By GamGem ResearchLast updated 20 Aug 2026 · 00:00

Locke
the Ashen Exorcist
AssassinMage
League of LegendsPatch 26.16MidRanked Solo/DuoEmerald+NA29,203 gamesSample data
Role snapshot (Mid)
- 49.8%
- Win Rate
- 5.7%
- Pick Rate
- 24.3%
- Ban Rate
29,203
Games
High
Confidence
Matchup map (Mid) — level 1–18
Conditional build matrix
| vs AP Burst | vs AD Assassins | vs Tanks | vs Sustain | |
|---|---|---|---|---|
| Mythic / Core | ||||
| Core 2 | ||||
| Core 3 | ||||
| Boots | ||||
| Situational |
Popular build
13,433 games50.2%Win Rate
Reliable build
9,637 games48.9%Win Rate
High observed win rate
3,504 games52.3%Win Rate
Runes
Primary: Sorcery
Arcane Comet
Manaflow Band
Celerity
Waterwalking
Secondary: Resolve
Demolish
Bone Plating
Shards
+9 Adaptive Force
+9 Adaptive Force
+10-180 Health (based on level)
Skill order
| Q | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| W | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| E | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| R | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
Ability details

Silver Stake
Locke's attacks deal additional magic damage On-Hit, increased based on enemy missing Health.
Passive — never cast

Ritual Nails
Locke readies a set of Soul Nails to throw, dealing damage to and marking enemies hit. Locke can consume the marks to deal bonus damage with his attacks.
Cost 70 ManaCooldown 10/9/8/7/6sRange 950

Soul Ignition
Locke ignites his soul, gaining Attack Speed and Move Speed, and dealing damage to himself. At the end of the duration, Locke will heal back a portion of the damage he takes during the effect.
Cost 50/55/60/65/70 ManaCooldown 18/17/16/15/14sRange 250

Ashen Pursuit
Locke teleports to a location before dashing to attack his next target, dealing damage to enemies passed through.
Cost 30/40/50/60/70 ManaCooldown 10sRange 425

Purgatory
Locke throws a binding artifact that deals damage and potentially executes enemies hit. Locke gains additional power for sealing away enemy champions.
Cost 100 ManaCooldown 120/100/80sRange 1000
Scaling — level 1–18
LockeMid average
1918
1918
1918
Counter plan — how to beat Locke
Deny the reset — it wants a kill to come back out; a warded exit removes it
Dodge the primary — its rotation is one skillshot; sidestep it and the rest is chip
Punish the cooldown — Locke is exposed while its rotation is down
Ward the flank — vision is what turns its best opening into a worse one
Respect the spike — Riot rates the kit 5/10, so a practised player gets more out of it than the average
ARAM performance
- 53.5%
- Win Rate ▲ 1.0%
- 3.5%
- Pick Rate ▼ 0.6%
- 0.9%
- Ban Rate ▲ 3.2%
- Damage dealt
- 93.4%
- Damage taken
- 106.5%
- Healing
- 108.8%
- Shielding
- 95.2%
- Ability Haste
- +22
Best ARAM build
Patch timeline
We hold the rates, not the balance log. What actually changed each patch is in Riot’s own notes.
- 26.16Live now+0.7
- 26.14Sample win rate across this patch-0.1
- 26.11Sample win rate across this patch+0.6
- 26.08Sample win rate across this patch-0.5
- 26.05Sample win rate across this patch+0.7
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Methodology
- Data window
- 512,340 games on patch 26.16, Ranked Solo/Duo, NA. Last refreshed 20 Aug 2026.
- Rank aggregation
- Emerald+ and above, pooled. Splitting further leaves samples too small to separate a real effect from noise.
- Role assignment
- A champion is filed under the lanes it actually plays, not the one class it belongs to — which is why several appear in two.
- Counters
- A matchup, not a tier gap: how this champion does into that one specifically, over that pairing’s own games.
- Minimum sample
- The confidence indicator beside every rate is driven by how much of the window this champion appears in. A low reading means read the figure loosely, not that it is wrong.
- Why a build is not a cause
- The best-scoring build is the one the best-placed players happened to take. Correlation is what a rate can show; it is not evidence that buying those items caused the wins.
- Where the numbers come from
- Names, classes, lanes, abilities, items and runes are Riot Data Dragon. Win, pick and ban rates are derived samples — Riot publishes none of them, and nothing on this page presents one as measured.
