维迦
The champions Veigar works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Fling (E) hurls the target behind Singed: park him on the rim of your cage and he delivers them straight through the wall, stunned for 1.75 seconds before you cast anything. Mega Adhesive (W) pins them in there while you finish the rotation.
Unstoppable Force (R) leaves half their team floored in one spot: put Event Horizon (E) around the pile and whoever runs for it eats another 1.75 seconds. Two lockdowns back to back is what the Dark Matter (W) delay asks for.
Your page says a diver deletes you before your stacks ever matter: Shadow Dash (E) taunts him halfway in and Stand United (R) shields you from across the map. That turns Event Horizon (E) back into a weapon instead of your only defence.
Bellows Breath (W) leaves Brittle behind, and Brittle is worth 30% more duration on the next lockdown: your cage goes past two seconds, which is the gap between landing only Primordial Burst (R) and landing the whole rotation.
Only worth it if he can actually get his hands on someone, since a kiter holds him off all game: when he does, The Show Stopper (R) grabs an isolated carry and throws them inside your cage with no answer left.
Frenzying Taunt (E) forces their carry to walk towards Rammus: keep him on the far side of Event Horizon (E) and she crosses the rim by herself. A taunted target does not sidestep the Dark Matter (W) delay either.
Infinite Duress (R) is a full second of suppression: the target does not move, does not answer, and your slow rotation lands in full. Blood Hunt (W) flags whoever is already low, which is exactly what Primordial Burst (R) executes.
You win games with a single hit, and Cursed Touch (P) staples true damage onto every magic hit they eat: no champion gets more out of that amp than you do. Curse of the Sad Mummy (R) locks a whole group down for 1.5 seconds: that is your window.
When they collapse on you, Crescent Guard (R) sweeps away everyone but his marked target and cuts off ranged damage: with the cage already down, that shove stuns them on their way out through the rim.
Worth it when the enemy actually fights as a group: your cage removes the one flaw his page gives Absolute Zero (R), that people simply walk out of it. If they spread instead, you have spent two ultimates on one body.
The stun on Enchanted Crystal Arrow (R) lands from the far end of the lane and buys you the walk-up time a mage with no dash never gets on his own. Frost Shot (P) then slows every hit, so nobody leaves the cage in time.
Love Tap (P) hits its cap the moment Double Up (Q) bounces, and that target then takes 6% more damage from everything: on Primordial Burst (R), one enormous number in a single hit, those six points are free.
Baleful Strike (Q) clips the first two enemies in its path without you ever stepping up, and that alone arms his Deadly Flourish (W) root. From there you are two long-range executioners aimed at the same pinned target.
Stand Aside (E) is a knockback, and displacement is a stun as far as you are concerned: whoever reached your face gets shoved back out through the cage wall. Every pick you open for him feeds his League of Draven (P) stacks.
You are the two least mobile champions on the map, so either there is a real frontline in front of you or you die together. In exchange your cage is the peel his page says he lacks, and Void Ooze (E) keeps them inside it.
Death Sentence (Q) drags the target towards Thresh: put your cage between the two of them and the stun fires while they are still in the air. And when the dive comes for you, the Dark Passage (W) lantern is your only exit.
Headbutt (W) displaces a target, and displacement is all you need: he only has to shove them through the rim of Event Horizon (E). Pulverize (Q) meanwhile knocks up whoever reached your face before they land a hit.
Your rotation takes time and one stun cancels the whole thing: that is precisely what Black Shield (E) is for. Her Dark Binding (Q) also roots longer than your own cage does, so Event Horizon (E) stays free for the diver.
Magnet Storm (R) hauls everyone standing around her into a single point: make that point your cage and every one of them crosses the rim on the way in. Ferromancy: Crash Down (W) starts the whole thing with a knock-up.
Take him against teams that dive you: Chronoshift (R) puts you back on your feet the instant you die, and for a mage with exactly one combo to cast that is the whole fight. Against a poke team he does far less for you.