Assassin · Burst Assassin · Mid
Prepare for battle with Locke — master their strengths and exploit their weaknesses before the game starts.
Playstyle Profile
Locke is a flanker — eliminates priority targets by bypassing the frontline
- Teamfight Role
- Assassin Flanker
- Power Spike
- Early game
- Split Threat
- None
- Backline Access
- Low
Locke's Strengths
- Deletes priority targets instantly — Locke removes the enemy carry before teamfights even begin
- Dominates early fights — Locke's base stats and kit spike early, punishing passive opponents
- Cross-map pressure through roams — Locke turns lane priority into kills and objectives across the map
How to Play Locke
Champion-specific pre-match tips
Lane Phase
Concede early minions at level 1 to preserve your health pool, waiting until you unlock your full basic ability rotation at level 3 to force a trade.
Lane Phase
Cast Q to mark your target before activating W, ensuring you have the movement speed to close the gap and the attack speed to quickly consume the marks.
Lane Phase
Target your E to a location slightly behind the enemy to teleport in and immediately dash through them, guaranteeing you land your Q at point-blank range.
Mid Game
Push side lane waves past the river, then immediately use your W movement speed to rotate into the jungle and flank out-of-position enemies.
Mid Game
Roam to skirmishes as soon as you hit level 6 to secure executions with your R, accumulating your permanent power buff as early as possible.
Mid Game
Hold E when moving through unwarded jungle quadrants, keeping it available to instantly teleport over a wall if you get caught by a collapse.
Late Game
Wait in the fog of war until enemy crowd control abilities are on cooldown before using E to teleport over terrain and assassinate the backline.
Late Game
Focus your basic attacks on targets whose health is already dropping to maximize your passive damage and bring them into execution range for your R.
Late Game
Delay activating W until you are in melee range of a priority target during major objective fights, preventing the self-damage from whittling you down while you position.
For matchup-tailored tips, use Baron Buff's AI Coach & Companion App during champion select.
Core Build
Ranked from real ranked-match itemization
We look at ranked games after each item was bought. If the player or team gained ground in gold, we rate that item higher.
- Rabadon's Deathcap — 3,500
- Sorcerer's Shoes (Boots) — 1,100
- Shadowflame — 3,200
- Lich Bane — 2,900
- Stormsurge — 2,800
- Zhonya's Hourglass — 3,250
total: 16,750
How to Counter Locke
Counter strategies and draft context
group tightly, build defensively, and provide reliable peel for carries
- Shut down by grouped teams — Locke needs isolated targets and falls apart when enemies stick together
- Falls off significantly after 25 minutes — Locke's early dominance doesn't translate to late game
- Roaming is denied by aggressive warding — vision control shuts down Locke's cross-map pressure
- Tanks and bruisers that survive burst windows
Locke's Weaknesses
- Grouped compositions with strong vision — Locke can't find isolated targets or flanking angles
- Safe, scaling enemy compositions — Locke's early advantage fades when opponents survive lane without falling behind
- Defensive itemization and grouping — Locke can't find solo kills when targets build durability and stay grouped
Best Synergies with Locke
Team synergies and draft context
- Engage tanks that draw attention away from Locke — enemy cooldowns spent on the frontline leave carries exposed
- Aggressive junglers and roaming supports that snowball leads alongside Locke's early power spike
- Lane-stable allies that hold waves while Locke roams — cross-map plays need a foundation
- Waveclear mids or ADCs that hold lanes while you roam for picks
Draft Context
- Stacks burst with no frontline — nobody absorbs damage while Locke waits for a flank window
- Pairs Locke's early power with other early-game picks that all fall off together after 25 minutes
- Stacks AP or AD with Locke — one-dimensional damage lets the enemy itemize a single resistance