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Choose Champion Build:
-
Ap Top/Mid (Tanky bruiser)
-
Ap Mid/Jungle (Burst assasin)
Recommended Items
Spells:
Teleport
Flash
Items
Ability Order
Z-Drive Resonance (PASSIVE)
Ekko Passive Ability
Threats & Synergies
LeBlanc
SUMMARY: (Detailed Matchups further down) Very hard matchup. Advised to go top lane if its a possiblity. Le Blanc has an "easy" combo in the form of her Q-W and you can't do anything against it. At least you are trying to build tanky so she can't burst you down. Try to farm up, play safe because even the jungler can't help you too much because of her Distortion (W) and Passive.
Introduction

Ekko-the Boy Who Shattered Time
Ekko is a melee Assasin-Fighter. He is mostly played as a Mid laner but also sees play on Top lane and in Jungle. He doesn't deal as much damage as other assasins which are focused solely around burst for ex.




Ekko Lore
A prodigy from the rough streets of Zaun, Ekko manipulates time to spin any situation to his advantage. Using his own invention, the Zero-Drive, he explores the branching possibilities of reality. As well as experimenting with multi-dimensional probability, Ekko spends his days running wild with the other lost children of Zaun. Though he revels in this freedom, when there's a threat to his friends, he'll endure anything to defend them. To the unknowing observer, Ekko accomplishes the impossible with ease, time and time again.
Pros for playing the tankier build
-Your damage doesn't fall off too much by building tanky items. In other words you still do meaningfull damage mainly cause of your passive




-Full Ap Ekko can burst 1 target or maybe do a chunk of damage with a good





-Tanky Ekko can stay in the fight much longer and permaslow with

Pros for playing the full Ap jungle build
-Your damage is higher and you offer more burst (The on-hit damage on



-Has extraordinary mobility (around 430 movement speed with first two items and boots), good dash in


-This build is much better for single target execution and getting out of danger after that (Assasin playstyle)
Pros and Cons of this build
PROS
-Good waveclear (Ekko has an easy time clearing the wave by simply throwing his

-Good mobility (


-A lot of slows (Ekko has no problem sticking and disrupting his targets primarily by using slows. He has a very good slow from his passive








-Potential Aoe 2.25 seconds stun (


-Relatively low mana costs (Your main spells




CONS
-Melee range (Ekko can be kited if his



-No reliable hard CC (I know you can't ask for reliable hard croud control from an assasin like champ but again your

-Not the best laning phase (It doesn't matter what lane you play Ekko, he isn't a early game champ. You have to get items to be dangerous which requires a safe and thought out early game most of the time. Good thing is that this build doesn't cost that much. It costs less than 15k gold while the Full Ap build goes well over 18k. You can also go jungle to skip your average laning phase and come strong into mid game for teamfights and objectives.
-Weak to hard CC (If you are hard cc'd you can't jump on people and you can't use your ult. Avoid skillshots like




-Lack of tankiness in early game (You are still a squishy assasin until you start stacking that






HEALTH 580 – 1940
HEALTH REGEN (per 5) 9.0 – 24.3
ATTACK DAMAGE 59 – 110
ATTACK SPEED 0.625 (+0% – 56.1%)
MANA 280 – 1130
MANA REGEN (per 5) 6.0 – 16.2
ARMOR 27.0 – 78.0
MAGIC RESIST 32.1 – 53.4
MELEE 125
MOVEMENT SPEED 340
Abilities

Important facts about

-It can be applied on multiple targets with autoattacks and all your spells except Parallel convergence (W).
-Once you hit 3 basic attacks or abilities and proc it you can't apply stacks for 3 seconds
-Your passive makes around half the damage during a standard combo(explained further down below). Because of this it is important to proc it as often as you possibly can.

Important facts about

-Timewinder will turn into a slowing zone at the end of its path when hitting minions or monsters. When hitting champions it slows them immediately and continues to do so if they stay in the slowing zone.
-This spell does almost double the damage when returning. Try to land the return as often as possible. If neccesary reposition yourself with your Phase dive.
-Timewinder is a great waveclear tool. Use it to quite easily last hit minions because Timewinder apllies two stacks of your passive. After that just autoattack them.
-When building full cooldown reduction the cooldown of this spell is under 4 seconds at max rank. That means you can throw this spell and once it returns you can instantly throw your Timewinder again.
-Throw your Timewinder at enemies who are trying to get to you to slow them down.
-Preferably trade with your Timewinder available. Your damage is lacking without it. Also you can't apply passive stacks that fast.

Important facts about

-This spell takes three seconds to aim. Throw it were you are going to be or want to be not where you are now.
-If you manage to catch an enemy inside it by entering the sphere you are well rewarded. Try to accomplish this as often as possible. Aim it in laning phase behind you to make give your opponent two options. Walk back and get stunned or fight you straight up.
-The shield component and passive % are important as well. It is advised to enter the sphere if possible even if you miss champions and can't stun them. The sheild is really big. It has a crazy Ap scaling. The % damage on autoattacks helps to finish low health enemies. It can also decide close 1v1's in your favour.

Important facts about

-Phase dive is your main mobility spell. Use it for a multitude of applications. Dash and blink to catch fleeing enemies with it, dodge hard CC and spells, dash over walls (not all but most of them).
-Phase dive is important in setting up your combo with Timewinder.
-The blink part of the ability lasts a couple of seconds before faiding after the dash has been used.
Phase dive into your Parallel Convergence. It is better then walking into it.
-Phase dive applies on hit effects. That is the reason why most Ekko's buy a Sheen proc item (Lich bane,Iceborn gauntlet,Trinity Force)
-When building full cooldown reduction the cooldown of this spell is under 4 seconds at max rank. That makes Ekko mid-late game very mobile.

Important facts about

-Your clone or ghost will only follow you if your ult is up. Also if the enemy has not vision of you they will not see your ghost.
-Ult is cast instantly. Ekko becomes invincible for 0.5 seconds while he travels back to his ghost.
-Your ult deals aoe damage to everything while healing you for a % of damage taken making it a good "get out of jail card".
The one and only ability order Ekko is specific because unlike other champs he has one build order that is the best and gets things done.







The same ability order can be applied for Ekko jungle except that you take








This is your most used and standard combo you will use the whole game. First you dash forward or to the side (if you are dodging a skillshot) with your








Advanced Combo




This is the same combo as the first one only with your W. This combo will be used in lane or before a teamfight to stun as many people as you possibly can. Your





Dive Combo





This is your dive combo. Use it to kill low health champions or squishies quickly and to get immediately out after that. It is quite simple. Use the standard combo and hit your ult



Expert Combo


This is a great combo if you can pull it off. Aim your









I think that


























































9 Magic Penetration Marks-We take these because it helps in shredding a lot of the early magic resist opponents will have. These marks are Flat ones so they are better early game then late.
9 Flat Armor Seals-Gives us some much needed armor for the early game. They can be exchanged for Scaling Armor seals if you are playing against Ap champions in lane.
9 Flat Magic resist glyphs-Gives us some much needed magic resist for the early game. They can be exchanged for Scaling Magic resist glyhps if you are playing against Ad champions in lane. They can also be exchanged for 6 or 9 scaling cooldown reduction glyphs. This gives at lvl 18 either 10% or 15% respectivly. This is not needed since you can easily hit that with items but it can be good in games where the early magic resist is not needed and you are not planning on building Spirit visage but instead go more offensive.
3 Flat Ap Quintessences-Gives us some ability power for the early game. Quite standard.



All other summoner spells are not good like these three options. The other summoners are either being outclassed or used on different types of champions and are not worth the consideration for this build.














The bottom point is that you take 80% of the time


Early laning phase items







Building up to your core items









-This item needs to stack up, so building asap is very improtant
-This item gives the much needed mana to spam your abilities with the added benefit of giving you a large amount of Hp and Ap as time continues (unlike the other options)
-The components for this item are cheap and

-The only benefit of Morellonomicon is the 20% CDR which is easily obtained through other sources like







Finishing your core










With these 3 Items you hit a nice powerspike which if you were at least decent should occur around the 20-24 minute mark. You now deal good damage while having a large amount of cc in your kit and being physical tanky. Now it's time to build up other items to make you even stronger. Those items are different from game to game. All notable options after the core will be listed here:
Situational items


























Jungle items




Coming soon...
Prefered item build
Item Sequence






This build is optimal because it gives a good amount of 3000 Hp around 200 armor and magic resist, 300+ ability power, invulnerability in Zhonya's and ultimate + permaslow with spells and autoattacks. That doesn't mean you should build exactly this build every single game. Adjust your build with the options explained in this chapter. The only 2 must have items are


Items that can be changed from this build for other options are:











Early game
Ekko's early game can be either a walk in the park or a hard experience. That all of course depends on the matchup he is facing on top or mid lane. In the mid lane you are going to face mages which are often highly immobile but have great range and poke or assasins of all kinds with loads of mobility and burst damage. On the other side top lane has tanks which don't deal as much damage but are hard to kill and fighters a combination of damage and tankiness with limited to good mobility. There are some exeptions in each class like


Now I'm going to roughly show you how to deal with each class and then after that you can read in-depth champion matchups.
Ekko vs. Mages
Ekko general has a good time against most mages cause his waveclear is not lacking. He can easily farm while doging skillshots if need to be with his dash. Ekko can proceed to go in and trade quickly with his standard combo. Often these type of champs don't have mobility so you can "easily" land your zone if you predict movement or launch it out of the fog of war. Mages this early in the game are vulnerable and most of them shouldn't be able to outrade you unless they land a full rotation of spells on you. Once you get your ult you can play somewhat risky or outright towerdive them if the opportunity arises. You win against mages if you kill them or harass them out of the lane. Push the waves into the opponents tower, deny cs and trade often and effective.
Ekko vs. Assasins
Ekko has a mixed matchup against other assasins. Sometimes they hard counter you, sometimes you can easily zone them and try to kill them. You have to play safer in the laning phase with those kind of champs. Under no circumstance should you give an opponents mid assasin the lead by either killing you or roaming and accomplishing the same on your teammates. Don't feed assasins cause most of them snowball quite heavy into the mid game and that leads to lost games. After getting ult you are very hard to kill for other assasins so you can play a little more aggresive. Alert your teammates if the opposing mid laner is missing.
Ekko vs. Tanks
You will from time to time play Ekko on top with this build. Most tanks can't get to Ekko really so as long as you farm up and ward you will have a good day. The problem is Ekko can't really kill tanks either. You will rely on your jungler to do any of the killing with you or this is going to be a farm lane. Because top lane is mostly an island that is completely isolated fom anything that could happen early game like dragon you heavily rely on teleport and teamfighting (explained further down below in this chapter).
Ekko vs. Fighters
Fighters can kill you and the other way around. In the early game farm up and wait for level 6. Engage mostly in small skirmishes by using all your skills effectivly. You are building tanky to withstand the damage they can dish out. It is not as much a 1v1 lane as mid lane but more a preperation for mid game. Farming up and trying not to feed is the main concern here. Take teleport for map presence and prepare for mid game teamfights and objectives.
Teamfighting is a key aspect for any champion. Won teamfights give map control and objectives like towers,dragons and baron and those lead to victory. This build is all around Ap tank Ekko. Now i am going to explain how to teamfight with him mid and late game. First of all you are a good tank, good assasin and peeler. I said good because you are not great in any aspect. There are always going to be champs that tank better or have sick initations. There are assasins who deal way more damage then you and supports that peel better. The point of Ekko and this build is to be good in every aspect, not great but good to give you and your team a lot of options when teamfights occur. Here are some options for teamfighting:
-You can choose to dive into the enemy team and whipe out their Adc or do serious damage rendering them useless for that specific fight and ulting out. (Playing as an assasin)
-Be the peeler for your higher damage dealers with your numerous slows and aoe stun. Protect your adc long enough and win the fight. (Playing as the ultimate peeler)
-Splitpush lanes why your team keeps the opponents team occupied. If they need you for a massive teamfight use teleport to help them out. (Playing as an annoying splitpusher)
Conclusion: Although this build works fairly well on top lane, choosing mid is still prefered. Ekko generaly has a better laning phase on mid lane. He is fairly good against melee opponents which on mid are always squishy. The worst case scenario is playing against hard counters or poke champions. But even in those mathcups you can farm and push the wave safely with










Try to proc your passive





The champions are listed in alphabetic order. Click the spoilers for the information you need.
Mid champion matchups


























































I have completed my placement games with a win ratio of 50%. I got placed in Silver 3 for this season(not that good) and I'm currently using my limited time to climb out of this tier. My goal is at least high Gold. I am playing mid (most often Ekko,Ahri,Vel'koz) with secondary jungle (most often Shyvana,Volibear,Vi) and sometimes top. I don't like to play bot lane because i suck at adc and support isn't really my thing but i can play that role if needed.
In ranked you can play Ekko in top,mid and jungle. I don't like to play Ekko jungle as lane Ekko but he is viable. Ekko jungle is quite strong with solid clears and good ganks. If you are interested that visit the jungle section of this guide. Take Ekko mid into immobile champs and mages. Most often these champs have a difficulty around 5 or lower (see In-depth champion match-ups). Do NOT pick Ekko into the following matchups if you can avoid them (those match-ups can be played against but are often hard to deal with/annoying and/or are not optimal for Ekko):






Ekko is not the easiest champ to play but he isn't that hard either. You have to get used to some mechanics which are included in his kit and are not similar to other champs you are already good at. It will take you some time to get used to everything his kit offers. I would like to point out that his kit is a little bit overloaded which is great for the Ekko player. You can exploit that to great results. Here is a small list of things you can practice or just be well aware off to give you a tactical advantage in fight with the Boy who Shattered time:
1. Make the most out of your

Ekko can dash over a lot of walls on Summoner's rift. Some of the thicker walls are dashable but you have to be right next to the wall or you will embarrase yourself. You can also throw your





2. Use Your Ultimate as a Teleport

3. Harass,zone and waveclear with



Use your

Always throw your

4. Combine your








5. Watch this highly educational video about how to play Ekko
(This video doesn't belong to me it is the work of the youtuber BrickyOrchid8) He explains a lot of things you need to know about Ekko with some added jokes to make your day. The video serves as a great reminder for certain topics in this guide which i may have not explained well enough. You could have also missed them so here you go:
6. Constantly use the hit and run tactic
I can't stress enough how it is important for Ekko to get his passive of. If we look at the sheer numbers your passive does 20 - 190 (based on level) (+ 80% AP). That is almost half the damage in a standard spell rotation of Q+E and slightly less then both parts of



7. Animation canceling
Ypu can animation cancel your basic combo like this. After the first dash portion of Ekko's


What it does is the cast time from



Damage reduced to 3% of target's missing health from 5.
AP ratio increased to (+ 3% per 100 AP) from 2 per 100.
NEW EFFECT: Minimum 15 damage to minions and monsters.

Damage reduced to 40 / 65 / 90 / 115 / 140 from 50 / 80 / 110 / 140 / 170.
AP ratio increased to (+ 40% AP) from (+ 20% AP)
These changes in patch 6.8 are aimed at the full tank build for Ekko which has been terorizing solo q while buffing the Ap ratio's and Ap playstyle. These changes mean that we have to get at least 200 Ap in our kit to actually deal more dmg with




Thanks for reading. I hope you learned something and you are willing to give 6300ip to rito for this amazing champ. Good luck on the Fields od justice. I wish you ranked games without intentional trolls,noobs or feeders. Irl i wish you a good day be happy,be yourself. :)
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