沃里克
The champions Warwick works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
All Out (R) knocks one enemy back through the wall and roots them: it delivers the target exactly as you want it, isolated with nobody left to interrupt Infinite Duress (R) mid-air. The third Ntofo Strikes (Q) stuns whoever tries to slip away.
Your page says Infinite Duress (R) dies to any hard crowd control caught mid-air: once Unstoppable Force (R) has half their team airborne, that crowd control never gets cast. You leap in knowing you will land, with nobody left to peel.
Hemorrhage (P) keeps ticking a target down long after he disengages: the moment they cross 50% Eternal Hunger (P) turns everything you deal into healing, and under 35% Blood Hunt (W) surges to 150%. Apprehend (E) holds them there for you.
Your page says to gank the moment a laner drops under 50%: Thundering Smash (Q) stuns them in place while Jaws of the Beast (Q) heals you back up. Stormbringer (R) turns the turret off for three seconds, so you can take the dive under it too.
Your page names kiters as your problem, and Mega Adhesive (W) into Fling (E) glues them to the floor inside your range. The catch is that he lives alone in a side lane, so the pairing only exists in games where you both decide to fight together.
Black Shield (E) put on you before you leap eats the crowd control that shuts Infinite Duress (R) down mid-air: that is the weakness written on your page, deleted. And the 2-second Dark Binding (Q) root pins the kiter you could never catch.
Vision of Empire (W) hits 50% harder on anything already locked down, and the one-second suppress from Infinite Duress (R) is exactly that: you hand him a body that cannot move. Then you are two champions who heal through a long brawl instead of dying.
Breath of Light (Q) chips relentlessly from range, which is the fastest way to push a target under 50%, the threshold where Eternal Hunger (P) starts healing you for everything. In return, Infinite Duress (R) holds a body still for Falling Star (R).
Your page says mobile champions keep you permanently out of biting range: Frozen Tomb (R) is point-and-click and freezes them on the spot, so Infinite Duress (R) launches at a body that can no longer dash. Ring of Frost (W) roots whoever is left.
The Gold Card from Pick a Card (W) opens your gank, and that part always pays. The rest does not: Destiny (R) reveals the map, but Blood Hunt (W) already does that for you for 8 seconds, so you gain less from him than almost any other jungler.
The Whisper (P) crit and Curtain Call (R) drag targets past the thresholds that switch you on: under 50% Eternal Hunger (P) heals you, under 35% Blood Hunt (W) surges to 150%. And Deadly Flourish (W) roots whoever you have just bitten.
Frost Shot (P) slows on every hit, so the champions who would keep you out of biting range stop managing it. And Enchanted Crystal Arrow (R) stuns for up to 3.5 seconds, so Infinite Duress (R) launches at someone who cannot interrupt you mid-air.
Your page says to only gank laners already under 50%: Mystic Shot (Q) poke keeps them there for the whole laning phase. And since you peel for nobody, you want a marksman who saves himself, which is exactly what Arcane Shift (E) does.
Worth it against comps built around one huge tank: the true damage from Silver Bolts (W) every third hit drags him under the thresholds where your bites turn into healing. The catch is that she wants peeling, and you peel for nobody.
Your page says mobile champions keep you out of range: Twisted Advance (W) starts from a distance, is untargetable in transit and roots on arrival, so Infinite Duress (R) always lands. And Nature's Grasp (R) freezes an entire enemy line.
Blood Hunt (W) gives you 60% attack speed, and 150% of that bonus under 35% health: nobody fills the four Concussive Blows (P) marks faster than you, and that stun holds the target for Infinite Duress (R). Unbreakable (E) covers the team you cannot.
Death Sentence (Q) rips the target away from their team: your page says to commit Infinite Duress (R) only when nobody is left to intercept you, and the hook creates exactly that. Flay (E) then stops them walking away while you bite.
Focused Resolve (W) roots anyone who fails to break the chain in time, which means whoever was running from your teeth. And Inspire (E) hands you a shield and speed as you commit: you arrive sooner and you arrive alive, half the Infinite Duress (R) problem.
Magnet Storm (R) drags scattered enemies into a single clump, and you, who chase nobody, suddenly have them delivered. The catch is agreeing on a plan: she wants the team grouped, and your page tells you to flank alone instead.