Arrr, VRC.LOL

ARAM · Howling AbyssMatchup chartPatch 16.20.1

Blitzcrank vs Viktor

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

BlitzcrankVSViktor

Matchup chart

Pick th' matchup

Scan th' horizon any two champions. ARAM uses one shared course, so no Rift role selection be required.

VS
FormatOne shared lane, matey

Pick two champions from th' list.

Arrr, ARAM context

One shared course, one champion-specific course

Th' chart uses ARAM starting, shopping and teamfight rules. Its internal loadout source be nay shown as a Rift assignment.

Arrr, howling Abyss
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, howling Abyss rules

Prepare fer one shared course

ARAM removes th' normal Rift role sea chart. Loadout 'round th' champion, th' five-sailor crew and th' next aboard fight instead.

01
Set sail together

Inspect rerolls and th' shared bench, then leave wit' an opening that fits this champion and th' crew 'round it.

02
Arrr, shop while dead

Ye cannae Recall to buy. Course components afore leaving th' shop and use each death timer deliberately.

03
Share hull relics

A relic heals nigh th' ship crewmates after a short delay. Signal it and avoid taking th' trigger when a lower-hull teammate needs th' area.

04
Fight wit' th' wave

Minions create structure pressure and safer space. Clearing first aboard can be more booty useful than forcing another low-hull engage.

Arrr, ARAM · Howling Abyss

Arrr, ARAM engage support

Compare th' opening wit' Riot's ARAM Captain-recommended shop afore leaving base. After that, purchases happen only while dead; th' six usable inventory slots do nay increase.

Arrr, death-only shopping
S
ARAM opening · separate from gear 1

Guardian's Horn

950 doubloons

An ARAM hull and regeneration starter to compare wit' th' present Captain-recommended shop.

1
Arrr, control defence

Mercury's Treads

1,250 doubloons

Adds magic resistance and tenacity agin' reducible crowd control.

2
Crew shield

Locket of the Iron Solari

2,200 doubloons

Adds an immediate shield fer nigh th' ship crewmates after a crew commit.

3
Arrr, protect one ally

Knight's Vow

2,300 doubloons

Arrr, redirects protection toward one priority ally.

4
Arrr, against repeated attacks

Frozen Heart

2,500 doubloons

Adds armour and attack-speed reduction agin' repeated basic attacks.

5
Arrr, against magic damage

Kaenic Rookern

2,900 doubloons

Adds dedicated magic resistance agin' sustained spell damage.

6
Arrr, mixed resistance

Jak'Sho, The Protean

3,200 doubloons

Completes th' permanent inventory wit' mixed resistance fer extended front-line contact.

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, too much healingChempunk Chainsword adds anti-heal without abandoning attack damage and hull.Spy full course

Arrr, best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

  1. Arrr, control defenceMercury's Treads
  2. Crew shieldLocket of the Iron Solari
  3. Chempunk Chainsword
  4. Arrr, against repeated attacksFrozen Heart
  5. Arrr, against magic damageKaenic Rookern
  6. Arrr, mixed resistanceJak'Sho, The Protean

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

AlternativeArrr, physical burstDeath's Dance delays physical damage so takedowns can stabilise th' fight.Spy full course

Arrr, best when: Death's Dance delays physical damage so takedowns can stabilise th' fight.

  1. Arrr, control defenceMercury's Treads
  2. Crew shieldLocket of the Iron Solari
  3. Death's Dance
  4. Arrr, against repeated attacksFrozen Heart
  5. Arrr, against magic damageKaenic Rookern
  6. Arrr, mixed resistanceJak'Sho, The Protean

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

AlternativeArrr, they stack armourArrr, Black Cleaver shreds armour during extended fights.Spy full course

Arrr, best when: Arrr, Black Cleaver shreds armour during extended fights.

  1. Arrr, control defenceMercury's Treads
  2. Crew shieldLocket of the Iron Solari
  3. Black Cleaver
  4. Arrr, against repeated attacksFrozen Heart
  5. Arrr, against magic damageKaenic Rookern
  6. Arrr, mixed resistanceJak'Sho, The Protean

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, too much healingChempunk Chainsword adds anti-heal without abandoning attack damage and hull.Spy full course

Arrr, best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

  1. Arrr, control defenceMercury's Treads
  2. Crew shieldLocket of the Iron Solari
  3. Chempunk Chainsword
  4. Arrr, against repeated attacksFrozen Heart
  5. Arrr, against magic damageKaenic Rookern
  6. Arrr, mixed resistanceJak'Sho, The Protean

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

AlternativeArrr, physical burstDeath's Dance delays physical damage so takedowns can stabilise th' fight.Spy full course

Arrr, best when: Death's Dance delays physical damage so takedowns can stabilise th' fight.

  1. Arrr, control defenceMercury's Treads
  2. Crew shieldLocket of the Iron Solari
  3. Death's Dance
  4. Arrr, against repeated attacksFrozen Heart
  5. Arrr, against magic damageKaenic Rookern
  6. Arrr, mixed resistanceJak'Sho, The Protean

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

AlternativeArrr, they stack armourArrr, Black Cleaver shreds armour during extended fights.Spy full course

Arrr, best when: Arrr, Black Cleaver shreds armour during extended fights.

  1. Arrr, control defenceMercury's Treads
  2. Crew shieldLocket of the Iron Solari
  3. Black Cleaver
  4. Arrr, against repeated attacksFrozen Heart
  5. Arrr, against magic damageKaenic Rookern
  6. Arrr, mixed resistanceJak'Sho, The Protean

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

Arrr, runes and summoner spells

Arrr, runes and summoner spellsBlitzcrankHowling Abyss

Arrr, ARAM rewards reliable access to clustered fights. Mark helps a melee front liner enter; Flash preserves a separate escape or reposition.

Arrr, ARAM
Arrr, primary tree

Resolve

Grasp of the UndyingFont of LifeConditioningOvergrowth
Arrr, secondary tree

Precision

TriumphLegend: Haste
Arrr, summoner spells
FlashMark
Arrr, howling Abyss only

Mark and Clarity be mode-specific choices. Do nay copy to parchment this pair onto a Summoner's Rift chart.

Protect th' next aboard fight

Pick th' second spell 'round access, survival and crew resources rather than treating every ARAM champion as a diver.

Arrr, matchup notes

What changes when Viktor is opposite you?

Pre-battle kit comparison
Shared-course interaction

Arrr, compare reliable reach and repeatable value

Track which champion can apply damage, control or protection without crossing th' foe crew's seaworthy space. ARAM does nay turn this kit comparison into a course-counter claim.

Crew context first aboard

Rerolls, allied range, engage and protection can matter more booty than either champion in isolation.

Yer course

Use th' course ye prepared

Use th' champion-specific ARAM loadout as a starting reference, then inspect th' present Captain-recommended shop, yer five-sailor composition and th' next aboard available death shop.

Trick reminders

Blitzcrank reminders

  • Th' 1-2-3 combo o' Rocket Grab, Power Fist, and Static Field can devastate an individual foe.
  • Using Blitzcrank's grab to pull an foe into yer tower range followed by a Power Fist will allow th' tower to get several hits on them.
Trick reminders

Against Viktor

  • Be careful about how belay ye let Viktor get to ye. Viktor's control o' th' battlefield increases wit' his proximity to his foe.
  • Be aware o' how many augments Viktor has upgraded by looking at th' color o' th' light on his staff (purple, yellow, blue, red).

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, too much healing

Chempunk Chainsword

Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

Arrr, physical burst

Death's Dance

Death's Dance delays physical damage so takedowns can stabilise th' fight.

Arrr, they stack armour

Black Cleaver

Arrr, Black Cleaver shreds armour during extended fights.

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

Blitzcrank

  1. P
    Mana BarrierEnglish

    Blitzcrank gains a shield based on their mana when dropping to low health.

  2. Q
    Rocket GrabEnglish

    Blitzcrank fires their right hand to grab an opponent on its path, dealing damage and dragging it back to them.

    Wait fer reload (s) 20/19/18/17/16 · Cost 100 · Charted reach (units) 1079
  3. W
    OverdriveEnglish

    Blitzcrank super charges themself to get dramatically increased Move and Attack Speed. They are temporarily slowed after the effect ends.

    Wait fer reload (s) 15 · Cost 75
  4. E
    Power FistEnglish

    Blitzcrank charges up their fist to make the next attack deal double damage and pop their target up in the air.

    Wait fer reload (s) 7/6.5/6/5.5/5 · Cost 25 · Charted reach (units) 300
  5. R
    Static FieldEnglish

    Enemies attacked by Blitzcrank are marked and take lightning damage after 1 second. Additionally, Blitzcrank can activate this ability to remove nearby enemies' shields, damage them, and silence them briefly.

    Fire it near foes to strip their shields, hurt 'em and silence 'em briefly.

    Wait fer reload (s) 60/40/20 · Cost 100 · Charted reach (units) 600

Viktor

  1. P
    Glorious EvolutionEnglish

    Viktor gains Hex Fragments whenever he kills an enemy. With every 100 Hex Fragments he obtains, Viktor permanently augments an active ability. After upgrading all of his basic abilities, he can gather 100 Hex Fragments to augment his ultimate ability.

  2. Q
    Siphon PowerEnglish

    Viktor blasts an enemy unit with magic damage, which grants him a shield and empowers his next basic attack. Augment: Siphon Power's shield is increased by 60% and Viktor gains bonus move speed after casting the Ability.

    Wait fer reload (s) 9/8/7/6/5 · Cost 45/50/55/60/65 · Charted reach (units) 600
  3. W
    Gravity FieldEnglish

    Viktor conjures a heavy gravitational field that slows enemies caught within its radius. Enemies who stay in the field for too long become stunned. Augment: Viktor's spells apply a slow to enemies.

    Wait fer reload (s) 17/16/15/14/13 · Cost 65 · Charted reach (units) 800
  4. E
    Hextech RayEnglish

    Viktor uses his biomechanical arm to fire a Hextech Ray that cuts across the field in a line, dealing damage to all enemies in its path. Augment: An explosion follows in the Hextech Ray's wake, dealing magic damage.

    Wait fer reload (s) 12/11/10/9/8 · Cost 60/70/80/90/100 · Charted reach (units) 525
  5. R
    Arcane StormEnglish

    Viktor conjures an Arcane Storm on the field, dealing magic damage and interrupting enemy channels. The storm periodically does magic damage to all nearby enemies and can be redirected by Viktor. Augment: The Arcane Storm moves 25% faster, and whenever champions die after taking damage from it, the storm grows and increases in its duration.

    Wait fer reload (s) 120/100/80 · Cost 100 · Charted reach (units) 700

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

Trade 'round hull, range and th' next aboard wave

1
Wave

Let th' crew clear th' deck without spending every fit fer th' captain's eye cooldown at once.

2
Sea chart play

Track th' shared course, brush control and available relics rather than looking fer a Rift rotation.

3
Fights

Use th' champion's reliable range, protection or control afore forcing a low-percentage engage.

Shared-course course

Blitzcrank on Howling Abyss

Read hull, range, wave position and respawn timing together. ARAM has no side-course rotation, neutral-prize setup or normal ward-control loop.

Arrr, ARAM only
1
Afore th' fight

Clear th' deck or escort th' wave, inspect which crewmates be alive and preserve enough hull to use th' champion's reliable range, protection or engage.

2
During th' fight

Use th' nearest seaworthy target and th' crew's reachable follow-up. Do nay cross th' whole foe formation fer a single low-hull champion.

3
After th' fight

Push wit' surviving minions, take th' seaworthy structure damage available and reset th' course only through a real death rather than donating one alone.

Arrr, keep preparing

Stay wit' Howling Abyss ship's intelligence

Unfurl th' shipshape ARAM loadout or compare another champion. Rift role counters be intentionally kept out o' this chart.

Unfurl full ARAM loadoutArrr, compare another pair