Arrr, VRC.LOL

Game patch, matey 26.20Data Dragon 16.20.1

Arrr, reference patch 16.20.1

Gwen Arrr, jungle · Normal Draft

Gwen has a reviewed secondary role here. It be less common aboard than th' primary roles, but it has a recognisable role-specific course.

Arrr, reviewed secondaryArrr, 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 · Jungle

Arrr, aP on-hit Jungle

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

Arrr, reviewed secondary
S
Draft / Ranked opening · separate from gear 1

Gustwalker Hatchling

450 doubloons

Provides Smite progression and movement speed after the Jungle companion is fully grown.

1
First aboard gear

Dusk and Dawn

3,100 doubloons

Adds hull, attack speed, trick power, haste and on-hit magic damage fer th' clear th' deck and extended fights.

2
Boots

Sorcerer's Shoes

1,100 doubloons

Adds movement and flat magic penetration agin' low-resistance targets.

3
Core

Shadowflame

3,200 doubloons

Improves magic damage agin' enemies already below 40% hull.

4
Late

Rabadon's Deathcap

3,500 doubloons

Multiplies trick power after th' on-hit core be functional.

5
Flexible

Void Staff

3,000 doubloons

Adds percentage magic penetration only after foes buy meaningful magic resistance.

6
Final safe harbour

Zhonya's Hourglass

3,250 doubloons

Adds armour, trick power and a sailor-timed stasis fer committed fights.

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, too much healingChempunk Chainsword adds anti-heal without abandoning attack damage and hull.Spy full course

Arrr, best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

  1. First aboard gearDusk and Dawn
  2. BootsSorcerer's Shoes
  3. Chempunk Chainsword
  4. LateRabadon's Deathcap
  5. FlexibleVoid Staff
  6. Final safe harbourZhonya's Hourglass
AlternativeArrr, physical burstDeath's Dance delays physical damage so takedowns can stabilise th' fight.Spy full course

Arrr, best when: Death's Dance delays physical damage so takedowns can stabilise th' fight.

  1. First aboard gearDusk and Dawn
  2. BootsSorcerer's Shoes
  3. Death's Dance
  4. LateRabadon's Deathcap
  5. FlexibleVoid Staff
  6. Final safe harbourZhonya's Hourglass
AlternativeArrr, sustained magic damageKaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.Spy full course

Arrr, best when: Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

  1. First aboard gearDusk and Dawn
  2. BootsSorcerer's Shoes
  3. CoreShadowflame
  4. Kaenic Rookern
  5. FlexibleVoid Staff
  6. Final safe harbourZhonya's Hourglass
AlternativeArrr, they stack armourArrr, Black Cleaver shreds armour during extended fights.Spy full course

Arrr, best when: Arrr, Black Cleaver shreds armour during extended fights.

  1. First aboard gearDusk and Dawn
  2. BootsSorcerer's Shoes
  3. Black Cleaver
  4. LateRabadon's Deathcap
  5. FlexibleVoid Staff
  6. Final safe harbourZhonya's Hourglass

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, too much healingChempunk Chainsword adds anti-heal without abandoning attack damage and hull.Spy full course

Arrr, best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

  1. First aboard gearDusk and Dawn
  2. BootsSorcerer's Shoes
  3. Chempunk Chainsword
  4. LateRabadon's Deathcap
  5. FlexibleVoid Staff
  6. Final safe harbourZhonya's Hourglass
AlternativeArrr, physical burstDeath's Dance delays physical damage so takedowns can stabilise th' fight.Spy full course

Arrr, best when: Death's Dance delays physical damage so takedowns can stabilise th' fight.

  1. First aboard gearDusk and Dawn
  2. BootsSorcerer's Shoes
  3. Death's Dance
  4. LateRabadon's Deathcap
  5. FlexibleVoid Staff
  6. Final safe harbourZhonya's Hourglass
AlternativeArrr, sustained magic damageKaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.Spy full course

Arrr, best when: Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

  1. First aboard gearDusk and Dawn
  2. BootsSorcerer's Shoes
  3. CoreShadowflame
  4. Kaenic Rookern
  5. FlexibleVoid Staff
  6. Final safe harbourZhonya's Hourglass
AlternativeArrr, they stack armourArrr, Black Cleaver shreds armour during extended fights.Spy full course

Arrr, best when: Arrr, Black Cleaver shreds armour during extended fights.

  1. First aboard gearDusk and Dawn
  2. BootsSorcerer's Shoes
  3. Black Cleaver
  4. LateRabadon's Deathcap
  5. FlexibleVoid Staff
  6. Final safe harbourZhonya's Hourglass

Arrr, runes and summoner spells

Arrr, runes and summoner spellsGwenJungle

Th' AP Jungle chart rewards completed spell-damage windows after a seaworthy clear th' deck. Smite remains mandatory; th' movement spell protects pathing and gank exits.

Normal Draft, matey
Arrr, primary tree

Domination

Dark HarvestSudden ImpactGrisly MementosUltimate Hunter
Arrr, secondary tree

Sorcery

TranscendenceWaterwalking
Arrr, summoner spells
FlashSmite
Arrr, keep Smite

Smite be part o' Jungle companion progression and prize security. Th' movement or combat spell beside it be th' adjustable slot.

Change th' movement spell

Ghost can fit sustained access; Flash can fit one immediate reposition. Use th' champion's course and intended fights to choose.

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, too much healing

Chempunk Chainsword

Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

Arrr, physical burst

Death's Dance

Death's Dance delays physical damage so takedowns can stabilise th' fight.

Arrr, sustained magic damage

Kaenic Rookern

Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

Arrr, they stack armour

Black Cleaver

Arrr, Black Cleaver shreds armour during extended fights.

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, 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

Gwen 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 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

A Thousand Cuts

Arrr, what it doesEnglishGwen's attacks deal bonus magic damage based on the targets health. She heals for a portion of the damage dealt to champions by this effect.

Arrr, practical readA Thousand Cuts be an automatic part o' th' kit involving damage. Track when its condition be active instead o' treating every fight th' same way.

Protection

Th' protection or sustain be part o' th' cast's value. Compare its timing wit' incoming damage rather than reading only th' offensive effect.

Q
Q trick

Snip Snip!

Arrr, what it doesEnglishGwen snips her scissors in a cone up to 6 times dealing magic damage. Gwen deals true damage to units in the center and applies her passive to them on each snip.

Arrr, practical readSnip Snip! contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

CooldownArrr, 6.5/5.75/5/4.25/3.5 secCost40Arrr, listed rangeArrr, 450 units
W
W trick

Hallowed Mist

Arrr, what it doesEnglishGwen summons mist that protects her from enemies outside of it. She can only be targeted by enemies who enter the mist.

Arrr, practical readHallowed Mist be part o' Gwen's W pattern. Read its listed effect first aboard, then track th' cooldown and condition that make th' next aboard use valuable.

CooldownArrr, 22/21/20/19/18 secCost60
E
E trick

Skip 'n Slash

Arrr, what it doesEnglishGwen dashes a short distance then gains Attack Speed, attack range, and magic damage On-Hit for a few seconds. If she hits an enemy during that time, this Ability's cooldown is partially refunded.

Arrr, practical readSkip 'n Slash contributes basic-attack interaction and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

CooldownArrr, 13/12.5/12/11.5/11 secCost35Arrr, listed rangeArrr, 400 units
Movement

Th' cast changes position or access. Sailor record fer where th' champion finishes, nay only where th' trick begins.

R
Ultimate

Needlework

Arrr, what it doesEnglishGwen hurls a needle that slows enemies hit, deals magic damage, and applies A Thousand Cuts to champions hit. This ability can be cast up to two more times, with each cast throwing additional needles and dealing more damage.

Arrr, practical readNeedlework contributes a slowing effect and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

CooldownArrr, 120/100/80 secCost100Arrr, listed rangeArrr, 1200 units

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

Keep th' clear th' deck moving and choose high-ship's intelligence plays

1
Pathing

Track opposing camps and course states instead o' forcing th' first aboard visible target.

2
Sea chart play

Trade sides o' th' sea chart when contesting would require weaker lanes to move first aboard.

3
Fights

Save fit fer th' captain's eye control fer th' foe who threatens yer carries or prize access.

Pings, movement and prizes

Gwen Jungle sea chart course

Link each clear th' deck to th' next aboard informed decision. Pings should tell lanes where ye be pathing and whether th' crew be contesting or trading an prize.

Ahead

Arrr, turn tempo into controlled territory

Ping
Use On Me Way afore entering a course, Assist Me afore an prize and Peril when nigh th' ship lanes cannae move to an invade.
Course or gank
Gank when th' course has reach, damage and a seaworthy exit. Do nay wait beside a protected target while camps and th' next aboard prize disappear.
Prize
Establish vision wit' th' nearest taking th' victory course, keep Smite available and avoid chasing astern from th' prize after gaining control.
Even

Pick th' play wit' th' clearest ship's intelligence

Ping
Use On Me Way early enough fer th' course to prepare, Assist Me only when nigh th' ship lanes can move, and Retreat when th' contest has already become late.
Course or gank
Prefer a course wit' crowd control, damaged foes or a favourable wave. A visible foe be nay automatically a usable gank.
Prize
Inspect Mid and Bot priority afore Dragon, or Mid and Top afore Herald. Set a seaworthy entrance afore beginning th' prize.
Behind

Trade th' sea chart instead o' forcing recovery

Ping
Ping Retreat from lost contests, Peril on likely invades and On Me Way when covering a vulnerable course or remaining camp.
Course or gank
Counter-gank or lend a hand only when crewmates can survive until arrival. Repeated low-chance ganks deepen th' camp and level deficit.
Prize
If entry be unsafe, trade fer camps, a wave, vision or th' opposite prize. Keep Smite and crowd control fer a contest th' crew can actually reach.
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
    Afore th' course

    Decide which camps lead toward th' prize and ping th' nigh th' ship lanes afore they spend th' wave or recall timing.

  2. 2
    Inspect priority

    Confirm which nigh th' ship lanes can move first aboard. Do nay convert an isolated prize marker into a forced fight.

  3. 3
    Arrr, control entry

    Move wit' a teammate, sweep one entrance and keep Smite available afore committing damage to th' prize.

  4. 4
    Arrr, finish or turn

    Call whether th' crew be finishing, fighting or leaving. Mixed decisions be more booty perilous than either clear th' deck choice.

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 Gwen 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