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 +100 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.
Spoils of War: Gains 1 charge(s) every 30 seconds (up to 3 times). Attacking enemy minions consumes 1 charge(s) and executes minions whose Health are below 65%, granting your teammates the entire bounty, while granting you 65 bonus gold and restoring your Health by 15-65.
While you will not participate in the resulting minion bounty sharing, you will personally receive gold equal to 50% of the bounty. Your share of the bounty from the minion kill will be entirely given to nearby teammates.
Also reduces monster bounties by 50%.
Deal 1 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer's Bloom.
Quest: Earn 750 gold with this item to transform it into Bulwark of the Mountain. 500
Bulwark of the Mountain
Kill minions to earn bonus gold +175 Max Health
+10 Ability Haste
Every 60 seconds, gains 75 gold and 1 stacks of soulforce (up to 10 stacks). Each stack of soulforce grants 25 Health, 2 Attack Damage, or 4 Ability Power (Adaptive).
Deal 2 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer's Bloom. 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 Penetration +30 Attack Damage
+45 Move Speed.
Strike: +10 Armor Penetration.
1400
Boots of Dynamism TIPS: These boots are perfect for champions who rely on physical damage and need extra mobility to roam the map quickly. They grant bonuses to attack damage and movement speed, while the “Strike” passive increases your armor penetration, helping you deal more damage to tanky targets. Especially useful for marksmen, fighters, and assassins who want to close gaps faster and land more powerful auto-attacks.
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 and 3-6 at 100 stacks. (
) Attacks removes all Momentum, but
Armor Penetration will last for 3 seconds after. Stacks decay when movement is impaired.
Haste: Attacking with max Momentum grants 25% Attack Speed for 4 seconds. 3200
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 Penetration +30 Attack Damage
+45 Move Speed.
Strike: +10 Armor Penetration.
1400
Boots of Dynamism TIPS: These boots are perfect for champions who rely on physical damage and need extra mobility to roam the map quickly. They grant bonuses to attack damage and movement speed, while the “Strike” passive increases your armor penetration, helping you deal more damage to tanky targets. Especially useful for marksmen, fighters, and assassins who want to close gaps faster and land more powerful auto-attacks.
Protobelt Enchant
Small dash
Protobelt (Active): Dash forward and unleash a cone of missiles that deal 70 magic damage. and reducing the target's Magic Resistance by 15% for 3s. After cast, gain 20% Movement Speed thatdecays over 3s. (50s Cooldown)
If champions or monsters are hit by more than one missile, missiles after the first will deal only 10% damage. 500
Protobelt Enchant TIPS: This enchant grants a forward dash followed by a burst of missiles that deal magic damage and briefly weaken the target’s magic resistance. After casting, you gain a temporary movement speed boost for continued pursuit or escape.
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown) 1000
Stasis Enchant TIPS: This Enchant renders you invulnerable and untargetable for 2.5 s, but prevents movement, attacks, and ability or item use. Perfect for surviving critical moments against assassins and high burst damage.
Bulwark of the Mountain
Kill minions to earn bonus gold +175 Max Health
+10 Ability Haste
Every 60 seconds, gains 75 gold and 1 stacks of soulforce (up to 10 stacks). Each stack of soulforce grants 25 Health, 2 Attack Damage, or 4 Ability Power (Adaptive).
Deal 2 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer's Bloom. 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 Penetration +30 Attack Damage
+45 Move Speed.
Strike: +10 Armor Penetration.
1400
Boots of Dynamism TIPS: These boots are perfect for champions who rely on physical damage and need extra mobility to roam the map quickly. They grant bonuses to attack damage and movement speed, while the “Strike” passive increases your armor penetration, helping you deal more damage to tanky targets. Especially useful for marksmen, fighters, and assassins who want to close gaps faster and land more powerful auto-attacks.
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 and 3-6 at 100 stacks. (
) Attacks removes all Momentum, but
Armor Penetration will last for 3 seconds after. Stacks decay when movement is impaired.
Haste: Attacking with max Momentum grants 25% Attack Speed for 4 seconds. 3200
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.
Yordle Duskblade of Draktharr
Attacks deal bonus damage +50 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 duration.
Nightfall: Become invisible for 1s upon getting a kill. While invisible, gain 60% Movement Speed. (5s cooldown) 3000
Yordle Duskblade of Draktharr TIPS: This item is best purchased on AD assassins who can attack quickly and decisively after being spotted. The large lethality boost this item provides makes it especially effective against squishy targets like mages or marksmen. The Nightstalker effect allows you to deal significant bonus damage with the first attack on a champion, slowing them briefly, giving you time to follow up with additional attacks. This item excels against targets with low defense, but if the enemy is building more tanky or brawler-oriented champions, you may want to consider a different core item.
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) 3150
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.
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) 3150
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.
Chempunk Chainsword
Reduces enemy healing +250 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2800
Chempunk Chainsword TIPS: This item is perfect for champions who face enemies with high sustain, such as Dr. Mundo, Soraka, and Yuumi, who have significant healing abilities. The "Punishment" effect applies Grievous Wounds, reducing the effectiveness of healing and regeneration by 50%, making this item effective against champions who rely on healing. It’s also useful against champions who rely on lifesteal, such as Aatrox, Darius, and Fiora, as it helps reduce the effectiveness of their healing.
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) 3150
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.
Yordle Death's Dance
Delays damage taken +35 Attack Damage
+40 Armor
+15 Ability Haste
Dance: Champion takedowns cleanse Cauterize's remaining damage pool and restores 10% of your maximum health over 2 seconds.
Cauterize: 32% of all physical damage and magic damage received (12% for ranged champions) is dealt to you over 4 seconds as true damage instead. 3000
Yordle 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.
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) 3150
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.
Maw of Malmortius
Converts damage from attacks into a magic shield +55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.
3000
Maw of Malmortius TIPS: This item is a great choice against burst mages like Vex, Syndra, and Annie, who can quickly take you down. It provides bonuses to attack damage, magic resistance, and ability haste, helping you resist magic damage. The "Demonbane" effect converts a portion of the physical damage you deal into a magic shield that absorbs magic damage, making it especially effective against both burst and sustained damage mages like Vladimir and Swain who rely on consistent damage over time.
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) 3150
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 +40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 30% Mana after 4 seconds of stasis. (210s Cooldown) 3400
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.
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
Glacial Augment
Applies Slow
Landing an attack on an enemy champion reduces their Movement Speed by 20% for 1.5s. This effect only affects each champion up to a maximum of 1 time(s) within 10s. Immobilizing an enemy champion triggers 3 glacial rays that radiate toward you, creating a frozen region that lasts for 3s. The region slows enemies within it by (1.5% of your bonus Health + 20%). and reduces the damage that they deal by 12%. The slow effect will persist for 1.5s even after they leave the frozen region.
Cooldown: 20s
Courage of the Colossus
Shield
Gains a shield that absorbs up to 25-45 () + 1% of max Health
for 3s when immobilizing an enemy champion.
Cooldown: 10s
Second Wind
Heal after taking damage
Gain 5 Health every 5 seconds.
After taking damage from an enemy champion, regenerate 6 + (2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.
Overgrowth
Bonus HP
When 2 minions or 1 monsters are killed nearby, permanently gains 3 max Health. Max Health can be increased indefinitely. Gains a bonus 3% max Health upon reaching 30 stacks.
Sudden Impact
Bonus Damage
Damaging an enemy champion deals a bonus 10-80 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 10 true damage.
Level 9: Deal an additional 20 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.
Cooldown: 10s
Second Wind
Heal after taking damage
Gain 5 Health every 5 seconds.
After taking damage from an enemy champion, regenerate 6 + (2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.
Bone Plating
Block Combo-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: 30s
(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 Physical Damage +150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken from champions by 7-10% ().
1350
Plated Steelcaps TIPS: These boots provide solid protection against physical damage, boosting your durability and movement speed. The “Block” passive further reduces incoming basic attacks and physical damage from enemy champions. — The perfect pick for tanks, bruisers, and supports who need to soak up auto‑attacks while staying mobile in fights.
Guardian Angel
Revives at death +40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 30% Mana after 4 seconds of stasis. (210s Cooldown) 3400
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.
Randuin's Omen
Attack to heal from enemy Critical Strikes +400 Max Health
+75 Armor
Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health.
2800
Randuin's Omen TIPS: Randuin's Omen Attack to heal from enemy Critical Strikes +400 Max Health +75 Armor Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health. 2800 Randuin's Omen TIPS: Pick the item if enemy team has a lot of physical damage, you need increased armor and you want to get an additional bonus to movement speed and resistance to slowdowns.. Effective against champions who deal consistent crit based damage like Jinx, Yasuo or Tryndamere.
Thornmail
Reflects damage and reduces enemy healing +200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health
magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2700
Thornmail TIPS: This item provides a large boost to health and armor, and its “Thorns” passive reflects magic damage when hit by basic attacks, applying Grievous Wounds to reduce enemy healing. It’s ideal against multiple auto-attack or strong heal champions, and helps you soak damage for your team. Pick this up when the enemy team has many auto-attack reliant champions (e.g., Yasuo, Tryndamere, Jinx) or heavy healing (e.g., Soraka, Vladimir, Samira), and you need to absorb incoming damage.
Dead Man's Plate
Increases Movement Speed +250 Max Health
+50 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 50% 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.
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown) 1000
Stasis Enchant TIPS: This Enchant renders you invulnerable and untargetable for 2.5 s, but prevents movement, attacks, and ability or item use. Perfect for surviving critical moments against assassins and high burst damage.
Quicksilver Enchant
Dispels crowd control
Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.75 seconds.
Perseverance (Passive): After 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. 800
Quicksilver Enchant TIPS: This enchant cleanses all crowd control effects, grants brief CC immunity, then boosts your tenacity and slow resist. Perfect for champions who need to quickly purge control to stay in the fight.
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) 3150
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.
Crown of the Shattered Queen
Blocks an enemy ability +60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
3000
Crown of the Shattered Queen TIPS: This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.
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 (90s 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.
Immortal Shieldbow
Gain a Shield and Physical Vamp when health is low +40 Attack Damage
+25% Critical Rate
+15% Attack Speed
+5% Physical Vamp
Lifeline: Damage that puts you under 35% Health preemptively grants a shield that absorbs 250-550 damage (
) for 5 seconds. (90s Cooldown).
Buttle Furor: Triggering Lifeline grants +8% Physical Vamp for 8 seconds.
3000
Immortal Shieldbow TIPS: This item is perfect for champions who need a lot of sustain in fights. It provides bonuses to attack damage, critical strike chance, attack speed, and physical vamp, helping you sustain and deal damage. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage for 5 seconds, giving you a chance to survive dangerous moments in a fight. "Buttle Furor" adds physical vamp when the shield is triggered, enhancing your sustain. This item is especially useful for champions who rely on high AD, such as Draven and Jhin, and when facing champions who deal a lot of physical damage, such as Master Yi, and Tryndamere.
Locket Enchant
Area of effect magic shield
Locket (Active): Grants a shield to yourself and nearby allied champions that each absorbs 60-330 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. 500
Locket Enchant TIPS: This enchant grants a magic shield to you and nearby allies, absorbing damage for a brief duration. The shield is ideal in large teamfights, providing extra protection and opportunities for counterplay. Perfect for tanks who frequently stand in the thick of battle and want to safeguard their team during critical moments.
Stoneplate Enchant
Shield
Stoneplate (Active): Gain a base shield that absorbs damage equal to 20% of max Health. Every 1 bonus Armor or Magic Resistance
you have increases the shield by 0.1%, up to 35%. The shield decays over 4s. (60s Cooldown) For every enemy nearby, gain an additional shield that absorbs damage equal to 5% of max Health, capped at 3 enemies. Every 1 bonus Armor
or Magic Resistance
you have increases the shield by 0.1%, up to 12%. Damage dealt is reduced by 40% for 4s.
500
Stoneplate Enchant TIPS: This enchant grants a strong shield based on your max health, further boosted by your armor and magic resist. The shield grows stronger per nearby enemy and decays over time, reducing incoming damage. — Perfect for tank initiators who need reliable mitigation to withstand initial bursts and control teamfights.
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 +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 and 3-6 at 100 stacks. (
) Attacks removes all Momentum, but
Armor Penetration will last for 3 seconds after. Stacks decay when movement is impaired.
Haste: Attacking with max Momentum grants 25% Attack Speed for 4 seconds. 3200
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 Penetration +30 Attack Damage
+45 Move Speed.
Strike: +10 Armor Penetration.
1400
Boots of Dynamism TIPS: These boots are perfect for champions who rely on physical damage and need extra mobility to roam the map quickly. They grant bonuses to attack damage and movement speed, while the “Strike” passive increases your armor penetration, helping you deal more damage to tanky targets. Especially useful for marksmen, fighters, and assassins who want to close gaps faster and land more powerful auto-attacks.
Yordle Duskblade of Draktharr
Attacks deal bonus damage +50 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 duration.
Nightfall: Become invisible for 1s upon getting a kill. While invisible, gain 60% Movement Speed. (5s cooldown) 3000
Yordle Duskblade of Draktharr TIPS: This item is best purchased on AD assassins who can attack quickly and decisively after being spotted. The large lethality boost this item provides makes it especially effective against squishy targets like mages or marksmen. The Nightstalker effect allows you to deal significant bonus damage with the first attack on a champion, slowing them briefly, giving you time to follow up with additional attacks. This item excels against targets with low defense, but if the enemy is building more tanky or brawler-oriented champions, you may want to consider a different core item.
Boots of Dynamism
Attack Damage, Armor Penetration +30 Attack Damage
+45 Move Speed.
Strike: +10 Armor Penetration.
1400
Boots of Dynamism TIPS: These boots are perfect for champions who rely on physical damage and need extra mobility to roam the map quickly. They grant bonuses to attack damage and movement speed, while the “Strike” passive increases your armor penetration, helping you deal more damage to tanky targets. Especially useful for marksmen, fighters, and assassins who want to close gaps faster and land more powerful auto-attacks.
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown) 1000
Stasis Enchant TIPS: This Enchant renders you invulnerable and untargetable for 2.5 s, but prevents movement, attacks, and ability or item use. Perfect for surviving critical moments against assassins and high burst damage.
Protobelt Enchant
Small dash
Protobelt (Active): Dash forward and unleash a cone of missiles that deal 70 magic damage. and reducing the target's Magic Resistance by 15% for 3s. After cast, gain 20% Movement Speed thatdecays over 3s. (50s Cooldown)
If champions or monsters are hit by more than one missile, missiles after the first will deal only 10% damage. 500
Protobelt Enchant TIPS: This enchant grants a forward dash followed by a burst of missiles that deal magic damage and briefly weaken the target’s magic resistance. After casting, you gain a temporary movement speed boost for continued pursuit or escape.
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 and 3-6 at 100 stacks. (
) Attacks removes all Momentum, but
Armor Penetration will last for 3 seconds after. Stacks decay when movement is impaired.
Haste: Attacking with max Momentum grants 25% Attack Speed for 4 seconds. 3200
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 Penetration +30 Attack Damage
+45 Move Speed.
Strike: +10 Armor Penetration.
1400
Boots of Dynamism TIPS: These boots are perfect for champions who rely on physical damage and need extra mobility to roam the map quickly. They grant bonuses to attack damage and movement speed, while the “Strike” passive increases your armor penetration, helping you deal more damage to tanky targets. Especially useful for marksmen, fighters, and assassins who want to close gaps faster and land more powerful auto-attacks.
Yordle Duskblade of Draktharr
Attacks deal bonus damage +50 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 duration.
Nightfall: Become invisible for 1s upon getting a kill. While invisible, gain 60% Movement Speed. (5s cooldown) 3000
Yordle Duskblade of Draktharr TIPS: This item is best purchased on AD assassins who can attack quickly and decisively after being spotted. The large lethality boost this item provides makes it especially effective against squishy targets like mages or marksmen. The Nightstalker effect allows you to deal significant bonus damage with the first attack on a champion, slowing them briefly, giving you time to follow up with additional attacks. This item excels against targets with low defense, but if the enemy is building more tanky or brawler-oriented champions, you may want to consider a different core item.
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) 3150
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.
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. 2900
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
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. 2900
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.
Chempunk Chainsword
Reduces enemy healing +250 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2800
Chempunk Chainsword TIPS: This item is perfect for champions who face enemies with high sustain, such as Dr. Mundo, Soraka, and Yuumi, who have significant healing abilities. The "Punishment" effect applies Grievous Wounds, reducing the effectiveness of healing and regeneration by 50%, making this item effective against champions who rely on healing. It’s also useful against champions who rely on lifesteal, such as Aatrox, Darius, and Fiora, as it helps reduce the effectiveness of their healing.
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. 2900
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.
Yordle Death's Dance
Delays damage taken +35 Attack Damage
+40 Armor
+15 Ability Haste
Dance: Champion takedowns cleanse Cauterize's remaining damage pool and restores 10% of your maximum health over 2 seconds.
Cauterize: 32% of all physical damage and magic damage received (12% for ranged champions) is dealt to you over 4 seconds as true damage instead. 3000
Yordle 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.
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. 2900
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.
Maw of Malmortius
Converts damage from attacks into a magic shield +55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.
3000
Maw of Malmortius TIPS: This item is a great choice against burst mages like Vex, Syndra, and Annie, who can quickly take you down. It provides bonuses to attack damage, magic resistance, and ability haste, helping you resist magic damage. The "Demonbane" effect converts a portion of the physical damage you deal into a magic shield that absorbs magic damage, making it especially effective against both burst and sustained damage mages like Vladimir and Swain who rely on consistent damage over time.
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. 2900
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.
Guardian Angel
Revives at death +40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 30% Mana after 4 seconds of stasis. (210s Cooldown) 3400
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.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Barrier
Gain a shield that absorbs 120 (120–560 ) damage for 2.5 seconds.
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
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: 40-194 () + 40% extra
+ 25%
Cooldown: 20-13s ()
Sudden Impact
Bonus Damage
Damaging an enemy champion deals a bonus 10-80 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 10 true damage.
Level 9: Deal an additional 20 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.
Cooldown: 10s
Cheap Shot
Bonus Damage
Deals 10-45 bonus true damage to enemies whose movement is impaired.
Cooldown: 7s
Eyeball Collector
Adaptive Force
Gains 1 or 2
after each unique enemy champion takedown, stacking up to 10 times.
At 10 stacks, gain bonus 10 or 20
.
Second Wind
Heal after taking damage
Gain 5 Health every 5 seconds.
After taking damage from an enemy champion, regenerate 6 + (2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.
(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 Physical Damage +150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken from champions by 7-10% ().
1350
Plated Steelcaps TIPS: These boots provide solid protection against physical damage, boosting your durability and movement speed. The “Block” passive further reduces incoming basic attacks and physical damage from enemy champions. — The perfect pick for tanks, bruisers, and supports who need to soak up auto‑attacks while staying mobile in fights.
Guardian Angel
Revives at death +40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 30% Mana after 4 seconds of stasis. (210s Cooldown) 3400
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.
Randuin's Omen
Attack to heal from enemy Critical Strikes +400 Max Health
+75 Armor
Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health.
2800
Randuin's Omen TIPS: Randuin's Omen Attack to heal from enemy Critical Strikes +400 Max Health +75 Armor Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health. 2800 Randuin's Omen TIPS: Pick the item if enemy team has a lot of physical damage, you need increased armor and you want to get an additional bonus to movement speed and resistance to slowdowns.. Effective against champions who deal consistent crit based damage like Jinx, Yasuo or Tryndamere.
Thornmail
Reflects damage and reduces enemy healing +200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health
magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2700
Thornmail TIPS: This item provides a large boost to health and armor, and its “Thorns” passive reflects magic damage when hit by basic attacks, applying Grievous Wounds to reduce enemy healing. It’s ideal against multiple auto-attack or strong heal champions, and helps you soak damage for your team. Pick this up when the enemy team has many auto-attack reliant champions (e.g., Yasuo, Tryndamere, Jinx) or heavy healing (e.g., Soraka, Vladimir, Samira), and you need to absorb incoming damage.
Dead Man's Plate
Increases Movement Speed +250 Max Health
+50 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 50% 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.
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown) 1000
Stasis Enchant TIPS: This Enchant renders you invulnerable and untargetable for 2.5 s, but prevents movement, attacks, and ability or item use. Perfect for surviving critical moments against assassins and high burst damage.
Quicksilver Enchant
Dispels crowd control
Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.75 seconds.
Perseverance (Passive): After 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. 800
Quicksilver Enchant TIPS: This enchant cleanses all crowd control effects, grants brief CC immunity, then boosts your tenacity and slow resist. Perfect for champions who need to quickly purge control to stay in the fight.
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) 3150
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.
Crown of the Shattered Queen
Blocks an enemy ability +60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
3000
Crown of the Shattered Queen TIPS: This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.
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 (90s 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.
Immortal Shieldbow
Gain a Shield and Physical Vamp when health is low +40 Attack Damage
+25% Critical Rate
+15% Attack Speed
+5% Physical Vamp
Lifeline: Damage that puts you under 35% Health preemptively grants a shield that absorbs 250-550 damage (
) for 5 seconds. (90s Cooldown).
Buttle Furor: Triggering Lifeline grants +8% Physical Vamp for 8 seconds.
3000
Immortal Shieldbow TIPS: This item is perfect for champions who need a lot of sustain in fights. It provides bonuses to attack damage, critical strike chance, attack speed, and physical vamp, helping you sustain and deal damage. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage for 5 seconds, giving you a chance to survive dangerous moments in a fight. "Buttle Furor" adds physical vamp when the shield is triggered, enhancing your sustain. This item is especially useful for champions who rely on high AD, such as Draven and Jhin, and when facing champions who deal a lot of physical damage, such as Master Yi, and Tryndamere.
Locket Enchant
Area of effect magic shield
Locket (Active): Grants a shield to yourself and nearby allied champions that each absorbs 60-330 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. 500
Locket Enchant TIPS: This enchant grants a magic shield to you and nearby allies, absorbing damage for a brief duration. The shield is ideal in large teamfights, providing extra protection and opportunities for counterplay. Perfect for tanks who frequently stand in the thick of battle and want to safeguard their team during critical moments.
Stoneplate Enchant
Shield
Stoneplate (Active): Gain a base shield that absorbs damage equal to 20% of max Health. Every 1 bonus Armor or Magic Resistance
you have increases the shield by 0.1%, up to 35%. The shield decays over 4s. (60s Cooldown) For every enemy nearby, gain an additional shield that absorbs damage equal to 5% of max Health, capped at 3 enemies. Every 1 bonus Armor
or Magic Resistance
you have increases the shield by 0.1%, up to 12%. Damage dealt is reduced by 40% for 4s.
500
Stoneplate Enchant TIPS: This enchant grants a strong shield based on your max health, further boosted by your armor and magic resist. The shield grows stronger per nearby enemy and decays over time, reducing incoming damage. — Perfect for tank initiators who need reliable mitigation to withstand initial bursts and control teamfights.
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.