The New Pyke Changes

Pyke has a pretty interesting set of changes on the PBE. They've made it so that the percentage of damage from champions that he converts to gray health scales with AD, rather than with level, and have adjusted the values so that his base conversion is significantly lower, but also slightly raising the maximum. He needs ~125 AD to cap out the conversion.
The intention is to reduce the power of "tank Pyke", where Pyke players would build armor and MR to be hard to take down and enable them to dive and set up kills in dangerous situations while being difficult to take down. With these changes, Pyke will have to build at least a bit of AD in order to get his health regen.
One consequence of these changes is that Pyke will have spikes of regen percentage. Since it depends on itemization, he will be able to accelerate how effective his self-healing is by getting fed.
For example:
Black Cleaver is an item that Pyke builds often, since it gives him a ton of stats he can use. With the numbers on the PBE, a single Black Cleaver will let Pyke convert ~54% of incoming champion damage to gray health. For comparison, the old level-scaling would give him about that much at level 9.
If Pyke builds a Black Cleaver and a Frozen Mallet, he will max out his health regen. He can get the same amount of gray health that a level 18 Pyke would be getting before these changes.
These changes are not just a nerf to tank builds, they are a pretty massive buff to AD/health builds. Early on, he can regen a much larger portion of damage than before, allowing him to stay in lane longer and have enough health to set up early plays and start a snowball.
Since he maxes it out with two items, he will be free to build whatever items he wants after that. He can go armor, MR, lethality, etc., while having a ton of regen.

(Allows more camp options than Knife does)
if you have to (I don't, but I generally do anyways just because I want to be higher HP at scuttle/raptors/ganks). Use smite to either kill the large Krug at 40% Hp, or full kill a second wave medium Krug. If you do this camp right, you should have the camp dead by the time you reach your third E, which should eliminate the last 4 small Krugs.
. Skip finishing your jungle item because the
works far better into that insanely fast move speed boost. Almost no early game lane can counter a Pyke gank with this item. Still..... it means late/mid game you might be too squishy to do more than a support would.
, which will give you a third auto attack reset, and all hits aoe. The reason I say vs Tank is.... Pyke generally is tanky enough to trade tanks. Better to start offensively than to try to fight tanks with tank items.
and then building them out. Both items speed jungle clear, and eventually give Pyke AD, and supplement his weak damage kit a little.
, and possibly building parts of
. CDR is your best friend vs a mage team..... more so than perhaps finished items. You can always finish them as you go.
adds a third dimension of camp clear. It clears camps extremely fast if you have Bami's + Thornmail, and generally isn't a bad item on certain runes.
, and get competitive returns to a Duskblade build. and far more return than just a tank build. It also has no mana issues, so I can just keep trucking, rather than worrying about restaging. Muramana also procs on Pyke's Q as well as subsequent auto attacks.... so in a way it's slightly better than a Duskblade in raw damage. Not as great vs tanks building armor..... but.... Pyke has trouble with tanks anyways.
would also give him enough AD from his passive, and he should be able to build all 3 before level 18.


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