get
prime

Ekko Build Guide by LevenIce

41K
Views
3
Comments
1
Votes
League of Legends Build Guide Author LevenIce

Ekko Jungle S6

LevenIce Last updated on July 4, 2016
Like Build on Facebook Tweet This Build Share This Build on Reddit

Ability Sequence

2
4
5
7
9
Ability Key Q
1
13
15
17
18
Ability Key W
3
8
10
12
14
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
Vampirism
 
 
5/
Natural Talent
 
 
 
 
 
Bounty Hunter
1/
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 12

Wanderer
 
 
5/
Savagery
 
 
 
 
 
 
 
 
5/
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
1/
Dangerous Game
 
 
 
 
 
5/
Precision
 
 
Intelligence
 
 
 
 

Cunning: 18

Recovery
 
 
Unyielding
 
 
 
 
 
Explorer
Tough Skin
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
Insight
Perseverance
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 0



Threats to Ekko with this build

Threat
Low
High
Show all
Threat Champion Notes
2
Nidalee Nidalee is for some reason really easy to play against, you can dodge her Q with you "Phase dive" and then engage, slow her with Q and then keep on doing this, combined with your W and kill her. Remember to save your "Phase dive" A little longer than you want to if she's close to a wall in cougar form. She will for sure wait for you to use your "Phase dive" and then just jump over the wall. Edit: She is reallt easy to play against because of her low health making it easy to just burst her and kill her instantly later in the game.
2
Rengar Easy matchup until late, late game. 40min+. When he ults you, just use your W and he's dead if he jumpsuits onto you. When Rengar tries to chase you, all you need to do is "Phase dive" away when he jumps onto you from his bush, slow and damage him with Q and then just engage and win most of the times. In lategame his damage gets too high for you and you'll die instantly.
Guide Top

Introduction

This guide was created to help you out with Ekko in the jungle. A new and fun adventure.
About me: I am an Ekko main, mostly in the jungle. I've got about 80K champion points with him and a decent winrate in ranked with him.
Ekko in my opinion is really fun and relatively easy to play! He is able to kill ad carries really easy but suffers hard from cc preventing him from using his ult to get away.


Guide Top

Pros and cons

Pros.

Mobile.

Aoe stun

Decent early dmg

Much CC

Forgiving after a mistake
to engage

High scalings

Cons

Can get punished really hard if played wrong before lvl 6/without ult.

Teamfights can be really hard if it's the enemy team who engages and not you.

His jungle clears are not too good early game and you will get executed if you try to advance even further than 5/6 camps without recalling.

High mana costs..


Guide Top

Spells

Ekko's kit is pretty easy to understand but "medium" to use correctly.

Ekko's passive Z-Drive Resonance Adds a stack onto a enemy unit after dealing damage to them. Every basic attack, your Q, your E, ult etc. Upon reaching 3 stacks on a unit the stacks gets consumed, the unit will get slowed, giving you movementspeed and dealing tons of magical damage. After consuming the three stacks, you wont be able to add any more stacks for a few seconss.


His Q Timewinder makes ekko throw out a disc that deals damage to all units hit on the way away from him, slowing everyone who remain inside of it. Then it returns, dealing damage on the way back.

---

Ekko's W Parallel Convergence Is a long range ability that summons a circle at chosen place after about 2 seconds. When it is fully summoned it remains there, slowing enemies who stand inside of it. If ekko however steps inside of the circle it stuns all enemy units inside of Parallel Convergence and gives ekko a shield.
This ability also makes your basic attacks deal bonus magic damage when the enemy falls below 30% health this damage is equal to 3% + 3% of your ap of their missing health.

Ekko's E Phase Dive makes ekko dash in chosen direction. This is your main mobility ability. When the dash is completed a circle appears around him for a few seconds. If any enemy unit within this circle is pointed to attack at, you're going to blink to it and deal damage.
---
Your R Chronobreak passively summons a ghost that shows your movements four seconds ago. When ability is activated you become invincible and teleport to where the ghost was, dealing damage around the place of arrival and heals you for a small amount of health + a percentage of all damage taken within the last 4 seconds
This ability can also save you after getting hooked by blitzcrank etc.


Guide Top

Warding

Those are all the spots that your team should have vision over most of the time. Not the support not the jungler. Everyone should be placing them.

Explanation of placements:
Yellow= Protecting buffs and preventing invades.
Blue= Protection against ganks
Red= Vision over dragon and Baron. Small protection against ganks,

Use of diffirent wards:
Farsight Alteration is what I highly recommend because of the infinite amount of wards, place them everywhere. Warding Totem, use these like you normally would at the right places, use the map above. Use Oracle Alteration when there's a Teemo, Rengar or Shaco on the enemy team. Use it before ganking against Teemo and Shaco. Wait until Rengar ults to escape before using it.


Guide Top

Creeping / Jungling

Always ask for a leash on the botlane to get extra much help (from two persons instead of one)
After finishing this creep route. Recall, buy items and then start clearing the rest of the Jungle and start ganking.


Guide Top

Ganking


-


-


Red circle = Where to W, depending on enemy's position
Blue arrow = Where to gank from.
Walk normally into the lane after placing your Parallel Convergence behind the enemy (towards their turret) and then when it's just about to finish the animation use your Phase Dive to get the Parallel Convergence

There's also a more risky way to gank.
Ask your laner to engage and stand still in one spot and fight the enemy. (Workss best with toplane tanks) When the enemy uses their mobility spell (For example Garen's Q or Enemy ekko's Phase Dive), instantly W ( Flash) Phase Dive and then Timewinder onto them.This is covered in a video to make it easier to understand. ~
~
<>


Guide Top

Summoner spells

Flash Ghost Teleport and Heal combined with smite are the choises that are the best in my opinion.

Flash Might be the best and most common one though. If you are getting chased by someone, just use Flash and then Phase Dive By then you might be so far away from them that they'll never catch up. (if they aint Warwick).

Ghost can be used to chase someone, helping you to hit your basic attacks and getting your passive stacks. When you get them in you'll get even faster as a bonus and then they won't be able to run away from you. Can also be used when you're chased.

Teleport Can be used in the lower elo's a few times, not recommended but it's okay I guess. Tell your top or botlaner to ward very deep in a bush* and let the enemies push. When they're far away enough, teleport to the ward and kill them from behind, easy gank. Teleport can also be used for many good reasons in the lategame. When your team gets an ace and a huge wave of minions are pushing a lane, teleport and make the push even better. Maybe you'll even get the chanse to finish the game? *= Warding midlane can be harder as there's no deep bush threre, and when you ward too far towards their turrer they'll see it. Pink wards should not be used for this job as they can be seen by the enemy before you'll even get to teleport.

Heal VERY OPTIONAL! Not recommended should be used very rarely and wisely. Use it only when you know that you are going to have a hard time against a champion like shyvana or fizz, when you know that you'll never even use the flash because they'll catch up anyways. If you have the opportunity to almost kill them, turn around, fight and use your heal. Maybe it saved your life and gave you a kill?

Extra:
Flash can only be left out on a few champions, the ones with really High mobility, a blink or dash like Ekko's Phase Dive with one expectation, nasus.


Guide Top

Teamfights.

Teamfights with Ekko often tend to turns out better if you or someone in your team engages. Engage with your W Parallel Convergence and try to hit as many as possible, use the same technique as when you gank. Make sure that your team goes in just when you land Parallel Convergence and stun them.


Guide Top

Explanation of hard words for new players

Mobility= A champion with either high movementspeed or some kind of dash or blink.
Engage = "Go on" "Attack"
Leash = A laner or two who helps you with the first jungle camp, when the monster is at about 450 health, tell your "leashers" to leave and then smite it when the monster is at 390 Health remaining to secure the kill.
CC = Crowd control. Stuns, slows, fears, roots. Anything that effects the enemy movement negatively.


Guide Top

Summary


This guide was so much fun to write and made the time fly away. This was my first guide ever so feedback is appriciated.
Hope you enjoyed and leave a like if you did learn something!
Also, don't dislike without telling me in the comments why you thought it was bad and what I could've improved.

~Keep calm~
And love ekko