Not Updated For Current Season
So why Ekko?
Ekko is a blah blah blah. Okay, I'm pretty sure that's how every guide starts and you're all tired of it.
Basically with this build Ekko throws W, Ekko Es in, Ekko Stuns people, Ekko Qs them, When stun is over Ekko uses Zhonya, Ekko deletes everyone else with R. done
Benefits with Ekko
*High Damage Output
*Can get in and out without too many problems
*Lots of AOE
*If played right will send opposing team into accusing each other of feeding you
Cons of Ekko
*A bit squishy
*Needs Items For CDR and AP
*Q Farming Causes unintentional Farming
*W is hard to gauge skillshot
Z-Drive Resonance - Your able to proc this by damaging a target 3 times. The first two times that you hit them, glowing rings will appear around the target for each time that you hit them and they last for 4 seconds. After procing (activating) the ability Ekko will deal 20 - 190 (based on level) (+ 80% AP) magic damage to the target, applying spell effects and Slow them by 30 / 40 / 50 / 60% for 2 / 2.5 / 3 seconds; against enemy champions, Ekko also gains 40 / 50 / 60 / 80% bonus movement speed for 2 / 2.5 / 3 seconds. Basically, hitting your opponents 3 times deals extra damage and slows them and if they're champions, it gives you a speed boost
Timewinder - Ekko's staple ability. Using this throws out a circular object in a linear path that can pass through walls and units without damage reduction. Easily poke champions with this and remember that it slows going out and does more damage coming back.
Parallel Convergence - Ekko's CC. after casting a hologram will appear next to Ekko. After three seconds, the hologram will throw out a gernade that hits the ground in a large sphere. This sphere is only visible 0.5 seconds before it activates and slows your opponent. Entering gives you a shield and stuns all non-allies within it. If you can predict your opponents movements, this is a great way to get a kill or escape a gank.
Phase Dive - Ekko's mobility spell. Using this lets Ekko dash a short distance. This can pass through walls and is great for pursuit and jumping onto an opponent inside you W. It is only mediocre as an escape however as it has two parts and you usually can't utilize this last part when running.
Chronobreak - Ekko's Ult. After getting one point in this spell a hologram will trail Ekko and be where he was exactly four seconds ago. Using this teleports Ekko back to the hologram healing him for a certain amount and then a percent of damage dealt. It also deals a huge chunk of damage and if used correctly can be used to wipe out their carries. This can be used to get out after a tower dive, juke opponents, or ult in place and deal heavy AOE damage to all around you.
With Ekko's abilites. Laning comes pretty easy.
Throw out his Q to last hit minions or get the two procs on them to finish them off with the bonus of the third hit. Positioning is everything and getting minions and the enemy champion allows you to E in and hit them for the third proc, proc passive, proc thunderlords, and then run away with the speed boost. If you ward well you can see ganks coming and throw out your w on top of your self and when they reach you, it'll be an easy stun. Play it safe most of the time but if they are low and have at least 1 stack of you passive on them, E to them and if they dont flash, AA or Q them for the proc and kill.
In teamfights, while Ekko is tanky, he isnt a natural tank and can't just charge in. Instead, stay on the edges of your team, throwing out your timewinder and zoning the opponents out with parallel convergence. When either team initiates, jump in and start taking out opponents with two stacks of you passive and use your ult when it gets into the right position. If the fight goes bad, flash out or E over a wall to escape. "It's not your fault they can't time travel" - Caster who did Ekko Champion Spotlight https://www.youtube.com/watch?v=Cx-9Oi2xstA.