薇恩
The champions Vayne works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
You're the most item-dependent pick in the lane: from level 7 Living Forge (P) lets you buy from anywhere on the map and pulls your first spike forward. And Brittle from Bellows Breath (W) adds 30% to the stun from Condemn (E).
Your job is to stay glued to a target until the third hit lands, and Spirit's Refuge (W) blocks the attacks that would knock you off it. Then Shadow Dash (E) taunts the assassin, and Stand United (R) reaches you from any lane.
All Out (R) knocks a target out of their own team and roots them: what's left is a 1v1, the situation where the true damage from Silver Bolts (W) has no equal. And Footwork (E) dashes to you and hands you a matching shield.
You have the shortest range in the lane and must stand close to reach the third hit: Unstoppable Force (R) holds the group still long enough to trigger Silver Bolts (W), and Ground Slam (E) cuts the attack speed of whoever answers.
GNAR! (R) slams the group into a wall and the slow becomes a full stun, and your third hit always lands there; the flip to Mega depends on the Rage Gene (P) bar though, so that window is never one you get to plan.
Cataclysm (R) walls the target away from their team: nobody can collapse on you and the duel comes down to the true damage from Silver Bolts (W), which not even a tank survives. Dragon Strike (Q) through Demacian Standard (E) opens it.
Frenzying Taunt (E) pins a carry for the time of three consecutive attacks - exactly what you need to trigger Silver Bolts (W). And the assassin who jumps on you goes to him instead, since you have no peel of your own.
Infinite Duress (R) suppresses for a full second: against a target that can neither move nor dash, all three hits land. Then Blood Hunt (W) throws him at whoever you've pushed under 35% health - the one who would escape you.
The third hit of Three Talon Strike (Q) is a guaranteed knock-up from the earliest levels: it freezes the target so Silver Bolts (W) goes off in every skirmish, not once per fight. And Crescent Guard (R) clears the rest off you.
With your range you have to stand inside the fight to reach the third hit: Curse of the Sad Mummy (R) freezes the group for 1.5 seconds, long enough to be there untouched. Bandage Toss (Q) opens it from range without exposing you.
Hero's Entrance (R) shields you from across the map and lands a knock-up on everyone who jumped you: for a carry with nothing to reduce damage it's the most useful button in mid. Justice Punch (E) does the same in miniature.
In China Nasus is played mid, and Wither (W) is the hardest answer to divers: it shreds the movement and attack speed of whoever is on you until he simply stops reaching you, while you keep sliding away with Tumble (Q).
Ring of Frost (W) roots the group around her and Frozen Tomb (R) stuns whoever is left standing: with the shortest range in the lane, targets nailed in place is the only condition where you reach the third hit and live.
Command: Attack (Q) and Command: Dissonance (W) slow whoever chases you while you kite with Tumble (Q), and the ball parked on you by Command: Protect (E) turns your position into the spot that hurts to walk into.
An even trade: Wind Wall (W) eats the ranged poke from Caitlyn, Jhin and Ashe that your guide names as the lanes that punish you, and your Condemn (E) knocks a target back, which opens Last Breath (R). In China he sits under 49%.
Your card says you have nothing to shield or heal yourself: Help, Pix! (E) is the shield you're missing, Whimsy (W) polymorphs the assassin who just landed, and Rampant Growth (R) knocks him off while adding health at the right instant.
Before your first item you have no lane presence and your only job is to survive: Astral Infusion (W) keeps you alive while you farm, Equinox (E) silences the diver's dash then roots him 1.5 seconds later, and Wish (R) heals you from anywhere.
Your guide names Caitlyn, Jhin and Ashe as the lanes that punish you: Unbreakable (E) intercepts their projectiles and cuts incoming damage by 35%. And your fast attacks stack Concussive Blows (P) to four marks quickly.
Ebb and Flow (W) heals you and damages them in one cast, which is how you survive a lane you start out losing. And Tidecaller's Blessing (E) puts a slow on your attacks: the target no longer walks out of your very short range.
Death Sentence (Q) hands you a target frozen for 1.5 seconds - exactly the time for the three hits that trigger Silver Bolts (W). And Flay (E) shoves whoever tries to dive you while you're already standing still and shooting.
Pick him against lockdown comps: Breath of Life (R) cleanses roots and stuns on everyone near you, and that is the only way you actually die. Against teams with no hard crowd control he's worth little, and he sits in C tier.