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Ekko Build Guide by Raczers

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League of Legends Build Guide Author Raczers

[Season 6] Ekko, Hybrid Jungler/Mid laner

Raczers Last updated on January 13, 2016
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Team 1

Ability Sequence

2
3
5
8
9
Ability Key Q
1
14
15
17
18
Ability Key W
4
7
10
12
13
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

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

Ferocity: 18

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

Cunning: 12

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

Resolve: 0



Threats to Ekko with this build

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Threat Champion Notes
3
Caitlyn
Guide Top

Welcome

Welcome to this guide around echo.

Hopefully you will learn how to play Ekko, and not least how to jungles with him and ganker. This build and guide is build around a hybrid Ekko jungler. If you read through my guide, you should probably learn how to play Ekko and learn how Ekko hybrid function.

At the start you will notice that he is weak and therefore can use help in the beginning. Therefore I recommend starting with the bot to get the fastest start.

But if you want to learn more, read further down.


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Pros / Cons


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Setup

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Runes

Greater Glyph of Magic Resist
3

Greater Glyph of Cooldown Reduction
1

Greater Glyph of Mana Regeneration
5

Greater Mark of Ability Power
2

Greater Mark of Attack Damage
1

Greater Mark of Precision
6

Greater Quintessence of Ability Power
1

Greater Quintessence of Attack Damage
1

Greater Quintessence of Attack Speed
1

Greater Seal of Armor
6

Greater Seal of Cooldown Reduction
3


Guide Top

Abilities

Z-Drive Resonance
Passive - Z-Drive Resonance
Ekko's abilities and basic attacks apply Z-Drive Resonance to affected enemies upon damaging them, lasting up to 4 seconds and stacking up to 3 times.
At 3 stacks, Z-Drive Resonance is consumed to deal 20 - 190 (based on level) (+ 80% AP) magic damage to the target, applying spell effects and Slow icon slowing them by 30 / 40 / 50 / 60% for 2 / 2.5 / 3 seconds. Against enemy champions, Ekko also gains Z-Drive Resonance 2 40 / 50 / 60 / 80% bonus movement speed.
Z-Drive Resonance cannot affect the same target more than once every few seconds.

Timewinder
Q - Timewinder

RANGE: 1075 COST: 50 / 60 / 70 / 80 / 90 MANA COOLDOWN: 11 / 10 / 9 / 8 / 7
ACTIVE: Ekko throws a device in the target direction, dealing magic damage to enemies along its path. At maximum range or upon hitting an enemy champion, the device slows to a stop and expands, creating a field that Slow icon slows nearby enemies.
OUTGOING MAGIC DAMAGE: 60 / 75 / 90 / 105 / 120 (+ 10% AP)
SLOW: 32 / 39 / 46 / 53 / 60%
After a short delay, the device contracts and rushes back to Ekko, dealing additional magic damage to enemies along its path.

Parallel Convergence
W - Parallel Convergence
RANGE: 1600 COST: 50 / 55 / 60 / 65 / 70 MANA COOLDOWN: 22 / 20 / 18 / 16 / 14
PASSIVE: Ekko's basic attacks deal 5%「 (+ 2.2% per 100 AP) 」of his target's missing health bonus magic damage, capped at 150 against minions and monsters, to targets below 30% of their maximum health.
ACTIVE: Ekko calls upon an alternate version of himself that bats a device to the target location. After a total delay of 3 seconds, the device expands into a broad sphere that Slow icon slows enemies by 40%, only revealing itself to enemies in the last 0.5 seconds.
If Ekko enters the sphere, it detonates, shielding him for 2 seconds and Stun icon stunning all enemies inside for 2.25 seconds. Ekko can detonate the sphere even while dead or untargetable.

Phase Dive
E - Phase Dive
RANGE: 325 / 425 COST: 40 / 50 / 60 / 70 / 80 MANA COOLDOWN: 13 / 11.5 / 10 / 8.5 / 7
ACTIVE: Ekko dashes towards the target location, causing his next basic attack to gain range, deal bonus magic damage, applying on-hit and spell effects in the process blinking to his target.

Chronobreak
R - Chronobreak
RANGE: Global COST: 100 MANA COOLDOWN: 110 / 90 / 70
PASSIVE: While Chronobreak is not on cooldown, Ekko is followed by a time-delayed hologram of himself that tracks where he was 4 seconds ago.
ACTIVE: After a short delay, Ekko blinks to his hologram's location, becoming untargetable for the duration, dealing magic damage to surrounding enemies on arrival and healing himself.


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Creeping / Jungling

Start With Botlaners, to get best start

As said before , I recommend that you start the bot , where you have two to help you . it helps you to get the first monsters killed without smite , and then use smite on Blue or Red buff.

On your route through the jungle , I recommend learning to get Rift Scuttler in route to create vision for you and teammates. Vision can win the game for you, and help you secure the dragon and Baron later in game.
It will probably also help you see where the enemy's jungles are and know where he will go.


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Ganking

When you gank you will have to wait until you have the first three spells, but if possible, wait for level 6 or above .
Once you have your ult up, it's easier to load hit the tower and get out again . or if you are about to gank , and there are more enemies, you ult to do much damage to several of them.

If you need to gank with Ekko, you will need to learn to put your W right. You must learn to put it so they can not go back, or then you can stun them.

There are two ways you can gank on.

    1. Before you go in, throw W in lane, go in and use E and junp on them, then Q. Hope they run in yours W, so they will be stuned.

    2. Go in lane, Throw Q to slow, then W and E to junp to stun.

If you can land a W right, i would say to go with number 1. Because there you kan throw it from a bush, then E and Flash to hit them before they can get away.


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Teamfights

When you end up in teamfights, You'll have to get away, and turn to put a W to stun the opposing team. If successful, Use Q through as many as possible. and when it is at end in the group.

One way to get surprisingly into the team fight is to use your E along with Flash, to get the longer reach. But just before take advantage of W to stun them.

Ekko is incredibly strong if you can hit a W on the target, and then kill them. Most times the enemy can not do anything.