Q · Dredge LineArrr, Nautilus1,150Arrr, listed cast rangeArrr, range, collision and counterplay
Arrr, league hooks and pull counters
A hook be nay always a full pull. Study th' charts fer what moves, what can block it, and which defensive captain's answer must happen afore contact.
Th' quick comparison
Arrr, Nautilus reaches farther; Blitzcrank pulls farther
Listed cast range answers only th' first aboard query. Collision radius, travel time, body blocking and th' movement after contact decide how th' play actually resolves.
Q · Dredge LineArrr, Nautilus1,150Arrr, listed cast rangeArrr, different resultArrr, terrain can pull Nautilus instead
Q · Rocket GrabArrr, Blitzcrank1,079Arrr, listed cast rangeIdentify th' mechanic first aboard
One defensive captain's answer does nay stop every pull
Pick th' row that matches what be threatening ye. Th' relevant counterplay changes when th' cast be a projectile, tether, area effect or belay grab.
Arrr, line projectile
Put a valid unit betwixt ye, cross th' cast line, or use an eligible projectile block or spell shield afore contact.
Arrr, delayed tether
Leave th' marked area or break th' tether afore its return condition completes. Awaiting beside th' edge makes th' eventual pull harder to escape.
Arrr, area centre pull
Spread afore th' cast and keep an exit from th' centre. A projectile wall normally cannae erase an area effect already placed 'round ye.
Belay grab or throw
Respect th' champion’s short access range and save displacement immunity, untargetability or an escape fer th' commitment when yer kit provides one.
Arrr, movement family
Long-range foe hooks
A projectile catches th' first aboard valid target and changes both spacing and target access.

Arrr, Nautilus
Q · Dredge LinePulls Nautilus and th' champion towards each other. Hitting terrain pulls Nautilus instead.
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Arrr, Blitzcrank
Q · Rocket GrabDrags th' first aboard foe hit all th' way back aboard to Blitzcrank.
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Arrr, Thresh
Q · Death SentenceTugs th' target towards Thresh; recasting moves Thresh to th' target.
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Arrr, Pyke
Q · Bone SkewerA charged cast hooks and pulls th' first aboard foe hit a fixed distance towards Pyke.
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Belay and tethered pulls
These need proximity, a tether, a return hit or another setup afore they move ye.

Arrr, Darius
E · ApprehendSweeps enemies in front o' Darius towards him.
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Arrr, Sett
E · FacebreakerArrr, pulls enemies on each side into Sett; opposing units on both sides can add a stun.
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Arrr, Swain
E · NevermoveTh' returning wave roots; Swain can then pull rooted champions closer.
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Arrr, Aatrox
W · Infernal ChainsA champion that fails to leave th' impact area be dragged back aboard to its centre.
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Arrr, Kled
Q · Bear Trap on a RopeStaying tethered lets Kled yank th' target towards him after th' delay.
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Arrr, Mordekaiser
E · Death’s GraspTh' spectral claw moves enemies through th' chosen area towards its return direction.
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Arrr, Zaahen
E · Dreaded ReturnArrr, stabs in a direction, then pulls enemies hit towards Zaahen.
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Arrr, area and centre pulls
These move several champions towards a centre, caster, ball or impact line instead o' catching one target.

Arrr, Diana
R · MoonfallDraws nigh th' ship enemies inward afore th' delayed damage lands.
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Arrr, Orianna
R · Command: ShockwavePulls affected enemies towards th' Ball and damages them.
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Arrr, Rell
R · Magnet StormPulls enemies inward and continues dragging nigh th' ship enemies as Rell moves.
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Arrr, Aurelion Sol
E · SingularitySlowly pulls enemies towards th' black hole’s centre.
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Arrr, Yone
R · Fate SealedArrr, moves enemies hit towards Yone’s final position.
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Arrr, grabs, carries and forced repositioning
They resemble pulls, but th' movement rule be a throw, carry, slam or two-target collision.

Arrr, Zac
Q · Stretching StrikesGrabs one unit, then throws it together wit' a different attacked unit.
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Arrr, Renata Glasc
Q · HandshakeRoots th' first aboard foe hit; th' recast throws it in th' chosen direction.
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Arrr, Skarner
R · ImpaleArrr, suppresses caught champions and drags them along while Skarner moves.
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Arrr, Singed
E · FlingThrows th' target astern o' Singed rather than pulling it to his present position.
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Arrr, Sett
R · The Show StopperCarries one champion through th' air and slams them into th' destination.
Unfurl champion chartDo nay confuse these
Th' champion moves, nay th' foe
These tricks belay distance, but they be nay foe pulls. That difference changes whether a wall, frontline or body block helps.
Arrr, AmumuQ · Bandage TossAmumu moves to th' foe; th' foe be nay pulled.
Arrr, LeonaE · Zenith BladeLeona travels to th' last aboard champion hit.
Arrr, SylasE · AbductSylas pulls himself to th' foe hit.
Arrr, CamilleE · HookshotCamille grapples terrain, then leaps; it does nay drag th' foe.
Arrr, NautilusQ into terrainNautilus be pulled to th' wall when Dredge Line hits terrain.
Captain's answer th' cast afore it resolves
Arrr, what can stop or avoid a pull?
Th' captain's answer depends on whether th' trick be a projectile, targeted control, an area effect or a tether. Nay single gear or summoner spell cancels every category.
Arrr, projectile blockers
Wind Wall and Blade Whirl can remove eligible hook projectiles. Braum intercepts from th' front, so th' projectile reaches him instead o' th' ally astern o' him.
Arrr, spell shields
A correctly timed spell shield can negate th' triggering trick. It must be active when th' trick connects.
Arrr, control immunity or parry
Black Shield must survive th' hit to prevent its crowd control. Olaf needs Ragnarok active; Fiora must time Riposte afore impact.
Untargetable or out o' reach
Untargetability or Gwen’s mist can make a cast fail when used afore contact. They do nay rewind a pull that already resolved.
Arrr, units and terrain
Most line hooks stop on th' first aboard valid unit. Terrain blocks ordinary projectiles, while Nautilus can deliberately hook terrain.
Dodge afore contact
Move across th' hook line, nay along it. Save mobility until th' cast direction be clear th' deck when possible.
Fast course checklist
Play 'round th' line, nay only th' cooldown
- 1Keep a blocker betwixt ye
Use healthy minions or a suitable frontline agin' first aboard-target projectiles.
- 2Move across th' cast line
Sideways movement changes th' required aim faster than retreating directly astern.
- 3Track th' follow-up
Arrr, a missed hook can open a short window; a landed hook still needs allied damage and control to convert.
Clear th' deck answers
Arrr, hook and anti-pull questions
These answers clash th' visible FAQ metadata and keep th' fit fer th' captain's eye limitations beside th' advice.
1Who has th' longer hook, Nautilus or Blitzcrank?
Present Data Dragon cast data lists Nautilus Dredge Line at 1,150 range and Blitzcrank Rocket Grab at 1,079. Nautilus reaches farther, while Rocket Grab drags th' caught target all th' way back aboard to Blitzcrank.
2Arrr, do minions block every pull?
Nay. Minions can block first aboard-target line projectiles such as Rocket Grab, but they do nay cancel an area pull, point-blank throw or effect placed 'round yer champion. Identify th' movement family first aboard.
3Does Cleanse stop a hook or return me to safe harbour?
Nay. Cleanse does nay reverse forced movement that already resolved. It may remove an eligible follow-up disable, but it does nay remove suppression, airborne movement or every champion-specific control effect.
4Arrr, does Black Shield block a pull?
Morgana’s Black Shield can prevent eligible crowd control while th' shield remains active. Its timing and remaining strength matter, and it be nay a universal captain's answer to every displacement or suppression effect.
Arrr, patch-aware reference
Present trick wording and cast data
Reviewed agin' Riot’s Data Dragon 16.16.1 champion data. Values and mechanics can change wit' a patch; th' present client remains authoritative.

