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← Hero Guides · Weapon

Pike

By Amya · Updated 2026-08-03

CMedium ArmorAgility build: Full Agility
Where this weapon shines
Hero Killing3/10
Units Killing3/10
Dueling1/10
Crowd Control2/10

Loadouts

pick one column

Full Agility

Hero killer

Hero killer, high burst but you die fast. Viable if you use it carefully.

Spells
Wandering DragonQWandering DragonWandering Dragon3sCleanseEnhanceFirst pressFlips backward 5 meters and swings the pike, dealing 40% Base + 557 Slashing Damage. Removes Dazed upon use, and increases Movement Speed by 30% for 4 seconds.Second pressSpins backward 6 meters while twirling the pike, dealing 2 strikes of 60% Base + 685 Slashing Damage. Removes Dazed upon use, and increases all Damage and Armour Penetration by 12% for 4 seconds.Third pressCartwheels backward 8 meters using the pike. Removes Dazed, Knockdown, and Concussed upon use; reduces damage taken by 30% for 4 seconds.Press after UltimateSwings the pike around to attack surrounding enemies. Hitting with the pike head deals 75% Base + 801 Slashing Damage, while hitting with the shaft deals 60% Base + 1003 Blunt Damage, striking 3 times in total. The first two strikes inflict Knockback. The final strike inflicts Knockup on enemy Units, and Knockback on enemy Heroes. These skills share cooldowns, and their combo stages can be chained together.Water DragonEWater DragonWater Dragon3sDamageFirst pressDashes forward 3 meters with the pike on the back, stopping upon contact with an enemy to deal 80% Base + 428 Piercing Damage.Second pressDashes forward another 5 meters with the pike in hand, stopping upon contact with an enemy to deal 105% Base + 539 Piercing Damage.Third pressThrusts forward 3 times consecutively, followed by 1 heavy thrust. Each strike deals 52% Base + 758 Piercing Damage. The final thrust deals double damage and inflicts Knockup.Press after UltimateGrips the pike and charges forward 6 meters unhindered by enemies, dealing 147% Base + 1848 Piercing Damage. Inflicts Knockup on enemy Units, and Knockback on enemy Heroes. These skills share cooldowns, and their combo stages can be chained together.Sky DragonRSky DragonSky Dragon3sDamageFirst pressPerforms an upward strike. Hitting with the pike head deals 140% Base + 972 Slashing Damage, while hitting with the shaft deals 130% Base + 1051 Blunt Damage.Second pressLeaps up to smash downward with the pike, dealing 150% Base + 1433 Blunt Damage.Third pressSpins the pike and brings it down heavily, dealing 170% Base + 2218 Blunt Damage. Inflicts Knockback on enemy Heroes, and Knockdown on enemy Units.Press after UltimateThrusts forward with the pike. If it successfully pierces an enemy, inflicts Winded and throws them, dealing a total of 165% Base + 1815 Piercing Damage. Winded cannot be blocked. These skills share cooldowns, and their combo stages can be chained together.Green DragonTGreen DragonGreen Dragon30sControlUltimateCan be charged, continuously consuming Stamina. On release: Dashes forward with the pike, piercing through enemies unhindered. Charged less than 0.5s: Dashes forward 4 meters, dealing 146% Base + 1848 Piercing Damage and inflicting Knockback. Charged 0.5s or more: Dashes forward 6 meters, dealing 183% Base + 2310 Piercing Damage and inflicting Knockdown. Charged 1s or more: Dashes forward 8 meters, dealing 293% Base + 3697 Piercing Damage and inflicting Knockup.Control RemovalRemoves Dazed and Knockdown upon use. After dashing, can be chained into the final combo stage of another skill.

Green Dragon is your main damage on heroes. Follow it with Water Dragon or Sky Dragon, and slip one auto-attack into the combo for more damage.

Attributes
Full Agility

Full Armour / Health

Most viable

The most viable build and the one most people run. You last far longer in melee, which is what lets you open formations alongside your units.

Spells
Wandering DragonQWandering DragonWandering Dragon3sCleanseEnhanceFirst pressFlips backward 5 meters and swings the pike, dealing 40% Base + 557 Slashing Damage. Removes Dazed upon use, and increases Movement Speed by 30% for 4 seconds.Second pressSpins backward 6 meters while twirling the pike, dealing 2 strikes of 60% Base + 685 Slashing Damage. Removes Dazed upon use, and increases all Damage and Armour Penetration by 12% for 4 seconds.Third pressCartwheels backward 8 meters using the pike. Removes Dazed, Knockdown, and Concussed upon use; reduces damage taken by 30% for 4 seconds.Press after UltimateSwings the pike around to attack surrounding enemies. Hitting with the pike head deals 75% Base + 801 Slashing Damage, while hitting with the shaft deals 60% Base + 1003 Blunt Damage, striking 3 times in total. The first two strikes inflict Knockback. The final strike inflicts Knockup on enemy Units, and Knockback on enemy Heroes. These skills share cooldowns, and their combo stages can be chained together.Water DragonEWater DragonWater Dragon3sDamageFirst pressDashes forward 3 meters with the pike on the back, stopping upon contact with an enemy to deal 80% Base + 428 Piercing Damage.Second pressDashes forward another 5 meters with the pike in hand, stopping upon contact with an enemy to deal 105% Base + 539 Piercing Damage.Third pressThrusts forward 3 times consecutively, followed by 1 heavy thrust. Each strike deals 52% Base + 758 Piercing Damage. The final thrust deals double damage and inflicts Knockup.Press after UltimateGrips the pike and charges forward 6 meters unhindered by enemies, dealing 147% Base + 1848 Piercing Damage. Inflicts Knockup on enemy Units, and Knockback on enemy Heroes. These skills share cooldowns, and their combo stages can be chained together.Sky DragonRSky DragonSky Dragon3sDamageFirst pressPerforms an upward strike. Hitting with the pike head deals 140% Base + 972 Slashing Damage, while hitting with the shaft deals 130% Base + 1051 Blunt Damage.Second pressLeaps up to smash downward with the pike, dealing 150% Base + 1433 Blunt Damage.Third pressSpins the pike and brings it down heavily, dealing 170% Base + 2218 Blunt Damage. Inflicts Knockback on enemy Heroes, and Knockdown on enemy Units.Press after UltimateThrusts forward with the pike. If it successfully pierces an enemy, inflicts Winded and throws them, dealing a total of 165% Base + 1815 Piercing Damage. Winded cannot be blocked. These skills share cooldowns, and their combo stages can be chained together.Green DragonTGreen DragonGreen Dragon30sControlUltimateCan be charged, continuously consuming Stamina. On release: Dashes forward with the pike, piercing through enemies unhindered. Charged less than 0.5s: Dashes forward 4 meters, dealing 146% Base + 1848 Piercing Damage and inflicting Knockback. Charged 0.5s or more: Dashes forward 6 meters, dealing 183% Base + 2310 Piercing Damage and inflicting Knockdown. Charged 1s or more: Dashes forward 8 meters, dealing 293% Base + 3697 Piercing Damage and inflicting Knockup.Control RemovalRemoves Dazed and Knockdown upon use. After dashing, can be chained into the final combo stage of another skill.

Wandering Dragon phases through units at every stage and its third stage clears Dazed, Knockdown and stun. Use it as the follow-up when you only want to open a formation.

Attributes
Full Armouror Full Healthor Mix Health/Armour

Same weapon for all three

roll it once, it carries every loadout

NEED Piercing pen/Piercing ; bonus Slashing(pen)/Blunt(pen)

Also true whatever you slot

Best gender
Female (animation changes depending on it)
Aiming (Hero)
Assisted off, Locked off
Aiming (Units)
Assisted off, Locked off
Armour class
S LeadershipLeadership increases the number of units you can take into battle, making it the best value out of every stat you could wish to get. · AA HP · A Crit Value / Piercing def · B Rest

Gear Which set to build, cheapest first, and what to roll on the weapon. Leadership is a reforged armour stat you grind (lock it on every piece), not a flat set bonus. New to it? See crafting and honing.

Roll forPiercing pen and piercing damage on the weapon. Bonus, slashing and blunt with their penetration. Lock leadership on every armour piece.

Best runes this season Amya's picks for Chaos: A Realm Divided. Every piece holds at most 5 Rune Power, so each slot is a budget call. Open a rune for its full effect, or read the whole seasonal set on the Hero Runes page.

Weapon5/5

Splendid Spear

3

[Green Dragon] does not need to be fully charged to achieve the damage and Knockup effects of a 1-second charge.

Seven Charges

2

Each time the third stage of [Wandering Dragon], [Water Dragon], or [Sky Dragon] is used, the cooldown of your [Ultimate] is reduced by 2 seconds.

Helm5/5

Severed Hair

3

Damage taken from Units is reduced by 20%. When Health is below 50%, damage taken from Units is additionally reduced by 10%.

Yang Fire VIII

1

Increases Agility and Armour by 2 points.

Yang Fire VII

1

Increases Strength and Toughness by 2 points.

Armour5/5

Art of Stillness

3

Damage taken is reduced by 10%. While in a Knockback, Knockdown, Knockup, or Concussed state, damage taken is additionally reduced by 5%.

Peach Garden Oath

2

Maximum Health increased by 5%. Upon death, surrounding allies immediately restore 10% maximum Health.

Bracers5/5

Line Breaker

2

Damage dealt to Units is increased by 6%.

Unexpected Strike

2

Damage dealt to Heroes is increased by 6%.

Yang Fire VII

1

Increases Strength and Toughness by 2 points.

Boots5/5

Fight to the Death

3

When Health is below 25%, damage taken from Heroes is reduced by 50%.

Cyan Satchel

2

Bandage duration is reduced by 40%, but the total healing amount remains unchanged.

Guide

Full AgilityHero killer, high burst but you die fast.

Hero Killer playstyle has to be used carefully since you die very fast due to high burst damage in the game. If used properly it is viable.

Full Armour / HealthThe most viable build, tanky formation opener.

This build is currently the most viable since you can last a lot longer in close melee combat, which allows you to open formations and play more aggressive in combination with your units. This build is mostly used.

Skills

WANDERING DRAGON: Every stage of this skill allows you to phase through units.

  • STAGE ONE: Increases your movement speed by 30% for 3 seconds and adds a damage reduction of 30% for 3 seconds. Perfect for starting a combination of attacks and to increase your speed while on foot. Can also be used to reposition yourself behind an enemy unit or gain distance faster in a hero fight.
  • STAGE TWO: Adds a damage reduction of 30% for 3 seconds and increases all types of damage and armour penetration by 12%.
  • STAGE THREE: This skill will again add a damage reduction of 30%, and it is also used as ANTI-CC because it immediately removes “dazed”, “knocked down” and “stun”. While engaging in hero fights this should be kept in mind.

SKY DRAGON:

All stages deal blunt or piercing damage. The 3 stages are used in combination with other skills. Can also be used to break soft gates fast.

ULTIMATE: Your ultimate is GREEN DRAGON, which is used to deal your main damage to enemy heroes. It is recommended to use the WATER DRAGON or SKY DRAGON (Pin) as a follow up in the hero fight. You should do 1 auto attack in-between the combo to do even more damage. If you simply want to open a formation you should use WANDERING DRAGON as a follow up, since it has a big radius of effect which disrupts formations easily.

RIGHT CLICK ON HORSE: The right click when mounted is very powerful to open enemy formations, so if you decide to engage an enemy unit make sure to execute a right click before dismounting. It can also be used to stagger cav or dismount heroes on their horse. The right click also adds a lot of speed on horse when pressed.

LEFT CLICK ON HORSE: The left click while mounted should be used before dismounting, because it consumes no stamina and also staggers the enemy.

Hero vs Hero fight:

When fighting heroes as a pike it is your goal to knock the enemy down and land your ultimate. While learning this class you should always try to be as mobile and flexible as possible. Use your dismount to stun heroes, mix in auto attacks into your combos, roll and block to cancel animations, and never be stationary as pike. MOVEMENT IS KEY!

Learn your combos and the little tricks as shown in the videos down below to outplay your enemy.

Learn from the best Tournament players to watch for this weapon. Watch their POV and understand why they do what they do.

Balance history Official balance changes for this weapon, newest first. Each entry's Source opens the real patch notes.

20 changes
  1. Source ↗
    • Fixed an issue where female characters using Pike experienced abnormal displacement when knocked back.
  2. Source ↗
    • The cooldown of the third stage of [Water Dragon] has been increased from 1 second to 1.5 seconds.
  3. Source ↗
    • The grab range logic for the [Sky Dragon] skill after using the Ultimate skill has been optimized.
    • The cooldown time for all skills except the Ultimate skill has been adjusted from 4 seconds to 3 seconds.
    • The global cooldown for the third consecutive skill activation has been reduced from 3 seconds to 1 second.
  4. Source ↗
    • Fixed an issue where the Pike's Rune [Cronus' Authority] would reset the cooldown of [Green Dragon] when defeating a Hero without using [Green Dragon].
  5. Source ↗
    • [Wandering Dragon], [Water Dragon], [Sky Dragon]: After using any of the first two stage skills, you can use the third stage enhanced skill consecutively within 4 seconds.
    • Other skills can now be activated during the ending lag of the third stage of [Wandering Dragon], [Water Dragon], and [Sky Dragon].
    • [Wandering Dragon], [Water Dragon], [Sky Dragon]: First stage skill cooldown 3 → 4 seconds.
    • [Wandering Dragon], [Water Dragon], [Sky Dragon]: Third stage enhanced skill cooldown 0 → 3 seconds.
    • After each stage skill, you can use the next stage within 3.5 → 4 seconds.
    • Optimized the hitbox for [Sky Dragon] after using Ultimate, making it easier to hit enemies.
    • The second stage of normal attack can inflict the dazed effect on Heroes.
    • [Water Dragon]: The third-stage triple thrust's Armour Piercing coefficient: 60% → 100%.
  6. Source ↗
    • Fixed an issue where the [Dionysus's Ecstasy] rune for [Pike] could not trigger the third knockback effect of [Green Dragon] and [Water Dragon].
  7. Source ↗
    • Fixed the issue where the skills [Chain Dart & Scimitar] - Scorpion's Snare, [Dual Blades] - Marked for Death, [Poleaxe] - Rough Justice, [Maul] - Strike and Grapple, and [Pike] - Sky Dragon (used after Ultimate) would occasionally cause an abnormal reduction in skill cooldown.
  8. Source ↗
    • Fixed an issue with the pike's cooldown reduction to its paragon skill; CD of [Cold Dragon] can be reduced by up to 8 seconds.
  9. Source ↗
    • [Wandering Dragon] - Fourth Attack: Adjusted the slashing damage of the tip of the spear to 75% + 801 (was 80% + 776 points). Adjusted the blunt damage of the shaft to 60% + 1,003 (was 60% + 952 points).
  10. Source ↗
    • You can now use [Sprint Attack] even if you don't have enough stamina, but doing so expands all remaining stamina. [Sprint Attack]'s stamina cost increased to 250 (was 185) for all weapons.
    • Fixed an issue where the attack would fail if you fully charged up the Pike's right-click attack while mounted and ran out of stamina.
  11. Source ↗
    • [Sky Dragon] Adjusted the piercing damage of the fourth strike to 165% + 1,815 (was 180% + 1,704 points).
  12. Source ↗
    • Fixed an issue where the Pike rune [Stone Breaker] didn't increase slashing and blunt armor penetration enough.
  13. Source ↗
    • [Wandering Dragon] Reduced the second strike's damage and armor penetration to 12% (was 15%).
    • [Wandering Dragon] Reduced the duration of the third strike's 30% movement speed boost to 3 seconds (was 3.5 seconds).
  14. Source ↗
    • Adjusted the speed boost of the pike's [Wandering Dragon] to no longer stack with the weapon rune [Feline Swiftness].
  15. Source ↗
    • [Wandering Dragon]: The first and second attacks of Wandering Dragon will no longer daze enemy heroes.
    • [Basic Attack]: We are increasing the damage multiplier for the basic attack's second strike to 25% of base piercing damage plus 35% of base slashing damage (up from 25% of base piercing damage plus 25% of base slashing damage).
  16. Source ↗
    • When choke-type skills are interrupting mid-cast, the recipient will be knocked down and then rise again, and will no longer play the complete animation. (Choke skills include: Dual Blades' [Marked for Death], Poleaxe's [Rough Justice], and Pike's [Sky Dragon] final phases)
  17. Source ↗
    • Improved the movement during and at the end of the pike hero's victory skill [Cold Dragon].
  18. Source ↗
    • Resolved an issue where the pike hero couldn't properly chain basic attacks after using the victory skill [Stormrend].
  19. Source ↗
    • Improved the animation of the pike hero skill [Soaring Cloud]'s final phase. When hitting an enemy, the attack animations full length has been reduced to 2 seconds (down from 2.6 seconds).
  20. Source ↗
    • [Right-click] attacks while mounted now do an extra 258 blunt damage.
    • Adjusted the timing for chaining [Combat Dismount] with other skills.
    • [Combat Dismount]'s damage has been increased to 200% basic blunt damage plus 460 points of blunt damage (up from the previous 200% basic blunt damage).
    • The first leap backward of [Wandering Dragon] also grants 30% damage reduction for 3 seconds.
    • The final strike of the [Wandering Dragon]'s final phase now sends enemy units flying and knocks back enemy heroes, whereas it previously only knocked back enemies hit.
    • Increased the buff duration of [Gentle Steps] and [Shock Attack] by 1 second.
    • Launching the final phase of a skill will no longer apply a 3-second cooldown to base skills.
    • Increases the minimum shared damage coefficient when hitting multiple enemies with the same attack has been increased to 40% (up from 25%).
    • Resolved an issue where the pike hero's [basic attacks] would trigger multiple daze animations when hitting during its second phase.
    • Resolved an issue where the character wouldn't turn with the camera when holding right-click with the pike hero to parry.
    • Resolved an issue where the pike rune [Weakness Insight] led to [Stormrend] being unable to chain with the 4th phase of non-victory skills.
    • Resolved an issue where the pike hero's non-victory skills shared cooldown was incorrect.

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