
Guardian's Hammer
950 doubloonsAdds attack damage, hull and life steal fer physical champions who rely on repeated basic attacks in Swiftplay.
Bot · SwiftplayMatchup 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, Swiftplay · Bot
Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Adds attack damage, hull and life steal fer physical champions who rely on repeated basic attacks in Swiftplay.

Completes th' six-gear inventory wit' high attack damage and sustain fer extended late fights.

Adds attack speed and movement speed fer champions whose repeated basic attacks remain central to th' course.

Increases critical-strike damage after a reliable critical core be established; it does nay repair a course wit' too little critical chance.

Adds percentage armour penetration agin' targets who have built meaningful armour.

Adds a revive fer a high-value late fight after th' functional damage or durability core be established.

Adds high attack damage and sustain after th' course can already reach targets and survive long enough to keep attacking.
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, best when: Void Staff becomes valuable when th' target has bought meaningful magic resistance.
Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.
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
Wait fer reload (s) / Cost / Charted reach (units) Data Dragon 16.20.1
If Teemo stands still and takes no actions for a short duration, he becomes Invisible indefinitely. If he's in brush, Teemo can enter and maintain his Invisibility while moving. After leaving Invisibility, Teemo gains the Element of Surprise, increasing his Attack Speed for a few seconds.
Obscures an enemy's vision with a powerful venom, dealing damage to the target unit and blinding it for the duration.
Wait fer reload (s) 7 · Cost 70/75/80/85/90 · Charted reach (units) 680Teemo scampers around, passively increasing his Move Speed until he is struck by an enemy champion or turret. Teemo can sprint to gain bonus Move Speed that isn't stopped by being struck for a short time.
Wait fer reload (s) 14 · Cost 40 · Charted reach (units) 20Each of Teemo's attacks will poison the target %i:OnHit% On-Hit, dealing damage on impact and each second after for 4 seconds.
Charted reach (units) 680Teemo throws an explosive poisonous trap using one of the mushrooms stored in his pack. If an enemy steps on the trap, it will release a poisonous cloud, slowing enemies and damaging them over time. If Teemo throws a mushroom onto another mushroom it will bounce, gaining additional range.
Cost 75/55/35 · Charted reach (units) 600/750/900Vex periodically becomes empowered, causing her next basic Ability to fear enemies and interrupt dashes. Whenever a nearby enemy dashes, Vex applies a mark that can be consumed for bonus damage that also reduces the cooldown of her empowered state.
Launch a damaging missile that accelerates mid-flight.
Wait fer reload (s) 8/7/6/5/4 · Cost 45/50/55/60/65 · Charted reach (units) 1200Gain a shield and damage nearby enemies.
Wait fer reload (s) 16/15/14/13/12 · Cost 75 · Charted reach (units) 475Summon a damaging and slowing zone that applies Gloom to enemies.
Wait fer reload (s) 12 · Cost 70/80/90/100/110 · Charted reach (units) 800Fire a missile that marks an enemy champion. Recast to dash to them and deal damage.
Wait fer reload (s) 140/120/100 · Cost 100 · Charted reach (units) 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.