Locke’s signature habit is stack before cashing: if you can stay attached, land two or three Ritual Nails before the first mark proc instead of cashing the first touch, because his damage is built around a delayed payout rather than instant release
Soul Ignition is a contact test, not a free all-in button; press W when the target has already lost the tool that breaks away, otherwise you spend your own health on a sequence you cannot finish
Locke’s best games are the ones where an early spike turns into short shove-disappear-reappear skirmishes, because his lead is much stronger while enemies still have to answer the full nails-mark-pursuit pattern and his win rate drops hard when that first component arrives late
Bad W windows are the ones where the enemy still has a clean detach button and you have not forced it first. In lane, that usually means you pressed it before enough nails were on target or before they used the spell that creates space. In skirmishes, it means you started the timer while walking through peel instead of once somebody was already pinned close enough to stay with. A simple check helps: if you cannot picture the next two autos before pressing W, wait. The spell is best when it finishes a pattern that is already working, not when you are hoping it will create one by itself.
Locke's attacks deal additional magic damage On-Hit, increased based on enemy missing Health.
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.
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.
Locke teleports to a location before dashing to attack his next target, dealing damage to enemies passed through.
Locke throws a binding artifact that deals damage and potentially executes enemies hit. Locke gains additional power for sealing away enemy champions.