's Wall (R) builds the terrain to slam them into.
His page says Absolute Zero (R) is beaten by simply walking away: Weaver's Wall (R) shuts the exit and the freeze actually gets to detonate. And Biggest Snowball Ever! (W) leaves them stacked in one spot for Threaded Volley (Q).
Cursed Touch (P) makes every magic hit carry true damage, and you are magic from the first rock to the last. Curse of the Sad Mummy (R) pins the group for 1.5 seconds: Threaded Volley (Q) hits them all at full value and the worked-ground recast cannot be dodged.
Your page is blunt: once a diver reaches you, nothing in your kit lets you take the hit. Crescent Guard (R) knocks him back and blocks ranged damage, and that knockback runs through Unraveled Earth (E) like any other forced displacement.
For games where a single enemy carry decides everything: Cease and Desist (R) is unstoppable and displaces her, so lay Unraveled Earth (E) where Vi will land and the carry arrives already stunned. Against the other four it changes nothing.
Your single-target damage lives entirely in the worked-ground recast: Deadly Flourish (W) roots anyone an ally has just hit, and one shard of Threaded Volley (Q) is enough to arm it. Rooted, they cannot step off the worked ground.
Frost Shot (P) slows on every hit, and a slowed target does not leave the worked ground before your recast. In return her page says she has no self-peel at all: Weaver's Wall (R) is the wall you put between her and the divers.
Her page says Bullet Time (R) is a stationary three-second channel that anyone with a dash walks around: Unraveled Earth (E) stuns exactly those dashes, and Weaver's Wall (R) closes the only way out left on foot.
Chain of Corruption (R) roots the first target and spreads to whoever stands next to them: a static, packed group is the condition where Threaded Volley (Q) deals full damage to every body instead of falling off on one.
Only if you accept playing forward: Seismic Shove (W) can push a target toward her instead of away, and Wild Rush (E) gets in for free. But you peel for nobody and her page says one crowd control shuts her down: you need a frontline.
Death Sentence (Q) drags and Flay (E) shoves: two forced displacements per fight, which means two Unraveled Earth (E) detonations. And the Dark Passage (W) lantern is your escape during the three seconds Weaver's Wall (R) stays locked out.
Magnet Storm (R) vacuums the whole group out of position: that is forced displacement on several targets at once, so Unraveled Earth (E) detonates on all of them and leaves them piled up for Threaded Volley (Q).
Dark Binding (Q) roots for two seconds: the target stays on the worked ground and the Threaded Volley (Q) recast cannot miss. Black Shield (E) meanwhile eats the crowd control that kills you while Weaver's Wall (R) is locked out.
Headbutt (W) shoves the target away and is the cleanest Unraveled Earth (E) trigger there is, because you decide where they get sent. And his page rates him among the tankiest in the game, which is the body you completely lack.
Rocket Grab (Q) pulls the carry across the rubble field, so they arrive already stunned and isolated, and Power Fist (E) keeps them down. But his page says that if the hook misses nothing is left, and you have no peel to give back.