弗拉基米尔
The champions Vladimir works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Hemoplague (R) heals you for every champion it infects and detonates harder on anyone damaged in the meantime: Unstoppable Force (R) puts them all inside the same square metre, the only way a fully charged Tides of Blood (E) ever hits more than one.
Your ultimate wants them bunched: recasting Call of the Forge God (R) knocks the entire enemy line into the air, and Bellows Breath (W) applies Brittle, stretching the crowd control that follows by 30%. You walk in with Sanguine Pool (W) and detonate.
Fate Sealed (R) hits the whole line and knocks already-grouped enemies together: that is the window where Hemoplague (R) infects three or four instead of one, and where a fully charged Tides of Blood (E) cannot be walked out of.
Your page says that with Sanguine Pool (W) on cooldown you are food for dive comps: Stand United (R) shields you from across the map in exactly that window, and Shadow Dash (E) taunts from range whoever just jumped on you.
Death's Grasp (E) drags whoever it hits toward him and hands them to you already bunched for Hemoplague (R). And Realm of Death (R) removes for seven seconds the assassin who exists purely to punish you while Sanguine Pool (W) is down.
Curse of the Sad Mummy (R) glues the entire team down for 1.5 seconds: Hemoplague (R) infects all of them and a fully charged Tides of Blood (E) hits all of them. Cursed Touch (P) adds true damage to every hit of yours, and on infected targets that damage comes back in the burst.
Biggest Snowball Ever! (W) knocks the group up and Absolute Zero (R) holds it there, slowed: the clumped team Hemoplague (R) is looking for. And you are one of the few who can stand inside that channel, since Sanguine Pool (W) makes you untargetable for two seconds.
Soaring Slam (R) lands on the group, knocks it up and leaves a slowing zone: that is your window to enter with Sanguine Pool (W) and charge Tides of Blood (E) at contact range, the only range where that E really pays. Frenzying Taunt (E) peels your diver.
Hemoplague (R) turns every point of damage they take while infected into bonus damage: the one-second suppress of Infinite Duress (R) is guaranteed damage on the right target. Below 35% health Blood Hunt (W)'s bonuses surge to 150%, where your detonation leaves people.
Worth it when you are the one going in: Cataclysm (R) closes a ring around the enemy carry and Sanguine Pool (W) puts you inside it too, but that wall shuts your own team out as well. A pick for games where no help was coming anyway.
Every point of damage they take while infected by Hemoplague (R) comes back multiplied in the detonation: Bullet Time (R) is twelve waves in three seconds on the same pile. Both ultimates get cast at the same instant on the same patch of ground.
Chain of Corruption (R) roots the first target and chains through whoever stands near them: the enemy team ends up held and bunched, which are the two conditions Hemoplague (R) needs to infect more than a couple of them.
To charge Tides of Blood (E) you have to walk almost on top of them: Frost Shot (P) slows with every hit, so they close the distance for you. Enchanted Crystal Arrow (R) opens from off-screen and you follow straight in with Sanguine Pool (W).
Your page is blunt: you peel for nobody, and a slow zone plus a delayed mark have never protected a carry. Arcane Shift (E) is the exit Ezreal builds for himself, which is why he stays standing next to you where other carries die.
Worth it in games where the real problem is that nobody peels for anybody: Featherstorm (R) makes her untargetable on her own, so she never needs the peel you cannot give. Bladecaller (E) roots for 1.25 seconds, just long enough to infect the group.
With Sanguine Pool (W) on cooldown you have no exits left, and your page says that is where you die: the Dark Passage (W) lantern is a second one. Up front, Death Sentence (Q) and Flay (E) hold the target still while you charge Tides of Blood (E).
Grand Entrance (W) into The Quickness (R) chains nearly two seconds of crowd control on the same targets: the frozen pile where Hemoplague (R) pays the most. And Battle Dance (E) covers you with a shield, which beats any heal against burst.
You do not need someone to heal you: Transfusion (Q) and Sanguine Pool (W) already do it themselves, and in an anti-heal game an ally's healing gets cut exactly like yours. You need someone who absorbs: Unbreakable (E) intercepts projectiles and blocks the first frontal hit.
Your weak point is not the health you spend but the crowd control that catches you while Sanguine Pool (W) recharges: Black Shield (E) eats it. And Soul Shackles (R) stuns everyone who stays close, handing Hemoplague (R) the pile it wants.
Rampant Growth (R) hands you bonus maximum health, and Crimson Pact (P) converts bonus health into ability power: on you that ultimate is defence and damage in the same button. Whimsy (W) meanwhile polymorphs whoever just jumped on you for a second.
Take her for Aqua Prison (Q) and Tidal Wave (R), not for Ebb and Flow (W): you already have the sustain, and against anti-heal those heals vanish along with yours. Worth it in games where your bot lane needs her more than you do.