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Recommended Items
Runes: Standard Electro Assassin

+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

Silver Stake (PASSIVE)
Locke Passive Ability
Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

Naafiri
HARD matchup. Her W can dodge your engage. she can W and E out of your R and her R can blow you up very quickly. Play it slow early. poke her down and bait out her W. Then you have some kill pressure with triple Q.

Amumu
FOR ALL THE SAME: Grouping/AOE CC so you can get R and other rotation of against multiple targets is amazing.
Synergies

Amumu
FOR ALL THE SAME: Grouping/AOE CC so you can get R and other rotation of against multiple targets is amazing.
I am MelonSeed, a (mostly) Diamond (currently Em 1) mid main on the EUW server. I've been playing league since around season 3. Mostly casual with some moments of ranked pushing in between. I have been chilling around diamond for the past 4 seasons or so. I really like the more mechanical champs in this game. Used to be a rengar one trick for a pretty long time (700k mastery at this point) but swapped to mid to play Sylas. Who is at 550k mastery already.... Since then I loved midlane and played many other champs here. Mostly focussing on assassins, skirmishers and fighters. I love Sylas, Aurora, Ambessa and dabble in some Ekko. The moment Locke got announced I was sold. Everything said about the champ clicked with me and I knew I would want to pick this champ up. Ever since the start of the PBE release for him I have been testing, theorycrafting and talking about this champ (in the locke mains discord, feel free to drop by and chat with us you can find us through the r/Locke_Mains page on Reddit or join through: https://discord.gg/locke-mains ). Now I got to the point where I want to share my view on this amazing champ so here it is. I hope you enjoy the read and I will try to be as thorough as I can be. If you end up with any questions or suggestions let me know in the comments. Thanks all!
I also want to use this place to thank the Locke Mains discord servers and especially AfroSaiyan and Karius-Nym for their comprehensive Locke guide. They did a ton of testing from which I and many others were able to learn, improve and (in my case) use in this guide.
Changelog:
Now that Patch 26.14 is out and with that the Locke nerfs. I will update the guide shortly with the changes that happen because of it.
- did some changes and added some new matchups in the threats section.
-Removed Ignite + TP as summ option. After testing it does not seem worth to drop flash ever.
-Swapped the secondary runepage for the standard page to precision. It feels more consistent imo at this point. For harder matchups or much poke resolve is still better.
- Just a quick update for patch 16.15 and the Locke nerfs here. They clearly hit pretty decently (especially the survivability with health and W nerfs imo). His damage still feels fine imo and I am not making any changes to build or other information because of it. Just know the champ is fine!
- Added the haste setup to items and build section. in my opinion this is now not only one of the best but especially the most fun way to play Locke. You are more tanky and can do constant spell rotations.
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Who is Locke? Locke is an AP Midlane assassin. He specializes like most assassins in killing squishy targets. |
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+ High Damage + High Mobility + High Skill Ceiling + Very fun (objectively, trust me) + Good waveclear + Many different setup options (different runes and item options) |
- ALL magic damage - ALL flat damage - Snowball dependant - Quite difficult to pick up (especially for non assassin players) As mentioned in the Pros, |
Hover over the abilities for more details. Below a short explanation how they function in game:
Passive:Lockes passive
Q:Locke's Q
1 Stack: 20/30/40/50/60 (+ 25/27.5/30/32.5/35% AP) “no increased damage”
2 Stacks: 48/72/96/120/144 (+ 60/66/72/78/84% AP) “20% increased damage”
3 Stacks: 84/126/168/210/252 (+ 105/115.5/126/136.5/147% AP) “40% increased damage”
This adds up to a total maximum damage of 234/306/378/450/522 (+ 165/175.5/186/196.5/207% AP) for landing all 3 nails and consuming the full stacks.
Comparatively, your total damage by consuming only one nail at a time is 210/270/330/390/450 (+ 135/142.5/150/157.5/165% AP).
This massive damage and scaling increase is the reason you max this ability first ALWAYS. It is by far his biggest spike when you reach level 9 and have this maxed.
W: Locke's W
E: locke's E
R:Lastly Lock's Ultimate ability
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KEYSTONE It brings solid early kill pressure, more ease blowing enemies up later and synergizes great with Ofcourse, this is not the only option available. The domination tree is known for being a good tree for assassins. The keystones show this, It forces you a bit into a MINOR 1 This row has 2 good options. I find myself having the most succes playing with MINOR 2 This row has 2 choices that don't matter too much. It's 100% personal preference. MINOR 3 The last row gives 3 possible choices that are all viable to play. It is the players choice what they prefer. |
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KEYSTONE MINOR 1 This row has a slight personal preference attached to it as well. all options are playable. most games will be between MINOR 2 The legend row. In my opinion only 1 real option MINOR 3 Last |
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KEYSTONE The MINOR 1 MINOR 2 MINOR 3 Easy answer is take |
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KEYSTONE MINOR 1 When you take MINOR 2 Fills the lane sustain function in this tree. Let's you stay longer trade harder and can even give the edge in a fight when popped midfight. Very good rune. MINOR 3 Your gapclosing rune. |
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Secondary Runepage
Summoner spells
TEAM COMPOSITIONS
The team comps section talks about teams that support
ROUGH DRAFTS: WHAT TO AVOID
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There are a few options when playing
CORE BUILD COMPARISONS
Lich Bane vs.
Dusk and DawnI can be quite short about this one. Many people ask about this and there are still some discussions going over what is true. In my opinion if you want a
Void Staff vs.
CryptbloomAs a full flat magic damage character |
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Rush Item:
Lich Bane vs.
StormsurgeFor assassin Flat Pen vs. Flat AP Lastly, I want to discuss the flat PEN itself. Flat pen is a stat that compliments certain champs more than others. Because |
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Shadowflame So it was shortly discussed before but |
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Lich Bane |
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Stormsurge As explained before as well. The flat pen value is amazing. It can be a rush item with full pen build or even be slotted second instead of |
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Rabadon's Deathcap |
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% Penetration Items Also as discussed before. %PEN is pretty much a must have for |
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Nashor's Tooth |
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Hextech Rocketbelt Now that Rocketbelt has been nerfed, Lower AP higher HP. It is not a Locke item anymore. Locke NEEDS AP, Health is counterintuitive with his W, making it deal more damage to himself. AP makes the healing better. Lower AP on the item but higher health makes it worse for Locke. Does not buff his survivability really. Because of this Rocketbelt is, in my opinion, not a Locke item anymore. |
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Liandry's Torment It has 1 purpose. Laning or even playing a tanky team. This gives |
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Placeholder to keep columns balanced. |
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Sorcerer's Shoes These are the go-to boots on Mercury's Treads easily explained, enemy has a **** ton of CC OR your laner can just screw you over with CC and magic damage. Get these, your damage is lower when you play mercs but you can actually play the game. Matchups like |
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Plated Steelcaps Steelcaps are even more rare. They reduce auto attack damage and ofcourse give a physical damage shield after the upgrade. If the enemy has many auto attack based champs ( Omnivamp Boots I enjoy these boots when playing |
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Zhonya's Hourglass Amazing defensive option, all in with your damage. Hourglass to dodge enemy counter and get the next one with Q back up and E reset. OR give your team time to follow up.even better is if you get your R off on multiple enemies and have your team follow up. lets you get reset, cooldowns back and the enemy is slowed from your R so after the stasis you can go right back in. Love this item a lot. |
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Banshee's Veil Has big value when the enemy has a few important spells but not many spells that can easily proc the banshee with a short cooldown. You want it up for the big spells. If you get hit by a lot of random **** in the game don't go this. |
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Cosmic Drive Its health, movespeed, some ap and ability haste. Good item if you want some tanky stats later in the game and don't think the stasis from hourglass and shield from banshee is useful. |
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Placeholder to keep columns balanced. |
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Riftmaker Riftmaker is a possible item in a bruiser build with conq. You can stack it up with conq and then once everything is stacked you become quite tanky from healing. deal good damage and can constantly fight. Very fun in the right games./i] |
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Bloodletter's Curse A possible % pen item when you go bruiser. Gives you more health which is nice in this build. It removes MR instead of pen so if you have more AP champs on your team they also benefit and so this item gains more value. |
Haste build
I want to take some time to talk about the new build that Phantasm started playing. This setup is focussed on becoming a bit more tanky through AP health items but even more important almost all items here give haste. The setup gives a few options. Rocketbelt can be bought 2nd, 3rd or be skipped if you feel like you don't need it. You can then instead build any other AP item that you like, shadowflame for more damage, liandry for burn, Cosmic for survivability for instance. Bloodletter's is always 2nd or 3rd in this build and with that is the standard pen item. Locke as backloaded damage so the shred that happens after a few hits don't matter much. The extra damage gives combined with the survivability is insane. This item feels amazing especially with a haste focussed setup like this. Now we don't play Locke like an assassin here. You don't just oneshot anyone you see BUT you have so much haste that you can do multiple rotations easily without losing conq stacks or bloodletter's stacks on the enemy making your damage better and better the longer the fight takes. play a bit slower than normal and you will be able to fight many enemies and constantly run around with W and dash around with E. A LOT OF FUN!
EARLY GAME: THE LANING PHASE
Levels 1-5: Trading and Setup
Locke's early levels are quite strong. level 1 in range matchups you can't really do much. Throw a few Qs
at the enemy to poke them a bit but you have no real threat. Against melee on the other hand you can try to get them with 2-3 nails when they go for farm and even get the passive proc. This would make you instantly win the early lane in many cases. The damage from proccing 3 Q marks is amazing. Once you hit level 2 you can start to look for actual damage. If they walk up and use their main ways to deal damage on the wave or mis it you can try to counter with Q and E together to do some damage. We will talk about how to use this most optimal later but just remember to always check if enemy uses anything they can to counter you and if it is down, use this time. levels 3-6 stay pretty much the same. Look for Qs, if they overstep and you can get close enough with E1 to get 2-3 Qs and E2 go for it., you win most trades especially when you use W the moment you hit them so any damage they do back to you is technically reduced (since you heal some of it back.Level 6: The First Power Spike
The level 6 spike opens more damage for you.
MID GAME: SKIRMISHES & ROAMING
Side Laning and Macro Pressure
Many times after the first tower falls your botlane will move to mid. I have to admit many times especially when I am strong I don't like this. But especially when playing solo there is no choice just play along. You can still shadow midlane for a bit when you think a fight might break out and capitalize on it with a flank. This works many times in my experience. The big danger for many assassin players, Locke not excluded, from here on in the game is consistency. You can run around and try to kill as many enemies if you can but if you just do that and nothing else you will in the end be screwed. They will still catch waves scale up and in the end outscale. Instead pressure sidelane, Farm well, hit towers, get objectives with your team. DONT SLACK. You are an assassin you can't fall behind. if you are not ahead of the curve you are close to useless as this class. keep up pressure get objectives and towers so you're team gets time to also farm up and get stronger. Look for flanks before objectives spawn so you have a man advantage on every objective fight, get dragons and hit sidelane again for pressure or look to pick off solo moving enemies.
LATE GAME: TEAMFIGHTING & CLOSING
Positioning in 5v5 Teamfights
Once late game arrives Locke is not the strongest champion. You still do a good amount of damage though. Look to stay on the side of the fight as much out of vision as possible. If the enemy can't see where you are coming from they can't respond well. Let your team start the fight and jump in after important spells (especially CC and survivability spells) are used. drop everything to secure important targets. Thats pretty much all you do in late game teamfights. You can't just run in like a madman even if you are mega fed. They will CC you and burst you down. Constantly stay on the flank and when teamfights are not happening pressure sidelane. You are FAST and push towers fast as well, especially with
This chapter is made to explain how
- You can cast other stuff during E2's dash. So you can either do a Q or R with the dash to remove the animation.
- The dash hit is dodgeable, it is an AOE hit pointed at the location of the enemy the moment you start the auto. If they dash fast or blink (flash for example) away. It can completely miss.
- As partly explained before here. This dash does not follow the enemy like a talon Q would. It will dash to the max ability range always. Hitting from close will extend beyond the enemy because of this.
- always remember both parts of
Now this in a very interesting section.
Let's start off with some classic combos to use in early laning:
Q-Q-E1-QE2 = This is the best way to open up a fight when you want to stay (relatively) safe untill you fully commit. The last Q with E2 you cast together. It will cast mid E2 dash and connect before so you get the full proc. I don't name W in this rotation because the W usage depends on what you need it for. You either start with W for movespeed to get Qs or end with it to deny return damage and run away. The rest of the combo is focussed on throwing you Qs without any commit yet. If they land run in if they don't just chill. You did not dash or commit that much mana yet so it is fine. This combo also works very well after your first reset on things like alternator or blasting wand if you were able to get that. There are many enemies you can run down with Qs after this spike that can't handle your damage.
If you are more certain of your Q skillshot (and want to make hitting it easier to commit) you precast E1 to get close, then do the Q-Q-QE2. Again W usage depends like last one. With this you need to realise that you commit your mobility BEFORE you are sure you hit the Qs and with that your damage setup. IF they dodge your Qs in any way you will be in a bad spot, will have to W to run away. Lose health and a ton of mana for nothing. Always consider this when committing with this combo.
With those 2 basic early laning rotations out of the way let's talk about implementing your R [Purgatory] in this. As discussed in the section about the ability
just an FYI I am planning to add more videos covering combos and spell usage later on. This will take some extra time to get right.
To end this guide I want to once more thank everyone if the Locke mains discord servers. This guide is made to evolve together with
Thanks to everyone for opening this guide and especially going through it untill this part. I hope you enjoyed and got as hyped about this great champion as I am.









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