# Locke Counters, Matchups & Tips | Baron Buff
See Locke counters, hardest matchups, and tips to play against or draft around Locke in League of Legends.
Canonical HTML: https://baronbuff.com/champions/locke/
Markdown URL: https://baronbuff.com/champions/locke.md
Language: en
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## Page Content

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

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