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Choose Champion Build:
- Chronobreak
- Ekko Tanky Build
Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Z-Drive Resonance (PASSIVE)
Ekko Passive Ability
Threats & Synergies
Swain
Swain plox no crowd control. Quite annoying because to hurt him you need to get up close to him and even if you stun hum he can still win the trade because of how his kit allows him to damage you just by being near him. Your only chance is early so pray for an early gank to stall him to getting his build complete.
Introduction
What does Ekko do when he's hungry?
He comes back four seconds! Du Dun Da Hahahahahah so funny.................(pls laugh)
Thanks to jhoijhoi's Making a Guide! I am grateful for her templates she has shared which helps out a lot with formatting this guide. Go check it out if you want to learn some basic tricks to make your guide look better.
Credit to Monty for thinking up the title and Nashors Tooth option
Pros
|
+ High burst with Lich Bane effect + Quite mobile with a dash and flash. + Unique and versatile ultimate. + At full build W can provide up to a 1500 barrier on effect. |
Ekko has his benefits with being a new champion his current kit has burst and survivability which can be used to turn an entire fight around by scaring the opposition why know of Ekko's burst on squishies. |
Cons
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+ Vulnerable to Crowd Control in that while blinded or snared you cannot ultimate to safety. + Quite squishy early when you have no AP to enhance your w's barrier. + Ultimate is hard to position against the enemy if the enemy is not chasing you for at least 5 seconds. + New champ so he is likely to be nerfed soon. |
Ekko currently faces his hardest problem in that his build leaves him with little to no bulk while the only bulk he has comes from his w which will provide him with a 3-2 second barrier to soak up damage. He is also quite difficult to master because both his w and his r are complex hard to position spells that take time to average out the distance and positioning needed to use the skills effectively. |
Z-Drive Resonance cannot affect the same target more than once every few seconds. Against champions, Ekko also gains bonus movement speed equal in strength and duration to the Slow icon slow .
Ekko's Ultimate: Chronobreak
This ultimate is Ekko's bread and butter that makes him unique. It is versatile in that when triggered it acts like a .5 second Zohonya's Hourglass invulnerability. This will counter ultimates like Zed's or help you dodge a global ultimate like Karthus' or Jinxs' After the .5 second passes he gets healed based on the percentage of damage he has taken in the last 4 seconds. It is basically a revers engineered version of Zed's Death Mark in which the mark's damage scales off the damage taken four seconds before the mark activates.
Ekko's E: Phase Dive
The skill is quite interesting. In it is a free short dash with a target-able blink afterwards. It can be used as a good skill shot dodger with both parts of the blink you can also throw you w to gain vision of a jungle creep to blink through the wall and escape from a sticky situation.
Ekko's W: Parallel Convergence
Quite a difficult skill to use properly. When the skill is first used in 3 seconds a field will be set which will slow the enemy. If Ekko is in the field when the zone activates the enemies inside the zone will also be stunned while Ekko gains a temporary barrier. This can be comboed into only if the proper prediction is used.
Ekko's Q: Timewinder
Both a blessing and a curse for Ekko. It is alright damage wise and a good wave clear with an amazing slow with helps out greatly when running away. The curse part of it is the 3 seconds it takes for it to return which makes the second part easily avoidable early which is where Ekko would have a better time with if it had its return time reduced to 2 second once it hit a champion which would make dodging more skill and reaction time based but that would be up to the Rito gods.
Ekko's Passive: Z-Drive Resonance
Only major perk you could use is to use one auto attack and then throw you q behind you while running away for a quick burst of speed while slowing the enemy champion.
- Greater Quintessence of Ability Power: Essential for your early damage against most enemies. Not really many other options to chose from because the scaling version of this quintessence scales poorly and you break even with flat AP quintessences at level 12 and at level 18 you barely get 50% more Ability Power
- Greater Mark of Magic Penetration: For an Ability Power based champion this is probably the best mark you can get because if the enemy decides to just build early Magic Resist this will counter the MR while you can focus on just building your Luden's Echo in peace.
- Greater Glyph of Scaling Ability Power: Your bread and butter of runes you will need to wait for to kick in. At level 8 you will start getting a profit in Ability Power which can be used to burst down you opposition more easily after the laning phase is over.
- Greater Seal of Scaling Health: Will provide a decent amount of bulk at level 6 it will be equal to flat HP runes.
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