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Pyke Build Guide by Hanjaro

Support master

Hanjaro's Pyke: Support your way to Challenger!

By Hanjaro | Updated on July 21, 2020
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Hanjaro's Featured Video
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Runes:

Resolve
Aftershock
Font of Life
Bone Plating
Revitalize

Domination
Sudden Impact
Ultimate Hunter
Bonus:

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

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

LeagueSpy Logo
Support Role
Ranked #25 in
Support Role
Win 49%
Get More Stats

Threats & Synergies

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






Hey guys! Hanjaro here!
A little bit about me
I started playing League in Season 1, towards the end of the season. Since the beginning I was a support main, I enjoyed the 2v2 dynamics much more than 1v1s so I've stuck with it throughout my league career.
I have achieved the rank of challenger at multiple points during seasons 4, 5, 6, 7, 8 and 9, and continue to push for the highest elo I can get.
I love competitive games and have yet to find anything for me that compares to League.
Aside from League, I am a happily married man, father of 2 kids and I am a beloved pet owner. If you guys have any questions about my guides, champions or really anything in general, feel free to stop by my stream!


Why Pyke?

Pyke has extreme mobility for a support champion, he has fantastic engage and disengage, he's one of the best champions for roaming, and his outplay ability is very high. His ultimate can be used through shields such as Janna's, and Fiora's.


If you enjoy playing, or want to learn more about Pyke, you can read and discuss more over at
/r/PykeMains.



Pros

+ 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!

Cons

- 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.





Flash and Ignite are the staple go to for nearly all support champions, especially with the all-in presence that
Pyke provides.

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 works well with your Ghostwater Dive, and adds a nice chunk of damage.


Youmuu's Ghostblade > DAMAGE/MOVEMENT SPEED
Youmuu's Ghostblade synergizes well with Boots of Mobility, 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.


Maw of Malmortius > SURVIVABILITY/DAMAGE
A good pick up vs a comp with a lot of AP champions, you gain 55 magic resist, and if you're brought below less than 30% hp, you will gain a magic resist shield - keeping you in the fight longer, or giving you that chance to escape. Also increases your damage!


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.
Can be switched out with Zhonya's Hourglass depending on the team comp, but this is a very niche item.


Black Cleaver > SURVIVABILITY/DAMAGE
Shredding armor and dealing damage, you couldn't ask for a better item on Pyke. Due to the support item changes in Season 10, we have more gold income during the early game, and can focus on picking up extra damage items.


Dead Man's Plate > SURVIVABILITY/MOVEMENT SPEED/DAMAGE
The health and armor are incredibly helpful for a tanky build, and the unique passives allow you to move faster, slow your target, and deal extra damage.


Mercurial Scimitar > DAMAGE/SURVIVABILITY/UTILITY
The main reason to pick this up is for the crowd control removal, but it also provides a significant amount of damage and some valuable defensive stats in the form of life steal and magic resist.


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.


Frozen Heart > SURVIVABILITY
Providing a ton of armor, CDR, and mana, Frozen Heart is great for tanky builds, especially against AD teams.






Gift of the Drowned Ones

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


Bone Skewer (Q)

RANGE: 400
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.

  • Since the pull is a fixed distance, Pyke will throw enemies behind him if he uses the ability at close range.
  • 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.



Ghostwater Dive


Ghostwater Dive (Q)

RANGE: 600
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


Phantom Undertow (Q)

RADIUS: 550
COST: 40 mana
COOLDOWN: 15
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
  • This ability can be used in different ways, such as comboing it into your Death from Below to execute a target, while stunning others.
  • You can use Phantom Undertow to escape over walls.


Death from Below


Death From Below (Q)

RANGE: 750
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.




I have shown Pykes combos below and listed difficulties for each, ranging from the easiest to most difficult, 1-5, 5 being the hardest. Good luck summoners and enjoy! Feel free to stop by and show me your fancy clips if you get any or mention any combos I've left out. I'm always over at twitch!

Difficulty Level 1

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.


Difficulty Level 2

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.


Difficulty Level 4

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.


Difficulty Level 5

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.)


Early Game


Pykes laning phase is relatively useless to his ADC, unless he is landing abilities. You can provide presence in lane by not using your Bone Skewer. Any time your Bone Skewer is on cooldown, the enemy knows they can punish your ADC.

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?!)



Mid Game


This is where we start looking for major objectives, after laning phase has ended, (this means our tower is down, or dragon has been taken while top tower and Rift Herald are alive). Keeping your duo lane near as many objectives as possible, is usually the key to making fast objective calls.
If you take an early dragon and Rift Herald is up, you can swap lanes with your top laner to look for plays towards it. Rotating control of vision as you transition across the map is your main goal here.
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.


Late Game



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.
League of Legends Build Guide Author Hanjaro
Hanjaro Pyke Guide
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Hanjaro's Pyke: Support your way to Challenger!
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