
Mosstomper Seedling
450 doubloonsProvides a Smite upgrade and a defensive shield after th' companion be fully grown.
Game patch, matey 26.20Data Dragon 16.20.1
Arrr, reference patch 16.20.1
Rell can be picked here as a deliberate sailor-chosen strategy, but it be nay a primary role. Th' pick still needs a matchup and crew course.
These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.
Arrr, normal Draft · Jungle
Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Provides a Smite upgrade and a defensive shield after th' companion be fully grown.

Completes a broad durability core fer extended jungle and prize fights.

Arrr, reduces pressure from physical attacks and repeated basic attacks.

Adds hull, armour and area damage fer camps and belay fights.

Adds magic resistance and a shield agin' sustained spell damage.

Adds armour and anti-heal when attack-heavy enemies must hit ye.

Adds a large hull pool and out-o'-combat recovery after enough bonus hull be already established.
Shipshape loadout choices
Recommendations await inspection
Arrr, best when: Frozen Heart adds armour and reduces nigh th' ship foe attack speed.
Arrr, best when: Randuin's Omen reduces critical-strike pressure and helps keep nigh th' ship attackers controlled.
Arrr, runes and summoner spells
Reach th' fight wit' control available and absorb th' first aboard response.
Smite be part o' Jungle companion progression and prize security. Th' movement or combat spell beside it be th' adjustable slot.
Ghost can fit sustained access; Flash can fit one immediate reposition. Use th' champion's course and intended fights to choose.
Arrr, static alternatives
These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Frozen Heart adds armour and reduces nigh th' ship foe attack speed.

Randuin's Omen reduces critical-strike pressure and helps keep nigh th' ship attackers controlled.

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

Arrr, what it doesEnglishRell's Attacks and Abilities deal additional magic damage and steal Armor and Magic Resist on hit.
Arrr, practical readBreak th' Mold be an automatic part o' th' kit involving damage. Track when its condition be active instead o' treating every fight th' same way.

Arrr, what it doesEnglishRell deals magic damage to units in a line, breaking their shields and stunning them.
Arrr, practical readShattering Strike contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Th' protection or sustain be part o' th' cast's value. Compare its timing wit' incoming damage rather than reading only th' offensive effect.

Arrr, what it doesEnglishMounted: Rell Dismounts, crashing down in her armor, Knocking enemies up and gaining a large Shield. While dismounted, she gains Armor, Magic Resist, Attack Speed, and Attack Range, but is Slowed. Dismounted: Rell forms her Mount, gaining a burst of speed and Knocking Up the next enemy she attacks.
Arrr, practical readFerromancy: Crash Down contributes a slowing effect and protection or sustain. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Th' protection or sustain be part o' th' cast's value. Compare its timing wit' incoming damage rather than reading only th' offensive effect.

Arrr, what it doesEnglishPassive: Rell gains out of combat Move Speed. Active: Rell and an ally gain ramping Move Speed, doubled toward enemies and each other. Her next Attack explodes, dealing magic damage.
Arrr, practical readFull Tilt contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

Arrr, what it doesEnglishRell explodes in a magnetic fury, violently Pulling nearby enemies toward herself. Then Rell constantly Drags nearby enemies toward herself for a short while, dealing magic damage over time.
Arrr, practical readMagnet Storm contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Adapt th' course
Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.
Take efficient camps betwixt plays so a lead does nay disappear into repeated awaiting.
Use course priority afore invading or starting an prize, and leave when nigh th' ship lanes cannae move.
Enter through controlled vision and keep a course out; a taking th' victory Jungler still loses a shutdown when isolated.
Track opposing camps and course states instead o' forcing th' first aboard visible target.
Trade sides o' th' sea chart when contesting would require weaker lanes to move first aboard.
Save fit fer th' captain's eye control fer th' foe who threatens yer carries or prize access.
Course through known territory and lend a hand lanes only when th' foe be genuinely vulnerable.
Cross-sea chart rather than arriving late to a lost prize, then restore defensive vision wit' an ally.
Play 'round th' strongest teammate and make th' foe commit into yer control.
Pings, movement and prizes
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.
Pings create a shared course; they do nay replace checking waves, vision and who can move.
Decide which camps lead toward th' prize and ping th' nigh th' ship lanes afore they spend th' wave or recall timing.
Confirm which nigh th' ship lanes can move first aboard. Do nay convert an isolated prize marker into a forced fight.
Move wit' a teammate, sweep one entrance and keep Smite available afore committing damage to th' prize.
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
Compare a specific foe, return to th' champion overview, or choose another champion without losing th' queue distinction.