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Who Wins
- Pre-6, you win most extended trades if you land E to extract the spirit and follow up with W tentacle slaps, as Locke has no reliable escape before level 3 and your raw damage output through tentacles punishes anyone who stands near them.
- Post-6, the matchup becomes more dangerous because Locke's R can mark you for execution and the 99% slow makes it nearly impossible to reposition away from tentacle range, but your R spawns tentacles that can still win a full commit if you're above the execution threshold.
How to Trade
- Your best trading pattern is to bait out Locke's E blink first, then immediately cast your E to extract the spirit while Locke has no gap-closer available for escape — the spirit punishment window is your primary damage source and Locke cannot dash away during it.
- Follow with W to empower tentacle hits and use Q to slow Locke if they try to walk out of tentacle range, since tentacles deal massive damage to a slowed target that can't reposition.
Wave Control
- Push the wave hard with Q and tentacle procs to force Locke to farm under tower, where tentacle placement near the tower creates a threatening zone that punishes any attempt to last-hit.
- Avoid letting the wave freeze near Locke's tower because you need space to land E and have tentacles present for the follow-up punishment, so actively reset the wave to mid-lane or your side.
Mistakes to Avoid
- Do not fight Locke when you have no tentacles nearby and Locke has full Q stacks ready — walking into a fully stacked Q into E dash into W all-in without tentacle support means you absorb the full burst with no meaningful counterplay.
- Your kit requires tentacle presence to win trades, so never engage in open areas away from your tentacles regardless of how favorable the health lead looks.
Created on 07/11/2026
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