This meta overview presents PYKE’s ranked performance across different roles and skill tiers. The data includes tier placement, win rate, pick rate, ban rate, and short-term trends, allowing you to evaluate her current strength and draft priority. Statistics are synced with rank buckets and role selection, helping you understand where PYKE performs best and how her impact changes in the evolving Wild Rift meta.
The information below will help you get familiar with the game on the Support Line PYKE. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Relic Shield (Kill minions to earn bonus gold). Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
Relic Shield
Kill minions to earn bonus gold
+125 Max Health
This item is for support players. When equipped, it will reduce the gold you receive from killing minions and monsters. If there are multiples of this item within the party, only one of them can take effect at any given time.
Tribute: Gain 1 encircling energy orb(s) every 30 seconds (max 3 orbs). While near an ally, the actions below will trigger Tribute, consuming 1 energy orb(s) to grant you 65 gold and restore your Health 20-80:
1. Using abilities or attacks to damage enemy champions or structures.
2. Attacking minions below 65% Health. This also executes them, and the gold generated from the minion kills is given to the ally nearest to you. 3. A nearby minion is killed while you have 3 orbs. Upon triggering Tribute, the ally nearest to you gains Tribute stacks.
Sentry: Deal 1 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer’s Bloom.
Restraint: You do not earn gold generated from minion kills, but you earn gold equal to 50% of the bounty. The gold generated from your minion kills will be given to the ally nearest to you. Gold earned from monster kills is reduced by 50%.
Quest: After earning 750 gold, this item upgrades into Bulwark of the Mountain and binds you and the ally with the most Tribute stacks as Perfect Partners.
500
Bulwark of the Mountain
Kill minions to earn bonus gold
+175 Max Health
+10 Ability Haste
Soulcast: Every 60 seconds, gains 75 gold, 25 Health and 2 Attack Damage, or 4 Ability Power (Adaptive); up to 250 Health and 20 Attack Damage or 40 Ability Power (Adaptive).
Deal 2 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer’s Bloom. When out of combat, gain 10% Movement Speed when you move toward your Perfect Partner. If you're more than 2,500 units apart, this bonus increases to 30%.
0
Bulwark of the Mountain TIPS: This item is designed for support players and grants passive gold income every 60 seconds along with Soulforce stacks that boost your health, attack damage, or ability power. At 10 stacks, you gain a significant adaptive stat bonus. While it reduces gold from killing minions and monsters, it accelerates your team’s economic pace. An additional effect deals extra damage to revealed Sight Wards, making it easier to clear vision and maintain map control.
Boots of Dynamism
Attack Damage, Armor Pen
+15 Attack Damage
+10 Armor Penetration
+45 Move Speed
1200
Boots of Dynamism TIPS: These boots increase your physical damage by providing bonus Attack Damage and armor penetration. They are especially effective during the early stages of the game, allowing you to cut through enemy defenses and win trades more easily. They are an excellent choice for marksmen, assassins, and fighters looking to maximize their damage output and eliminate enemies more efficiently.
Youmuu's Ghostblade
Increases Movement Speed
+55 Attack Damage
+15 Ability Haste
Slice:
+15 Armor Penetration.
Momentum: Moving builds Momentum, granting up to 50 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Spectral Haste: Attacking with max Momentum grants 25% Attack Speed for 4 seconds.
3000
Youmuu's Ghostblade TIPS: This item is perfect for assassins and champions who need to get in and out of fights quickly. It provides bonuses to attack damage and ability haste, along with armor penetration, helping you deal more damage to enemies. The Momentum effect increases your movement speed and armor penetration as you move, giving you an advantage in mobility during fights. When Momentum is fully stacked, attacks grant bonus attack speed, making the item a great choice for champions who need to quickly deal damage and escape from fights.
Boots of Dynamism
Attack Damage, Armor Pen
+15 Attack Damage
+10 Armor Penetration
+45 Move Speed
1200
Boots of Dynamism TIPS: These boots increase your physical damage by providing bonus Attack Damage and armor penetration. They are especially effective during the early stages of the game, allowing you to cut through enemy defenses and win trades more easily. They are an excellent choice for marksmen, assassins, and fighters looking to maximize their damage output and eliminate enemies more efficiently.
Armorcrusher Boots
Gain out-of-combat Movement Speed
+25 Attack Damage
+12 Armor Penetration
+6% Armor Penetration
+45 Move Speed
Cloudwalker: Gain 20 out-of combat Move Speed.
2200
Armorcrusher Boots TIPS: These boots greatly increase your physical damage by providing bonus Attack Damage along with both flat and percentage armor penetration. The additional out-of-combat movement speed allows you to rotate around the map faster, chase enemies more effectively, and respond to fights more quickly. They are an excellent choice for marksmen, assassins, and fighters who value high mobility and maximum damage against armored targets.
Bulwark of the Mountain (Kill minions to earn bonus gold) as your first item, followed by
Boots of Dynamism (Grants Attack Damage and Armor Penetration) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
Youmuu's Ghostblade (Increases Movement Speed).
Armorcrusher Boots (Gain out-of-combat Movement Speed).
Bulwark of the Mountain
Kill minions to earn bonus gold
+175 Max Health
+10 Ability Haste
Soulcast: Every 60 seconds, gains 75 gold, 25 Health and 2 Attack Damage, or 4 Ability Power (Adaptive); up to 250 Health and 20 Attack Damage or 40 Ability Power (Adaptive).
Deal 2 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer’s Bloom. When out of combat, gain 10% Movement Speed when you move toward your Perfect Partner. If you're more than 2,500 units apart, this bonus increases to 30%.
0
Bulwark of the Mountain TIPS: This item is designed for support players and grants passive gold income every 60 seconds along with Soulforce stacks that boost your health, attack damage, or ability power. At 10 stacks, you gain a significant adaptive stat bonus. While it reduces gold from killing minions and monsters, it accelerates your team’s economic pace. An additional effect deals extra damage to revealed Sight Wards, making it easier to clear vision and maintain map control.
Boots of Dynamism
Attack Damage, Armor Pen
+15 Attack Damage
+10 Armor Penetration
+45 Move Speed
1200
Boots of Dynamism TIPS: These boots increase your physical damage by providing bonus Attack Damage and armor penetration. They are especially effective during the early stages of the game, allowing you to cut through enemy defenses and win trades more easily. They are an excellent choice for marksmen, assassins, and fighters looking to maximize their damage output and eliminate enemies more efficiently.
Youmuu's Ghostblade
Increases Movement Speed
+55 Attack Damage
+15 Ability Haste
Slice:
+15 Armor Penetration.
Momentum: Moving builds Momentum, granting up to 50 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Spectral Haste: Attacking with max Momentum grants 25% Attack Speed for 4 seconds.
3000
Youmuu's Ghostblade TIPS: This item is perfect for assassins and champions who need to get in and out of fights quickly. It provides bonuses to attack damage and ability haste, along with armor penetration, helping you deal more damage to enemies. The Momentum effect increases your movement speed and armor penetration as you move, giving you an advantage in mobility during fights. When Momentum is fully stacked, attacks grant bonus attack speed, making the item a great choice for champions who need to quickly deal damage and escape from fights.
Duskblade of Draktharr
Attacks deal bonus damage
+55 Attack Damage
+10 Ability Haste
Razor:
+18 Armor Penetration.
Nightstalker: The first attack against a champion deals 60-160 bonus physical damage and slows them by 99% for 0.35s (10s cooldown). Champion takedowns refresh cooldown.
3000
Duskblade of Draktharr TIPS: This item is a pure assassin tool: it boosts your armor penetration and makes your first strike on an enemy deal a deadly burst with a brief slow. Securing a takedown grants stealth and a fast reposition window, letting you escape or continue hunting—perfect for single-target picks. It shines on mobile killers who focus on quick executions and roams; it’s less effective against bulky, high-HP frontliners.
Serpent's Fang
Anti-Shielding
+50 Attack Damage
+10 Ability Haste
Stab:
+15 Armor Penetration.
Shield Reaver: Dealing damage to an enemy champion reduces any shields they gain for 3s. Melee champions apply (10% of bonus AD
+ 40)% shield reduction, capped at 60%; while ranged champions apply (10% of bonus AD
+ 25)% shield reduction, capped at 45%. When you damage an enemy who is unaffected by Shield Reaver, all shields on them are reduced by the same values.
2800
Serpent's Fang TIPS: This item is perfect for assassins and champions who face enemies with a lot of shields. It provides bonuses to attack damage and ability haste, along with increased armor penetration, making it effective against well-protected enemies. The "Shield Reaver" effect allows you to reduce the effectiveness of shields gained by enemy champions, depending on your bonus attack damage, helping to quickly break through shields. This item is especially useful against champions who rely on shields for defense, such as Lux, Braum, and others.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3000
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Duskblade of Draktharr
Attacks deal bonus damage
+55 Attack Damage
+10 Ability Haste
Razor:
+18 Armor Penetration.
Nightstalker: The first attack against a champion deals 60-160 bonus physical damage and slows them by 99% for 0.35s (10s cooldown). Champion takedowns refresh cooldown.
3000
Duskblade of Draktharr TIPS: This item is a pure assassin tool: it boosts your armor penetration and makes your first strike on an enemy deal a deadly burst with a brief slow. Securing a takedown grants stealth and a fast reposition window, letting you escape or continue hunting—perfect for single-target picks. It shines on mobile killers who focus on quick executions and roams; it’s less effective against bulky, high-HP frontliners.
Serylda’s Grudge
Armor Penetration (%) and apply slows
+40 Attack Damage
+15 Ability Haste
Last Whisper: Gain
+33% Armor Penetration.
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.
Frostbite: Apply Frostbite to enemies slowed by Icy for 6s. At 3 Frostbite stacks, all stacks are consumed to apply bleed, dealing (5 + 1-15 (
) + 15% bonus
) physical damage over 2s. Also applies 50% Grievous Wounds for 3s. (5s cooldown per target)
3300
Serylda’s Grudge TIPS: This item blends heavy armor penetration with crowd control: your active abilities and empowered hits slow targets, and repeated slows trigger a bleed that also applies grievous wounds. Perfect for champions who need to kite, execute priority targets, and curb their healing.
Serylda’s Grudge — This item blends heavy armor penetration with crowd control: your active abilities and empowered hits slow targets, and repeated slows trigger a bleed that also applies grievous wounds. Perfect for champions who need to kite, execute priority targets, and curb their healing.
Duskblade of Draktharr
Attacks deal bonus damage
+55 Attack Damage
+10 Ability Haste
Razor:
+18 Armor Penetration.
Nightstalker: The first attack against a champion deals 60-160 bonus physical damage and slows them by 99% for 0.35s (10s cooldown). Champion takedowns refresh cooldown.
3000
Duskblade of Draktharr TIPS: This item is a pure assassin tool: it boosts your armor penetration and makes your first strike on an enemy deal a deadly burst with a brief slow. Securing a takedown grants stealth and a fast reposition window, letting you escape or continue hunting—perfect for single-target picks. It shines on mobile killers who focus on quick executions and roams; it’s less effective against bulky, high-HP frontliners.
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+25 Attack Damage
+25% Critical Rate
+15% Attack Speed
Last Whisper:
+30% Armor Penetration. Attacks that Critically Strike gain an additional
6% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3300
Mortal Reminder TIPS: This item is perfect for auto‑attackers who need to shred through armor and cut down enemy healing. It boosts your penetration to deal more damage against tanky targets and applies grievous wounds on hit, reducing all healing and regen effects. — Ideal against tanks and high‑heal champions, and for marksmen and auto‑attack fighters who need to pierce defenses and curb enemy sustain.
Mortal Reminder — This item is perfect for auto‑attackers who need to shred through armor and cut down enemy healing. It boosts your penetration to deal more damage against tanky targets and applies grievous wounds on hit, reducing all healing and regen effects. — Ideal against tanks and high‑heal champions, and for marksmen and auto‑attack fighters who need to pierce defenses and curb enemy sustain.
Serpent's Fang
Anti-Shielding
+50 Attack Damage
+10 Ability Haste
Stab:
+15 Armor Penetration.
Shield Reaver: Dealing damage to an enemy champion reduces any shields they gain for 3s. Melee champions apply (10% of bonus AD
+ 40)% shield reduction, capped at 60%; while ranged champions apply (10% of bonus AD
+ 25)% shield reduction, capped at 45%. When you damage an enemy who is unaffected by Shield Reaver, all shields on them are reduced by the same values.
2800
Serpent's Fang TIPS: This item is perfect for assassins and champions who face enemies with a lot of shields. It provides bonuses to attack damage and ability haste, along with increased armor penetration, making it effective against well-protected enemies. The "Shield Reaver" effect allows you to reduce the effectiveness of shields gained by enemy champions, depending on your bonus attack damage, helping to quickly break through shields. This item is especially useful against champions who rely on shields for defense, such as Lux, Braum, and others.
Death's Dance
Delays damage taken
+35 Attack Damage
+40 Armor
+15 Ability Haste
Defy: Champion takedowns cleanse Cauterize's remaining damage pool and restores 8% of your maximum health over 2 seconds.
Cauterize: 27% of all physical damage and magic damage received (12% for ranged champions) is dealt to you over 3 seconds as true damage instead.
3100
Death's Dance TIPS: This item converts incoming damage into a delayed effect, letting you stay in fights longer and smooth out damage spikes. It boosts your survivability with armor and ability haste, and successful takedowns cleanse the delayed damage while instantly healing you. — Perfect for bruisers and tanks who need to absorb bursts of damage and then quickly recover to keep fighting.
Death's Dance — This item converts incoming damage into a delayed effect, letting you stay in fights longer and smooth out damage spikes. It boosts your survivability with armor and ability haste, and successful takedowns cleanse the delayed damage while instantly healing you. — Perfect for bruisers and tanks who need to absorb bursts of damage and then quickly recover to keep fighting.
Serpent's Fang
Anti-Shielding
+50 Attack Damage
+10 Ability Haste
Stab:
+15 Armor Penetration.
Shield Reaver: Dealing damage to an enemy champion reduces any shields they gain for 3s. Melee champions apply (10% of bonus AD
+ 40)% shield reduction, capped at 60%; while ranged champions apply (10% of bonus AD
+ 25)% shield reduction, capped at 45%. When you damage an enemy who is unaffected by Shield Reaver, all shields on them are reduced by the same values.
2800
Serpent's Fang TIPS: This item is perfect for assassins and champions who face enemies with a lot of shields. It provides bonuses to attack damage and ability haste, along with increased armor penetration, making it effective against well-protected enemies. The "Shield Reaver" effect allows you to reduce the effectiveness of shields gained by enemy champions, depending on your bonus attack damage, helping to quickly break through shields. This item is especially useful against champions who rely on shields for defense, such as Lux, Braum, and others.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain
+10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (70s Cooldown)
3000
Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Maw of Malmortius — This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3000
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Frozen Heart
Reduces all nearby enemies Attack Speed
+80 Armor
+250 Max Mana
+20 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.
2650
Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.
Frozen Heart — This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3000
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Guardian Angel
Revives at death
+45 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 100% Mana after 4 seconds of stasis. (180s Cooldown)
3200
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Guardian Angel — This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Flash (Teleport a short distance) and
Heal (Restore Health to you and the most wounded nearby ally champion) as your Summoner Spells.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Heal
Restore 110 Health (110–400
) to you and the most wounded nearby ally champion, and grants both of you 30% bonus Movement Speed for 2 second(s).
Healing is halved for champions recently affected by Heal.
Cooldown: 100s
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380
) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Electrocute (Hitting a champion with successive attacks or abilities deals bonus adaptive damage.) as your keystone, followed by
Sudden Impact (After dashing or exiting invisibility/stealth, your next damaging attack or ability deals true damage on hit. The attack/ability gains bonus effects at higher levels.),
Chain Assault (Your attacks deal bonus adaptive damage after you hit an enemy champion with an ability.) and
Zombie Ward (Takedowns on enemy wards spawn a Zombie Ward that grants vision and Adaptive Force.) in the primary tree, as well as
Bone Plating (Reduces incoming damage.) in the secondary tree. Below you can see possible options for replacing runes.
Electrocute
Burst Damage
Within 3 seconds, hit the same enemy champion with 3 basick attacks or abilities to cause additional adaptive damage to the target.
Damage value: 40-210 (
) + 10% extra
+ 5% ![]()
Cooldown: 20-13s (
)
Sudden Impact
Triggers when in stealth or dashing
Damaging an enemy champion deals a bonus 15-65 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s.
The damaging attack/ability gains bonuses at higher levels:
Level 5: Deal an additional 5 true damage.
Level 9: Deal an additional 5 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.
Cooldown: 10s
Chain Assault
Triggers on attack after hitting a target with an ability
Hitting an enemy champion with an active ability applies a mark to them, causing your next 2 attacks or active ability casts against them to deal bonus adaptive damage equal to (12-38 (
) + 3% bonus
+ 1.5%
).
Cooldown: 15s
Zombie Ward
Vision control increases Attack Damage/Ability Power
Takedowns on enemy wards spawn a Zombie Ward in its place, granting vision of the surrounding area for 120 seconds. Additionally gain 3
or 6
(max 5 stacks). (Assists on enemy wards also grant stacks and spawn Zombie Wards.)
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Zombie Ward
Vision control increases Attack Damage/Ability Power
Takedowns on enemy wards spawn a Zombie Ward in its place, granting vision of the surrounding area for 120 seconds. Additionally gain 3
or 6
(max 5 stacks). (Assists on enemy wards also grant stacks and spawn Zombie Wards.)
Eyeball Collection
Kills increase Attack Damage/Ability Power
Gains 1.5
or 3
after scoring a champion or epic monster takedown, stacking up to 8 times.
Eyeball Collection — This rune provides consistent damage scaling through takedowns, allowing you to gradually increase your power over the course of the game. It is ideal for aggressive champions who actively participate in fights and objective control. It works best on assassins, fighters, and carry champions who want to snowball and maintain their advantage.
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Second Wind
Increase sustain
Gain 5 Health
every 5 seconds.
After taking damage from an enemy champion, regenerate 3 + (1.5% of your missing health)
over the next 5 seconds. This effect is doubled for melee champions.
Second Wind — The rune restores health every 5 seconds and significantly boosts regeneration after taking damage from an enemy champion. This rune is especially useful for champions who are often in the thick of the fight, such as tanks or fighters, as it helps sustain health during battles. The effect is doubled for melee champions, making it even more effective in extended fights, improving survivability.
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Perseverance
Increase survivability when crowd controlled
Gain 10% Tenacity. Gain 10-15 Armor and Magic Resistance (
) for 1.5 seconds when mmobilized. Refresh duration time when immobilized multiple times.
Perseverance — The rune increases your tenacity by 10%. When immobilized, it grants you bonus armor and magic resistance for a short period. The effect refreshes if you are immobilized multiple times, making the rune especially useful for champions who often find themselves under crowd control. It is ideal for tanks and fighters, enhancing their survivability in fights when they are subjected to multiple crowd control effects.
(Q) BONE SKEWER
10/9/8/7s
35/40/45/50
Charge: Slows himself by 15% for up to 3s, increasing cast range over the first 0.8s.
Release: Hurls his spear, dealing 130 physical damage (130/195/260/325 + 60% bonus
), slowing the target by 90% for 1s and pulling it in. Releasing the ability immediately will cause Pyke to thrust his spear instead, dealing the same damage.
Deals 50% damage to minions.
Deals 50% damage to monsters.
If BONE SKEWER is overcharged it refunds a portion of it's cooldown and 50% of its mana cost.
(W) GHOSTWATER DIVE
10.5/10/9.5/9s
Becomes camouflaged for 5 seconds and gains 40% Movements Speed (40 + 2%
) that decays over the duration.
(E) PHANTOM UNDERTOW
11/10.5/10/9.5s
40
Dashes forward, leaving behind a phantom. After 1 second, the phantom returns to Pyke, dealing 120 physical damage (120/175/230/285 + 100% bonus
) to enemy champions and stunning for 1.5 (1.5 + 1%
) seconds.
Deals 50% damage to minions
Deals 50% damage to monsters.
(R) DEATH FROM BELOW
80/70/60s
100
Marks target area with an X, executing enemy champions below 250 (250 + 80% bonus
+ 250/400/550%
) health. Non-champions and champions above the threshold take 50% of this amount as physical damage.
If an emeny champion is struck, Pyke blinks to the location. If he was executed Pyke can recast DEATH FROM BELOW within 15s.
Each execution grants Pyke 100% bounty gold. If there's an assisting ally, grant them 100% gold, and grant Pyke 160% gold (up to 600). Enemies killed by an ally inside the X grant Pyke 160% gold (up to 600).
We have prepared lists of champions that can really annoy you during a match with the game on the Support PYKE. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Support PYKE in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
1200
Plated Steelcaps TIPS: These boots provide reliable protection against physical damage, especially from enemy basic attacks. The bonus Armor, Health, and movement speed improve your durability, allowing you to survive longer against marksmen and AD fighters. They are an excellent choice against teams that rely heavily on auto attacks for their damage.
Randuin's Omen
Counters Critical Strike Damage
+400 Max Health
+75 Armor
Resilience: Critically Struck deal 30% less damage to you.
Countercurrent: Gain 1 stacks of Countercurrent when Critically Struck by physical damage. Each stuck grants 5% Movement Speed and 5% slow resist. Max 4 stacks.
2800
Randuin's Omen TIPS: This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an attack, deal 20 + 6% bonus Armor
+ 1% bonus Health
magic damage to the attacker.
Entwine: Apply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damage to them.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Dead Man's Plate
Increases Movement Speed
+350 Max Health
+70 Armor
Relentless:
+5% Move Speed.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 75% for 1 second.
2800
Dead Man's Plate TIPS: This item provides a substantial boost to health and armor, and its “Momentum” passive builds movement speed as you move—up to a cap—until you land an attack, which then triggers “Crushing Blow”, dealing bonus magic damage based on the momentum removed and slowing enemies at full stacks. This makes it an excellent choice for tanks and bruisers who need extra mobility to engage quickly and sustain through fights. Tips: ideal for champions who need to close distance and absorb damage; pairs extremely well with Spellblade items (e.g., Divine Sunderer) for additional burst damage on engage.
Frozen Heart
Reduces all nearby enemies Attack Speed
+80 Armor
+250 Max Mana
+20 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.
2650
Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.
Quicksilver Sash
Dispels crowd control
Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.25 seconds.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
1100
Quicksilver Sash TIPS: This enchant instantly removes most crowd control effects and briefly grants immunity to further disables. Once the effect ends, it provides increased resistance to crowd control and slows, helping you escape dangerous situations or continue fighting without interruption. It is an excellent choice against teams with heavy crowd control, allowing you to stay mobile and effective in crucial moments.
Seeker's Armguard
Turn invulnerable
+20 Armor
+35 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1200
Seeker's Armguard TIPS: This item combines Ability Power with extra defense, but its defining feature is the ability to become temporarily invulnerable. Its active effect lets you completely avoid lethal damage, dodge crucial enemy abilities, or buy time for your cooldowns to return. It is an excellent choice for mages and AP assassins who need to survive burst damage and outplay opponents in critical teamfights.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Mercurial Scimitar
Dispels crowd control
+45 Attack Damage
+10% Physical Vamp
+40 Magic Resistance
Quicksilver Sash (Active): Removes all crowd control debuffs from you and grants immunity to crowd control for 0.25s.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
3100
Mercurial Scimitar TIPS: This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3000
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Banshee's Veil
Blocks an enemy ability
+105 Ability Power
+40 Magic Resistance
Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)
3000
Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.
Cooldown: 110s
Sterak's Gage
Taking damage triggers a shield
+400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35%
Health grants a shield that equal to 75% of your bonus health
that decays over 3 seconds (75s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.
3200
Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain
+10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (70s Cooldown)
3000
Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Locket of the Iron Solari
Team shield
+200 Max Health
+30 Armor
+30 Magic Resistance
+10 Ability Haste
Locket (Active): Grants a shield to yourself and nearby allied champions that each absorbs 250-370 damage for 2.5 seconds. (60s Cooldown)
This effect is reduced by 50% if the target has been affected by another Locket in the last 20 seconds.
2600
Locket of the Iron Solari TIPS: This item provides powerful team-wide protection during fights. Its active grants a shield to you and nearby allies, helping your team survive burst damage and reducing the impact of enemy engages. It is an excellent choice for tanks and supports who stay close to their teammates and want to maximize their team's survivability in teamfights.
Gargoyle Stoneplate
Shield
+200 Max Health
+45 Armor
+45 Magic Resistance
+10 Ability Haste
Stoneplate (Active): Gain a base shield that absorbs damage equal to 100 plus 90% bonus
and gain size, decayng over 2.5s. (60s Cooldown)
2900
Gargoyle Stoneplate TIPS: This item greatly increases your survivability during teamfights. Its active grants a powerful shield that scales with your bonus Health, allowing you to withstand heavy focus fire and remain on the frontline longer. It is an excellent choice for tanks and bruisers who need to absorb large amounts of damage while protecting their team.
Banshee's Veil
Blocks an enemy ability
+105 Ability Power
+40 Magic Resistance
Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)
3000
Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.
The information below will help you get familiar with the game on the Mid Line PYKE. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Long Sword. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
Long Sword
+12 Attack Damage
500
Youmuu's Ghostblade
Increases Movement Speed
+55 Attack Damage
+15 Ability Haste
Slice:
+15 Armor Penetration.
Momentum: Moving builds Momentum, granting up to 50 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Spectral Haste: Attacking with max Momentum grants 25% Attack Speed for 4 seconds.
3000
Youmuu's Ghostblade TIPS: This item is perfect for assassins and champions who need to get in and out of fights quickly. It provides bonuses to attack damage and ability haste, along with armor penetration, helping you deal more damage to enemies. The Momentum effect increases your movement speed and armor penetration as you move, giving you an advantage in mobility during fights. When Momentum is fully stacked, attacks grant bonus attack speed, making the item a great choice for champions who need to quickly deal damage and escape from fights.
Boots of Dynamism
Attack Damage, Armor Pen
+15 Attack Damage
+10 Armor Penetration
+45 Move Speed
1200
Boots of Dynamism TIPS: These boots increase your physical damage by providing bonus Attack Damage and armor penetration. They are especially effective during the early stages of the game, allowing you to cut through enemy defenses and win trades more easily. They are an excellent choice for marksmen, assassins, and fighters looking to maximize their damage output and eliminate enemies more efficiently.
Duskblade of Draktharr
Attacks deal bonus damage
+55 Attack Damage
+10 Ability Haste
Razor:
+18 Armor Penetration.
Nightstalker: The first attack against a champion deals 60-160 bonus physical damage and slows them by 99% for 0.35s (10s cooldown). Champion takedowns refresh cooldown.
3000
Duskblade of Draktharr TIPS: This item is a pure assassin tool: it boosts your armor penetration and makes your first strike on an enemy deal a deadly burst with a brief slow. Securing a takedown grants stealth and a fast reposition window, letting you escape or continue hunting—perfect for single-target picks. It shines on mobile killers who focus on quick executions and roams; it’s less effective against bulky, high-HP frontliners.
Boots of Dynamism
Attack Damage, Armor Pen
+15 Attack Damage
+10 Armor Penetration
+45 Move Speed
1200
Boots of Dynamism TIPS: These boots increase your physical damage by providing bonus Attack Damage and armor penetration. They are especially effective during the early stages of the game, allowing you to cut through enemy defenses and win trades more easily. They are an excellent choice for marksmen, assassins, and fighters looking to maximize their damage output and eliminate enemies more efficiently.
Armorcrusher Boots
Gain out-of-combat Movement Speed
+25 Attack Damage
+12 Armor Penetration
+6% Armor Penetration
+45 Move Speed
Cloudwalker: Gain 20 out-of combat Move Speed.
2200
Armorcrusher Boots TIPS: These boots greatly increase your physical damage by providing bonus Attack Damage along with both flat and percentage armor penetration. The additional out-of-combat movement speed allows you to rotate around the map faster, chase enemies more effectively, and respond to fights more quickly. They are an excellent choice for marksmen, assassins, and fighters who value high mobility and maximum damage against armored targets.
Youmuu's Ghostblade (Increases Movement Speed) as your first item, followed by
Boots of Dynamism (Grants Attack Damage and Armor Penetration) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
Duskblade of Draktharr (Attacks deal bonus damage).
Armorcrusher Boots (Gain out-of-combat Movement Speed).
Youmuu's Ghostblade
Increases Movement Speed
+55 Attack Damage
+15 Ability Haste
Slice:
+15 Armor Penetration.
Momentum: Moving builds Momentum, granting up to 50 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Spectral Haste: Attacking with max Momentum grants 25% Attack Speed for 4 seconds.
3000
Youmuu's Ghostblade TIPS: This item is perfect for assassins and champions who need to get in and out of fights quickly. It provides bonuses to attack damage and ability haste, along with armor penetration, helping you deal more damage to enemies. The Momentum effect increases your movement speed and armor penetration as you move, giving you an advantage in mobility during fights. When Momentum is fully stacked, attacks grant bonus attack speed, making the item a great choice for champions who need to quickly deal damage and escape from fights.
Boots of Dynamism
Attack Damage, Armor Pen
+15 Attack Damage
+10 Armor Penetration
+45 Move Speed
1200
Boots of Dynamism TIPS: These boots increase your physical damage by providing bonus Attack Damage and armor penetration. They are especially effective during the early stages of the game, allowing you to cut through enemy defenses and win trades more easily. They are an excellent choice for marksmen, assassins, and fighters looking to maximize their damage output and eliminate enemies more efficiently.
Duskblade of Draktharr
Attacks deal bonus damage
+55 Attack Damage
+10 Ability Haste
Razor:
+18 Armor Penetration.
Nightstalker: The first attack against a champion deals 60-160 bonus physical damage and slows them by 99% for 0.35s (10s cooldown). Champion takedowns refresh cooldown.
3000
Duskblade of Draktharr TIPS: This item is a pure assassin tool: it boosts your armor penetration and makes your first strike on an enemy deal a deadly burst with a brief slow. Securing a takedown grants stealth and a fast reposition window, letting you escape or continue hunting—perfect for single-target picks. It shines on mobile killers who focus on quick executions and roams; it’s less effective against bulky, high-HP frontliners.
Serpent's Fang
Anti-Shielding
+50 Attack Damage
+10 Ability Haste
Stab:
+15 Armor Penetration.
Shield Reaver: Dealing damage to an enemy champion reduces any shields they gain for 3s. Melee champions apply (10% of bonus AD
+ 40)% shield reduction, capped at 60%; while ranged champions apply (10% of bonus AD
+ 25)% shield reduction, capped at 45%. When you damage an enemy who is unaffected by Shield Reaver, all shields on them are reduced by the same values.
2800
Serpent's Fang TIPS: This item is perfect for assassins and champions who face enemies with a lot of shields. It provides bonuses to attack damage and ability haste, along with increased armor penetration, making it effective against well-protected enemies. The "Shield Reaver" effect allows you to reduce the effectiveness of shields gained by enemy champions, depending on your bonus attack damage, helping to quickly break through shields. This item is especially useful against champions who rely on shields for defense, such as Lux, Braum, and others.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3000
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Guardian Angel
Revives at death
+45 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 100% Mana after 4 seconds of stasis. (180s Cooldown)
3200
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Serpent's Fang
Anti-Shielding
+50 Attack Damage
+10 Ability Haste
Stab:
+15 Armor Penetration.
Shield Reaver: Dealing damage to an enemy champion reduces any shields they gain for 3s. Melee champions apply (10% of bonus AD
+ 40)% shield reduction, capped at 60%; while ranged champions apply (10% of bonus AD
+ 25)% shield reduction, capped at 45%. When you damage an enemy who is unaffected by Shield Reaver, all shields on them are reduced by the same values.
2800
Serpent's Fang TIPS: This item is perfect for assassins and champions who face enemies with a lot of shields. It provides bonuses to attack damage and ability haste, along with increased armor penetration, making it effective against well-protected enemies. The "Shield Reaver" effect allows you to reduce the effectiveness of shields gained by enemy champions, depending on your bonus attack damage, helping to quickly break through shields. This item is especially useful against champions who rely on shields for defense, such as Lux, Braum, and others.
Serylda’s Grudge
Armor Penetration (%) and apply slows
+40 Attack Damage
+15 Ability Haste
Last Whisper: Gain
+33% Armor Penetration.
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.
Frostbite: Apply Frostbite to enemies slowed by Icy for 6s. At 3 Frostbite stacks, all stacks are consumed to apply bleed, dealing (5 + 1-15 (
) + 15% bonus
) physical damage over 2s. Also applies 50% Grievous Wounds for 3s. (5s cooldown per target)
3300
Serylda’s Grudge TIPS: This item blends heavy armor penetration with crowd control: your active abilities and empowered hits slow targets, and repeated slows trigger a bleed that also applies grievous wounds. Perfect for champions who need to kite, execute priority targets, and curb their healing.
Serylda’s Grudge — This item blends heavy armor penetration with crowd control: your active abilities and empowered hits slow targets, and repeated slows trigger a bleed that also applies grievous wounds. Perfect for champions who need to kite, execute priority targets, and curb their healing.
Guardian Angel
Revives at death
+45 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 100% Mana after 4 seconds of stasis. (180s Cooldown)
3200
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Death's Dance
Delays damage taken
+35 Attack Damage
+40 Armor
+15 Ability Haste
Defy: Champion takedowns cleanse Cauterize's remaining damage pool and restores 8% of your maximum health over 2 seconds.
Cauterize: 27% of all physical damage and magic damage received (12% for ranged champions) is dealt to you over 3 seconds as true damage instead.
3100
Death's Dance TIPS: This item converts incoming damage into a delayed effect, letting you stay in fights longer and smooth out damage spikes. It boosts your survivability with armor and ability haste, and successful takedowns cleanse the delayed damage while instantly healing you. — Perfect for bruisers and tanks who need to absorb bursts of damage and then quickly recover to keep fighting.
Death's Dance — This item converts incoming damage into a delayed effect, letting you stay in fights longer and smooth out damage spikes. It boosts your survivability with armor and ability haste, and successful takedowns cleanse the delayed damage while instantly healing you. — Perfect for bruisers and tanks who need to absorb bursts of damage and then quickly recover to keep fighting.
Guardian Angel
Revives at death
+45 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 100% Mana after 4 seconds of stasis. (180s Cooldown)
3200
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain
+10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (70s Cooldown)
3000
Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Maw of Malmortius — This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Guardian Angel
Revives at death
+45 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 100% Mana after 4 seconds of stasis. (180s Cooldown)
3200
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
The Collector
Execute low health champions
+45 Attack Damage
+25% Critical Rate
Killer:
+10 Armor Penetration.
Death and Taxes: Dealing damage that would leave an enemy champion below (4% + 2% Critical Rate) of their max Health executes them, permanently increases the max Health percentage execution threshold by 0.1%, and grants 25 bonus gold.
Limited to 1 The Collector.
3000
The Collector TIPS: This item turns your auto‑attacks into a finisher: it boosts your penetration for shredding armor and automatically executes low‑health enemies, rewarding you with extra gold. — Perfect for marksmen and assassins who need reliable executes on vulnerable targets while snowballing their gold income.
The Collector — This item turns your auto‑attacks into a finisher: it boosts your penetration for shredding armor and automatically executes low‑health enemies, rewarding you with extra gold. — Perfect for marksmen and assassins who need reliable executes on vulnerable targets while snowballing their gold income.
Flash (Teleport a short distance) and
Ignite (Ignites target enemy champion, dealing true damageand applying Grievous Wounds for the duration. Grievous Wound reduces the effectiveness of Healing) as your Summoner Spells.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380
) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.
Cooldown: 110s
Electrocute (Hitting a champion with successive attacks or abilities deals bonus adaptive damage.) as your keystone, followed by
Sudden Impact (After dashing or exiting invisibility/stealth, your next damaging attack or ability deals true damage on hit. The attack/ability gains bonus effects at higher levels.),
Chain Assault (Your attacks deal bonus adaptive damage after you hit an enemy champion with an ability.) and
Eyeball Collection (Gain Adaptive Force after scoring champion or epic monster takedowns.) in the primary tree, as well as
Second Wind (Heals you after taking damage.) in the secondary tree. Below you can see possible options for replacing runes.
Electrocute
Burst Damage
Within 3 seconds, hit the same enemy champion with 3 basick attacks or abilities to cause additional adaptive damage to the target.
Damage value: 40-210 (
) + 10% extra
+ 5% ![]()
Cooldown: 20-13s (
)
Sudden Impact
Triggers when in stealth or dashing
Damaging an enemy champion deals a bonus 15-65 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s.
The damaging attack/ability gains bonuses at higher levels:
Level 5: Deal an additional 5 true damage.
Level 9: Deal an additional 5 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.
Cooldown: 10s
Chain Assault
Triggers on attack after hitting a target with an ability
Hitting an enemy champion with an active ability applies a mark to them, causing your next 2 attacks or active ability casts against them to deal bonus adaptive damage equal to (12-38 (
) + 3% bonus
+ 1.5%
).
Cooldown: 15s
Eyeball Collection
Kills increase Attack Damage/Ability Power
Gains 1.5
or 3
after scoring a champion or epic monster takedown, stacking up to 8 times.
Second Wind
Increase sustain
Gain 5 Health
every 5 seconds.
After taking damage from an enemy champion, regenerate 3 + (1.5% of your missing health)
over the next 5 seconds. This effect is doubled for melee champions.
Electrocute
Burst Damage
Within 3 seconds, hit the same enemy champion with 3 basick attacks or abilities to cause additional adaptive damage to the target.
Damage value: 40-210 (
) + 10% extra
+ 5% ![]()
Cooldown: 20-13s (
)
Fleet Footwork
Mobility, Heal
Moving, attacking and casting builds Energy stacks. At 100 stacks, your next attack gains Attack Speed, heals you, grants bonus
Movement Speed. If the attack is again st a champion, it also restores Mana or Energy.
Bonus Attack Speed: 40%
Health Restore: 15-110 (
) + 15% bonus
+ 10%
.
Bonus Movement Speed: 20% for 1s.
When attacking a champion, restore 8% missing mana
or 8% missing energy
.
When attacking minions or monsters, heals for 35% (Melee champions) or 15% (Ranged champions) of the original heal amount.
Fleet Footwork — The rune is perfect for champions who need to sustain themselves in extended fights, such as Jhin or Vayne. It allows building Energy stacks through attacks and abilities, and upon reaching 100 stacks, it provides bonus attack speed, healing, and movement speed. The rune is ideal for champions who need to survive in lane or jungles, as it restores mana or energy when attacking enemies, and also heals when attacking minions or monsters.
Second Wind
Increase sustain
Gain 5 Health
every 5 seconds.
After taking damage from an enemy champion, regenerate 3 + (1.5% of your missing health)
over the next 5 seconds. This effect is doubled for melee champions.
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Bone Plating — The rune reduces damage from enemy attacks and abilities when you take damage from an enemy champion. It lowers damage from the next few attacks or abilities for a short period, making it useful for most champions, including tanks, fighters, and even some mages. The rune helps improve survivability by mitigating damage in critical moments of the fight, making it suitable for heroes who find themselves in the heart of battles.
Second Wind
Increase sustain
Gain 5 Health
every 5 seconds.
After taking damage from an enemy champion, regenerate 3 + (1.5% of your missing health)
over the next 5 seconds. This effect is doubled for melee champions.
Transcendence
Reduces ability cooldowns
Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.
Cooldown: 8s
Transcendence — This rune reduces ability cooldowns and makes gameplay smoother by allowing more frequent skill usage. It is ideal for champions who rely heavily on abilities and are constantly involved in fights or trades. It works best on mages, supports, and some fighters where maintaining a high tempo through ability usage is essential.
(Q) BONE SKEWER
10/9/8/7s
35/40/45/50
Charge: Slows himself by 15% for up to 3s, increasing cast range over the first 0.8s.
Release: Hurls his spear, dealing 130 physical damage (130/195/260/325 + 60% bonus
), slowing the target by 90% for 1s and pulling it in. Releasing the ability immediately will cause Pyke to thrust his spear instead, dealing the same damage.
Deals 50% damage to minions.
Deals 50% damage to monsters.
If BONE SKEWER is overcharged it refunds a portion of it's cooldown and 50% of its mana cost.
(W) GHOSTWATER DIVE
10.5/10/9.5/9s
Becomes camouflaged for 5 seconds and gains 40% Movements Speed (40 + 2%
) that decays over the duration.
(E) PHANTOM UNDERTOW
11/10.5/10/9.5s
40
Dashes forward, leaving behind a phantom. After 1 second, the phantom returns to Pyke, dealing 120 physical damage (120/175/230/285 + 100% bonus
) to enemy champions and stunning for 1.5 (1.5 + 1%
) seconds.
Deals 50% damage to minions
Deals 50% damage to monsters.
(R) DEATH FROM BELOW
80/70/60s
100
Marks target area with an X, executing enemy champions below 250 (250 + 80% bonus
+ 250/400/550%
) health. Non-champions and champions above the threshold take 50% of this amount as physical damage.
If an emeny champion is struck, Pyke blinks to the location. If he was executed Pyke can recast DEATH FROM BELOW within 15s.
Each execution grants Pyke 100% bounty gold. If there's an assisting ally, grant them 100% gold, and grant Pyke 160% gold (up to 600). Enemies killed by an ally inside the X grant Pyke 160% gold (up to 600).
We have prepared lists of champions that can really annoy you during a match with the game on the Mid PYKE. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Mid PYKE in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
1200
Plated Steelcaps TIPS: These boots provide reliable protection against physical damage, especially from enemy basic attacks. The bonus Armor, Health, and movement speed improve your durability, allowing you to survive longer against marksmen and AD fighters. They are an excellent choice against teams that rely heavily on auto attacks for their damage.
Randuin's Omen
Counters Critical Strike Damage
+400 Max Health
+75 Armor
Resilience: Critically Struck deal 30% less damage to you.
Countercurrent: Gain 1 stacks of Countercurrent when Critically Struck by physical damage. Each stuck grants 5% Movement Speed and 5% slow resist. Max 4 stacks.
2800
Randuin's Omen TIPS: This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an attack, deal 20 + 6% bonus Armor
+ 1% bonus Health
magic damage to the attacker.
Entwine: Apply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damage to them.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Dead Man's Plate
Increases Movement Speed
+350 Max Health
+70 Armor
Relentless:
+5% Move Speed.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 75% for 1 second.
2800
Dead Man's Plate TIPS: This item provides a substantial boost to health and armor, and its “Momentum” passive builds movement speed as you move—up to a cap—until you land an attack, which then triggers “Crushing Blow”, dealing bonus magic damage based on the momentum removed and slowing enemies at full stacks. This makes it an excellent choice for tanks and bruisers who need extra mobility to engage quickly and sustain through fights. Tips: ideal for champions who need to close distance and absorb damage; pairs extremely well with Spellblade items (e.g., Divine Sunderer) for additional burst damage on engage.
Frozen Heart
Reduces all nearby enemies Attack Speed
+80 Armor
+250 Max Mana
+20 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.
2650
Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.
Quicksilver Sash
Dispels crowd control
Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.25 seconds.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
1100
Quicksilver Sash TIPS: This enchant instantly removes most crowd control effects and briefly grants immunity to further disables. Once the effect ends, it provides increased resistance to crowd control and slows, helping you escape dangerous situations or continue fighting without interruption. It is an excellent choice against teams with heavy crowd control, allowing you to stay mobile and effective in crucial moments.
Seeker's Armguard
Turn invulnerable
+20 Armor
+35 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1200
Seeker's Armguard TIPS: This item combines Ability Power with extra defense, but its defining feature is the ability to become temporarily invulnerable. Its active effect lets you completely avoid lethal damage, dodge crucial enemy abilities, or buy time for your cooldowns to return. It is an excellent choice for mages and AP assassins who need to survive burst damage and outplay opponents in critical teamfights.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Mercurial Scimitar
Dispels crowd control
+45 Attack Damage
+10% Physical Vamp
+40 Magic Resistance
Quicksilver Sash (Active): Removes all crowd control debuffs from you and grants immunity to crowd control for 0.25s.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
3100
Mercurial Scimitar TIPS: This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3000
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Banshee's Veil
Blocks an enemy ability
+105 Ability Power
+40 Magic Resistance
Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)
3000
Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.
Cooldown: 110s
Sterak's Gage
Taking damage triggers a shield
+400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35%
Health grants a shield that equal to 75% of your bonus health
that decays over 3 seconds (75s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.
3200
Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain
+10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (70s Cooldown)
3000
Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Locket of the Iron Solari
Team shield
+200 Max Health
+30 Armor
+30 Magic Resistance
+10 Ability Haste
Locket (Active): Grants a shield to yourself and nearby allied champions that each absorbs 250-370 damage for 2.5 seconds. (60s Cooldown)
This effect is reduced by 50% if the target has been affected by another Locket in the last 20 seconds.
2600
Locket of the Iron Solari TIPS: This item provides powerful team-wide protection during fights. Its active grants a shield to you and nearby allies, helping your team survive burst damage and reducing the impact of enemy engages. It is an excellent choice for tanks and supports who stay close to their teammates and want to maximize their team's survivability in teamfights.
Gargoyle Stoneplate
Shield
+200 Max Health
+45 Armor
+45 Magic Resistance
+10 Ability Haste
Stoneplate (Active): Gain a base shield that absorbs damage equal to 100 plus 90% bonus
and gain size, decayng over 2.5s. (60s Cooldown)
2900
Gargoyle Stoneplate TIPS: This item greatly increases your survivability during teamfights. Its active grants a powerful shield that scales with your bonus Health, allowing you to withstand heavy focus fire and remain on the frontline longer. It is an excellent choice for tanks and bruisers who need to absorb large amounts of damage while protecting their team.
Banshee's Veil
Blocks an enemy ability
+105 Ability Power
+40 Magic Resistance
Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)
3000
Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.
GIFT OF THE DROWNED ONES
BONE SKEWER
GHOSTWATER DIVE
PHANTOM UNDERTOW
DEATH FROM BELOW

Stores 10% (10 + 0.35%
) of damage taken from champions, increased to 50% (50 + 0.65%
) if there are two or more visible enemy champions nearby. Damage stored cannot exceed 160 (lower value between 65%
and 146 + 800% bonus
).
When Pyke is not visible to enemies, he heals for the amount of damage stored.
Pyke cannot increase his max Health and converts 14 bonus Health to 1 Attack Damage.

10/9/8/7s
35/40/45/50
Charge: Slows himself by 15% for up to 3s, increasing cast range over the first 0.8s.
Release: Hurls his spear, dealing 130 physical damage (130/195/260/325 + 60% bonus
), slowing the target by 90% for 1s and pulling it in. Releasing the ability immediately will cause Pyke to thrust his spear instead, dealing the same damage.
Deals 50% damage to minions.
Deals 50% damage to monsters.
If BONE SKEWER is overcharged it refunds a portion of it's cooldown and 50% of its mana cost.

11/10.5/10/9.5s
40
Dashes forward, leaving behind a phantom. After 1 second, the phantom returns to Pyke, dealing 120 physical damage (120/175/230/285 + 100% bonus
) to enemy champions and stunning for 1.5 (1.5 + 1%
) seconds.
Deals 50% damage to minions
Deals 50% damage to monsters.

80/70/60s
100
Marks target area with an X, executing enemy champions below 250 (250 + 80% bonus
+ 250/400/550%
) health. Non-champions and champions above the threshold take 50% of this amount as physical damage.
If an emeny champion is struck, Pyke blinks to the location. If he was executed Pyke can recast DEATH FROM BELOW within 15s.
Each execution grants Pyke 100% bounty gold. If there's an assisting ally, grant them 100% gold, and grant Pyke 160% gold (up to 600). Enemies killed by an ally inside the X grant Pyke 160% gold (up to 600).
Use this combo to unexpectedly CC multiple enemies in a teamfight.
Use (W) GHOSTWATER DIVE to approach the teamfight. (E) PHANTOM UNDERTOW through as many targets as possible. Use (R) DEATH FROM BELOW on a target that is furthest away just as when your (E) is about to connect through the initial targets. This will redirect the stun on the last target.
A renowned harpooner from the slaughter docks of Bilgewater, Pyke should have met his death in the belly of a gigantic jaull-fish… and yet, he returned. Now, stalking the dank alleys and backways of his former hometown, he uses his new supernatural gifts to bring a swift and gruesome end to those who make their fortune by exploiting others—and a city that prides itself on hunting monsters now finds a monster hunting them.