Arrr, VRC.LOL

Top · Normal DraftMatchup chartPatch 16.20.1

Blitzcrank vs Vex

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

BlitzcrankVSVex

Matchup chart

Pick th' matchup

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

VS
Role
Picked courseTopside

Pick two champions from th' list.

Arrr, role fit

TopBlitzcrank

Blitzcrank Top be an experimental sailor-chosen strategy, nay an established solo course. It can create unusual hook and displacement angles, but course income does nay remove th' champion's wave-control, trading and side-course limitations.

Experimental course
Old chart, mateyRecommendations 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
16.14 Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, normal Draft · Top

Arrr, experimental AP Top

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

Experimental course
S
Draft / Ranked opening · separate from gear 1

Doran's Ring

400 doubloons

Adds trick power, mana recovery and early course sustain.

1
First aboard gear

Malignance

2,700 doubloons

Adds mana and ultimate haste; activating Static Field on a champion creates th' magic-resistance-reducing zone.

2
Boots

Sorcerer's Shoes

1,100 doubloons

Adds flat magic penetration agin' targets without meaningful resistance.

3
Arrr, burst follow-up

Stormsurge

2,800 doubloons

Adds movement and a delayed proc only after one rotation removes at least 25% o' a champion's maximum hull.

4
Finisher

Shadowflame

3,200 doubloons

Increases magic damage agin' enemies below 40% hull; it be a finishing gear, nay a general damage amplifier.

5
Arrr, late power

Rabadon's Deathcap

3,500 doubloons

Multiplies th' trick power from th' completed burst core.

6
Arrr, vs resistance

Void Staff

3,000 doubloons

Adds percentage magic penetration fer targets who have built meaningful magic resistance.

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. First aboard gearMalignance
  2. BootsSorcerer's Shoes
  3. Chempunk Chainsword
  4. FinisherShadowflame
  5. Arrr, late powerRabadon's Deathcap
  6. Arrr, vs resistanceVoid Staff
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. First aboard gearMalignance
  2. BootsSorcerer's Shoes
  3. Death's Dance
  4. FinisherShadowflame
  5. Arrr, late powerRabadon's Deathcap
  6. Arrr, vs resistanceVoid Staff
AlternativeArrr, sustained magic damageKaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.Spy full course

Arrr, best when: Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

  1. First aboard gearMalignance
  2. BootsSorcerer's Shoes
  3. Arrr, burst follow-upStormsurge
  4. Kaenic Rookern
  5. Arrr, late powerRabadon's Deathcap
  6. Arrr, vs resistanceVoid Staff
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. First aboard gearMalignance
  2. BootsSorcerer's Shoes
  3. Black Cleaver
  4. FinisherShadowflame
  5. Arrr, late powerRabadon's Deathcap
  6. Arrr, vs resistanceVoid Staff

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. First aboard gearMalignance
  2. BootsSorcerer's Shoes
  3. Chempunk Chainsword
  4. FinisherShadowflame
  5. Arrr, late powerRabadon's Deathcap
  6. Arrr, vs resistanceVoid Staff
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. First aboard gearMalignance
  2. BootsSorcerer's Shoes
  3. Death's Dance
  4. FinisherShadowflame
  5. Arrr, late powerRabadon's Deathcap
  6. Arrr, vs resistanceVoid Staff
AlternativeArrr, sustained magic damageKaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.Spy full course

Arrr, best when: Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

  1. First aboard gearMalignance
  2. BootsSorcerer's Shoes
  3. Arrr, burst follow-upStormsurge
  4. Kaenic Rookern
  5. Arrr, late powerRabadon's Deathcap
  6. Arrr, vs resistanceVoid Staff
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. First aboard gearMalignance
  2. BootsSorcerer's Shoes
  3. Black Cleaver
  4. FinisherShadowflame
  5. Arrr, late powerRabadon's Deathcap
  6. Arrr, vs resistanceVoid Staff

Arrr, runes and summoner spells

Arrr, runes and summoner spellsBlitzcrankTop

Experimental burst chart: land one controlled pick, use th' ultimate damage window, then disengage instead o' extending a weak solo-course trade.

Normal Draft, matey
Arrr, primary tree

Domination

ElectrocuteCheap ShotGrisly MementosUltimate Hunter
Arrr, secondary tree

Sorcery

Axiom ArcanistTranscendence
Arrr, summoner spells
FlashIgnite
Long-course safe harbour

Teleport preserves recalls and side-course access. Ignite be a deliberate pressure trade-off, nay a universal upgrade.

Respect th' matchup

Keep th' defensive secondary runes when repeated poke or one committed trade can decide th' course.

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.

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.

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, sustained magic damage

Kaenic Rookern

Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

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

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

Trade 'round th' wave and yer strongest cooldowns

1
Course

Keep hull and minions balanced so one poor trade does nay decide th' course.

2
Sea chart play

Move after th' wave be handled and communicate if th' opposing Top laner leaves first aboard.

3
Fights

Pick betwixt front-line duty, side pressure and carry access according to th' champion kit.

Pings, movement and prizes

Blitzcrank Top sea chart course

Manage th' long course afore leaving it. A useful move begins wit' a handled wave, a visible course and a teammate who knows ye be coming.

Ahead

Use th' side-course lead without donating it

Ping
Ping Foe Lost overboard when th' opposing Top leaves, then On Me Way afore a flank or prize move.
Arrr, stay or move
Push th' wave afore moving. Stay if leaving would hand several minions or yer tower back aboard to th' foe.
Prize
Arrive through a known course and mark whether ye be front-lining, flanking or protecting a carry. Do nay enter alone afore th' crew can follow.
Even

Make th' wave create th' first aboard move

Ping
Use Foe Lost overboard early, Peril on th' course they may take, and On Me Way only after yer own wave be handled.
Arrr, stay or move
Move after pushing or on a shared recall. Do nay follow through unwarded river merely because th' foe left first aboard.
Prize
Tell th' crew whether ye can move afore th' prize starts. Approach wit' vision and save th' cooldown needed fer th' first aboard real commitment.
Behind

Protect experience and communicate th' pressure

Ping
Ping Foe Lost overboard immediately and Retreat if teammates be about to meet th' stronger Top laner without ye.
Arrr, stay or move
Do nay clash a stronger foe through darkness. Clear th' deck th' seaworthy wave, then group by th' shortest controlled course.
Prize
State early if ye cannae contest. If th' crew still fights, provide control or protection instead o' attempting an isolated flank.
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
    Handle th' wave

    Push, catch or communicate th' wave afore leaving so th' foe does nay gain a free move and free income.

  2. 2
    Signal th' course

    Use On Me Way fer th' course ye be actually taking and Peril where an unseen foe may arrive.

  3. 3
    Arrr, enter together

    Move through controlled vision wit' th' Jungler or another ally instead o' face-checking th' prize alone.

  4. 4
    Pick th' job

    Decide whether ye be engaging, front-lining, flanking or protecting a carry afore th' fight begins.

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