芸阿娜
The champions Yunara works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Kanmei's Steps (E) gives you speed, not a dash: you do not walk out of a dive. Stand United (R) shields you and drops Shen onto whoever jumped you, and Shadow Dash (E) holds them there while you keep attacking.
Unstoppable Force (R) knocks up half their team from outside engage range: those are the seconds where you can stand still and hit, which is the only way your damage ever comes out. Open Transcend One's Self (R) on top of it.
Brittle from Bellows Breath (W) adds 30% duration to the crowd control that follows, and Call of the Forge God (R) knocks up twice in a row: the window where nobody moves gets longer, and you spend that window hitting.
GNAR! (R) slams the group into terrain and the slow becomes a full stun: an entire team pinned against a wall is exactly the target Arc of Judgment (W) and your auto-attacks are asking for.
Steadfast Presence (W) turns a diver's dash into a self-inflicted root and Keeper's Verdict (R) punts them away: pure peel for someone with no escape. Worth it against dive comps; Poppy sits under 49% in China.
Curse of the Sad Mummy (R) is a 1.5-second AoE stun on the whole group: inside Transcend One's Self (R) that is free auto-attacks on targets who can neither dodge nor answer.
Lamb's Respite (R) is the defensive cooldown you don't have: three seconds where nobody inside can die, so you stand there shooting at the exact moment their burst would have deleted you.
Frenzying Taunt (E) locks down the assassin who jumped you, and with no dash of your own that is the only way you get rid of him. Powerball (Q) also gets him to lane very early, in the phase where you are weakest.
Crescent Guard (R) blocks damage coming in from range and pins one target down: that is peel, not just engage, and it is exactly what you lack when they jump you and Kanmei's Steps (E) is not enough to get out.
Absolute Zero (R) is a channel enemies have to walk out of: park Arc of Judgment (W) on the exit and they never make it. Biggest Snowball Ever! (W) keeps them bunched under your attacks in the meantime.
Hero's Entrance (R) lands on you from anywhere on the map: it shields you and knocks up everyone who had surrounded you. For a marksman with no shield and no dash, it is the save button your kit is missing.
Any hard crowd control locks you down and you have no dash to break out: Black Shield (E) cancels it before it lands. And Dark Binding (Q) puts two full seconds of a motionless target in front of you.
With Pyromania (P) charged, Summon: Tibbers (R) is a guaranteed AoE stun with no skillshot to land: all you have to do is already be in attack range when it goes off, and you never have to move again.
Command: Protect (E) shields you, hands you armour and magic resist and moves the Ball's damage zone onto you: whoever dives you ends up inside Command: Shockwave (R), which scoops them up and holds them there.
The gold card from Pick a Card (W) is a guaranteed 1.25-second stun and Destiny (R) reveals every enemy, which for someone with no dash means never getting flanked. He gives you no real peel, though: on the first dive you are on your own.
Unbreakable (E) intercepts projectiles: that is the direct answer to the long-range poke that punishes an early game spent standing still. And your constant auto-attacks push Concussive Blows (P) to four marks in no time.
Aria of Perseverance (W) keeps you in lane while you stack Unleash, Song of Celerity (E) adds the speed Kanmei's Steps (E) alone doesn't cover, and Crescendo (R) opens the window where you just stand and hit.
Tidecaller's Blessing (E) empowers and slows with your next few auto-attacks, and you throw more of those than anyone: you are the ideal target. Aqua Prison (Q) and Tidal Wave (R) are two separate knock-ups, so two windows where you never move.
Inspire (E) empowered by Mantra (P) is a shield plus speed, and its ring hands the same bonus to a second ally: it is the escape button you don't have, since Kanmei's Steps (E) is not a dash.
Dark Passage (W) is the dash you don't own: the lantern pulls you out of a dive that has already started. Flay (E) shoves whoever is on you, and Death Sentence (Q) hands you a motionless target half a lane away.
Breath of Life (R) cleanses stuns and roots off the whole team: it is the only thing that pulls you out of a lockdown, because your kit has no answer of its own. Useful against CC-heavy comps; Milio sits at 48% in China.