Wild Rift Guides
Pyke Support Wild Rift Guide
Pyke support counters include Zilean, Morgana, and Rakan. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
How to play
- Look for hooks from outside vision Use your 2nd ability to approach while camouflaged, then hold and release your 1st ability to hook an exposed enemy.
- Leave after a short trade Move out of enemy sight to recover health instead of staying for a long fight.
- Wait for the execute marker Use your ultimate when the enemy is low enough, then look for another target with the reset.
Strengths
- Successful executions share full kill gold with an assisting ally while granting Pyke an enlarged payout, making clean resets unusually valuable to team economy.
- Elite roam and pick threat: stealth, a slow-hook, and a stun reposition let him open fights nobody saw coming.
- Scales like an assassin from the support slot, since his kit turns max health into damage and rewards snowballing.
Weaknesses
- Very fragile: hard crowd control or any beefy engage that survives his combo simply kills him first.
- All-in or nothing: a missed hook or botched dive leaves him stranded with empty cooldowns and a long walk home.
- Falls off when picks dry up, since an enemy duo that never overextends gives him nothing to convert.
Build Snapshot
Rune Setup
Summoner Spells
Pyke Support Counters
Who counters Pyke Support in Wild Rift (WR)? These champions beat Pyke in the support matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Zilean: Time Warp makes Bone Skewer (1st) angles harder to hold, a double Time Bomb (1st) can stun Pyke during Phantom Undertow (3rd), and Chronoshift (Ult) denies Death from Below's (Ult) kill and reset. Force the revive before committing the execute, or leave lane with Ghostwater Dive (2nd) and attack a side lane where Zilean cannot answer the pick.
- Morgana: Black Shield (3rd) grants crowd-control immunity while its magic shield holds. Pyke's physical damage does not consume that magic-only shield, so Bone Skewer's (1st) pull and Phantom Undertow's (3rd) stun can both be denied for the full five seconds; switch targets or wait it out.
- Rakan: Battle Dance (3rd) lets Rakan dash to and shield a hooked ally, but it does not move that ally. Grand Entrance (2nd) and The Quickness (Ult) can still interrupt Pyke's charged Bone Skewer (1st) or catch his Phantom Undertow (3rd) commit. Track both dash charges, wait until Rakan uses his knockup to trade, and attack the stranded carry rather than chasing him through repeated disengage.
- Lulu: Whimsy (2nd) can polymorph Pyke during Phantom Undertow (3rd), Help, Pix! (3rd) absorbs the burst, and Wild Growth (Ult) both knocks him up and raises his target above Death from Below's (Ult) execute line. Bait one protection spell without committing the ultimate, then roam or re-enter from Ghostwater Dive (2nd) after Lulu has spent the cooldown on someone else.
- Janna: Howling Gale (1st) interrupts Pyke's straight Phantom Undertow (3rd) entry, Eye of the Storm (3rd) blunts the burst, and Monsoon (Ult) pushes him away while healing the target above his execute line. Threaten Bone Skewer (1st) from a side angle to draw the tornado, then disengage if Monsoon (Ult) is still ready rather than donating the reset attempt.
Champions Pyke Is Strong Against
Pyke's best matchups in Wild Rift. Pyke holds an edge against these picks in the support role, so look to press the advantage and contest objectives.
- Seraphine: Seraphine is immobile and her shield does not raise the current-health threshold used by Death from Below (Ult), but Beat Drop (3rd) and Encore (Ult) can stop Pyke's approach. Hook after those projectiles are spent or attack from an angle that does not line Pyke up with her carry.
- Sona: Sona has no dash and is fragile, but at three basic-ability casts she can hold a 0.5-second stun on her next attack, while Crescendo (Ult) adds a one-second area stun. Track both before dashing through her, then punish the long window after they are spent.
- Senna: Punish Senna while she walks up to collect Mist, but respect Last Embrace's (2nd) delayed area root, Curse of the Black Mist's (3rd) camouflage and movement speed, and Dawning Shadow's (Ult) broad allied shield. Those tools can delay the kill even though she has no dash.
- Yuumi: Current Yuumi can cast while attached, so she is not a recurring detach target; the favorable angle is the host she cannot physically body-block for. Use Ghostwater Dive (2nd) to approach around the minion line, Bone Skewer (1st) the host away from safety, and chain Phantom Undertow (3rd) before Zoomies (3rd) and Final Chapter (Ult) can stabilize them above Death from Below's (Ult) execute threshold.
- Lux: Light Binding (1st) is the one spell that stops Pyke's Ghostwater Dive (2nd) approach, while Prismatic Barrier (2nd) can lift Lux or her carry above Death from Below's (Ult) execute line. Bait Binding (1st) from fog, regenerate its poke with Gift of the Drowned Ones (Passive), then hook and stun during the cooldown before Lux can layer shield and Final Spark (Ult) onto the engage.
Pyke Support Synergies
The best duo partners for Pyke in the Wild Rift support role. The Dragon lane is a 2v2, so queue with one of these picks to make the lane and the mid game much easier.
- Draven: Bone Skewer (1st) pulls targets away from Draven's escape routes and Phantom Undertow (3rd) holds them on a Spinning Axe (1st) catch path. A successful Death from Below (Ult) execution gives Pyke the kill while an assisting Draven receives full kill gold, though Pyke's kill credit does not cash Draven's Adoration stacks.
- Samira: Bone Skewer's (1st) pull and Phantom Undertow's (3rd) stun trigger Samira's empowered attack against immobilized targets; the pull's airborne state also lets her extend the knockup. Pyke can then execute targets that survive Inferno Trigger (Ult) and use valid resets to follow her cleanup.
- Lucian: Bone Skewer (1st) and Phantom Undertow (3rd) each immobilize an enemy near Lucian, granting Vigilance bonus damage to his next shots. The control also gives him time to weave abilities and Lightslinger (Passive) attacks before Pyke looks for the execute.
Early Game
Play aggressively in Dragon lane when the matchup allows it, since small early leads make later roams safer. Control the side brush, threaten Bone Skewer (1st) when the enemy carry walks up to last-hit, and use Phantom Undertow (3rd) only when its stun line and Pyke's exit are both clear. A missed hook removes most of your pressure until it returns, so sometimes holding the charge is more valuable than releasing it into a blocked angle. Wave timing separates a useful roam from abandoning your carry. Leave after your duo crashes the wave into the enemy turret, when your carry recalls, or when the enemy duo cannot hold a freeze. On early recalls, check mid and your jungler's path before returning to Dragon lane. If no play is available, go back to lane instead of waiting in camouflage while your carry loses the wave alone.
Mid Game
This is where Pyke thrives. Use Ghostwater Dive (2nd) to move quickly and camouflage outside enemy detection range, but do not mistake it for invisibility: nearby champions are alerted, Control Wards and close proximity reveal camouflage, and any attack or ability ends it. Roam through unwarded paths, collapse on isolated rotations, then leave enemy vision so stored grey health can actually convert back into health. Set up around objectives before the enemy arrives. Pyke is much better at catching a champion in a river entrance than standing in the pit through a front-to-back fight, so sweep a flank, threaten Bone Skewer (1st) from fog, and turn a pick into Herald or dragon. When both first objectives spawn at six minutes, prefer the side where your lanes can move first. Herald is usually the stronger even trade, while a team built for repeated five-versus-five fights can justify starting a dragon-soul plan.
Late Game
Your damage is less reliable once carries have defensive tools and teams stop rotating alone. Play for information and cleanup instead of forcing hooks into a grouped formation. Ghostwater Dive (2nd) lets you scout the edge of a setup, but its warning tells nearby enemies you are there, so approach from swept routes and keep Phantom Undertow (3rd) available as an exit. Track health bars, shields, stasis, and untargetability before casting Death from Below (Ult). One patient execute can still chain through a fight, while one failed blink into the enemy team removes your vision and reset threat entirely.
Teamfights
Threaten the side of the fight instead of standing beside your frontline. Bone Skewer (1st) can pull a reachable target out of formation, while Phantom Undertow (3rd) is best when its returning phantom crosses the enemy's escape or your own retreat. Wait for key defensive cooldowns, then dive only when the X is likely to execute or an ally can kill the target inside it. Each successful death condition grants the free recast that makes a chain possible; hitting healthy champions repeatedly does not. A non-executing hit still blinks Pyke to the X, so use it only when that position is survivable.