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Runes: Glacial Runes
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Ignite
Items
Ability Order
Z-Drive Resonance (PASSIVE)
Ekko Passive Ability
Champion Build Guide
If you want an example of how this would work, here is an example of me going full burst with some defensiveness (not recommended normally but I thought I'd try it):
Always
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Take this every match. It's the standard for most champions. | ||||
Favorite
| ||||
Very useful against healing and also finishing off enemies in the early game. When I play Ekko support I take this. | ||||
Situational
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I take this when my adc doesn't go Heal. It's also helpful in the glass cannon build, allowing you to live longer. | ||||
I take this if there will be some cc I need to get rid of. Usually take this in the glass cannon build against cc since the other builds don't matter as much for cc prevention. |
PASSIVE
ABILITY | Z-DRIVE RESONANCE: Ekko's Zero-Drive charges his spells and attacks with temporal energy. The third hit deals bonus damage and, if the target is a champion, Ekko gains accelerated movement speed. | |||
FIRST
ABILITY | TIMEWINDER: Ekko throws a temporal grenade that expands into a time-distortion field upon hitting an enemy champion, slowing and damaging anyone caught inside. After a delay, the grenade rewinds back to Ekko, dealing damage on its return. | |||
SECOND
ABILITY | PARALLEL CONVERGENCE: Ekko's basic attacks deal bonus magic damage to low health enemies. He can cast Parallel Convergence to split the timeline, creating an anomaly after a few seconds that slows enemies caught inside. If Ekko enters the anomaly, he gains shielding and stuns enemies by suspending them in time. | |||
THIRD
ABILITY | PHASE DIVE: Ekko rolls evasively while charging up his Z-Drive. His next attack deals bonus damage and warps reality, teleporting him to his target. | |||
ULTIMATE
ABILITY | CHRONOBREAK: Ekko shatters his timeline, becoming untargetable and rewinding to a more favorable point in time. He returns to whenever he was a few seconds ago, and heals for a percentage of the damage received in that duration. Enemies near his arrival zone take massive damage. |
The usual keystone for support. Best for matchups against high mobility champions (think Yasuo and Lillia but also good for another form of cc for Ekko. Glacial Augment provides a slow on-hit, which is more reliable than hitting Ekko's Timewinder. The partner runes for this keystone are Magical Footwear for earlier powerspikes, Biscuit Delivery for sustain in lane, and Time Warp Tonic for more powerful potions and biscuits. Secondary runes are Zombie Ward for vision and Ingenious Hunter for item cdr. Tertiary runes are Attack Speed, Adaptive Force, and Shield. | ||
The standard tank runes for Ekko. Used in both the top lane and as a tank support. Itemization makes this build do proxy damage (in proximity of enemies). The runes that go along with Grasp of the Undying are Demolish, Bone Plating for extra tankiness, Overgrowth for more health increase (also easier to abuse since you won't be clearing waves and won't have to worry about trading just to get this), with Zombie Ward and Ravenous Hunter. | ||
The standard AP runes for Ekko as a support. Take this if you need to be an AP source for your team or you are going glass cannon (basically support carry). The runes that go along with this are Sudden Impact, Zombie Ward (which can be swapped for Eyeball Collection if you are going to roam a lot and are going absolute full carry), Ravenous Hunter, Future's Market (can be swapped for Biscuit Delivery for more sustain without spending gold), and Time Warp Tonic (if you don't go Biscuit Delivery you should be buying Corrupting Potion pretty early). | ||
Thank you for reading this guide! As stated earlier, this is not meant to be seriously played (though you could if you wanted to), it's meant to allow you try random things out and have some fun in an often toxic environment. Hope you guys enjoyed!
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