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Pyke Build Guide by Fyrrnix

Support Pykemaxxing | [15.13] | In-depth Guide

Support Pykemaxxing | [15.13] | In-depth Guide

Updated on June 25, 2025
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League of Legends Build Guide Author Fyrrnix Build Guide By Fyrrnix 16 4 21,152 Views 0 Comments
16 4 21,152 Views 0 Comments League of Legends Build Guide Author Fyrrnix Pyke Build Guide By Fyrrnix Updated on June 25, 2025
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Runes: Main runes

1 2
Domination
Hail of Blades
Cheap Shot
Deep Ward
Relentless Hunter

Sorcery
Axiom Arcanist
Celerity
Bonus:

+10% Attack Speed
+10-180 Bonus Health
+10% Tenacity/Slow Resist

Spells:

Go to spells
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

Pykemaxxing | [15.13] | In-depth Guide

By Fyrrnix

Greetings

This is my first guide, I tried to share all of my experience with pyke over the years.
Will do my best to update this guide whenever there's a need for that.


CHAPTER SELECTION


Champion
Pros & Cons
Abilities
Runes
Items
Other
Summoner spells
Ward placement
Combos
Credits™

Pros & Cons

Pros


+ High mobility with Ghostwater Dive & Phantom Undertow

+ Strong early game with Hail of Blades

+ Easily kill squishy targets

+ Prints Your Cut if ally assists in Death from Below

+ Can change teamfight outcome with Death from Below

+ The only Assassin support

+ Great ganking & roaming potential thanks to Ghostwater Dive

+ Easily the most satisfying pentakills from every champion

+ Every skin has it's own Death from Below sound effects

+ High skill ceiling

Cons


- Very squishy & can't gain bonus health due to Gift of the Drowned Ones

- Skillshots only that can be very punishing if missed

- Death from Below can be easily avoided with Flash, Zhonya's Hourglass or any type of Heal which can cost you a whole teamfight

- Gift of the Drowned Ones is much weaker in solo lane/against one enemy

- Can feel much weaker when behind

- Whole kit heavily relies on
Lethality & AD

- Weaker early against poke champions due to being melee

- Struggles to farm minions without Tiamat or Profane Hydra

- Axiom Arcanist does not increase Death from Below's execute threshold

Abilities
PASSIVE ABILITY
Gift of the Drowned Ones
How does your passive work?

IMPORTANT TIP

You can (and should as it can be really helpful for making efficient use of Oracle Lens) use it to check for wards in brushes as it won't regenerate health if there is a vision nearby.

Q
Bone Skewer
How does your Q work?

IMPORTANT TIP

you can pull people over the walls if they're close to them or even throw someone over the wall behind you if you're both close enough to it.

Example

W
Ghostwater Dive
How does your W work?

IMPORTANT TIP

Attacking or casting abilities ends Ghostwater Dive immediately.

Try to use Ghostwater Dive mainly for escaping after you engage with Phantom Undertow as using both will leave you with no means of escaping other than having to burn Flash. If you are in the middle of a fight you can use Ghostwater Dive to quickly regenerate health as long as no enemy is within your Ghostwater Dive range.

E
Phantom Undertow
How does your E work?

IMPORTANT TIP

You can use it to go through walls where Phantom Undertow is over half their length.

Example

R
Death From Below
How does your R work?

IMPORTANT TIP

Death from Below can be a game changer, so expect enemies to flash away from it and do your best to either CC them or predict where they're going to flash to secure the kill.

The cooldown can sometimes bug out due to runes so remember: If it shows you threshold on enemies it means your R is ready, don't believe the cooldown!

Runes


DOMINATION
Hail of Blades is your best friend in early game and even later on due to the 140% increased attack speed on the next 3 basic attacks. Be sure to abuse it in early game if possible as auto attacks can be quite devastating.

Electrocute Can be also used, however it requires you to hit enemy champion with 3 separate attacks or abilities and is generally more useful for finishing off enemies / putting them in Death from Below's threshold and cannot help you out as much in early game. Be sure to take attack speed in runes with it as it makes procing Electrocute easier.

Cheap Shot provides 10-45 true damage on stunned / impaired targets if you're fast enough (Can be proc'd with your AA or ability).

Sudden Impact Used to give you lethality after using Ghostwater Dive or Phantom Undertow but now it provides your next AA or ability for 4 seconds to deal 20-80 True damage, however it's cooldown is 2.5 times longer than Cheap shot which makes it worse as you get less use out of it.

Sixth Sense could be used (if you REALLY wanted), but it only becomes useful at lvl 11 since it works like Oracle Lens. It's not worth picking over deep wards due to it's cooldown being way too long.

Deep Ward is the best rune for supports, thanks to it increasing World Atlas's ward time by 30-45 seconds and giving them 1 extra health (as long as they are in enemy jungle, or river after lvl 9).

Relentless Hunter for when you want even more out of combat movespeed (47 at 5 stacks with Celerity and no boots) and feel like Axiom Arcanist lowers your Death from Below cooldown enough. (Best taken with Synchronized Souls and Forever Forward.)

Ultimate Hunter lowers your Death from Below's cooldown by 31 Ability Haste at max stacks and by 6 at 0 stacks, which let's you have it ready for every fight.



SORCERY

Axiom Arcanist is just Axiom Arc but as a rune which makes it better due to freeing up item slot, keep in mind it DOES NOT INCREASE DAMAGE unless enemy is over execute threshold. You're picking it purely for the cooldown lowering after each takedown, it can save you a lot of ultimate's downtime

Celerity gives you free movespeed while also increasing all movespeed you get by 7% which works with your Ghostwater Dive, Opportunity and boots which can help you close gaps easier.




RESOLVE
Conditioning is useless as you're not going to be build tank items (that was funny and more useful a few years ago when you only scaled with AD)

Second Wind won't be of much use since your max health is static and only increases from level instead of items

Bone Plating is the best choice here since it reduces the damage you take from next 3 spells/attacks within 1,5 second and given you can't gain bonus health it can be very helpful.
Overgrowth gives you free AD which is always going to help you stay relative in the game.

Revitalize Is the rune you should go with if you're taking Resolve to begin with, as it will add extra healing. It's going to be only really noticeable later in the game once you have items as your gray health scales with lethality.

Although Unflinching can seem helpful I believe it's a dead rune and not worth giving up free AD that you'll get from Overgrowth or the extra healing from Revitalize.


Stat shards
In the 1st one you can pick either 10% Attack Speed or 6 AD, although attack speed helps you clear 2 wards with one use of Oracle Lens if you're quick enough.

In the 2nd you should always pick as it provides you
with 12 attack damage (1 AD per 14 extra health) instead of just 6 AD like Adaptive Force.

In the 3rd I prefer to take 10% Tenacity and Slow Resist than 12 AD from the health one as 10% less CC duration can be a difference between you dying or living a teamfight.

Items

CORE:



Hubris


Opportunity

Hubris - the best 1st item. It lets you infinitely stack 2 AD per takedown, which is easy to do as Pyke with Death from Below.

Opportunity - gives you total of 29 lethality ( the additional 11 lethality lasts for 3 seconds after dealing damage to champions) which scales with nearly all abilities, also let's you chase or run away after takedown due to 200ms it gives.

STANDARD FULL BUILD:



Hubris


Opportunity


Death's dance


Profane Hydra

Death's Dance - this is what you want when it comes to getting tankier against AD teams but also anyone in general as it turns 30% of total dmg you take into DoT, which gives you more time to score takedown and cleanse the DoT while regaining some health at the same time.

Profane Hydra - your best bet on being able to protect base/push waves or helping you secure the threshold on enemy with it's active.

SUPPORT ITEM:



Bloodsong


Celestial Opposition

Bloodsong - your go-to support item. It gives you more damage and spellblade effect which enchances your AA to deal more damage after using any ability, it's only 8% more dmg but it's for your WHOLE team not just you.

Celestial Opposition - the one item you take before you get Death's Dance if you're getting heavily bursted. It does basically what Death's dance but with cooldown.

BOOTS:



Synchronized Souls


Boots of Swiftness

Synchronized Souls - could probably be your go-to boots as they have higher move speed (5 less out of combat as Symbiotic Soles | 35 more out of combat when upgraded to Synchronized Souls) out of combat ( 15 less during combat when not upgraded | 10 less when upgraded) while not losing a lot when compared to Boots of Swiftness, and the faster recall is a nice thing but you only obtain it once they change into Synchronized Souls!
Their feats of strength upgraded version Forever Forward grant you a total of 122 out of combat movespeed, and that's just while walking, just like Celerity it increases during your Ghostwater Dive as long as you are out of combat.


Boots of Swiftness - great but only really if they have champions with strong or a lot of slows (i.e Crippling Strike, Wither, etc.)
Swiftmarch grant 5% of your total Movement Speed as Adaptive Force (20 Adaptive Force (or in pyke terms 12 AD) while simply walking, basically granting as much as Health Scaling does at max lvl).


GOOD ITEMS:



Serpent's Fang


Edge of Night


Maw of Malmortius

Serpent's Fang - is a perfect item against teams with lots of shielding.

Edge of Night - if you are getting constantly CC'd.

Maw of Malmortius - pretty much the only option you have when facing heavy AP teams or champions as the shield scales with AD and not health.

BAD ITEMS:




Youmuu's Ghostblade


Serylda's Grudge


Axiom Arc


Solstice Sleigh


Voltaic Cyclosword


Umbral Glaive

Youmuu's Ghostblade - bait item, it gives you more ms but you already have enough thanks to your W and boots. Getting more is an overkill and a waste of item slot. ONLY BUY AS LAST ITEM IF YOU WANT TO REPLACE BOOTS

Serylda's Grudge - used to be good back when the armor pen was scaling with lethality, but nowadays you rarely need it.

Axiom Arc - another item that's a waste of slot as there is literally a rune that does exactly the same thing and does not take up an item slot.

Solstice Sleigh - not good for you because you're not a tank so getting more damage from bloodsong is preferrable, the cooldown for heal and movespeed is also too high.

Voltaic Cyclosword - not necessarily bad, however there are simply better items to choose from and cyclosword's slow is not worth it when you play pyke since you can easily catch up to enemies anyways.

Umbral Glaive - used to be core item due to zombie wards and letting you easily deal with wards, however now if enemy is using deep wards it WON'T 1SHOT THE WARD forcing you to hit it at least twice which can cost you your life if you are too greedy. The item cooldown is now 90s instead of 50 which makes it even less useful.

Summoner Spells

SUMMONER SPELLS
FLASH: Besides using it to escape, you can use it to extend range of your Bone Skewer or Phantom Undertow, or use it last second while your Phantom Undertow is coming back to you to chain stuns on enemies.
IGNITE: Reduces enemies healing received while dealing true damage which helps you keep them at the Death from Below's execute threshold.

Ward Placement

Stealth Wards BLUE side


Control Wards BLUE side


Stealth Wards RED side


Control Wards RED side


Green - Best usage of wards, easier to place (due to being near your lane) / more helpful spots | gives your team more info on enemy jungle and anyone inside it, lasts longer with +1 HP due to Deep Ward.
Yellow - Don't benefit from Deep Ward till lvl 9 due to being in river / due to being in a lane / your jungle, but are useful regardless | you should prioritize using Bounty of Worlds on ones marked as green.
Red - Don't benefit from Deep Ward due to being in your jungle or not in jungle at all | will only use those spots either for extra safety (your side) or for Teleport & extra vision (enemy side).
Magenta - There is only one Control Ward of that color and that is due to this spot being great only when ocean dragon takes over the rift, causing a brush to spawn inside the dragon pit.
Blue - River area, only important if you're using Deep Ward.

Combos

Easy

Q + E



E + R





Medium

E + Flash





Hard

E + R + Flash




>>Back to chapter selection<<

Thank you for reading!

(or simply choosing this chapter from chapter selection out of curiousity)

If you found my guide helpful feel free to rate it!
You can reach out to me to ask any questions outside of mobafire's comments section on discord.


Other guides:
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