韦鲁斯
The champions Varus works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Unstoppable Force (R) pins a whole group from outside their range: it's the one window where you can charge Piercing Arrow (Q) all the way without dying, and against clumped enemies Chain of Corruption (R) spreads from one to the next.
Charging Piercing Arrow (Q) leaves you motionless and exposed: Spirit's Refuge (W) blanks the burst combo that would kill you at that exact instant, and Stand United (R) shields you from anywhere on the map while Shen holds a side lane.
Call of the Forge God (R) charges through their whole team slowing everyone, and the recast knocks them up together: that's two area controls in a row on a compact group, the only shape in which Chain of Corruption (R) really spreads.
In Mega form Crunch (E) gathers them and Wallop (W) stuns the pile for 1.25 seconds: stationary and packed together is the condition where Chain of Corruption (R) spreads to three targets instead of rooting one.
Situational: Realm of Death (R) removes the assassin who would kill you mid-charge for 7 seconds, and you poke a calm 4v4. But for those 7 seconds you don't have him in front of you either, so it only pays against one clear threat.
Curse of the Sad Mummy (R) is a 1.5-second AoE stun: you get the time to charge Piercing Arrow (Q) into targets that cannot move, and Hail of Arrows (E) on top keeps working because nobody walks out of the circle.
Cataclysm (R) seals the target inside a ring they can't leave: Hail of Arrows (E) in there is undodgeable and every Blight stack lands. Dragon Strike (Q) through Demacian Standard (E) opens the fight from far out.
Infinite Duress (R) suppresses for a full second: the target can't dash or run while you detonate the Blight stacked on them. And every takedown lights up Living Vengeance (P), the attack speed that closes the next fight.
You stand still and defenceless for the whole charge of Piercing Arrow (Q): Frenzying Taunt (E) drags the assassin onto Rammus in exactly that window, and Soaring Slam (R) lands on the front line, slowing whoever wanted to reach you.
Absolute Zero (R) puts the enemy to a choice: stand under the nuke or leave the circle. Hail of Arrows (E) laid over the channel takes the second option away, and Snowball Barrage (E) roots whoever tries it anyway.
Command: Shockwave (R) yanks them all into one spot: that's the shape where Chain of Corruption (R) jumps from one enemy to the next instead of rooting a single one. And Command: Protect (E) shields you while you're still charging.
Shield of Durand (W) taunts everyone who reached you at once and leaves them standing inside Hail of Arrows (E). And Hero's Entrance (R) drops in from across the map exactly when your charge has pinned you in the wrong place.
Demonic Ascension (R) keeps him in the middle of the fight healing for its whole duration: that's the front line you need to charge from behind without anyone reaching you. And Nevermove (E) clumps them before you even spend your ultimate.
Your problem is the dashes that reach you mid-charge: Unraveled Earth (E) cuts short and stuns anyone who tries to dash through it. Weaver's Wall (R) splits the fight in two and leaves you isolated targets to shoot at.
Charging Piercing Arrow (Q) is a bet: if anything touches you, the whole thing is wasted. With Pyromania (P) ready Annie's stun cannot be dodged, so you know in advance that second of frozen enemies is yours and the arrow flies.
Dark Binding (Q) roots for 2 seconds: that's the exact window to charge Piercing Arrow (Q) all the way on a target that cannot move. And Black Shield (E) blanks the hook or stun that, with no dash of your own, would kill you.
Flay (E) shoves and slows whoever is reaching you while you're locked into a charge, and The Box (R) seals the group in a 99% slow cage: nobody moves in there, and Chain of Corruption (R) finds them all packed together.
A pure poke lane: Inner Flame (Q) and Piercing Arrow (Q) push the enemy out before level 5. Focused Resolve (W) threatens a root on two enemies at once, and Inspire (E) gives you the shield and speed to walk out of a dive.
Glitterlance (Q) slows from range and sets up the stationary targets a charged arrow demands. Then, if the dive lands anyway, Rampant Growth (R) adds health and knocks the assassin off in the one instant you couldn't react.
Aqua Prison (Q) into Tidal Wave (R) is two knock-ups in a row: a group locked down twice is exactly what Chain of Corruption (R) wants. And Tidecaller's Blessing (E) adds a slow to your attacks to keep them in range.
Worth it if you play Varus as an early lane bully: Zenith Blade (E) into Shield of Daybreak (Q) holds a target still long enough. But she drags you into close-range fights, and with no dash you don't come back out of those.