r/Locke_Mains

How do you play this champ?

I never won a lane with this champ. Everyone keeps saying how is lane phase is so good, how he does so much early damage, how he falls off but he's still good because his early is that strong but I just don't see it.

Level triple Q into E is at most 40%hp and after that nothing. Meanwhile level 1 you're not playing the game, level 2 even if you engage at full hp the retaliation you'll get while walking back will outweigh the damage you do. I jsut don't see how this champ can possiblty get a kill before level 6, at which point the enemy will already have build an advantage.

What is more than landing your Qs and then proccing them?

reddit.com
u/abcPIPPO — 16 hours ago

How to play against fed Locke midgame/late game

I play bruisers/juggernauts, and I struggle against Locke late game I just don't really understand what to do. Trying to take the 1v1 leads to getting kited and Locke doing crazy healing, trying to run doesn't really work cause Locke runs you down. I try to side step a lot to dodge Q's because I find it hard to react to them and the champs I play are kinda fat, is that a mistake? What can I do that would make it hard for you to play?

reddit.com
u/01iver0cks — 20 hours ago

Locke Mastery

Locke has a insane ban rate and if ur not first pick and hes open the enemies are probably picking it, through all of that, whats ur guys's locke mastery? Curious to see what the highest mastery locke on this subreddit is.

reddit.com
u/The_God420 — 1 day ago

It happened today. Everything clicked

I main viktor, so assassins are never something I played.

I am also a huge devil may cry fan so when a clearly dmc inspired character came out(with blue and red outfits to match) i had to try.

He was so fun from the jump but I couldnt quite put everything together, use him to his potential and he is banned so often i can't play him a lot.

But today I finally got him and it was glorious. I utilized his e reset, tanked with w and landing one nail and e and one shotting a squishy felt incredible.

By the end of the game I was using my ult as basically a long range pyke ult.

It was a normal draft game and im not to high ranked but he felt so smooth and fun

u/Soft_Ad7342 — 2 days ago
▲ 182 r/Locke_Mains+1 crossposts

26.15 Full Patch Preview

https://preview.redd.it/hugt5nberqeh1.jpg?width=1356&format=pjpg&auto=webp&s=4b01b4939c43d6065a40710a00b808e895d83fbd

> "Patch 26.15 Full Preview!"

Full Preview: https://x.com/RiotPhroxzon/status/2079844981314134085

Yesterday's Preview: https://x.com/RiotPhroxzon/status/2079522501206630755

Yesterday's Post: https://www.reddit.com/r/leagueoflegends/comments/1v2fx5s/patch_2615_preview/

#>>> Champion Buffs <<<

##Alistar

> "Alistar has been closer to the bottom of the pecking order for the melee support. That said, our meta adjustments to move melee supports up relative to ranged supports has been reasonably successful, so we're pretty happy with how that's played out"

  • Base Move Speed increased 330 >>> 335

##Kai'Sa

  • [P] Second Skin - Caustic Wounds on-hit damage increased 4-24 (based on levels 1-18, linear, 26.35 @ 20) (+12% AP) (+1-6 (based on levels 1-18, linear, 6.59 @ 20) (+3% AP) per prior Plasma stack) >>> 4-30 (based on levels 1-18, linear, 33.06 @ 20) (+12% AP) (+1-8 (based on levels 1-18, linear, 8.82 @ 20) (+3% AP) per prior Plasma stack)

##Maokai

  • [Q] Bramble Smash buffs:
    • AP ratio increased 40% >>> 50%
    • Bonus monster damage increased 140/150/160/170/180 >>> 150/160/170/180/190

##Volibear

  • [Q] Thundering Smash cooldown reduced 14/13/12/11/10 >>> 12/11.5/11/10.5/10 seconds

##Zac

  • Armor per level increased 4.7 >>> 5.2

  • [E] Elastic Slingshot cooldown reduced 22/19/16/13/10 >>> 21/18/15/12/9 seconds


#>>> Champion Nerfs <<<

##Locke

> "Locke is still pretty strong; he has been tapering off in the lowest skill brackets and the high skill brackets, but in the "skilled" skill brackets (around Emerald/Diamond), Locke is able to both take over the game and also not throw it

> At the higher skill brackets, he can snowball but needs to play very well without throwing as he falls off sharply

> At the lower skill brackets, the executional demands and constant throws can make him fall off faster

> Overall, we feel his release has landed well"

  • Base HP reduced 655 >>> 620

  • [Q] Ritual Nails base damage per Soul Nail reduced 50/58/66/74/82 >>> 40/48/56/64/72

  • [W] Soul Ignition nerfs:

    • Base bonus Move Speed reduced 40/45/50/55/60% >>> 40% flat
    • Base max Grey HP from damage taken reduced 40/70/100/130/160 >>> 40/60/80/100/120

##Mordekaiser

> "Morde's ult changes from last patch were really cool

> However, they overshot in magnitude and we haven't been super happy with the ult gameplay after seeing it on live, losing a lot of the tension in whether or not he will successfully 1v1 them and also making Morde feel a lot weaker outside of his R moment

> One of the core concepts of the Juggernaut class is that they should have windowed moments of target access, but should have on average less continuous target access than other classes (eg. lower base movespeed for example)

> We think that Morde could do with more target access broadly, but through this type of windowed access, hence buffing his E"

  • [E] Death's Grasp cooldown reduced 18/16/14/12/10 >>> 16/14/12/10/8 seconds

  • [R] Realm of Death max HP, AP, base AD, total Attack Speed, Armor, Magic Resistance, and Size steal ratio reduced 13% >>> 10%


##Naafiri

  • [R] Hounds' Pursuit damage reduced 150/225/300 (+120% bonus AD) (+15/22.5/30 (+12% bonus AD) per [P] Packmate) >>> 125/200/275 (+100% bonus AD) (+12.5/20/27.5 (+10% bonus AD) per [P] Packmate)

##Riven

> "Since the release of Gluttonous Greaves + a lot of healing from Endless Hunger buffs and the surrounding ecosystem, she has risen to the top of the pack

> As a light fighter broadly, she's having the shape that we think is reasonably healthy, though long term, giving her more choices in the first slot other than Axiom (eg. more durable paths as well) would be broadly desirable (though she synergizes very well with the ability haste there), that would allow her to have other modes of success that aren't just one shotting her target"

  • [R1] Blade of the Exile bonus AD ratio reduced 25% >>> 20%

  • [R2] Wind Slash bonus AD ratio reduced 60-180% >>> 55-165% (based on target's missing HP 0-75%)


##Sylas

  • [Q] Chain Lash initial damage reduced 40/65/90/115/140 (+45% AP) >>> 40/60/80/100/120 (+40% AP)

#>>> Champion Adjustments <<<

##Bel'Veth

> "This patch, we're launching a set of Bel'Veth changes that are aimed at making her gameplay pattern around her early levels weaker (which is currently very high skill skewed), in order to allow her to fulfil her fantasy as a late game scaling champion

> The major changes here are making her Q at early levels function more like a regular dueling ability (4-1s CD) to still allow her to have high uptime on this skill, but also reduce just how heavily she can put certain champions behind with early invades in particular when her Q is at 1s CD

> Historically, this has caused us to repeatedly nerf her when she is particularly strong at doing this, resulting in her being balanced around this capability at a loss to many of her other more core, resonant functions

> While we acknowledge that there's a subset of Bel'Veth players who love this capability, broadly, we think it's paying too many tradeoffs for the rest of her audience

> She's also receiving a pretty significant hit to her base stats to allow power budget for some of the other areas that Bel'Veth players have had strong fantasy and resonance with

> Mainly, the major change on this patch is giving her empowered form infinite duration at level 16, which hopefully feels like a good blend of mechanics and fantasy alignment"

  • Base HP reduced 610 >>> 580

  • HP per level increased 105 >>> 110

  • Model size reduced by 5%

  • Base Armor reduced 32 >>> 28

  • Armor per level increased 4.7 >>> 5

  • Base AD reduced 60 >>> 55

  • Base Attack Speed reduced 0.85 >>> 0.67

  • Attack Speed ratio reduced 0.85 >>> 0.67

  • Attack cast time reduced 0.25 >>> 0.22 seconds

    • Attack total time/animation adjusted to feel better at lower Attack Speeds
  • [P] Death in Lavender adjustments:

    • Basic attack damage ratio increased 75% >>> 100%
    • Death in Lavender bonus Attack Speed after ability cast adjusted 20-40% (based on levels 1-18, linear) for 2 Attacks >>> 20% flat for 3 seconds
    • Lavender bonus Attack Speed per stack adjusted 0.28-1.1% (based on levels 1-18, linear, 1.2% @ 20) >>> 0.1-2% (based on levels 1-18, backloaded)
  • [Q] Void Surge adjustments:

    • Damage increased 0/5/10/15/20 (+100% AD) >>> 12/14/16/18/20 (+105% AD)
    • Minion damage ratio increased 60/70/80/90/100% >>> 100% flat
    • Bonus monster damage adjusted 55/65/75/85/95 >>> 70 flat
    • Base dash speed adjusted 800/850/900/950/1000 >>> 850 flat
    • Cooldown between dashes increased 1 >>> 4/3.25/2.5/1.75/1 seconds
    • Cardinal direction cooldown bonus Attack Speed to Ability Haste ratio reduced 25% >>> 20%
  • [W] Above and Below adjustments:

    • Damage adjusted 70/110/150/190/230 (+100% bonus AD) (+125% AP) >>> 80/140/200/260/320 (+0% bonus AD) (+150% AP)
    • Knock up duration adjusted 0.75 flat >>> 0.6/0.7/0.8/0.9/1 seconds
    • Slow adjusted 50% for 1.25/1.5/1.75/2/2.25 >>> 30% for 2 flat seconds
  • [E] Royal Maelstrom adjustments:

    • Damage per hit adjusted 6/7/8/9/10 (+8% AD) (+8% on-hit damage) (*1-3 based on target's missing HP 0-100%) >>> 10/12/14/16/18 (+12% AD) (+12% on-hit damage) (*1-2 based on target's missing HP 0-100%)
    • Monster damage ratio increased 150% >>> 200%
    • Number of hits reduced 6 (+1 per 33% bonus Attack Speed) >>> 6 (+1 per 40% bonus Attack Speed)
    • Damage reduction adjusted 35/40/45/50/55% >>> 20/30/40/50/60%
    • Life Steal adjusted 20% flat (+100% Life Steal) >>> 20/25/30/35/40% (+0% Life Steal)
    • Cooldown adjusted 20/19/18/17/16 >>> 24/21/18/15/12 seconds
  • [R] Endless Banquet changes:

    • [R-P] On-hit true damage reduced 6/10/14 (+12% bonus AD) >>> 2/4/6 (+3% bonus AD)
    • [R-P] Max Endless Banquet stacks on Epic Monster reduced 10 >>> 8
    • [R-P] On-hit application changed every other attack, removed when swapping targets >>> every attack, no longer removed when swapping targets
    • [R-P] On-hit applications on [Q] Void Surge and [E] Royal Maelstrom no longer require Bel'Veth to have attacked the target first
    • Explosion damage adjusted 150/200/250 (+100% AP) (+25% target's missing HP) >>> 150/200/250 (+150% AP) (+20% target's missing HP)
    • Post cast lockout reduced 0.5 >>> 0.25 seconds
    • True Form adjustments:
      • Bonus HP/Heal increased 100/150/200 (+120% bonus AD) (+90% AP) >>> 100/250/400 (+150% bonus AD) (+150% AP)
      • Bonus Attack Range adjusted 75 flat >>> 25/75/125
      • Increased total Attack Speed ratio adjusted 10/15/20% >>> 5/15/25%
      • Size increased 10% flat >>> 10/15/20%
      • Unenhanced Void Coral True Form duration adjusted 60 flat >>> 45/90/infinite (based on 0/40/80 [P] Lavender stacks) seconds
      • Enhanced Void Coral True Form duration adjusted 180 flat >>> 45/90/infinite (based on 0/40/80 [P] Lavender stacks) seconds

#>>> System Buffs <<<

##Bastionbreaker

> "Bastionbreaker has been a pretty niche item and is pretty expensive to deviate for a strategic output, so we're looking to make it more accessible"

  • Shaped Charge base bonus ability true damage increased 30/15 >>> 50/25 (melee/ranged)

  • Cost reduced 3200 >>> 3000 gold


##Terminus

  • Shadow on-hit damage bonus AD and AP ratios added 30 (+0% bonus AD) (+0% AP) >>> 30 (+10% bonus AD) (+10% AP)

##Yun Tal Wildarrows

  • Attack Speed increased 40% >>> 45%

  • Cost reduced 3100 >>> 3000 gold


#>>> System Nerfs <<<

> "Sundered Sky has been strong and meta defining at the highest levels of play for quite a while now, so we're looking to take a pass at the fighter item system, now that we're out of the tournament windows

> Notably, we think it's been suppressing a bit of meta diversity, especially for things like AP jungle, or Tank JG. Part of that is intentional but the magnitude is a bit off"

##Jack of All Trades

> "Jack of All Trades nerf was also pushed to this patch; it has been a bit too strong and too present, especially for users that opt into strong defenses and are able to also supplement that with strong offense"

  • Adaptive Force reduced 10/25 AP or 6/15 AD >>> 8/20 AP or 4.8/12 AD (based on Jack Stacks 5/10)

reddit.com
u/JTHousek1 — 3 days ago

Is Goldlewis Dickinson Lockes Father??

Think about it, both are blonde, both have the same hairstyle, both hunt supernatural entities, both use a coffin and both of them Wear glasses! Checkmate, I rest my Case.

u/Atreides_Soul — 1 day ago

Lockes skill ceiling?

I only managed to get him in a game 3 times, so I don't have the most experience.

I am starting to feel like he is a pretty simple champion, similar to Naafiri, he basically has one combo he repeats every fight.

You hit 3 Qs and then E onto them, rinse and repeat for 30 minutes. Is there something more?

I don't want to sound like an hater, I love his visual design and his kit is fun, but it just feels a bit too one note to me.

What do you guys think?

reddit.com
u/temnycarda — 2 days ago

Locke Nerfs

I don’t like the w nerfs i think they overshot with the ms, like reduce it to 50% or atleast higher the ratio a bit… the rest are fine

u/Atreides_Soul — 3 days ago

Trying to main

Hi! I played locke cause he looked cool. The problem I have right now though, is that I'm a tank/support main. I am not super familiar with assassins. do you guys have any general tips on how to play him? any helpful suggestions is greatly appreciated!

reddit.com
u/wyattpalam0s — 3 days ago

Any bruiser/tanky builds?

Anyone found a viable bruiser build for Locke? I don't want to make up the argument that there is a bruiser build equal to full assassin but I'm thinking about games where you lose early or the enemies heavily punish your glass canon playstyle. So you have an option to build differently.

Some of my thoughts so far:

- Liandrys seems to be a no brainer

- Idk if D&D is ever worth using over Lich Bane, especially late game

- Fimbul could proc on Q and R and the shield can tank health decay of W. Might be worth it.

- Deadmens plate, Spirit Visage and Abyssal seem really good tank options.

reddit.com
u/Peperoniboi — 3 days ago

the off meta Locke jungle build that gets you banned

i posted in league comm too but ,Youtube recommended me this guy with 63 subs and for some reason i actually took the time to watch it and i Really think this guy deserves more love.

youtube.com
u/Key_Duck1206 — 4 days ago

Locke Matchup Discussion #2: Akali

Welcome to the Locke Matchup Discussion.

Today we have the Akali matchup...

Here is a list of common points that we want to see on every matchup:

  • Difficulty score from 0 to 10 (0 being super easy, 5 being a skill matchup, and 10 being a "you should dodge" card)
  • Level 1 strategy and level 6 stategy.
  • Which ability you should try to dodge with Ashen Persuit.
  • Which ability the enemy needs to use for you to safely cast Purgatory.

Optionally, you can talk about:

  • Runes you prefer.
  • Items you prefer.

Remember to join the Discord Server

u/LxVer8 — 3 days ago

Has the threshold-pickup on the artefact been fixed?

I've been searching online whether the ult pick-up threshold mechanic has been fixed or not, since it is quite annoying design-wise and unintuitive. His point is to stack the ultimate to make it stronger and snowball, yet if you try to enhance his ultimate you have less time to pick it up. If you die before you pick up the artefact you are practically guaranteed to not be able to pick it up due to the timer.

Additionally, the artefact only seals itself once the whole duration ends, so you are punished for hitting more people with your ultimate by having to wait 15 seconds to pick it up, at which point you will die, so congrats! You played yourself and now have had 2 stacks for the past half an hour.

reddit.com
u/Foderis — 5 days ago

Hello

Hello guys just wanted to let you know that you are all deep state Mossad agents for playing this disgusting freak of a character

Stop calling me anti semitic when I ban l*cke

reddit.com
u/gikl3 — 7 days ago

You guys will never get to play him lul

Honestly, his pick/ban is so high, and he genuinely doesn't feel OP, like I understand Riot unnecessarily nerfing Yone or Zed when their ban rates get super high, cuz they are high skilled champs and when played well they can carry to an extent even if they are weak.

Locke isn't that. Locke is pretty low skill, so I dunno if they can nerf him just to keep his ban rate down, cuz if his Q E doesn't deal serious damage, he is pretty useless as a champ, and there ain't no way for him to play around it.

Also, his kit is really well done, so no way they rework him

I guess we just gotta wait for the community to grow bored of him 🤷‍♂️

reddit.com
u/Logically_Open — 8 days ago