
Doran's Bow
400 doubloonsThis be th' most-supported Draft/Ranked starting gear in th' frozen prior-patch public role snapshot. Compare its durability, sustain and damage trade-off afore leaving base.
Bot · Normal DraftMatchup chartPatch 16.20.1
Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.
Arrr, role fit
Lucian has an established Bot carry course that can scale through shared-course farm and work wit' a Support partner.
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 · Bot
Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

This be th' most-supported Draft/Ranked starting gear in th' frozen prior-patch public role snapshot. Compare its durability, sustain and damage trade-off afore leaving base.

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

These be the most-supported Boots in the frozen prior-patch public role log; change them when enemy damage or crowd control calls for another defence.

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

Keep this reviewed late cargo after the prior-patch cross-check; move or trade it only when its named match trouble is aboard.

Completes th' six-gear inventory wit' high attack damage and sustain fer extended late fights.
Shipshape loadout choices
Recommendations await inspection
Arrr, best when: Arrr, Guardian Angel protects a completed damage core from one decisive death.
Arrr, best when: Arrr, Wit's End adds magic resistance without giving up attack speed.
Arrr, runes and summoner spells
Press th' Attack supports a deliberate short damage sequence. Flash and Barrier preserve firing space when th' opposing duo commits.
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
Short burst trades can challenge a spell-scaling bottom course afore its first aboard completed gear.
Arrr, early to midLook fer course pressure, first aboard recalls and early prizes afore scaling carries shipshape several gear.
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, Guardian Angel protects a completed damage core from one decisive death.

Arrr, Wit's End adds magic resistance without giving up attack speed.
Trick reference
Trick reference Data Dragon 16.20.1
Wait fer reload (s) / Cost / Charted reach (units) Data Dragon 16.20.1
Whenever Lucian uses an ability, his next attack becomes a double-shot. When Lucian is healed or shielded by an ally, or when a nearby enemy Champion is immobilized, his next 2 basic attacks will deal bonus magic damage.
Lucian shoots a bolt of piercing light through a target.
Wait fer reload (s) 9/8/7/6/5 · Cost 48/56/64/72/80 · Charted reach (units) 500Lucian shoots a missile that explodes in a star shape, marking and briefly revealing enemies. Lucian gains Move Speed for attacking marked enemies.
Wait fer reload (s) 14/13/12/11/10 · Cost 60 · Charted reach (units) 900Lucian quickly dashes a short distance. Lightslinger attacks reduce Relentless Pursuit's cooldown.
Wait fer reload (s) 16/15.5/15/14.5/14 · Cost 32/24/16/8/0 · Charted reach (units) 445Lucian unleashes a torrent of shots from his weapons.
Wait fer reload (s) 110/100/90 · Cost 100 · Charted reach (units) 1400Accelerando: Sona gains non-Ultimate ability haste permanently for her basic abilities as she uses her abilities well, up to a cap. Beyond that cap, further successful uses reduce her ultimate's remaining cooldown instead. Power Chord: Every few spell casts, Sona's next attack will deal bonus magic damage in addition to an additional effect based on what basic Ability Sona last activated.
Sona plays the Hymn of Valor, sends out bolts of sound, dealing magic damage to two nearby enemies, prioritizing champions and monsters. Sona gains a temporary aura that grants allies tagged by the zone bonus damage on their next attack against enemies.
Wait fer reload (s) 8 · Cost 50/55/60/65/70 · Charted reach (units) 825Sona plays the Aria of Perseverance, sending out protective melodies, healing Sona and a nearby wounded ally. Sona gains a temporary aura that grants allies tagged by the zone a temporary shield.
Wait fer reload (s) 10 · Cost 80/85/90/95/100 · Charted reach (units) 1000Sona plays the Song of Celerity, granting nearby allies bonus Move Speed. Sona gains a temporary aura that grants allied champions tagged by the zone bonus Move Speed.
Wait fer reload (s) 14 · Cost 65 · Charted reach (units) 430Sona plays her ultimate chord, stunning enemy champions and forcing them to dance and dealing magic damage to them.
Wait fer reload (s) 140/120/100 · Cost 100 · Charted reach (units) 900Adapt 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.