Ekko Build Guide by LoLReal
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Runes: Dark Harvest
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Champion Build Guide
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Every third attack or damaging spell on the same target deals bonus magic damage (Cannot be triggered on the same target more than once every 5 seconds), doubled against monsters. If the target is a champion, Ekko gains Movement Speed.
Ekko's passive is a surprisingly useful ability. Not only does it give us bonus magic damage, but more importantly bonus movement speed to kite around bad situations or catch up to an enemy for a kill. This will help you out in way more situations than you expect and is probably one of the strongest passive abilities in the game. A quick combo to proc this is Phase Dive > Timewinder > Auto attack. You will use that combo a lot in your games.
Ekko throws a device that deals magic damage to enemies it passes through. It expands into a slowing field on the first champion hit, slowing everything inside. It then returns to him after a delay, dealing magic damage to all targets hit upon return.
Timewinder is a useful tool in Ekko's combo. This let's you stick to targets better, clear waves and camps fast, and overall let's you do a lot of damage quick. There isn't too much to say about this ability. The big thing to note is when killing camps in your clear, make sure you are efficiently using Timewinder to kill camps as you are pathing to another. Since it effectively hits camps twice (once on the way there, and once back.) if you time the damage properly you can be on your next camp while the 2nd part of Timewinder comes back to kill the camp you were previously on. It takes a bit to get used to but is worth doing.
Passive: Ekko's basic attacks deal bonus magic damage to enemies under 30% health equal to [3% (+1% per 33) of target's missing].
Active: After 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 for 2 seconds. Enemies caught inside are stunned for 2.25 seconds.
Ekko's W is a really powerful ability. 2 seconds of AOE stun is game breaking later on and can win you games outright if you get a successful pick on an enemy carry. This is the ability you will start and use often for clearing camps, the stun allows you to clear without taking too much damage from camps. It's important to remember that Parallel Convergence slows inside the area even if you can't get inside of it to activate the stun. This can be used to cut off chokes and slow enemies to catch up to them if you are not in range to reach your W. You can also pull off cool combos with Chronobreak by using Parallel Convergence behind you on your shadow to ult back to it and instantly stun + do massive damage to whoever is there. Ekko has many complex combos like this that you can pull off with Parallel Convergence.
It's also worth mentioning that the passive portion of this ability is very strong. It gives you extra damage on targets at low HP %'s, this is good for clearing camps and also finishing off enemies who get away with lower health.
Ekko dashes a short distance in the targeted direction. His next basic attack will deal bonus magic damage and teleport him to his target.
A basic ability but a good one. Phase Dive is your main source of mobility on Ekko, it has a short cool down for a dash and let's you stick to enemies or escape. Does deceptively high burst damage later when coupled with Dark Harvest.
Ekko turns back time, going briefly untargetable and invulnerable. He teleports to where he was 4 seconds ago and deals magic damage to nearby enemies on arrival. Additionally, Ekko heals, increased by 3% for each 1% of his health lost over the last 4 seconds.
Ekko has one of the best ultimates available in the game. Chronobreak is an amazing source of damage if landed on an enemy carry, but better yet this effectively lets you kill a target and reset in a fight. Ekko wants to kill a carry on the back line and ult back out generally to be full health and re-enter a fight. If done correctly you can turn most fights in your favor with this ability. There is a lot of depth to Chronobreak but the most important tip is to get good at estimating damage that you will be taking in a team fight to know when to ult properly. The worst that can happen to you in a fight is greeding too hard saving your R and dying before using it. Likewise, using your ult too early before killing a carry can be sub optimal too. Your best bet is if you cannot kill a carry in a fight, get them low enough where they cannot re-enter and then ult out. That way you'll still have a number advantage when you return to a fight.
It's also important to note that Chronobreak allows you to dodge abilities, including targeted ones about to land on you such as Ace in the Hole or Unleashed Power. Chronobreak can and should be used defensively in most cases so don't be afraid to use it in those situations. This can turn a play around by completely negating multiple abilities in a fight.
Always take Flash, no exceptions. It is strictly the best summoner spell available in the game.
Straight forward enough. We're jungling, only other option we can take.
I have run many different pages testing keystones + secondary trees on the new patch and I've come to conclusion that this is one of the best in general. Dark Harvest is better than Electrocute for its snowball potential and how many kills you get in solo queue. The damage is gives you generally outclasses electrocute in a solo queue environment.
Sudden Impact is great with Phase Dive.
Eyeball Collection is the best in its tree in my opinion. Extra damage is never bad, and I feel it outclasses Ghost Poro.
Ravenous Hunter is insane and a must take on Ekko. This helps you gain health back during your clear (which is already pretty fast) and let's you gank lanes healthier. Also in a team fight this heals you for a deceptively high amount. Relentless Hunter is good but pales in comparison to how strong of a rune Ravenous Hunter is.
Cosmic Insight is not a crazy rune but it still is somewhat useful for us. The 5% cdr + max cdr is nice, since we build 40% cdr in every game, that turns into 45% cdr. We also use a number of actives on Ekko such as Zhonya's Hourglass and Hextech Protobelt-01, so getting those up a bit quicker is a nice bonus.
Generally the jungle item you will be going in most games. The extra slow is great for helping close the gap on Ekko after an enemy flashes away from your combo.
Skirmisher's Sabre - Runic Echoes
Take this against hard match ups or hard dueling champs, especially if you do not have an early lead. Good in match ups like Lee Sin, Xin Zhao, or Olaf.
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