Arrr, VRC.LOL

Game patch, matey 26.21Data Dragon 16.21.1

Arrr, reference patch 16.20.1

Brand Arrr, bot · Normal Draft

Brand Bot be a sailor-chosen AP carry strategy. His burn and crowd control can pressure a duo course, but th' crew may need sustained physical damage from another role.

Experimental courseArrr, standard Summoner's Rift preparation
Arrr, champion overview
Review patch be unknownRecommendations await inspection

These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.

Recommendations’ patch
— Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, normal Draft · Bot

Arrr, mage bottom baseline

Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Experimental course
S
Draft / Ranked opening · separate from gear 1

Doran's Ring

400 doubloons

Provides trick power, mana regeneration and course sustain.

1
First aboard gear

Luden's Echo

2,750 doubloons

Completes a stable mana-and-damage gear fer farming th' duo course.

2
Boots

Sorcerer's Shoes

1,100 doubloons

Adds early magic penetration agin' low-resistance targets.

3
Arrr, long-range utility

Horizon Focus

2,700 doubloons

Rewards landing long-range tricks afore th' rest o' th' spell rotation.

4
Arrr, late power

Rabadon's Deathcap

3,500 doubloons

Multiplies th' trick power from th' completed core.

5
Arrr, vs resistance

Cryptbloom

3,000 doubloons

Arrr, adds percentage magic penetration once enemies buy resistance.

6
Arrr, repeated spell rotations

Cosmic Drive

3,000 doubloons

Adds movement speed and trick haste fer repeated late-battle spell rotations after th' core be established.

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, too much healingMorellonomicon applies anti-heal. Buy it earlier only when healing be already deciding fights.Spy full course

Arrr, best when: Morellonomicon applies anti-heal. Buy it earlier only when healing be already deciding fights.

  1. First aboard gearLuden's Echo
  2. BootsSorcerer's Shoes
  3. Morellonomicon
  4. Arrr, late powerRabadon's Deathcap
  5. Arrr, vs resistanceCryptbloom
  6. Arrr, repeated spell rotationsCosmic Drive
AlternativeArrr, they burst meArrr, zhonya's stasis can absorb a committed dive or lethal burst window.Spy full course

Arrr, best when: Arrr, zhonya's stasis can absorb a committed dive or lethal burst window.

  1. First aboard gearLuden's Echo
  2. BootsSorcerer's Shoes
  3. Zhonya's Hourglass
  4. Arrr, late powerRabadon's Deathcap
  5. Arrr, vs resistanceCryptbloom
  6. Arrr, repeated spell rotationsCosmic Drive
AlternativeArrr, one spell stops meBanshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.Spy full course

Arrr, best when: Banshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.

  1. First aboard gearLuden's Echo
  2. BootsSorcerer's Shoes
  3. Arrr, long-range utilityHorizon Focus
  4. Banshee's Veil
  5. Arrr, vs resistanceCryptbloom
  6. Arrr, repeated spell rotationsCosmic Drive

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, too much healingMorellonomicon applies anti-heal. Buy it earlier only when healing be already deciding fights.Spy full course

Arrr, best when: Morellonomicon applies anti-heal. Buy it earlier only when healing be already deciding fights.

  1. First aboard gearLuden's Echo
  2. BootsSorcerer's Shoes
  3. Morellonomicon
  4. Arrr, late powerRabadon's Deathcap
  5. Arrr, vs resistanceCryptbloom
  6. Arrr, repeated spell rotationsCosmic Drive
AlternativeArrr, they burst meArrr, zhonya's stasis can absorb a committed dive or lethal burst window.Spy full course

Arrr, best when: Arrr, zhonya's stasis can absorb a committed dive or lethal burst window.

  1. First aboard gearLuden's Echo
  2. BootsSorcerer's Shoes
  3. Zhonya's Hourglass
  4. Arrr, late powerRabadon's Deathcap
  5. Arrr, vs resistanceCryptbloom
  6. Arrr, repeated spell rotationsCosmic Drive
AlternativeArrr, one spell stops meBanshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.Spy full course

Arrr, best when: Banshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.

  1. First aboard gearLuden's Echo
  2. BootsSorcerer's Shoes
  3. Arrr, long-range utilityHorizon Focus
  4. Banshee's Veil
  5. Arrr, vs resistanceCryptbloom
  6. Arrr, repeated spell rotationsCosmic Drive

Arrr, runes and summoner spells

Arrr, runes and summoner spellsBrandBot

A spell-casting Bot course needs mana and repeated trick contact rather than a marksman attack-speed chart. Heal supports th' shared course.

Normal Draft, matey
Arrr, primary tree

Sorcery

Arcane CometManaflow BandTranscendenceScorch
Arrr, secondary tree

Precision

Presence of MindCut Down
Arrr, summoner spells
FlashHeal
Coordinate th' Support

Avoid duplicating th' same defensive spell without a reason. Barrier protects th' user; Heal can protect both nigh th' ship course partners.

Cleanse be specific

Pick Cleanse only when removable crowd control be th' course or fight problem and ye can use it reliably.

Arrr, static alternatives

Compare th' problem afore changing th' course

These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, Only when enemy healing is deciding fights

Oblivion Orb

Arrr, Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.

Arrr, Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.
Arrr, they burst me

Zhonya's Hourglass

Arrr, zhonya's stasis can absorb a committed dive or lethal burst window.

Arrr, one spell stops me

Banshee's Veil

Banshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.

Arrr, Situational AP purchase

Arrr, When should you buy anti-heal?

Arrr, Buy healing reduction when enemy healing or regeneration is deciding fights and you can keep damaging the relevant target. Grievous Wounds reduces healing; it does not reduce shields, magic damage or crowd control.

Arrr, Start with the component

Arrr, Oblivion Orb can provide healing reduction without immediately paying for a completed Morellonomicon. Fit the component around your core damage, mana and survival needs; check the current queue's item tooltip.

Arrr, Finish when it fits the fight

Arrr, Complete Morellonomicon when its stats and slot efficiency suit your build. Do not treat it as a mandatory first item just because your champion deals magic damage.

Arrr, Coordinate coverage

Arrr, Multiple Grievous Wounds sources do not add their percentages together. Another reliable applier may cover the same target, but you may still need your own source for a separate fight or target.

Arrr, Repeated spell damage and damage over time can maintain coverage more reliably than a single hit. Match the purchase to your actual spell access, enemy sustain and the teammates who can apply the debuff.

Arrr, Will the fight last long enough?

Arrr, If you die before dealing damage, you apply no healing reduction. If your target dies before healing, there is little healing to prevent. The debuff applies on qualifying damage immediately; it does not need to build up. It remains briefly after your last hit, so teammates can benefit even after you disengage.

Arrr, Only healing during the active debuff counts. For example, 40% reduction prevents 80 of a 200-point heal, or 400 of a 1,000-point heal, before other modifiers. Compare that with the damage, penetration or survival you delayed; neither example guarantees a kill. Healing after the debuff expires is unaffected.

Arrr, See the Arrr, oblivion Orb and Arrr, Morellonomicon Arrr, references for current effects and queue availability. These are situational decisions, not a measured best-build claim.

Arrr, kit reference

Brand tricks

Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Tricks Data Dragon 16.20.1Wait fer reload (s) / Cost / Charted reach (units) Data Dragon 16.20.1
P
Passive

Blaze

Arrr, what it doesEnglishBrand's spells light his targets ablaze, dealing damage over 4 seconds, stacking up to 3 times. If Brand kills an enemy while it is ablaze he regains mana. When Blaze reaches max stacks on a Champion or large monster, it becomes unstable. It detonates in 2 seconds, applying spell effects and dealing massive damage in an area around the victim.

Q
Q trick

Sear

Arrr, what it doesEnglishBrand launches a ball of fire forward that deals magic damage. If the target is ablaze, Sear will stun the target.

Wait fer reload (s)8/7.5/7/6.5/6Cost70Charted reach (units)1050
W
W trick

Pillar of Flame

Arrr, what it doesEnglishAfter a short delay, Brand creates a Pillar of Flame at a target area, dealing magic damage to enemy units within the area. Units that are ablaze take an additional 25% damage.

Wait fer reload (s)10/9.5/9/8.5/8Cost60/70/80/90/100Charted reach (units)900
E
E trick

Conflagration

Arrr, what it doesEnglishBrand conjures a powerful blast at his target that spreads to nearby enemies, dealing magic damage. If the target is ablaze, Conflagration's spread is doubled.

Wait fer reload (s)13/12/11/10/9Cost90Charted reach (units)625
R
Ultimate

Pyroclasm

Arrr, what it doesEnglishBrand unleashes a devastating torrent of fire that bounces up to 5 times off of Brand and nearby enemies, dealing magic damage to enemies each time bounce. Bounces prioritize stacking Blaze to max on Champions. If a target is ablaze, Pyroclasm will briefly slow them.

Wait fer reload (s)100/90/80Cost100Charted reach (units)750

Adapt th' course

What to do when th' battle changes

Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.

Even course

Prioritise farm, spacing and coordination wit' Support

1
Course

Clash th' opposing carry's income and trade when both course partners can participate.

2
Sea chart play

Finish th' wave afore rotating unless th' fight be immediate and clearly reachable.

3
Fights

Stand astern o' allied control and loadout damage on reachable targets afore stepping toward th' back aboard line.

Pings, movement and prizes

Brand Bot sea chart course

Protect income and coordinate wit' Support. Yer movement should follow th' wave, while yer pings make target choice and peril clear th' deck afore th' fight begins.

Ahead

Carry th' lead into th' next aboard seaworthy fight

Ping
Use Target on th' reachable foe, Peril when Support or Jungle be too far across th' waters astern, and On Me Way after th' wave be secured.
Arrr, farm or rotate
Finish th' wave, recall on th' gear timing and rotate wit' protection. Do nay cross river alone to save a few seconds.
Prize
Attack from th' seaworthy side o' th' prize and keep damaging th' nearest reachable threat. Preserving th' shutdown matters more booty than chasing.
Even

Loadout th' gear timing and move together

Ping
Use Target to align wit' Support, Foe Lost overboard when either Bot foe leaves and Peril if an engage begins outside yer seaworthy range.
Arrr, farm or rotate
Rotate after th' wave or when th' prize fight be immediate and reachable. Communicate if staying fer th' wave be th' safer call.
Prize
Enter astern o' vision and allied control. Keep a course astern from th' foe engage afore starting sustained damage.
Behind

Shorten exposure and recover promised doubloons

Ping
Use Retreat afore Support or Jungle forces a fight ye cannae damage, and Foe Lost overboard as soon as th' taking th' victory Bot course leaves.
Arrr, farm or rotate
Avoid being first aboard into river. Move wit' Support after th' seaworthy wave, or trade an unsafe prize fer protected farm.
Prize
Stand beside peel and attack whoever enters seaworthy range. Do nay cross foe control to reach th' opposing carry.
Prize setup

Arrr, four calls, in order

Pings create a shared course; they do nay replace checking waves, vision and who can move.

  1. 1
    Secure th' wave

    Finish seaworthy farm and communicate th' recall or move afore th' prize setup begins.

  2. 2
    Arrr, enter protected

    Walk wit' Support or another ally and choose th' side where foe engage cannae reach ye first aboard.

  3. 3
    Arrr, set attack space

    Keep an exit course and identify th' nearest target ye can damage without crossing foe control.

  4. 4
    Arrr, stay alive

    Continue useful damage without chasing astern from th' prize or donating a shutdown.

Later prizes: Repeat th' same process 'round later major prizes: handle nigh th' ship income, communicate th' course, enter through vision and agree on th' fight afore committing.

Use th' chart

Put Brand into a real matchup

Compare a specific foe, return to th' champion overview, or choose another champion without losing th' queue distinction.

Arrr, prepare a matchupArrr, champion overviewArrr, browse champions