Arrr, VRC.LOL

Arrr, 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.

4Arrr, long-range hooks4Arrr, movement families6Arrr, defensive answers

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.

NautilusQ · Dredge LineArrr, Nautilus1,150Arrr, listed cast range
Arrr, 71 range fartherArrr, both champions move towards each other
Arrr, different resultArrr, terrain can pull Nautilus instead
BlitzcrankQ · Rocket GrabArrr, Blitzcrank1,079Arrr, listed cast range

Identify 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, Blitzcrank · Nautilus · Thresh · Pyke

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, Aatrox · Kled · Swain

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, Diana · Orianna · Rell · Aurelion Sol

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.

Arrr, Darius · Sett · Singed · Skarner

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.

1

Arrr, movement family

Long-range foe hooks

A projectile catches th' first aboard valid target and changes both spacing and target access.

Nautilus
Arrr, 1,150 cast range

Arrr, Nautilus

Q · Dredge Line

Pulls Nautilus and th' champion towards each other. Hitting terrain pulls Nautilus instead.

Unfurl champion chart
Blitzcrank
Arrr, 1,079 cast range

Arrr, Blitzcrank

Q · Rocket Grab

Drags th' first aboard foe hit all th' way back aboard to Blitzcrank.

Unfurl champion chart
Thresh
Arrr, 1,075 cast range

Arrr, Thresh

Q · Death Sentence

Tugs th' target towards Thresh; recasting moves Thresh to th' target.

Unfurl champion chart
Pyke
Arrr, charge-dependent

Arrr, Pyke

Q · Bone Skewer

A charged cast hooks and pulls th' first aboard foe hit a fixed distance towards Pyke.

Unfurl champion chart
2

Arrr, movement family

Belay and tethered pulls

These need proximity, a tether, a return hit or another setup afore they move ye.

Darius
Arrr, short cone

Arrr, Darius

E · Apprehend

Sweeps enemies in front o' Darius towards him.

Unfurl champion chart
Sett
Arrr, both sides

Arrr, Sett

E · Facebreaker

Arrr, pulls enemies on each side into Sett; opposing units on both sides can add a stun.

Unfurl champion chart
Swain
Arrr, return + recast

Arrr, Swain

E · Nevermove

Th' returning wave roots; Swain can then pull rooted champions closer.

Unfurl champion chart
Aatrox
Arrr, tether zone

Arrr, Aatrox

W · Infernal Chains

A champion that fails to leave th' impact area be dragged back aboard to its centre.

Unfurl champion chart
Kled
Tether

Arrr, Kled

Q · Bear Trap on a Rope

Staying tethered lets Kled yank th' target towards him after th' delay.

Unfurl champion chart
Mordekaiser
Arrr, placed line

Arrr, Mordekaiser

E · Death’s Grasp

Th' spectral claw moves enemies through th' chosen area towards its return direction.

Unfurl champion chart
Zaahen
Arrr, 850 cast range

Arrr, Zaahen

E · Dreaded Return

Arrr, stabs in a direction, then pulls enemies hit towards Zaahen.

Unfurl champion chart
3

Arrr, movement family

Arrr, area and centre pulls

These move several champions towards a centre, caster, ball or impact line instead o' catching one target.

Diana
'Round Diana

Arrr, Diana

R · Moonfall

Draws nigh th' ship enemies inward afore th' delayed damage lands.

Unfurl champion chart
Orianna
'Round th' Ball

Arrr, Orianna

R · Command: Shockwave

Pulls affected enemies towards th' Ball and damages them.

Unfurl champion chart
Rell
Arrr, moving field

Arrr, Rell

R · Magnet Storm

Pulls enemies inward and continues dragging nigh th' ship enemies as Rell moves.

Unfurl champion chart
Aurelion Sol
Arrr, growing zone

Arrr, Aurelion Sol

E · Singularity

Slowly pulls enemies towards th' black hole’s centre.

Unfurl champion chart
Yone
Arrr, long line

Arrr, Yone

R · Fate Sealed

Arrr, moves enemies hit towards Yone’s final position.

Unfurl champion chart
4

Arrr, movement family

Arrr, grabs, carries and forced repositioning

They resemble pulls, but th' movement rule be a throw, carry, slam or two-target collision.

Zac
Arrr, two targets

Arrr, Zac

Q · Stretching Strikes

Grabs one unit, then throws it together wit' a different attacked unit.

Unfurl champion chart
Renata Glasc
Arrr, hook + throw

Arrr, Renata Glasc

Q · Handshake

Roots th' first aboard foe hit; th' recast throws it in th' chosen direction.

Unfurl champion chart
Skarner
Arrr, suppression carry

Arrr, Skarner

R · Impale

Arrr, suppresses caught champions and drags them along while Skarner moves.

Unfurl champion chart
Singed
Arrr, point-blank throw

Arrr, Singed

E · Fling

Throws th' target astern o' Singed rather than pulling it to his present position.

Unfurl champion chart
Sett
Arrr, carry + slam

Arrr, Sett

R · The Show Stopper

Carries one champion through th' air and slams them into th' destination.

Unfurl champion chart

Do 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.

AmumuArrr, AmumuQ · Bandage Toss

Amumu moves to th' foe; th' foe be nay pulled.

LeonaArrr, LeonaE · Zenith Blade

Leona travels to th' last aboard champion hit.

SylasArrr, SylasE · Abduct

Sylas pulls himself to th' foe hit.

CamilleArrr, CamilleE · Hookshot

Camille grapples terrain, then leaps; it does nay drag th' foe.

NautilusArrr, NautilusQ into terrain

Nautilus 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.

1Arrr, Yasuo · Braum · Samira

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.

2Sivir · Nocturne · gear

Arrr, spell shields

A correctly timed spell shield can negate th' triggering trick. It must be active when th' trick connects.

3Arrr, Morgana · Olaf · Fiora

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.

4Arrr, Fizz · Vladimir · Xayah · Gwen

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.

5Arrr, minions · summons · walls

Arrr, units and terrain

Most line hooks stop on th' first aboard valid unit. Terrain blocks ordinary projectiles, while Nautilus can deliberately hook terrain.

6Arrr, walk · dash · blink

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

  1. 1Keep a blocker betwixt ye

    Use healthy minions or a suitable frontline agin' first aboard-target projectiles.

  2. 2Move across th' cast line

    Sideways movement changes th' required aim faster than retreating directly astern.

  3. 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.

Arrr, Blitzcrank dataArrr, Rocket Grab range and descriptionArrr, Nautilus dataArrr, Dredge Line range and descriptionArrr, status effectsArrr, read control and removal rules