维克托
The champions Viktor works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Unstoppable Force (R) piles half their team into one spot: you drop Arcane Storm (R) on it, draw Hextech Ray (E) through the middle, and Gravity Field (W) stacks its three marks on people still in the air. He is also the frontline your page says you lack.
Volcanic Rupture (Q) raises the wall and Searing Charge (E) slams the target into it even where there is no terrain, while Bellows Breath (W) applies Brittle, which stretches the crowd control that follows by 30%: your Gravity Field (W) stun lasts longer.
Your page says that with no dash and no blink, Fizz and Zed reach you before Gravity Field (W) ever arms: the long-range Shadow Dash (E) taunt pulls them off you, and Stand United (R) shields you from across the map while your bar is already dropping.
Fling (E) throws the target backwards and Mega Adhesive (W) under their feet roots them: they stay put for exactly as long as your zone needs to reach its third mark. It is the only way Gravity Field (W) ever stuns someone who owns a dash.
Against dive-heavy comps: your page says a well-timed dash crosses Gravity Field (W) before it arms, and Steadfast Presence (W) turns that dash into a root. She is C tier at 48.3%, and that one button is the only reason to take her.
Cursed Touch (P) makes every point of magic damage they take carry true damage with it, and your kit is magic from the first point to the last. Curse of the Sad Mummy (R) is 1.5 seconds of standing still: exactly the three marks Gravity Field (W) needs.
Gravity Field (W) has exactly one answer, walking out of it: Cataclysm (R) is a closed wall that removes that answer. Whoever ends up inside the ring stays there for the whole duration of Arcane Storm (R), with none of their team able to pull them out.
Frenzying Taunt (E) nails the enemy carry inside your zone, and his page says the team has to supply the damage: that damage is you. Soaring Slam (R) knocks the group up and slows it, and meanwhile you finally have a frontline in front of you.
His page says Absolute Zero (R) is a long channel you can simply walk out of: the Gravity Field (W) stun is what makes it land. And Biggest Snowball Ever! (W) knocks the whole group up right inside Arcane Storm (R).
You have no dash, no blink and your only exit is an evolved Siphon Power (Q): Crescent Guard (R) knocks back everyone except his marked target and blocks ranged damage, peeling the assassin off you the instant he lands.
Frost Shot (P) slows with every single hit, and on slowed targets Gravity Field (W) actually reaches its third mark instead of being a puddle they walk around. Enchanted Crystal Arrow (R) opens from off-screen and you drop Arcane Storm (R) on top.
Her page says Bullet Time (R) is a stationary three-second channel that anyone with a dash walks around: Gravity Field (W) and the slow your evolutions smear across the whole kit keep them inside it. Both ultimates cover the same patch of ground.
Arc of Judgment (W) is a near-total slow that lingers on the ground: whoever gets caught in it cannot leave Arcane Storm (R) or cross Gravity Field (W) in time. In return your zone is the peel her page says she needs and never gets.
Deadly Flourish (W) roots anyone an ally has just damaged, and a Hextech Ray (E) fired from the back of the lane is enough to arm it. Just know you are both immobile: the other three have to supply the frontline.
Worth it if you accept the long game: Glorious Evolution (P) and Dragon Practice (P) are two scaling win conditions and neither does anything at minute ten. In exchange Gravity Field (W) is the peel his page says he cannot give himself.
What kills you is not damage, it is the crowd control that catches a mage with no dash: Black Shield (E) eats it. And Dark Binding (Q) roots for two seconds, longer than the three marks Gravity Field (W) has to stack.
Death Sentence (Q) drags the target into Gravity Field (W) instead of hoping they walk in, Flay (E) knocks whoever reached you off, and the Dark Passage (W) lantern is your only exit while Siphon Power (Q) is on cooldown.
Grand Entrance (W) into The Quickness (R) chains nearly two seconds of crowd control on the same targets: the group stands still under Arcane Storm (R) while Gravity Field (W) reaches its third mark. Then Battle Dance (E) dashes to you and shields you.
Crescendo (R) stuns the first target it touches and slows everyone else caught in the wave: that is the enemy team standing still under Arcane Storm (R). And Song of Celerity (E) hands you the movement speed an unevolved Siphon Power (Q) cannot.
Unbreakable (E) intercepts projectiles and cancels the first frontal hit outright: against the burst that kills a mage with no dash that is worth more than any heal. And Glacial Fissure (R) knocks up a whole line and slows it inside Arcane Storm (R).