吉格斯
The champions Ziggs works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Unstoppable Force (R) knocks them all up in one spot: for two seconds there is nothing left to dodge, which is your one real flaw. Mega Inferno Bomb (R) lands on a frozen pile and Hexplosive Minefield (E) waits for them underneath.
You have no dash and Satchel Charge (W) alone will not save you: Shadow Dash (E) taunts the diver from range and pulls him off you, while Stand United (R) shields you from across the map as you siege a tower alone with Short Fuse (P).
Stormbringer (R) disables nearby turrets for three seconds, and you are the champion who takes them down fastest: between Short Fuse (P) structure damage and Satchel Charge (W) demolishing anything under the threshold, the tower falls in one window.
Call of the Forge God (R) knocks the group up twice and leaves them where they stand: that is the window where Mega Inferno Bomb (R) cannot be dodged. Searing Charge (E) into terrain does the same job in miniature, every skirmish.
Worth it when he actually plays with the team, which is rare: Mega Adhesive (W) and Fling (E) pin down the diver who reached you, and Fling (E) can throw him straight back into Hexplosive Minefield (E) if you laid it first.
Cursed Touch (P) makes every point of magic damage they take carry true damage with it, and you are magic from the first bomb to the last mine. Curse of the Sad Mummy (R) holds them all for 1.5 seconds: Mega Inferno Bomb (R) stops needing aim.
Cataclysm (R) walls in whoever is inside: they cannot leave Hexplosive Minefield (E) and cannot walk out of Mega Inferno Bomb (R). For a champion with not one guaranteed hit in his kit, it is the arena where everything lands.
Soaring Slam (R) lands in the middle of them and leaves a slow zone, so the pile stays inside your mines until they run out, while Frenzying Taunt (E) drags away the diver in your face, which is the only way you ever die.
Crescent Guard (R) knocks back everyone except his marked target and blocks ranged damage: it is the peel your page says you give nobody, handed back to you the instant they jump on you.
Worth it when they do not rush magic resist, since you are two pure mages: Terrify (Q) freezes whoever just walked into your mines and Crowstorm (R) lands on a group already dancing inside Hexplosive Minefield (E).
Frost Shot (P) slows on every single hit, and a slowed target no longer walks out of Bouncing Bomb (Q) or hops over your mines. Enchanted Crystal Arrow (R) stuns for up to 3.5 seconds from off-screen: exactly the travel time Mega Inferno Bomb (R) needs.
Deadly Flourish (W) roots anyone an ally has just damaged, so a single Bouncing Bomb (Q) arms it for him, and that root hands you back the stationary target where Hexplosive Minefield (E) finally deals all the damage it should.
Chain of Corruption (R) roots a group and chains outward to whoever stands close: the pile stays frozen for the whole flight time of Mega Inferno Bomb (R), and nobody walks out of your mines.
Make It Rain (E) slows a whole area and Bullet Time (R) asks for exactly what you ask for, enemies grouped and still: when she starts her channel you have a pile in front of you that cannot dodge a single thing you throw.
Worth it as a siege pair: between Short Fuse (P) structure damage and his long-range poke, towers fall without a fight. Neither of you locks anyone down though, so against a team that engages well you are just two targets.
The Box (R) is a cage that slows by 99%: nothing gets dodged in there, and anyone who breaks a wall is still standing in your mines. Dark Passage (W) is the only escape you will ever get, since you own no dash at all.
Magnet Storm (R) rips several enemies out of position and drags them into a single point: the pile your bombs demand, manufactured on command instead of waited for. Ferromancy: Crash Down (W) is the knock-up that opens the window.
Dark Binding (Q) roots for a full two seconds, more than enough for Bouncing Bomb (Q) and Mega Inferno Bomb (R) to land on someone who cannot move, and Black Shield (E) eats the crowd control that usually starts your death.
Unbreakable (E) intercepts the projectiles aimed at you and cuts 35% off whatever gets through: it is the only thing that really stands between you and the dive. Glacial Fissure (R) knocks up a whole line and leaves it queued for your bombs.
Whimsy (W) polymorphs the assassin who just landed on you and Rampant Growth (R) hands you bonus health while knocking up everyone nearby: those are the two seconds you need to Satchel Charge (W) yourself back out to range.