Arrr, Open, choose and release
Arrr, Hold Alt or Ctrl and left-click to open the wheel. Drag toward the signal you want, then release. Right-click cancels the selection if you chose the wrong message.
Fast crew communication
Each ping shares a course, warning or piece o' sea chart ship's intelligence. Use th' smallest clear th' deck signal, leave room fer teammates to decide, and refit th' call only when th' situation changes.
Arrr, Start with the controls
Arrr, These are Riot's documented default controls. Custom bindings and client layouts can differ; check your in-game Hotkeys settings before practising.
Arrr, Hold Alt or Ctrl and left-click to open the wheel. Drag toward the signal you want, then release. Right-click cancels the selection if you chose the wrong message.
Arrr, G is the documented simple-ping shortcut; V is the caution shortcut. Check your bindings if they do something else. A location signal can be enough when you do not need a full tactical call.
Arrr, Both can carry pings. Use terrain for a nearby ward or precise entrance; use the minimap to warn another lane or show a distant destination. Aim at the place that helps your ally respond.
Arrr, Latency measures connection delay, not a team signal. Ctrl+F displays latency and FPS with the default binding. Rebind it under Hotkeys, Display, Toggle FPS Display if needed.
Present smart pings
Th' main wheel combines movement, fighting and vision calls. Names and wheel placement can change betwixt patches or client layouts, so th' live client remains authoritative.
Arrr, what it meansWarn crewmates that a position, fight or course be becoming unsafe.
Place it on th' peril or along th' escape course. Ping again only if th' threat moves.
Following a teammate wit' repeated Retreat pings after they have already responded.
Arrr, what it meansTell crewmates where ye intend to arrive so they can judge timing afore committing.
Ping where ye be going. If yer course changes or ye turn back aboard, refit th' call.
Leaving th' ping active when ye be no longer travelling to that location.
Arrr, what it meansRequest lend a hand wit' a course, prize, defence, vision course or nigh th' ship fight.
Ping th' exact course, prize or entrance where lend a hand be needed. Give crewmates time to move.
Repeating it at a teammate because they cannae leave their present course or fight.
Arrr, what it meansWarn other lanes that an foe may have left vision or begun a roam.
Ping yer course first aboard, then th' likely course if ye saw one. Th' ping warns about uncertainty.
Using th' query mark on a teammate to blame or mock them.
Arrr, what it meansSuggest clearing minions, applying course pressure or moving a wave afore another play.
Ping th' wave ye want moved. Inspect that nigh th' ship crewmates do nay need to recall or hold it.
Repeating th' call when pushing would expose th' crew or ruin a planned wave state.
Arrr, what it meansSignal that ye intend to use major resources and fully commit rather than trade briefly.
Ping just afore committing, while crewmates be belay enough to respond. Use Retreat if th' opening closes.
Calling fer th' fight after crewmates have backed astern or spent their fit fer th' captain's eye tricks.
Arrr, what it meansMark a known or strongly suspected foe ward or revealed area.
Ping th' ward position as closely as possible so crewmates know which course be exposed.
Presenting a guess as a confirmed ward location. Use Caution when ye be unsure.
Arrr, what it meansRequest seaworthy vision afore an prize, rotation, course push or jungle entry.
Ping th' exact brush, entrance or prize edge that needs vision. Move wit' th' warding sailor when it be unsafe.
Arrr, expecting one teammate to walk into unguarded fog alone.
Arrr, short sequences
Two relevant signals can be clearer than repeating one signal across th' screen.
Yer foe left course, and ye believe a specific allied course be in peril.
Ye need an ally afore entering fog 'round an prize or jungle entrance.
Ye first aboard communicate arrival, then confirm commitment only when th' engage be actually available.
Th' wave should move first aboard, but th' call changes when enemies disappear or th' push becomes unsafe.
Arrr, Read the situation
Arrr, These are tactical examples, not mandatory sequences. Give new information, allow time to respond, and change the plan when the map changes.
Arrr, Mark the disappearance promptly. If you saw movement toward bot, warn that approach; if you did not, keep the route uncertain. Do not chase through dark river just to confirm a guess.
Arrr, Update the warning if the opponent reappears or turns back.Arrr, Mark the ward location before the gank enters its coverage. The jungler can reroute, wait for a safe clear, or choose a different play. Do not use a ward ping as an accusation when you only suspect vision.
Arrr, Link the warning to the watched entrance, not an ally's champion.Arrr, Ask while allies can still move, rather than after you have entered fog. Wait for someone to cover the approach. If lanes cannot move or opponents are missing, delay or use a safer vision check.
Arrr, Requesting a ward does not require Support to face-check alone.Arrr, You planned to arrive, but the ally loses health or an enemy reinforcement appears. Cancel the commitment with a clear warning. An earlier arrival ping is not a reason to force a losing fight.
Arrr, Use All-In only when you actually intend to commit resources.Arrr, Match the signal to a warding planArrr, Check your Honor ping allowanceArrr, Find teammates in the community
Arrr, When a signal does not work
Arrr, Check your current hotkey bindings and practise the press, drag and release sequence away from a fight. Custom layouts can change the defaults. Avoid changing several bindings at once without testing them.
Arrr, Targeted ally pings are an Honor 5 privilege under Riot's current Honor guide. Other audience restrictions can depend on the information being pinged. Use a relevant map location or your own readiness instead of assuming every scoreboard signal reaches everyone.
Arrr, Your Honor level affects the allowance within five seconds. Honor 1 through 5 currently allow 2, 4, 6, 7 and 7 pings respectively before temporary lockout. Save signals for new information; the allowance is not a target to fill.
Arrr, They may be busy, too far away, muted, or choosing another play. Check their position and the wave before repeating a call. A relevant warning can help; repeated blame cannot create an available teammate.
Beyond th' wheel
Th' scoreboard, sea chart and interface can expose contextual pings. Visibility to th' whole crew can vary by ship's intelligence type and Riot's present anti-harassment rules.
Arrr, use pattern, purpose and target
Riot's published 2026 boundary be behavioural rather than a simple public number. Normal strategic, playful and celebratory use be nay th' target; extreme, sustained and clearly disruptive frustration-pinging at teammates can be penalised.
When th' clash becomes noisy
Ye do nay need to endure disruptive pings to collect evidence. Mute them, keep playing, and use League's built-in report when th' repeated conduct reasonably fits th' available category.
Protect yer focus immediately. Muting does nay stop Riot from reviewing its own ship's intelligence.
Ignoring yer call, choosing another target or making a bad play be nay ping abuse by itself.
State that th' sailor repeatedly targeted a teammate wit' unrelated frustration pings across th' clash. Do nay demand a penalty.
Riot has th' final say. VRC.LOL explains th' public guidance but cannae decide whether a specific sailor record broke a rule.
Arrr, official references
Arrr, Honor levels 1 to 5 allow 2, 4, 6, 7 and 7 pings within five seconds before temporary lockout. Emote allowances are 2, 2, 3, 4 and 5. Targeted ally pings require Honor 5.