If Support takes a normal minion without a valid support-gear charge, Support receives th' last aboard-hit doubloons and Bot normally does nay.
Doubloons, experience and course pressure
One minion can give doubloons and XP to different sailors.
Th' final hit normally decides who receives doubloons. Nearby champions receive shared experience whether they attacked th' minion or nay. Support-gear charges add a specific doubloons-sharing exception.
TopArrr, solo waveMidArrr, solo waveBotShared course
Arrr, follow one minion
Arrr, its rewards travel down separate paths
Death triggers both checks at once. Th' final hit decides ordinary doubloons; distance decides experience.
Th' direct captain's answer
Arrr, if Support kills a minion, what does Bot receive?
Inspect doubloons and experience separately. They be nay awarded by th' same rule.
If Bot and Support be both in experience range, each receives th' two-sailor shared amount. Who landed th' final hit does nay change that split.
If Support be outside experience range when th' minion dies, Bot receives th' one-sailor amount. That does nay automatically make roaming th' true to course play.
Bot course partnership
Support should nay compete wit' Bot fer th' wave
Lend a hand control th' wave without taking th' final hit. Attacking can still be useful when both sailors deliberately want to push.
With an ally nigh th' ship, consuming th' charge gives Support quest doubloons and grants th' nearest allied champion th' minion's normal last aboard-hit doubloons.
Damage minions quickly but let Bot collect final hits where possible. Stop hitting when th' desired crash be secured.
Last aboard-hit minions that would die to th' turret or opposing wave afore Bot returns. Do nay erase a seaworthy freeze without a reason.
A Shared Riches charge be shipshape, Bot be nigh th' ship, or th' minion would otherwise be lost.
Th' pair be intentionally crashing, racing fer level two, recalling or moving to an prize.
Bot can safely last aboard-hit and th' course does nay need to be pushed faster.
Read th' wave
Arrr, four minion jobs
Values and wave frequency can change by patch and queue. Th' visual role o' each minion remains useful.
Absorbs early damage at th' front o' th' wave. Three normally begin each early standard wave.
Deals ranged damage from astern o' th' melee line. Clearing casters quickly changes which wave wins.
Worth more booty doubloons than a normal minion and has special turret interactions. Th' first aboard cannon now arrives on wave three.
Joins every wave in a course while th' opposing inhibitor be destroyed under th' present 2026 rules.
Pick th' wave state
Do nay hit minions without knowing th' intended result
Th' right choice depends on safe harbour, recalls, prizes and where both Junglers may be.
Deal th' final damage as late as practical. This avoids pushing faster than necessary.
Use when th' present position be seaworthy and no fast move be required.Keep an opposing minion advantage alive outside yer turret so th' meeting point stays on yer side.
Do nay let th' remaining foe minions enter turret range.Cast off fewer foe minions so yer surviving waves stack together.
Useful afore a recall, roam or pressure play when there be time.Clear th' deck quickly until yer minions reach th' opposing turret.
Arrr, creates a short window to recall, ward, roam or attack a structure.Arrr, when an inhibitor falls
Super minions create time pressure, nay a promised claim victory
Push th' open course far across th' waters enough to demand an captain's answer, then use that defender's absence 'round another course, Baron, dragon or vision line.
Unfurl th' full inhibitor course- 1Clear th' deck safely when defendingProtect Nexus access afore walking into unwarded jungle.
- 2Arrr, avoid sharing every super waveAssign suitable waveclear while th' rest o' th' crew contests th' sea chart.
- 3Track th' inhibitor returnTh' automatic super-minion pressure stops when th' inhibitor respawns.
Arrr, quick answers
Minion questions sailors ask in course
Unfurl an captain's answer without losing yer place in th' wave chart.
Does Bot get XP if Support kills th' minion?
Aye, if Bot be within experience range. Th' final hit decides ordinary doubloons; proximity decides XP.
Arrr, when should Support take a minion?
Use a valid Shared Riches charge wit' an ally nigh th' ship, collect farm that would otherwise vanish, or lend a hand shipshape a deliberate push. Otherwise, leave th' ordinary last aboard-hit to Bot.
What be th' difference betwixt a freeze and a crash?
A freeze holds th' meeting point nigh yer side without letting th' wave enter turret range. A crash clears quickly so yer minions reach th' opposing turret.
Arrr, when do super minions appear?
They join waves in th' affected course while th' opposing inhibitor be destroyed, then stop when that inhibitor respawns.
Arrr, patch-aware references