Arrr, VRC.LOL

Game patch, matey 26.20Data Dragon 16.20.1

Arrr, reference patch 16.20.1

Pyke Arrr, support · Normal Draft

Pyke has an established low-income Support course wit' useful course pressure, protection, engage or crew utility.

Arrr, primary roleArrr, standard Summoner's Rift preparation
Arrr, champion overview
Old chart, mateyRecommendations await inspection

These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.

Recommendations’ patch
16.16 Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, normal Draft · Support

Arrr, evidence-supported Pyke Support

Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Arrr, primary role
S
Draft / Ranked opening · separate from gear 1

World Atlas

400 doubloons

Keep this reviewed late cargo after the prior-patch cross-check; move or trade it only when its named match trouble is aboard.

1
First aboard gear

Bloodsong

400 doubloons

Keep this reviewed late cargo after the prior-patch cross-check; move or trade it only when its named match trouble is aboard.

2
Boots

Umbral Glaive

2,800 doubloons

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

3
Core

Boots of Swiftness

1,000 doubloons

These be the most-supported Boots in the frozen prior-patch public role log; change them when enemy damage or crowd control calls for another defence.

4
Late

Youmuu's Ghostblade

2,800 doubloons

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

5
Flexible

Edge of Night

3,000 doubloons

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

6
Final safe harbour

Guardian Angel

3,200 doubloons

Keep this reviewed late cargo after the prior-patch cross-check; move or trade it only when its named match trouble is aboard.

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, too much healingApply anti-heal only when repeated healing be materially changing fights.Spy full course

Arrr, best when: Apply anti-heal only when repeated healing be materially changing fights.

  1. First aboard gearBloodsong
  2. BootsUmbral Glaive
  3. CoreBoots of Swiftness
  4. Morellonomicon
  5. FlexibleEdge of Night
  6. Final safe harbourGuardian Angel
AlternativeArrr, crowd controlMikael's removes eligible crowd control from an ally; inspect that th' effect can actually be cleansed.Spy full course

Arrr, best when: Mikael's removes eligible crowd control from an ally; inspect that th' effect can actually be cleansed.

  1. First aboard gearBloodsong
  2. BootsUmbral Glaive
  3. CoreBoots of Swiftness
  4. Mikael's Blessing
  5. FlexibleEdge of Night
  6. Final safe harbourGuardian Angel
AlternativeCrew gets burstLocket gives nigh th' ship crewmates an immediate shield when foe burst lands together.Spy full course

Arrr, best when: Locket gives nigh th' ship crewmates an immediate shield when foe burst lands together.

  1. First aboard gearBloodsong
  2. BootsUmbral Glaive
  3. Locket of the Iron Solari
  4. LateYoumuu's Ghostblade
  5. FlexibleEdge of Night
  6. Final safe harbourGuardian Angel
AlternativeCannae set sail fightsShurelya's movement speed helps th' crew engage or disengage when positioning be th' problem.Spy full course

Arrr, best when: Shurelya's movement speed helps th' crew engage or disengage when positioning be th' problem.

  1. First aboard gearBloodsong
  2. BootsUmbral Glaive
  3. CoreBoots of Swiftness
  4. Shurelya's Battlesong
  5. FlexibleEdge of Night
  6. Final safe harbourGuardian Angel

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, too much healingApply anti-heal only when repeated healing be materially changing fights.Spy full course

Arrr, best when: Apply anti-heal only when repeated healing be materially changing fights.

  1. First aboard gearBloodsong
  2. BootsUmbral Glaive
  3. CoreBoots of Swiftness
  4. Morellonomicon
  5. FlexibleEdge of Night
  6. Final safe harbourGuardian Angel
AlternativeArrr, crowd controlMikael's removes eligible crowd control from an ally; inspect that th' effect can actually be cleansed.Spy full course

Arrr, best when: Mikael's removes eligible crowd control from an ally; inspect that th' effect can actually be cleansed.

  1. First aboard gearBloodsong
  2. BootsUmbral Glaive
  3. CoreBoots of Swiftness
  4. Mikael's Blessing
  5. FlexibleEdge of Night
  6. Final safe harbourGuardian Angel
AlternativeCrew gets burstLocket gives nigh th' ship crewmates an immediate shield when foe burst lands together.Spy full course

Arrr, best when: Locket gives nigh th' ship crewmates an immediate shield when foe burst lands together.

  1. First aboard gearBloodsong
  2. BootsUmbral Glaive
  3. Locket of the Iron Solari
  4. LateYoumuu's Ghostblade
  5. FlexibleEdge of Night
  6. Final safe harbourGuardian Angel
AlternativeCannae set sail fightsShurelya's movement speed helps th' crew engage or disengage when positioning be th' problem.Spy full course

Arrr, best when: Shurelya's movement speed helps th' crew engage or disengage when positioning be th' problem.

  1. First aboard gearBloodsong
  2. BootsUmbral Glaive
  3. CoreBoots of Swiftness
  4. Shurelya's Battlesong
  5. FlexibleEdge of Night
  6. Final safe harbourGuardian Angel

Recommendations await inspection

Arrr, runes and summoner spells

Arrr, runes and summoner spellsPykeSupport

Catch, survive th' return damage, then create another opening.

Normal Draft, matey
Arrr, primary tree

Resolve

AftershockFont of LifeBone PlatingUnflinching
Arrr, secondary tree

Inspiration

Hextech FlashtraptionCosmic Insight
Arrr, summoner spells
FlashIgnite
Coordinate th' Bot pair

Inspect which defensive spell th' Bot partner picked afore duplicating Heal, Barrier or Exhaust.

Clash th' course threat

Exhaust answers a committed damage dealer; Ignite adds pressure and anti-heal; Heal protects both nigh th' ship partners.

Arrr, static alternatives

Compare th' problem afore changing th' course

These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, too much healing

Morellonomicon

Apply anti-heal only when repeated healing be materially changing fights.

Arrr, crowd control

Mikael's Blessing

Mikael's removes eligible crowd control from an ally; inspect that th' effect can actually be cleansed.

Crew gets burst

Locket of the Iron Solari

Locket gives nigh th' ship crewmates an immediate shield when foe burst lands together.

Cannae set sail fights

Shurelya's Battlesong

Shurelya's movement speed helps th' crew engage or disengage when positioning be th' problem.

Arrr, kit reference

Pyke tricks

Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Tricks Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Gift of the Drowned Ones

Arrr, what it doesEnglishWhen Pyke is hidden from enemies, he regenerates damage that he has recently taken from champions. Pyke also cannot gain extra Maximum Health from any source, and instead gains Bonus AD.

Arrr, practical readGift o' th' Drowned Ones be an automatic part o' th' kit involving damage. Track when its condition be active instead o' treating every fight th' same way.

Maximum-hull interaction

This effect references a maximum-hull value. Inspect whether th' present tooltip uses th' caster's or th' target's hull afore comparing damage or protection.

Q
Q trick

Bone Skewer

Arrr, what it doesEnglishPyke either stabs an enemy in front of him or pulls an enemy towards him.

Arrr, practical readBone Skewer be part o' Pyke's Q pattern. Read its listed effect first aboard, then track th' cooldown and condition that make th' next aboard use valuable.

CooldownArrr, 10/9.5/9/8.5/8 secCost70/75/80/85/90Arrr, listed rangeArrr, 400 units
W
W trick

Ghostwater Dive

Arrr, what it doesEnglishPyke enters Camouflage and gains significant Move Speed that decays over time.

Arrr, practical readGhostwater Dive be part o' Pyke's W pattern. Read its listed effect first aboard, then track th' cooldown and condition that make th' next aboard use valuable.

CooldownArrr, 14/13/12/11/10 secCost65Arrr, listed rangeArrr, 600 units
E
E trick

Phantom Undertow

Arrr, what it doesEnglishPyke dashes and leaves behind a phantom that will return to him, stunning enemy champions along its path.

Arrr, practical readPhantom Undertow be part o' Pyke's E pattern. Read its listed effect first aboard, then track th' cooldown and condition that make th' next aboard use valuable.

CooldownArrr, 15/14/13/12/11 secCost40Arrr, listed rangeArrr, 550 units
Movement

Th' cast changes position or access. Sailor record fer where th' champion finishes, nay only where th' trick begins.

R
Ultimate

Death From Below

Arrr, what it doesEnglishPyke blinks to and executes low health enemies, allowing him to cast this spell again and granting additional gold to an ally who assists.

Arrr, practical readDeath From Below be part o' Pyke's R pattern. Read its listed effect first aboard, then track th' cooldown and condition that make th' next aboard use valuable.

CooldownArrr, 100/85/70 secCost100Arrr, listed rangeArrr, 750 units

Adapt th' course

What to do when th' battle changes

Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.

Even course

Balance course pressure wit' protection fer th' carry

1
Course

Hold th' trick that makes foes respect yer course and trade when both Bot-course partners be shipshape.

2
Sea chart play

Recall and move on seaworthy wave timings; an unsupported roam can cost th' carry an entire wave or a dive.

3
Fights

Control one approach and keep enough protection fer th' foe's most likely engage.

Pings, movement and prizes

Pyke Support sea chart course

Turn ship's intelligence into a shared decision. Move wit' an ally and preserve th' tool that makes th' next aboard fight seaworthy.

Ahead

Make th' lead open th' sea chart

Ping
Use On Me Way afore changing angle, then Assist Me on Dragon after Bot be seaworthy to move. Use Peril if th' carry starts following through an unsafe course.
Sea chart movement
Roam after a pushed wave, shared recall or when th' carry can collect safely. Deep wards still require th' Jungler or another nigh th' ship ally.
Prize
Arrive early, clear th' deck th' foe entrance and hold th' key engage or peel spell. Do nay chase astern from Dragon and hand th' foe a free course back aboard in.
Even

Create one clear th' deck numbers advantage

Ping
Use On Me Way afore an engage or roam, Foe Lost overboard as soon as a course foe disappears, and Peril when yer carry cannae follow.
Sea chart movement
Leave only on a seaworthy wave or recall timing. If th' carry would meet defeat a full wave or face a dive, stay Bot and communicate that ye be nay moving.
Prize
Lend a hand Bot finish th' wave, then enter river wit' th' Jungler. Set vision afore starting and avoid turning an even prize into an unseen gamble.
Behind

Stop th' next aboard defeat afore seeking a play

Ping
Use Retreat or Peril afore an ally enters darkness, Foe Lost overboard immediately, and Assist Me when ye need company to restore defensive vision.
Sea chart movement
Do nay abandon a crashing wave or vulnerable carry. Move after th' wave be stable and use th' nearest seaworthy ward line rather than forcing deep vision.
Prize
If yer crew cannae enter river safely, ping Retreat and trade fer farm, vision or another sea chart resource. Contest only after creating a seaworthy course together.
Prize setup

Arrr, four calls, in order

Pings create a shared course; they do nay replace checking waves, vision and who can move.

  1. 1
    Afore th' move

    'Round a minute afore Dragon, ping th' course, spend doubloons if needed and make sure Bot and Mid know whether they can move.

  2. 2
    Arrr, enter together

    Walk wit' th' Jungler or another ally. Sweep one course, place useful entrance vision and ne'er face-inspect alone.

  3. 3
    Afore starting

    Inspect nigh th' ship waves and foe positions. Hold th' spell that either starts a reachable fight or protects yer main damage dealer.

  4. 4
    During th' contest

    Keep enemies astern from th' seaworthy entrance, mark th' reachable threat and avoid chasing so far across th' waters that Dragon be left unprotected.

Later prizes: Use th' same pattern fer Rift Herald or Baron: communicate first aboard, move through controlled vision wit' an ally, then choose engage or peel afore th' fight begins.

Use th' chart

Put Pyke into a real matchup

Compare a specific foe, return to th' champion overview, or choose another champion without losing th' queue distinction.

Arrr, prepare a matchupArrr, champion overviewArrr, browse champions