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Pyke Build Guide by EVElution

Support platinum

Sink 'em all Pyke OTP

By EVElution | Updated on February 20, 2020
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Runes:

Domination
Hail of Blades
Cheap Shot
Eyeball Collection
Relentless Hunter

Resolve
Demolish
Second Wind
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

LeagueSpy Logo
Support Role
Ranked #25 in
Support Role
Win 49%
Get More Stats
Hi pyke players :D im a last season dia pyke otp and wanna teach you how to play pyke better. im not challanger and know anything but i can help you very good with pyke specific mechanics. check out my twitch channel https://www.twitch.tv/hungryharpooner. i play only pyke (if he is not picked/banned) and can answer your questions if you dont understand anything in this guide :) my english skills are not the best but i try ^^
PROS + high mobility
+ safe deepwarding without a big risk to die
+ high dmg
+ ez snowballing with 900 gold per ulti kill
+ good early and midgame
+ high sustain
+ very funny to play :D
- useless if u are not a playmaker and risky player ;)
- dead if e got interrupted
- hard lategame
- Squishy
- hard to lane vs counters like morgana, soraka, lucian, ezreal, sivir...
CONS



Starting items

Steel Shoulderguards: obviously u start with this support item 2 pots and a warding trinket. sometimes if i wanna go very aggressive in early game i start with sweeping item to zone and hook them better. communicate that with your adc and let him ward if u cant track the jgler ;)


Rush
this item is in the best case your first buy item after your first back. pyke is one of the best supporter to roam and support other lanes. combined with your W are these boots your chance to roam everytime after you go back. help your adc to push the lane if u wanna go back but try to backport 5-10 secs before he do and you can roam, ward and come back to your lane when he arrives.

you got a lot of burst dmg and lethality with this item but the best is that you can run with your w to an enemy and autoattack him to slow him down to hit your harpoon(q) better. buy this item before buy umbral glaive if you win hard and try to snowball faster.
VS
choose this item first if you dont win your lane and try to ward/clear wards faster with this item. instantly switch to a sweeper trinket if u dont alrdy done it because u kill wards instantly with this item but also with a sweeper trinket. if a enemy ward near you just onehit that ward away :D. just try to clear wards and pinkwards nearly everytime because you are a escape god with pykes w and e.


Use your brain
is very good in longer fights vs one enemy but the most important thing is that you can heal yourself in lategame by hitting minions. yea pyke have a lot of sustain after getting damage but its not enough in lategame and if u dont have a toplane soraka/sona you need to heal yourself. or just go back.
its very good to shred tanks.
it revive you and its fa
if your enemies got a lot of ap damage this item is your best choice to avoid getting bursted by lb/syndra...
combined with mobi boots and your w spell its a very good item to run down mid. ahh i mean to ward and roam faster. sry im not funny but this item is very nice on pyke. :)
with this item you get a lot of ad. you build this item if your enemys have a big cc ability to stop your engage. it let you ward/clear wards safe without getting hit by one cc abillity and die.



Keystone


hail of blades
  • Hail of Blades: after dont attacking for 4 secs(perfekt to use with your w) you can attack 3 times very fast. if u hit your stun u can easy hit all 3 autoattacks and you do more dmg than with electrocute and dark harvest. in a long fight u can use your w to recover health and try to wait 4 secs to recover your
    hail of blades to do the most dmg.

electrocute
  • Electrocute: its easy to proc with q + e + auto but hail of blades got more damage


Fleet Footwork
  • Fleet Footwork: Fleet footwork basicly works like Statikk Shiv. When its fully charged and you attack an enemy you get some hp and movementspeed.the heal is based on your level and attack damage. Fleet footwork gives you pretty good sustain early game and even in late is this rune pretty good because it scales with your attackdamage and level and heals you even more. Try to have short trades with your enemy especially if they use press the attack. Try to use your fleet footwork prog on enemy champions because the heal is higher. Just stop fighting after you progged it so they cant prog press the attack on you. If they prog press the attack on you they basicaly won the trade. If the enemy uses fleet footwork to you can look out if he progs it on minions, if that is the case you can trade better against him because you´ll get a good heal from your fleet footwork on him. You can combine this rune pretty good with overheal because you´ll get a shield from overheal if you are fulllife.

Conclusion: Lethal Tempo looks interesting for kalista but i would prefer Press the Attack. The 12% bonus damage while pulling out the spears are very usefull and for people who arent that confident with attackmove, the high attackspeed from lethal tempo could be a bit hard to play. but its your decision which rune you prefer. but dont use fleet footwork... this rune suck hard after patch 8.11


Slot 1

Overheal
  • Overheal: healing while beeing fulllife adds a shield with a value of 10% of your max hp +10 health as shieldcapacity.
    40% of your own and 300% of your teammates healing gets counted as shield. This rune is pretty nice if you use
    bloothirster or Blade of the ruined king as first item. You can combine this rune with fleet footwork too, its a good
    rune if u got a heal sup and you prefer a passiv laning phase.


Triumph
  • Triumph: This rune gives you 12% of your HP back and 20 bonus gold after a kill. This rune can save your life because those
    12% hp may save you from the second botlaner or a jungler. You can survive a ignite or a redbuff because of this too but
    remember that ignite will halfes the hp gained, you´ll only gain 6% health back. And 20 more gold are always good.

Conclusion: overheal would be good too if you got a good matchup and you got the right support but i would still prefer triumph because this rune is very strong and saves you more often than you think.


Slot 2

Legend: Alacrity
  • Legend: Alacrity: this rune gives you 3% attackspeed and for each stack additional 1,5%. You get stacks for champion,monster and minionkills.
    This rune is pretty usefull for every adc and its fully stacked pretty fast. The rune gives you up to 18% attackspeed and
    why would you ever say no to 18% attackspeed as an adc?


Legend: Bloodline
  • Legend: Bloodline: This rune basically works like the attackspeed rune but for lifesteal. It gives you 0,8% lifesteal per stack up to 8%.
    This rune is pretty good if you dont want to buy lifesteal or only pretty late. This rune works good with overheal because
    this lifesteal will generate a shield for you.

Conclusion: most of the time Legend: Alacrity will be better but if you want to buy lifesteal pretty late Legend: Bloodline
would be decent too.


Slot 3

Coup de Grace
  • Coup de Grace: with this rune you do 7% more damage on enemys below 40% health and you´ll gain 9 AD for 10 seconds after a kill.
    Coup de Grace is good to finish off enemys that are already low on health. Especially good on botlane because you can
    kill the second botlaner better with the ad buff after finishing the first one off.

Conclusion: Coup de Grace is the only relevant rune for adc in the current patch.


Slot 1/2

Sudden Impact
  • Sudden Impact: you get 10 lethality when you use a dash,a flash or exit invisibility. This effect has a 4 second
    cooldown. When you got a champion with invisibility or dashes Sudden Impact a very strong rune.


Eyeball Collection
  • Eyeball Collection: For each stack you get 0,6 ad and you can get up to 20 stacks. If you reach
    20 stacks you get additional 6 ad on top. You get 2 stacks for a kill and 1 stack for a assist and 1 for destroying a
    ward. Eyeball Collection is pretty good to raise your ad and snowball.


Ravenous Hunter
  • Ravenous Hunter: you get 2,5% spellvamp and 2,5% additional for each champion you kill the first
    time or assist at the kill. Ravenous Hunter can be pretty usefull if you do a lot of damage with your abilitys.


Conclusion: I would use Eyeball Collection and Sudden Impact. Sudden Impact has a
good synergie with kalistas dashes and Eyeball Collection is just stronger than Ravenous Hunter.


Martial Poise (Passive)


TARGET RANGE: 250 / 300 / 350
MARTIAL POISE: Kalista's basic attacks have some special interactions:

Deal 90% AD physical damage.
Miss if she loses sight of her target before they hit.
Cannot cancel their wind-up except by selecting a new target within range.
Dashes in the target direction after issuing a movement command during a wind-up or right after casting Pierce.
The wind-up while dashing is only reduced by 0.66% per 1% bonus attack speed compared to the standard 1% per 1%.
Additionally, Kalista begins the game with The Black Spear, a unique item.

With adc´s you would always kite while running away or chasing somebody, with kalista its even better because of her dashes so use them. The dashrange gets increased with boots so dont be afraid to get them pretty early. Dont overextend you are still vulnerable to cc. You can combine Martial Poise with Pierce to jump over small walls or to position yourself better. You are very good protected in the laning phase because of Martial Poise and you are not really affected by minionblock. You can dodge stuff like ezraels Q or jinx W without any problems. Dont be to predictable with your jumps.

Pierce (Q)

RANGE: 1150
SPEED: 2100
COST: 50 / 55 / 60 / 65 / 70 MANA
COOLDOWN: 8
ACTIVE: Kalista hurls a fast and narrow spear, dealing physical damage to the first enemy hit.
If Pierce kills its target, the spear continues onward, transferring all of the dead victim's Rend stacks to the next enemy
it hits. This can repeat indefinitely until the spear reaches its maximum distance.

10 / 70 / 130 / 190 / 250 (+ 100% AD)

You can use Pierce to get away from enemys combined with your dash if you are not in autoattack range. Use Pierce to dash over small walls. Pierce has a higher range than your autoattacks so try to attack enemys first with your autoattacks an if you can finish him with Rend use your Q to dash in any direction to hit from the distance.

Sentinel (W)

RECHARGE TIME: 90 / 80 / 70 / 60 / 50
COST: 20
COOLDOWN: 30
PASSIVE - SOUL-MARKED: While Kalista and her Oathsworn are near each other, she gains bonus attack damage. Additionally, their basic attacks apply Soul-Mark to their targets.
If both apply Soul-Mark within 2 seconds of each other, the target takes bonus magic damage, capped against non-champions, and cannot be Soul-Marked for 10 seconds. Soul-Mark executes minions below 125 health.

BONUS ATTACK DAMAGE:
5 / 10 / 15 / 20 / 25

BONUS MAGIC DAMAGE:»
5 / 7.5 / 10 / 12.5 / 15% of target's maximum health
Dont forget to use this ability it has like no mana cost and will warn you from ganks pretty early. Try to focus the same guy with your support because you´ll get bonus damage.

Rend (E)

COST: 30 mana
COOLDOWN: 14 / 12.5 / 11 / 9.5 / 8
PASSIVE: Kalista's basic attacks and Pierce each lodge a spear in her target for up to 4 seconds, stacking up to 254 times.
ACTIVE: Kalista rips all lodged spears from nearby enemies, dealing physical damage and slowing them for 2 seconds, with spears beyond the first dealing reduced damage.
Rend resets its cooldown and refunds mana if it kills at least one target.

PHYSICAL DAMAGE:»
20 / 30 / 40 / 50 / 60 (+ 60% AD)

SLOW:
25 / 30 / 35 / 40 / 45%

MANA REFUND:
10 / 15 / 20 / 25 / 30


Some enemys wont expect the burst from this ability so try to learn how much damage you´ll do with it. Sometimes its better to pull them out without last hitting your enemy with it because Rend slows on the highest level 45% and lets you do additional autoattacks. With Rend it should be really easy to farm for you and you get mana back and reset the cooldown if you lasthit a minion with it. But dont forget that Rend costs 30mana and you only get 10 Mana back on the first level. On the highest level you get 30 mana back from it. So always be aware of your mana.


Fate's Call (R)

TARGET RANGE:1100
EFFECT RADIUS: 1200
COST: 100 mana
COOLDOWN: 150/120/90
ACTIVE: Kalista draws her Oathsworn ally next to her, placing them in Stasis icon stasis for 4 seconds.
During Fate's Call, Kalista's Oathsworn can click on the target location to launch there, stopping at the first enemy hit, Airborne icon knocking up all surrounding enemies and landing themselves at their basic attack range relative to the target hit.

KNOCKUP DURATION:
1.5 / 1.75 / 2

You can use Fate´s Call in different ways. You can use it to save your support from dying or use it to engage a fight. Its important to harmonice well with your support because like with tham kench´s W it can happen that the support and the adc want different things. To use engage this way its important to have a fitting support for this.. throwing a braum into the enemys is way more fun than throwing a soraka into the enemys (;
League of Legends Build Guide Author EVElution
EVElution Pyke Guide
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