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Ekko Build Guide by Holessando



Updated on November 9, 2020
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League of Legends Build Guide Author Holessando Build Guide By Holessando 15 0 33,411 Views 4 Comments
15 0 33,411 Views 4 Comments League of Legends Build Guide Author Holessando Ekko Build Guide By Holessando Updated on November 9, 2020
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1 2 3 4 5 6
Dark Harvest
Sudden Impact
Eyeball Collection
Ravenous Hunter

Magical Footwear
Future's Market

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


LoL Summoner Spell: Chilling Smite

Chilling Smite

LoL Summoner Spell: Flash


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None

Champion Build Guide


By Holessando
Ekko, the Boy Who Shattered Time
Aprodigy from the rough streets of Zaun, Ekko manipulates time to twist any situation to his advantage. Using his own invention, the Z-Drive, he explores the branching possibilities of reality to craft the perfect moment.
Though he revels in this freedom, when there’s a threat to his friends, he’ll do anything to defend them. To outsiders, Ekko seems to achieve the impossible the first time, every time.

Ekko - Legend, Who Can Defeat Anyone
Melee, Assassin, Jungler
Why Ekko jungle? Ekko jungle has some fun and great specialities, which makes him really fun to play. He's incredibly strong in jungle and can destroy everyone. His abilities are making him shine in all kind of fights. Combined with Dark Harvest or Electrocute makes him even more powerful in the jungle and in whole game.
+ massive ap damage in late game
+ oneshots squishies
+ great synergy with cc champions
+ long stun, which can secure a kill
+ fun to play
+ can carry game if played well
- squishy
- can be taken down when rooted/stunned
- not too good in early game
- can't do much if behind/losing
- falls off vs tanks
- can take a long time to master

FLASH: Flash is one of the two summoner spells Ekko takes. It's a very usefull instant jump that has many uses, allows you to escape, hunt down a kill and many more.
SMITE: Smite is the second summoner spell Ekko uses. Since Ekko is a jungler, smite is a must. It deals significant amount of damage to monsters, but can be used with jungle item on champions as well.

Dark Harvest is the most used rune on ekko in season 10. Its power is huge, in early it might lack a bit compared to Electrocute, but in late game it scales greatly (when having a decent amount of stacks) and helps finishing enemies. However, if you're behind and you don't have any stacks Dark Harvest is useless. Electrocute is nice to have in early game, does nice damage in early but falls off in late game. I don't recommend going Electrocute.
Sudden Impact is always your go to rune. Combined with Phase Dive, it deals some extra damage, which is always nice. No other rune here is viable.
Eyeball Collection is a great for early game, but also for extra damage lately. It provides extra ap damage for shutdown, up to 20 ap (when completed, it gives additional 10 ap = 30 ap total). Zombie Ward can be used in higher elo.
Ravenous Hunter is a really nice rune for ekko. It provides a lot of healing, combined with Hunter's Talisman. Ingenious Hunter is pointless to take, since you don't have almost any active item uses, apart from zhonya's, which you build only sometimes. Ravenous Hunter is the best from the 3 and is your always go to.
Axe, Diamond and Shield will almost always be your trio. Attack speed is really nice with stacking faster your passive, adaptive AP is always nice and armor is just an additional armor. Can be switched to Circle, if the enemy team has a lot of ap.
Magical Footwear is really great, especially for Ekko. You don't have to care about boots now, they're free of cost and you get additional +10 ms. If you know you're going to build zhonya vs ad team, Perfect Timing is also viable.
Future's market is really usefull on Ekko. Many times, it gives me the amount of gold what I need for an item, I usually go back with around 1.3k gold (if im ahead) and Future's Market is allowing me to buy Stalker's Blade + Fiendish Codex.


Cosmic Insight
This rune can also be used. If you want to play it, it's viable for sure. Additional cd is always great, especially for Ekko, who always needs cooldown reduction. Many players are using this rune, high elo players as well. So in my opinion, it's on you, what you'll choose.


Absolute Focus
Absolute Focus is just a rune which increases yours damage when above 70% HP. It provides a small amount of damage, which can be useful. I don't really play sorcery tree, but if you wan't extra damage, it's great for sure. Scales more in late game than early.


Perfect Timing
This rune is not really the rune you'll go for. It's reaaaally situational, and you only could take it only, when enemy team is full ad, or you will have champions against you like Fizz, Zed and more. But in jungle this isn't really the case, because you don't meet these types of enemies on jungle lane.
Water Walking Ekko synergies with Waterwalking a lot, since there are mostly fights around crab and it's nice to have an extra adaptive force for that, helps you win the fight. Also later in the game, it's nice to have a bit more ap, helps you also a lot when fighting around baron or drake.
Triumph Ekko can take Triumph, but I really don't use it. Triumph is triumph, im sure everyone knows what's it doing. Compared to inspiration tree it's bad for ekko, but this is the best rune (or Presence of Mind) to take if you want to take Legend: Tenacity.
Legend: Tenacity Ekko can use Legend: Tenacity when the enemy team has a lot of CC. It's great vs champions like Elise, Morgana, Leona and more. Helps you reduce the CC, and can help you a bit when fighting champions like Elise. Take Triumph or Presence of Mind with this rune.
Z-Drive Resonance (Passive): Ekko's Zero-Drive charges his spells and attacks with temporal energy, making him build up Resonance stacks on enemies which last up to 4 seconds. Every third stack deals 30-140 bonus magic damage (150% damage vs monsters). If the target is a champion, Ekko also gains 50 / 60 / 70 / 80% movement speed for the duration. Z-Drive Resonance cannot affect the same target twice within 5 seconds.
Timewinder (Q): Ekko throws a device in a target direction, dealing 60 / 75 / 90 / 105 / 130 (+30% of ability power) magic damage to all enemies along its path. At maximum range or if it hits an enemy champion, the device slows to a stop and expands, creating a slowing field which slows enemies inside it by 32 / 39 / 46 / 53 / 60%.

After a short delay, the device contracts and rushes back to Ekko, dealing 40 / 65 / 90 / 115 / 140 (+60% of ability power) additional magic damage to all enemies along its path.
Parallel Convergence (W): Passive: Ekko's basic attacks deal bonus magic damage to enemies under 30% Health equal to 3% (+1% per 33 ability power) of their missing Health (min 15 and max 400 damage vs. minions and monsters).

Active: After a 3 second delay, Ekko creates a short-lived chronosphere at the target location that slows enemies who enter by 40%. If Ekko enters the sphere, he will detonate it, gaining a shield that absorbs 80 / 100 / 120 / 140 / 160 (+150% of ability power) damage for 2 seconds. Enemies caught inside are also stunned for 2.25 seconds.
Phase Dive (E): Ekko dashes a short distance in the targeted direction. He gains 300 bonus attack range on his next attack, which deals 50 / 75 / 100 / 125 / 150 (+40% of ability power) bonus magic damage and teleports him to his target.
Chronobreak (R):Ekko shatters his timeline, becoming untargetable and teleporting him back to wherever he was 4 seconds ago. Ekko heals himself for 100 / 150 / 200 (+60% of ability power) (+20% of the damage taken over the last 4 seconds), and deals 150 / 300 / 450 (+150% of ability power) magic damage to all nearby enemies on arrival.

Chronobreak's heal is increased by 3% for each 1% of maximum health lost in the last 4 seconds.
Chronobreaking through Parallel Convergence will trigger the stun and shield.


















Item Choices
Stalker's Blade - Runic Echoes
This item is the main (jungle) item for ekko. It gives you a lot of ap, bit of mana and 10% cd. The passive on this item is same like Luden's Tempest. The ap it gives is a lot, and the passive helps you killing enemies, monsters and if you hit a large monster, it restores 25% mana (around 100 damage per proc, splits up to 2 near enemies - each for 50 damage). You can also now smite enemy champions, dealing true damage and stealing their 20% ms.
Hextech Protobelt-01
Protobelt is the non-jungle main item, which you build every game. It provides some nice stats, and its active ability gives you some nice extra dash+damaage, which can secure you a kill, or you can hunt down enemy with it. It has low cd so you can use it on minion waves also.
Lich Bane
Lich Bane is most of the times your third item, but not always. Lich Bane has some juicy stats, but the best on it is the passive, which scales with your Phase Dive.


Sorcerer's Shoes > MAGIC PENETRATION
You will almost always take these, since it gives a really good amount of magic penetration, and helps you a lot killing enemies, especially tanks. 99% times your go to.
Mercury's Treads > TENACITY, MR
Many times, in the enemy team there are lot of AP champions, and champions with lot of cc (leona, elise, morgana, etc.) If you are having a tough time with them, grab these boots instead of Sorcerer's Shoes for the tenacity and magic resist.
Ninja Tabi > ARMOR, VS HARD AD
Take these when the enemy team is full ad, or has 2-3 adcs/champions like jax, for example draven adc, twitch jg, or vayne top.
Rabadon's Deathcap
Strongest AP item in the game, gives you enourmous amount of AP.
Zhonya's Hourglass
Build this vs full ad team/or you think you need the active, only AP armor item in the game.
Banshee's Veil
Nice to have vs lot of AP in enemy team, shield is also good to have.
Liandry's Torment
Liandry's (mask) is a very powerful item, especially for champions with AoE abilities. Mask has a very powerful passive, which puts a DoT on enemies/monsters/anything, dealing damage in some time. Mask gives you a much better clear, even though in the phase of game you would have it, slow clear wouldn't be a problem.
Mejai's Soulstealer
I wouldn't take this item unless you're 100% sure you're going to get a lot of kills. Otherwisely it's really pointless. It is very powerfull item when you have max stacks indeed.
Morellonomicon is great item, the main reason taking this is because of the MP, but you don't have to necesarilly build the whole thing, oblivion orb (item, which is this item built from) is enough. Applies grievous wounds, so take it vs champions with lot of life steal/healing (soraka, yuumi, vladimir, taric, etc.)
Void Staff
Void Staff is really good, due to its high MP, for a lower price. Build vs tanks for 100%.
You always want to get krugs and raptors , since you clear them really fast and they give best gold and xp amount. I wrote there ''RED + RAPTORS'', because you can do and you should do them both at once, since with Hunter's Talisman, you will be full hp if you keep pulling and damaging raptors . Focus on red while still throwing Q on raptors .
Amumu is a potential threat. You should beat him in early, but beware of his strong ganks. It's kind of a even matchup, don't let him catch you, if he goes into you, it most of the time means, that another enemy is coming. In mid-late game, he's starting to affect the game by his strong ultimate. You can't press your ult when rooted in his ult, so if he catches you in CC you're mostly dead.
Elise has a really strong 1v1. Her early game is strong, don't fight her unless you're sure you can beat her. Keep in mind she can use her Rappel over the wall. If fighting her, try to kill her spiderlings with your Q. Try to not get her fed, she will destroy your adc and all squishies in your team if so. Her all-in combo deals a ton of damage, so as I mentioned, fight her only if you're sure you can kill her. Do not chase her if you're low. Take precision as secondary tree for lower CC from her E ( Legend: Tenacity reduces CC).
Evelynn is pain. She counters you quite a bit, so be careful. Don't let her charm you, she deals enourmous damage if she can all-in and can kill you even before you can use your ultimate. If you're unsure you can play this matchup, ban her or dodge. She can carry the whole game (and mostly it happens), so... BAN/DODGE
LEVEL 1 - 4
Start with Hunter's Talisman and Refillable Potion. Don't forget to ward around river bush at start and go back to buy
Oracle Lens. Do this every game. Ask your top/bot to ward your other camp.
At 1:27 or 1:28, press Parallel Convergence at the camp. BLUE/RED will spawn just in time for you to stun it. Stack passive, don't stay nonstop at it, do AA, then stepback, AA, stepback and so on. Level up Timewinder second and go for gromp ( Smite)/ wolves (if starting blue). After gromp / wolves , head for wolves /RED. Remember to pull raptors with Q, so you get the heals. After RED (and raptors ), head for krugs , or a gank. After krugs /gank, secure the scuttle . Press Oracle Lens around the river bushes, keep it on cd if you can, so you get the maximum from it. Try to get some kills at this point, then go for a recall . Buy what you are able to, more info is up at build section.
LEVEL 4 - 6
After buying items (buy Control Ward too ofc) you wanna go to dragon side river bush and ward it with control ward. Throughout going there, clear raptors , if they respawned. After that you can go gank bot/mid, or try to invade enemy jungle. It's nice to get early kills, it helps you a lot and makes you strong. Around this time, you should have Stalker's Blade and Fiendish Codex.
As I said once, when you have these items, you wanna go for the full jungle item ( Stalker's Blade - Runic Echoes) and buy it as soon as possible, since it's only 600 gold to finish the item and the full item will give you a lot. As you finish Stalker's Blade - Runic Echoes you will be strong enough to fight almost anyone for sure. When the game goes as it should, you can finish Stalker's Blade - Runic Echoes at 8-11 min, if you're behind, then around 10-14. Don't forget about drake, make sure you have vision everywhere.
Now its early-mid game, means that first smaller teamfights are going to happen. At this level, you can't tell what's going to happen, but you should fight for drake at this moment. Maybe a bit earlier, you can solo (toughly) drake on level 4, but it will almost kill you, so I recommend trying to kill it at level 5+. Also, think about when you should go for the drake. Use your brain, don't randomly go into fights and drakes. You have to think about it, when, when.. For example, 3 players from their team are around bot, should we start the drake? I wouldn't recommend so, they will easily steal it and kill you. Enemy jungler is dead, and their bot is low and has to recall. In that moment, go 100% for drake. You have to think smartly, so you don't die for nothing.
Also, in low elo, players think they are so smart and will ping you to go for the drake. Firstly, think about enemies, where are they, if they can steal it, only when you are sure you will get it, go for it.
At this time, you wanna go for a herald if possible. Make sure you get the first herald before 14 minutes, so you get the turret plates. It's going to be a bit spicier now, there are going to be fights around drake and herald, so make sure you group up with team and secure it.

You should be buying Hextech Rocketbelt around this time (12-20 min, depends if you're losing or if you're ahead.)

You will probably fight the enemy team for a second dragon. As an assassin, you want to focus adcs, squishies and non-tanks. Don't go in alone, I also don't recommend chasing to enemy jungle, because most of the time low elo players do that and they're just going to get theirselves killed. Wait for your team, when you're all there and you're waiting on who will start the fight, try to engage with your Parallel Convergence, but don't be too greedy, or you're gonna be instakilled. Just stun some enemy, try to finish him and if you feel you can kill the enemy team, go in. When you finish with enemies, go for the dragon and try to push midlane. You should take the first tower (on mid) if not down and if you're lucky you're gonna get the second one. It's great to have a split-pusher on your team, such as Fiora, Yorick or Jax.

Start buying items for Lich Bane, but if you need Zhonya's Hourglass or Banshee's Veil, you can instead of Lich Bane buy these, if you need one of them.
The show begins. Your damage is now insane and you can start one-shotting adcs. In a teamfight, don't go in, try to flank enemy team's adc or ap carry and destroy him. Wait in a bush, press Parallel Convergence, jump in with Phase Dive and just delete their adc. Phase Dive -> Timewinder -> Phase Dive -> Hextech Rocketbelt -> AA -> Chronobreak (if you need to back) You are not a bruiser or a tank, so you dont wan't to rush into enemy team. If you are strong enough, you can easily kill the adc/ap carry on the combo I wrote. Same for baron, think about when to take it (take it when you kill some 2+ enemies, same for elder dragon)

Buy Rabadon's Deathcap as next item of course.

Best way to win is to kill all enemies or split-push, so if you have a split-push champion on your team, make sure he's split-pushing (but if you're going to fight, it's not good to split-push, since you would be 4v5).

Losing a teamfight in this phase of game will probably lose your whole game. If you're alive, go to base as fast as possible and try to harass enemies so they back off.

Winning a teamfight in this phase of game can win you the game. If you killed the whole enemy team, you should decide what to do first. Take objectives or kill baron/elder? Use your brain, don't follow other's people pings. If you are able to push all the way to nexus, do it. If you don't think so, better go for a baron or a elder.

Last item is up to you, if you need magic pen., take Morellonomicon or Void Staff. Same if you just want bigger damage. Morellonomicon vs champions which have incredible life steal (adcs and some champions), such as Fiora, Riven, Vayne, Draven and more. Look at their build, if they have Death's Dance or Bloodthirster, Morellonomicon is the item to go for. Check item section for more.
Ekko is not able to one shot enemies till mid/late game, keep that in mind. He's a kite/poke champion, which finishes of enemies. In jungle you just press abilities, but smartly.
-> -> -> AA

This is your basic trading/early game combo, applying your passive. Deals decent damage and can secure an early kill. Press first E and then immediately Q, it will get you some time and your Q will land when you dash on him. You can press Q after the dash, if you think you can't hit Q. Or first press Q, then dash on him with E. Do what you think is the best to do in the current situation.
-> ->

Use this when enemy is really low hp and you want to kill him. You can also add Hextech Rocketbelt for finishing him off/small dash.
-> ->

Getting to a enemy champion/finishing him off. Similar to previous combo.
-> -> -> -> AA

Adding protobelt to the first combo can be really worth it. It deals a bit of a damage and provides a small dash, which helps you get closer to the enemy. If the enemy is squishy he should die on this combo. Add Flash if the enemy flashes or is too far.

Popping zhonya's instantly after W is a great save combo. Press W and then immediately zhonya's. Zhonya's will end just in time so W gets procced.

This is meant to press W -> ulting back to W, so you deal damage with R and stun them in place. This can win you a teamfight, since your R deals big damage and stunning enemies for 2.25 sec can get them all killed.
In teamfights, your main priority is to delete adc, ap carries and squishies. Focus the most fed first, and then the others. If they have a fed jhin and ahri with normal score, focus the jhin and then the ahri. You want to kill the ones with <2k hp first. As you know, you can one shot in late (with the classic trade combo above) easily, so focusing <2k HP champions is your main task. Make sure to set your focuses, so you won't focus a tank instead of adc. Prepare W, E into the W and do the combo. Use ult to get out or for extra damage, if you survived.
Ekko is a strong assassin who deletes squishes from existence. Ekko is unique with his abilities, his damage, his everything. He excels in mid-late game. Ekko scales well with champions with CC abilities, such as Ahri, Leona, Morgana and many more. Thanks to their CC, Ekko can gank them, stun them also with his W and get an easy kill.

Thank you for stopping by here, I hope my guide helped you out at least a bit and will improve your Ekko jungle gameplay! Vote or a comment would be amazing, if you disagree with something or you have any questions on the guide,
feel free to write it down in the comment section. Wish you all the best in league carrier!
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