Good patterns
- Uses spells to shape space, punish predictable movement or control an approach.
- Threatens reachable priority targets through burst, mobility or an unusual angle.
Game patch 26.20Data Dragon 16.20.1
Reference patch 16.20.1
the Ashen Exorcist
Locke is a burst-focused champion who looks for a reachable priority target and a route back out. This overview keeps the explanation practical and leaves patch-sensitive numbers to Riot's structured data and the current in-game tooltip.
Strengths and limits
These are kit-level patterns, not a promise that every lane or matchup plays the same way.
Practical champion reading
Use these patterns to ask better questions before choosing an item, target or commitment. They describe the kit, not a guaranteed result.
Magic resistance can reduce the broad spell profile, but positioning and cooldown tracking still decide whether the important abilities connect.
Surviving the first rotation is only the first check. Preserve enough distance, protection or control to stop repeated attacks after the opening spells.
Range, slows, displacement and terrain can deny the clean contact this champion wants. Plan the route in as carefully as the damage after arrival.
A clean angle matters more than attacking the nearest unit immediately. Keep an exit, reset or follow-up route in mind before committing.
When hard control is not the main threat, distance, vision and a safe route out can be more useful than buying Tenacity automatically.
Anti-heal or anti-shielding is situational. Buy it only when the effect is materially protecting targets and your champion can apply the answer reliably.
A spell being available does not mean the complete sequence is sustainable. Watch the resource bar as well as the setup and escape cooldowns.
Defensive item reference
Start with the threat that is actually affecting the match. These are conditional comparisons, not an automatic counter build.
Magic resistance addresses the broad damage profile, while Tenacity can shorten reducible control.
Choose Plated Steelcaps instead only when physical basic attacks from this champion or the rest of the team are the larger repeated threat.Normal Draft and Ranked role map
Each lane is assessed separately. Open a role to reach its queue-specific build and matchup preparation.
Historical reference. Recommendation review pending. Locke is normally played Mid and does not currently have a reviewed Top route. Top usually needs independent laning, durable trading or reliable side-lane pressure. Treat this as a deliberate experiment, not a standard recommendation.
Historical reference. Recommendation review pending. Locke Jungle is a reviewed secondary role. His clear and pursuit tools support an assassin route, while Mid remains the more established lane and weak early pathing can delay his first pressure window.
Historical reference. Recommendation review pending. Locke has an established central-lane plan with access to waves, both sides of the river and meaningful pressure between objectives.
Historical reference. Recommendation review pending. Locke is normally played Mid and does not currently have a reviewed Bot route. Bot usually needs dependable duo-lane scaling and sustained damage with shared early pressure. Treat this as a deliberate experiment, not a standard recommendation.
Historical reference. Recommendation review pending. Locke is normally played Mid and does not currently have a reviewed Support route. Support usually needs useful engage, peel or utility while operating on low gold income. Treat this as a deliberate experiment, not a standard recommendation.
Situational AP purchase
Buy healing reduction when enemy healing or regeneration is deciding fights and you can keep damaging the relevant target. Grievous Wounds reduces healing; it does not reduce shields, magic damage or crowd control.
Oblivion Orb can provide healing reduction without immediately paying for a completed Morellonomicon. Fit the component around your core damage, mana and survival needs; check the current queue's item tooltip.
Complete Morellonomicon when its stats and slot efficiency suit your build. Do not treat it as a mandatory first item just because your champion deals magic damage.
Multiple Grievous Wounds sources do not add their percentages together. Another reliable applier may cover the same target, but you may still need your own source for a separate fight or target.
Repeated spell damage and damage over time can maintain coverage more reliably than a single hit. Match the purchase to your actual spell access, enemy sustain and the teammates who can apply the debuff.
If you die before dealing damage, you apply no healing reduction. If your target dies before healing, there is little healing to prevent. The debuff applies on qualifying damage immediately; it does not need to build up. It remains briefly after your last hit, so teammates can benefit even after you disengage.
Only healing during the active debuff counts. For example, 40% reduction prevents 80 of a 200-point heal, or 400 of a 1,000-point heal, before other modifiers. Compare that with the damage, penetration or survival you delayed; neither example guarantees a kill. Healing after the debuff expires is unaffected.
See the Oblivion Orb and Morellonomicon references for current effects and queue availability. These are situational decisions, not a measured best-build claim.
Kit reference
Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

What it doesLocke's attacks deal additional magic damage On-Hit, increased based on enemy missing Health.
Practical readSilver Stake is an automatic part of the kit involving basic-attack interaction and damage. Track when its condition is active instead of treating every fight the same way.
Part of this effect becomes more valuable against a target that has already lost health; it is not the same as maximum-health damage.

What it doesLocke readies a set of Soul Nails to throw, dealing damage to and marking enemies hit. Locke can consume the marks to deal bonus damage with his attacks.
Practical readRitual Nails contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

What it doesLocke ignites his soul, gaining Attack Speed and Move Speed, and dealing damage to himself. At the end of the duration, Locke will heal back a portion of the damage he takes during the effect.
Practical readSoul Ignition contributes protection or sustain and basic-attack interaction. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

What it doesLocke teleports to a location before dashing to attack his next target, dealing damage to enemies passed through.
Practical readAshen Pursuit contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
The cast changes position or access. Account for where the champion finishes, not only where the ability begins.

What it doesLocke throws a binding artifact that deals damage and potentially executes enemies hit. Locke gains additional power for sealing away enemy champions.
Practical readPurgatory is a ranged cast involving damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.
Levels 1–18
Base values exclude items, runes, temporary buffs and mode-specific modifiers. Cooldowns are the listed base cooldown before ability haste.
Cooldown Data Dragon 16.20.1
Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
First rank becomes available at level 6; later ranks normally become available at levels 11 and 16.
| Level | Health | Mana | Ability milestone |
|---|---|---|---|
| 1 | 620 | 280 Mana | Choose the first basic ability |
| 2 | 698 | 330 Mana | Add another basic ability or rank |
| 3 | 781 | 383 Mana | Add another basic ability or rank |
| 4 | 867 | 439 Mana | Spend one ability point |
| 5 | 957 | 496 Mana | Spend one ability point |
| 6 | 1,051 | 557 Mana | First ultimate rank normally available |
| 7 | 1,148 | 619 Mana | Spend one ability point |
| 8 | 1,249 | 684 Mana | Spend one ability point |
| 9 | 1,355 | 752 Mana | Spend one ability point |
| 10 | 1,464 | 822 Mana | Spend one ability point |
| 11 | 1,576 | 894 Mana | Second ultimate rank normally available |
| 12 | 1,693 | 969 Mana | Spend one ability point |
| 13 | 1,814 | 1,047 Mana | Spend one ability point |
| 14 | 1,938 | 1,126 Mana | Spend one ability point |
| 15 | 2,066 | 1,209 Mana | Spend one ability point |
| 16 | 2,198 | 1,293 Mana | Final ultimate rank normally available |
| 17 | 2,333 | 1,380 Mana | Spend one ability point |
| 18 | 2,473 | 1,470 Mana | Spend one ability point |
Choose the next question
Choose a queue-aware build, compare a lane opponent, or return to the full champion library.