Arrr, VRC.LOL

Jungle · Normal DraftMatchup chartPatch 16.20.1

Rell vs Vex

Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.

RellVSVex

Matchup chart

Pick th' matchup

Scan th' horizon every champion, choose th' assigned role, then open th' exact queue chart.

VS
Role
Picked courseJungle

Pick two champions from th' list.

Arrr, role fit

JungleRell

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.

Sailor-chosen flex
Review patch be unknownRecommendations await inspection

These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.

Recommendations’ patch
— Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, normal Draft · Jungle

Arrr, tank jungle baseline

Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Sailor-chosen flex
S
Draft / Ranked opening · separate from gear 1

Mosstomper Seedling

450 doubloons

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

1
First aboard gear

Jak'Sho, The Protean

3,200 doubloons

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

2
Boots

Plated Steelcaps

1,200 doubloons

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

3
Arrr, vs physical

Sunfire Aegis

2,800 doubloons

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

4
Arrr, vs magic

Kaenic Rookern

2,900 doubloons

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

5
Arrr, anti-heal

Thornmail

2,450 doubloons

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

6
Hull and recovery

Warmog's Armor

3,100 doubloons

Adds a large hull pool and out-o'-combat recovery after enough bonus hull be already established.

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, repeated basic attacksFrozen Heart adds armour and reduces nigh th' ship foe attack speed.Spy full course

Arrr, best when: Frozen Heart adds armour and reduces nigh th' ship foe attack speed.

  1. First aboard gearJak'Sho, The Protean
  2. BootsPlated Steelcaps
  3. Frozen Heart
  4. Arrr, vs magicKaenic Rookern
  5. Arrr, anti-healThornmail
  6. Hull and recoveryWarmog's Armor
AlternativeArrr, critical strikes hurtRanduin's Omen reduces critical-strike pressure and helps keep nigh th' ship attackers controlled.Spy full course

Arrr, best when: Randuin's Omen reduces critical-strike pressure and helps keep nigh th' ship attackers controlled.

  1. First aboard gearJak'Sho, The Protean
  2. BootsPlated Steelcaps
  3. Randuin's Omen
  4. Arrr, vs magicKaenic Rookern
  5. Arrr, anti-healThornmail
  6. Hull and recoveryWarmog's Armor

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, repeated basic attacksFrozen Heart adds armour and reduces nigh th' ship foe attack speed.Spy full course

Arrr, best when: Frozen Heart adds armour and reduces nigh th' ship foe attack speed.

  1. First aboard gearJak'Sho, The Protean
  2. BootsPlated Steelcaps
  3. Frozen Heart
  4. Arrr, vs magicKaenic Rookern
  5. Arrr, anti-healThornmail
  6. Hull and recoveryWarmog's Armor
AlternativeArrr, critical strikes hurtRanduin's Omen reduces critical-strike pressure and helps keep nigh th' ship attackers controlled.Spy full course

Arrr, best when: Randuin's Omen reduces critical-strike pressure and helps keep nigh th' ship attackers controlled.

  1. First aboard gearJak'Sho, The Protean
  2. BootsPlated Steelcaps
  3. Randuin's Omen
  4. Arrr, vs magicKaenic Rookern
  5. Arrr, anti-healThornmail
  6. Hull and recoveryWarmog's Armor

Arrr, runes and summoner spells

Arrr, runes and summoner spellsRellJungle

Reach th' fight wit' control available and absorb th' first aboard response.

Normal Draft, matey
Arrr, primary tree

Resolve

AftershockFont of LifeConditioningOvergrowth
Arrr, secondary tree

Precision

TriumphLegend: Haste
Arrr, summoner spells
FlashSmite
Arrr, keep Smite

Smite be part o' Jungle companion progression and prize security. Th' movement or combat spell beside it be th' adjustable slot.

Change th' movement spell

Ghost can fit sustained access; Flash can fit one immediate reposition. Use th' champion's course and intended fights to choose.

Arrr, matchup notes

What changes when Vex is opposite you?

Pre-battle kit comparison
Arrr, kit comparison

Respect th' foe's reliable threat

Track th' cooldown and range o' th' trick that starts their safest trade. Do nay treat this chart as a statistical counter claim.

Yer course

Use th' course ye prepared

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

Compare th' problem afore changing th' course

These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, repeated basic attacks

Frozen Heart

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

Arrr, critical strikes hurt

Randuin's Omen

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

Arrr, Only when enemy healing is deciding fights

Oblivion Orb

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.

Trick reference

Arrr, compare both kits

Trick reference Data Dragon 16.20.1

Wait fer reload (s) / Cost / Charted reach (units) Data Dragon 16.20.1

Rell

  1. P
    Break the MoldEnglish

    Rell's Attacks and Abilities deal additional magic damage and steal Armor and Magic Resist on hit.

  2. Q
    Shattering StrikeEnglish

    Rell deals magic damage to units in a line, breaking their shields and stunning them.

    Aim through shielded foes to smash their shields and stun 'em.

    Wait fer reload (s) 11/10.5/10/9.5/9 · Cost 50 · Charted reach (units) 600
  3. W
    Ferromancy: Crash DownEnglish

    Mounted: 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.

    Wait fer reload (s) 10 · Cost 40 · Charted reach (units) 450
  4. E
    Full TiltEnglish

    Passive: 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.

    Wait fer reload (s) 14/13/12/11/10 · Cost 40 · Charted reach (units) 1200
  5. R
    Magnet StormEnglish

    Rell 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.

    Wait fer reload (s) 120/100/80 · Cost 100 · Charted reach (units) 200

Vex

  1. P
    Doom 'n GloomEnglish

    Vex 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.

  2. Q
    Mistral BoltEnglish

    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) 1200
  3. W
    Personal SpaceEnglish

    Gain a shield and damage nearby enemies.

    Wait fer reload (s) 16/15/14/13/12 · Cost 75 · Charted reach (units) 475
  4. E
    Looming DarknessEnglish

    Summon a damaging and slowing zone that applies Gloom to enemies.

    Wait fer reload (s) 12 · Cost 70/80/90/100/110 · Charted reach (units) 800
  5. R
    Shadow SurgeEnglish

    Fire 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) 2000/2500/3000

Adapt th' course

What to do when th' battle changes

Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.

Even course

Keep th' clear th' deck moving and choose high-ship's intelligence plays

1
Pathing

Track opposing camps and course states instead o' forcing th' first aboard visible target.

2
Sea chart play

Trade sides o' th' sea chart when contesting would require weaker lanes to move first aboard.

3
Fights

Save fit fer th' captain's eye control fer th' foe who threatens yer carries or prize access.

Pings, movement and prizes

Rell Jungle sea chart course

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.

Ahead

Arrr, turn tempo into controlled territory

Ping
Use On Me Way afore entering a course, Assist Me afore an prize and Peril when nigh th' ship lanes cannae move to an invade.
Course or gank
Gank when th' course has reach, damage and a seaworthy exit. Do nay wait beside a protected target while camps and th' next aboard prize disappear.
Prize
Establish vision wit' th' nearest taking th' victory course, keep Smite available and avoid chasing astern from th' prize after gaining control.
Even

Pick th' play wit' th' clearest ship's intelligence

Ping
Use On Me Way early enough fer th' course to prepare, Assist Me only when nigh th' ship lanes can move, and Retreat when th' contest has already become late.
Course or gank
Prefer a course wit' crowd control, damaged foes or a favourable wave. A visible foe be nay automatically a usable gank.
Prize
Inspect Mid and Bot priority afore Dragon, or Mid and Top afore Herald. Set a seaworthy entrance afore beginning th' prize.
Behind

Trade th' sea chart instead o' forcing recovery

Ping
Ping Retreat from lost contests, Peril on likely invades and On Me Way when covering a vulnerable course or remaining camp.
Course or gank
Counter-gank or lend a hand only when crewmates can survive until arrival. Repeated low-chance ganks deepen th' camp and level deficit.
Prize
If entry be unsafe, trade fer camps, a wave, vision or th' opposite prize. Keep Smite and crowd control fer a contest th' crew can actually reach.
Prize setup

Arrr, four calls, in order

Pings create a shared course; they do nay replace checking waves, vision and who can move.

  1. 1
    Afore th' course

    Decide which camps lead toward th' prize and ping th' nigh th' ship lanes afore they spend th' wave or recall timing.

  2. 2
    Inspect priority

    Confirm which nigh th' ship lanes can move first aboard. Do nay convert an isolated prize marker into a forced fight.

  3. 3
    Arrr, control entry

    Move wit' a teammate, sweep one entrance and keep Smite available afore committing damage to th' prize.

  4. 4
    Arrr, finish or turn

    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.

Arrr, keep preparing

Use th' champion chart or choose another foe

Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.

Unfurl full loadoutArrr, compare counter options