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The champions Yasuo works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Unstoppable Force (R) knocks several enemies airborne from outside normal engage range: you just pick whoever is up in the air and teleport onto them with Last Breath, never walking through the front line that kills you in two seconds.
Searing Charge (E) crashed into the lava wall from Volcanic Rupture (Q) is a guaranteed knock-up that comes back every trade: you get a Last Breath window in every skirmish, not one per teamfight tied to an ultimate.
The edge of The Darkin Blade (Q) knocks up on every rotation, not once per fight: and if the target tries to slip away, Infernal Chains (W) drags them back in. That is repeatable airborne in every single trade.
Fate Sealed (R) knocks a whole group airborne and his empowered Mortal Steel (Q) adds another one moments later: two airborne targets in the same fight, opened from an angle that keeps you off the front line.
He reaches the backline hidden by Warrior Trickster (W) and opens with Cyclone (R), which knocks up everyone around him and can be recast for a second wave: two Last Breath windows on their carry, and you are not the one walking in.
Fling (E) hurls the target over his shoulder: pure airborne, every few seconds, no ultimate spent. It only counts when he stops shoving the side lane and actually stands with the team, which is rarely the case.
Dragon Strike (Q) thrown through the Demacian Standard (E) flag knocks the target airborne from far out, and Cataclysm (R) walls them in: you drop in with Last Breath and execute while their team is stuck outside.
Cease and Desist (R) is point-and-click, unstoppable and knocks the target up: it hands you the enemy carry from behind their front line, exactly the target Last Breath deletes and the one you could never reach alone.
The third hit of Three Talon Strike (Q) is a guaranteed knock-up, available in every skirmish from the earliest levels: you never have to wait for anyone's ultimate to get the airborne target Last Breath demands.
Powerball (Q) cancelled mid-roll into Soaring Slam (R) lands inside the backline and displaces whoever is under it: it puts an airborne target where you could never walk in, and Frenzying Taunt (E) locks down whoever would answer.
A fully grown Biggest Snowball Ever! (W) rolls into the front line and knocks up the whole group: you pick which airborne body is worth Last Breath, while Absolute Zero (R) pins them all over your kill.
Dragon's Rage (R) also knocks up anyone standing behind the kicked target: if he punts a carry into their own team you get several airborne bodies at once. It all hangs on his read, and in China he sits below a 48% win rate.
Fate's Call (R) can, when you are her Oathsworn, launch you into the enemy team: the impact knocks up everyone it hits, so you land with the target already airborne for Last Breath, and the same ability yanks you out if the dive goes wrong.
Condemn (E) knocks the target back, and into a wall it adds a stun on top: it opens Last Breath out of nowhere, in a lane where almost no marksman creates airborne. In exchange, Wind Wall (W) covers her very short range.
Stand Aside (E) knocks back and slows without spending an ultimate: it is an airborne source that comes back every few seconds, so Last Breath doesn't hang on one tank's R per fight.
Buster Shot (R) is a knockback, so it counts as airborne for Last Breath: after a Rocket Jump (W) into the backline she can open it on the isolated target. She almost always saves it to shove a diver off herself, though.
Pulverize (Q) knocks up everyone around him and Headbutt (W) keeps them displaced and airborne right after: that is two Last Breath windows per engage, without spending a single ultimate.
Aqua Prison (Q) and Tidal Wave (R) are two separate knock-ups and she chains them back to back on purpose: that is two Last Breath casts in the same fight. Among supports she is the most frequent airborne source you can get.
Grand Entrance (W) knocks up from range and The Quickness (R) chains a charm right after: nearly two seconds of control to drop onto with Last Breath, and he is the one going in first instead of you, who dies to the first burst.
Glacial Fissure (R) knocks up an entire enemy line: you get to choose which carry Last Breath deletes. On top of that, Unbreakable (E) eats projectiles and Stand Behind Me (W) shields you, and your defensive stats hold up to nothing.
Rocket Grab (Q) rips a carry out from behind their front line and Power Fist (E) knocks them up the moment they land: you get the target already isolated and already airborne, the one situation where Last Breath wins you the fight.
Depth Charge (R) is targeted and undodgeable: it knocks up the carry and everyone standing near them, which is a guaranteed Last Breath. He sits at a 48% win rate in China right now, so you take him for the engage, not the stats.