B TIERwarriorSolo LaneMediumPatch 1.62
Rourke portrait

Rourke

Armor-shredding marksman who stuns and shields.

Win Rate
0%
Pick Rate
0%
Ban Rate
0%
Overview

Strengths & Weaknesses

Strengths

  • +Passive armor reduction stacks enable sustained damage against tanky targets and enable team to burst
  • +Skill 2 (Bolt) provides both engage/disengage with stun, knockback, and CD reset on hero hits for playmaking
  • +Ultimate grants cleanse + damage-to-shield conversion for both durability and self-healing during fights

Weaknesses

  • Requires close range (especially Skill 2) for optimal damage, making positioning critically important against poke
  • No hard CC until Skill 2 lands; vulnerable to ganks without vision control
  • Shield from Ultimate scales off damage dealt, making him weak when behind or in extended sieges without kills
Kit

Abilities

Scattershot ability iconP
PASSIVE

Scattershot

Rourke's weapon fires special rounds that each reduce enemy physical armor for 6 seconds (max 12 stacks). Only the 2 center rounds can critically strike. Targets take 50% of total damage + (40% × total damage from all rounds hit) (does not affect structures).

Charged Shot ability icon1
SKILL 1

Charged Shot

Within 1.5s, Rourke gains 40% movement speed and his next attack becomes a charged shot, dealing physical damage. Enemy heroes are slowed if all rounds hit them.

Bolt ability icon2
SKILL 2

Bolt

Rourke dashes toward a target direction and stops immediately upon hitting an enemy. Deals physical damage in an area, stunning and knocking back all enemies. If hitting an enemy hero, reduce this ability's cooldown by 2s.

Determination ability iconR
ULTIMATE

Determination

Rourke removes all control effects and gains a damage shield. He cannot be controlled during this time. Convert 50% of damage dealt into shield value (20% when hitting minions or jungle monsters). Shield value cannot exceed 150% of base value. Rourke also gains attack power and armor for 6s.

Leveling

Skill Order

Priority: R > Q > W
Skill123456789101112131415
1Charged Shot
1·3·5·7·9······
2Bolt
·2·4···8·10·12···
RDetermination
·····6····11···15
Build

Loadout

undefined summoner spell icon
Summoner Spell
Core Runes
Awake rune iconAwake
Spirit rune iconSpirit
Dragon's Claw rune iconDragon's Claw
Recommended

Standard Build

Firestorm Bow item icon1
Firestorm Bow
Glided Greaves item icon2
Glided Greaves
Broken Spear item icon3
Broken Spear
Omni Arms item icon4
Omni Arms
Fenrir's Tooth item icon5
Fenrir's Tooth
Blade of Eternity item icon6
Blade of Eternity
Mechanics

Core Combos

01

All-in Engage

Bolt ability icon2
Bolt
AA
Auto
AA
Auto
Charged Shot ability icon1
Charged Shot
AA
Auto

Bolt in for stun + knockback, stack passive with autos, use Charged Shot for movement speed to chase or kite. Use when target is isolated or low.

02

Poke and Retreat

Charged Shot ability icon1
Charged Shot
AA
Auto
AA
Auto
Fl
Flicker

Charged Shot for 40% MS boost and enhanced AAs to stack armor reduction from range, then Flicker away. Safe for poking overextended targets in lane.

03

Teamfight Survival

Determination ability iconR
Determination
AA
Auto
Bolt ability icon2
Bolt
AA
Auto

Activate Ultimate to cleanse CC and gain shield, deal damage to convert into more shield value, use Bolt to reposition and reset cooldown if hitting heroes.

Strategy

Gameplan

Early Game

Levels 1–6
  • Farm safely in lane; abuse Charged Shot's MS for kiting ranged supports or poking from distance
  • Track enemy jungler—Rourke is vulnerable to early ganks before Skill 2 CD reduction is online
  • Stack passive on wave/camps to pressure enemies and prepare for mid-game skirmishes

Mid Game

Post Broken Spear
  • Group for fights; Bolt engage + stun into armor-reduced targets enables burst. Priority is landing Skill 2 on priority targets
  • Use Ultimate reactively when focused—cleanse + shield converts your team's damage into tankiness. Time it before burst combos land
  • Rotate to objectives (Dark Slayer, Abyssal) where armor reduction amplifies team damage exponentially

Late Game

Teamfight phase
  • Position as carry but respect frontline—Bolt range is your engagement distance. Never overextend without Ultimate up
  • In teamfights, reduce armor on their main carry/tank first via passive stacking, then focus burst with teammates
  • Use Ultimate's cleanse to answer their hardest CC; this determines fight outcome against control-heavy comps
Matchups

Matchups

Rourke gets countered by

  • Hayate hero icon
    Hayate
    High mobility and range make him dodge Bolt engage, and he out-damages Rourke in sustained 1v1s
  • Yena hero icon
    Yena
    Sustain and armor ignore counter his tankiness; long-range attacks keep him out of Bolt range
  • Paine hero icon
    Paine
    Teleport dodges Bolt stun, and his burst closes fights before Rourke can convert damage to shields

Rourke synergizes with

  • Arthur hero icon
    Arthur
    Rourke's armor reduction amplifies Arthur's physical burst; Arthur's tankiness enables Rourke to position aggressively
  • Arum hero icon
    Arum
    Support CC chains into Rourke's Bolt for guaranteed lockdown; shared frontline durability synergizes with his shield scaling
  • Zill hero icon
    Zill
    Zill's long-range poke softens targets Rourke finishes; armor reduction helps Zill's burst combo significantly
Tips

Pro Tips

  • Passive armor stacks DON'T reset—abuse this by pre-stacking on minions before critical fights to amplify ally burst instantly
  • Skill 2 CD reduction only triggers on hero hits; use this mechanic to chain resets in chaotic teamfights or extended skirmishes
  • Ultimate converts 50% of YOUR damage to shield (not team damage)—maximize value by fighting when you can deal continuous damage; avoid using it when kited or silenced

Rourke is a high-utility marksman who excels in teamfights through armor shredding and CC (Bolt) while offering personal survivability (Ultimate). Pick into tanky/armor-stacking comps or when your team needs a playmaker. Avoid into long-range poke teams (Yena, Hayate) and mobile assassins that can dodge Bolt.