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Recommended Items
Runes:
Resolve
Precision
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Ignite
Items
Ability Order
Gift of the Drowned Ones (PASSIVE)
Pyke Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Morgana
Ban Morgana before picking Pyke.
Ideal
Strong
Ok
Low
None
Champion Build Guide
Summary


Laning
Pyke wants to play out the early levels fairly passively. It's either you are landing a high value hook, or doing nothing.
Pyke has an easy time escaping ganks so long that his E
Phantom Undertow and W
Ghostwater Dive are up.
- Stay in the Bot lane, roaming early isn't very valuable you can move to assist your jungler be try and stay bot and get level 6 as fast as possible.
Mid Game
- You want to stay in a lane, every level after level 6. Every level you gain will add to your execute range with
Pyke's R
Death from Below.
- When you can move with your jungler to gank a lane or start a fight in the Jungle. Avoid moving alone or starting fights without allies nearby.
- Carry multiple
Control Wards to deny vision from the enemy to easily catch them out.
- Let allies engage and look to show up to fights, rather than over force them yourself.
Late Game
- Late Game you want to look to abuse the fog of war with
Control Wards. Set Up in a bush to land a hook
Bone Skewer to pull enemies into your team.
- If you don't have be your team's main engage consider staying on your ADC and waiting for fights be in position to ULT
Death from Below low targets.
- Carry multiple
Control Wards to deny the enemy vision on
baron or around it
- Don't get caught,
Pyke is very squishy and can't tank multiple enemies.
Author

Sawyer Nelson
This guide was written by Sawyer Nelson on November/24th/2018 for free, with the purpose of educating those interested. If you want to show your appreciation you can do so by Donating via [PayPal] or following Sawyer's Social Media:
Pyke
![]() |
![]() ![]() ![]() |
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Pros + High Damage Support + Strong Healing & High Base Health + Execute ULT ![]() + Great for Solo Queue |
Cons - Burstable / not very tanky - Long Cooldowns on Abilities - Bad Laning Phase - Telegraphed Hook (enemies see the windup |
Summoner Spells
![]() |
IGNITEDamage![]() ![]() |
![]() |
FLASHFlash is standard on most champions, Pyke is no exception. Pyke has the added benefit of playmaking with![]() Charged Q ![]() ![]() E ![]() ![]() ![]() ![]() ![]() |
Runes
Summary
These Runes aid





Aftershock
|
![]() ![]() Other damage keystones don't offer anything widley valuable to ![]() ![]() |
demolish
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![]() |
Bone Plating
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![]() ![]() |
Unflinching
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Unflinching gives you Slow Resist & Tenacity when you are fighting, also gives you value when your Summoner Spells are down. Works great in combination with ![]() |
Presence of Mind
|
![]() ![]() ![]() ![]() |
Legend: Tenacity
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Tenacity that builds up for minion kills, assist and Champion Kills. Tenacity in combination with ![]() ![]() |
Abilities
Abilities






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![]() When ![]() ![]() This gives you lots of healing in the laning phase, and is crucial to make use of in team fights when you dip in and out. This also limits what items are effective on ![]() |
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![]() Ghostwater Dive ![]() |
|
![]() ![]() |
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![]() Death From Below Pyke blinks to and executes low health enemies, allowing him to cast this spell again and granting additional gold to an ally who assists. You gain extra damage on execute range. |

Start Q

Start E


Combo
Pyke's "Guaranteed" Combo is:
E



You can add


Pyke's neutral combo is:
Q



You have to be spamming the E key as you land a Q


After you pull the enemy be ready to flash to connect the stun from E

During the laning phase position to the side of the minion wave or wait for the wave to be cleared before, then throw a


You can try and play in the bushes, if you get the enemy support to mirror your movement and sit in the bot lane bush, than you can land a charged Q

Any



Items
Itemization for
Pyke is mostly damage items because his passive
Gift of the Drowned Ones. He can build Health items, but the health will be converted into Bonus Attack Damage instead. So
Pyke is limited in effective itemization. Although you can build defensive items you might as well play other supports if you itemize in similar ways on
Pyke with items such as
Zeke's Convergence,
Knight's Vow, etc.






Starting Items
Relic Shield gives you some supportive capability because of it's heal to your ADC.
Relic Shield also helps you stack
Legend: Tenacity. You also gain control over the minion wave because of the Execute on minions use it wisely.







Standard Order
> targon's brace >
>
>
>
There isn't much variation in the build. After first recall you can purchase
Refillable Potion and
Control Wards.





There isn't much variation in the build. After first recall you can purchase


CORE BUILD
![]() |
![]() |
![]() |
Similar to ![]() ![]() |
![]() |
Generally as a 3rd item ![]() ![]() |
![]() |
Offers Attack Damage, Magic Resist, and Cooldown Reduction. Gaining a Magic Shield when low on health also makes you tankier than you otherwise would be with just Magic Resist. |
SITUATIONAL ITEMS
![]() |
You can purchase ![]() ![]() |
![]() |
![]() |
![]() |
Mid - Late Game you can sell ![]() ![]() ![]() |
Gameplay
Early Game
The laning phase is simple for







Ganks






1st recall purchase



During the laning phase


Mid Game
Mid game is when multiple towers go down on the map, or champions start moving around the map.




Your Macro skill will allow you to perform in the Mid Game as vision and map movements are how you gain advantages at this stage in the game. Watch the Minimap, watch the minimap, watch the minimap. Move your camera to see where enemies are moving. Keep the enemy jungler potential location in mind. When you are moving around the fog of war play mindfully, think about who can be where you are going, understand the risk, and don't take the risk when it is too high. Would you walk in the enemy jungle when you have no wards in the river, the entire enemy team is missing and your allies won't be behind you? Of course not.
The best way to start fights Mid Game are by setting up in the fog of war with a


So some basic goals for Mid game are:
- Defend ADC in lane so they can CS, and you can get experience / gold yourself
- Move with Jungler to start plays
- Watch the map to respond to plays being made
- Take objectives such as Dragon or Rift Herald with your Jungler when you have control of the map.
- Wait for your allies to start fights then assist them rather than trying to put the entire game on 1 hook.
Late Game





Don't be ARAMing the entire late game either, if you aren't warding or playing around the fog of war you are just showing yourself to the enemy and hoping they walk into you. It's a lot more valuable to make the enemy miss position when trying to ward the area you would be in, than it is to move at them down the mid lane because they showed up on your screen.


Regardless of the game state if you get a good fight you can execute enemy after enemy with


GENERAL GAMEPLAY
Roaming
Roaming on any support is pretty simple, it's when you take a timing window in which your ADC is safe to have an impact somewhere else on the map.
So when should you roam is very, very easy don't overthink it, and don't over do it.
- When the Bot Lane wave is pushed into the enemy tower
- When you have recalled and can move to any lane
- When your ADC is dead / recalling and you would be alone bot lane
- When the enemy laners are pushed up
These are all good times to roam, how effective that particular roam will be is affect by literally everything on the map, the minion wave positions in Bot lane & the lane you are ganking, the likelihood of the gank, the HP, Mana, level values of your ally laner compared to the enemy laner. Moving with your Jungler also helps pull off a gank. Some ADC champions such as


When you do get a roam off, look to either recall and reset bot, or to immediately walk back to the bot lane. Do NOT overstay doing pointless things.
When you leave lane you will also be missing out on gold and experience. The longer you stay in Bot Lane the more levels and gold you will have.
ADC's ability to follow up.
Different ADCs will be able to follow up on


What's more important for you to practice is not only watching the enemy bot laners and trying to punish their mispositioning with an engage, but also watch your Ally ADC to see if they will be near you to follow up on your

With any



The power of

So simply put, don't engage when your ADC in a million miles away from you in lane or you will be wasting your time.
Warding
Defensive
Defensive warding is warding on your side of the map
Neutral
Neutral Warding is in the river / lane bushes.
Offensive
Offensive warding is warding into the enemies side of the map (past the river).
When you should or shouldn't ward depends on your allies location and the enemies location / potential location. Look at the map and think.


Throughout the Mid - Late game there will be moments of no action in which it is optimal for you to drop 3 wards around an objective, then recall to refresh the ward count on your Support item and return to your team.
Fighting
Since
Pyke's abilities are fairly offensive, and he can maenouver / reposition so easily in fights it can be not so linear to understand how to use his abilities correctly depending on the game state and how a fight is going.
For example it's very common to see a
Pyke pull targets towards his allies that are low, and then for that enemy target to kill
Pyke's ally. Simply because the thought or experience isn't there, all that's going through that player's head is that they should be landing a hook.
So if a enemy is chasing down your low health ally the actually play is let them move past you or stealth around them with W
Ghostwater Dive, then pull the enemy towards you; away from your ally.
Pyke's Q
Bone Skewer 90% of the time you will be casting it as a pull, but it can also be cast a Stab with the stab dealing more damage. It's not fairly obvious when to cast the pull or the stab. The stab is obviously for more damage, but pulling an enemy closer to your allies deals MORE damage most likely than the stab. You can also be in the rare opportunity in which the stab will hit multiple targets, there for slowing multiple enemy champions rather than just 1 with a pull.

For example it's very common to see a


So if a enemy is chasing down your low health ally the actually play is let them move past you or stealth around them with W



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