Silver Stake
Innate: Locke's basic attacks deal 5 – 40 (based on level) (+ 10% AP) bonus magic damage on-hit, increased by 0% – 100% (based on target's missing health), up to 10 – 80 (based on level) (+ 20% AP).
Notes (1)
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Leans Catch — its strongest of the five comp axes.
Ranked by how close their five-axis heatmap looks — role-agnostic.
Win rate when Locke's team secured at least one of each drake, next to the all-champion rate in that same state. Teams that take dragons are usually already ahead, so every champ wins more with them — the honest read is the gap, i.e. whether Locke beats the average team that also has the drake. Single-drake samples are thin; treat small counts as suggestive.
Base stats and every ability with its per-rank values and ratios. Search all champions →
| Stat | Base | Per level | Level 18 |
|---|---|---|---|
| Health | 620 | +109 | 2473 |
| Health regen (per 5s) | 9 | +0.9 | 24.3 |
| Mana | 280 | +60 | 1300 |
| Mana regen (per 5s) | 7 | +0.8 | 20.6 |
| Armor | 32 | +4.2 | 103.4 |
| Magic resist | 32 | +2.05 | 66.85 |
| Attack damage | 58 | +3 | 109 |
| Attack speed | 0.688 | +3.3% | 1.039 |
| Attack speed ratio | 0.625 | ||
| Attack range | 125 | ||
| Movement speed | 340 |
Level 18 uses League's growth curve (base + 17 × per-level); attack speed grows as bonus % scaled by the attack speed ratio.
ARAM: damage dealt ×1.15 · damage taken ×1
Innate: Locke's basic attacks deal 5 – 40 (based on level) (+ 10% AP) bonus magic damage on-hit, increased by 0% – 100% (based on target's missing health), up to 10 – 80 (based on level) (+ 20% AP).
Active: Locke hurls a nail in the target direction that deals magic damage to enemies hit, slows them by 25% for 1 second, and applies a stack of Soul Nails for 4 seconds, refreshing on subsequent applications and stacking up to 3 times. Against targets with at least 2 stacks, the slow is increased to 60% and lasts for 2 seconds. Ritual Nails can be recast twice more within 4 seconds of the activation at no additional cost, with a 0.5-second static cooldown between casts.
Recast: Locke mimics the first cast's effects. For each recast not used when Ritual Nails ends, 10% – 40% (based on level) of the ability's cooldown and mana cost is refunded, up to a 20% – 80% (based on level) refund for two remaining recasts.
Locke's next damaging basic attack or Ashen Pursuit against an enemy with Soul Nails stacks consumes them all to deal bonus magic damage based on the amount of stacks.
Active: Locke ignites his soul for 5 seconds, becoming ghosted and gaining 40% – 70% (based on level) bonus attack speed and 40% (+ 2% per 100 AP) bonus movement speed, with the latter decaying to 20% over 1 second after 1.5 seconds have elapsed.
Additionally, during the effect he stores an amount of grey health on his health bar equal to 100% of the post-mitigation damage he takes from enemy champions, up to a cap, plus the total amount of health expended from Soul Ignition's health cost. Locke additionally stores up to 20 – 200 (based on level) (+ 20% AP) grey health for himself, based on his missing health and Soul Ignition's elapsed duration. The missing health portion of this additional grey health stored reaches its maximum when his current health is at or below 100 – 500 (based on level) (+ 60% AP).
After 0.5 seconds, Soul Ignition can be recast within the duration, and does so automatically afterwards.
Recast: Locke ends Soul Ignition and consumes his grey health to heal for the same amount.
Soul Ignition's recast can be used while affected by cast-inhibiting crowd control.
Active: Locke blinks to the target location, dealing magic damage to nearby enemies upon arrival.
After a 0.1-second delay, he empowers his next attack command within 4 seconds to gain 275 bonus range and cause him to dash in the target's direction, dealing magic damage to nearby enemies along the way, and applying on-hit effects to the primary target hit.
Scoring a takedown against an enemy champion resets the cooldown.
Locke cannot perform the dash while immobilized or grounded.
Active: Locke throws a totem artifact that travels to the target location over 0.5 seconds. After landing for 0.25 seconds, the totem fires latching nails at nearby enemies: dealing magic damage, slowing them by 99% decaying over 2 seconds, revealing them for 1 second, and marking enemy champions hit for 5 seconds. Marked enemies are executed below a portion of their health. Successful executions refresh the mark duration on all affected targets.
Once all marks expire, and if at least one champion was executed, the totem seals the souls of all executed champions and drops to the ground both over 2.25 seconds. It then lingers for a duration equal to Purgatory's remaining cooldown, but for no less than 10 seconds. Locke can move near the totem to collect it, and for each soul sealed it will both reduce Purgatory's current cooldown by 20% of its total cooldown and grant him a permanent Sealed Champion stack.
Stats and abilities from the League of Legends Wiki (CC BY-SA 3.0), built for patch 26.22.