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Pyke Build Guide by Axkuru

Support [12.10] 600k+ Mastery Support Pyke Guide [UPDATED]

Support [12.10] 600k+ Mastery Support Pyke Guide [UPDATED]

Updated on June 1, 2022
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League of Legends Build Guide Author Axkuru Build Guide By Axkuru 7,523 Views 0 Comments
7,523 Views 0 Comments League of Legends Build Guide Author Axkuru Pyke Build Guide By Axkuru Updated on June 1, 2022
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Runes: More Durability

1 2 3 4
Domination
Hail of Blades
Cheap Shot
Zombie Ward
Relentless Hunter

Resolve
Second Wind
Unflinching
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2
Most Common
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

[12.10] 600k+ Mastery Support Pyke Guide [UPDATED]

By Axkuru
Intro




Hey! My name is Axkuru and im a Plat EUW 650k+ Mastery Pyke OTP
I have Years of Experience playing Pyke to the fullest potential possible (Mechanical whise) and is without a doubt m absolute favourite Champion in the Game to play.

Pyke is a very unique champion in that he's a support but doubles as an AD assassin whose kit revolves around taking kills. Converting all HP into AD makes him very squishy after the first 10 minutes or so even though he has the highest base HP in the game. Designed around snowballing hard with pick potential a Pyke player must understand when he can all in and kill someone for the benefit of his team. His ultimate is not only an execute but a reset meaning he doesn't fall off when it comes to teamfighting like a lot of other assassins and proper utilization of his hook/stun/execute will differentiate the bad Pyke Players from the good ones.

This Guide is good for People who either want to learn the Champion or for People who already main Pyke and maybe get some new Information from this Guide they maybe didn't know about.

This Guide is getting Updated Patch-to-Patch with new Meta or possible Gameplay Whise Playstyles!



Champion











Pyke, the Bloodharbor Ripper
Pyke can be a very Supportive Champion with high burst and efficient roaming potential because of his ability to get Invisible by pressing Ghostwater Dive and being able to get out of risky situations with his Phantom Undertow.
With a lot of knowledge of how Pyke works a good Pyke player can see that this Champion allows Players to adapt on a lot of different Playstyles. This is only because of Pyke's Ultimate Death from Below because it can be used for a quick gapcloser in many situations.


Hail of Blades gives Pyke a very strong early to mid game especially in Laning-Phase. Its very simple to get an early Level 1 to Level 2 Hook on the Enemy Bot Laner just to proc Hail of Blades to autoattack 3 times for a very effective early game trade.
Pyke Powerspike's are Level 2 because of the ability to E - Flash ( Phantom Undertow + Flash ) and of course Level 6 with his Ultimate Death from Below because of the Execute Threshhold Pyke will get.
Pros/Cons

Pros

High Damage (for a support)
Highest Base HP in the game
Assassin Support
Stealth and a hook
Threshold Execute that resets

Cons

Low Utility (for a support)
Cannot buy HP
Items are more expensive
Greedy Playstyle
Pyke Passive









Gift Of The Drowned Ones
Pyke's health cannot be improved except through growth(per level), instead he gains 1 bonus attack damage per 14 bonus health.
Pyke also stores 30% - 81% (based on level) of the damage he takes from enemy champions as Grey Health on his health bar, up to 80 (+800% Bonus AD) with a maximum of 60% of Pyke's maximum health.

When Pyke is unseen by enemies, he rapidly consumes his Grey Health to heal for the same amount.
The passive basically is there to force pyke into buying damage. 1 AD per 14 HP is okay but you really don't want more than 1 item to convert. It's not there to make hybrid builds viable, it's solely to prevent a tank Pyke from abusing his ultimates execute.

The Grey health is basically half of Tahm Kench E. It's designed to allow you to trade easily and take some poke. A point to note is that it's easy to trigger by using Ghostwater Dive so if you're in a hairy spot with some grey health then you can get some health back from pressing W.

Pyke Q

Bone Skewer

Cost: 70 Mana
Cooldown: 14 / 12.5 / 11 / 9.5 / 8s

First Cast: Pyke charges for up to 2 seconds, increasing Bone Skewer's range while being slowed by 20%.

Second Cast: After a brief delay, Pyke hurls his harpoon forward, dealing 75 / 125 / 175 / 225 / 275 + 60% bonus AD) Physical Damage to the first enemy struck, pulling them a fixed distance towards him and slowing them by 90% for 1 second.

Releasing the ability within 1 second causes Pyke to thrust his harpoon forward in a line, dealing 115% damage and slowing enemies by 90% for 1 second. The stab deals (86.25 / 143.75 / 201.25 / 258.75 / 316.25 + 69% bonus AD) Physical Damage

If Pyke is interrupted during the charge, or the charge completes without reactivation, Bone Skewer is cancelled and the ability is put on full cooldown but refunds half the mana cost.

A hook on any champion is a force to be reckoned with and Pyke is no exception. It deals solid damage, and even more if just doing the short stab, which is perfect for when you're trying to burst someone.

Additionally, hitting someone with either the stab or the hook will cause them to be slowed by 90% which is massive. It's also a fixed distance hook meaning if you point blank someone with a charged bone skewer you'll fling them behind you like a singed. I max this first as the base damage is high and the CD goes down per rank.

Pyke W


Ghostwater Dive

Cost: 50 Mana
Cooldown: 12 / 11.5 / 11 / 10.5 / 10s

Active: Pyke enters camouflage and gains (40% + 1.5% per 1 lethality point) bonus movement speed decaying over 5 seconds. Attacking or casting abilities immediately ends camouflage.

A very simple stealth ability. What makes this unique is that it's on a support and that it has no cast time. That means as soon as you press W you instantly go into camouflage with the MS boost. However the duration is *very* short at only 5 seconds and the MS boost decays fairly quickly. You'll be using this mostly as an in combat smokescreen or a setup for lane ganking/getting past wards. It also has great escape utility thanks to the fact the stealth is instant and greatly increases your movement speed.

I max this ability last as it's pure utility.

Pyke E


Phantom Undertow

Cost: 40 Mana
Cooldown: 15s

Active: Pyke dashes, leaving behind a drowned phantom.

After 1 second, the phantom returns to Pyke, dealing (95 / 125 / 155 / 185 / 215 + 100% bonus AD) physical damage and stunning enemy champions it passes through for 1.25 + 0.1s per 10 lethality points.

A solid reverse skillshot that deals good damage and has a solid stun attached to it as well. The mobility it offers is great in any situation, but because the stun is like a Jarvan IV E Q combo but Pyke is the flag it's incredibly powerful. You're able to flash as the phantom is flying towards you extending the range, you can buffer the ability during the throw animation of Bone Skewer, the dash is instant so it's easy to use from Ghostwater Dive and it has good range. The downside is that the base damage scales poorly (starts really high, scales badly) and the stun duration doesn't increase per level. However its damage is more important than the lower W cooldown.

I max this ability second for the extra damage. Pyke is an assassin after all.

Pyke R


Death From Below


Cost: 100 Mana
Cooldown: 120 / 100 / 80s

Active: Pyke strikes in an X-shaped area, executing enemies below 250 - 605 (based on level) (+ 80% bonus AD)(+1.5 per 1 lethality point) health while dealing the same amount as physical damage to enemies not within the threshold for execution.

If Death from Below hits an enemy Champion champion or one dies inside it, Pyke will blink to the center of the X. For the latter case Pyke also gains the ability to recast within 20 seconds at no cost.

Each successful execution grants one Your Cut to the last assisting ally, instead of its natural assist gold Gold gold. In addition, each enemy champion killed inside the X by an ally grants Pyke one Your Cut.

An AoE Darius/Urgot ultimate that scales per level instead of per rank that can give assisting allies bonus gold? Yes please.

You'll usually be wanting to save this until the enemy is low enough to be killed from it as it's a pure execute (to ensure death, the execution first deals 100% current health as true damage, then, if the target is still alive, increases by additional cycles of true damage in powers of ten from 10 up to 10^6, for a maximum bonus damage of 1,111,110. Therefore being a 100% kill unless the target is invulnerable like Taric or Kayle). The reason it's fine for a support to get an ultimate based around taking the kill is because of the gold it gives to an assisting ally, meaning your precious Vayne can't cry you stole her kill because she gets the same gold/xp. More importantly though is that it resets, meaning you can single handedly wipe teams if you can hit multiple people whilst executing them as it can reset indefinitely (like Darius).

One of the downsides however is that it has a hefty cooldown at early ranks which is why we take Presence of Mind. Important to note though is that it gains damage when you level up, not when you put points into the ability. This means the difference between a level 10 and 11 Pyke isn't gargantuan like the difference between a level 10 Zed and 11.

Runes

Against CC
More DurabilityGood for Late-GameAftershock - More Tanky + Against CC
Spells

FLASH
This summoner spell is one you should always take and the one you'll always see. Flash has a billion and one uses, from flashing in to get a kill, from flashing away from danger, flashing over walls and flashing over abilities. This is something you should be very familiar with by now and it's something you should ALWAYS have. There is never a situation where you don't take Flash.
IGNITE
As an assassin/kill based support there is only one option you can take. Ignite ups your kill pressure by absurd amounts and lets you get your target that much closer to your execute threshold. It also has the benefit of grevious wounds which is situationally useful against specific champions.
Warding

Warding
First and foremost you're a support, edgelord assassin or not, that makes it your JOB to keep vision control as much as you can. Keeping control wards in your inventory at every recall is a must. Warding is a very dynamic skill that comes with practice rather than being taught, there are some basics that can help with getting to grips with a major macro part of league.

In lane you'll be wanting to keep as much vision control as possible around your lane. This is to prevent ganks/roams and keeping tabs on your enemy to see when they look to leave so you can punish. In the image below there are some examples of lane wards that are colour coded to help give a grasp of where and why you ward. Blue is bottom left start, red is top right start (for new players).

As you can see, wards are very similar for both sides. You'll want to ward the lane brushes if the enemy keeps juking into them, you'll ward around scuttle if you're afraid of mid/jungle ganks or they might cheese a dragon. Otherwise they're just defencive to give your ADC plenty of breathing room, or aggressive to help create picks and oppertunties for the jungler.

Once you start roaming more than you lane, usually by about 8-10 minutes, your warding patern will now be more to defend against enemy control or to establish your own warding control by tracking the jungler/the entire teams roam potential. Warding in efficient places to capture as much potential movement as possible is a must (such as the single ward near blue buff, or the ward just infront of the raptor camp). You can flip the colours if you need a defencive ward line instead of an aggressive one.


You'll never stop warding like that as the game goes on, but once things like important dragons or baron are a focus more so than outer towers then you'll want to shift towards neautral objective control. As the game is more than likely cracked open per-se it's no longer team based warding. Instead you just need to track the enemy team to your best ability, and check around the points to counter their control.


If you haven't noticed by now, but every stage has way more than your ward limit. You can place 3 normal wards that decay after a couple minutes and 1 control wards that lasts until replaced or destroyed but isn't invisible. This means you need to ask your team to assist in warding (they all have wards and warding locations they need to do as well) and you need to be efficient as possible. For example, if your blue ward keeps getting cleared by the enemy support then it might be a good idea to instead ward closer to the wolf camp or the gromp camp. Likewise, if your wards just simply too defencive then you need to ask a teammates to come with you to get a couple of deeper wards. You'll want to do it a bit at a time, so don't go running up into the enemy blue buff without backup as that's a prime way to just die.

It's a skill you learn from playing the game a lot, but with these basics you should start to piece together your own warding style and just general understanding of when and why you ward around those places. There are also many more warding locations but they're more specific to each unique enemy (such as warding vs an Evelynn or Shaco).
Pyke Skins
Conclusion

Last Words


Pyke is Riot's first "Support Assassin" in the true sense of the meaning.
Champions like Brand or Zyrawho already exist as Support Champions even by dealing an massive amount of damage in lane found without really supporting their team (shielding allies or healing them etc). Zyra and Brand are Champions who got designed to be mid but found their home in bot lane. Pyke is an absurdly fun champion to play and has so many mechanics to learn (Thats why he's a "easy to learn-hard to master Champ"). Pyke just has that incredible Playstyle no Champion really has in the game.

Good Pyke's will easily stand out with their incredible combo potential from using their Q/W/E to create picks the enemy team won't expect. Plus getting multi-kills is always an amazing feeling, and Pyke is designed to do so.
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[12.10] 600k+ Mastery Support Pyke Guide [UPDATED]

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