Arrr, what can reach me?
Compare yer present hull wit' foe burst, range, crowd control, Ignite, a lost overboard Jungler and th' course to safe harbour.
Low hull matters most when th' foe can actually convert it.
Hull, mana, doubloons and wave timing
Read four things together: whether ye can survive, whether yer champion can still perform its next aboard job, what th' wave will do, and what yer doubloons buys.
Short captain's answer
Low hull or mana be a warning, nay a universal percentage rule. If one likely trade, gank, dive or prize fight exceeds what ye can safely captain's answer, create th' best available reset th' course instead o' donating a takedown.
Afore pressing B
Do nay let a single green, blue or doubloons bar decide th' whole course.
Compare yer present hull wit' foe burst, range, crowd control, Ignite, a lost overboard Jungler and th' course to safe harbour.
Low hull matters most when th' foe can actually convert it.Count th' tricks needed to clear th' deck, escape, protect an ally or contest. A nearly empty bar can still be enough fer one seaworthy wave; a fuller bar can still be useless if th' vital spell be overboard.
Think in actions, nay percentages.A clean crash makes th' opposing turret absorb yer minions. A wave moving toward ye may be worth leaving alone. A bad half-push can feed th' foe a seaworthy freeze.
Know whether th' wave be leaving, meeting or returning.Recall fer a completed component, wards, prize timing, a shared crew reset th' course or because staying be unsafe. Awaiting fer perfect doubloons be nay worth dying.
A smaller seaworthy purchase beats unspent doubloons on a grey screen.What th' green bar does nay tell ye
Two champions can reveal th' same present hull and still have very different chances o' surviving th' next aboard hit.
Th' amount left afore yer champion dies. Recall safe harbour starts here, then adds incoming damage, shields, healing and escape access.
Th' full size o' th' bar. Hull gear and some champion effects can increase it, but a larger empty bar be still empty.
Maximum hull gained from sources beyond th' champion's base hull. Some tricks and gear scale specifically from bonus or maximum hull.
Restores hull over time. It helps during quiet gaps, but it cannae protect ye from damage that arrives faster than th' recovery.
Healing restores lost overboard hull. Lifesteal and similar effects require a valid source o' damage or trigger; crowd control and lost target access can prevent that recovery.
A shield absorbs eligible damage afore hull and normally expires. It does nay refill th' green bar or permanently increase maximum hull.
Resistances lend a hand th' same hull pool absorb more booty o' th' matching damage type. Maximum hull alone be nay a shipshape defence.
Some champions spend hull or reveal recoverable hull differently. Read that champion's trick tooltips instead o' treating every unusual bar as mana.
Gear tale · Patch 16.16.1
Heartsteel be a tank gear built 'round repeated, belay-range champion contact. Its charged basic attack deals bonus physical damage and converts part o' that damage into permanent maximum hull.
Th' gear must prepare its effect on that target. A visible charged target be an opportunity, nay an order to walk into peril.
Th' charged attack adds bonus physical damage. Ye still need seaworthy attack range and a course out after committing.
Part o' th' proc's damage becomes maximum hull. Repeating seaworthy procs across a clash grows capacity rather than directly refilling all lost overboard hull.
If collecting th' charged attack exposes ye to lethal damage, crowd control or several lost overboard enemies, let that opportunity go. A living champion can collect later stacks; a death loses time, doubloons and sea chart pressure.
If ye mean “which gear takes hull fer me?”
An gear can restore hull, increase th' size o' th' bar, add a shield, amplify another heal, or reduce incoming damage. Those be nay interchangeable.
Ye heal from eligible basic-attack damage. They do nay literally remove a fixed piece o' th' foe hull bar and hand that exact amount to ye.
LifestealBasic-attack damage can restore hull through lifesteal. Excess lifesteal healing can become a shield.
Nay target access means no lifesteal recovery.
Lifesteal + present-hull damageAttacks gain lifesteal and deal bonus damage based on th' foe's present hull.
Th' bonus damage be nay th' amount healed; lifesteal follows its own value.
Arrr, conditional omnivampArrr, after its combat effect reaches full strength, damage can provide omnivamp.
It be nay immediate healing on th' first aboard spell.
Arrr, triggered healingDuring champion combat, its repeating nigh th' ship damage can heal from damage dealt.
Range and surviving long enough fer th' trigger both matter.
Out-o'-combat regenerationProvides a very large hull pool and can restore hull after leaving combat when its condition be met.
It be nay an emergency heal while enemies keep damaging ye.
Arrr, healing and shield amplifierIncreases healing and shields applied to ye while adding hull and magic resistance.
It improves a healing or shield source; it does nay create one by itself.
Low-hull shieldA damaging hit that pushes hull low can trigger a temporary decaying shield.
A shield buys time but does nay refill lost overboard hull.
Hull + resistancesAdds hull, armour and magic resistance, then strengthens bonus resistances after time in champion combat.
It makes hull harder to remove; it does nay heal th' bar.Pick th' wave result
Th' wave be a clock. Every extra hit delays yer Recall and gives foes another chance to reach ye.
Clear th' deck th' remaining foe minions so yer wave reaches th' opposing turret, then move out o' vision and Recall.
Pick this when th' course be seaworthy enough to finish.When th' opposing wave will naturally move toward yer side, avoid unnecessary attacks that reverse it. Recall and collect th' return if timing permits.
Ask whether yer turret or teammate will remove it first aboard.If clearing exposes ye to a kill, gank or cancelled channel, retreat farther and accept th' farm defeat. Dying most often loses th' wave as well.
Safe harbour overrides th' tidy wave.Th' channel itself
A standard Recall channel lasts eight seconds. Baron grants an empowered four-second Recall. Moving, issuing an incompatible action or taking hostile damage can stop th' channel, so distance, vision and damage-over-time effects still matter.
Do nay begin beside an foe who can walk into range afore th' channel ends.
A brush be nay automatically seaworthy when warded, and walking deep into fog can be worse than recalling farther back aboard.
Let th' channel finish. Delayed damage can cancel it after th' foe has already left.
Know th' intended component afore recalling so th' window be nay spent reading th' whole shop.
Same control, different responsibility
Yer own resources matter, but so do th' wave, nigh th' ship crewmates and th' next aboard prize.
TopCrash when seaworthy, respect Teleport availability and avoid leaving a slow foe wave that can be held far across th' waters from yer turret.
JungleSpend afore a planned contest when possible. Do nay force one more booty camp if low resources make an invade or nigh th' ship fight impossible to captain's answer.
MidA central crash can create a short reset th' course, but lost overboard enemies can reach Mid quickly. Preserve th' spell needed to escape after clearing.
BotRecall wit' Support when practical so neither partner returns alone into two foes. Protect high-value farm, but do nay die fer th' final minion.
SupportLend a hand shipshape th' intended push, inspect whether Bot can collect safely, then reset th' course fer wards and th' next aboard movement window.
Nay every champion uses mana
Th' champion chart and live trick tooltips explain th' exact costs and regeneration.
Persistent pool spent by tricks and restored over time, through effects or at th' fountain. Course enough fer th' next aboard required actions.
Smaller, fast-restoring pool. A brief pause may restore access, but spending every trick together can still leave no immediate captain's answer.
Fury, Heat, Grit and champion-specific bars follow their own rules. More booty be nay always better; read what th' tricks consume or unlock.
Manaless does nay mean limitless. Hull costs, cooldowns, positioning and th' wave can still force a Recall.
Swiftplay, Draft and Ranked alter pacing and economy, but all still require a seaworthy channel and a useful return course.
Howling Abyss does nay use th' normal course Recall loop. Follow th' mode's live shop rules instead o' copying this Summoner's Rift sequence.
Arrr, compare modesArrr, quick answers
Unfurl th' captain's answer that matches th' decision in front o' ye.
There be no seaworthy universal percentage. Compare present hull wit' th' damage and control that can reach ye, including a lost overboard Jungler, then consider th' wave and course out.
Nay. Count th' tricks needed fer th' next aboard seaworthy job and consider regeneration. Recall when th' lost overboard resource prevents that job or makes staying too perilous.
Nay. Heartsteel's charged champion attack can add permanent maximum hull. That be different from healing lost overboard hull, lifesteal, a temporary shield or stealing th' foe's hull bar.
Nay. Hull increases th' amount o' damage th' bar can hold. Armour and magic resistance lend a hand that pool withstand their matching damage types, while percentage-hull effects can specifically pressure large pools.
Nay. Crash first aboard when ye can finish safely. Leave immediately when attempting to clear th' deck gives an foe enough time or reach to defeat ye or cancel th' Recall.
Only when th' course and vision be seaworthy. A warded brush hides nothing, and an foe may inspect a common aboard Recall location even without vision.
Arrr, official references