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Choose Champion Build:
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AD (Threats & synergies here)
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"Tank"
Recommended Items
Runes: Resolve
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Flash
Ignite
Items
Ability Order Standard
Gift of the Drowned Ones (PASSIVE)
Pyke Passive Ability
Threats & Synergies
Who I am
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Guild contents
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Gift of the Drowned Ones is Pyke's passive, it has the following two effects:
1. Pyke stores a portion of damage taken by enemy champions as grey health which he can regen back by getting out of the enemy's vision.
2. Pyke can't build HP, instead he converts all bonus HP built into attack damage, 14 HP = 1 AD.


Bone Skewer is Pyke's first main ability, he can either tap it quickly to thrust his harpoon into the nearest enemy (prioritises champions), or he can hold down the ability and release later to throw his harpoon instead, if it hits an enemy unit the unit is pulled towards Pyke.


Ghostwater Dive is Pyke's second ability, upon use he becomes camouflaged and gains movement speed.


Phantom Undertow is Pyke's third ability, it's a dash that leaves behind a phantom of him, after 1 second the phantom hurls back towards him, all enemies hit by the phantom get stunned and if the unit is an enemy champion they also take damage.


Death From Below is Pyke's ultimate and possibly one of the strongest abilities in the entire game, Pyke marks a spot near him with an X and strikes it shortly after. If he hits a champion they take damage and Pyke blinks to the centre of the X, if the enemy is below a certain health threshold they get executed and the ability can be recast within 20 seconds, additionally Pyke and any assisting teammate get bonus gold for the kill.


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Hail of Blades
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Strongest option in most lanes, ![]() ![]() ![]() | |
Electrocute
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Carries greater oneshot potential than ![]() ![]() |

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Fleet Footwork
| Good for playing weakside against heavy poke or just other scary lanes where you know kills won't be a regular occurance. |

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Aftershock
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Good as an engaging tool if you need to frontline, best tank option generally. I will be getting into "tank" ![]() |



Shard runes:
Offense:

Best option.

Don't really see a need for it other than having an easier time farming in lane, would maybe take it if I'm playing weakside with


Pretty insignificant on Pyke, I would opt for the other two.
Flex:

Damage is nice, this is the most common option.

If enemy has a lot of AD and you're afraid, feel free to swap out some damage for a bit of extra tankiness.

If enemy has a lot of magic damage and you're afraid, feel free to swap out some damage for a bit of extra tankiness.
Defense:

Converts to a little AD boost, if you're feeling cocky then feel free to take it.

Pick this in an AD lane.

Pick this in an AP lane.
Flash is the most broken summoner in the whole game, and you need to have it in order to win. | ||
TP has the potential to turn games and is just very strong overall, if you're in a lane you can dominate without ![]() | ||
Ignite is good for getting kills early and weakening healing, mainly take this only if you are mid but it can also be flexed top in-case the enemy toplaner is a ![]() ![]() |
Builds:

AD:


Tank:



Which mythic to take when I have on

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