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Recommended Items
Runes: More Durability
1
2
3
4
Domination
Resolve
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
Most Common
Flash
Ignite
Items
Ability Order Ability Order
Gift of the Drowned Ones (PASSIVE)
Pyke Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Alistar
You won't see Alistar players in low elo but a good Alistar can counter you're whole Champion Kit.
Tristana
Burst + Lane Pressure is the best duo comp for Pyke.
Ideal
Strong
Ok
Low
None
Tristana
Burst + Lane Pressure is the best duo comp for Pyke.
Champion Build Guide
Table of Contents
Fast Move in Guide
Intro
Champion
Pros/Cons
Pyke Passive
Pyke Q
Pyke E
Pyke W
Pyke R
Runes
Spells
Warding
Pyke Skins
Conclusion
Intro
Champion
Pros/Cons
Pyke Passive
Pyke Q
Pyke E
Pyke W
Pyke R
Runes
Spells
Warding
Pyke Skins
Conclusion
Intro

Hey! My name is Axkuru and im a Plat EUW 650k+ Mastery

I have Years of Experience playing




This Guide is good for People who either want to learn the Champion or for People who already main

This Guide is getting Updated Patch-to-Patch with new Meta or possible Gameplay Whise Playstyles!

Champion
![]() ![]() ![]() ![]() ![]() |
Pyke, the Bloodharbor Ripper![]() ![]() ![]() With a lot of knowledge of how Pyke works a good Pyke player can see that this Champion allows Players to adapt on a lot of different Playstyles. This is only because of Pyke's Ultimate ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Pros/Cons
Pyke Passive


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 80 (+800% Bonus AD) with a maximum of 60% of Pyke's 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 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.

When

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


Pyke Q

Bone Skewer
Cost: 70 Mana
Cooldown: 14 / 12.5 / 11 / 9.5 / 8s
First Cast:

Second Cast: After a brief delay,

Releasing the ability within 1 second causes

If

A hook on any champion is a force to be reckoned with and

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.
Pyke W

Ghostwater Dive
Cost: 50 Mana
Cooldown: 12 / 11.5 / 11 / 10.5 / 10s
Active:

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.
Pyke E

Phantom Undertow
Cost: 40 Mana
Cooldown: 15s
Active:

After 1 second, the phantom returns to

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




I max this ability second for the extra damage.

Pyke R

Death From Below
Cost: 100 Mana
Cooldown: 120 / 100 / 80s
Active:

If Death from Below hits an enemy Champion champion or one dies inside it,


Each successful execution grants one



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 (to ensure death, the execution first deals 100% current health as true damage, then, if the target is still alive, increases by additional cycles of true damage in powers of ten from 10 up to 10^6, for a maximum bonus damage of 1,111,110. Therefore being a 100% kill unless the target is invulnerable like




One of the downsides however is that it has a hefty cooldown at early ranks which is why we take Presence of Mind. 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


Runes

Against CC




Spells

|
FLASH![]() ![]() |
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IGNITE![]() |
Warding

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).
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


Conclusion

Last Words

Champions like






Good

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