
Attributes
Combat
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Win Rate by Rank
Bar scale: 40% – 60% win rate range
Herald
0–770
Guardian
770–1540
Crusader
1540–2310
Archon
2310–3080
Legend
3080–3850
Ancient
3850–4620
Divine + Immortal
5000+
Meta Insight
Meta insight unavailable.
Duration data unavailable.
Based on patch 7.41e data · Last updated: 2026-11-02
Position 4 support players enable their team by creating picks, controlling vision, and protecting the carry. Pudge's job is to land hooks (his signature ability that pulls enemies toward him) to catch isolated targets and turn fights in his team's favor. See the Fundamentals page for the full position breakdown.
Full position breakdown → FundamentalsPudge wins the early game by securing picks on isolated enemies and rotating to create advantages elsewhere on the map. Priority is landing hooks to enable kills, not farming—boots and early utility items like Consecrated Wraps (average 21 min purchase) allow faster rotations and hook range extension. Avoid extending too far without vision or teammates nearby, since Pudge is vulnerable when his hook is on cooldown.
Pudge's first major power spike arrives around 20–25 minutes with Blink (average 21 min) or Aether Lens (average 24 min)—Blink dramatically improves hook reliability and escape options, while Aether Lens extends hook range. Once either item completes, the priority shifts to smoke ganks (ambushing enemies with a smoke of deceit item) on priority targets and grouping for objectives; the data shows 50.3% win rate in the 20–25 minute window indicates Pudge peaks when itemized and ready to set up kills around map control.
Pudge's win condition shifts from solo picks to teamfight initiation and cleanup. By 30+ minutes, items like Aghanim's Scepter (average 25 min, 58.7% win rate) and Shivas Guard (average 27 min, 68.1% win rate) add survivability and area denial; winning Pudge players position at the edge of fights to hook priority targets without overcommitting. The data shows a sharp win rate jump at 65+ minutes (66.7%), suggesting Pudge's value increases when late-game teamfights become fewer but more decisive—land the right hook, and fights are won.
Based on 505 pro matches — ESL One Birmingham 2026 + PGL Wallachia Season 8 + DreamLeague Season 29 + BLAST Slam VII
View full research → Research page⚠️ Item timing data reflects all game modes and skill brackets; pro matches will show faster timings and different item priorities than the pub averages listed here.