Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Runes: Standard Rune Page
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Flash
Ignite
Items
Ability Order Standard Ability Order
Gift of the Drowned Ones (PASSIVE)
Pyke Passive Ability
Threats & Synergies
Ashe
Ashe though immobile, she's oppressive early and can easily be untouchable if she has a good support. Ashe has amazing sticking power and will run you down if she gets an early lead. To counter Ashe I recommend going Exh+Ghost with Nimbus Cloak+Celerity.
Ashe
Ashe
Champion Build Guide
Author & Pyke Introduction
IntroductionThoughts on Pyke In Each Role
Pyke Noob?
Useful Pyke Links
Abilities & Tips
Skill OrderPyke Abilities TLDR
Some Quick Tips
Getting to Know Pyke
Pyke Skins Tier List IMOSettings
Pros & Cons
In-Depth Item Analysis
Is it a good idea to OTP Pyke?
What team comp favors Pyke?
What enemy comp fks Pyke?
Can You Blind Pick Pyke?
Past Pyke Guides / Combos
Macro, Mindset & Concepts
Learn Wave Control (By AI)Mindset Of Ranked Solo Queue
Champ Select & Loading Screen
Invading
Stacking
Cheesing aka. Setting Up Lane Prio
The "Everything", "Ending", and "Why Am I Still Here"
Early GameMid Game
Late Game
Things You Must Learn, Apply, and Understand (Created w. AI)
Vision ControlTempo
Roam Timers
Matchups
If You Want To Be More Than Just Average
Think Like An AssassinMisdirection
Things You Should Know
Using Smart Pings
Flash Timers
Be like water, learn to adapt
Runes, Items, and Summoners
RunesItems
Summoner Spells
If you are new, allow me to give you some beginner advice which can help save you hundreds of games. I'll also give you an idea of what to expect when playing Pyke Support.
1. Goto practice tool and spam your Rs on target dummies. Don't just R the dummies with your cursor directly on top of them. Try R'ing them from max range, using the tip of the 'X' to touch the target on all sides.
Now move the dummies around and try again. Notice that the 'X' is stationary and will always be just an 'X' on the screen that doesn't rotate. This means aiming to reach an enemy champion with the tip of your 'X' will involve moving your cursor based on where your target is. This becomes increasingly more difficult on moving targets as Pyke's R has a .5 sec cast time which is sufficient time for enemies to simply walk out it's range. Tldr: Pyke's R is no normal ability as it's stationary and shouldn't be treated as though it has a circular hitbox.
Note that regardless of which part of your R touches an enemy champion, Pyke will always blink to the center of the 'X'. You will only blink to the X if it touches an enemy champion before they're dead (whilst the animation is still in effect).
After familiarizing yourself with the basics of Pyke R, spam your E across walls all around the map to see where you can and can't use your Es. To fully understand how Pyke's E works, normal cast Pyke E from a terrain or structure and if the full range is over half the length from one side to the other, Pyke will be able to dash across. This interaction works the same way Flash works but much longer. Essentially it's deciding where you'll land in the middle of a terrain or structure, and it'll push you out on whichever side is closest to where your max E range is from the closest terrain/structure.
2. Understand that Pyke is extremely team-reliant and his R is designed to be centered around teammates setting up executes for him. Pyke is a feast or famine champion so he either wins hard or loses hard. This means that Pyke is a terrible champion to 1v9 games in low elo with, BUT he does becomes progressively more impactful as you climb the ranked ladder.
Not only is Pyke reliant on his teammates, he's also reliant on team compositions and can easily be countered by all sorts of champions if certain items are meta or certain champions are buffed.
3. Pyke is weak, will continue to be weak, and will always be nerfed to keep him from being self-reliant. Riot has failed Pyke players as he's been continuously net nerfed since release with 0 remorse.
4. With all that said, Pyke is still extremely rewarding and oppressive if you play gim to his full potential. A good Pyke with human teammates, and a good composition will make Pyke feel unbeatable.
5. Pyke has great mobility, sustain, and snowball potential. He thrives off getting early leads to close out a game ASAP. However, 1 single int and all of your hardwork is gone. The game continues and you'll have to constantly fight against time as you fall off by the second.
You can start Q or E first depending on the situation. For exp, if you can stun mutliple targets E start can be good but you might have to burn Flash to connect your stun -- which will result in chunking enemies or even killing them if you have enough follow up damage. Or you can simply start Q to hook a target for a quick & easy trade/kill. Q start lvl 1 can also help zone enemies with the threat of your Q being up. Regardless, it's best to never level up your first, second, and even third ability until you need to use the ability.
Always prioritize maxing R > Q.
E max after Q for more damage & lower CD, and W max after Q to match CD with E when you're playing passively and not fighting as much.
Put points in R whenever you can.
You can also put 2 points in Q/E at lvl 3 if you're looking to maximize dmg. However, if the extra dmg isn't lethal, then always lvl all 3 unique basic abilities at lvl 3.
E: Dash a set distance, leaving behind a Phantom. After 1 second, the Phantom will return to Pyke, dealing dmg to all enemy targets & stunning them if they're not an Epic Monster. |
Enemies executed will grant ' Your Cut' to the last assisting ally, instead of the natural assist gold. If enemies die during the cast time, Pyke will recieve ' Your Cut' instead.
Upon each successful execution, Pyke will be granted a recast of R with no mana cost for 20 seconds (20 sec timer resets on enemy execution).
Note: You'll only blink to the middle of the 'X' whenever it touches an enemy champion, or executes an enemy champion.
1. In patch 14.10 Riot buffed Sudden Impact for Pyke as it now does more damage everygame when compared with Cheap Shot. Sudden Impact procs off of your W/E/R and does 20 − 80 (based on level) bonus true damage. Whereas Cheap Shot only deals 10 − 45 (based on level) bonus true damage to enemy Champion icon champions affected by certain crowd control effects.
2. You can cancel your Q/W with any other abilities. This is useful if you want to immediately halt your Q channel to stop it's animations while simutatenously casting a different ability. W's effect can also be canceled with Recall, enabling you to prevent warning incoming enemies from getting the audio cue when Pyke's nearby in camouflage. Here are 2 examples of useful scenarios you can apply this trick on:
A. You begin channeling your hook on a low target champion who isn't quite in execute range. However, your teammate suddenly damages them, bringing them into execute range. At this exact moment, you can take your time to reposition your cursor and cast R to immediately break your Q channel while catching your target off guard.
B. You're in fog of war and you press W to quickly get into a brush. However, your W has yet to expire and you know the enemy is soon arriving. You can start channeling your recall and immediately break the animation, preventing nearby enemies from getting the usual visual and audio cues that Pyke's in camouflage nearby.
3. In Patch 14.1 & 14.2 Jungle Pets were buffed to deal more damage to non-epic monsters + Jungle Pets were buffed to heal more. This resulted in a new meta shift where players prioritized getting in lane earlier and playing for lane prio over leashing Junglers as they could solo leash just fine.
This means leashing as Pyke is extremely grief as you're willingly forfeiting all control of lvl 1 prio in which Pyke thrives, just so your Jungler clears their first camp a few seconds faster. Not only that, you're also revealing where your Jungler started giving not only your enemy Bot laner an advantage but everyone else on their team as well.
There are many scenarios that can play out if you leash as Pyke:
A. The enemy also leashes resulting in a neutral outcome where both Bot laners don't obtain a free early lane prio. (This is the best case scenario if you leash)
B. The enemy didn't leash, resulting in lane prio, forcing you to play safe and sit under tower, unable to look for hooks or any all-in attempts at lvl 1 or 2. You'll have to wait for them to crash the wave for a bounce back where you'll fight for lvl 3. However, the wave is in an ideal situation for your Jungler to come lvl 3 gank.
C. The enemy didn't leash, and they cheese lane brush, either resulting in a HP advantage which they can use to score an early kill, instantly making Pyke useless in the bottom lane.
D. The enemy didn't leash, and they pull the wave, denying you guys xp and zoning your from the wave.
All of these scenarios can be avoided if you simply don't leash and get lane prio, abusing Pyke's early game to it's full potential and punishing the enemy if they leash by doing what I listed above from the other perspective. In the case both bot laners don't leash, lane prio will be neutral and it'll be determined by abilities wasted/bot comp/sums/etc.
Low elo players are so used to leash culture that they are barely catching on to present meta and are months behind. Players fail to adapt and they're left behind in the dust, confused on why they aren't climbing. League is an ever-changing game which requires adapability and rewards those who can abuse what's meta rather it's in the form of champions, items, or playstyle.
4. Do you default to Zombie Ward + Umbral Glaive every game? Yet you wonder why you have so little impact and fail to close out games despite getting an early lead. You lack experimentation and you'll never grow if you don't try new things. Yes, Umbral Glaive is an OP item on Pyke and it'll always give you value BUT it won't always give you maximum value for your gold. Yes, it's cost efficient but if you're sitting on 3k gold why settle for an Umbral Glaive? Why not Hubris? Why not first item Edge? Why not Collector? What about Eclipse? Have you tried skipping Umbral maybe for later or perhaps entirely for a stronger item? Have you even thought of all the possibilities you can unlock from this simple shift in item diversity? And now that you're not chained to Umbral Glaive, you can abuse Eyeball Collection for guaranteed stacks without being shackled to Umbral Glaive.
Like I said, this is just the tip of the iceberg of what I have to offer for you. Buckle up and try not to get too overwhelmed by what you're about to learn in this guide.
Click Here To Goto Next Chapter
Honestly, I can't really complain too much on Pyke skins aside from the fact that they always nerf Pyke before dropping a skin. Ashen Knight Pyke & Empyrean Pyke has to be some of the best skins in the game. Keep in mind that this is just my own personal skin tier list as everyone has different tastes & preferences!
Empyrean Pyke: Makes you feel like a 1v9 God. I like the Emerald Chroma as it stands out the most. Empyrean Pyke's AA animation is vivid and smooth with an immersive SFX, somehow encapsalating the depth of the sea with the deep unknown void. Whenever using this skin canceling your AAs seem impossible as they're dramatic and vivid. His W isn't cluttered with anything unnecessary and is seemingly enlarged, showcasing Pyke's true W range. His E isn't flashy but fits perfectly with everything else, giving it a perfect balance in extreme yet classy. Last but not least, his R is bold and unique with a special visual effect, altering the ground into an ever-expanding universe for all to see when scoring a pentakill.
Ashen Knight Pyke: You're an Elden Ring Boss. The theme is perfect, the audio effects are engraved into your soul as each continuous kill fills your emptiness into something... complete. His recall is iconic as it makes the skin feel alive and full of deep emotion. Everything is literally perfect. However, the one crucial thing it lacks is some sort of kick. Something that makes it stand out above the rest, completly unique and different. Something like Empyrean Pyke...
This ultimately results in Ashen Knight being too perfect in the sense of a complete skin, but it becomes stale after using it for a while. To keeps things interesting, I enjoy switching to it's chroma whenever I'm losing, and back to no Chroma whenever I'm less tilted.
Sand Wraith: The forgotten King reclaiming his throne. Extremely smooth skin with a crisp AA animation, second to Empyrean. I feel like it could have been more aesthetically pleasing without the hood, embracing the mummified theme to it's fullest. However, it's recall is easily the most badass, screaming "You are beneath me". And since my favorite color is black, the Obsidian Chroma takes the crown.
Classic Pyke (Base Skin): Broke IRL but swimming in LP. Pyke's basic skin is truly a work of art. As someone who plays on many accounts, I can't afford to purchase skins on all of them. This means I've been playing Pyke without a skin for most of my games and I've yet to get bored of it. Pyke's classic skin set the bar very high for this tier list since all other skins are being compared to something with no flaws.
Click Here To Goto Next Chapter
Prestiege Soul Fighter Pyke: An unstoppable force, you're in your prime but it's all a dream of the distance past. Less emphasis on the cape, making it feel lighter & a touch of bling to make it a lil' something extra. I think the white hair is a good complementary color with it's extravagant gold, black, and purple colo palette.
Soul Fighter: Medium-heavy with smooth, artsy animations. Soul Fighter Pyke makes you feel like a badass pirate captain from One Piece. I love the cape and the Obisidian Chroma is my favorite.
Click Here To Goto Top
PsyOps: Heaviest skin but not to the point where the animations becomes clunky. It has one of the darkest color palettes for it's base skins and both the Obsidian & Hunter Chromas are great options!
Project: Pyke: A failed skin that didn't focus on the bigger picture. I think Project: Pyke has excellent /dance, /laugh, recall, etc; but the model and it's animations could have been way better. Is it worth 1820 RP? Definitely not. Should it be revamped? 100%. Regardless, Project: Pyke was of Pyke's earlier skins and I believe they used this skin as a stepping stone to achieve some of Pyke's best skins to date.
Blood Moon Pyke: Plain, a disappointment due to low effort. Blood Moon Pyke has a great model & good SFX. But that's it. Nothing but a different character model with a decent recall, and some new SFX. For the perfect themed Pyke Skin, this was a huge letdown. Had they put any effort into this skin, it could have been one of the best go-to Pyke Skins.
Click Here To Goto Next Chapter
Fright Night Pyke: The first Pyke Skin aside from Sentinal Pyke that I never bothered to try. I simply dislike how ugly and A.I. generated the Splash Art looked. The VFX wasn't any better.
Sentinal Pyke: Shoulda been Ruined Pyke, not Underpants Pyke.
Make sure you play with quickcast and line missle display enabled. I highly recommend checking "Show Spell Cost" so you can quickly calculate your total mana cost for a particular combo whenever you're low on mana.
Your mouse sensativity should be adjusted to where it's as fast as possible without hindering your ability to aim. Go to Practice Tool to test your hooks on dummies and increase your mouse sensativity until you have trouble aiming 99% accuracy.
Everyone's DPI may vary in speed regardless of your League Mouse Settgs as your computer also has it's own mouse-pointer sensativity -- making League's mouse sensativity just an add-on. If you want even more precise control over your pointer speed, adjust your computer's mouse sensativity as well by going to your computer's settings > bluetooth & devices > additional mouse speed (For Windows).
Afterwards, you can adjust your Camera Move Speed to your new pointer speed. There are many other settings to go over but they're not directly correlated to Pyke. However, you should watch this video regardless, if your goal is to maximize control over your ability to gather intel and perform to your maximum potential.
Don't be afraid to intergret new settings. It may seem intimidating at first, but you can start off with a few changes & slowly add more as you get used to it.
1. Strong early game, esp. when paired w. agro ADC/JG
2. Insane mobility (W & E)
3. Low Q Cooldown (Lowest base cd for hook)
4. No mana problems (As long as you don't waste/overstay)
5. Extremely versatile (Items/Runes/Summoners/erc.)
6. High skill ceiling (Skill shots, Combos, Adaptability)
7. Great skins (Empyrean & Ashen)
8. Great High Elo (But also high ban rate)
1. Pyke is extremely strong early game due to his high base AD (in combination with Hail of Blades. His kill pressure is immense if he can get an early lvl lead (esp. when paired with a strong, early-game ADC).
2. Pyke's W ( Ghostwater Dive) & E ( Phantom Undertow) paired with his Passive ( Gift of the Drowned Ones) makes him extremely slippery and hard to kill. However, often times you'll bait your ADC into walking too far up so always be mindful of what the enemy team can do to your ADC if you're both overextended.
3. Pyke's Q ( Bone Skewer) only has a 10 second base cooldown compared to Thresh's 19, Blitzcrank's 20, and Nautilus' 14, which can often times be used off cooldown to catch your opponents off guard.
4. Pyke's Q ( Bone Skewer refunds 75% of it's mana if it's interrupted/canceled, and it also refunds 100% mana whenever it hits an enemy champion. Combine this with World Atlas' mana regen and Pyke's already low-mana cost abilities, you'll rarely find any mana issues unless you're wasting abilities on minions/overstaying.
5. Pyke is extremely versatile because he has many choices & combinations from his wide pool of items, runes, and summoner spells.
6. Pyke has a high skill ceiling (aside from fundamentals, combos, and champion mastery), as you'll have to constantly adjust to the meta, and to your enemies and allies playstyle and understanding of what your champion is capable of.
7. Pyke has some of the best skins in the game: Empyrean Pyke & Ashen Knight Pyke .
8. Pyke is statistically a better champion the higher elo you are (if played in the correct team composition). This is because Pyke thrives in an environment where teammates plays around him and sets him up for success.
Cons:
1. Falls off by the second (Close out game ASAP)
2. Self-slow (Q)
3. 75% skill shots (Q, E, R)
4. Telegraphed abilities (Q, W, E, R - all have warnings)
5. Team comp reliant (Cannot solo carry)
6. Extremely squishy (Cannot build bonus HP)
7. Hard to master (Need 100+ games to gain full confidence)
8. Constantly nerfed (Riot does'nt like it when Pyke becomes independent)
9. Terrible Low Elo (Reliant on teammates + falls off)
10. Meta reliant (Hard to play when counter matchups are meta)
1. Pyke is easily one of the weakest assassins come late game. He falls off extremely hard after 25-35 minutes (whenever enemies start completing their core items). It's not as bad as previous seasons due to Celestial Opposition providing free anti-burst, however, you will still find yourself extremely vulnerable and useless if you don't know how to properlly macro & itemize during the later parts of the game.
2. Pyke's Q ( Bone Skewer) is a self-slowing ability that can easily leave you vulnerable to hard CC/etc.
3. All of Pyke's abilities that deals damage is a form of skill shot.
4. Pyke's Q (Hook), W (Warning), E (Phantom return; delayed stun skill shot), and R (Delayed execute skill-shot; reveals to enemy if you have a reset) are all telegraphed and gives your opponents some form of advantage in terms of reaction time & information gathering. No other assassins have this much telegraphed abilities, making Pyke more difficult to pilot than traditional assassins.
5. Pyke needs a well-rounded team composition. This usually consists of 1-2 AP, a strong early game ADC/Jungler, and 1 tank/bruiser. Not only that, it's ideal to not pick Pyke into enemy comps with superior laning/hard to gank lanes.
6. Since Pyke cannot gain bonus HP (aside from lvling), he's extremely vulnerable without some form of anti-burst/spell shield. This is why Celestial Opposition, Bone Plating, and Edge of Night are popular on Pyke.
7. Pyke is a very unique champion which will take hundreds of games to fully master. As you climb the ladder, you'll have to learn how to play differently and adapt your items, runes, or overall mindset.
8. Pyke has been over-nerfed since his release and they will continue to do so as they don't want Pyke to gain too much independent power. People hate playing against Pyke despite his mid to low win-rate due to his ability to hard stomp games as a support when matched against squishy & immobile champions.
9. Pyke is extremely depended on his teammates' ability to follow up, set him up, and close out a winning game. The lower your teammate's IQ, the lower your chances of winning.
10. Pyke thrives when Assassins are strong & counter matchups are weak. On the otherhand, Pyke struggles when there's low damage in the game, and tank/cc supports are meta.
Pyke is also banned quite often, making him a nightmare to OTP.
If you still want to OTP Pyke, I recommend playing on 2-5 accs so you can dodge & swap accs whenever he's banned or whenever the team comp doesn't favor you.
You do not want 4 AP champs as Pyke isn't a champion that can carry as the sole AD champion. Remember; your team does no dmg, you'll also do no dmg.
Similarly, you don't want to be all AD. 1 AP minimum.
As of writing this guide it's patch 14.21. Pyke's Adc Tier list will most likely change from the time you're reading this guide as it usually does whenever there's a new patch. However, you can simply go to u.gg and search what ADC has a high w/r to get a general idea of what's good with Pyke in the current meta as pyke usually thrives with meta ADCs.
ADCs that are strong early, mid, and late (Jhin/Kai'sa/Ashe/aka. meta ADCs), especially if they have high mobility.
Tanky Supports with CC, esp. other hook champs like Blitz, Thresh, and Naut.
Mid/Top laners that are hard to gank.
The reason being is low elo players don't know how to counter pick and even if they do counter pick they're not skilled & coordinated enough for it to matter. Whereas more skilled players are more likely to counter pick you, rendering you completely useless. And if Pyke is useless, the game is as good as over.
You should always trade your ADC and make them first pick. This is because your ADC should be picking a champ that synergizes well with Pyke. Having your Jg/Mid FP is also a reasonable request.
However, if you are forced to FP, you shouldn't let it affect your mental. Afterall, it's still solo queue and you'll always be able to capitalize on enemy mistakes regardless if you're counterpicked.
At the end of the day, no one wants to FP and the only person to blame is yourself if you don't have a good blind pick champion.
In League of Legends, wave control (also known as minion wave management) is one of the most important yet underappreciated skills in the game. Mastering wave control allows you to manipulate your lane, apply pressure, and create advantages for your team. Whether you’re looking to freeze, slow-push, or fast-push, wave control gives you the flexibility to control when and how you engage, reset, or rotate to other lanes.
This guide will break down wave control strategies, how to execute them, and why they are important for every role in League of Legends.
1. What is Wave Control?
Wave control refers to how you manage the minion waves in your lane. A minion wave consists of minions that spawn periodically in each lane and march toward the enemy’s towers. Controlling how these waves behave—whether they push toward your tower, push toward the enemy’s tower, or stay in a neutral position—can have a massive impact on your lane phase and the overall game.
Good wave control can:
Deny the enemy farm and experience.
Set up ganks or jungle invades.
Create space for rotations and roaming.
Help secure or deny objectives.
Force or avoid certain fights.
2. Types of Wave Control
2.1 Freezing the Wave
Freezing a wave means keeping the minion wave close to your tower (but not under it) so that you can safely farm while denying the enemy laner gold and experience. Freezing is most commonly done in the early to mid-game.
When to Freeze:
When you are ahead in lane and want to deny the enemy farm.
When the enemy is weak or has been pushed off the lane (e.g., after a recall or if they’re missing summoner spells).
When you need to set up for a gank (keeping the wave closer to your tower makes it easier for your jungler to assist).
When you want to build up an advantage in CS (Creep Score).
How to Freeze:
Let the enemy wave push toward your turret, but do not allow the wave to hit the turret. You want to last-hit minions in a way that keeps the wave near your turret without pushing it under the turret itself.
Focus on last-hitting the minions while keeping the wave in the “sweet spot”—the area right outside your turret's range.
Only auto-attack minions when necessary to maintain the freeze. Avoid pushing by hitting the minions too early or too hard.
If your wave is starting to p
ush, try to control it by pushing it back with your abilities or auto-attacks.
Why Freeze?
Deny farm and experience to your opponent.
Force your opponent to overextend, making them vulnerable to ganks.
Give yourself more control over the lane and jungle.
2.2 Slow-Pushing the Wave
Slow-pushing involves building a larger wave slowly and gradually, so you can create a significant push toward the enemy turret. This strategy allows you to have more time for a roam, prepare for an objective, or set up for a big push.
When to Slow-Push:
When you want to stack a wave to crash into the enemy turret, forcing them to miss farm.
When you want to set up a roam or jungle invade, as the large wave provides pressure in your lane.
When you need to prepare for an objective (like Dragon or Rift Herald) and want the enemy to focus on clearing the wave rather than contesting the objective.
How to Slow-Push:
Start by leaving a few enemy minions alive after clearing your wave. You can let the wave push slowly while keeping a safe distance from the enemy laner.
Build the wave gradually by only killing the minions that push the wave forward, but not clearing the entire wave at once.
Let the minions accumulate near the enemy turret for a larger wave.
Be mindful of the enemy jungler’s position, as slow-pushing a wave exposes you to ganks.
Why Slow-Push?
Create pressure on the enemy lane and tower, forcing them to deal with a large wave.
Allow time for you to roam or make plays in other lanes while the wave is pushing.
Build a bigger wave to crash into the enemy tower, denying them farm or damaging the turret.
2.3 Fast-Pushing the Wave
Fast-pushing involves quickly clearing your minion wave, usually with the goal of either resetting the lane, getting the wave to crash into the enemy turret, or setting up for an objective.
When to Fast-Push:
When you want to reset the wave after a successful trade or kill.
When the enemy laner has recalled, and you want to push the wave into their turret to deny them farm.
When you’re setting up for an objective like Dragon, Rift Herald, or Baron and need to create pressure on the map.
How to Fast-Push:
Use your abilities to quickly clear the minion wave. Champions with strong wave-clear abilities (like Orianna’s ball, Ziggs’ bombs, or Malphite’s ground slam) excel at fast-pushing.
Auto-attack minions quickly with your champion’s basic attacks, using your abilities when the wave is larger or stacked.
When you push the wave, it will crash into the enemy turret and reset. This gives you time to roam, invade the jungle, or help secure objectives.
Why Fast-Push?
Deny the enemy laner farm by pushing the wave into their tower and making it hard for them to last-hit.
Reset the lane so you can recall and purchase items safely.
Apply pressure elsewhere on the map by roaming or taking objectives like Dragon or Rift Herald while the enemy laner is forced to clear waves.
2.4 Bouncing the Wave
Bouncing a wave refers to letting the wave crash into your turret and then pushing it back into the enemy laner’s tower, often creating an advantage for you in the next wave cycle.
When to Bounce the Wave:
When you want to reset the wave but also ensure that it pushes back toward you.
When the enemy laner is in a bad position (e.g., recalling or dead) and you want to push the wave into their turret, ensuring they lose farm and experience.
If you want to give yourself time to roam while also making the enemy face a large wave when they return to lane.
How to Bounce:
Let the enemy wave push into your turret and crash.
Once the enemy wave crashes into your turret, slowly push the next wave back toward the enemy by leaving a few minions alive to help build up the wave again.
The enemy minions will push back to your lane, giving you a better position when they return.
Why Bounce the Wave?
Creates good timing for when the enemy laner returns, forcing them to farm under their turret.
Delays the enemy’s tempo, preventing them from roaming or pushing for objectives.
Helps you control the wave while you roam or reset.
3. General Wave Control Tips
3.1 Ward Your Lane
Always ward key areas (such as the river and jungle entrances) to prevent ganks while you’re managing your wave. If you’re pushing, especially when slow-pushing or fast-pushing, you’re more vulnerable to being ganked.
3.2 Don’t Overpush
Overpushing (especially early in the game) can expose you to jungle pressure. Make sure you’re aware of the enemy jungler’s position before pushing too hard.
3.3 Learn Your Champion’s Wave Clear
Each champion has different strengths when it comes to wave management. Learn how to optimize your wave clear using your abilities and auto-attacks for each champion.
3.4 Understand the Enemy’s Wave Clear
Similarly, it’s important to understand how the enemy champion clears waves. If you’re against a champion with strong wave-clear (like Malphite or Ziggs), freezing or slow-pushing might be harder to execute.
3.5 Track Summoner Spells and Recalls
Pay attention to when your opponent uses summoner spells like Flash or Teleport, as this affects their ability to contest waves. If the enemy mid-laner uses Flash, for example, this is a prime opportunity for a roam or gank.
4. Conclusion
Wave control is an essential skill for all players in League of Legends. Whether you’re a top-laner freezing your wave for a gank, a mid-laner slow-pushing to set up a roam, or a bot-laner fast-pushing to reset the lane, mastering wave management gives you the flexibility to manipulate the game’s pace and make strategic plays.
By learning how to freeze, slow-push, fast-push, and bounce waves at the right times, you’ll not only gain a better understanding of the game but also create more opportunities for your team to succeed. The key to effective wave control is knowing when to push, when to hold back, and how to use the wave to your advantage—whether that means denying farm, creating pressure, or setting up big plays.
(I used A.I. to help create this Chapter.)
League of Legends is more team oriented than ever. You have to play alongside your teammates working together to secure the victory. Gone are the days where you can 1v9 as Pyke regardless of your teammates afking. Nowadays communication & teamwork is key to winning a game. Everything starts before you even queue up. If you're tilted from a previous game you'll most likely play worse and just continue to tilt queue, building up anger until you finally give up and go to bed. Sometimes it's important to know when to stop and just do something else to clear your mind.
Of course, having a monk mentality is easier said than done. You're forced to play alongside 4 strangers with limited coms and you just feel like the game's outcome is determined by who gets the worse teammates. Despite all of this, you're not alone and everyone is having to play around this obstacle. Instead of focusing on what you can't control, focus on what you can. This means focus on your mistakes, not your teammates. Perhaps you could have prevented your teammate from inting had you pinged them to be careful. Or maybe if you didn't follow your teammates into a bad fight, you could have got resources elsewhere instead of wasting tempo and risk dying for nothing.
League is all about playing around your teammates mistakes & directing them towards victory with smart pings. Think of your teammates as pawns that can grow it's own limbs at any moment and ignore your commands if you don't treat them nicely. The worst thing you can do is tilt all your teammates and be completely shut off from any team coordinations. League players will develop an ego overtime and once you bruise their ego, your odds of winning are already looking grim.
Tip: Turn party chat only on to prevent typing to your teammates if you have a tendency to flame. Accept the fact that you're the consistent factor in all of your games so if you play well every game, you will eventually climb. And lastly, don't think too much of Defeats. Defeats are ineviatble, it's what you learn along the way that matters most.
Anaylze your Bot Lane Matchup. Who's stronger lvl 1? Anaylze your team comp vs the enemies'. Can they invade us? Who has more cc? Who has more dps? How does our team's lvl 1 stack against theirs? Begin to formulate a lvl 1 plan based on all the intel you've gathered and now adjust it on the fly according to how your teammates react. Do you want to get lane prio? Ping your teammates to be careful of getting invaded. Tell your adc to follow you and not get caught early. Do you want to invade? Maybe you have a weak early jgler and adc and you want to get an early lead through a stronger lvl 1 comp via an invade. Or perhaps you want to stack in anticipation of their invade?
All of this can be overwhelming at first but through experience you'll formulate a plan instantly and you're already playing the game before it's even started.
However, this doesn't mean you should blindly invade everygame you have a losing lane. If your lvl 1 team comp is weaker than theirs, than invading should not even be an option. Sure, you may get lucky and still score a kill but the risk vs reward simply isn't worth it. Instead, look to see if you have other options.
Similar to invading, stacking shouldn't always be your go-to option if enemies could potentially invade. If you're in a hard winning lane, you should be setting lane prio and looking to punish the enemy bot lane if they didn't ward lane brush lvl 1 instead.
You can always tell your teammates to ward your bot buff in anticipation of their invade and react accordingly.
If you can hook them, it's ideal to target the ADC. However, if the support is squishy and/or alone, you can also target them instead. You'll chunk them while maintaining lane prio for faster lvl 2. You can also start E if they hide behind minions but missing your stun can be very punishing. If you don't see an angle or they're stronger but get to lane late, you can pull the wave to deny them a cs worth of gold and exp while simutaneously forcing them to walk further up in danger range to farm. This will give them a slow push so they could potentially reach lvl 2/3 faster if they outrange you and play aggressively push the wave.
A counter to cheesing is sending 5 members bot lane. However, a counter to that is warding the middle brush as soon as you enter lane so you don't have to face check the brush. At the highest of tiers, you can even counter their counter by sending 5 bot as well if you guys have a stronger lvl 1.
TLDR: Setting Up Lane Prio will enable you to have the first move over your lane opponents, allowing you to dictate how the lane plays out for the first 3 lvls (assuming they don't contest for lane prio).
Observe how the enemies play, observe how your ADC responds to your plays and determine how you want to play the laning phase from what you observed. Perhaps the enemy is play overly aggressing in a losing matchup? In which case you should be wary that maybe you're getting ganked - if not you've just skill checked them and you can punish them for overstepping in a losing matchup.
Is your ADC walking up whenever you are? Are they managing the wave correctly? Are they playing overly passive or overly aggressive when they're not supposed to? Are they respecting enemy Mid/Jg MIA? Are they recalling when they're supposed to? What are they building? All of these will determine how you preceive your ADC and you need to have a rough estimate of how dogsht your ADC is this time around.
TLDR; skill check the enemy and your adc to determine how bad they are. Adjust your playstyle accordingly. It's best to not have any expectations so you won't be disappointed.
If you're getting camped you can choose to play safe or play with the enemy jgler's time. It all depends on how much you can get away with. It's not a bad thing if you're getting camped and your JGler is double their farm while impacting the other side of the map. Play to the absolute limit and juggle the enemies back and forth, wasting as much of their time as possible.
If you're stronger bot/mid you shouldn't concede Drakes for free. Force a winning fight even if you are outnumbered. If you don't think you can force a fight despite being stronger, look to trade objectives or get an edge on tempo.
Once you obtain a lead, you want to maintain it and snowball it as hard & as fast as you can. Spam engage if their Flash is down (while respecting their jg/mid). Once their Flash is up look to burn it and repeat the proccess. If they play too safe, look to roam but make sure to not leave your ADC vulnerable when you're gone.
When roaming, you should have an idea of which lanes are gankable and return Bot ASAP if there's no angle. It's best to roam when you know where the enemy jgler/supp is. You can also synergize with your Jgler to gank a lane together/invade the enemy jg/take grubs. Clear any pinks along the way and drop some wards if you can on your way back to Bot. If Bot is chilling and their wave state is fine, you can look to gank/invade again or recall for items. If you don't have gold, you can return to Bot for xp.
Also when roaming you can fix your allies wave for them (exp if they're low and need a wave to be crashed to reset you can help push). But generally, if their wave is fine you don't want to be in xp range (unless you're close to lvling). Sharing too much xp with solo laners can single handedly ruin their entire laning phase.
If you can dive the enemy or get them low but they're under tower, you can push the wave with your solo laners and harass the enemy under their tower. Don't be afraid to manipulate the wave as long as you know what you're doing. However, if your teammate disagrees with you, it's best to just leave them alone to avoid tilting them.
If you're ahead, you want to constantly look for fights and prevent the enemy from catching up. If you're behind, you want to focus on vision and punish the enemy when they overforce.
Look to cross map objectives when you can't contest, and recall and spend your gold 1-3 mins before objective spawns.
Try to close out the game via Rift Herald, Soul, or Baron. Always try to get Eye of the Herald on Pyke as you can E away safely after driving it. Herald can also be used as an engage/escape tool as it's essentially a more flexible Sion Ult.
Always have 1 control ward placed on the map and buy another if you think they can easily clear it. Get Farsight Alteration if you don't need Oracle Lens or you can't facecheck or you're split pushing.
You should always be thinking what to buy next and plan your recalls around your item spikes. Get used to opening shop before basing to plan out your build path to save precious time. You never want to be in a scenario where you're sitting in fountain pondering what items to buy. Tempo is very important. Whoever is on the map faster will be in control and stay in control until they die/ruin their tempo.
Adjust your builds for survivability and then worry about offensive items after. Sell Bloodsong for Celestial Opposition, get Vigilant Wardstone/ Farsight Alteration if you're having trouble with vision. Consider buying Guardian Angel if you feel like an extra life can make a difference, and if enemies are stacking armor consider buying Serylda's Grudge.
Don't facecheck when your Ghostwater Dive is down. Recall for more wards & pinks. Stay with your team and avoid splitting if possible. Look for number advantageous fights and force baron fights if you're ahead.
Be patient and wait for your moment to strike. Also don't forget to buy Elixirs if you're just sitting on 500 gold.
Youmuu's Ghostblade is very OP late game & if you have a backdoor angle consider replacing your boots with Berserker's Greaves (which you can later upgrade to Zephyr last).
Vision control is a key aspect of gameplay in League of Legends. It provides information on the enemy's movements, objectives, and ambush opportunities, enabling your team to make informed decisions. Proper vision can be the difference between a well-executed play and a devastating loss.
1. What is Vision Control?
Vision control refers to the strategic placement and denial of vision across the map using wards and abilities. It's about controlling the flow of information, both for your team and your opponents. The two main components of vision are:
A. Placing wards to reveal the map and objectives.
B. Denial of enemy vision by clearing their wards with control wards or abilities.
2. Types of Wards
A. Regular Wards:
Stealth Ward (commonly called a "pink ward"): A ward that is invisible to enemies until it's spotted and destroyed.
Control Ward: A ward that can be placed in bushes or objectives to provide vision. It can also disable enemy wards in its radius.
B. Vision Traps:
Control Ward: These are especially important for denying enemy vision in key areas and securing objectives.
3. Vision Objectives and Importance
A. Early Game:
Early vision helps set up gank opportunities and prevents enemy junglers from invading.
Place wards in bushes near key choke points (river entrances, jungle entrances).
Key places to ward:
River entrances (near buff camps)
Jungle entrances (around the mid lane)
Buff camps (top and bottom lanes)
B. Mid to Late Game:
In the mid to late game, vision around major objectives like Dragon, Baron, and the enemy jungle is crucial.
Warding deep into the enemy jungle can help track the enemy jungler and force them to play passively.
Placing control wards in important choke points can disrupt the enemy's ability to contest objectives.
4. How to Ward Effectively
A. Standard Warding Places:
River Wards: Place wards in the river to track the enemy jungler’s movements.
Lane Bush Wards: Place wards in bushes to spot potential ganks or set up traps.
Jungle Wards: Control vision over jungle entrances and objectives to protect against invades or prepare for ganks.
B. Warding the Objectives:
Dragon: Keep the area near the Dragon pit warded with Control Wards to keep track of enemy rotations.
Baron: Vision around Baron pit is vital during mid- and late-game for securing or contesting objectives.
Jungle Buffs: Warding enemy buff camps (Red and Blue Buffs) can help deny enemy farm and secure vision on the enemy jungler.
5. Vision Control Best Practices
A. Control Wards:
Use Control Wards Wisely: Control wards are a reliable way to deny enemy vision, especially around key objectives. Place them near Dragon, Baron, or jungle entrances.
Clear Enemy Wards: Use Control Wards or Sweeping Lens to remove enemy vision. Denying the enemy vision allows you to set up safer plays.
B. Sweeping Lens / Oracle Lens:
Oracle Lens allows you to detect enemy wards and traps, including invisible wards. Use this item in the mid-late game when securing objectives to clear out vision.
Timing Is Key: When pushing towards a turret or before securing a major objective, sweep for enemy wards to ensure they can’t track your movements.
C. Ward Placement Tips:
Edge of the Jungle: Place wards just outside the jungle entrances (near river edges) to track enemy rotations.
In the River: Place wards where enemy champions or the enemy jungler are most likely to pass (especially near river entrances).
In the Brush: Warding in bushes near objectives can provide information while staying hidden.
D. Ward Denial:
Buy Control Wards Regularly: You should always have at least one Control Ward on hand. Use it to clear enemy wards or establish vision control in key areas.
Clear Enemy Vision Before an Objective: Before securing a Dragon, Baron, or Rift Herald, clear all enemy wards and replace them with your own.
6. Key Vision Timings
Early Lane Phase: Place wards in the river and jungle entrances to prevent early ganks or set up your jungler for counter-ganks.
Pre-Objective Timings: Always ensure the area around Dragon, Baron, and any other objectives is warded 1-2 minutes before they spawn.
Before Major Fights: Before engaging in a team fight, make sure you have vision in key areas to avoid ambushes from unseen enemies.
7. Advanced Vision Control Tactics
A. Deep Wards (Deep Vision):
What It Is: Deep vision is placing wards deep in the enemy jungle to track their movements, especially the enemy jungler. This is a great way to deny the enemy vision while gathering information.
When to Place Deep Wards: Once you’ve gained a lead in lane or have mid-lane priority, you can invade or push deep into the enemy jungle to gain extra vision. Use your wards near the enemy camps (Red Buff, Blue Buff) to track their jungler.
B. Vision Denial:
Split Vision Usage: Sometimes the objective of vision is not just to spot an enemy or deny vision, but to block sight of certain areas in the map to surprise the enemy. If you place Control Wards in the enemy jungle, you may deny important locations like Red Buff or Dragon by using your Control Wards or sweeping tools.
C. Zoning with Vision:
Use Control Wards to Zone Enemies: Control wards are useful for controlling vision around objectives. You can place them in choke points, such as the entrances to the jungle or near Dragon/Baron pits, to deny vision and zone out enemies.
8. Vision Control for Specific Roles
A. Support:
Your primary job is to place vision in key areas and protect your team’s vision. Control Wards, Sightstone, and Oracle Lens are essential tools for you.
Maintain map vision around key objectives and choke points.
Use your support abilities to engage with vision and protect your carries.
B. Jungler:
Place deep vision in the enemy jungle to track their movements. Clearing enemy wards is also part of your job, especially around objectives.
Make sure to establish vision around Dragon/Baron and contest objectives with your team.
C. Mid/Late Laners:
Always ensure you have vision in the river and jungle entrances to avoid surprise ganks. Assist your jungler in placing wards before major objectives spawn.
Push deep vision into the enemy jungle if possible to keep track of their movements.
9. Common Vision Control Mistakes to Avoid
Over-Warding One Area: It's common to over-ward the same spots repeatedly while leaving other areas unprotected. Mix up your vision placement to keep the enemy guessing.
Neglecting to Clear Enemy Vision: Clearing enemy wards is just as important as placing your own. Always clear vision around key objectives, especially when setting up for Dragon, Baron, or turret dives.
Warding Too Late: Don’t wait until the last minute to place vision around important objectives. Ideally, you want control 1-2 minutes before the objective spawns.
Warding in Obvious Locations: Avoid warding in places where enemies regularly expect you to ward, like the Dragon pit or mid-lane bushes.
10. Conclusion
Vision control can completely alter the outcome of a game. Proper warding, clearing, and denying enemy vision gives you control over the map, enabling you to outplay the enemy and secure important objectives. Always keep vision in mind—whether you're placing wards to secure a safe lane phase, clearing enemy wards to prepare for a team fight, or securing vision around Dragon and Baron.
With a firm grasp of vision control, your team will be better positioned to make informed decisions, dominate objectives, and ultimately achieve victory.
(I used A.I. to help create this Chapter.)
In League of Legends, tempo refers to the pace at which the game progresses. The concept is rooted in the idea of controlling the flow of the game, dictating when to push objectives, take fights, or play more cautiously. Having good tempo control means your team is always in a favorable position—dictating the rhythm of the match, whether you're ahead or catching up.
Understanding and mastering tempo is crucial for competitive play because it influences how you set up objectives, manage lanes, and time your power spikes.
1. What is Tempo?
Tempo is the concept of controlling the game's pace and rhythm to your advantage. It's not just about being ahead in gold or kills—it’s about knowing when to push for an advantage, take objectives, make plays, or slow down when needed. Tempo is about creating pressure, forcing your opponent into uncomfortable situations, and out-maneuvering them to seize control of the game.
2. Types of Tempo
There are different types of tempo in League of Legends, and they generally align with the state of the game:
A. Fast Tempo (Aggressive Playstyle):
Focus: Constant pressure, fast-paced action, pushing lanes, and taking objectives quickly.
How to Play: You’re actively looking for opportunities to fight, invade, or force your opponents to respond to your plays. Fast tempo is often associated with a snowballing playstyle.
Key Objectives: Dragons, Rift Herald, tower dives, early turret plates, deep jungle invades, and early team fights.
B. Slow Tempo (Defensive Playstyle):
Focus: Playing cautiously, waiting for the right moment, and not overcommitting unless the advantage is clear.
How to Play: You’re looking to scale, farm safely, clear waves, and avoid unnecessary risks. This playstyle can transition into a more aggressive tempo once you hit key power spikes or objectives.
Key Objectives: Scaling into mid- to late-game, securing defensive vision, and ensuring the enemy doesn't snowball.
C. Neutral Tempo (Balanced Playstyle):
Focus: Neither team is decisively ahead. Both teams are clearing waves, managing vision, and waiting for the next big objective (like Dragon, Baron, or Rift Herald).
How to Play: This phase is about creating opportunities without overcommitting. You can play for vision control, jungle pressure, or poke/skirmishes but without forcing big team fights yet.
3. How to Gain and Maintain Tempo
A. Early Game (Early Tempo):
Playing Aggressive in Lane: If you're ahead in lane or have a strong champion matchup, push your lane hard to gain tempo. You can take plates, pressure the enemy jungler’s camps, and look for ganks. When your wave is pushing toward the enemy tower, you make it harder for the enemy laner to farm.
Jungle Invades: If your jungler has an advantage in early 1v1s, invade the enemy jungle and steal camps. Denying enemy resources and disrupting their tempo is a great way to gain control.
First Blood and Early Objectives: Securing early kills, objectives like Dragon or Rift Herald, or simply forcing your opponents to respond defensively gives your team tempo.
B. Mid Game (Changing Tempo):
Prioritize Objectives: Mid-game tempo often revolves around the first Dragon, Rift Herald, and mid-lane towers. If you're ahead, push for an uncontested Dragon or Rift Herald. If you’re behind, play safe, focus on farming, and wait for your team to reach critical power spikes.
Wave Control: Push out waves quickly to create pressure on the map. This forces the enemy to respond and gives your team more room to take objectives like the Dragon or to contest enemy jungle camps.
Fighting in Skirmishes: Skirmishing during mid-game can change the tempo. Winning small fights (2v2s, 3v3s) allows you to reset, take vision, and pressure key areas.
C. Late Game (Maintaining Tempo):
Baron and Dragon Control: In the late game, tempo is heavily tied to control over major objectives like Baron and Elder Dragon. Maintaining vision and controlling key areas on the map is crucial for keeping tempo. If you're ahead, force these objectives by forcing the enemy team to respond to your pressure.
Pushing and Farming: If you're ahead, continue to pressure lanes, take towers, and use your lead to split-push or set up picks. If you're behind, focus on defensive play, wait for the enemy to overextend, and look for picks.
Team Fighting: A single won team fight can swing the tempo in your favor. Timing these engagements correctly is essential—don’t engage unless you have a clear advantage.
4. Factors Affecting Tempo
A. Champion Power Spikes:
What It Is: Power spikes refer to when a champion becomes significantly stronger, usually after completing key items or leveling up abilities.
How to Use It: If your champion or your team’s champions hit a power spike (e.g., completing a Mythic item or hitting level 11), it’s your cue to play aggressively and seize tempo by engaging in fights or objectives. Conversely, if the enemy has a power spike, slow down and avoid unnecessary fights.
B. Vision Control:
What It Is: Vision allows your team to dictate the tempo by controlling the information flow of the game.
How to Use It: Good vision allows you to make informed decisions about whether to take a fight, contest an objective, or avoid a dangerous situation. Warding objectives like Dragon, Baron, or key jungle entrances grants vision control that lets you safely execute plays and control the pace of the game.
C. Objective Control:
What It Is: Securing key objectives like Dragon, Baron, and Rift Herald provides your team with not only buffs and gold but also momentum for controlling tempo.
How to Use It: Objectives, especially early and mid-game, are crucial in establishing tempo. If your team secures objectives while denying the enemy, you create a snowballing effect, increasing your tempo while decreasing theirs.
D. Wave Management:
What It Is: How you manage the minion waves can impact tempo. Pushing waves quickly can pressure the enemy team, while slow-pushing waves can give you time to roam or set up for objectives.
How to Use It: Always try to manage your waves so that they are pushing toward the enemy tower. If you’re ahead, pushing lanes forces the enemy to respond, and you can use that pressure to take objectives or set up vision. If you’re behind, slow-pushing allows you to farm safely and prepare for a comeback.
E. Team Composition:
What It Is: The strengths and weaknesses of your champions as a team. Some team compositions are better suited to playing aggressively early, while others are better at scaling into the late game.
How to Use It: If your team composition peaks early (e.g., strong laners, strong early game scaling champions), you want to push for tempo in the early stages of the game through aggressive plays and early objectives. If your composition is better suited to late-game scaling, focus on playing safe, managing farm, and controlling vision to avoid giving the enemy tempo.
5. How to Maintain Tempo in Different Game States
A. Ahead in Gold:
Push Your Advantage: With an economic lead, you want to maintain tempo by taking objectives, forcing fights, and pushing lanes. Secure Dragons, Rift Heralds, and towers while using your gold advantage to outscale your opponents.
Play Aggressively: Use your gold advantage to gain control of enemy jungle camps, take 1v1 duels, and initiate fights with more confidence. Always look for the opportunity to invade, set up for a pick, or take an objective.
B. Behind in Gold:
Defend and Scale: If you’re behind, it’s important to play more cautiously, focus on farming, and wait for your team to hit power spikes. Avoid unnecessary fights and focus on defensive vision around key objectives like Dragon and Baron.
Play for Picks: Look for opportunities where the enemy is overextended or mispositioned. If you can catch them off-guard with a pick, you can shift the tempo back in your favor.
6. Conclusion:
Tempo is about controlling the rhythm of the game—dictating when to fight, when to farm, and when to push objectives. Understanding how to establish, maintain, and shift tempo can give your team a massive strategic advantage. Whether you're ahead or behind, your ability to manage the flow of the game will often determine whether you win or lose. By controlling tempo through objective management, vision, champion power spikes, and decision-making, you can outplay the enemy and stay one step ahead.
(I used A.I. to help create this Chapter.)
Roaming is one of the most impactful ways to influence the map and help your team in League of Legends. As a mid-laner or even a support, roaming to other lanes at the right time can give your team a huge advantage by securing kills, applying pressure, or helping to secure objectives. A crucial aspect of successful roaming is knowing the timing—when is the best moment to roam, and how to make sure your roam is effective.
This guide will break down the concept of roam timers, helping you understand the best times to leave your lane and how to do it effectively.
1. What are Roam Timers?
Roam timers refer to the key moments in the game when you should look to roam to another lane. These moments are usually dictated by factors such as:
A.Lane states (when your lane is pushed in or the enemy is vulnerable)
Objectives spawning (when Dragon, Rift Herald, or Baron are about to spawn)
Jungle timing (when the enemy jungler is likely to be busy or is in a different part of the map)
B. Enemy summoner spell cooldowns (when key summoner spells like Flash or Teleport are down)
C. Champion power spikes (when your champion is particularly strong or the enemy is weak)
Roaming is all about timing—if you roam at the right time, you can catch your enemies off-guard, secure kills, or help your team get ahead.
2. Key Roam Timers
A. After Pushing the Lane (Mid Lane Focus)
When to Roam: After you’ve successfully pushed your wave into the enemy tower and forced the enemy laner to farm under tower.
Why It’s Effective: Pushing the wave before you roam ensures that you aren’t sacrificing farm. It also gives you time to roam without worrying about your own lane being under pressure.
Ideal Roam Timing: After clearing a wave around the 3:30 to 4:30 minute mark in the early game, or after completing a big wave clear around the 10-minute mark (mid-game).
How to Roam:
Push the wave quickly with your champion’s abilities.
Look to roam after a successful wave clear (ensuring the enemy mid-laner is behind and has to farm under tower).
Ping your laners to signal your roam so they can play safe or engage if necessary.
Head toward bot or top lane, depending on the situation (use jungle paths to avoid being spotted).
B. Enemy Recall (Post-Recall Opportunities)
When to Roam: Roam after your enemy laner has recalled. This is a great time to move to other lanes because your opponent won’t be able to respond.
Why It’s Effective: If the enemy mid-laner recalls, it’s an ideal time to roam to the other lanes as they will be missing out on farm and experience. You can pressure the other lanes and potentially take the enemy’s buffs or towers.
Ideal Roam Timing: Right after the enemy mid-laner recalls and you can safely push out your wave. This is usually around 4:30 to 6:00 minutes (for early laning phase) or 15-20 minutes (mid-game).
How to Roam:
Push your wave quickly and check if the enemy is recalling or walking back to lane.
If the enemy mid-laner is gone, you have 2-3 minutes of breathing room to roam. You can help the jungler secure vision or pressure top or bot lanes.
If they recalled near an objective (Dragon or Rift Herald), be sure to help your jungler secure vision or even contest it.
C. Objective Timers (Dragon, Rift Herald, Baron, etc.)
When to Roam: Roam around Objective Timers, like Dragon, Rift Herald, or Baron, when your team is setting up or contesting objectives.
Why It’s Effective: Objectives like Dragon, Rift Herald, and Baron often attract a lot of attention, and your roaming can help you secure an advantage at these key moments. If your team is setting up for an objective and you can roam and help, it can turn the fight in your favor.
Ideal Roam Timing:
Dragon Timers: Roam to the bot lane before the spawn (around 5 minutes, 10 minutes, 15 minutes, etc.).
Rift Herald: Roam after first tower plates are taken or around 9:00 minutes when Rift Herald spawns.
Baron: Roam when your team is setting up around the 20-minute mark, when the Baron spawns.
How to Roam:
Ping your team to make sure they’re aware you’re roaming for the objective.
If you're mid-lane, push quickly and rotate to bot (for Dragon) or top (for Rift Herald).
Make sure the enemy jungle is cleared or occupied, so you don’t risk being caught out.
D. Enemy Summoner Spell Timers (Flash, Teleport, etc.)
When to Roam: Roam when your enemy laner has used key summoner spells like Flash, Teleport, or Heal.
Why It’s Effective: If the enemy mid-laner has used Flash or Teleport, they are much more vulnerable to ganks and roaming. This gives you a window of opportunity to take advantage of their weaknesses.
Ideal Roam Timing: If you see the enemy mid-laner use Flash in a trade or the enemy bot/top laner use Teleport unnecessarily, it’s a great time to roam.
How to Roam:
Ward key locations (like jungle entrances) so you have vision while roaming.
Alert your jungler that the enemy mid-laner is vulnerable due to a lack of Flash.
After successful trades, ping your team to indicate you're roaming to top or bot lane.
E. Power Spikes (Your Champion's & Your Allies' Spikes)
When to Roam: Roam when you or your allies hit power spikes—such as completing key items or leveling up important abilities.
Why It’s Effective: When your champion becomes significantly stronger (e.g., after completing a Mythic item or hitting level 6), it’s an ideal time to roam. The same goes for your teammates—if they hit a strong power spike, they’ll be able to help you secure kills when roaming.
Ideal Roam Timing: This typically happens at level 6, when you or your laners unlock a powerful ultimate, or after completing key items like Mythic items or a core damage item.
How to Roam:
Push your wave quickly and use your power spike to invade the enemy jungle, secure vision, or pressure other lanes.
Communicate with your team, especially when you or they have strong ultimates available.
If you're mid-lane and get your level 6, look for opportunities to roam top or bot lane, especially if their laners are close to their towers or vulnerable.
3. When Not to Roam
While roaming can be a powerful tool, it’s equally important to know when not to roam. Here are a few situations where roaming could be detrimental:
A. Your Lane Is in Danger
If your own lane is being pressured or pushed, it’s best to stay and manage your wave, rather than leave your lane exposed. Leaving a pushed lane can give your opponent an opportunity to farm freely and pressure your tower.
B. The Enemy Jungler Is Missing
If you’re unsure where the enemy jungler is or if they are near your lane, roaming could lead to being caught out. Always ensure you have vision or information on the enemy jungler before committing to a roam.
C. You’re Behind in Gold/XP
If you’re behind and need to catch up, it’s generally better to stay in your lane to farm safely and avoid taking unnecessary risks. Roaming when behind might leave you further behind if you don’t get the expected results.
D. When There’s No Follow-Up
If your teammates are not in a position to follow up on your roam or if you have no vision control, roaming can be risky. Always ensure your teammates are ready to engage with you when you roam.
4. Conclusion
Roaming is one of the most rewarding aspects of League of Legends, but timing is everything. By understanding roam timers—whether it’s pushing your lane, the enemy recalling, or an objective spawning—you can create impactful plays that turn the tide of the game in your favor. Remember to keep an eye on summoner spell cooldowns, jungle timers, and your power spikes, and always communicate with your team to maximize the success of your roams.
With practice, your roams will become more efficient, and you'll be able to support your team with well-timed plays that lead to victory!
(I used A.I. to help create this Chapter.)
Use your W to dodge potential areas that could be warded when roaming.
Constantly look to catch players who are alone.
As an assassin, dmg is your best defense. However, sometimes having a bit of defensive stats to prevent enemies from getting your bounty is necessary. Find balance and adjust your build based on what you need the most.
Alongside misdirection, you shouldn't announce your whereabouts for free. Some examples include: sitting in plain vision instead abusing fog of war, hitting the Scryer's Bloom when ganking a lane, clearing a ward in baron/dragon pit when it isn't applying vision -- announcing that you guys are sneaking it, or not getting the habit of canceling your W's animation with Recall whenever you're idle.
Now flip everything I just said with the opposite intentions and you have misdirection at your disposal. For example you can fake a gank by hitting Scryer's Bloom, or use your W to force enemies to back off when they're not even in danger.
Misdirection is all about getting in their heads and playing mindgames with your opponents. Only you'll know your true intentions and you'll keep them guessing.
Enemies can regen/heal out of execute during your R's channel duration.
You can R + Ignite to get a target to execute threshold mid animation.
In some cases, you should predict ally's damage to get preemptively R before they're even executebale.
You can determine how tanky the enemy is based on their execute threshold.
Pyke requires at least 1 lethality item every game to function as his abilities are centered around lethality.
Enemies and allies will see your an R icon next to your HP bar whenever you have an R reset available.
Allies & enemies alike won't be able to see your Execute threshold. However, enemies will get a audio cue whenever they're in execute threshold if they're within Pyke's W signal range.
As of Patch 14.21, you can buffer Pyke's Q whenever it's on CD for it to insta-cast when it's off CD.
Pyke's R CD is often bugged from Ultimate Hunter. If you see their execute threshold bar, then your R is up and ready.
You can use R to blink to another side of a wall when both you and your target are on the same side.
You can flip targets over terrains & structures.
You can E inside a brush (and perhaps flash) to hide your E animation when looking to ambush a target.
You can cancel your recall last second with W to fake a recall.
Opening with Flash/W into R will give opponents less time to react to your R than opening with E.
If your gray health isn't regening it means enemies have vision of you. This can mean an invisible target is near you, or you're standing near/on a ward/trap.
Whenever you're in Ghostwater Dive and an explaination mark appears above your champion, it means someone that's not visible to you is in your W range. This can be helpful for scan brushes without facechecking. The same concept can be used to detect invisible champions like Shaco, Twitch, Akali, Teemo, etc.
Danger Ping on top of ally, followed by a missing ping on where they could get flanked. This will usually make them play less agressively and make them more wary about missing enemies.
Assist Ping on top of someone, then Assist ping where you need assitance: This will first get their attention to look for where you need assistance. Just spam pinging assistance on top of yourself usually won't get someone to move.
1 Question Mark Ping for BM only: anymore risks you getting insta muted.
Area is Warded: to notify that a bush is warded. You can use this ping to let your teammates know to path around a certain area.
Need Vision Ping: to make someone use their ward. Combine this with typing "[teammate] can u ward here pls" will usually get them to ward at lvl 1.
Don't spam ping all-in or on-my way until the moment you want them to walk up. If you spam ping engage early, most players won't bother to look where you're at and just blindly start a fight when you're not even close.
Ping enemies' Flash whenever they use it. If you ping late, then subtract then guesstimate when they used flash based off your ping. Add 5 min from when you think they Flashed, then subtract 1 min if they have Cosmic Insight and an additional 30 seconds if they have Ionian Boots of Lucidity.
You won't know who has Cosmic Insight whenever you're in a game so do your research during loading screen. Have op.gg opened and goto live match to make a note of who has Cosmic Insight on the enemy team.
Once you've calculated when their Flash is back up, you can type it in chat like this:
1455jg 1210supp 1030top
1455jg 1210supp 1030top
1455jg 1210supp 1030top
Make sure to select all by holding CTRL + A with chat box opened and copy by holding CTRL + C. To paste, hold CTRL + V and hit enter to put it in chat. Paste it a couple more times so it'll be more visible in all of the chat's clutter.
To update the timers paste and delete expired timers. Make sure you put newer timers on the left (using the left arrow key) to have an easier time deleting old timers.
You want to find windows to type these timers usually when you're walking to a lane/objective or when you're dead/recalling. Knowing when to update timers is vital as you don't want to waste any valuable tempo.
Now that you have a good idea of who has Flash and who doesn't, you (and hopefully your team) can make plays with confidence.
Keep yourself updated on the meta, and always read patch notes. Knowledge is power and hopefully you learned a bit from this guide.
Gone are the days where it was Aftershock vs Hail of Blades Pyke Support. Now, it's unanimous that Hail of Blades reigns supreme. Don't bother trying any other keystone unless a major rework is done. HOB enables Pyke to weave in autos between spells and put out the most dps early to mid game. |
Does more damage that Cheap Shot and procs off all of Pyke's abilities except Bone Skewer. |
As someone who doesn't default to Umbral Glaive everygame, Eyeball Collection is simply the most consistent when compared to Zombie Ward & Ghost Poro in terms of max stacks every game. |
Though it isn't as flexible as Eyeball Collection, Zombie Ward can provide a ton of extra vision control when combined with Umbral Glaive. I only recommend going Zombie Ward into even or losing matchups where you know you're going to go Umbral Glaive rush. |
Having lower ult CD = more opportunities to kill = more winning team fights = more gold = more objectives = more wins |
If you plan on building more expensive items in even/losing matchups (exp rushing Edge of Night first item into Blitzcrank/ Thresh/ Nautilus. |
Hard losing matchups where you plan to roam. Good when combined with Magical Footwear so you can skip t2 boots upgrade for a faster item spike. |
Anti-burst, but can be overkill if you have Celestial Opposition. In which case, you can either go Conditioning or Bloodsong. |
Into poke-heavy matchups. However, Pyke already has good sustain from Gift of the Drowned Ones so I very rarely go Second Wind. |
Heals you and nearby ally whenever you slow or immobilize an enemy champion. This will make short trades more rewarding and can help give some much-needed utility to your ADC. |
If you plan on building Locket of the Iron Solari, Conditioning combined with Unflinching can boost your resistance by a ton while also providing some utility in the form of an AOE shield active with guaranteed value every game. Unflinching doesn't kick in until after 12 minutes so you will be missing a lesser rune until then. |
Gain resistance when slowed/immobilized that lingers for 2 seconds. This has no CD so it's great into comps with alot of CC & if your goal is to be tanky. Combine with Conditioning, Locket of the Iron Solari, and Tenacity and Slow Resist shard for the best result. |
Great for healing after a takedown + extra gold on takedowns. However, it's just that and offers nothing else. Triumph is only good when smurfing or when versing extremely squishy & immboile champs. It's either amazing or useless, no in between. |
Combine with Triumph & The Collector for max gold & insane dmg on squishies. |
If enemy team comp is tanky you will benefit much more from Cut Down than Coup de Grace. Combine with Eclipse to shred HP and enable Pyke to do short trades verses bruisers & tanks. |
Combine with Exhaust, Ghost, Celerity, and Boots of Swiftness (if possible) to become a speed demon. |
Boost your movement speed from Nimbus Cloak, Ghost, and Boots of Swiftness. Combine with Youmuu's Ghostblade to get even more movespeed. |
If you plan on playing safe Magical Footwear can save you more than just 300 gold when combined with Relentless Hunter/ Treasure Hunter into Youmuu's Ghostblade as a replacement for t2 boots. |
Great if you're running Magical Footwear but not planning on skipping t2 boots. Instead, you'll focus your build around getting 10 stacks ASAP. Refer to Jack of All Trades Build Examples at the very top of the guide for efficient build paths. JOAT offers a creative twist in Pyke's build giving him the ability to build defensively with a boost in damage once he reaches 5 and 10 stacks respectively. The bonus ability haste is a nice cherry on top. |
Great for lowering CDS, especially when running Cleanse/ Ghost. Pair with Magical Footwear into Ionian Boots of Lucidity for even lower Summoner Spell CD. Focus on building items with actives such as Umbral Glaive (meaning Zombie Ward should be considered), Edge of Night, Youmuu's Ghostblade, etc; as Cosmic Drive also lower item active CDs. |
Allows you to maintain dps to some extent after 3rd Hail of Blades AA. After multiple durability patches, you'll find yourself needing 1 more AA to execute a squishy target more often than ever. It also makes sense to focus more on DPS when early game all-ins are nerfed. Last but not least, having ATK speed shard will allow you to shove in waves faster & do more dmg to objectives in a shorter time frame than if you were to go double adaptive force. |
Always have at least 1 Adaptive Force shard or else you'll find yourself doing noticeable less damage. When going 1 Adaptive Force, always go Flat Health to squeeze in a little bit more dmg (hp converts to ad) so you won't have scenarios where enemies live with a few hp because you greeded too much on your shards. You can also go double adaptive in cases where you want to all-in lvl 1. |
More dmg than Health Scaling until lvl 7. |
I usually avoid going Tenacity and Slow Resist shard if I can as +10% tenacity/slow resistance isn't meaningful by itself. Even when stacked with Mercury's Treads there isn't a noticeable difference. If I need tenacity I will always go Edge of Night and if Edge of Night isn't sufficient, I'll also go Mercury's Treads. Riot's nerfed tenacity stacking so this is the most optimal way to about tenacity for Pyke. |
I usually combine Health Scaling with double adaptive b/c it offers more dmg than Flat Health after lvl 7. Going double adaptive + Flat Health is diminishing returns with no real noticeable difference pre lvl 7. |
Ideally, you want to start with 2 Health Potions everygame due to the unpredictable nature of solo queue. However, if you're looking to invade, or you have a hard winning matchup, you could go for 1 Health Potion instead. Usually you want to avoid purchasing Health Potion aside from your starting items. However, if you can't afford a Refillable Potion and you think a Health Potion can be a difference maker, don't hesitate to buy it. Only use your Health Potion when you're in lethal threshold and plan on fighting. You don't want to waste it but you don't want to die from being too low hp either. |
Infinite Health Potion hack. Just recall for more free potions! Buy Refillables if you you find yourself low on HP often with 150 gold to spare. You can even sell your singular Health Potion in your inventory to reach 150 gold if needed. However, if you don't need the extra health regen from potions, you can skip this item and save yourself 150 gold. Don't by shy from selling Refillable Potion for 60 gold to get yourself a recipe component as it'll be extremely worth it! As the game goes on, the bonus hp regen from potions will be less meaningfull due to higher max hp. |
For 21 AD (HP converted to AD), Tenacity, and a trail that increases allies movespeed. This is great if you need tenacity, otherwise for max AD go Elixir of Wrath. |
30 bonus AD and physical vamp on champs. |
25 bonus true dmg when in combat. Does max turrent dmg. Uncommon but could be useful to take down towers. |
Your core support item that offers 3 Jack of all Trades stacks. Hitting towers will give you max gold (22) from your supp charges, last hitting creeps will give the same amt of gold (15) regardless of which type they are (and will give full gold value to nearest ally within range). Damaging a minion below (Melee role 50% / Ranged role 30%) of its maximum health executes it. Earn 400 gold with this item and it'll upgrade to Runic Compass, and 400 more gold for Bounty of Worlds. |
Anti-burst & delayed aoe slow. You can wait for Celestial Opposition's slow to get a better shot at landing your skill shots. If you don't need it consider going Bloodsong or Solstice Sleigh instead. |
Damage Amp for max dmg output. May need to replace late game for Celestial Opposition. |
Movespeed & healing for yourself and a nearby ally. Can be useful if you don't require anti-burst/dmg amp. |
Early vision which can help gain early intel on enemy jgler's whereabouts. Can also be used lvl 1 to prevent invades/facechecking brushes. After placing your Stealth Ward @lvl 1, you can recall and swap to Oracle Lens. However, you'll have to walk back to lane & risk missing some opportunities to punish enemy mistakes. Change to Oracle Lens once your World Atlas upgrades to Runic Compass. Stealth Wards can be placed during Ghostwater Dive. You'll have 3 Stealth Ward charges when you obtain Runic Compass, and 4 charges when you obtain Bounty of Worlds. Note that you can only have 3 Stealth Wards on the map max unless you have Vigilant Wardstone. When placing a Stealth Ward over your maximum threshold, your earliest ward will be replaced with your new ward. |
Everyone knows Oracle Lens is used to clear wards but not everyone uses it's vision denial to it's full potential. You can use Oracle Lens to first deny enemy vision in a brush, and then instead of immediately hitting the ward (as it'll give them vision), you can either use that time to get closer and maybe sneak in a hook (assuming your teammates don't hit the ward) -- this is mainly for early laning phase. This works especially well because once you pop Oracle Lens on a warded area, people instinctively play more aggressively in an attempt to punish you while you clear the ward. By denying vision, you also proc your passive which can heal you when you're trying to min-max your hp during a skirmish. You can simply walk through a warded area without clearing the ward to get to a fight faster while keeping your location hidden. Oracle Lens can also be used to detect traps & reveal enemies whreabouts when they're invisible/out of sight. When using Oracle Lens to clear multiple wards, it's ideal to activate it when you're near the ward so you can weave in 6 AAs before it expires. Pop Oracle Lens so it scans a brush at max range so you don't have to facecheck it (combine this with W if you're afraid of getting CC'd). |
Great when splitting or when behind and need to check baron vision from afar. Farsight Alteration can also be useful when you have max wards, pinks, and want complete vision instead of denying vision (useful for covering backdoors, deep wards, etc.) |
Core item as you'll find yourself behind in tempo, missing skill shots, and getting out manuevered by enemies without it. You can rush Serrated Dirk before purchasing Boots for max dmg but only when extremely ahead. |
Great if there's alot of CC/Slow and Edge of Night isn't sufficient. The added MR is a nice addition. Definitely go Mercury's Treads if you're verse 4 or more AP champions. |
For anti-slow + constant movespeed. Combine with Voltaic Cyclosword (E + AA into slow combo) to get on top of enemies with ease. Great into skill shot champions and highly mobile champs when you don't benefit as much from Mercury's Treads. |
Great counter if enemies are rushing lethality (esp if they're behind). Plated Steelcaps truly thrives into comps with no CC but plenty of on-hit/AD threats. It can be extremely helpful when you're behind and need armor into a fed ADC. It's also viable when versing 3 or more AD champions with no need of tenacity. I usually avoid going Plated Steelcaps if I can get away with a non defensive pair of boots. |
You recall with 900-1000 gold and your first thought that pops into your mind is to run straight mid/top. If that's the case, Symbiotic Soles will allow you to put those calories to work as this is the ideal time to start stacking your units of distance. Symbiotic Soles will give you an empowered recall, making your roams less punishing for your ADC as you'll be able to run back to their lane much quicker. After reaching 150k units of distance, Symbiotic Soles with automatically upgrade into Synchronized Souls, giving you an additional 10 movespeed + 45 more movespeed when out of combat to live your fantasy dream of perma roaming. Symbiotic Soles combined with Pyke's insane mobility will allow Pyke to pressure all lanes as long as he's out of vision. The empowered recall can also allow you to recall in areas you normally wouldn't to save maximum tempo. |
Lower summoner cd for maximum snowball potential. Only go Ionian Boots of Lucidity if you don't need any defensive boots/combat movespeed/out of combat movespeed. |
You'll rarely find yourself needing extra atk speed but in cases where you want higher dps for backdooring/splitting, Berserker's Greaves can be a good replacement. |
If you're full build and have nothing else to spend your gold on, you can upgrade your Berserker's Greaves to Zephyr. |
An amazing item that synergizes perfectly with Pyke. You can detect wards with Umbral Glaive's passive -- even during your W. This essentially makes Pyke a human Oracle's Lens which can be extremely OP in combination with Zombie Ward. Umbral Glaive is also extremely cost efficient, enabling a quick 1 & 2 item spike. As amazing as Umbral Glaive is, it should'nt be bought every game as their are stronger options if you have the gold. |
For bonus lethality and extra all-in power. |
An great item for Pyke as it amolifies his roaming and engage power. Youmuu's Ghostblade will remain strong throughout the entire game as long as you're able to use it's out of combat movespeed and active to your advantage. |
Great rush item if you're ahead and verses immobile & squishy champions. It's build path isn't the best so you won't get any strong power spikes until you complete the item. Combine The Collector with Voltaic Cyclosword for a nasty combo. |
There will always be spells you can block with Edge of Night, enabling you to build a msx dmg lethality item while simutaneously skipping tenacity items like mercs for a more cost-efficient build path. The spell shield CD is the main reason you buy Edge of Night so make sure it doesn't get wasted before a crucial fight. |
Great item if you want to play slow and safe while you chill and close out a game with minimum risks due to a huge early lead that you can safely snowball with. Combine with Tiamat to keep the gold gap via farming without setting your teammates behind. It's ideal to build Hubris as your forst or second item to start your stacks ASAP. |
Only good when ahead to generate gold from your jg camps while your jgler is dead/invading. You can also farm creeps but avoid doing so whenever you get reduced gold from overfarming minions. |
Situational item to counter shields. Make sure you can reach the targets with shields before buying Serpent's Fang. It doesn't matter if they have alot of shields if you can't reach them without dying. Also, your execute ignored shields so if you're extremely ahead and your execute is enough dmg to one shot a target, then going Serpent's Fang is a waste of gold. |
Only go Voltaic Cyclosword into squishy & immobile bot laners *when ahead. At max energized stacks, your next AA will be empowered, dealing bonus damage and slowing the target by 99% for 0.75 seconds. Using Voltaic Cyclosword's on-hit slow passive + Hail of Blades, you can use Phantom Undertow directly on top of a champion, AA them with HOB with the on-hit slow from Voltaic Cyclosword to reposition yourself for an easy stun (assuming they have no form of bonus movespeed/blink/dash/stasis/spell shield/cc). Combine with Edge of Night yp counter any interuptions when dashing. |
Lowers your R cd whenever scoring a takedown (Scales off lethality). Axiom Arc should be bought after 1-3 lethality items for maximum gold efficiency. Since Axiom Arc's sole purpose is to lower yohr R CD, it's only good when extremely ahead to spam kill opponents which can potentially allow you to have your R CD completely cycle in a single fight (when combined with 4-5 stacks of Ultimate Hunter). |
Ideal armor pen item for Pyke if he doesnt value crit/grevious wound. Serylda's Grudge's slow passive works with Tiamat's active, allowing you to have a on-active slow when using Tiamat. Note that the passive slow does not stack with Bone Skewer |
Counter to on-hit atk speed heavy champions. Only good when behind as tyere are many other items with better gold efficiency. |
Counter to crit threats. Can be built at any point of the game. Active is an AOE slow. |
Gold efficient armor+movespeed+ad (from hp conversion) item with some utility from it's passive bonus movespeed trail it leaves behind for your teammates. Not ideal as a rush item. I only recommend Trailblazer if you benefit from the bonus movespeed+armor+trail passive to keep up with high movespeed champs regardless if they're on your team or the enemies'. Trailblazer's second passive is a on-hit slow (50% for 1 sec) at max stacks (which generates as you move). An alternative item thats less team-oriented will be Dead Man's Plate. |
Bad late game stats but the second life passive can be game-winning late game. Replace with another item whenever passive is down if you have enough gold (and then buy GA again when it's passive cd if back up). Avoid going GA early unless you can benefit from it's armor and passive to avoid giving a large bounty. Guardian Angel can also be used to force a fight, allowing you to bait crucial abilities from enemies for you teammates to capitalize while you're reviving. |
Bonus Armor + AD (from HP conversion), 10 ability haste & hp regen. Knight's Vow can be a early item if you benefit from the armor and it's passive damage redirction to keep your ADC alive. Knight's Vow essentially redirects dmg from a selected ally to you, while healing you whenever they deal dmg while in tether range. I only recommend going Knight's Vow if you acknowledge a certain teammate's ability to carry and want them to play to close out a game without throwing their lead. |
Upgrade from Seeker's Armguard after you used it's passive. Make sure you don't waste your one-time active from Seeker's Armguard as it's quite expensive and it's second recipe item is 1200 gold with no beneficial stats ( Needlessly Large Rod). Consider going Seeker's Armguard into Zhonya's Hourglass if your main threat can be countered by stasis active + armor stats. Some examples include a fed Talon or Camille to deny their potentially lethal ultimates. |
A more expensive version of Trailblazer offering better stats in terms of armor, dmg, movespeed, and a flat 25% slow resistance. Unlike Trailblazer, Dead Man's Plate's on-hit passive deals bonus dmg based on how much momentum stacks you have with no slowing effects. Go Dead Man's Plate if you value armor, dmg, slow resist, and movement speed with no intent of providing any form of utility for your teammates (usually when you're extremely fed and want to spit push/backdoor/replace boots). |
In the rare case you want armor, dmg & grevious wound over lethality. |
Offers some anti-burst, dmg, and armor but isn't recommended on support unless you're extremely ahead and don't need MR. Combine with Eclipse and more resistance for best results. (make sure you have 1-2 lethality items or you won't be dealing any dmg). |
Good hybrid AD/MR item. Not a good MR item unless you're getting bursted by AP champions. Avoid playing too aggresively when the passive shield is down. Combine with Edge of Night & Celestial Opposition for best results. |
Best item for consistent MR in the form of a non-lifeline shield (when out of combat for 15 secs). Also provides ad (from hp conversion) and hp regen. Can be combined with more MR items & Celestial Opposition to be extremely hard to kill even through magic pen items. |
MR, dmg, haste and passive enemy MR reduction. This is great into heavy AP with no burst threat whom are stacking MR. |
Get Quicksilver Sash when against lethal cc and/or supression when Cleanse, Edge of Night, and Mercury's Treads isn't sufficient enough. It can also be useful in the case of you being a target of a combination of CC and Supressions (like Malzahar R, Warwick R, and/or lethal CC's like Lux/ Morgana Q's. Upgrade to Mercurial Scimitar for bonus MR, AD, lifesteal, and a burst of bonus movement speed on item activation (which can be used purely for movemebt speed boost). You can upgrade your QSS last if you need to build other items. |
Extremely gold efficient hybrid defense item with ad, ability haste, and a decaying shield active which scales with targets' lvl. Great if you want to play for team anti-burst into equal ad and ap dmg threats. Should be purchased after Umbral Glaive or other lethality item for best results. |
For a new maximum threshold of 4 total Stealth Wards & 2 total Control Wards on the map. Great for late game vision control with, or without Umbral Glaive. |
Armor/MR & Dmg from Hp conversion. Jak'Sho, The Protean amplifies your resistance so make sure build MR and Armor items while balancing lethality as well (you can sit on recipe items if needed). |
For Atk Speed, AD + more Ad from HP conversion, Atk Speed & on-active AOE Slow & Movement speed. |
Should be your very last item upgrade for when you have Berserker's Greaves + full build. |
In the rare case you want Atk Speed, crit, and movement speed with passive on-hit ability cd (15%). Ideally combined with another crit item & no meed for extra dmg/resistance. |
60% Atk apeed, 25% crit, 8% movespeed, and become permanently ghosted, allowing you to ignore unit collision (aka creep block). This can be a better alternaitve to Navori Flickerblade if your main goal is to be fast and have more % atk speed. In the extremely rare case you do find Phantom Dancer appealing, it's best when paired with another item that can help you benefit from the percent atk speed such as Berserker's Greaves/ Tiamat/ Blade of the Ruined King/etc. |
On-hit healing & crit. Generally a bad item as it's not cost-efficient but it can be good when combined with defensive items, Eclipse, and/or Voltaic Cyclosword. |
Max Armor Pen, AD & Crit. Can combine Navori Flickerblade/ The Collector for higher %crit. |
Armor Pen, AD & Grevious wound. Can be great into heavy bruisers/tanks/healing when no1 is buying grevious wound & you need both armor pen & healing reduction. Otherwise, consider buying Eclipse to shred hp or Bramble Vest for armor & healing reduction instead. |
As forementioned, Eclipse is the perfect item to build against heavy hp stacking enemy comps. It'll also enable you to duel non-squishies as it provides you with a shield that can easily be proc'd with a HOB AA + Q or any 2 separate attacks or abilities within 1.5 seconds. |
In the rare case you need life steal, atk speed, and ad; ideally combined with another atk speed/wave clearing item. |
Deals true dmg (scaling w. lvl), over time & applies 40% grevious wound for 5 secs. This counters healing while also providing extra dmg which can be the difference between scoring a kill or not. You want to default to Ignite as your primary aggressive summoner spell as it'll have value no matter what. |
Blinks to a a cursor within it's range. Can be used in combination with your abilities/item actives/etc. for so much more outplay potential. Flash is mainly used to get over terrains, dodge abilities, or just to gap close in a single moment. Similar to Ignite, you want to default to Flash as your primary mobility spell. |
Exhaust has been more viable since the popularity of ADCs running Barrier. Since Ignite directly counters Heal, running Exhaust in anticipation of Barrier's counter to Ignite is a viable strategy. However, it's not good to assume one would run a certain summoner spell just because it's meta, just like you shouldn't assume their runes or items. Despite this, Exhaust is the perfect passive-aggressive item and thrives when picked into atk-speed based marksmen (exp. Ashe, Kog'Maw, Jinx, etc.). Combine with Ghost, Nimbus Cloak, and Celerity to unlock a new way of playing Pyke. |
Viable replacement for Flash as your situational "mobility spell". Ghost is extremely op when combined with Exhaust as you can weave in multiple autos and out-space ADCs with a moment of superior movement speed & stats. You can pop Ghost for a quick gap-close (esp when combined w. Nimbus Cloak & Celerity), Phantom Undertow (E) towards or on top of an enemy champion, Exhaust to slow them while simutaenously getting another boost of movespeed from Nimbus Cloak + Celerity (while you're still Ghosted) for a near guaranteed stun-engage combo. You can hook them afterwards or one-shot them with Bone Skewer, AAs & Death from Below. |
Removes all disables (except Suppression and Airborne) and summoner spell debuffs affecting your champion and lowers the duration of incoming disables by 75% for 3 seconds (does not remove the healing reduction from Ignite). Taking Cleanse will not provide any combat stat advatage aside from removing summoner spells & cc's. This means to only take Cleanse when you can win lane without combat sums & you know you'll get meaningful value from Cleanse throughout the entire course of the game. Cleanse is only recommend into many lethal CC abilities. I personally find myself taking Cleanse versuses Thresh as I tank his hooks often when channeling my hook (which can easily be avoided by casting Phantom Undertow to cancel your channel + dodge). However, in the case of Thresh, I'm usually advantageous if we trade Q's and I cleanse his as my champion can still play aggressively without Q. You can also purposely tank lethal crowd-control skill shots if you want to sacrifice your Cleanse. |
Gives you an extra layer of security and an element of surprise. However, in Patch 14.22, Barrier was nerfed so it might not be viable anylonger. Regardless, it can still be good into neutral/losing matchups where you just want to survive the laning phase. I personally don't like going Barrier simply b/c it doesn't instantly cast when I press it due to my ping gap. |
aatrox & pyke matchup
|
ahri & pyke matchup
|
akali & pyke matchup
|
akshan & pyke matchup
|
Alistar & pyke matchup
|
ambessa & pyke matchup
|
amumu & pyke matchup
|
anivia & pyke matchup
|
annie & pyke matchup
|
aphelios & pyke matchup
|
ashe & pyke matchup
|
aurelion sol & pyke matchup
|
aurora & pyke matchup
|
azir & pyke matchup
|
bard & pyke matchup
|
bel'veth & pyke matchup
|
blitzcrank & pyke matchup
|
brand & pyke matchup
|
braum & pyke matchup
|
briar & pyke matchup
|
caitlyn & pyke matchup
|
camille & pyke matchup
|
cassiopeia & pyke matchup
|
cho'gath & pyke matchup
|
corki & pyke matchup
|
darius & pyke matchup
|
diana & pyke matchup
|
dr. mundo & pyke matchup
|
draven & pyke matchup
|
ekko & pyke matchup
|
elise & pyke matchup
|
evelynn & pyke matchup
|
ezreal & pyke matchup
|
fiddlesticks & pyke matchup
|
fiora & pyke matchup
|
fizz & pyke matchup
|
galio & pyke matchup
|
gangplank & pyke matchup
|
garen & pyke matchup
|
gnar & pyke matchup
|
gragas & pyke matchup
|
graves & pyke matchup
|
gwen & pyke matchup
|
hecarim & pyke matchup
|
heimerdinger & pyke matchup
|
hwei & pyke matchup
|
illaoi & pyke matchup
|
irelia & pyke matchup
|
ivern & pyke matchup
|
janna & pyke matchup
|
jarvan iv & pyke matchup
|
jax & pyke matchup
|
jayce & pyke matchup
|
You must be logged in to comment. Please login or register.