Arrr, VRC.LOL
Summoner's Rift lanes and bases

Hull, mana, doubloons and wave timing

Recall because th' sea chart gives ye a window, nay because one bar looks low.

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

Stay only while staying has a seaworthy purpose.

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.

  1. 1Seaworthy to finishArrr, crash, then Recall
  2. 2Arrr, unsafe to remainArrr, leave now and accept lost farm
  3. 3Nay useful purchaseStay only if th' next aboard job be seaworthy

Afore pressing B

Arrr, four checks make one Recall decision

Do nay let a single green, blue or doubloons bar decide th' whole course.

1Survival

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.
2Arrr, mana or resource

Can I perform th' next aboard job?

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.
3Wave

Arrr, what happens while I am gone?

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.
4Purchase and sea chart

What does th' reset th' course unlock?

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

Hull has eight moored parts

Two champions can reveal th' same present hull and still have very different chances o' surviving th' next aboard hit.

Maximum hullTh' full capacity o' th' green bar Present hullArrr, what remains right now ShieldTemporary protection outside th' hull pool
Arrr, right now

Present hull

Th' amount left afore yer champion dies. Recall safe harbour starts here, then adds incoming damage, shields, healing and escape access.

Capacity

Maximum hull

Th' full size o' th' bar. Hull gear and some champion effects can increase it, but a larger empty bar be still empty.

Arrr, added capacity

Bonus hull

Maximum hull gained from sources beyond th' champion's base hull. Some tricks and gear scale specifically from bonus or maximum hull.

Arrr, passive recovery

Hull regeneration

Restores hull over time. It helps during quiet gaps, but it cannae protect ye from damage that arrives faster than th' recovery.

Arrr, active recovery

Arrr, healing and lifesteal

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.

Arrr, temporary buffer

Shields

A shield absorbs eligible damage afore hull and normally expires. It does nay refill th' green bar or permanently increase maximum hull.

Arrr, damage reduction

Arrr, armour and magic resistance

Resistances lend a hand th' same hull pool absorb more booty o' th' matching damage type. Maximum hull alone be nay a shipshape defence.

Arrr, champion-specific

Hull costs and grey hull

Some champions spend hull or reveal recoverable hull differently. Read that champion's trick tooltips instead o' treating every unusual bar as mana.

Heartsteel item icon

Gear tale · Patch 16.16.1

Heartsteel increases maximum hull. It be nay hull steal.

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.

Arrr, HeartsteelHull-stacking tank gear
1Prepare

Stay nigh an foe champion

Th' gear must prepare its effect on that target. A visible charged target be an opportunity, nay an order to walk into peril.

2Trigger

Land th' basic attack

Th' charged attack adds bonus physical damage. Ye still need seaworthy attack range and a course out after committing.

3Stack

Gain permanent maximum hull

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.

Arrr, what it helps

Arrr, longer front-line patterns

  • Champions whose kit already benefits from a large hull pool.
  • Drafts where seaworthy repeated contact be realistic.
  • Arrr, fights where enough time exists to reach and attack several targets.
What it does nay replace

Arrr, healing, resistances or judgement

  • It be nay lifesteal and does nay turn every attack into a large heal.
  • It does nay supply armour or magic resistance fer every threat.
  • It does nay justify staying on unsafe present hull fer one stack.
Arrr, recall rule

Do nay die fer th' sound

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?”

Lifesteal be th' closest clash, but every hull effect holds water differently.

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.

Plain captain's answerArrr, Bloodthirster and Blade of The Ruined King provide lifesteal.

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.

Bloodthirster item icon Lifesteal

Arrr, Bloodthirster

Basic-attack damage can restore hull through lifesteal. Excess lifesteal healing can become a shield.

Nay target access means no lifesteal recovery.
Blade of The Ruined King item icon Lifesteal + present-hull damage

Arrr, Blade of The Ruined King

Attacks 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.
Riftmaker item icon Arrr, conditional omnivamp

Riftmaker

Arrr, after its combat effect reaches full strength, damage can provide omnivamp.

It be nay immediate healing on th' first aboard spell.
Unending Despair item icon Arrr, triggered healing

Arrr, unending Despair

During champion combat, its repeating nigh th' ship damage can heal from damage dealt.

Range and surviving long enough fer th' trigger both matter.
Warmog's Armor item icon Out-o'-combat regeneration

Arrr, Warmog's Armor

Provides 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.
Spirit Visage item icon Arrr, healing and shield amplifier

Arrr, Spirit Visage

Increases 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.
Sterak's Gage item icon Low-hull shield

Arrr, Sterak's Gage

A damaging hit that pushes hull low can trigger a temporary decaying shield.

A shield buys time but does nay refill lost overboard hull.
Jak'Sho, The Protean item icon Hull + resistances

Jak'Sho, Th' Protean

Adds 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

Push first aboard only when ye can finish safely

Th' wave be a clock. Every extra hit delays yer Recall and gives foes another chance to reach ye.

1Arrr, best clean window

Arrr, fast push and crash

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.
2Wave coming to ye

Arrr, leave it to return

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.
3Nay seaworthy wave fix

Arrr, recall immediately

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

Eight seconds only holds water when nobody can interrupt it.

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.

Watch th' live channel bar.Present client behaviour and tooltips remain authoritative if Riot changes a timing or special interaction.
  1. 1Arrr, break contactArrr, move beyond immediate reach

    Do nay begin beside an foe who can walk into range afore th' channel ends.

  2. 2Inspect visionUse a seaworthy, less predictable place

    A brush be nay automatically seaworthy when warded, and walking deep into fog can be worse than recalling farther back aboard.

  3. 3Arrr, begin RecallArrr, stop issuing commands

    Let th' channel finish. Delayed damage can cancel it after th' foe has already left.

  4. 4Shop wit' purposeArrr, buy, then leave base promptly

    Know th' intended component afore recalling so th' window be nay spent reading th' whole shop.

Same control, different responsibility

Recall without abandoning yer role

Yer own resources matter, but so do th' wave, nigh th' ship crewmates and th' next aboard prize.

Top

Protect th' long return course

Crash when seaworthy, respect Teleport availability and avoid leaving a slow foe wave that can be held far across th' waters from yer turret.

Jungle

Reset th' course 'round camps and prizes

Spend 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.

Mid

Clear th' deck without exposing both rivers

A 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.

Bot

Coordinate th' duo reset th' course

Recall wit' Support when practical so neither partner returns alone into two foes. Protect high-value farm, but do nay die fer th' final minion.

Support

Do nay strand Bot fer a ward refill

Lend 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

Read th' resource yer champion actually has

Th' champion chart and live trick tooltips explain th' exact costs and regeneration.

Mana, arr

Persistent pool spent by tricks and restored over time, through effects or at th' fountain. Course enough fer th' next aboard required actions.

Energy

Smaller, fast-restoring pool. A brief pause may restore access, but spending every trick together can still leave no immediate captain's answer.

Arrr, special resource

Fury, Heat, Grit and champion-specific bars follow their own rules. More booty be nay always better; read what th' tricks consume or unlock.

Nay trick resource

Manaless does nay mean limitless. Hull costs, cooldowns, positioning and th' wave can still force a Recall.

Arrr, Summoner's RiftArrr, normal Recall-and-shop rhythm

Swiftplay, Draft and Ranked alter pacing and economy, but all still require a seaworthy channel and a useful return course.

Arrr, ARAMArrr, different shop and return rules

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 modes

Arrr, quick answers

Arrr, recall questions without a fixed percentage

Unfurl th' captain's answer that matches th' decision in front o' ye.

At what hull percentage should I Recall?

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.

Does low mana always mean go back aboard?

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.

Does Heartsteel heal me or steal hull?

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.

Does more booty maximum hull replace armour or magic resistance?

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.

Should I always push afore recalling?

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.

Is recalling inside a brush seaworthy?

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

Riot sources astern o' th' chart

Arrr, how to PlayArrr, fountain recovery, shop access and Baron empowered RecallHwei tricks rundownRiot tale o' shoving a wave to Recall or roamArrr, patch 26.1Present wave timing and minion-system contextRiot Data Dragon gearPresent Heartsteel stats and gear text fer patch 16.16.1