赵信
The champions Xin Zhao works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Your whole damage pattern depends on landing all three Three Talon Strike (Q) autos: the long-range Shadow Dash (E) taunt holds the target still for every one of them. And Stand United (R) is the fallback your page says you do not have.
Brittle from Bellows Breath (W) stretches the next piece of crowd control by 30%, so the knock-up on the third Three Talon Strike (Q) hit holds longer and adds max-health damage on top. From level 7 Living Forge (P) also lets you shop without recalling.
Crescent Guard (R) knocks everyone back except the target marked by Wind Becomes Lightning (W), leaving a 1v1 in the middle of a teamfight, and Noxian Guillotine (R) is the execute that ends it. Apprehend (E) drags back anyone trying to leave.
Your page says enemy healing undoes your whole trade: with Insanity Potion (R) up, Poison Trail (Q) applies grievous wounds and that healing stops. And Mega Adhesive (W) pins the mobile targets that step out of Audacious Charge (E) range.
It works in one order only: Unstoppable Force (R) first, then you dive the airborne group with Audacious Charge (E). Fire Crescent Guard (R) after him and you scatter the exact enemies he had just stacked into one spot.
Your page tells you to dive past the frontline, and that an interrupted all-in leaves you exposed with nothing: Hero's Entrance (R) lands on you with a shield and a knock-up. The Shield of Durand (W) taunt holds the target through all three autos.
Your page says that past Audacious Charge (E) base range mobile targets simply leave: Wither (W) is point-and-click and cuts movement and attack speed for so long that nobody walks out of your three autos any more.
Your page says your jungle pathing is easy to read and it costs you counter-ganks: Destiny (R) shows you where everyone is before you move. And the Gold Card from Pick a Card (W) stuns for 1.25 seconds, which is exactly your three autos.
Black Shield (E) put on you before the dive eats the crowd control that, as your page says, leaves you exposed with nothing left. And the 2-second Dark Binding (Q) root is more than enough time to land the whole auto chain.
The third hit of Three Talon Strike (Q) is a guaranteed knock-up, and the cooldown refunds hand you another every few seconds: for Last Breath (R) that is a standing invitation. It needs coordination, though, and here he sits at a 48% win rate.
He owns no dash and no blink, so anyone who reaches him kills him. Crescent Guard (R) knocks every diver off and blocks incoming ranged damage, the two ways he dies, while he keeps firing with Bio-Arcane Barrage (W) active.
Frost Shot (P) slows on every hit and keeps the target inside your three-auto chain. Enchanted Crystal Arrow (R) catches the one you cannot reach: your page says you have no gap closer at all beyond Audacious Charge (E).
One tag from Wind Becomes Lightning (W) is enough for Deadly Flourish (W) to become a real root, and from there all three autos land. And Curtain Call (R) finishes from range the single enemy Crescent Guard (R) left standing next to you.
Your page says enemy healing wipes out your trade: Hail of Arrows (E) slows and applies grievous wounds over the exact patch of ground where you are finishing. Chain of Corruption (R) roots whoever was about to leave your range.
He is the one marksman who does not need Crescent Guard (R): Arcane Shift (E) gets him out alone, so the defensive half of your kit goes unused. What is left is Mystic Shot (Q) poke keeping a lane low enough to be worth ganking.
Concussive Blows (P) needs four hits between him and an ally, and Three Talon Strike (Q) delivers three in a row by itself: the stun lands almost every time, and your third hit already knocks them up. Unbreakable (E) covers the way out.
Tidecaller's Blessing (E) loads an ally's next few attacks with bonus damage and a slow, and Three Talon Strike (Q) fires three of them in a row: nobody spends that buff better than you. Aqua Prison (Q) meanwhile holds the target still.
Beat Drop (E) only slows on a clean hit, but it roots a target that is already slowed, and both Wind Becomes Lightning (W) and Audacious Charge (E) slow. With you her E is always a root, and Encore (R) then closes on the group.
Death Sentence (Q) drags and stuns for 1.5 seconds, exactly the window you need to land all three autos. And once you have dived their backline and Crescent Guard (R) is already spent, the Dark Passage (W) lantern is the way out.
Battle Dance (E) is the only shield that can reach you after you have dived past the frontline, and your page says you are squishy until your items land. But giving it to you leaves the ADC alone, so it pays only when your marksman can hold his own.