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Recommended Items
Runes: Standard Rune Page
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10% Tenacity/Slow Resist
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10% Tenacity/Slow Resist
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10% Tenacity/Slow Resist
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10% Tenacity/Slow Resist
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Flash
Ignite
Exhaust
Ghost
Exhaust
Flash
Barrier
Flash
Cleanse
Ghost
Items
Ability Order Standard Ability Order
Gift of the Drowned Ones (PASSIVE)
Pyke Passive Ability
Threats & Synergies
Aatrox
Avoid getting hit by Aatrox's Qs. His healing and R naturally counters you. This plus his ability to dash. You can easily E or W out of his Q/W/R range but that will mean the end of a fight.
Ahri
You can look to gank ahri pre 6 before she gets dashes. Be aware of her charm when throwing out hooks. You can hook Ahri after she dashes post lvl 6 as there's a short CD between her Rs. Avoid getting hit by her returning Q as it deals true dmg.
Akali
Akali is hard to gank due to her many dashes and her shroud. If Akali becomes an issue you'll have to build an MR item (usually hexdrinker) so she doesn't one shot you.
However, you can kidnap Akali with your E when she E2's you. Akali's main dmg and burst is from her R so look to punish her when it's down.
Akshan
You can Q/E to counter Akshan's E. Q to hook him out or E to stop it short (E is easier).
Just be mindful of his roams and he won't be much of an issue.
Alistar
Don't rush to make early plays as Alistar is tankier, has more cc, and does more damage lvl 1-2. Play it slow and wither him down.
You can Q/E his Headbutt animation.
Amumu
Amumu usually isn't a threat unless he's overpowered due to items. His Q is telegraphed so you can easily dodge it with your E.
The key is to dodge both of his Qs by spacing well using your Q & W. Be mindful of his R and avoid stacking together.
Mercs/Edge is great if you are having trouble.
Anivia
Anivia is very immobile and is free as long as you play to dodge her Q.
Look to punish her when her passive is down.
Annie
Annie is very immobile and her E doesn't grant her enough burst movement speed to dodge your hooks. Annie can 100-0 your if she has her R and stun available.
If Annie has less than 3 charges on her passive a single hook can grant you a free kill (especially if you have a teammate nearby).
Aphelios
Very immobile and useless unless he has red+white gun (then he will do dmg).
A fed Aphelios is impossible to kill but he should never get to that point. Play agro early and continue playing agro without dying.
Lethality Aphelios can be quite oppressive early but going Cloth Armor early will counter it.
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.
Aurelion Sol
Asol simply doesn't have any tools to counter Pyke. A single hook and he's dead and he takes way too long to scale. You can easily E/W out of all of his abilities.
Aurora
Aurora is nimble but squishy. You can E/W out of her R if done fast enough. To counter her dashes/invisibility you can channel your hook until she's out of invisibility.
Aurora can do some crazy dmg mid-late once she gets some items. Don't shy away from hexdrinker if you think she's a problem.
Azir
Hold onto your Q to anticipate his Dash. Hold onto your E to anticipate his R.
Bard
Avoid hugging waves/walls/allies so you don't get stunned. Be mindful when chasing him into a portal. Save your E to dodge his R when he's chasing you.
Pyke is just a more impactful roamer than bard so if you're the better player you'll get a free win.
With that being said; play around vision, tempo, and objectives.
Bel'Veth
Hard to kill with her many dashes and tankiness. Not only that she thrives on early skirmishes and will instantly kill you if you get knocked up.
Bel'veth is your natural enemy as she can easily gank you, invade your jungler, counter gank, and close out games.
Her dashes can be predicted and if you shut her down early and play as a team you can make her somewhat useless. Play smart and don't look to fight unless you know where she is.
Blitzcrank
His hook is much more lethal than yours but he's useless when it's down.
Whoever gets the first few kills in laning will snowball the rest of the game. Consider rushing Edge if you can.
Make sure to notify your teammates to not die to a blitz invade or consider stacking to anticipate his invade. Be mindful that Blitz can blind hook so ward over walls when stacking.
You can intentionally get hooked by blitz lvl 1 if you guys are stronger. Once you get hooked it'll give you a free gap close to lvl 1 E onto their ADC. Don't try this after lvl 1 as your E will get interrupted by his knockup.
Brand
Immobile and useless if you dodge his stun.
Be mindful of his R once his Q is down. Try to bait out his W/Q before fighting. Don't hug waves as he can easily poke you with E.
Braum
A natural counter to Pyke. If paired with someone who can easily proc his passive, consider dodging.
Braum will not allow you to get to his adc as long as he's nearby. Even if you do manage to hook/stun the adc braum can negate all follow up damage while getting you stunned with no chance of escaping.
You can play safe but you'll be wasting Pyke's early game impact and you're just hoping your team outperforms theirs which is very unlikely.
Briar
She's squishy, has no burst, and all of her abilities are telegraphed. You can easily predict or even react to her Q, W, and R with your E to stun her mid/post animation. Her E can easily be dodged with your E/W.
Just be mindful of the healing she receives during her E channel.
Make sure you anticipate her R once your hear the audio cue.
Caitlyn
Caitlyn is a natural counter to Pyke due to her ability to chain cc, poke, and stay safe while doing damage due to her insane range. However, she's only a real threat when meta as she is quite squishy and immobile if she doesn't dodge your hook with her E.
If you hook Cait into E, your Q's slow will allow you to do follow up damage to her even if she Es your E.
Respect her traps as she can easily chunk you or even 100-0 you if she has a support with her.
Avoid buying GA if you can as she'll just place a trap on top of you while reviving.
Play from out of vision to surprise her and look to use E + R + Flash (into stun) to engage from afar.
Be mindful of staying on the map when low as she can be looking to ult you.
Camille
Camille is a natural counter to Pyke due to her long distance lock-down with her E & R + true damage.
Building armor verses a Camille is useless so consider going Edge to counter her initial engage.
Tip: If you hook Camille outside of her R it'll get rid of the cage.
Tip: Respect her empowered Q2 as it'll do double dmg in the form of true dmg.
You can easily avoid her E with your E. If close enough, you can bait her into getting stunned by your E.
Cassiopeia
Immobile but she does prevent you from E'ing when you're on her W. However, if you're aware of it you can position to avoid standing in her W (you can also W out of her W).
When engaging a Cassio you want to be mindful of her R. Anticipate it and dodge it by constantly walking forward & backwards. She has no burst, so if you're healthy, she won't even have enough time to kill you even if you do get stunned.
Late game Cassio can be a problem but only when she's meta.
Cho'Gath
Skill based as Cho'Gath can be problematic if he's good.
Focus on dodging his knockup and be mindful of his silence & his R.
Cho'Gath is immobile so if you can shut him down early he won't be an issue.
Corki
(not as strong after he was nerfed, punish him early b4 he scales) Lethality Corki unlocks Corki's powerspikes extremely early into the game, rendering Pyke completely useless. He has burst and is insanely self-sufficient with all the tools he needs to close out a game while playing as aggressively as he wishes.
Darius
As long as you don't get in range of his E and respect his passive stacks Darius won't be able to kill you. He's very immobile so once his E is on CD with no passive stacks you can easily hook him to either chunk him or kill him with your team.
Diana
A natural Pyke counter with her many dashes and burst.
However, if you respect her E and R she won't be able to kill you. If you manage to delay her item spikes she'll fall off and won't be a problem.
Consider building Hexdrinker/Edge into Diana, especially if she is a problem.
Dr. Mundo
Dodging his Q and kiting him around is crucial. Consider getting grevious wound/Eclipse/Last Whisper if he's problematic.
Draven
Immobile but requires can be annoying to kill due to his W & E. Edge can enable you to engage on him without worrying about his E & combine it with Voltaic for an easy E + AA Slow engage. Draven is squishy so once you get on top of him he's as good as dead (if his Flash is down).
Ekko
You can kidnap him by E'ing his E. However, he that with Protobelt/R. You can bait his R with your E. Avoid giving him 3 stacks & don't walk into his W.
Elise
Even matchup because Elise can't tower dive Pyke easily due to Pyke's ability to dodge her cocoon and E out of her range. However, just like how Elise can't easily kill Pyke, Pyke can't easily kill Elise due to her ability to dodge Pyke's skills with her Repel.
Evelynn
You can easily get away from her initial engage. However, if you run into her she can potentially gap-close with her R. This means it's ideal to save your E to dodge her abilities & open with your W when she uses her W on you.
Buy alot of Control Wards & maybe even Vigilant Ward Stone is vital when versing Evelyn. Instead of warding common river spots, you want to place regular wards in her Jungle where you can spot her whenever she's clearing her camps. And use Control Wards to detect her in river, lane, or anywhere you think she might try to assassinate from.
Be wary of Evelyn's ability to steal Barons & Drakes over walls with her R execute dmg/blink.
Ezreal
Don't try too hard to kill an Ezreal. He's not a threat as long as you don't int into him. Hide behind minions, juke out his Q's, make him waste his E (go for a prediction if you see an angle), burn his Flash if it's free, and then look to kill him.
You can hold your Q channel to see who has better reaction time (while closing distance on him).
You can also open with W->E or E->W, saving your Q for when he uses E to dodge your stun.
If an Ezreal plays way too safe, look for opportunities to roam and focus on securing objectives.
Fiddlesticks
The way you counter Fiddle is simply respecting his R, warding (lots), and constantly reminding your teammates possible Fiddle R angles.
Make sure to space out when sieging to prevent the entire team getting wiped from Fiddle R.
Ideally save either Q or E to cancel his W.
Consider items like Vigilant Wardstone, mercs, edge of night, and maybe even hexdrinker.
Fiora
Your E+W can easily be used to dodge her parry. However, be mindful when trying to hook a Fiora as it's quite easy for her to parry you if you're alone. If you're channeling hook and have no other targets, you can throw it towards her direction but not at her, making her waste her Parry.
Fiora does true dmg so armor items are useless against her. Consider tabis / Eclipse / Edge / Locket if you need anti-burst from her. (Anything with shield, Celestial too).
Late game if you think buying Zhonya's into their comp is good, it can totally be viable to prevent her from all-inning you. GA is also a good choice if you want to focus on teamfighting and you think having an extra life can be game winning.
Fizz
Hexdrinker and/or Edge. E his E/Q. Be ready for his Q + R Combo. As long as you don't get hit by his R, he can't 100-0 you. Celestial is also great for anti-burst.
Galio
Consider Eclipse if there's alot of enemy bruisers. Otherwise, Edge/Hexdrinker/Mercs are all great items into Galio. Avoid getting chain cc'd, esp. if you can get collapsed/one-shot.
Gangplank
Can't 1v1. You'll have to play slow and wither him down. Anticipate his cleanse after you stun him. Avoid getting hit by his barrel for free. Avoid being poked for free. Play to set up for your teammate. Don't sit in his ult.
Garen
Consider items like Youmuu's/Swifties/Trailblazer/Deadman's/Edge to prevent him from running you down. Tiamat is a great option if he's perma splitting and not being matched. You can buffer your E when he silences, into W to gain distance & potentially stun him for free. However, it is risky so it's best to just keep a safe distance from him (unless you're just buying time/baiting him).
Gnar
Surprisingly nimble and hard to kill. You will have to run once he's about to transform into Mega Gnar. Don't let him thrust you into a terrain when he transforms!
Gragas
Not a problem unless his items are overtuned. Edge/Hexdrinker. You can dodge any of his many skill shots with E+W. You can also look to bait his abilities with your E. Don't facecheck if you don't have spellshield. Celestial can be a great item into a problematic Gragas.
Graves
Be careful of giving him instant q pop by avoid hugging terrains. His W blinds, does small dmg, and slows you. Get out of his W asap. His E gives him a dash that gets him a 1 shell reload + armor.
Lastly his R will hit you if you try to dodge it in it's general direction. So always anticipate his R and dodge sideways, not in a straight line.
I'd say Graves vs Pyke is quite even overall. As long as you respect his ganks and dodge his abilities, he can't kill you. His E is also a slow and short dash which is easily predictable.
Gwen
Respect her R damage as it can easily kill you if it hits you 2-3 times.
Otherwise, she can't really kill you as long as you don't waste your E & W.
Gwen's W makes her untargetable if you're outside her zone. This means non of your abilities will work unless you're in melee range.
Hecarim
Has high early, mid, and late game impact. Is tanky, fast, high dps, cc, and burst potential. Hec can punish Pyke everytime he tries to play aggressively.
Consider invading a Hec if you're in a losing matchup.
Heimerdinger
Heimer support, though not meta, can be a nuisance to Pyke's early laning phase. Avoid inting, and don't try to all-in lvl 1.
His early dmg is higher than yours, his turrets can be used to block your hooks, he can 100-0 you if you facecheck, he can cc you when you try to engage.
However, if you can deny him any early kills and play it safe, you'll find opportunities to eventually get kills and create a snowball.
Hwei
Pyke vs. Hwei: Simplified Tips
Early Game (Levels 1-6):
Positioning: Stay behind minions to avoid Hwei's poke.
Engage: Look for hooks when Hwei is out of position or when minions are low.
Roaming: If lane is tough, roam to mid or help your jungler.
Vision: Use sweeper to clear wards and create opportunities for picks.
Mid Game (Levels 7-12):
Picks: Look for isolated targets to execute with [R].
Teamfights: Wait for the right moment to go in and clean up with [R].
Vision Control: Keep key areas warded to set up picks.
Late Game (Levels 13+):
Flanking: Look for opportunities to flank and pick off key targets.
Execute: Use [R] to secure kills and turn fights in your favor.
Vision: Keep key areas warded to set up picks and control objectives.
Conclusion:
Focus on picks, roam effectively, and control vision to create opportunities for your team.
Illaoi
Pyke vs. Illaoi: Simplified Tips
Early Game (Levels 1-6):
Avoid Extended Fights: Illaoi excels in long trades. Hit and run with your [Q] and [E].
Dodge [E]: If Illaoi lands her [E] (Spirit Pull), back off until it expires to avoid heavy damage.
Roam: If lane is tough, roam to mid or help your jungler. Illaoi is weak when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Avoid Illaoi in teamfights.
Vision Control: Use sweeper to clear wards and set up picks. Keep an eye on Illaoi’s split-pushing.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Avoid Illaoi’s [R] in teamfights.
Kite Illaoi: If she engages, use your mobility to kite her and avoid her tentacles.
General Tips:
Don’t Fight in Her Zone: Illaoi is strongest near her tentacles. Lure her out or avoid fighting in her setup areas.
Focus on Map Pressure: Use your mobility to create pressure elsewhere while Illaoi is busy split-pushing.
Conclusion:
Avoid Illaoi in extended fights, focus on picks, and use your mobility to outmaneuver her. Roam and create pressure elsewhere on the map.
Irelia
Pyke vs. Irelia: Simplified Tips
Early Game (Levels 1-6):
Respect Her All-In: Irelia has strong early-game burst with her passive stacks. Avoid extended trades.
Dodge [E]: If Irelia lands her [E] (Stun), disengage immediately to avoid her combo.
Roam: If lane is tough, roam to mid or help your jungler. Irelia is weaker when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Avoid Irelia in skirmishes.
Vision Control: Use sweeper to clear wards and set up picks. Keep an eye on Irelia’s split-pushing.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Avoid Irelia in teamfights.
Kite Irelia: Use your mobility to kite her and avoid her [Q] resets.
General Tips:
Avoid Stacked Passive: Don’t fight Irelia when her passive is fully stacked; she deals massive damage.
Focus on Map Pressure: Use your mobility to create pressure elsewhere while Irelia is busy split-pushing.
Conclusion:
Avoid Irelia in extended fights, focus on picks, and use your mobility to outmaneuver her. Roam and create pressure elsewhere on the map.
Ivern
Pyke vs. Ivern: Simplified Tips
Early Game (Levels 1-6):
Invade: Ivern is weak early. Look to invade his jungle with your jungler to disrupt his camps.
Roam: Ivern focuses on supporting lanes. Counter his roams by ganking the same lanes or creating pressure elsewhere.
Vision Control: Use sweeper to clear his wards and deny vision for his team.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Ivern’s shields can’t save them from your execute.
Counter Ganks: Track Ivern’s movements and set up counter ganks to punish his roams.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Ivern’s shields and Daisy can’t stop your burst.
Focus on Carries: Ignore Ivern in teamfights; he’s not a threat. Focus on eliminating his carries.
General Tips:
Disrupt His Jungle: Ivern relies on clearing camps quickly. Invade and steal his camps to delay his scaling.
Vision Control: Keep key areas warded to track Ivern’s movements and set up picks.
Conclusion:
Disrupt Ivern’s early game, counter his roams, and focus on picking off his carries. Use your mobility and vision control to outmaneuver him.
Janna
Pyke vs. Janna: Simplified Tips
Early Game (Levels 1-6):
Avoid Poke: Janna has strong poke with her [W] and [Q]. Stay behind minions and avoid unnecessary damage.
Engage Carefully: Janna can disengage with [Q] (tornado) and [R] (monsoon). Wait for her to waste abilities before going in.
Roam: If lane is tough, roam to mid or help your jungler. Janna is weaker when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Janna’s shields can’t save them from your execute.
Vision Control: Use sweeper to clear her wards and deny vision for her team.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Janna’s disengage can’t stop your burst if you catch her off guard.
Focus on Carries: Ignore Janna in teamfights; she’s not a threat. Focus on eliminating her carries.
General Tips:
Bait Her Abilities: Janna’s [Q] and [R] are key to her disengage. Bait them out before committing to a fight.
Vision Control: Keep key areas warded to track Janna’s movements and set up picks.
Conclusion:
Avoid Janna’s poke, bait her disengage abilities, and focus on picking off her carries. Use your mobility and vision control to outmaneuver her.
Jarvan IV
Pyke vs. Jarvan IV: Simplified Tips
Early Game (Levels 1-6):
Avoid His Engage: Jarvan has strong early-game ganks with his [E]+[Q] combo. Stay behind minions and ward river to avoid his engages.
Roam: If Jarvan is focusing on other lanes, use your mobility to counter-gank or create pressure elsewhere.
Vision Control: Use sweeper to clear his wards and deny vision for his team.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Jarvan’s engage can’t save them from your execute.
Counter Ganks: Track Jarvan’s movements and set up counter ganks to punish his engages.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Jarvan’s engage can’t stop your burst if you catch his team off guard.
Focus on Carries: Ignore Jarvan in teamfights; he’s not a threat. Focus on eliminating his carries.
General Tips:
Avoid His Ult: Jarvan’s [R] can trap you. Save your [E] or [Flash] to escape his arena.
Vision Control: Keep key areas warded to track Jarvan’s movements and set up picks.
Conclusion:
Avoid Jarvan’s early engages, counter his ganks, and focus on picking off his carries. Use your mobility and vision control to outmaneuver him.
Jax
Pyke vs. Jax: Simplified Tips
Early Game (Levels 1-6):
Avoid Extended Fights: Jax excels in extended trades with his [E] (Counter Strike) and passive. Hit and run with your [Q] and [E].
Dodge [E]: If Jax activates [E], disengage immediately to avoid the stun and damage.
Roam: If lane is tough, roam to mid or help your jungler. Jax is weaker when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Avoid Jax in skirmishes.
Vision Control: Use sweeper to clear wards and set up picks. Keep an eye on Jax’s split-pushing.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Avoid Jax in teamfights.
Kite Jax: Use your mobility to kite him and avoid his [Q] leap and [E] stun.
General Tips:
Avoid His Split Push: Jax is strong in 1v1s. Don’t try to stop him alone; group with your team instead.
Focus on Map Pressure: Use your mobility to create pressure elsewhere while Jax is busy split-pushing.
Conclusion:
Avoid Jax in extended fights, focus on picks, and use your mobility to outmaneuver him. Roam and create pressure elsewhere on the map.
Jayce
Pyke vs. Jayce: Simplified Tips
Early Game (Levels 1-6):
Avoid Poke: Jayce has strong poke with his ranged form [Q] and [E]. Stay behind minions and avoid unnecessary damage.
Engage Carefully: Jayce can disengage with his [E] (Knockback) in melee form. Wait for him to waste abilities before going in.
Roam: If lane is tough, roam to mid or help your jungler. Jayce is weaker when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Jayce’s poke can’t save them from your execute.
Vision Control: Use sweeper to clear his wards and deny vision for his team.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Jayce’s poke can’t stop your burst if you catch him off guard.
Focus on Carries: Ignore Jayce in teamfights; he’s not a threat. Focus on eliminating his carries.
General Tips:
Bait His Abilities: Jayce’s [E] (Knockback) and [Q] (Shock Blast) are key to his poke and disengage. Bait them out before committing to a fight.
Vision Control: Keep key areas warded to track Jayce’s movements and set up picks.
Conclusion:
Avoid Jayce’s poke, bait his disengage abilities, and focus on picking off his carries. Use your mobility and vision control to outmaneuver him.
Jhin
Pyke vs. Jhin: Simplified Tips
Early Game (Levels 1-6):
Avoid Poke: Jhin has strong poke with his [Q] and fourth shot. Stay behind minions and avoid unnecessary damage.
Engage Carefully: Jhin can root you with his [W] if you’re marked. Wait for him to waste abilities before going in.
Roam: If lane is tough, roam to mid or help your jungler. Jhin is weaker when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Jhin’s poke can’t save them from your execute.
Vision Control: Use sweeper to clear his wards and deny vision for his team.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Jhin’s poke can’t stop your burst if you catch him off guard.
Focus on Carries: Ignore Jhin in teamfights; he’s not a threat. Focus on eliminating his carries.
General Tips:
Bait His Abilities: Jhin’s [W] (root) and [E] (traps) are key to his poke and disengage. Bait them out before committing to a fight.
Vision Control: Keep key areas warded to track Jhin’s movements and set up picks.
Conclusion:
Avoid Jhin’s poke, bait his disengage abilities, and focus on picking off his carries. Use your mobility and vision control to outmaneuver him.
Jinx
Pyke vs. Jinx: Simplified Tips
Early Game (Levels 1-6):
Avoid Poke: Jinx has strong poke with her rockets. Stay behind minions and avoid unnecessary damage.
Engage Carefully: Jinx can slow you with her [E] (Flame Chompers). Wait for her to waste abilities before going in.
Roam: If lane is tough, roam to mid or help your jungler. Jinx is weaker when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Jinx’s poke can’t save them from your execute.
Vision Control: Use sweeper to clear her wards and deny vision for her team.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Jinx’s poke can’t stop your burst if you catch her off guard.
Focus on Carries: Ignore Jinx in teamfights; she’s not a threat. Focus on eliminating her carries.
General Tips:
Bait Her Abilities: Jinx’s [E] (Flame Chompers) and [W] (Zap) are key to her poke and disengage. Bait them out before committing to a fight.
Vision Control: Keep key areas warded to track Jinx’s movements and set up picks.
Conclusion:
Avoid Jinx’s poke, bait her disengage abilities, and focus on picking off her carries. Use your mobility and vision control to outmaneuver her.
K'Sante
Pyke vs. K'Sante: Simplified Tips
Early Game (Levels 1-6):
Avoid Extended Fights: K'Sante is strong in extended trades. Hit and run with your [Q] and [E].
Dodge [Q]: If K'Sante lands his [Q] (knockup), disengage immediately to avoid his combo.
Roam: If lane is tough, roam to mid or help your jungler. K'Sante is weaker when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Avoid K'Sante in skirmishes.
Vision Control: Use sweeper to clear wards and set up picks. Keep an eye on K'Sante’s split-pushing.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Avoid K'Sante in teamfights.
Kite K'Sante: Use your mobility to kite him and avoid his [Q] knockup and [W] stun.
General Tips:
Avoid His All-In: K'Sante has strong all-in potential with his ultimate. Don’t try to fight him alone.
Focus on Map Pressure: Use your mobility to create pressure elsewhere while K'Sante is busy split-pushing.
Conclusion:
Avoid K'Sante in extended fights, focus on picks, and use your mobility to outmaneuver him. Roam and create pressure elsewhere on the map.
Kai'Sa
Pyke vs. Kai'Sa: Simplified Tips
Early Game (Levels 1-6):
Avoid Poke: Kai'Sa has strong poke with her [Q] and [W]. Stay behind minions and avoid unnecessary damage.
Engage Carefully: Kai'Sa can burst you down with her [Q] and [W]. Wait for her to waste abilities before going in.
Roam: If lane is tough, roam to mid or help your jungler. Kai'Sa is weaker when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Kai'Sa’s poke can’t save them from your execute.
Vision Control: Use sweeper to clear her wards and deny vision for her team.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Kai'Sa’s poke can’t stop your burst if you catch her off guard.
Focus on Carries: Ignore Kai'Sa in teamfights; she’s not a threat. Focus on eliminating her carries.
General Tips:
Bait Her Abilities: Kai'Sa’s [Q] and [W] are key to her poke and burst. Bait them out before committing to a fight.
Vision Control: Keep key areas warded to track Kai'Sa’s movements and set up picks.
Conclusion:
Avoid Kai'Sa’s poke, bait her burst abilities, and focus on picking off her carries. Use your mobility and vision control to outmaneuver her.
Kalista
Pyke vs. Kalista: Simplified Tips
Early Game (Levels 1-6):
Avoid Poke: Kalista has strong poke with her [Q] and [E]. Stay behind minions and avoid unnecessary damage.
Engage Carefully: Kalista can kite you with her [Passive] (Martial Poise). Wait for her to waste abilities before going in.
Roam: If lane is tough, roam to mid or help your jungler. Kalista is weaker when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Kalista’s poke can’t save them from your execute.
Vision Control: Use sweeper to clear her wards and deny vision for her team.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Kalista’s poke can’t stop your burst if you catch her off guard.
Focus on Carries: Ignore Kalista in teamfights; she’s not a threat. Focus on eliminating her carries.
General Tips:
Bait Her Abilities: Kalista’s [Q] and [E] are key to her poke and burst. Bait them out before committing to a fight.
Vision Control: Keep key areas warded to track Kalista’s movements and set up picks.
Conclusion:
Avoid Kalista’s poke, bait her burst abilities, and focus on picking off her carries. Use your mobility and vision control to outmaneuver her.
Karma
Pyke vs. Karma: Simplified Tips
Early Game (Levels 1-6):
Avoid Poke: Karma has strong poke with her [Q] and [R]+[Q]. Stay behind minions and avoid unnecessary damage.
Engage Carefully: Karma can shield and speed up herself or her ADC with [E]. Wait for her to waste abilities before going in.
Roam: If lane is tough, roam to mid or help your jungler. Karma is weaker when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Karma’s shields can’t save them from your execute.
Vision Control: Use sweeper to clear her wards and deny vision for her team.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Karma’s shields can’t stop your burst if you catch her off guard.
Focus on Carries: Ignore Karma in teamfights; she’s not a threat. Focus on eliminating her carries.
General Tips:
Bait Her Abilities: Karma’s [E] (shield) and [R]+[Q] (empowered poke) are key to her poke and disengage. Bait them out before committing to a fight.
Vision Control: Keep key areas warded to track Karma’s movements and set up picks.
Conclusion:
Avoid Karma’s poke, bait her disengage abilities, and focus on picking off her carries. Use your mobility and vision control to outmaneuver her.
Karthus
Pyke vs. Karthus: Simplified Tips
Early Game (Levels 1-6):
Avoid Poke: Karthus has strong poke with his [Q]. Stay behind minions and avoid unnecessary damage.
Engage Carefully: Karthus can burst you down with his [Q] and [E]. Wait for him to waste abilities before going in.
Roam: If lane is tough, roam to mid or help your jungler. Karthus is weaker when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Karthus’ poke can’t save them from your execute.
Vision Control: Use sweeper to clear his wards and deny vision for his team.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Karthus’ poke can’t stop your burst if you catch him off guard.
Focus on Carries: Ignore Karthus in teamfights; he’s not a threat. Focus on eliminating his carries.
General Tips:
Bait His Abilities: Karthus’ [Q] and [E] are key to his poke and burst. Bait them out before committing to a fight.
Vision Control: Keep key areas warded to track Karthus’ movements and set up picks.
Conclusion:
Avoid Karthus’ poke, bait his burst abilities, and focus on picking off his carries. Use your mobility and vision control to outmaneuver him.
Kassadin
Pyke vs. Kassadin: Simplified Tips
Early Game (Levels 1-6):
Pressure Early: Kassadin is weak early. Punish him with poke and all-ins before he scales.
Avoid [Q] Poke: Kassadin’s [Q] gives him a magic shield and deals damage. Trade when it’s on cooldown.
Roam: If Kassadin plays safe, roam to other lanes to create pressure.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Kassadin can’t save them if you burst quickly.
Vision Control: Use sweeper to clear his wards and deny vision. Kassadin relies on roaming to scale.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Kassadin’s mobility can’t stop your burst if you catch him off guard.
Focus on Carries: Ignore Kassadin in teamfights; he’s not a threat if you burst his team first.
General Tips:
Shut Him Down Early: Kassadin scales hard. Pressure him early to delay his power spike.
Track His Roams: Kassadin will look to roam post-6. Ward river and counter his plays.
Conclusion:
Punish Kassadin early, deny his scaling, and focus on picks. Use your mobility and vision control to outmaneuver him.
Katarina
Pyke vs. Katarina: Simplified Tips
Early Game (Levels 1-6):
Avoid Her Burst: Katarina has strong all-in potential with her daggers. Stay behind minions and avoid unnecessary damage.
Engage Carefully: Katarina can reset her abilities with kills. Wait for her to waste abilities before going in.
Roam: If lane is tough, roam to mid or help your jungler. Katarina is weaker when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Katarina’s burst can’t save them from your execute.
Vision Control: Use sweeper to clear her wards and deny vision for her team.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Katarina’s burst can’t stop your burst if you catch her off guard.
Focus on Carries: Ignore Katarina in teamfights; she’s not a threat. Focus on eliminating her carries.
General Tips:
Bait Her Abilities: Katarina’s [Q] and [E] are key to her burst and resets. Bait them out before committing to a fight.
Vision Control: Keep key areas warded to track Katarina’s movements and set up picks.
Conclusion:
Avoid Katarina’s burst, bait her reset abilities, and focus on picking off her carries. Use your mobility and vision control to outmaneuver her.
Kayle
Pyke vs. Kayle: Simplified Tips
Early Game (Levels 1-6):
Pressure Early: Kayle is weak early. Punish her with aggressive trades and deny her farm.
Avoid Extended Fights: Kayle can stack her passive and deal sustained damage. Hit and run with your [Q] and [E].
Roam: If Kayle plays safe, roam to mid or help your jungler to create pressure elsewhere.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Kayle is still vulnerable before she scales.
Vision Control: Use sweeper to clear wards and set up picks. Keep an eye on Kayle’s split-pushing.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Avoid Kayle in teamfights once she’s scaled.
Kite Kayle: Use your mobility to avoid her [E] and ultimate. Focus on eliminating her before she becomes a threat.
General Tips:
Shut Her Down Early: Kayle is weak early but scales hard. Pressure her early to delay her power spike.
Focus on Map Pressure: Use your mobility to create pressure elsewhere while Kayle is busy farming.
Conclusion:
Pressure Kayle early, avoid her scaling, and focus on picks. Use your mobility and vision control to outmaneuver her.
Kayn
Pyke vs. Kayn: Simplified Tips
Early Game (Levels 1-6):
Avoid His Ganks: Kayn has strong early-game ganks with his [Q] and [W]. Stay behind minions and ward river to avoid his engages.
Roam: If Kayn is focusing on other lanes, use your mobility to counter-gank or create pressure elsewhere.
Vision Control: Use sweeper to clear his wards and deny vision for his team.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Kayn’s engage can’t save them from your execute.
Counter Ganks: Track Kayn’s movements and set up counter ganks to punish his engages.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Kayn’s engage can’t stop your burst if you catch his team off guard.
Focus on Carries: Ignore Kayn in teamfights; he’s not a threat. Focus on eliminating his carries.
General Tips:
Avoid His Ult: Kayn’s [R] can trap you. Save your [E] or [Flash] to escape his ultimate.
Vision Control: Keep key areas warded to track Kayn’s movements and set up picks.
Conclusion:
Avoid Kayn’s early engages, counter his ganks, and focus on picking off his carries. Use your mobility and vision control to outmaneuver him.
Kennen
Pyke vs. Kennen: Simplified Tips
Early Game (Levels 1-6):
Avoid Poke: Kennen has strong poke with his [Q] and [W]. Stay behind minions and avoid unnecessary damage.
Engage Carefully: Kennen can stun you with his passive. Wait for him to waste abilities before going in.
Roam: If lane is tough, roam to mid or help your jungler. Kennen is weaker when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Kennen’s poke can’t save them from your execute.
Vision Control: Use sweeper to clear his wards and deny vision for his team.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Kennen’s poke can’t stop your burst if you catch him off guard.
Focus on Carries: Ignore Kennen in teamfights; he’s not a threat. Focus on eliminating his carries.
General Tips:
Bait His Abilities: Kennen’s [Q] and [W] are key to his poke and stun. Bait them out before committing to a fight.
Vision Control: Keep key areas warded to track Kennen’s movements and set up picks.
Conclusion:
Avoid Kennen’s poke, bait his stun abilities, and focus on picking off his carries. Use your mobility and vision control to outmaneuver him.
Kha'Zix
Pyke vs. Kha'Zix: Simplified Tips
Early Game (Levels 1-6):
Avoid Isolation: Kha'Zix deals extra damage to isolated targets. Stay near minions or allies.
Track His Jungle: Ward his jungle entrances to track his movements and avoid ganks.
Roam: If Kha'Zix is focusing on other lanes, use your mobility to counter-gank or create pressure elsewhere.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Kha'Zix’s burst can’t save them from your execute.
Vision Control: Use sweeper to clear his wards and deny vision for his team.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Kha'Zix’s burst can’t stop your burst if you catch his team off guard.
Focus on Carries: Ignore Kha'Zix in teamfights; he’s not a threat. Focus on eliminating his carries.
General Tips:
Avoid Isolation: Kha'Zix deals extra damage to isolated targets. Stay near minions or allies.
Vision Control: Keep key areas warded to track Kha'Zix’s movements and set up picks.
Conclusion:
Avoid Kha'Zix’s burst, bait his abilities, and focus on picking off his carries. Use your mobility and vision control to outmaneuver him.
Kindred
Pyke vs. Kindred: Simplified Tips
Early Game (Levels 1-6):
Avoid Marks: Kindred gets stronger by collecting marks from jungle camps or kills. Track her mark locations and contest them if safe.
Invade: Kindred is squishy early. Coordinate with your jungler to invade and disrupt her mark collection.
Roam: If lane is tough, roam to mid or help your jungler. Kindred is weaker when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Kindred’s [R] (Lamb’s Respite) can’t save them from your execute if timed right.
Vision Control: Use sweeper to clear her wards and deny vision for her team.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Kindred’s [R] can’t stop your burst if you catch her off guard.
Focus on Carries: Ignore Kindred in teamfights; she’s not a threat. Focus on eliminating her carries.
General Tips:
Bait Her [R]: Kindred’s [R] can negate your execute. Bait it out before committing to a fight.
Vision Control: Keep key areas warded to track Kindred’s movements and set up picks.
Conclusion:
Disrupt Kindred’s mark collection, bait her ultimate, and focus on picking off her carries. Use your mobility and vision control to outmaneuver her.
Kled
Pyke vs. Kled: Simplified Tips
Early Game (Levels 1-6):
Avoid Extended Fights: Kled is strong in extended trades with his [W] (Violent Tendencies). Hit and run with your [Q] and [E].
Dodge [Q]: If Kled lands his [Q] (Bear Trap), disengage immediately to avoid his follow-up damage.
Roam: If lane is tough, roam to mid or help your jungler. Kled is weaker when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Avoid Kled in skirmishes.
Vision Control: Use sweeper to clear wards and set up picks. Keep an eye on Kled’s split-pushing.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Avoid Kled in teamfights.
Kite Kled: Use your mobility to kite him and avoid his [Q] and [E] engages.
General Tips:
Avoid His All-In: Kled has strong all-in potential with his ultimate. Don’t try to fight him alone.
Focus on Map Pressure: Use your mobility to create pressure elsewhere while Kled is busy split-pushing.
Conclusion:
Avoid Kled in extended fights, focus on picks, and use your mobility to outmaneuver him. Roam and create pressure elsewhere on the map.
Kog'Maw
Pyke vs. Kog'Maw: Simplified Tips
Early Game (Levels 1-6):
Avoid Poke: Kog'Maw has strong poke with his [Q] and [E]. Stay behind minions and avoid unnecessary damage.
Engage Carefully: Kog'Maw can slow you with his [E] (Void Ooze). Wait for him to waste abilities before going in.
Roam: If lane is tough, roam to mid or help your jungler. Kog'Maw is weaker when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Kog'Maw’s poke can’t save them from your execute.
Vision Control: Use sweeper to clear his wards and deny vision for his team.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Kog'Maw’s poke can’t stop your burst if you catch him off guard.
Focus on Carries: Ignore Kog'Maw in teamfights; he’s not a threat. Focus on eliminating his carries.
General Tips:
Bait His Abilities: Kog'Maw’s [E] (Void Ooze) and [R] (Living Artillery) are key to his poke and disengage. Bait them out before committing to a fight.
Vision Control: Keep key areas warded to track Kog'Maw’s movements and set up picks.
Conclusion:
Avoid Kog'Maw’s poke, bait his disengage abilities, and focus on picking off his carries. Use your mobility and vision control to outmaneuver him.
LeBlanc
Pyke vs. LeBlanc: Simplified Tips
Early Game (Levels 1-6):
Avoid Poke: LeBlanc has strong poke with her [Q] and [W]. Stay behind minions and avoid unnecessary damage.
Engage Carefully: LeBlanc can burst you down with her [Q] and [W]. Wait for her to waste abilities before going in.
Roam: If lane is tough, roam to mid or help your jungler. LeBlanc is weaker when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. LeBlanc’s poke can’t save them from your execute.
Vision Control: Use sweeper to clear her wards and deny vision for her team.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. LeBlanc’s poke can’t stop your burst if you catch her off guard.
Focus on Carries: Ignore LeBlanc in teamfights; she’s not a threat. Focus on eliminating her carries.
General Tips:
Bait Her Abilities: LeBlanc’s [Q] and [W] are key to her poke and burst. Bait them out before committing to a fight.
Vision Control: Keep key areas warded to track LeBlanc’s movements and set up picks.
Conclusion:
Avoid LeBlanc’s poke, bait her burst abilities, and focus on picking off her carries. Use your mobility and vision control to outmaneuver her.
Lee Sin
Pyke vs. Lee Sin: Simplified Tips
Early Game (Levels 1-6):
Avoid His Engage: Lee Sin has strong early-game ganks with his [Q] and [E]. Stay behind minions and ward river to avoid his engages.
Roam: If Lee Sin is focusing on other lanes, use your mobility to counter-gank or create pressure elsewhere.
Vision Control: Use sweeper to clear his wards and deny vision for his team.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Lee Sin’s engage can’t save them from your execute.
Counter Ganks: Track Lee Sin’s movements and set up counter ganks to punish his engages.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Lee Sin’s engage can’t stop your burst if you catch his team off guard.
Focus on Carries: Ignore Lee Sin in teamfights; he’s not a threat. Focus on eliminating his carries.
General Tips:
Avoid His Ult: Lee Sin’s [R] can kick you into his team. Save your [E] or [Flash] to escape his engages.
Vision Control: Keep key areas warded to track Lee Sin’s movements and set up picks.
Conclusion:
Avoid Lee Sin’s early engages, counter his ganks, and focus on picking off his carries. Use your mobility and vision control to outmaneuver him.
Leona
Pyke vs. Leona: Simplified Tips
Early Game (Levels 1-6):
Avoid Her Engage: Leona has strong early-game engage with her [E] (Zenith Blade) and [Q] (Shield Bash). Stay behind minions and avoid her all-ins.
Roam: If Leona is focusing on other lanes, use your mobility to counter-gank or create pressure elsewhere.
Vision Control: Use sweeper to clear her wards and deny vision for her team.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Leona’s engage can’t save them from your execute.
Counter Ganks: Track Leona’s movements and set up counter ganks to punish her engages.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Leona’s engage can’t stop your burst if you catch her team off guard.
Focus on Carries: Ignore Leona in teamfights; she’s not a threat. Focus on eliminating her carries.
General Tips:
Bait Her Abilities: Leona’s [E] and [Q] are key to her engage. Bait them out before committing to a fight.
Vision Control: Keep key areas warded to track Leona’s movements and set up picks.
Conclusion:
Avoid Leona’s early engages, counter her ganks, and focus on picking off her carries. Use your mobility and vision control to outmaneuver her.
Lillia
Pyke vs. Lillia: Simplified Tips
Early Game (Levels 1-6):
Avoid Her Poke: Lillia has strong poke with her [Q]. Stay behind minions and avoid unnecessary damage.
Engage Carefully: Lillia can disengage with her [W] and [E]. Wait for her to waste abilities before going in.
Roam: If lane is tough, roam to mid or help your jungler. Lillia is weaker when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Lillia’s poke can’t save them from your execute.
Vision Control: Use sweeper to clear her wards and deny vision for her team.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Lillia’s poke can’t stop your burst if you catch her off guard.
Focus on Carries: Ignore Lillia in teamfights; she’s not a threat. Focus on eliminating her carries.
General Tips:
Bait Her Abilities: Lillia’s [Q] and [W] are key to her poke and disengage. Bait them out before committing to a fight.
Vision Control: Keep key areas warded to track Lillia’s movements and set up picks.
Conclusion:
Avoid Lillia’s poke, bait her disengage abilities, and focus on picking off her carries. Use your mobility and vision control to outmaneuver her.
Lissandra
Pyke vs. Lissandra: Simplified Tips
Early Game (Levels 1-6):
Avoid Poke: Lissandra has strong poke with her [Q]. Stay behind minions and avoid unnecessary damage.
Engage Carefully: Lissandra can root you with her [W] and burst you down with her [E] and [Q]. Wait for her to waste abilities before going in.
Roam: If lane is tough, roam to mid or help your jungler. Lissandra is weaker when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Lissandra’s poke can’t save them from your execute.
Vision Control: Use sweeper to clear her wards and deny vision for her team.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Lissandra’s poke can’t stop your burst if you catch her off guard.
Focus on Carries: Ignore Lissandra in teamfights; she’s not a threat. Focus on eliminating her carries.
General Tips:
Bait Her Abilities: Lissandra’s [W] (root) and [E] (teleport) are key to her poke and disengage. Bait them out before committing to a fight.
Vision Control: Keep key areas warded to track Lissandra’s movements and set up picks.
Conclusion:
Avoid Lissandra’s poke, bait her disengage abilities, and focus on picking off her carries. Use your mobility and vision control to outmaneuver her.
Lucian
Pyke vs. Lucian: Simplified Tips
Early Game (Levels 1-6):
Avoid Poke: Lucian has strong poke with his [Q] and [Passive]. Stay behind minions and avoid unnecessary damage.
Engage Carefully: Lucian can burst you down with his [Q] and [W]. Wait for him to waste abilities before going in.
Roam: If lane is tough, roam to mid or help your jungler. Lucian is weaker when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Lucian’s poke can’t save them from your execute.
Vision Control: Use sweeper to clear his wards and deny vision for his team.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Lucian’s poke can’t stop your burst if you catch him off guard.
Focus on Carries: Ignore Lucian in teamfights; he’s not a threat. Focus on eliminating his carries.
General Tips:
Bait His Abilities: Lucian’s [Q] and [W] are key to his poke and burst. Bait them out before committing to a fight.
Vision Control: Keep key areas warded to track Lucian’s movements and set up picks.
Conclusion:
Avoid Lucian’s poke, bait his burst abilities, and focus on picking off his carries. Use your mobility and vision control to outmaneuver him.
Lulu
Pyke vs. Lulu: Simplified Tips
Early Game (Levels 1-6):
Avoid Poke: Lulu has strong poke with her [Q] and [E]. Stay behind minions and avoid unnecessary damage.
Engage Carefully: Lulu can polymorph you with her [W] and shield her allies with her [E]. Wait for her to waste abilities before going in.
Roam: If lane is tough, roam to mid or help your jungler. Lulu is weaker when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Lulu’s shields can’t save them from your execute.
Vision Control: Use sweeper to clear her wards and deny vision for her team.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Lulu’s shields can’t stop your burst if you catch her off guard.
Focus on Carries: Ignore Lulu in teamfights; she’s not a threat. Focus on eliminating her carries.
General Tips:
Bait Her Abilities: Lulu’s [W] (polymorph) and [E] (shield) are key to her poke and disengage. Bait them out before committing to a fight.
Vision Control: Keep key areas warded to track Lulu’s movements and set up picks.
Conclusion:
Avoid Lulu’s poke, bait her disengage abilities, and focus on picking off her carries. Use your mobility and vision control to outmaneuver her.
Lux
Pyke vs. Lux: Simplified Tips
Early Game (Levels 1-6):
Avoid Poke: Lux has strong poke with her [E] and [Q]. Stay behind minions and avoid unnecessary damage.
Engage Carefully: Lux can root you with her [Q] and burst you down with her [E] and [R]. Wait for her to waste abilities before going in.
Roam: If lane is tough, roam to mid or help your jungler. Lux is weaker when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Lux’s poke can’t save them from your execute.
Vision Control: Use sweeper to clear her wards and deny vision for her team.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Lux’s poke can’t stop your burst if you catch her off guard.
Focus on Carries: Ignore Lux in teamfights; she’s not a threat. Focus on eliminating her carries.
General Tips:
Bait Her Abilities: Lux’s [Q] (root) and [E] (slow) are key to her poke and disengage. Bait them out before committing to a fight.
Vision Control: Keep key areas warded to track Lux’s movements and set up picks.
Conclusion:
Avoid Lux’s poke, bait her disengage abilities, and focus on picking off her carries. Use your mobility and vision control to outmaneuver her.
Malphite
Pyke vs. Malphite: Simplified Tips
Early Game (Levels 1-6):
Avoid Poke: Malphite has strong poke with his [Q]. Stay behind minions and avoid unnecessary damage.
Engage Carefully: Malphite can slow you with his [Q] and burst you down with his [E] and [R]. Wait for him to waste abilities before going in.
Roam: If lane is tough, roam to mid or help your jungler. Malphite is weaker when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Malphite’s poke can’t save them from your execute.
Vision Control: Use sweeper to clear his wards and deny vision for his team.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Malphite’s poke can’t stop your burst if you catch him off guard.
Focus on Carries: Ignore Malphite in teamfights; he’s not a threat. Focus on eliminating his carries.
General Tips:
Bait His Abilities: Malphite’s [Q] (slow) and [R] (knockup) are key to his poke and disengage. Bait them out before committing to a fight.
Vision Control: Keep key areas warded to track Malphite’s movements and set up picks.
Conclusion:
Avoid Malphite’s poke, bait his disengage abilities, and focus on picking off his carries. Use your mobility and vision control to outmaneuver him.
Malzahar
Pyke vs. Malzahar: Simplified Tips
Early Game (Levels 1-6):
Avoid Poke: Malzahar has strong poke with his [E] and [Q]. Stay behind minions and avoid unnecessary damage.
Engage Carefully: Malzahar can silence you with his [Q] and suppress you with his [R]. Wait for him to waste abilities before going in.
Roam: If lane is tough, roam to mid or help your jungler. Malzahar is weaker when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Malzahar’s poke can’t save them from your execute.
Vision Control: Use sweeper to clear his wards and deny vision for his team.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Malzahar’s poke can’t stop your burst if you catch him off guard.
Focus on Carries: Ignore Malzahar in teamfights; he’s not a threat. Focus on eliminating his carries.
General Tips:
Bait His Abilities: Malzahar’s [Q] (silence) and [R] (suppress) are key to his poke and disengage. Bait them out before committing to a fight.
Vision Control: Keep key areas warded to track Malzahar’s movements and set up picks.
Conclusion:
Avoid Malzahar’s poke, bait his disengage abilities, and focus on picking off his carries. Use your mobility and vision control to outmaneuver him.
Maokai
Pyke vs. Maokai: Simplified Tips
Early Game (Levels 1-6):
Avoid Poke: Maokai has strong poke with his [Q] and [E]. Stay behind minions and avoid unnecessary damage.
Engage Carefully: Maokai can root you with his [W] and burst you down with his [Q] and [E]. Wait for him to waste abilities before going in.
Roam: If lane is tough, roam to mid or help your jungler. Maokai is weaker when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Maokai’s poke can’t save them from your execute.
Vision Control: Use sweeper to clear his wards and deny vision for his team.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Maokai’s poke can’t stop your burst if you catch him off guard.
Focus on Carries: Ignore Maokai in teamfights; he’s not a threat. Focus on eliminating his carries.
General Tips:
Bait His Abilities: Maokai’s [W] (root) and [E] (saplings) are key to his poke and disengage. Bait them out before committing to a fight.
Vision Control: Keep key areas warded to track Maokai’s movements and set up picks.
Conclusion:
Avoid Maokai’s poke, bait his disengage abilities, and focus on picking off his carries. Use your mobility and vision control to outmaneuver him.
Master Yi
Pyke vs. Master Yi: Simplified Tips
Early Game (Levels 1-6):
Avoid Extended Fights: Master Yi excels in extended trades with his [Q] and [E]. Hit and run with your [Q] and [E].
Dodge [Q]: If Master Yi uses [Q] (Alpha Strike), disengage immediately to avoid his burst.
Roam: If lane is tough, roam to mid or help your jungler. Master Yi is weaker when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Avoid Master Yi in skirmishes.
Vision Control: Use sweeper to clear wards and set up picks. Keep an eye on Master Yi’s split-pushing.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Avoid Master Yi in teamfights.
Kite Master Yi: Use your mobility to kite him and avoid his [Q] and [E] burst.
General Tips:
Avoid His Split Push: Master Yi is strong in 1v1s. Don’t try to stop him alone; group with your team instead.
Focus on Map Pressure: Use your mobility to create pressure elsewhere while Master Yi is busy split-pushing.
Conclusion:
Avoid Master Yi in extended fights, focus on picks, and use your mobility to outmaneuver him. Roam and create pressure elsewhere on the map.
Milio
Pyke vs. Milio: Simplified Tips
Early Game (Levels 1-6):
Avoid Poke: Milio has strong poke with his [Q]. Stay behind minions and avoid unnecessary damage.
Engage Carefully: Milio can disengage with his [W] and [E]. Wait for him to waste abilities before going in.
Roam: If lane is tough, roam to mid or help your jungler. Milio is weaker when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Milio’s poke can’t save them from your execute.
Vision Control: Use sweeper to clear his wards and deny vision for his team.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Milio’s poke can’t stop your burst if you catch him off guard.
Focus on Carries: Ignore Milio in teamfights; he’s not a threat. Focus on eliminating his carries.
General Tips:
Bait His Abilities: Milio’s [W] and [E] are key to his poke and disengage. Bait them out before committing to a fight.
Vision Control: Keep key areas warded to track Milio’s movements and set up picks.
Conclusion:
Avoid Milio’s poke, bait his disengage abilities, and focus on picking off his carries. Use your mobility and vision control to outmaneuver him.
Miss Fortune
Pyke vs. Miss Fortune: Simplified Tips
Early Game (Levels 1-6):
Avoid Poke: Miss Fortune has strong poke with her [Q] and [E]. Stay behind minions and avoid unnecessary damage.
Engage Carefully: Miss Fortune can slow you with her [E] and burst you down with her [Q] and [R]. Wait for her to waste abilities before going in.
Roam: If lane is tough, roam to mid or help your jungler. Miss Fortune is weaker when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Miss Fortune’s poke can’t save them from your execute.
Vision Control: Use sweeper to clear her wards and deny vision for her team.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Miss Fortune’s poke can’t stop your burst if you catch her off guard.
Focus on Carries: Ignore Miss Fortune in teamfights; she’s not a threat. Focus on eliminating her carries.
General Tips:
Bait Her Abilities: Miss Fortune’s [E] (slow) and [R] (ultimate) are key to her poke and disengage. Bait them out before committing to a fight.
Vision Control: Keep key areas warded to track Miss Fortune’s movements and set up picks.
Conclusion:
Avoid Miss Fortune’s poke, bait her disengage abilities, and focus on picking off her carries. Use your mobility and vision control to outmaneuver her.
Mordekaiser
Pyke vs. Mordekaiser: Simplified Tips
Early Game (Levels 1-6):
Avoid Extended Fights: Mordekaiser excels in extended trades with his [Q] and passive. Hit and run with your [Q] and [E].
Dodge [E]: If Mordekaiser lands his [E] (pull), disengage immediately to avoid his combo.
Roam: If lane is tough, roam to mid or help your jungler. Mordekaiser is weaker when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Avoid Mordekaiser in skirmishes.
Vision Control: Use sweeper to clear wards and set up picks. Keep an eye on Mordekaiser’s split-pushing.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Avoid Mordekaiser in teamfights.
Kite Mordekaiser: Use your mobility to kite him and avoid his [Q] and [E].
General Tips:
Avoid His Ultimate: Mordekaiser’s [R] can trap you. Save your [E] or [Flash] to escape his Death Realm.
Focus on Map Pressure: Use your mobility to create pressure elsewhere while Mordekaiser is busy split-pushing.
Conclusion:
Avoid Mordekaiser in extended fights, focus on picks, and use your mobility to outmaneuver him. Roam and create pressure elsewhere on the map.
Morgana
Pyke vs. Morgana: Simplified Tips
Early Game (Levels 1-6):
Avoid Poke: Morgana has strong poke with her [W]. Stay behind minions and avoid unnecessary damage.
Engage Carefully: Morgana can root you with her [Q] and shield herself with [E]. Wait for her to waste abilities before going in.
Roam: If lane is tough, roam to mid or help your jungler. Morgana is weaker when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Morgana’s poke can’t save them from your execute.
Vision Control: Use sweeper to clear her wards and deny vision for her team.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Morgana’s poke can’t stop your burst if you catch her off guard.
Focus on Carries: Ignore Morgana in teamfights; she’s not a threat. Focus on eliminating her carries.
General Tips:
Bait Her Abilities: Morgana’s [Q] (root) and [E] (shield) are key to her poke and disengage. Bait them out before committing to a fight.
Vision Control: Keep key areas warded to track Morgana’s movements and set up picks.
Conclusion:
Avoid Morgana’s poke, bait her disengage abilities, and focus on picking off her carries. Use your mobility and vision control to outmaneuver her.
Naafiri
Pyke vs. Naafiri: Simplified Tips
Early Game (Levels 1-6):
Avoid Poke: Naafiri has strong poke with her [Q]. Stay behind minions and avoid unnecessary damage.
Engage Carefully: Naafiri can burst you down with her [Q] and [W]. Wait for her to waste abilities before going in.
Roam: If lane is tough, roam to mid or help your jungler. Naafiri is weaker when alone.
Mid Game (Levels 7-12):
Pick Off Squishies: Focus on catching out squishy targets with your [Q] and [R]. Naafiri’s poke can’t save them from your execute.
Vision Control: Use sweeper to clear her wards and deny vision for her team.
Late Game (Levels 13+):
Flank and Execute: Look for flanks to catch carries with your [R]. Naafiri’s poke can’t stop your burst if you catch her off guard.
Focus on Carries: Ignore Naafiri in teamfights; she’s not a threat. Focus on eliminating her carries.
General Tips:
Bait Her Abilities: Naafiri’s [Q] and [W] are key to her poke and burst. Bait them out before committing to a fight.
Vision Control: Keep key areas warded to track Naafiri’s movements and set up picks.
Conclusion:
Avoid Naafiri’s poke, bait her burst abilities, and focus on picking off her carries. Use your mobility and vision control to outmaneuver her.
Nami
Pyke vs. Nami
Early Game: Avoid her poke ([W] bounce heal/damage) and bubble ([Q]). Engage when her abilities are on cooldown.
Mid/Late Game: Focus on picking squishies with [Q] and [R]. Nami’s ult can disengage, so flank carefully.
Key Tip: Bait her bubble ([Q]) before committing to fights.
Nasus
Pyke vs. Nasus
Early Game: Punish Nasus early. He’s weak before stacking his [Q]. Avoid extended fights post-6.
Mid/Late Game: Ignore Nasus in teamfights. Focus on executing squishies with [R].
Key Tip: Kite him and avoid his [W] slow. Roam to create pressure elsewhere.
Nautilus
Pyke vs. Nautilus
Early Game: Dodge his hook ([Q]) and avoid his all-in combo ([Q] + [E] + [R]).
Mid/Late Game: Focus on squishies. Nautilus is tanky but lacks damage. Flank to avoid his crowd control.
Key Tip: Bait his hook ([Q]) before engaging.
Neeko
Pyke vs. Neeko
Early Game: Watch for her root ([E]) and poke ([Q]). Avoid her empowered autos.
Mid/Late Game: Neeko can burst squishies. Focus on catching her out with [Q] and [R].
Key Tip: Be cautious of her disguise ([W]) and ult ([R]) in teamfights.
Nidalee
Pyke vs. Nidalee
Early Game: Dodge her spears ([Q]). She’s squishy, so punish her if she mispositions.
Mid/Late Game: Nidalee excels at poke and skirmishes. Focus on catching her out with [Q] and [R].
Key Tip: Track her movements and clear vision to deny her picks.
Nilah
Pyke vs. Nilah
Early Game: Avoid her empowered autos and [Q] poke. She’s strong in extended trades.
Mid/Late Game: Nilah can snowball fights with her ult ([R]). Focus on catching her out with [Q] and [R].
Key Tip: Bait her dash ([E]) before committing to fights.
Nocturne
Pyke vs. Nocturne
Early Game: Nocturne is weak early. Punish him before he gets ult ([R]).
Mid/Late Game: Nocturne can dive carries with his ult. Counter-engage with [Q] and [R] to protect your team.
Key Tip: Save [E] or [Flash] to escape his fear ([E]).
Nunu & Willump
Pyke vs. Nunu
Early Game: Avoid his snowball ([W]) and burst combo ([E] + [Q]). Punish him if he misses abilities.
Mid/Late Game: Nunu is tanky but lacks damage. Focus on squishies and avoid his ult ([R]) AoE damage.
Key Tip: Track his roams and counter-gank with your team.
Olaf
Pyke vs. Olaf
Early Game: Olaf is strong early. Avoid extended fights and his [Q] axes.
Mid/Late Game: Focus on squishies. Olaf’s ult makes him immune to CC, so kite him.
Key Tip: Save [E] or [Flash] to escape his all-in.
Orianna
Pyke vs. Orianna
Early Game: Dodge her poke ([Q] + [W]). She’s squishy but has strong zoning.
Mid/Late Game: Focus on catching her out with [Q] and [R]. Avoid her ult ([R]) in teamfights.
Key Tip: Bait her ball placement before engaging.
Ornn
Pyke vs. Ornn
Early Game: Ornn is tanky but slow. Avoid his [Q] poke and [E] knockup.
Mid/Late Game: Ignore Ornn in teamfights. Focus on squishies with [Q] and [R].
Key Tip: Kite him and avoid his brittle procs.
Pantheon
Pyke vs. Pantheon
Early Game: Pantheon has strong early burst. Avoid his [W] stun and [Q] poke.
Mid/Late Game: Focus on squishies. Pantheon falls off late, so outscale him.
Key Tip: Bait his [E] block before committing to fights.
Poppy
Pyke vs. Poppy
Early Game: Avoid her [Q] poke and [E] wall stun. She’s tanky but lacks damage.
Mid/Late Game: Focus on squishies. Poppy’s [W] can block your [E], so play around it.
Key Tip: Flank to avoid her crowd control.
Qiyana
Pyke vs. Qiyana
Early Game: Qiyana has strong burst. Avoid her [Q] combos and [E] dash.
Mid/Late Game: Focus on catching her out with [Q] and [R]. Avoid her ult in tight spaces.
Key Tip: Track her movements and clear vision.
Quinn
Pyke vs. Quinn
Early Game: Dodge her [Q] blind and [E] knockback. She’s squishy but mobile.
Mid/Late Game: Focus on catching her out with [Q] and [R]. Avoid her roaming.
Key Tip: Bait her [E] before engaging.
Rakan
Pyke vs. Rakan
Early Game: Avoid his [Q] poke and [W] knockup. He’s squishy but mobile.
Mid/Late Game: Focus on squishies. Rakan’s ult can disengage, so flank carefully.
Key Tip: Bait his [W] before committing to fights.
Rammus
Pyke vs. Rammus
Early Game: Rammus is weak early. Avoid his [Q] engage and [E] taunt.
Mid/Late Game: Focus on squishies. Rammus is tanky but lacks damage.
Key Tip: Kite him and avoid his taunt.
Rek'Sai
Pyke vs. Rek'Sai
Early Game: Rek'Sai has strong early ganks. Avoid her knockup ([W]) and burst.
Mid/Late Game: Focus on squishies. Rek'Sai falls off late, so outscale her.
Key Tip: Track her tunnels and clear vision.
Rell
Pyke vs. Rell
Early Game: Avoid her [Q] stun and [W] engage. She’s tanky but slow.
Mid/Late Game: Focus on squishies. Rell’s ult can disrupt, so flank carefully.
Key Tip: Bait her [W] before committing to fights.
Renata Glasc
Pyke vs. Renata Glasc
Early Game: Avoid her [Q] root and [E] poke. She’s squishy but has strong utility.
Mid/Late Game: Focus on squishies. Renata’s ult can turn fights, so flank carefully.
Key Tip: Bait her [W] revive before committing to fights.
Renekton
Pyke vs. Renekton
Early Game: Renekton is strong early. Avoid his [W] stun and [Q] sustain.
Mid/Late Game: Focus on squishies. Renekton falls off late, so outscale him.
Key Tip: Kite him and avoid his fury abilities.
Rengar
Pyke vs. Rengar
Early Game: Rengar has strong burst. Avoid his bush leaps and [Q] combos.
Mid/Late Game: Focus on catching him out with [Q] and [R]. Avoid his ult engages.
Key Tip: Track his movements and clear vision.
Riven
Pyke vs. Riven
Early Game: Riven is strong early. Avoid her [Q] combos and [W] stun.
Mid/Late Game: Focus on squishies. Riven can outplay, so kite her.
Key Tip: Bait her cooldowns before engaging.
Rumble
Pyke vs. Rumble
Early Game: Avoid his [Q] poke and [E] slows. He’s strong in extended trades.
Mid/Late Game: Focus on squishies. Rumble’s ult can zone, so flank carefully.
Key Tip: Bait his overheat before committing to fights.
Ryze
Pyke vs. Ryze
Early Game: Dodge his [Q] poke and [W] root. He’s squishy but scales well.
Mid/Late Game: Focus on catching him out with [Q] and [R]. Avoid his ult escapes.
Key Tip: Bait his [W] before engaging.
Samira
Pyke vs. Samira
Early Game: Avoid her [Q] poke and [W] windwall. She’s squishy but mobile.
Mid/Late Game: Focus on catching her out with [Q] and [R]. Avoid her ult in teamfights.
Key Tip: Bait her [W] before committing to fights.
Sejuani
Pyke vs. Sejuani
Early Game: Sejuani is tanky but slow. Avoid her [Q] engage and [E] stun.
Mid/Late Game: Focus on squishies. Sejuani’s ult can disrupt, so flank carefully.
Key Tip: Kite her and avoid her crowd control.
Senna
Pyke vs. Senna
Early Game: Dodge her [Q] poke and [W] root. She’s squishy but scales well.
Mid/Late Game: Focus on catching her out with [Q] and [R]. Avoid her healing.
Key Tip: Bait her [E] stealth before committing to fights.
Seraphine
Pyke vs. Seraphine
Early Game: Avoid her [Q] poke and [E] root. She’s squishy but has strong utility.
Mid/Late Game: Focus on squishies. Seraphine’s ult can turn fights, so flank carefully.
Key Tip: Bait her [W] shield before committing to fights.
Sett
Pyke vs. Sett
Early Game: Sett is strong early. Avoid his [W] true damage and [E] stun.
Mid/Late Game: Focus on squishies. Sett’s ult can disrupt, so kite him.
Key Tip: Bait his [W] before committing to fights.
Shaco
Pyke vs. Shaco
Early Game: Shaco has strong early ganks. Avoid his boxes and [Q] stealth.
Mid/Late Game: Focus on squishies. Shaco’s ult can confuse, so track his movements.
Key Tip: Clear vision and avoid his traps.
Shen
Pyke vs. Shen
Early Game: Shen is tanky but slow. Avoid his [E] taunt and [Q] empowered autos.
Mid/Late Game: Focus on squishies. Shen’s ult can turn fights, so flank carefully.
Key Tip: Bait his [W] block before committing to fights.
Shyvana
Pyke vs. Shyvana
Early Game: Shyvana is weak early. Avoid her [E] poke and [W] speed boost.
Mid/Late Game: Focus on squishies. Shyvana’s ult can disrupt, so kite her.
Key Tip: Track her dragon form cooldowns.
Singed
Pyke vs. Singed
Early Game: Singed is weak early. Avoid his [Q] poison and [E] flip.
Mid/Late Game: Focus on squishies. Singed’s ult makes him tanky, so kite him.
Key Tip: Avoid chasing him into his team.
Sion
Pyke vs. Sion
Early Game: Sion is tanky but slow. Avoid his [Q] knockup and [E] poke.
Mid/Late Game: Focus on squishies. Sion’s ult can engage, so flank carefully.
Key Tip: Kite him and avoid his passive after death.
Sivir
Pyke vs. Sivir
Early Game: Dodge her [Q] poke and [W] ricochet. She’s squishy but mobile.
Mid/Late Game: Focus on catching her out with [Q] and [R]. Avoid her spell shield.
Key Tip: Bait her [E] before committing to fights.
Skarner
Pyke vs. Skarner
Early Game: Skarner is weak early. Avoid his [E] stun and [R] suppress.
Mid/Late Game: Focus on squishies. Skarner’s ult can disrupt, so kite him.
Key Tip: Avoid fighting him in his spire zones.
Smolder
Pyke vs. Smolder
Early Game: Smolder is weak early. Avoid his [Q] poke and [E] mobility.
Mid/Late Game: Focus on catching him out with [Q] and [R]. Avoid his scaling.
Key Tip: Bait his [W] before committing to fights.
Sona
Pyke vs. Sona
Early Game: Avoid her [Q] poke and [E] speed boost. She’s squishy but has strong utility.
Mid/Late Game: Focus on squishies. Sona’s ult can disrupt, so flank carefully.
Key Tip: Bait her [W] heal before committing to fights.
Soraka
. Pyke vs. Soraka
Early Game: Avoid her [Q] poke and [E] silence. She’s squishy but has strong healing.
Mid/Late Game: Focus on catching her out with [Q] and [R]. Avoid her ult heals.
Key Tip: Bait her [W] before committing to fights.
Swain
Pyke vs. Swain
Early Game: Dodge his [Q] poke and [E] root. He’s tanky but slow.
Mid/Late Game: Focus on squishies. Swain’s ult makes him tanky, so kite him.
Key Tip: Avoid fighting him in his ult zone.
Sylas
Pyke vs. Sylas
Early Game: Sylas has strong early burst. Avoid his [Q] poke and [E] dash.
Mid/Late Game: Focus on catching him out with [Q] and [R]. Avoid his stolen ults.
Key Tip: Bait his [W] heal before committing to fights.
Syndra
Pyke vs. Syndra
Early Game: Dodge her [Q] poke and [E] stun. She’s squishy but has strong burst.
Mid/Late Game: Focus on catching her out with [Q] and [R]. Avoid her ult burst.
Key Tip: Bait her [E] before committing to fights.
Tahm Kench
Pyke vs. Tahm Kench
Early Game: Tahm is tanky but slow. Avoid his [Q] poke and [W] engage.
Mid/Late Game: Focus on squishies. Tahm’s ult can disrupt, so kite him.
Key Tip: Bait his [E] shield before committing to fights.
Taliyah
Pyke vs. Taliyah
Early Game: Dodge her [Q] poke and [E] knockback. She’s squishy but mobile.
Mid/Late Game: Focus on catching her out with [Q] and [R]. Avoid her ult engages.
Key Tip: Bait her [W] before committing to fights.
Talon
Pyke vs. Talon
Early Game: Talon has strong early burst. Avoid his [Q] poke and [W] combo.
Mid/Late Game: Focus on catching him out with [Q] and [R]. Avoid his ult engages.
Key Tip: Track his movements and clear vision.
Taric
Pyke vs. Taric
Early Game: Avoid his stun ([E]) and sustain ([Q]). He’s tanky but slow.
Mid/Late Game: Focus on squishies. Taric’s ult can negate your burst, so flank carefully.
Key Tip: Bait his [E] before committing to fights.
Teemo
Pyke vs. Teemo
Early Game: Dodge his [Q] blind and [E] poison. He’s squishy but annoying.
Mid/Late Game: Focus on catching him out with [Q] and [R]. Avoid his shrooms.
Key Tip: Use sweeper to clear his shrooms.
Thresh
Pyke vs. Thresh
Early Game: Dodge his hook ([Q]) and avoid his all-in combo ([Q] + [E] + [R]).
Mid/Late Game: Focus on squishies. Thresh is tanky but lacks damage.
Key Tip: Bait his hook ([Q]) before engaging.
Tristana
Pyke vs. Tristana
Early Game: Avoid her [E] bomb and [W] jump. She’s squishy but mobile.
Mid/Late Game: Focus on catching her out with [Q] and [R]. Avoid her ult knockback.
Key Tip: Bait her [W] before committing to fights.
Trundle
Pyke vs. Trundle
Early Game: Trundle is strong early. Avoid his [Q] bite and [E] pillar.
Mid/Late Game: Focus on squishies. Trundle’s ult makes him tanky, so kite him.
Key Tip: Avoid extended fights with him.
Tryndamere
Pyke vs. Tryndamere
Early Game: Tryndamere is strong early. Avoid his [E] spin and [W] slow.
Mid/Late Game: Focus on squishies. Tryndamere’s ult makes him unkillable, so kite him.
Key Tip: Bait his [R] before committing to fights.
Twisted Fate
Pyke vs. Twisted Fate
Early Game: Dodge his [Q] poke and [W] stun. He’s squishy but has global pressure.
Mid/Late Game: Focus on catching him out with [Q] and [R]. Avoid his ult roams.
Key Tip: Track his movements and clear vision.
Twitch
Pyke vs. Twitch
Early Game: Twitch is weak early. Avoid his [W] slow and [E] burst.
Mid/Late Game: Focus on catching him out with [Q] and [R]. Avoid his stealth.
Key Tip: Use sweeper to reveal him.
Udyr
Pyke vs. Udyr
Early Game: Udyr is strong early. Avoid his [E] stun and [Q] burst.
Mid/Late Game: Focus on squishies. Udyr’s tankiness makes him hard to kill, so kite him.
Key Tip: Avoid extended fights with him.
Urgot
Pyke vs. Urgot
Early Game: Urgot is strong early. Avoid his [Q] poke and [E] flip.
Mid/Late Game: Focus on squishies. Urgot’s ult can execute, so kite him.
Key Tip: Bait his [W] before committing to fights.
Varus
Pyke vs. Varus
Early Game: Dodge his [Q] poke and [E] slow. He’s squishy but has strong poke.
Mid/Late Game: Focus on catching him out with [Q] and [R]. Avoid his ult root.
Key Tip: Bait his [R] before committing to fights.
Vayne
Pyke vs. Vayne
Early Game: Avoid her [Q] poke and [E] knockback. She’s squishy but scales well.
Mid/Late Game: Focus on catching her out with [Q] and [R]. Avoid her stealth.
Key Tip: Use sweeper to reveal her.
Veigar
Pyke vs. Veigar
Early Game: Dodge his [Q] poke and [E] cage. He’s squishy but scales well.
Mid/Late Game: Focus on catching him out with [Q] and [R]. Avoid his ult burst.
Key Tip: Bait his [E] before committing to fights.
Vel'Koz
Pyke vs. Vel'Koz
Early Game: Dodge his [Q] poke and [E] knockup. He’s squishy but has strong poke.
Mid/Late Game: Focus on catching him out with [Q] and [R]. Avoid his ult burst.
Key Tip: Bait his [E] before committing to fights.
Vex
Pyke vs. Vex
Early Game: Dodge her [Q] poke and [E] fear. She’s squishy but has strong burst.
Mid/Late Game: Focus on catching her out with [Q] and [R]. Avoid her ult engages.
Key Tip: Bait her [W] before committing to fights.
Vi
Pyke vs. Vi
Early Game: Vi is strong early. Avoid her [Q] engage and [E] burst.
Mid/Late Game: Focus on squishies. Vi’s ult can lock you down, so kite her.
Key Tip: Bait her [Q] before committing to fights.
Viego
Pyke vs. Viego
Early Game: Viego is strong early. Avoid his [Q] poke and [W] stun.
Mid/Late Game: Focus on squishies. Viego’s ult can reset fights, so kite him.
Key Tip: Bait his [W] before committing to fights.
Viktor
Pyke vs. Viktor
Early Game: Dodge his [Q] poke and [E] laser. He’s squishy but scales well.
Mid/Late Game: Focus on catching him out with [Q] and [R]. Avoid his ult burst.
Key Tip: Bait his [W] before committing to fights.
Vladimir
Pyke vs. Vladimir
Early Game: Vladimir is weak early. Avoid his [Q] poke and [E] burst.
Mid/Late Game: Focus on squishies. Vladimir’s sustain makes him hard to kill, so kite him.
Key Tip: Avoid extended fights with him.
Volibear
Pyke vs. Volibear
Early Game: Volibear is strong early. Avoid his [Q] stun and [W] sustain.
Mid/Late Game: Focus on squishies. Volibear’s ult can disrupt, so kite him.
Key Tip: Bait his [E] before committing to fights.
Warwick
Pyke vs. Warwick
Early Game: Warwick is strong early. Avoid his [Q] sustain and [E] fear.
Mid/Late Game: Focus on squishies. Warwick’s ult can lock you down, so kite him.
Key Tip: Bait his [W] before committing to fights.
Wukong
Pyke vs. Wukong
Early Game: Wukong is strong early. Avoid his [Q] poke and [E] dash.
Mid/Late Game: Focus on squishies. Wukong’s ult can disrupt, so kite him.
Key Tip: Bait his [W] before committing to fights.
Xayah
Pyke vs. Xayah
Early Game: Dodge her [Q] poke and [E] root. She’s squishy but mobile.
Mid/Late Game: Focus on catching her out with [Q] and [R]. Avoid her ult invulnerability.
Key Tip: Bait her [R] before committing to fights.
Xerath
Pyke vs. Xerath
Early Game: Dodge his [Q] poke and [E] stun. He’s squishy but has strong poke.
Mid/Late Game: Focus on catching him out with [Q] and [R]. Avoid his ult burst.
Key Tip: Bait his [E] before committing to fights.
Xin Zhao
Pyke vs. Xin Zhao
Early Game: Xin Zhao is strong early. Avoid his [Q] poke and [W] sustain.
Mid/Late Game: Focus on squishies. Xin Zhao’s ult can disrupt, so kite him.
Key Tip: Bait his [E] before committing to fights.
Yasuo
Pyke vs. Yasuo
Early Game: Yasuo is strong early. Avoid his [Q] poke and [E] dash.
Mid/Late Game: Focus on catching him out with [Q] and [R]. Avoid his windwall.
Key Tip: Bait his [W] before committing to fights.
Yone
Pyke vs. Yone
Early Game: Yone is strong early. Avoid his [Q] poke and [E] dash.
Mid/Late Game: Focus on catching him out with [Q] and [R]. Avoid his ult engages.
Key Tip: Bait his [W] before committing to fights.
Yorick
Pyke vs. Yorick
Early Game: Yorick is weak early. Avoid his [Q] poke and [E] ghouls.
Mid/Late Game: Focus on squishies. Yorick’s ult can disrupt, so kite him.
Key Tip: Avoid extended fights with him.
Yuumi
Pyke vs. Yuumi
Early Game: Yuumi is weak early. Avoid her [Q] poke and [E] heal.
Mid/Late Game: Focus on catching her out with [Q] and [R]. Avoid her ult root.
Key Tip: Bait her [W] before committing to fights.
Zac
Pyke vs. Zac
Early Game: Zac is weak early. Avoid his [Q] poke and [E] engage.
Mid/Late Game: Focus on squishies. Zac’s ult can disrupt, so kite him.
Key Tip: Avoid extended fights with him.
Zed
Pyke vs. Zed
Early Game: Zed is strong early. Avoid his [Q] poke and [E] slow.
Mid/Late Game: Focus on catching him out with [Q] and [R]. Avoid his ult burst.
Key Tip: Bait his [W] before committing to fights.
Zeri
Pyke vs. Zeri
Early Game: Zeri is weak early. Avoid her [Q] poke and [E] dash.
Mid/Late Game: Focus on catching her out with [Q] and [R]. Avoid her ult speed boost.
Key Tip: Bait her [W] before committing to fights.
Ziggs
Pyke vs. Ziggs
Early Game: Dodge his [Q] poke and [E] slow. He’s squishy but has strong poke.
Mid/Late Game: Focus on catching him out with [Q] and [R]. Avoid his ult burst.
Key Tip: Bait his [W] before committing to fights.
Zilean
Pyke vs. Zilean
Early Game: Zilean is weak early. Avoid his [Q] poke and [E] slow.
Mid/Late Game: Focus on catching him out with [Q] and [R]. Avoid his ult revive.
Key Tip: Bait his [W] before committing to fights.
Zoe
Pyke vs. Zoe
Early Game: Dodge her [Q] poke and [E] sleep. She’s squishy but has strong burst.
Mid/Late Game: Focus on catching her out with [Q] and [R]. Avoid her ult engages.
Key Tip: Bait her [W] before committing to fights.
Zyra
Pyke vs. Zyra
Early Game: Dodge her [Q] poke and [E] root. She’s squishy but has strong poke.
Mid/Late Game: Focus on catching her out with [Q] and [R]. Avoid her ult knockup.
Key Tip: Bait her [W] before committing to fights.
Aphelios
Ashe
Brand
Caitlyn
Corki
Draven
Ezreal
Hwei
Jhin
Jinx
Kai'Sa
Kalista
Karthus
Kog'Maw
Lucian
Lux
Miss Fortune
Nilah
Samira
Senna
Seraphine
Sivir
Smolder
Swain
Tristana
Twitch
Varus
Vayne
Veigar
Xayah
Yasuo
Zeri
Ziggs
Aphelios
Ashe
Brand
Caitlyn
Corki
Draven
Ezreal
Hwei
Jhin
Jinx
Kai'Sa
Kalista
Karthus
Kog'Maw
Lucian
Lux
Miss Fortune
Nilah
Samira
Senna
Seraphine
Sivir
Smolder
Swain
Tristana
Twitch
Varus
Vayne
Veigar
Xayah
Yasuo
Zeri
Ziggs
Champion Build Guide
Pyken's [Grandmaster] S15 Pyke Guide
By Pykings

I also have a Youtube & Twitch where you can find Pyke related contents :)
Introduction
Pyke Noob?
Abilities & Tips
Skill OrderPyke Abilities TLDR
Some Quick Tips
Runes, Items, and Summoners
RunesItems
Summoner Spells
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
Useful Pyke Links

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.



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.







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 him 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.

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, it's always better to have all 3 abilities at lvl 3.
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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 '


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.



There's 2 realistic ways to play Pyke Top.
A. You play standard where you farm and look to punish enemies. Push sides and rotate/tp to fights. Maybe solo kill the enemy top laner if you can hook them under tower. Don't get too attached to defending T1 tower if it means being able to impact the map elsewhere.
B. You cheese Bot Lane lvl 1 making it a 3v2 lane & roaming mid after or tp'ing back Top. This playstyle is much more fun but it relies on punishing enemies and isn't consistent.
Jungle: Entirely revolves around spam ganking early to obtain some form of lead since your jungle clear is non existent until

Mid: Extremely viable into certain matchups. However, there are just as many hard matchups as easy ones and Pyke Mid is entirely reliant on your Jungler & Support to gank your lane. You'll have to have in-depth matchup knowledge if you want to find success in the middle lane as Pyke.
ADC: Extremely OP as you'll be funneled gold and have even more kill setups from your support, jungle, and mid. You can skill check your counterparts with matchup knowledge that only you'd know. You'll have less experience than if you were in a solo lane but in return you have more sustain and can even start longsword refillables in most matchups for an early powerspike. The only downside to ADC Pyke is the occassional freak Supports you get, making your experience miserable.
Support: The most ideal role for Pyke as all adjustments are focused on this specified role for Pyke. Riot designed Pyke to be a Support, and will balance him around this particular role. Pyke Support is extremely reliant on an ADC who can match his aggression. If they can't, the lane is as good as over and you'll have to just abandom them because they're just not good enough. Unfortunately, this will create a toxic environment which can spiral into an early FF if everyone has a weak mental and low IQ (which is quite common). With that being said, pray that your ADC walks up when you do, grows a pair, and drops their ego.
Although I do have a good amount of games played on Pyke in every role, I won't be discussing off-meta roles for Pyke from this point onward, as my main focus will be fully directed on Pyke Support.
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.


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.


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.



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.
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Gone are the days where it was ![]() ![]() ![]() ![]() ![]() |
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Does more damage that ![]() ![]() |
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Perfect for an assassin as it'll help track unseen wards. It'll be consistently useful every game and will even reveal the ward for 10 seconds at lvl 11. |
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Having lower ult CD = more opportunities to kill = more winning team fights = more gold = more objectives = more wins |
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If you plan on building more expensive items in even/losing matchups (exp rushing ![]() ![]() ![]() ![]() |
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Hard losing matchups where you plan to roam. Good when combined with ![]() |
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Anti-burst, but can be overkill if you have ![]() ![]() ![]() |
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Into poke-heavy matchups. However, ![]() ![]() ![]() |
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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. |
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If you plan on building ![]() ![]() ![]() ![]() |
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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 ![]() ![]() ![]() |
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Great for healing after a takedown + extra gold on takedowns. However, it's just that and offers nothing else. ![]() |
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Combine with ![]() ![]() |
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If enemy team comp is tanky you will benefit much more from ![]() ![]() ![]() ![]() |
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Combine with ![]() ![]() ![]() ![]() |

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Boost your movement speed from ![]() ![]() ![]() ![]() |
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If you plan on playing safe ![]() ![]() ![]() ![]() |
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Great if you're running ![]() |
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Great for lowering CDS, especially when running ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Allows you to maintain dps to some extent after 3rd ![]() |
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Always have at least 1 ![]() ![]() ![]() |
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More dmg than ![]() |
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I usually avoid going ![]() ![]() ![]() ![]() ![]() |
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I usually combine ![]() ![]() ![]() is diminishing returns with no real noticeable difference pre lvl 7. |
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Ideally, you want to start with 2 ![]() ![]() ![]() ![]() ![]() ![]() |
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Infinite ![]() ![]() ![]() |
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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 ![]() |
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30 bonus AD and physical vamp on champs. |
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25 bonus true dmg when in combat. Does max turrent dmg. Uncommon but could be useful to take down towers. |
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Your core support item that offers 3 ![]() ![]() ![]() |
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Anti-burst & delayed aoe slow. You can wait for ![]() ![]() ![]() |
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Damage Amp for max dmg output. May need to replace late game for ![]() |
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Movespeed & healing for yourself and a nearby ally. Can be useful if you don't require anti-burst/dmg amp. |
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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 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Everyone knows ![]() ![]() ![]() ![]() ![]() ![]() |
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Great when splitting or when behind and need to check baron vision from afar. ![]() |
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Core item as you'll find yourself behind in tempo, missing skill shots, and getting out manuevered by enemies without it. You can rush ![]() ![]() |
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Great if there's alot of CC/Slow and ![]() ![]() |
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For anti-slow + constant movespeed. Combine with ![]() ![]() |
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Great counter if enemies are rushing lethality (esp if they're behind). ![]() ![]() |
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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, ![]() ![]() ![]() ![]() ![]() ![]() |
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Lower summoner cd for maximum snowball potential. Only go ![]() |
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You'll rarely find yourself needing extra atk speed but in cases where you want higher dps for backdooring/splitting, ![]() |
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An amazing item that synergizes perfectly with ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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For bonus lethality and extra all-in power. |
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An great item for![]() ![]() |
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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 ![]() ![]() |
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There will always be spells you can block with ![]() ![]() |
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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 ![]() ![]() |
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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. |
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Situational item to counter shields. Make sure you can reach the targets with shields before buying ![]() ![]() |
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Only go ![]() ![]() ![]() ![]() ![]() ![]() |
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Lowers your R cd whenever scoring a takedown (Scales off lethality). ![]() ![]() ![]() |

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Ideal armor pen item for ![]() ![]() ![]() ![]() ![]() |
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Counter to on-hit atk speed heavy champions. Only good when behind as tyere are many other items with better gold efficiency. |
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Counter to crit threats. Can be built at any point of the game. Active is an AOE slow. |
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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 ![]() ![]() ![]() |
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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. ![]() |
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Bonus Armor + AD (from HP conversion), 10 ability haste & hp regen. ![]() ![]() ![]() |
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Upgrade from ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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A more expensive version of ![]() ![]() ![]() ![]() |
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In the rare case you want armor, dmg & grevious wound over lethality. |
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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 ![]() |
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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 ![]() ![]() |
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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 & ![]() |
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MR, dmg, haste and passive enemy MR reduction. This is great into heavy AP with no burst threat whom are stacking MR. |
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Get ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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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 ![]() |
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For a new maximum threshold of 4 total ![]() ![]() ![]() |
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Armor/MR & Dmg from Hp conversion. ![]() |
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For Atk Speed, AD + more Ad from HP conversion, Atk Speed & on-active AOE Slow & Movement speed. |
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Should be your very last item upgrade for when you have ![]() |
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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. |
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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 ![]() ![]() ![]() ![]() ![]() |
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On-hit healing & crit. Generally a bad item as it's not cost-efficient but it can be good when combined with defensive items, ![]() ![]() |
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Max Armor Pen, AD & Crit. Can combine ![]() ![]() |
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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 ![]() ![]() |
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As forementioned, ![]() |

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In the rare case you need life steal, atk speed, and ad; ideally combined with another atk speed/wave clearing item. |


1. Edge for Zyra, Ashe & Swain. Can also block CC abilities from Rene & Skarner. Youmuu's for early roaming & speed active to prevent getting ran down by Ashe. Bloodsong bc I didn't need anti-burst and I benefit from more dmg due to 3 bruisers. Swifities for slow resis from Ashe & ability to dodge abilities & move freely in fights. QSS bc I didn't go Mercs & Edge isn't enough against their cc heavy team. Lastly, I built grudge bc we were 4 AD and they were stacking armor. I always recommend going Exh vs Ashe. I didn't go Ghost this game bc I benefit more with Flash to dodge lethal skill shots.
2. Umbrail, Mercs, DD, Celestial. I lack lethality but I'm extremely fed and my main goal is to not throw. My main threats are Kayn & Gwen. DD + Celestial will prevent Kayn from bursting me & Mercs is enough MR on top of the anti-burst from Celestial & DD to prevent Gwen from killing me. Swain has no burst so he's a non factor, and Sivir & Ali are both AD (armor from DD & Celestial). This setup offers a little bit of everything but DD on Pyke Support is usually not ideal due it costing 3.3k.
3. Youmuu's, Edge, Mercs, Locket, Celestial. I have an Ez vs a Syndra ADC, TF Support. We won lane, meaning Syndra & TF will never be able to kill Ezreal. This prompts me to build Youmuu's and perma roam & pressure the map. Edge is great into TF's gold card, Syndra's Stun, and Ivern's Stun - pretty much rendering them all useless against me. They can't kill me, and I can engage without fear. However, they do have a Fiora & Yi - both deals true damage and isn't really affected by Edge. This makes me go Locket as it's a cheap item that provides both armor & mr with an active shield to not only prevent me from dying to Fiora & Yi (whilst giving me MR for the other enemies), but also provide an AOE shield for my teammates to prevent Yi from popping off. It makes sense to go Celestial here as I want as much defensive stats I can get. Mercs for tenacity & MR since stacking anymore armor is useless. I also took cleanse this game bc of double stun bot lane + ivern root. As long as I'm not cc'd, they can't kill me.


1. Exhaust + Ghost to get on top of Jhin & Senna as they both are immobile but build movement speed items/runes. This setup also allows me to dodge crucial skill shots and look for a heavy lvl 1 trade. Swifities for combat speed to connect my E's with E + Exh stun combo (+Nimbus & Celerity) & Volatic Rush for E + AA oneshot combo with Bloodsong. Was building Opportunity next for more combat movespeed (this is before they removed movespeed from Opp). Jhin & Senna are essentially 2 squishy ADCs that are nimble. As long as I can get on top of them and snowball my lead, they have no chance.

1. Exhaust to counter Samira's all-in. Edge to counter TF, Ali, Zac & Sej. Randiun's b/c Samira is fed & I get oneshot wo (Steelcaps + Celestial for more defense). Topped w. Jak'Sho for even more armor & some MR for TF & Zac. Jak'Sho's Hp gets converted to AD so I get some needed AD in my build as well. In this game I was required to build these defensive items to not get one shot by Samira. With this build setup I could engage for my team without worry about dying.
2. Cait, Pyke vs Ez, Brand. We got an early kill so I decided to roam to shut down Akali before she hit 6. Ez and Brand can't outrange Cait so she can farm freely without me. Brand can't outroam Pyke so it's a win-win scenario. This explains why I went Symbiotic. After laning phase, Ez, Akali, Skarner, and Sett aren't exactly easy to assassinate so I went Umbrail to focus on clearing vision and setting up for vision. Edge is a great passive aggressive item as it allows to deny Brand's stun & other lethal abilities whenever I look to hook someone. Just don't let Ezreal proc your spell shield for free and it's fine. Edge can also block Akali's E, Skarner's Engage, and Sett's lethal abilities. I then go Eclipse because Akali isn't a threat so the shield will suffice. Eclipse also allows me to make short winning trades, withering the opponents down while countering the enemies' core HP items. Lastly, I went Bloodsong for more dmg amp & Serpent's Fang bc Sett was the only threat.

1-2. Here, I showcase 2 games where I went Tiamat as support Pyke. There are 2 cases where Tiamat Pyke Support is good.
A. You're ahead, enemy is playing safe, and you can farm jg camps/side lanes without setting your teammates behind.
B. You need some for of waveclear because of your team comp or b/c your Top Laner/Mid Laner aren't handling side lanes so you take it upon yourself to deal with the fed Trundle perma splitting uncontested.
You can upgrade your Tiamat if you want to fully comit to farming or you can hold onto Tiamat if you have another item you want to purchase that'll benefit your teamfighting power.

1. Steelplate for Irelia/Shaco since I already have Edge + Cleanse for Lux/Blitz/Fiddle. Umbrail + Vigilant Wardstone + Oracles to counter Shaco & Fiddle.
2. ADC Pyke
3. I was our only form of engage and I clearly wasn't having the best time this game. Not much to learn from this game except going full glass cannon when behind and hope for the best.
4. ADC Pyke
5. Hubris > Profane w. Celestial Build. Got an early lead, enemy played safe, I wanted late game insurance. Hubris gives me late game insurance while Profane allowed me to continue to snowball my lead as I farm our jg and our jgler farms the enemies' jg. Mercs for tenacity + MR. And I was building Voltaic to get on top of the squishies and even the bruisers. Note that I almost always pair Voltaic with Edge as it enables me to E + AA (Voltaic Slow) into stun without being cc'd mid-combo.
6. Edge rush into Naut.

1. Edge into Naut, Knight's Vow for Armor to counter Aphelios Lethality (esp when he's already behind) while providing some protection to my Jinx. Mercs for tenacity + MR & Negatron Cloak + Celestial to counter Syndra's burst. Cloth armor as a recipe item for Jak'Sho as I already have armor & MR items, allowing Jak'Sho to give me defense amp & bonus AD from HP conversion.

Solstice Sleigh bc I didn't need anti-burst or dmg amp & would benefit from extra move speed + healing.

Umbrail + Vigilant + Oracles to counter Fiddle & Teemo. Edge to counter everyone but Lucian. Mercs to counter everyone but Lucian. Bloodsong for dmg amp against Rene Mid & TK Supp. Cloth Armor for some resis against Lucian/Rene as I don't have Celestial.


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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 ![]() |
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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. ![]() ![]() ![]() |
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Viable replacement for ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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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 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

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Gives you an extra layer of security and an element of surprise. However, in Patch 14.22, ![]() ![]() |
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Honestly, I can't really complain too much on Pyke skins aside from the fact that they always nerf Pyke before dropping a skin.




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.





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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 basic skin had set the bar very high for all of his other skins to come.

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.




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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.




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.
Pro:Insane mobility (W & E)
Pro:Low Q Cooldown (Lowest base cd for hook)
Pro:No mana problems (As long as you don't waste/overstay)
Pro:Extremely versatile
Pro:High skill ceiling (Skill shots, Combos, Adaptability)
Pro:Great skins (Empyrean & Ashen)
Pro:Great High Elo (But also high ban rate)

2. Pyke's W (



3. Pyke's Q (




4. Pyke's Q (


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:


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.
Con:Self-slow (Q)
Con:75% skill shots
Con:Telegraphed abilities (Q, W, E, R - all have warnings)
Con:Team comp reliant (Cannot solo carry)
Con:Extremely squishy (Cannot build bonus HP)
Con:Hard to master
Con:Constantly nerfed (Riot does'nt like it when Pyke becomes independent)
Con:Terrible Low Elo (Reliant on teammates + falls off)
Con:Meta reliant (Hard to play when counter matchups are meta)

2. Pyke's Q (

3. All of Pyke's abilities that deals damage is a form of skill shot (Q, E, R).
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 diff
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



7. Hard to master (Need 100+ games to gain full confidence)
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 dependent on his teammates' ability to play around him and close out a winning game. The lower your teammate's overall IQ, the higher odds of you losing. In lower elos, champions who fall off as hard as

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.
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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, then 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



Always have 1 control ward placed on the map and buy another if you think they can easily clear it. Get


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






Don't facecheck when your

Be patient and wait for your moment to strike. Also don't forget to buy Elixirs if you're just sitting on 500 gold.




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

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





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 ***itance: 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


You won't know who has


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.
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I'll be taking a break from grinding League, so everything in this guide won't be completely up to date. However, Pyke's fundamentals and game macro will most likely stay the same and will unlikely be affected due to minor game changes. I'm open to any feedbacks/suggestiond and hopefully you learned a thing or two from my guide!
Introduction | Thoughts on Pyke In Each Role | Pyke Noob?
Useful Pyke Links
Abilities & Tips
Skill Order | Pyke Abilities TLDR | Some Quick Tips
Getting to Know Pyke
Pyke Skins Tier List IMO | Settings | 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 Game | Mid Game | Late Game
Things You Must Learn, Apply, and Understand (Created w. AI)
Vision Control | Tempo | Roam Timers
If You Want To Be More Than Just Average
Think Like An Assassin | Misdirection | Things You Should Know | Using Smart Pings | Flash Timers | Be like water, learn to adapt
Different Runes, Items, and Summoner Combos & Descriptions
Runes | Items | Summoner Spells
1. Basic Gameplay Terminology
1.1 Champion
Definition: The character you control in the game, each with unique abilities, strengths, and weaknesses. Examples include Ahri, Yasuo, or Garen.
1.2 Lane
Definition: A designated path where minions spawn and where champions generally farm and fight. There are three main lanes:
Top Lane: The lane located in the top half of the map.
Mid Lane: The central lane, typically where the mid-laners (mages, assassins) play.
Bot Lane: The bottom lane, usually where the ADC (Attack Damage Carry) and Support are played.
1.3 Minions
Definition: AI-controlled units that automatically spawn and march down the lanes. They provide gold and experience when killed.
1.4 Nexus
Definition: The primary objective of the game—destroying the enemy’s Nexus is how you win. It’s located in each team’s base.
1.5 Turret (Tower)
Definition: Defensive structures in each lane that attack enemy minions and champions. They protect your base and objective locations. There are Outer, Inner, and Inhibitor turrets.
2. Objectives & Map Features
2.1 Dragon
Definition: A powerful neutral monster located in the bottom half of the map. Killing it gives your team buffs that last for a period of time. There are different types of Dragons: Infernal, Mountain, Ocean, Cloud, and Chemtech.
2.2 Baron Nashor
Definition: A large, powerful neutral monster located in the top half of the map. Killing Baron gives your team a Baron buff that enhances minions and provides additional combat power for champions.
2.3 Rift Herald
Definition: A neutral monster found in the top side of the map, it grants your team the Rift Herald buff, which can be used to charge at turrets for a significant push.
2.4 Inhibitor
Definition: A structure located inside the enemy’s base. Destroying an inhibitor causes super minions to spawn in that lane.
2.5 Jungle Camps
Definition: Groups of neutral monsters scattered around the jungle that provide gold, experience, and buffs when killed. Examples include:
Red Buff: Grants extra damage and burn effect.
Blue Buff: Grants cooldown reduction and mana regeneration.
Wolves, Raptors, Krugs, etc.
3. Roles & Positions
3.1 Jungler
Definition: The player who roams between the lanes, farming neutral camps in the jungle, and helping other lanes through ganks. The jungler is responsible for securing objectives like Dragon and Baron.
3.2 ADC (Attack Damage Carry)
Definition: A champion usually played in the Bot Lane whose primary job is to deal high amounts of sustained physical damage (auto-attacks) as the game progresses. ADCs typically rely on items to scale up.
3.3 Support
Definition: A player who works alongside the ADC in the Bot Lane, providing utility, crowd control, healing, shielding, or setting up kills. Supports are generally not focused on dealing damage but instead helping their team.
3.4 Top Laner
Definition: The player who plays in the Top Lane. Top laners typically play tanky, bruiser, or split-push champions, and their role is to manage their lane and occasionally join team fights or objectives.
3.5 Mid Laner
Definition: The player who plays in the Mid Lane. Mid-laners often play high-damage champions like mages or assassins and are responsible for controlling the map and securing objectives.
4. Key Terms Related to Strategy & Tactics
4.1 Farming
Definition: The act of last-hitting minions to gain gold and experience. Farming is crucial for gaining an advantage over your opponent.
4.2 CS (Creep Score)
Definition: A term used to refer to the number of minions a player has killed (farmed). It is a way to measure a player’s gold income and lane performance.
4.3 Gank
Definition: A surprise attack on an enemy champion by a teammate, usually from the jungler, to secure a kill or force the enemy to recall.
4.4 Rotation
Definition: Moving between lanes to help your teammates, especially after pushing your wave or during objectives. Rotations can be crucial for securing kills or objectives.
4.5 Snowballing
Definition: Gaining a lead and using that advantage to extend it further, usually through kills, objectives, or pressure. When a player or team "snowballs," they get progressively stronger.
4.6 Split-Pushing
Definition: A strategy where a champion (usually with high mobility or wave-clear) pushes a side lane while the rest of the team creates pressure elsewhere, usually to draw enemy attention or create opportunities to take objectives.
5. Combat & Abilities
5.1 Ult (Ultimate Ability)
Definition: A champion’s most powerful ability, usually unlocked at level 6, though it can sometimes be unlocked at higher levels. Ultimates can have a game-changing impact, like securing kills, healing the team, or altering the battlefield.
5.2 CD (Cooldown)
Definition: The amount of time a champion must wait before using an ability again. Managing cooldowns is key to effective combat and skill usage.
5.3 Auto-Attack
Definition: Basic attacks performed by your champion without using abilities. This is the primary source of damage for ADCs and auto-attack-based champions.
5.4 CC (Crowd Control)
Definition: Abilities that disable or hinder enemy champions. Common types of CC include:
Stun: Temporarily disables a champion, preventing all actions.
Slow: Reduces movement speed.
Knock-Up: Launches the enemy into the air, rendering them immobile.
Root: Prevents the enemy from moving but they can still attack and use abilities.
5.5 Zoning
Definition: Using your abilities or positioning to deny the enemy space, making it harder for them to engage, farm, or move freely.
6. Items & Builds
6.2 Build
Definition: The selection of items a champion builds during the game. Builds can vary depending on the champion, the game state, and the opponent.
6.2 Boots
Definition: Items that grant additional movement speed. Each champion typically buys one pair of boots at some point in the game.
7. Map Awareness & Vision
7.1 Ward
Definition: An item that provides vision in a specific area. Wards are used to help teams see enemy movements, objectives, and jungle paths. The most common wards are:
Stealth Ward: Invisible ward placed on the map.
Control Ward: A visible ward that provides vision and disables enemy wards around it.
7.2 Sweeper (Oracle Lens)
Definition: A trinket that allows the user to detect enemy wards and traps, helping to clear vision or prepare for a fight.
7.3 Fog of War
Definition: The areas of the map not in your team's vision. You cannot see anything in these areas unless you place a ward, use a spell with vision, or reveal it with another method.
8. Team Play and Communication
8.1 Ping
Definition: A communication tool used to alert your team to important events or requests. Common pings include:
MIA (Missing In Action): When an enemy laner is missing from lane.
SS (Summoner Spells): Indicates the status of an enemy’s summoner spells.
Ping for Help: Requesting assistance from teammates.
8.2 Tilt
Definition: A state of emotional frustration that negatively affects gameplay. Being tilted can lead to poor decision-making and plays.
8.3 GG (Good Game)
Definition: A common term used at the end of a match to congratulate everyone, win or lose.
8.4 AFK (Away From Keyboard)
Definition: A player who is not present or inactive during the game.
Conclusion
Understanding the terms and vocabulary used in League of Legends is essential to improving your gameplay and communicating effectively with your team. Whether you’re discussing objectives, strategies, or item builds.
(I used A.I. to help create this Chapter.)
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