Meta, tier list & top-player builds from the China server · live
派克 · 血港鬼影 Assassin B
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 22 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Pyke: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Pyke players, captured in-game.
📖 How to play PykeCounted on 23 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
22 of the top 30 players have a public match history; the others keep theirs private.
























































































The toughest lane matchups for Pyke on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Leona counters Pyke: She engages straighter than you fish: your fragile assassin profile smells like first blood to her.
How to play Pyke into Leona: Hook from fog of war and never be found in the front line. Your E stuns her train: use it as an answer, then execute.
→ LeonaWhy Morgana counters Pyke: Black Shield on hook and stun: you are fishing in a lake where the fish carry umbrellas.
How to play Pyke into Morgana: Your R is not CC: it executes THROUGH Black Shield. Bring targets below threshold with your team and reap.
→ MorganaWhy Milio counters Pyke: Heals and cleanse keep targets above your execute threshold: your paycheck hangs suspended in mid-air.
How to play Pyke into Milio: Execute inside the windows: R right after an ally's burst, before the heal arrives. And hook Milio first: a dead healer heals nobody.
→ MilioWhy Thresh counters Pyke: Hook against hook, but his Lantern saves the ones you want to execute: your paycheck has a union.
How to play Pyke into Thresh: R once the Lantern is already spent. You fish better from fog: he needs to see the hook coming to answer it.
→ ThreshWhy Blitzcrank counters Pyke: If he hooks you, you die — you are made of paper; if you dodge it, the paper target is him: a one-shot duel.
How to play Pyke into Blitzcrank: Show yourself to bait, swim away, hook back. Your mobility IS the matchup: use it without mercy.
→ BlitzcrankThe champions Pyke works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Pyke spends the game far from lane, alone, inside their jungle: Stand United (R) is the only thing that stops that ambush from staying a 1v1. Shadow Dash (E) taunts whoever chases you, and the damage his page admits he lacks is what Death From Below (R) provides.
His page says that once Stormbringer (R) is down he simply gets kited: Bone Skewer (Q) drags the target onto him and Phantom Undertow (E) pins it, so Frenzied Maul (W) bites someone who cannot walk away.
On the third cast Ntofo Strikes (Q) becomes a pulling shockwave with a 0.75-second stun: chained onto Phantom Undertow (E) that holds long enough to reach Death From Below (R). And Footwork (E) hands you a shield, the one thing you do not own.
His page says mobile opponents step out of the telegraphed The Darkin Blade (Q) swings: a target dragged in by Bone Skewer (Q) and pinned under Phantom Undertow (E) steps nowhere, and Infernal Chains (W) yanks it back if it tries.
Worth it if the game is decided before minute twenty: Ruthless Predator (W) stuns right after yours and Dominus (R) is the window where his all-ins cannot be punished. After that his page admits he falls off hard, and you stay as fragile as he is.
Your limit is that the hook locks but does not kill: the guaranteed Savagery (Q) crit off an Unseen Predator (P) leap is that damage. And between Thrill of the Hunt (R) and Ghostwater Dive (W) you are two invisible bodies arriving from the same flank.
Blood Hunt (W) throws him at anyone under 35% health, which is exactly the target Death From Below (R) is about to execute. And Infinite Duress (R), which his page calls dodgeable, cannot be dodged on a body already pinned by Phantom Undertow (E).
Taste Their Fear (Q) hurts far more on an isolated target, and tearing someone away from their team is precisely what Bone Skewer (Q) does. He is C tier under 49%, but he is also the only jungler who roams the map invisible the way you do.
Javelin Toss (Q) hurts more the farther it flies, up to 225 magic damage: on a target hooked and stunned by Phantom Undertow (E) the full-distance spear always lands. And Prowl (P) gets her to your ambushes as fast as you get there yourself.
Situational, since he sits at C tier under 49%: every Death From Below (R) execution leaves him a ghost, and Sovereign's Domination (P) turns your kill into a second body to pilot. But if the first pick never lands, neither of you has a plan B.
Destiny (R) reveals the whole map and teleports him into your ambush: two on two in their jungle, one hook is a death sentence. And the Gold Card from Pick a Card (W) adds 1.25 seconds on top of Phantom Undertow (E), enough to reach Death From Below (R).
Charm (E) is 1.4 seconds of single-target lockdown and Spirit Rush (R) brings her along on your ambushes instead of leaving you alone: two roamers. Her burst is the damage that drops the target under your execute threshold.
Hero's Entrance (R) drops him from across the map right onto you, always alone and always too far forward, and it leaves you a shield too. His page says an alert team just walks out of the landing zone: out of Phantom Undertow (E) nobody walks.
Two players who roam instead of farming: Bone Skewer (Q) and Phantom Undertow (E) hand him the stationary target Death Mark (R) needs, and under half health Contempt for the Weak (P) adds magic damage to every one of his hits.
Worth it while the game is still young: Chum the Waters (R) slows hard and sets your hook up from range, and Rending Wave (W) resets on every kill. But neither of you heals, shields or survives a hit: one bad trade and you both die.
Death From Below (R) leaves the assisting ally 100% of the kill's gold, and League of Draven (P) turns Adoration stacks into more gold on top: nobody converts your picks into items the way he does. Stand Aside (E) punishes whoever jumps you.
Her page says that outside point-blank range she is an ordinary carry, and that keeping her away is enough to shut her down: Bone Skewer (Q) brings the body to her instead of forcing her to walk in. And Wild Rush (E) resets on every takedown, which you produce.
Ardent Blaze (W) marks a target and hands 65 bonus movement speed to whoever follows up on the mark: that is you, arriving with Bone Skewer (Q) already charged. It is a lane that lives on levels 1-5, exactly the window where you are strongest.
Deadly Flourish (W) roots anyone an ally has just damaged, and Bone Skewer (Q) marks one for him every time. In exchange his page grants him zero mobility: he wants targets already pinned for the four shots of Curtain Call (R), and you make those.
You are the only two who vanish: Ambush (Q) and Ghostwater Dive (W) put you on the same flank without anyone seeing you leave. But his page calls him weak until items arrive, and you keep leaving the lane: it works early or not at all.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Support | B | 49.98% | 5.12% | 3.9% | #23 / 34 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Support | B | 50.07% | 5.04% | 3.98% | #22 / 34 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Support | A | 51.46% | 5.14% | 3.62% | #12 / 33 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Support | B | 51.65% | 6.56% | 4.06% | #18 / 33 |
Pyke, the Bloodharbor Ripper, is a high-burst physical damage Assassin who Wild Rift players almost always run in the support role, roaming the map to set up kills rather than farming a lane. His entire kit punishes overextension: a charged harpoon that drags an enemy into range, a dash-and-return stun for the follow-up, and a ruthless execute ultimate that can instantly kill anyone under roughly 250 HP. His passive banks the champion damage he survives and pays it back as healing once he breaks vision, while any bonus health he would otherwise gain becomes attack damage instead, so a Pyke who keeps dodging the killing blow only gets scarier as the game goes on, and his moderate difficulty rating means the hard part is target selection and timing, not mechanical execution.
Skill order: E > Q > W — max Phantom Undertow first for more frequent stuns and re-engages, Bone Skewer second for hook damage, and Ghostwater Dive last since it's pure utility; take Death From Below the moment it's available.
Pyke isn't a laner who trades for minions — Q and E both deal only half damage to them — so the early game is about threatening the hook, not farming. Sit near your max Bone Skewer range and look to charge it the instant an enemy oversteps their own minion line; landing the pull into a Phantom Undertow stun is close to lethal at levels 1-5 if your lane partner follows up. Avoid straight trades where you're just tanking auto-attacks in return — you have no early sustain, and a bad trade can undo the whole laning phase. The moment you hit level 5, start weaving Ghostwater Dive into roams down the river or into other lanes, since Death From Below turns a good gank into a kill credited to you.
From the mid game onward, Pyke shouldn't walk into a fight like a frontliner — use Ghostwater Dive to flank around the fight and isolate a backline threat such as the enemy Marksman or Mage rather than diving straight at the tank. Look for Bone Skewer on whoever drifts out of position, chain into Phantom Undertow to lock them in place, and hold Death From Below for the moment it either executes outright or blinks you onto a target you need to reach. Because a successful execution refunds the ultimate's cooldown for 15 seconds, don't stop after the first kill — immediately hunt a second low-health target before that window closes. Stay on the edges of the fight rather than its center; positioning is what keeps a champion this fragile alive long enough to matter.