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Pyke Build Guide by Vapora Dark


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League of Legends Build Guide Author Vapora Dark

Vapora and Skittle's Guide To Pyke

Vapora Dark Last updated on October 13, 2018
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Cheat Sheet

Pyke Build

Resolve
LoL Path: Resolve
LoL Rune: Aftershock
Aftershock
LoL Rune: Bone Plating
Bone Plating
LoL Rune: Chrysalis
Chrysalis
LoL Rune: Unflinching
Unflinching

Domination
LoL Path: Domination
LoL Rune: Sudden Impact
Sudden Impact
LoL Rune: Relentless Hunter
Relentless Hunter
Bonus:

+15-135 Health (at levels 1-18) and +9 ability power or +5 attack damage, adaptive

LeagueSpy Logo
Support Role
Ranked #30 in
Support Role
Win 50%
Get More Stats

Ability Sequence

1
4
5
7
9
Ability Key Q
3
14
15
17
18
Ability Key W
2
8
10
12
13
Ability Key E
6
11
16
Ability Key R

-Table of Contents-

Hey guys, I'm MSF Vapora Dark, a guide-writer and sponsored streamer for Misfits Gaming. I've been an EUW D1-Master level player since season 4, and have been writing guides since 2011. I'd like to think that I'm pretty good at it. My guides total over 50 million views!


Vapora Dark
Pyke is a very unique champion in that he's a support but doubles as an AD assassin whose kit revolves around taking kills. Converting all HP into AD makes him very squishy after the first 10 minutes or so even though he has the highest base HP in the game. Designed around snowballing hard with pick potential a Pyke player must understand when he can all in and kill someone for the benefit of his team. His ultimate is not only an execute but a reset meaning he doesn't fall off when it comes to teamfighting like a lot of other assassins and proper utilization of his hook/stun/execute will differentiate the bad Pykes from the good ones.

This guide was a collaboration with Vicious Skittle, who wrote the vast majority of the guide. We hope that this guide can help teach you a few things about Pyke that you'll be able to apply to your gameplay.

Vicious Skittle
If you like Pyke and would enjoy talking about him, come participate in /r/PykeMains on Reddit.
Follow me on snapchat @vaporadark
Pros

+ High Damage (for a support)
+ Highest Base HP in the game
+ Assassin Support
+ Stealth and a hook
+ Threshold Execute that resets
Cons

- Low Utility (for a support)
- Cannot buy HP
- Items are in general more expensive
- Feast or Famine
- Greedy Playstyle

> >
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Q E W Q Q R Q E Q E R E E W W R W W
Passive: Gift of the Drowned Ones
Gift of the Drowned Ones
Pyke's health cannot be improved except through growth (per level), instead he gains 1 bonus attack damage per 14 bonus health.

Pyke also stores 30% - 81% (based on level) of the damage he takes from enemy champions as Grey Health on his health bar, up to 25% - 50% (based on bonus attack damage) of his maximum health.

When Pyke is unseen by enemies, he rapidly consumes his Grey Health to heal for the same amount.
The passive basically is there to force pyke into buying damage. 1 AD per 14 HP is okay but you really don't want more than 1 item to convert. It's not there to make hybrid builds viable, it's solely to prevent a tank Pyke from abusing his ultimates execute.

The Grey health is basically half of Tahm Kench's E. It's designed to allow you to trade easily and take some poke. A point to note is that it's easy to trigger by using Ghostwater Dive so if you're in a hairy spot with some grey health then you can get some health back from pressing W.
Q: Bone Skewer
Bone Skewer
Cost: 70 Mana
Cooldown: 16 / 14 / 12 / 10 / 8s

First Cast: Pyke charges for up to 2 seconds, increasing Bone Skewer's range while being slowed by 20%.

Second Cast: After a brief delay, Pyke hurls his harpoon forward, dealing 75 / 125 / 175 / 225 / 275 + 60% bonus AD) Physical Damage to the first enemy struck, pulling them a fixed distance towards him and slowing them by 90% for 1 second.

Releasing the ability within 1 second causes Pyke to thrust his harpoon forward in a line, dealing 115% damage and slowing enemies by 90% for 1 second. The stab deals (86.25 / 143.75 / 201.25 / 258.75 / 316.25 + 69% bonus AD) Physical Damage

If Pyke is interrupted during the charge, or the charge completes without reactivation, Bone Skewer is cancelled and the ability is put on full cooldown but refunds half the mana cost.
Your bread and butter pick skill. A hook on any champion is a force to be reckoned with and Pyke is no exception. It deals solid damage, and even more if just doing the short stab, which is perfect for when you're trying to burst someone.

Additionally, hitting someone with either the stab or the hook will cause them to be slowed by 90% which is massive. It's also a fixed distance hook meaning if you point blank someone with a charged bone skewer you'll fling them behind you like a singed. I max this first as the base damage is high and the CD goes down per rank.
W: Ghostwater Dive
Ghostwater Dive
Cost: 75 Mana
Cooldown: 12 / 11.5 / 11 / 10.5 / 10s

Active: Pyke enters camouflage and gains (60 / 65 / 70 / 75 / 80% + 4% per 100 bonus AD) bonus movement speed decaying over 5 seconds. Attacking or casting abilities immediately ends camouflage.
A very simple stealth ability. What makes this unique is that it's on a support and that it has no cast time. That means as soon as you press W you instantly go into camouflage with the MS boost. However the duration is *very* short at only 5 seconds and the MS boost decays fairly quickly. You'll be using this mostly as an in combat smokescreen or a setup for lane ganking/getting past wards. It also has great escape utility thanks to the fact the stealth is instant and greatly increases your movement speed.

I max this ability last as it's pure utility.
E: Phantom Undertow
Phantom Undertow
Cost: 50 Mana
Cooldown: 15s

Active: Pyke dashes, leaving behind a drowned phantom.

After 1 second, the phantom returns to Pyke, dealing (95 / 130 / 165 / 200 / 235 + 80% bonus AD) physical damage and stunning enemy champions it passes through for 1.1 / 1.2 / 1.3 / 1.4 / 1.5s.
A solid reverse skillshot that deals good damage and has a solid stun attached to it as well. The mobility it offers is great in any situation, but because the stun is like a Jarvan IV E Q combo but Pyke is the flag it's incredibly powerful. You're able to flash as the phantom is flying towards you extending the range, you can buffer the ability during the throw animation of Bone Skewer, the dash is instant so it's easy to use from Ghostwater Dive and it has good range. The downside is that the base damage scales poorly (starts really high, scales badly) and the stun duration increasing by 0.1s are the only 2 things this ability offers you for putting points into it. Just a solid combo ability.

I max this ability second for the stun duration increase and extra damage. Pyke is an assassin after all.
R: Death From Below
Death From Below
Cost: 100 Mana
Cooldown: 120 / 100 / 80s

Active: Pyke strikes in an X-shaped area, executing enemies below 190 - 655 (based on level) (+ 60% bonus AD) health while dealing the same amount as physical damage to enemies not within the threshold for execution.

If Death from Below hits an enemy champion, Pyke will blink to the center of the X. If an enemy champion dies inside the X, the assisting ally is granted full kill gold and Pyke gains the ability to recast it within 20 seconds at no cost.
An AoE Darius/Urgot ultimate that scales per level instead of per rank that can give assisting allies bonus gold? Yes please.

You'll usually be wanting to save this until the enemy is low enough to be killed from it as it's a pure execute (dealing 9,999 true damage, therefore being a 100% kill unless the target is invulnerable like Taric or Kayle). The reason it's fine for a support to get an ultimate based around taking the kill is because of the gold it gives to an assisting ally, meaning your precious Vayne can't cry you stole her kill because she gets the same gold/xp. More importantly though is that it resets, meaning you can single handedly wipe teams if you can hit multiple people whilst executing them as it can reset indefinitely (like Darius).

One of the downsides however is that the scaling is mediocre and it has a hefty cooldown at early ranks. Important to note though is that it gains damage when you level up, not when you put points into the ability. This means the difference between a level 10 and 11 Pyke isn't gargantuan like the difference between a level 10 Zed and 11.
Flash
This summoner spell is one you should always take and the one you'll always see. Flash has a billion and one uses, from flashing in to get a kill, from flashing away from danger, flashing over walls and flashing over abilities. This is something you should be very familiar with by now and it's something you should ALWAYS have. There is never a situation where you don't take flash.
Ignite
As an assassin/kill based support there is only one option you can take. Ignite ups your kill pressure by absurd amounts and lets you get your target that much closer to your execute threshold. It also has the benefit of grevious wounds which is situationally useful against specific champions.

Resolve & Domination



Aftershock
Your job is to create picks and assist in dealing damage to get targets low enough to execute them. As a champion with no innate defence in combat, the staggering resistances Aftershock will offer you are incredible for your get in and stay in playstyle. Not to mention you have 2 ways to trigger it.

Bone Plating
The only option in this tier. The other 2 scale from your HP, which you cannot increase outside of leveling up. Being able to take flat reductions in damage will really help with your early tankiness, especially against all ins or multi hit based poke.

Chrysalis
A problem Pyke will have going resolve is the lack of early damage, an extra 5AD from the hp conversion will go a long way over the early game. Once you trigger the 4 takedowns you get 4 more AD for a total of a smooth 9AD. It's like Eyeball Collection lite but way easier to get the benefits.

Unflinching
As a pick based support, your summoner spells are incredibly valuble. You'll also need to cast them a lot to help facilitate getting said picks. This means by default they'll be on cooldown a lot. Being unable to consistently buy defence boots, the tenacity/slow resistance this rune offers is really potent.


Domination


Zombie Ward


Relentless Hunter
As a support one of your objectives is total vision control. Zombie Ward will give you so much vision it's actually insane. All of your wards will last longer and taking enemy wards will give you an auto counter-ward which isn't counted towards your 3 limit. It's a must have for any support who can go domination.

Not only that but Relentless Hunter is an amazing rune for Pyke. Creating picks is important, and being able to be everywhere at once is a must. Extra out of combat movement speed alongside mobis and a ghostblade will make you be at every fight near enough. Ingenious Hunter also has some good use if you really need your sweeper a lot. Such as vs stealth champions or trap based ones.

Relic Shield

This is the best starting item for Pyke if you're looking to kill your lane as it offers some very important things for lane. First, it gives a small amount of AD which is what you'll be stacking. Second, it offers an execute on minions allowing you to push more quickly than other lanes which is perfect for level 2 fights. Third, it offers some much needed utility for your ADC. Pyke has no direct way of helping his ADC outside of just killing/stunning enemies, a small heal in lane will do wonders against any champion who wants to trade (and they all want to trade). You'll want to upgrade this into Targon's Brace as soon as you can so that you can start placing wards.
Control Ward

You're a support, so after your first recall always buy at least 1 of these every back. You need to keep vision control in your favour so you can create picks more easily. Whilst you won't always need one every back (such as if you have a safe ward) it's good if you get some kills and want to take an objective, or simply need an aggressive one temporarily.
Ancient Coin

However if you're unable to kill your lane easily then you'll want to play more for the mid game. Getting some flat movement speed is pretty nice but it's mostly for the fact you don't need to upgrade it fully for 10% CDR. Just grabbing the Nomad's Medallion gives 10% CDR which is very cheap.
Ionian Boots of Lucidity

My personal preference when it comes to boots for Pyke. Small amount of summoner spell CDR lets you make more flash/ignite plays which are both important for you. However more importantly is that is shares the cheapest boot cost with mobis/swifties whilst offering direct combat benefits with CDR. I personally feel like getting as much CDR as possible early is paramount to playing Pyke properly.
Boots of Mobility

As a support you need to roam to other lanes, set vision control and just be everywhere at once. Pyke does get a lot of MS thanks to being able to take runes such as Relentless Hunter and buying Youmuu's Ghostblade but when in doubt Mobis just offer so much so early for a support.
Oracle Lens

Once you finish your gold quest from your Relic/Targons/Coin/Medallion you'll swap out your yellow trinket for an oracles lens. This allows you to clear/deny vision which is a must for supports. However placing wards is more important than denying them which is why you'll wait until your gold income item is upgraded to place wards down.
Duskblade of Draktharr

A core item to Pyke. Offering good damage, some CDR and great uniques this item is probably the best single item for Pyke. Denying vision with the blackout passive and getting extra burst damage with nightstalker is just what an assassin needs. All round this item is a must buy.
Youmuu's Ghostblade

Another incredibly useful item on Pyke with identical stats as the duskblade but a totally different feel. You trade damage and vision control for just raw mobility in and out of combat. If I'm snowballing I'll buy this after my duskblade for extra damage and roaming potential in the mid game.
Guardian Angel

Offering some good damage and a little bit of armour this item is a hybrid item that is perfect for Pyke. This is because when you go in with Death from Below you'll be in the center of the enemy team. More than likely you'll be a high priority target as well. This means there's a good chance you'll die, and this item offers to delay your death by giving you a resurrection after 4s. Usually this means your team can come in after you die to push enemies away from you letting you escape.
Edge of Night

The most expensive item I would suggest for Pyke, this gives you a spellshield along with a large amount of AD and extra lethality. Whilst most games won't let you get to 5-6 items as you're a support, this is without a doubt an item I'll be buying to round out builds because of the damage it offers late game. A thing to note is that you can channel the spellshield whilst in your Ghostwater Dive which is perfect for when you're setting up a pick.
Zeke's Convergence

This is the only item Pyke can buy that will directly help his team. After casting your ultimate, whoever you pair with (nearly always your ADC) will gain bonus magic damage on basic attacks. This means if you ult in during a teamfight your ADC will get a disgustingly large damage boost. It's also 100% efficent as it only offers resistances and the passives. Overall it's the best and only "true support" item Pyke can buy.
Maw of Malmortius

This is incredibly situational as it's very expensive for a support. However sometimes you really need magic resistance and the best one for Pyke is this. AD/CDR/MR is perfect for Pyke and the lifeline passive is just beautiful against a lot of champions. More often than not you're better off getting an Edge of Night to prevent an ability, but sometimes you really need the MR.

Warding
First and foremost you're a support, edgelord assassin or not, that makes it your JOB to keep vision control as much as you can. Keeping control wards in your inventory at every recall is a must. Warding is a very dynamic skill that comes with practice rather than being taught, there are some basics that can help with getting to grips with a major macro part of league.

In lane you'll be wanting to keep as much vision control as possible around your lane. This is to prevent ganks/roams and keeping tabs on your enemy to see when they look to leave so you can punish. In the image below there are some examples of lane wards that are colour coded to help give a grasp of where and why you ward. Blue is bottom left start, red is top right start (for new players).
As you can see, wards are very similar for both sides. You'll want to ward the lane brushes if the enemy keeps juking into them, you'll ward around scuttle if you're afraid of mid/jungle ganks or they might cheese a dragon. Otherwise they're just defencive to give your ADC plenty of breathing room, or aggressive to help create picks and oppertunties for the jungler.

Once you start roaming more than you lane, usually by about 8-10 minutes, your warding patern will now be more to defend against enemy control or to establish your own warding control by tracking the jungler/the entire teams roam potential. Warding in efficient places to capture as much potential movement as possible is a must (such as the single ward near blue buff, or the ward just infront of the raptor camp). You can flip the colours if you need a defencive ward line instead of an aggressive one.
You'll never stop warding like that as the game goes on, but once things like important dragons or baron are a focus more so than outer towers then you'll want to shift towards neautral objective control. As the game is more than likely cracked open per-se it's no longer team based warding. Instead you just need to track the enemy team to your best ability, and check around the points to counter their control.
If you haven't noticed by now, but every stage has way more than your ward limit. You can place 3 normal wards that decay after a couple minutes and 1 control wards that lasts until replaced or destroyed but isn't invisible. This means you need to ask your team to assist in warding (they all have wards and warding locations they need to do as well) and you need to be efficient as possible. For example, if your blue ward keeps getting cleared by the enemy support then it might be a good idea to instead ward closer to the wolf camp or the gromp camp. Likewise, if your wards just simply too defencive then you need to ask a teammates to come with you to get a couple of deeper wards. You'll want to do it a bit at a time, so don't go running up into the enemy blue buff without backup as that's a prime way to just die.

It's a skill you learn from playing the game a lot, but with these basics you should start to piece together your own warding style and just general understanding of when and why you ward around those places. There are also many more warding locations but they're more specific to each unique enemy (such as warding vs an Evelynn or Shaco).
Laning Phase
As a support your goal is to keep your ADC alive or to feed them so they can 1v9 after 15 minutes. The best thing you can do is ensure both happen. As Pyke you have a lot more on the feed them side of supporting than keeping them alive, as you're an assassin. This means your lanestyle is that of a kill/pick lane. Champions such as Caitlyn, Draven, Jhin, Ashe and Ezreal are good to pick Pyke with as they either can follow up, set up, snowball hard or simply won't die as easily if you can't create leads.
Fishing for hooks with your Bone Skewer is an obvious and barebones look on laning with Pyke but as you climb in elo you simply won't be able to hit as many hooks (usually). This means you'll need to become creative. Constantly weaving into the fog of war to heal from your passive and trick the enemy into a habit. If you leave sight then come back after 2-3 seconds a few times enemies will just assume that's what you do. That means you can roam, recall or initate an all in based on their perception of what you do. Going out of wish to then instantly into a Ghostwater Dive will give you a good 5 seconds to position yourself for a myriad of options. Most often you'll cast your Phantom Undertow just as you get into vision range which gives them less than a second to react before they get stunned. If they have no movement ability then it's pretty much a 100% stun. If they do, then you can roll the dice on a hook pulling them back into you for some deadly results. Keep in mind, you don't want to do this at every oppertunity. Large minion waves or simply being weaker than the enemy duo is a recepie for disaster, especially considering your escapes will be on cooldown.

You also have the option of breaking your stealth with an uncharged bone skewer, this will apply a heavy slow allowing you to way more reliably land your phantom, at the cost of being unable to hard displace them with your hook. the range is long enough that with your W's movement speed and probable early boots purchase/relentless hunter it means you'll be able to get close enough to them for the stab. If your ADC is on the ball and you both deal enough damage to get them low, then think about using stuff like Ignite to pressure them further into dying or using more valuble spells such as Heal or Flash. If you're level 6 then it becomes a lot more dangerous for the enemy lane to disrespect your kill potential, as you'll have a 100% execute regardless of if they have a 5k hp shield (looking at you janna) if their hp is below the threshhold. It'll be 190 base at rank 6, but you'll also have some AD by then so more than likely it'll be the 210 mark. You can see the threshold on their HP bar so it's not a guessing game.

Don't be scared to take kills, Pyke was designed about him being 100% fine to steal a kill with his ultimate as it has no negative effect on the ADCs income (which is very important). Whilst you shouldn't be flash auto attacking for kill steals, taking kills with Death from Below is never an issue, plus sometimes your ADC simply won't be able to kill them.

Also your only victim doesn't need to be the bot lane. Roaming up mid lane or assisting your jungler in a skirmish is easy as Pyke as you have incredible roaming potential with your myriad of mobility. Recalling and heading straight for midlane to attempt a gank is a good way to keep the enemy team on their toes, especially if you have mobis. Just always be looking at your minimap.

Overall your lane is about looking for kills/trades rather than poking or sutaining as you can only do the former and neither of the 2 latter.

Midgame
At this point towers should have started to come down and you're finishing up your first item, maybe getting components for your second one. This is where Pyke truly shines. The enemy team doesn't have enough stats to easily survive against you if you're playing around an ally. Coming out of stealth with a hook and a 1s delayed stun is deadly for any champion if within range is someone who can help get the target low enough for an execution. You can then turn that kill into an objective very easily as the game will be a temporary 4v5. Even something as simple as stealing an enemy jungle camp away will do nothing but good for snowballing the game in your favour.

Make sure to pay attention to your level, whilst ranking up your abilities isn't a huge deal at all for Pyke, your base HP is the highest in the game so it's important to keep that stat up. Your ultimate also scales per champion level rather than per ultimate level. This means if you have 5% xp to rank up, go and soak some xp with a laner just to get that extra ultimate threshhold.
I should really emphasise you need to keep your vision control up. You should nearly always have 3/3 wards placed, and if you don't you should be looking to replace them. Always have pinks ready to go to let you create picks and pockets of vision denial.

Lategame
As an assassin you'll start to fall off as late game comes. Even more so as a support. However because you get more kills than any other support except maybe Brand your gold should also mean you won't be weak like one. Creating picks is a lot more risky as enemies can totally flatten you with 5-6 items, seeing as how you're really squishy.

However you also have an AoE true execute which scales up to a whopping 600+ base damage at high level. This will make you a teamfighting monster, it'll be very easy for you to trigger multiple instances of your ult if you play around your carries. Just make sure to never be alone, you'll be basically unable to 1v1 anyone on the enemy team. Tanks/Bruisers will just not die, Mages will crush you in a single combo (and will probably have zhonyas), ADCs will just 3 shot you and supports will be really hard to lower their hp into execute range through their shields and heals. It's paramount to be looking for picks with your team close by at late game. A hook can change the game if you catch someone like a Viktor or Vayne with one.
Hopper is Bae
Pyke is Riot's first "Support Assassin" in the true sense of the meaning. Champions like Brand or Zyra already exist for supports who deal damage instead of directly buffing their team, but none build AD/Deal physical damage and none have a kit designed around being a support. (The 2 I mentioned were designed to be mid, but found homes bot). Pyke is an absurdly fun champion that has a playstyle unlike anything else in the game. You'll be a feast or famine champion, either winning hard from picks and control or you'll be losing hard as the enemy team won't die to yours making you a glorified stun bot with a bad thresh hook all the while being unable to keep your team alive.

Good Pyke's will easily stand out with their incredible combo potential from using their Q/W/E to create picks the enemy team won't expect. Plus getting multi-kills is always an amazing feeling, and Pyke is designed to do so.
Follow me on snapchat @vaporadark
If you enjoyed this guide, feel free to stop by either mine or Skittles twitch stream to see us play Pyke! Also much love to Hopper for creating the banners and coding the guide!