永恩
The champions Yone works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Your own card says never to open the fight yourself: Curse of the Sad Mummy (R) opens it and leaves a tight, motionless pile. Fate Sealed (R) cuts through that whole line and drops you behind the last target hit, right next to their carry.
Cataclysm (R) packs the group into an arena a few metres wide: it is the cleanest line Fate Sealed (R) will ever cut through, and you land inside the wall with them, Soul Unbound (E) already up and ready.
Moonfall (R) only works up close and only if enemies stay around her: that clump is exactly what Fate Sealed (R) needs in order to hit more than one body, and your empowered Mortal Steel (Q) lifts them again right after.
You are the most fragile melee in the lane and Soul Unbound (E) snaps you back on a fixed timer, often straight into their burst: Lamb's Respite (R) is three seconds where nobody can die, which turns your dive from a gamble into a plan.
Biggest Snowball Ever! (W) rolls into the front line and bunches it up, and Absolute Zero (R) holds it there: two reasons for them to stay gathered while you line up Fate Sealed (R). Miss the snowball and nothing is left, and opening falls to you.
Last Breath (R) can only be cast on airborne targets: Fate Sealed (R) knocks up a whole group and your empowered Mortal Steel (Q) adds another one moments later. That is two windows in the same fight, and you open them from their side.
Command: Shockwave (R) drags enemies into a single point: the perfect line for Fate Sealed (R), which hits everything in its path. And Command: Protect (E) parked on you is a shield and resistances on the most fragile body in the team.
Fate Sealed (R) leaves you behind their line, where you have nothing to save yourself with: Hero's Entrance (R) lands right on top of you with a shield and a knock-up on everyone who piled onto you.
Ring of Frost (W) roots everyone around her and Frozen Tomb (R) freezes the most dangerous target: rooted enemies are lined-up enemies, and Fate Sealed (R) is worth exactly as many bodies as it can cut through.
Nevermove (E) pulls the target toward him and Vision of Empire (W) deals 50% more to anything locked down: if he opens, you arrive on a group already gathered. He has no mobility at all, so it pays off around objectives, not in open field.
Fate Sealed (R) drops you behind their carry with no way back: bonded as her Oathsworn, Fate's Call (R) rips you out when the maths goes wrong, and it is the only safety net your dive will ever get.
Fate Sealed (R) knocks the group up and leaves it tight and still for a moment: Bullet Time (R) is twelve waves in three seconds onto enemies that cannot sidestep it, and you are already on the far side finishing whoever breaks off.
Your own card tells you to arrive second, not to open: Enchanted Crystal Arrow (R) opens for you from off-screen, and Frost Shot (P) slows on every hit, so they can't scatter before you line up Fate Sealed (R).
Deadly Flourish (W) roots anyone an ally has just damaged: the mark you plant with Soul Unbound (E) switches it on, so the target cannot walk away before your spirit snaps back and cashes in the true damage.
Chain of Corruption (R) spreads between nearby enemies, and they are nearby the instant Fate Sealed (R) has compacted them: the chain locks the group down while you execute the carry. He has to fire after you, though, never before.
Magnet Storm (R) vacuums the enemy team into a single heap: Fate Sealed (R) hits everything along its path, so that heap is the most your ultimate will ever be worth. And Ferromancy: Crash Down (W) opens the fight instead of you.
Transcendent Embrace (R) knocks enemies toward its centre and slows them: it compacts them onto the Fate Sealed (R) line. And the empowered Inspire (E) is a shield plus movement speed on the body any burst deletes in one second.
Soul Unbound (E) returns your spirit on a fixed timer, and whoever stuns you at that instant kills you for free: Black Shield (E) on you before the snap-back cancels that crowd control, and Dark Binding (Q) holds the target you were marking.
Crescendo (R) stuns the first target it touches and slows everyone else caught in the wave: the group stops spreading out and Fate Sealed (R) finds its line ready. And Aria of Perseverance (W) keeps the most fragile melee on the team standing.
Unbreakable (E) eats the projectiles that delete you the moment you land behind their line, and Glacial Fissure (R) knocks up an entire row of enemies: precisely the row Fate Sealed (R) wants to cut through.