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Locke League of Legends Patch HistoryPC

Locke

Assassin / Mage

League of Legends (PC)

Win Rate N/A - Pick Rate N/A - Ban Rate N/A

Locke Current Status

Locke was last nerfed in Patch 26.14 (). Across 2 patches, Locke has received 1 nerf since release in Patch 26.13.

Abilities
Silver StakePC
Passive - Silver Stake

Innate: Locke's basic attacks deal 5 to 40 (+ 10% AP) bonus magic damage on-hit, increased by 0, up to 10 to 80 (+ 20% AP).

Ritual NailsPC
Q - Ritual Nails
Cost: 70 Mana
CD: 10 / 9 / 8 / 7 / 6
Cast Time: 0.25
Range: 950

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.

Magic Damage per Nail: 50 / 58 / 66 / 74 / 82 (+ 20% AP)
Maximum Nail Damage: 150 / 174 / 198 / 222 / 246 (+ 60% AP)
One Stack Bonus Damage: 18 / 26 / 34 / 42 / 50 (+ 25 / 27.5 / 30 / 32.5 / 35% AP)
Two Stacks Bonus Damage: 43.2 / 62.4 / 81.6 / 100.8 / 120 (+ 60 / 66 / 72 / 78 / 84% AP)
Three Stacks Bonus Damage: 75.6 / 109.2 / 142.8 / 176.4 / 210 (+ 105 / 115.5 / 126 / 136.5 / 147% AP)
Maximum Total Magic Damage: 225.6 / 283.2 / 340.8 / 398.4 / 456 (+ 165 / 175.5 / 186 / 196.5 / 207% AP)

Recast: Locke mimics the first cast's effects. For each recast not used when Ritual Nails ends, 20 to 35% of the ability's cooldown and mana cost is refunded, up to a 40 to 70% 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.

Soul IgnitionPC
W - Soul Ignition
Cost: 50 / 55 / 60 / 65 / 70 Mana ( + 0.5 % current health per 0.25 seconds)
CD: 18 / 17 / 16 / 15 / 14
Cast Time: None

Active: Locke ignites his soul for 6 seconds, gaining 40 to 70 bonus attack speed and bonus movement speed, with the latter decaying to 20% over 1 second after 1.5 seconds have elapsed. He also 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 lost from Soul Ignition's health resource. This is increased by up to 40 to 200 (+ 20% AP) based on his missing health and Soul Ignition's elapsed duration. The missing health portion of this additional heal maxes out when at 150 to 450 (+ 60% AP) health remaining or below.

Movement speed: 40 / 45 / 50 / 55 / 60% (+ 2% per 100 AP)
Damage taken grey health cap: 40 / 70 / 100 / 130 / 160 (+ 120% 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.

Ashen PursuitPC
E - Ashen Pursuit
Cost: 30 / 40 / 50 / 60 / 70 Mana
CD: 10
Cast Time: 0.5
Range: 375

Active: Locke blinks to the target location, dealing magic damage to nearby enemies upon arrival.

Blink Magic Damage: 40 / 50 / 60 / 70 / 80 (+ 40% AP)
Dash Magic Damage: 40 / 60 / 80 / 100 / 120 (+ 40% AP)
Total Magic Damage: 80 / 110 / 140 / 170 / 200 (+ 80% AP)

After a 0.1-second delay, he empowers his next basic attack 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 immobilize or ground.

PurgatoryPC
R - Purgatory
Cost: 100 mana
CD: 120 / 100 / 80
Cast Time: 0.5
Range: 950
Effect Radius: 400

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, slow them by 99% decaying over 2 seconds, standard sight them for 1 second, and marking enemy champions hit for 5 seconds. Marked enemies are execute below a portion of their health. Successful executions refresh the mark duration on all affected targets.

Magic Damage: 150 / 225 / 300 (+ 60% AP)
Execute Threshold: 10 / 11 / 12% (+ 0.5% per Sealed Champion stack) of the target's maximum health

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% and grant him a permanent Sealed Champion stack.

Base Stats

Health: 655
Health Per Level: 109
Mana: 280
Mana Per Level: 70
Attack Damage: 58
AD Per Level: 3
Attack Speed: 0.688
AS Per Level: 3.3
Armor: 32
Armor Per Level: 4.2
Magic Resist: 32
MR Per Level: 2.05
Movement Speed: 340
Range: 125
Health Regen: 9
HP Regen Per Level: 0.9
Mana Regen: 7
Mana Regen Per Level: 0.8

Locke Changes

Patch 26.14

nerfCurrent Patch

Locke's release has gone relatively smoothly, and we are now tuning him down a bit as players have had time to pick him up. We want to open up more counterplay by reducing how long he can pressure with his Q. And we're bumping down the healing on his W because he's not an enchanter, after all.

Q - Ritual Nails

  • Nail Recast Hold Time: 5 seconds → 4 seconds
  • Nail Damage: 50 / 60 / 70 / 80 / 90 → 50 / 58 / 66 / 74 / 82
  • Mark Base Bonus Damage: 20 / 30 / 40 / 50 / 60 → 18 / 26 / 34 / 42 / 50

W - Soul Ignition

  • Damage Taken Grey Health Cap: 40 / 80 / 120 / 160 / 200 → 40 / 70 / 100 / 130 / 160

Patch 26.13

new

Locke added to League of Legends

Silver Stake - Innate

  • Innate: Locke's basic attacks deal 5 to 40 (based on level) (+ 10% AP) bonus magic damage on-hit, increased by 0 to 100% (based on target's missing health), up to 10 to 80 (based on level) (+ 20% AP).

Ritual Nails - Q

  • Active: Locke hurls a nail in the target direction that deals 50/60/70/80/90 (+ 20% AP) 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 Soul Nails stacks, the slow is increased to 60% and lasts for 2 seconds. Ritual Nails can be recast twice more within 5 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, 20 to 35% (based on level) of the ability's cooldown and mana cost is refunded, up to a 40 to 70% (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 20/30/40/50/60 (+ 25/27.5/30/32.5/35% AP) bonus magic damage for each stack. This damage is increased by 20% and 40% for two and three Soul Nails stacks respectively.
  • Cost: 70 mana.
  • Cooldown: 10/9/8/7/6 seconds.
  • Cast Time: 0.25 seconds, Target Range: 950, Width: 100.

Soul Ignition - W

  • Active: Locke ignites his soul for 6 seconds, gaining 40 to 70% (based on level) bonus attack speed and 40/45/50/55/60% (+ 2% per 100 AP) bonus movement speed for the duration, with the latter decaying to 20% over 1 second after 1.5 seconds have elapsed. While active, Locke also stores 40/80/120/160/200 (+ 120% AP) 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 lost from Soul Ignition's health resource. This is increased by up to 40 to 200 (based on level) (+ 20% AP) based on his missing health and Soul Ignition's elapsed duration.
  • 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 current grey health to heal for the same amount.
  • Soul Ignition's recast can be used while affected by cast-inhibiting crowd control.
  • Initial Cost: 50/55/60/65/70 mana.
  • Cost: 0.5% current health per 0.25 seconds for 6 seconds.
  • Cooldown: 18/17/16/15/14 seconds.
  • Cast Time: None.

Ashen Pursuit - E

  • Active: Locke blinks to the target location, dealing 40/50/60/70/80 (+ 40% AP) magic damage to all nearby enemies upon arrival.
  • For the next 4 seconds, Locke gains 275 bonus range and can declare an attack command (default: MB2 / right-click) against an enemy unit. After 0.1 seconds or if the declared attack target is within his attack range, Locke ends Ashen Pursuit and dash in the target's direction, dealing 40/60/80/100/120 (+ 40% AP) magic damage to enemies he passes through as well as those around him, and applying on-hit effects to the primary target if they were hit.
  • Scoring a takedown against an enemy champion resets Ashen Pursuit's cooldown.
  • Locke loses the bonus attack range and cannot perform the dash while he is immobilize (excluding berserk and taunt) or ground.
  • Cost: 30 mana.
  • Cooldown: 10 seconds.
  • Cast Time: 0.5 seconds, Target Range: 375, Queue Threshold: 0.175 seconds.

Purgatory - R

  • Active: Locke throws a totem artifact that travels to the target location over 0.5 seconds. After a 0.25-second delay of its landing, the totem rises into the air and fires latching nails onto all enemies around it, dealing them 150/225/300 (+ 60% AP) magic damage, slow them by 99% decaying over 2 seconds, and marking enemy champions hit for 5 seconds. Marked enemies are execute below 10/11/12% (+ 0.5% per Sealed Champion stack) of their maximum health. Successful executions refresh the duration of the mark on all affected targets.
  • At the end of the mark's duration, if at least one champion was executed, the totem seals away the souls of all executed champions and drops itself onto the ground, both over 2.25 seconds. It then remains on the ground for a duration equal to Purgatory's remaining cooldown, but for no less than 10 seconds. Locke can retrieve it by moving near it. Upon retrieving the totem, Purgatory's current cooldown is reduced by 20% for each champion sealed, and Locke gains a Sealed Champion stack per champion.
  • Cost: 100 mana.
  • Cooldown: 120/100/80 seconds.
  • Cast Time: 0.5 seconds, Target Range: 950, Effect Radius: 400, Queue Threshold: 0.5 seconds.

Related League of Legends Champions

Locke League of Legends FAQ

Frequently Asked Questions
When was Locke last changed in League of Legends?
Locke was last nerfed in League of Legends Patch 26.14, released July 14, 2026.
How many times has Locke been buffed or nerfed in LoL?
Locke has been changed in 2 League of Legends patches: 1 nerf.
Was Locke changed in LoL Patch 26.14?
Yes - Locke was nerfed in Patch 26.14. The full change details are in the patch history on this page.
When was Locke released in League of Legends?
Locke was released in League of Legends in Patch 26.13 on June 23, 2026.