泽丽
The champions Zeri works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Volcanic Rupture (Q) plants a lava wall where there was nothing: that is the terrain Ultrashock Laser (W) needs to detonate as a critting AoE, instead of staying the plain single-target shot it is without walls.
Unstoppable Force (R) bunches their whole team into one spot: Ultrashock Laser (W), the piercing attacks from Spark Surge (E) and the Lightning Crash (R) nova all catch the group instead of one target at a time.
GNAR! (R) slams the group into terrain and stuns them right there: enemies frozen against a wall are the exact condition that turns Ultrashock Laser (W) into an AoE nuke instead of an ordinary shot.
Once Spark Surge (E) is on cooldown you have nothing left: no peel, no crowd control of your own. Stand United (R) shields you from across the map and Shadow Dash (E) taunts whoever already reached you.
Cataclysm (R) seals a target inside a ring of terrain: not only can they not leave, that wall goes wherever you need it, and it is the surface you detonate Ultrashock Laser (W) against even in the middle of a lane.
Curse of the Sad Mummy (R) freezes a whole group for a second and a half: Lightning Crash (R) extends with every hit that lands, and against stunned, bunched-up targets you don't miss a single one.
Frenzying Taunt (E) takes over the assassin who reached you: with Spark Surge (E) on cooldown you have no answer of your own, and Powerball (Q) carries him across half the map in time to matter.
Lamb's Respite (R) buys three seconds where nobody can die: you spend them landing hits, and every hit refunds duration on Lightning Crash (R). That is the long fight your whole kit is built around.
Weaver's Wall (R) raises a wall in the middle of a fight, where there is no terrain at all: from then on Ultrashock Laser (W) detonates as a critting AoE. And Unraveled Earth (E) stuns anyone dashing at you.
Slows and roots switch your entire kit off, because you live on movement: Black Shield (E) blocks them before they land. It is the one thing that stops an Ashe or a Jhin from taking you out of the game.
Command: Shockwave (R) drags scattered enemies into a single point: the piercing attacks from Spark Surge (E) and Ultrashock Laser (W) then run through the whole line. Command: Protect (E) shields you meanwhile.
Hero's Entrance (R) lands on top of you with a shield and knocks up everyone who had surrounded you: that is the answer to being caught with Spark Surge (E) on cooldown, which is the only way you ever die.
Ring of Frost (W) roots everything around her and Frozen Tomb (R) pins the priority target: those are the frozen seconds where Lightning Crash (R) keeps extending itself hit after hit.
Inspire (E) empowered by Mantra (P) is a shield plus move speed: it keeps you on target, and every hit you land shortens Spark Surge (E) and extends Lightning Crash (R). Your kit runs on movement.
Song of Celerity (E) is move speed for the whole team on every rotation, and you convert it into landed hits; Aria of Perseverance (W) keeps you in lane through the phase where your damage is still ordinary.
Magnet Storm (R) yanks scattered enemies into one clump around her: the piercing attacks from Spark Surge (E) run through the whole line and Ultrashock Laser (W) catches more than one per throw.
Tidecaller's Blessing (E) puts a slow on your next few auto-attacks: whoever tries to peel away stays in range while Lightning Crash (R) keeps extending. Aqua Prison (Q) and Tidal Wave (R) are two separate knock-ups.
Before level 5 you lose extended trades to lanes like Draven or Caitlyn: Unbreakable (E) eats their projectiles, and your rapid hits stack Concussive Blows (P) to four marks in a couple of trades.
Breath of Life (R) cleanses roots and stuns and hands out tenacity: against anything that stops you moving, which is the only thing that really kills you, it is the most direct answer there is. Milio sits at 48% in China, though.