Pyke Support Wild Rift overview and best build snapshot
Best Build
Quick snapshot of the default setup for this guide.
Items
Items
Summoner Spells

Spell 1
Flash

Spell 2
Ignite
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.
Guide author
Christ_Is_King17
Hi, my name is Leo, also known as Christ Is King. I'm a one-trick Pyke player who has reached Rank 1 Pyke almost every season since Wild Rift first launched. I've played nearly 3,000 games on Pyke, maintaining close to a 70% win rate, and I've even reached Rank 1 on the NA server ladder. I stream daily on Twitch and TikTok, and also create content on YouTube.
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.
Pyke Support Wild Rift best build, items, runes, summoner spells, and skill order
ITEM BUILD
Best Wild Rift build for Pyke Support, including items, runes, summoner spells, and skill order.
STARTING ITEM

Support income, and his gold from roams and picks is what funds a full assassin build.
BOOTS

Early lethality, since he is built around bursting a squishy target below his execute threshold.
CORE BUILD

Charged hooks and quick attacks complete the quest without taking lane farm, and the offensive upgrade supports the burst that moves targets toward Death from Below's (Ult) execute line.

Momentum builds while he roams between lanes, so the speed and penetration are active when he arrives for a pick.

Bonus damage and a slow on the first hit against an unseen target, which is what a roaming assassin support wants when opening a pick.

Build this when the enemy has shields. A shield does not raise their health, so it never lifts them past his execute threshold, but it does absorb the damage he needs to push them down to it in the first place.

The spell shield blocks the crowd control aimed at him mid-hook, which is his only committed moment.
SITUATIONAL ITEMS

Build this when landing the hook is the problem. The dash and slow help him reach the target he missed.

Revives him once after dying. Pyke cannot increase maximum health through items, but armor, magic resistance, damage-delay effects, shields, and revives still provide durability; Guardian Angel is not his only defensive option.

Spreads burst damage out over a few seconds, which buys time for the grey health healing his passive gives him out of vision.

Build this against heavy magic burst, which matters more on a champion who cannot itemize health.
RUNES
KEYSTONE

His hook and his E (3rd) stun both immobilize, so the zone lands on the target he is setting up to execute.
PRIMARY

Both his hook and his E (3rd) immobilize, so the shield lands on the same cast he opens with and covers the walk back out.

He commits to hook range with no health to spare, and this blunts the return fire from the first enemy who answers.

Take this against teams whose crowd control prevents the champion's key follow-up. Its tenacity shortens most disables and grants temporary defenses while immobilized. The shorter disable helps Pyke slip back into camouflage or dash out before his grey health is permanently removed.
SECONDARY

His E (3rd) is a dash, so the bonus true damage lands right as he arrives.
SITUATIONAL RUNES

Take this over Ice Overlord into poke-heavy lanes that can force Pyke off the wave before he finds a hook.

Take this over Bone Plating against heavy magic burst. Pyke cannot buy health to cover it, so the magic shield matters more than protection from a committed physical all-in.

Take this over Sudden Impact when the draft favors repeated picks and disengages. Shorter Bone Skewer (1st) and Phantom Undertow (3rd) cooldowns give Pyke another hook attempt and an earlier dash after the first exchange.
SUMMONER SPELLS
MAIN SPELLS

Flash
Must take. Flash into his hook is how he grabs someone who has been standing outside its range all lane.

Ignite
Take this for early kill pressure on the enemy bot lane, since kills there snowball your carry faster than anything else you can do. The Grievous Wounds also makes it strong into champions with a lot of healing.
SKILL ORDER
Skill Priority Order
- 11st Ability
Q - 23rd Ability
E - 32nd Ability
W
Pyke Support Wild Rift matchups and counters
Wild Rift matchup guide for Pyke Support, covering favorable lanes and difficult counters to prepare for in ranked, plus the duo partners that pair best with this pick.
Good Matchups
These champions are favorable matchups for this pick in Wild Rift. You have advantages against them and can play more aggressively.

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 Counters
These champions counter this pick in Wild Rift and can be difficult matchups. Learn how to play against them or consider banning them.

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.
Synergies
The Dragon lane is a 2v2, so the carry you queue with matters as much as the matchup. These carries make the most of what this support provides.

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.
Pyke Support Wild Rift game strategy and teamfighting guide
Wild Rift game strategy for Pyke Support, from early lane control through mid and late game map play to final teamfights.

