Pyke Build Guide by Hanjaro
[11.2] Hanjaro's Pyke: Support your way to Challenger!By Hanjaro | Updated on January 21, 2021
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+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
This is Pykes hardest matchup. Alistars strength over Pyke is his quick engage on the ADC, while Pykes reactive CC is relatively slow. Vs Alistar you never want to stack near your carry, which is normally your best location for quick peel. Alistar combo will CC you both and you will potentially both die if you stand close. Position away from Alistar try to bait his combos on yourself when his AD is out of range for follow up, to provide a safe laning experience for your carry. You CAN look for trades on Alistar, as long as you are not pulling him into combo range of your carry with enemy carry in range to follow up on your carry.
Morgana's Q is a very long root duration. In order to beat Morgana, there are 2 cooldowns of hers you need to play around and that's specifically her E (Black Shield, this ability will negate all CC until the shield is broken or wears off), and her Q - but if you ever find her without E and Q, go ham because she is extremely squishy pre 6. Abuse long E cooldown (26s).
Leona is a slightly easier matchup than Alistar. Leona has strong directional engage that is extremely difficult for Pyke to peel his carries. This matchup unlike Alistar you can position to the side away from your carry and look to follow up CC enemy carry if Leona decides to engage. Also note, you can trade on Leona just like Alistar as long as enemy carry is not in follow up range of your carry while pulling/stunning Leona. Pyke E counters Leona E if she uses her E to you, E backwards away from your carry to stun her, and if it is possible to deal more damage with getting return traded on pull her even further back with your Q for optimal trade.
Blitzcrank can be a huge threat. Strong hook engages and huge burst damage coming from him and his carry. Blitzcrank is extremely weak whenever his Q is on cooldown, I personally try to bait his q on me dodging in and out of minions. When his q is down it is very easy trades on his carry. Look to abuse his long Q cooldown.
Gragas actually has great trades vs Pyke. Gragas E can cancel your q windup or your E dash. Gragas ult is great catch onto your carry as well. Try to punish this champ whenever his aftershock is on cooldown this can be a tricky matchup considering his e should always be up when you look to stun him after a hook. I recommend getting close to him hooking him behind you and stunning him moving your body towards your carry. This way you body block his body slam in case he tries to counter-engage your carry.
Poppy has a lot of control near walls. Avoid positioning next to walls against this champ. Her charge into Q will set you back a lot of health if not allow for a 1 shot combo on you or your carry. DO NOT STAND NEAR WALLS. Poppys other threat is her W, her W will cancel your E dash if you try to use it while its up. If Poppy gets to you use your W to run away until her W breaks. This should give you enough movespeed to kite away and then you can dash afterwords if necessary. Punishable when aftershock and W are on cooldown. Try to abuse enemy carry but AVOID WALLS.
Don't duel the Kench, you will not win. Kench should be running Glacial Augment against you and if you ever engage using your E near him he will slow you and chase you til you die. Engage his carry whenever you can, his W(Devour) is a very long cooldown if he spits a minion at you its 50% cd but if he eats an ally its full cooldown duration(28 seconds rank 1 W). Abuse this ridiculous cooldown duration whenever possible.
Extremely high CC champ. Thresh hook is a very strong CC ability and thresh E(flay) is directly Cc that will interrupt. Be careful using your E while near him and his is available to use. Thresh lantern is a big safety for his carry as well. Try to abuse his carry if his lantern is on cooldown.
Brand is slightly trickier than Bard to play against. Engaging on Brand with your E allows him to know exactly where you are going to be to land his own combo. This lane Brand is an equal threat to the carry potentially more damage coming from Brand in most points in the game. Brands weakness early is he is relatively squishy.
Braum isn't necessarily a huge threat, however Braum is difficult to deal damage to and he also provides a lot of protection for his carry. This I would consider an annoying matchup. Play around his E cooldown, never pull him towards your carry. Make sure your carry never positions near enemy melee minions so that Braum can't directly jump with W to engage and apply his passive. You CAN pull Braum and trade if his carry is out of position for followup range to trade back. When his E is on cooldown look to punish him or his carry.
Small annoyances from Karma. Karma can poke on a relatively short cooldown with her q. However against Pyke I would say her greatest strength would be to hold her mantra and mantra W you for sustain if you ever engage on her. Not only does she gain HP from mantra w but engaging through her towards her carry with your E allows her W to land and lock you down near her carry. This can lead to bad situations. I recommend engaging with W into a close range Q and E her back towards your carry to avoid instant followup damage from enemy carry.
Lulus greatest strength against Pyke is her E, her E provides true sight and will not allow Pyke to regenerate grey health when trying to use W to escape or regen health, just know this before engaging without your grey health topped off. Another thing is Lulu w will cancel your Q channel. Lulu R can also give executable enemy enough HP to survive your R. Lots of annoying aspects of this champ but still extremely squishy and abusable in lane given positioning errors on their part.
Nami provides a lot of sustain in lane with with harass. Try to avoid getting poked down before engaging vs this champ. If she uses her bubble she is very abusable while it is on cooldown, look to be aggressive if she wastes it and be cautious of her heal cooldown when trying to execute with your R.
Nautilus can be a pretty decent threat for Pykes carry. This champ provides very high CC with a deceptively long hook range on his q. I don't recommend eating hooks from Nautilus if you can avoid it, however his carry is punishable in a similar fashion that Pykes is. Nautilus needs a direct line to be able to hook/peel so if he is away from his carry you can look to punish.
This is mostly a skill matchup to avoid his W engage. If he ever looks to W engage onto you, use your E backwards and then hook him towards your carry. If he engages on your carry you must counter CC enemy carry to avoid death. Lately i've seen a lot of Rakans using Guardian. Try to break Guardian and punish during its cooldown. Avoid skirmishing with this champ at level 6 if his carry is near you can get 1 shot during the CC duration.
Soraka has deceptively high harass damage in laning phase. Sorakas greatest strength against Pyke is being able to cancel his Q charge with her E(silence). What I have discovered to beat Soraka if her E is up is to try to engage only using a halfway charged Q giving her less time to react to silencing it. Squishy champ/sacrifices own health to heal ally, abuse pre 6 before she gets big heals.
Not much fear of being engaged on by Taric, relatively slow champ with short CC range. Getting into Tarics range however grants him his strength which is early game duels with melee champs. Taric gets his cooldowns back extremely quickly when he can spam auto attacks and will smash you in a straight up duel. Look to abuse his guardian being on cooldown if hes running it and go for the carry here every time.
Zyra is mostly a poke mage as well. But one difficulty of Zyra is her plants. She can position plants in front of your hook target to block your hooks. Be mindful of where she places her seeds before looking for an engage. Her cast seeds(not passive seeds) have a high cooldown early. Look to abuse her when her W is on cooldown.
Not a very difficult matchup. Bards strength is playing to minions to stun you or your carry for followup damage. I tend to control a bush to keep Bard constantly in a defensive position. Bards strength is burst damage, but Bard is very squishy himself. In laning phase you can engage on either target Q into E as long as carry hasn't bought a major item.
I would rate this champ as a minor annoyance, not so much for yourself because your grey health sustain typically negates soft poke damage such as Fiddlesticks e, but this can be a huge problem for your carry. Aftershock Fiddlesticks is another issue altogether. If Fiddle runs aery for higher poke damage he is more punishable than if he ran aftershock so always evaluate the situation you are in. Punish fiddle on Aftershock cooldown if hes running it, or punish him for taking aery if he does. Very squishy champ can combo quickly with ignite to reduce his w healing if he tries to turn.
Janna is extremely squishy and as long as you are good at comboing your Q into E you should be able to dodge her tornado by being past her before she can control her character to release it. Q into E when adc is close for followup or just engage on enemy carry either is fine in this lane depending on carry matchup strength and positioning.
Squishy scaling champ. Extremely abusable early game. Punish her 0 CC pre6 and try to establish early dominance. Fairly easy to snowball against this champ. Her biggest threat is if she makes it to late game her AOE utility can be overwhelming.
Zilean is extremely squishy and punishable in lane, he can be relatively hard to catch because of his E movement speed. Abuse this champ anytime he uses his q and doesn't land the bomb because he can't stun combo if his q starts on cd by using his w. Annoyance at level 6 his ult will consume your ult without giving you the reset.
Kai'sa has a decent ability to push the wave with Pyke opening up more room to land hooks. She has some built in self peel with her E and her R and she has a lot of burst damage between her q passive and W combo to follow up on your plays. And landing any form of hard CC with her in range will allow her to follow up directly with R to engage on enemy carries.
This is probably the best ADC pairing with Pyke in the game. I believe Lucian is currently a very strong adc, has self peel rushes BotRK for extra peel/cc and does an amazing amount of burst damage following up on any engage.
Pyke pull into a stun sets up a decent window for Caitlyn to follow up with traps/Q damage. Caitlyn also has built in self peel which is highly necessary for laning with Pyke. If you are an ADC looking to lane with Pyke always remember to pick a champ with some sort of self peel. Bonus to picking Caitlyn with Pyke is the ability to push the wave.(The fewer minions in the way the easier it is for Pyke to land a hook)
Draven has great damage for a kill lane. Draven has a form of self peel with his E but overall is immobile. Really great setups for getting kills with this champ because he always wants to push to stack axes created space for Pyke to get hooks.
Jhin can create a decent zone to protect himself with his E and W. Jhin brings aoe clear and Cc to this lane which is great for setting up kills. Also Jhins passive combined with Fleet Footwork gives him a ton of movespeed for running away from fights if necessary, he is by far the fastest immobile carry with great scaling.
Quinn is a high burst damage adc and has decent selfpeel and push. All optimal things for laning with Pyke. If their E was more functional I would rate this an ideal matchup.
As long as Xayah has feathers on the ground she has self peel, however this isn't all the time. Great pushing power but downtime on her self peel pre6. Post 6 she is great with Pyke for setting up plays and baiting the enemy into her R. Lots of hook opportunities into her follow up CC with E. Strong lane.
Kalista hasn't been in a great spot for awhile but does okay with Pyke. This champion likes to push the wave to harass with autos + Q and E can get a lot of rend stacks for Kalista in a quick engage with Pyke. Pre6 Kalistas only self peel is autoing and jumping backwards which is extremely weak when she has low attack speed. Level 6 your face is her CC with her ultimate and can set up some interesting and fun combos from the 2 of you. I'm only rating it okay due to the current playrate of Kalista being so low. If the meta changes a bit I believe she could be great with Pyke.
Im rating MF as okay because of her level 6. She has great followup damage at 6 and is relatively weak pre6. Her self peel is limited but she is a fast running champion when not being attacked by enemy champs so she can usually avoid engagements. Good ulti synergies for burst damage after engaging with q and e.
Sivir is ok because she has good waveclear has a spellshield to avoid getting engaged on but lacks a dash to follow up/disengage well with Pyke
Tristana has possibly the best self peel in the game, but her early waveclear is bad. If this champion is getting pushed into tower her explosive shot is going to make her miss A LOT of CS. Waveclear + self peel are the most optimal attributes of laning with Pyke and she lacks a key component. Lane can go well if you're not getting pushed into tower repeatedly. Ask for jungle assistance if they are overextended at your turret before you get too far behind in CS to be able to fight later.
Interesting synergy having double stealth champs to set up good plays either ganking your own lane or roaming mid together. Use your strengths. Your weaknesses here are weak pushing power and no self peel on twitch.
Pre 6 Varus has limited self peel but at level 6 Varus ult is strong peel and great setup for Pyke hook or stun. Be careful early game with Varus but abuse the enemy at level 6+.
Vayne has strong follow up damage with Pyke, but Vayne has the worst waveclear in the game. You will be suffering landing hooks with Vayne at most points in lane unless a wave has just reset. Try to use these times to look for engages and optimally pull someone near a wall for double CC with condemn.
Always bring a self peel champion when laning with Pyke, his CC is slow to counterengage and you will get burst before he can help you. The only benefit of this champion with Pyke is her ability to push the wave and harass with her W. Clearing minions allows Pyke more room to find hooks.
I can't rate this champion as low as Ezreal because she has the ability to push the wave with rockets and has a form of CC. However Jinx early game damage is really bad and if you engage with her you will most likely both die. Very weak self peel with her traps, this is definitely not a good pair with Pyke.
This is the worst possible pick with Pyke. Even though Ezreal has great self peel, you should NOT be able to win this lane unless the enemy makes a lot of mistakes. Ezreal lacks waveclear and damage after his first back. Ezreal is played to scale to midgame damage where Pyke runs an early kill lane. If you are paired with Ezreal I would consider roaming ALOT. Unless you're comfortable with your entire soloq team and believe they will all win their lanes on their own cuz you know this is League of Eutopia not Legends amirite? So if you're a believer and you've enjoyed your kool-aid. Sit back in lane and look for the once in a lifetime chance to land a hook against someone in an Ezreal lane. THIS COULD BE YOUR ONLY SHOT. GO NOW FAM. But when you die buy boots and roam to help your team win the game. Good Luck summoner.
No self peel low waveclear early on Kog'maw is best suited with a utility support like Lulu or Janna to buff his strengths and keep his enemies at range. This is not a good lane, try to keep him alive in lane and if hes just inting try to roam to help your team. Its really your only option.
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+ Extremely mobile
+ Easiest champion to roam on
+ Regenerates hp in stealth
+ Physical damage scaling
+ Outplay ability
+ Ultimate executes through shields
|Why do I prefer Pyke over all other support champions in League? I started out favoring champions that used skill shots, it became a game to me to see if I could out think the enemy, and their dodge patterns. Knowing where they are going to go before they do, it feels great when you land those predicted hooks. So the ability to do this, plus have great mobility with stealth and a true damage execute that is re-settable? Yes please!|
- Has no wave clear as of 9.13
- He scales only with lethality
- Has to hit abilities to be useful
- Ultimate doesn't reset on resurrections
|I have played Pyke against an immense amount of High Elo ADCs and Support's in North America, so I can confidently say I am a master at this champion.|
The reasoning behind Ignite is that it gives you a lot of extra pressure in lane, and furthermore adds a 40% healing reduction. As Pyke, it's the easiest tool in your kite to use to bring your enemies down to execution range.
Flash is used for the threat of an all-in engage, whether you are using Flash & Bone Skewer or Flash & Phantom Undertow, it sets them up great, and as your primary escape summoner.
|It is necessary to have Aftershock for survivability, considering you cannot get any tankiness from items. setting up plays in the bot lane, making sure you are playing around your Aftershock cooldown when looking for engages. With the cc built into Pyke's kit, it is easy to proc.|
Font of Life is the best choice, since you have no wave clear. This rune helps your allies sustain, and scales nicely along with your team's max HP.
Demolish is also fairly strong, since the quicker you can do damage to the tower before 14 minutes, the more gold you and your ADC receive.
Bone Plating is good with tank Pyke and helps him reduce damage from a single target, helping his tankiness in lane, and during skirmishes.
Second Wind is still a decent rune to take, combined with Pykes grey health sustain, it's extremely hard to push Pyke out of lane when you take this rune. It gives him a lot of sustain vs poke lanes such as Xerath, Morgana and Zyra.
|Unflinching giving tenacity and slow resistance are a great way to avoid CC duration from the enemy, with Pyke having a low HP pool, getting out of sticky situations a little bit sooner can save your butt a lot. It's easier to get in and out of engages and all-ins, and especially having the resist while your summoners are on cooldown.|
|The extra penetration from this rune will be applied very regularly, as it procs on four of your six abilities, and for that reason Sudden Impact is considered a staple.|
|Cooldown reduction is always welcome on Pyke - you're so much more lethal when your Death from Below is up, it makes this rune an obvious choice.|
Duskblade of Draktharr > DAMAGE
Duskblade of Draktharr provides ability haste, lethality and a big chunk of AD, all which are great stats for Pyke. Attacking an enemy champion deals bonus damage on hit and slows them for 99%, which enables us to hit our skill shots a little easier. Takedowns within 3 seconds reset this effect and grant you invisbility for 1.5 seconds, making this item very strong for slippery, squishy assassins. Your legendary items also gain 5 ability haste, reducing the cooldowns on our abilities.
Youmuu's Ghostblade > DAMAGE/MOVEMENT SPEED
Youmuu's Ghostblade synergizes well with Mobility Boots, and Ghostwater Dive, giving you more movement speed, and enabling quicker roaming. You gain more lethality, giving you more burst damage.
Umbral Glaive > DAMAGE/MOVEMENT SPEED
As primarily a roaming champion who likes to set up kills, Umbral Glaive's blackout passive (removed from Duskblade of Draktharr will help you clear out any enemy vision you come across.
Guardian Angel > SURVIVABILITY/UTILITY
Guardian Angel will bring you back to life after taking lethal damage, once every 300s - useful to Pyke as he is still squishy due to his Gift of the Drowned Ones, and he gets up in the middle of the fray, can be chunked down easily if there's a lot of aoe damage flying about. Also a good pickup vs physical champions as you gain 40 armor.
Death's Dance > SURVIVABILITY/DAMAGE
Providing us with ability haste, damage and survivability, Death's Dance has quickly become a great item pickup on Pyke. Storing damage received and converting it to a bleed is a great way not to get one shot as squishy as Pyke is, and on champion takedown, it removes all stored damage, as well as granting movement speed and healing you.
Sterak's Gage > SURVIVABILITY/DAMAGE
Sterak's Gage gives us health and AD, as well as healing us when we damage an enemy champion, stacks and refreshing per unique champion, up to 5 times, meaning we can be very healthy during teamfights, dashing in and out of the fight. You also gain a 200 shield for 5 seconds, increasing by 8% of maximum health per stack of bloodlust, when you receive damage that would bring you below 30% hp - increasing our survivability exponentially.
Edge of Night > SURVIVABILITY/DAMAGE/UTILITY
Edge of Night is a great choice when you're having trouble surviving in the fights you initiate. The spell shield can block crowd control effects or damage, and the AD + Lethality on this item allows you to keep your damage numbers up while simultaneously improving your defenses.
Gift of the Drowned Ones (Passive)
COST: 0 mana
INNATE: When Pyke is hidden from enemies, he regenerates damage that he has recently taken from champions. Pyke also cannot gain extra Maximum Health from any source, and instead gains Bonus AD.
If you are not able to regenerate your grey health, that means you are still in enemy vision, or are standing in a brush the enemy has warded. This is a great indicator if the enemy has vision in a brush, and you will know if you need to clear it, or warn allies of it.
As of 9.21 Pyke has received a nerf to his grey health to the tune of 30-81% (levels 1-18) of the damage he takes from enemy champions ⇒ 25-50% (levels 1-18) of the damage he takes from enemy champions
Bone Skewer (Q)
COST: 70 mana
COOLDOWN: 12 / 11 / 10 / 9 / 8
ACTIVE: Pyke either stabs enemies in front of him or pulls an enemy towards him.
Tap: Pyke thrusts his harpoon forward in a line after a 0.25-second delay, dealing 115% damage and slowing enemies by 90% for 1 second. No longer has bonus damage and is single target as of 9.13
Hold: Pyke for up to 3 seconds, increasing Bone Skewer's range by up to 700 units while being slowed by 20%. After a brief delay, Pyke hurls his harpoon forward, dealing physical damage to the first enemy struck, pulling them a fixed 550 units towards him and slowing them by 90% for 1 second.
Ghostwater Dive (Q)
COST: 50 mana
COOLDOWN: 12 / 11.5 / 11 / 10.5 / 10
ACTIVE: Pyke enters camouflage and gains 40/45/50/55/60% (+ 1.5% per 1 Lethality) bonus movement speed that decays over 5 seconds. Enemies are notified if Pyke is within X-units of them.
Attacking or casting abilities immediately ends camouflage.
Movement speed increased per rank as of 9.13
- When Pyke is hidden nearby in his Ghostwater Dive, sharks will circle underneath nearby enemies' feet and a sound will be played, changing based on the amount of health they have left.
- If you are Ignited by the enemy, and you believe it will kill you without regenerating health, you can Flash out of their range, activate Ghostwater Dive and you will regenerate health typically faster than the Ignite will kill you.
Phantom Undertow (Q)
COST: 40 mana
ACTIVE: Pyke dashes, leaving behind a drowned phantom.
After 1 second, the phantom returns to Pyke, dealing physical damage and stunning enemies it passes through for 1.25 (+ 0.1 per 10 Lethality) seconds. AS OF 9.14 Phantom Undertow now stuns non-champions, but deals no damage to them
Death From Below (Q)
COST: 100 mana
COOLDOWN: 120 / 100 / 80
ACTIVE: After a 0.75-second delay, Pyke strikes in an X-shaped area, executing enemy champions below 250 − 550 (based on level) (+ 80% bonus AD) (+ 1.5 per 1 Lethality) health while dealing the same amount as physical damage to enemies not within the threshold for execution.
AS OF 9.14 Deals 50% reduced damage to enemies that survive Death from Below
Death from Below's icon now shows next to Pyke's health bar when it can be cast for free
- If Death from Below hits an enemy champion or one dies inside it, Pyke will blink to the center of the X.
- If an enemy champion dies in the X, the last assisting ally AS OF 9.14 and Pyke is granted Your Cut, and Pyke gains the ability to recast within 20 seconds at no cost. When Pyke assists on a kill following Death from Below, he receives 2 Your Cut
- This can be used for following up in a teamfight. If enemies are trying to escape, sometimes I will use this ability simply to catch an enemy. I will Death from Below to them and then channel a quick Bone Skewer to throw them behind me, for the wolves to devour.
Basic Pyke combo is using your Q into E. A fast follow using E after hook is typically a guaranteed summoner burn because the 90% slow for 1 second after landing a hook makes it almost impossible to dodge the stun.
Using this combo isn't necessarily meant to be an execute, if it is, great! If not, the utility from your stun alone can be enough for your team to clean up a fight. The objective with this combo is to catch the enemy if they are running, but aren't executable. You can Death from Below to the closest target and then Phantom Undertow through the enemy team.
This combo consists of channeling your Q and then flashing to hook a target, can be difficult to do because you must hold the channel while doing other things.
I will usually reserve using this combo for a guaranteed kill, when my jungler shows up to my lane. Using your E and flashing behind a target is really difficult for them to dodge, or for them to know you are flashing until its too late. Options after this are either, stabbing the target with a tap Bone Skewer for damage + slow, or if you're good enough like I am (obviously) you can E + Flash close enough to the enemy that you have enough time to walk back to the front of them, and channel a pull towards your own tower.
With the closest point of your ult on the opposite side of the enemy. Pyke will teleport to the center of the X, past the enemy, pulling his stun through the target, while also dealing damage from the ultimate. This combo is great for catching someone out of position.
Similar to last combo but adding a Flash into the middle of this combo for extended range on the catch/stun. Very difficult mouse movements for proper landing at all phases of this combo. Practice, practice, practice. (I've only done this a handful of times.)
This combo is intended to stun a target beyond the target you are using your Death from Below to travel to. You will E + R to the first target and then Flash behind a 2nd target to drag the stun to them. If this is timed perfectly, you can change the angle of the stun midway through its return, to stun both targets. (Also only done this a handful of times.)
Understanding the matchup you're in to begin with, is one of the most important things to know.
Evaluate level 1 enemy lane strength. Did the enemy team bring 2 ranged champions, and we are 1 ranged and 1 melee? If so, your carry or yourself, are going to get harassed off the wave. I would recommend not pushing here, getting CS from range and allowing them to push in early.
However, if they are not punishing you level 1 for being a melee champ, push the wave and try to get the level 2 advantage - (this does not mean push the wave into tower! Tt will just reset the lead you had, and they can still match you getting level 2.)
The first wave + 3 melee creeps or 2 melees + 2 ranged creeps in the second wave - in a shared XP lane - will give you level 2. When I see I will have the level 2 advantage, I start walking forward as my ADC is finishing off the last minion to level. This way I have a position advantage on the enemy while they are still level 1.
If you can land your abilities here, this will almost always secure a kill or summoners burned on their side (be mindful of enemy jungle position, it may have all been a bait).
During laning phase, monitor enemy jungle rotations and look for your engages on the enemy when you know their jungler is not near your lane. As a support a lot of what you should be doing is tracking enemy players on the minimap.
Everyone else is focusing on CS (except your jungler, of course - he's full clearing, and then recalling, while the enemy jungle ganks every lane, PVE is hard!)
If you have the ability to push your lane into tower, look for roams at this time. See if your jungler is on your side of the map, and looking to invade a camp or, if the enemy mid laner is overextended.
Staying at enemy tower is typically a red flag for junglers to come gank you (unless it's your jungler - they'd rather watch the tower burn than come to your lane - HOW DARE YOU NOT BE WINNING THE PUSH?!)
If you leave the bot side of the map, you need to transfer your wards up near, and between, the objectives you are looking to take next. Not only to watch the objective, but make sure they're placed in a manner that will protect you from ganks/rotations. Once major objectives have been captured, such as Baron Nashor for example, you will enter the end game phase of trying to find an advantage for a final push.
After mindless stomping your enemy across the map ,you are now seeking a way to break into their base. You've captured Baron Nashor , and have really super minions, but 5 people standing at a tower can be hard to break.
Bring Control Wards with you at all times, and make sure you have a Control Ward outside of their base.
If I'm pushing midlane from the Red side of the map, I will control the small bush leading towards their Red side jungle.
If I were Blue side pushing mid, I will put my Control Ward outside their wall between their mid and bot towers. This gives me fog of war to shoot hooks from.
Your team can easily get kills over the wall if you have warded over. If they have Control Wards inside the base, look for hooks as minions go up to the tower, they should grant you enough vision to make a play. Landing hooks here, and getting a kill, should be enough to deter the enemy from the tower. Not only do you have really big minions but now you have a numbers advantage.
I'm kind of crazy here sometimes but I'm fairly confident in my ability to use Phantom Undertow into Death from Below for a extended range gap closer, into stun behind the enemy.
If you used your Death from Below for the first execute, you have 20 seconds to make that next play. Don't do anything you're not confident on, because you just might end up making it a 4v4 again. If you think you can make the game winning play and survive, I normally give it a go.
Otherwise play safe, use your Ghostwater Dive to look for that close range hook, and pull someone else into your team. You don't always have to go for the big fancy plays, but it sure as hell looks nice when you do something that other people are like "HOW THE HELL IS THAT EVEN POSSIBLE?! THIS GUYS A GOD!".
I hope you enjoyed, and learned enough from my Pyke guide, to play him as well as the pro's.
If you enjoyed my guide, you can check out my other guides here, in which I've covered more styles of supports, incase you want to branch out on supports such as enchanters ( Janna, Lulu etc!).
If you're interested in seeing more of me, please follow my stream! I stream every day but Saturday, from 12:00pm - 11:00pm GMT. I play a wide variety of supports, and I am always engaging with my stream chat.
- 06/06/2019 - Published Guide.
- 06/12/2019 - Added Itemization chapter.
- 06/12/2019 - Cleaned up layout.
- 06/27/2019 - Added Patch 9.13 changes.
- 07/17/2019 - Added Patch 9.14 changes.
- 08/06/2019 - Added banners.
- 10/23/2019 - Updated to reflect 9.21 nerfs.
- 11/20/2019 - Updated for 9.23.
- 12/08/2019 - Updated Itemization.
- 19/11/2020 - Updated for preseason.