
Guardian's Orb
950 doubloonsAdds trick power, hull and mana regeneration fer repeated spell use in Swiftplay; manaless champions receive hull regeneration instead.
Bot · SwiftplayMatchup chartPatch 16.20.1
Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.
Arrr, role fit
Karthus has a reviewed secondary role here. It be less common aboard than th' primary roles, but it has a recognisable role-specific 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, Swiftplay · Bot
Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Adds trick power, hull and mana regeneration fer repeated spell use in Swiftplay; manaless champions receive hull regeneration instead.

Completes th' six-gear inventory wit' movement speed and trick haste fer repeated late-battle spell rotations.

Adds flat magic penetration agin' targets without meaningful magic resistance.

Rewards reliably landing a long-range trick afore following wit' th' rest o' th' spell rotation.

Multiplies trick power after th' functional spell core be shipshape; move defence or penetration ahead when those problems matter first aboard.

Adds percentage magic penetration and a takedown heal when foes have meaningful magic resistance and crew fights be frequent.

Adds movement speed and trick haste fer repeated late-battle spell rotations after th' core be established.
Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.
Shipshape loadout choices
Recommendations await inspection
Arrr, best when: Morellonomicon applies anti-heal. Buy it earlier only when healing be already deciding fights.
Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.
Arrr, best when: Arrr, zhonya's stasis can absorb a committed dive or lethal burst window.
Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.
Arrr, best when: Banshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.
Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.
Arrr, runes and summoner spells
A spell-casting Bot course needs mana and repeated trick contact rather than a marksman attack-speed chart. Heal supports th' shared course.
Avoid duplicating th' same defensive spell without a reason. Barrier protects th' user; Heal can protect both nigh th' ship course partners.
Pick Cleanse only when removable crowd control be th' course or fight problem and ye can use it reliably.
Arrr, matchup notes
Track th' cooldown and range o' th' trick that starts their safest trade. Do nay treat this chart as a statistical counter claim.
Treat Vex as one part o' th' sea chart state. Their Jungler, nigh th' ship waves and which teammates can move determine whether th' same trade or rotation be seaworthy.
Arrr, static alternatives
These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

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

Banshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.
Trick reference
Trick reference Data Dragon 16.20.1
Cooldown / Cost / Range Data Dragon 16.20.1
Death Defied be th' always-on rule shaping Karthus's normal trading and fight pattern. Watch its in-battle state afore committing.
Lay Waste contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cost 20/25/30/35/40 · Arrr, listed range 875Wall o' Pain be part o' Karthus's W pattern. Read its listed effect first aboard, then track th' cooldown and condition that make th' next aboard use valuable.
Cooldown 15 · Cost 70 · Arrr, listed range 1000Defile contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 0.5 · Cost 30/42/54/66/78 · Arrr, listed range 550Requiem contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 200/180/160 · Cost 100 · Arrr, listed range 10000Doom 'n Gloom be an automatic part o' th' kit involving hard crowd control and damage. Track when its condition be active instead o' treating every fight th' same way.
Mistral Bolt be a ranged cast involving its listed effect. Respect its line or target area, and avoid spending it when th' foe can simply step astern afore th' fit fer th' captain's eye exchange.
Cooldown 8/7/6/5/4 · Cost 45/50/55/60/65 · Arrr, listed range 1200Personal Space contributes protection or sustain and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 16/15/14/13/12 · Cost 75 · Arrr, listed range 475Looming Darkness creates setup or area pressure. Place it where th' foe must choose betwixt entering its space, changing course or giving up th' immediate contest.
Cooldown 12 · Cost 70/80/90/100/110 · Arrr, listed range 800Shadow Surge be a ranged cast involving movement or repositioning and damage. Respect its line or target area, and avoid spending it when th' foe can simply step astern afore th' fit fer th' captain's eye exchange.
Cooldown 140/120/100 · Cost 100 · Arrr, listed range 2000/2500/3000Adapt th' course
Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.
Pressure farm wit' yer Support while keeping th' wave and river warded; two foes can still punish an isolated carry.
Move after th' wave be secured and attack th' prize from a position yer crew can defend.
Deal damage to th' closest seaworthy target and preserve th' shutdown. Th' lead matters only while ye remain alive.
Clash th' opposing carry's income and trade when both course partners can participate.
Finish th' wave afore rotating unless th' fight be immediate and clearly reachable.
Stand astern o' allied control and loadout damage on reachable targets afore stepping toward th' back aboard line.
Farm nigh tower or wit' nigh th' ship crewmates. Give up isolated minions instead o' offering another kill.
Avoid being first aboard into river and trade an unsafe prize fer income when th' crew cannae contest.
Wait fer foe cooldowns and attack whoever enters yer seaworthy range; survival creates more booty damage than a desperate flank.
Pings, movement and prizes
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.
Pings create a shared course; they do nay replace checking waves, vision and who can move.
Finish seaworthy farm and communicate th' recall or move afore th' prize setup begins.
Walk wit' Support or another ally and choose th' side where foe engage cannae reach ye first aboard.
Keep an exit course and identify th' nearest target ye can damage without crossing foe control.
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.
Arrr, keep preparing
Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.