
Doran's Blade
450 doubloonsGives early attack damage, hull and course sustain.
Bot · Normal DraftMatchup chartPatch 16.20.1
Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.
Arrr, role fit
Teemo 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 · Bot
Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Gives early attack damage, hull and course sustain.

Completes th' first aboard reliable sustained-damage gear.

Adds attack speed and movement speed fer spacing fights.

Makes critical strikes hit harder after th' early core.

Arrr, moves armour penetration forward when targets begin buying armour.

Adds a revive fer high-value late fights after yer damage core be established.

Adds high attack damage and sustain after th' course can already reach targets and survive long enough to keep attacking.
Shipshape loadout choices
Recommendations await inspection
Arrr, best when: Morellonomicon applies anti-heal. Buy it earlier only when healing be already deciding fights.
Arrr, best when: Arrr, zhonya's stasis can absorb a committed dive or lethal burst window.
Arrr, best when: Banshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.
Arrr, best when: Void Staff becomes valuable when th' target has bought meaningful magic resistance.
Arrr, runes and summoner spells
Arrr, preserve firing space and turn longer fights into sustained damage.
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.

Void Staff becomes valuable when th' target has bought meaningful magic resistance.
Trick reference
Trick reference Data Dragon 16.20.1
Cooldown / Cost / Range Data Dragon 16.20.1
Guerrilla Warfare be an automatic part o' th' kit involving basic-attack interaction. Track when its condition be active instead o' treating every fight th' same way.
Blinding Dart contributes vision ship's intelligence and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 7 · Cost 70/75/80/85/90 · Arrr, listed range 680Move Quick 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 14 · Cost 40 · Arrr, listed range 20Toxic Shot contributes basic-attack interaction and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Arrr, listed range 680Noxious Trap creates setup or area pressure. Place it where th' foe must choose betwixt entering its space, changing course or giving up th' immediate contest.
Cost 75/55/35 · Arrr, listed range 600/750/900Doom '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.