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Ekko Build Guide by RoundPurpleFruit

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League of Legends Build Guide Author RoundPurpleFruit

[6.11] The Complete Guide to Mid Lane Ekko [V1.3]

RoundPurpleFruit Last updated on June 1, 2016
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Middle Lane
Ranked #14 in
Middle Lane
Win 51%
Get More Stats

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


Natural Talent
Bounty Hunter
Battering Blows
Piercing Thoughts

Ferocity: 12

Dangerous Game

Cunning: 18

Tough Skin
Runic Armor
Veteran's Scars
Legendary Guardian

Resolve: 0

Threats to Ekko with this build

Show all
Threat Champion Notes
Karthus Very Immobile mage who can only do any damage to you with his E aslong as you dodge his Qs. Time your ult with the end of his if you believe it will kill you.
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Hi. My name is Alex, also known as RoundPurpleFruit.

I've been playing League Of Legends since the beginning of Season 5 and have been playing Ekko since a few months after he was released.

I am currently in Gold V and have hundreds of Ekko games under my belt, so I decided to make a guide on how I play him and inform people of either how to play him, or how to counter him.

So enjoy my guide and please leave comments and/or suggestions.

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+High Mobility
+High Damage
+A lot of outplay potential
+Strong Teamfight Presence/Gank Potential (If you land your W)
+Even if your behind you still can have a great effect on the game.
+Has built in Re-Do button


-Harder to play late game
-Mana Intensive
-Vulnerable when Ult is down

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Is a MUST for 99% of champions in League, Ekko is not that 1%.

Is a very useful spell for every stage of the game. Teleporting back to lane, Top/Bot lane, teleporting to a team fight or Dragon/Baron, backdooring etc.

Is great for early kill pressure and for reducing healing effects on enemys.

Is great for tower diving but since Ekko already has a kit designed for it, these are not required.

Is another choice, however flash works better for Ekko

Also a viable choice against a team with point and click CC. If it isn't point and click, then dodge with E or even your Ult if necessary.

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-Z-Drive Resonance (Passive) On-Target Cooldown: 5
AT 3 STACKS: The stacks are consumed and Z-Drive deals 20 - 190 (based on level) (+ 80% AP) Magic Damage

SLOW: 30 / 40 / 50 / 60% for 2 / 2.5 / 3 seconds

SPEED BOOST AGAINST CHAMPIONS: 50 / 60 / 70 / 80% bonus movement speed for 2 / 2.5 / 3 seconds.

-Works on everything but structures.
-Only gives you movement speed if activated on an enemy Champion.
-Must wait 3 seconds before using on the same target again, and CDR does NOT reduce this cooldown.
-You can stack this passive with everything in Ekko's kit except his W

-Timewinder (Q) Cooldown: 9 / 8.5 / 8 / 7.5 / 7

ACTIVE: Ekko throws a device in the target direction, dealing magic damage to enemies along its path. At maximum range or upon hitting an enemy champion, the device slows to a stop and expands, creating a field that slows enemies and monsters it hits. After a short delay, Timewinder contracts and rushes back to Ekko, dealing additional magic damage to enemies along its path.

OUTGOING MAGIC DAMAGE: 60 / 75 / 90 / 105 / 120 (+ 20% AP)
SLOW: 32 / 39 / 46 / 53 / 60%

INCOMING MAGIC DAMAGE: 60 / 85 / 110 / 135 / 160 (+ 60% AP)

-Slows everything it hits (Exception of Baron/Dragon)
-Does NOT slow on the way back
-Can apply 2 stacks of Thunderlords (And Z-Drive) if it hits a champ on the way out and in
-Deals much more damage on the way back to Ekko

-Parallel Convergence (W) Cooldown: 22 / 20 / 18 / 16 / 14

PASSIVE: Ekko's basic attacks deal 5%「 (+ 1% per 45 AP) 」of his target's missing health bonus magic damage, capped at 150 against minions and monsters, to targets below 30% of their maximum health.

ACTIVE: Ekko calls upon an alternate version of himself that bats a device to the target location. After a total delay of 3 seconds, the device expands into a broad sphere that slows enemies inside by 40%, only revealing itself to enemies in the last 0.5 seconds.
If Ekko enters the sphere, it detonates, shielding him for 2 seconds and stunning all enemies inside for 2.25 seconds.
SHIELD STRENGTH: 80 / 100 / 120 / 140 / 160 (+ 150% AP)

-This skill will make, or break how good an Ekko player is.
-Passively makes Ekko's basic attacks do more damage to enemy's below 30% Max Health (Much like Zeds passive only without a cooldown)
-Takes 3 seconds to actually become effective
-Slows anything inside of it by 40% (Exception of Baron/Dragon)
-Stuns Everything inside of it when Ekko enters for 2.25 Seconds (Exception of Baron/Dragon)
-(Vision Trick) If casted when the enemy doesn't have vision on you, they will only have .5 seconds to react to it. During a teamfight however, I like to stand behind my teammates and as soon as I lose vision of the enemy, I cast W where the team fight is, and join the fight. -Will grant vision of where it was casted when is detonated. Good for checking Baron/Dragon, or bushes.

-Phase Dive (E) Cooldown: 11 / 10 / 9 / 8 / 7

ACTIVE: Ekko quickly rolls towards the target location. His next basic attack gains range, deals bonus magic damage, applies on-hit and spell effects in the process, and causes Ekko to blink to his target.

BONUS MAGIC DAMAGE: 50 / 80 / 110 / 140 / 170 (+ 20% AP)

-Is considered an Empowered Basic Attack.
-Will apply 2 stacks of Thunderlords Decree if you attack an enemy champion.
-Will not apply 2 stacks of Z-Drive, only 1.
-The 2nd part (blink) of Phase Drive allows you to escape from certain situations, my best example being, if you use the second part of Phase Dive inside of Veigar's stun, and click on any target-able enemy creature, minion, champion or structure, the blink will allow you to escape without being stunned.
-Can go over MANY walls, the rule of thumb is if flash can go over the wall, so can't E with a few exceptions.

-Chronobreak (R) Cooldown: 110 / 90 / 70

PASSIVE: While Chronobreak is not on cooldown, Ekko is followed by a time-delayed hologram of himself that tracks where he was 4 seconds ago.

ACTIVE: After a short delay, Ekko blinks to his hologram's location, becoming untargetable and invulnerable for the duration, dealing magic damage to surrounding enemies on arrival and healing himself.

MAGIC DAMAGE: 200 / 350 / 500 (+ 150% AP)
SELF-HEAL: 100 / 150 / 200 (+ 20% (+ 1% per 15 AP) of damage taken in the past 4 seconds)

-Makes you untargetable for almost a second which means...
-It can be used like Master Yi's Alpha Strike to dodge other Champions abilities if timed correctly such as Karthus Ult, Kizz Ult, and even Darius and Garen's Ult.

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Runes and Masteries


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Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
I always Max Q, Then E, Then W, grabbing your next point into Ult whenever possible.

The extra damage on the second point in Q, in my opinion, is more useful than your W at level 3. However, if you can get an early gank or you're confident in getting an early kill on your laner, then get your W 3rd.

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Why I build Ekko Like This

The way I build Ekko is to have the damage of an assassin while also being able to have the defensive stats of a fighter.

Rod of Ages

I started building Rod Of Ages first item when the Mage Update came out. I find that the health sustain fromm Aeon really helps out Ekko while laning and the flat health he gets from ROA is useful in staying alive in teamfights, and being harder to kill in skirmishes. The Mana is useful for obvious reasons and the AP gives you the damage you need.

Lich Bane

After Rod Of Ages I find myself usually building Lich Bane if I'm ahead in lane because not only is the AP and CDR very beneficial to Ekko, but the synergy with your E and the movement speed to help you roam and be even more slippery really helps out. Of course, the Mana helps too.

Hourglass and Abyssal

If I don't build Lich Bane after ROA, I will go either Zhonyas Hourglass or Abyssal Scepter. The decision is situational depending on who is ahead at the time. The reasons I build these items is not only are they amazing in Ekko's kit, but after the mage update, both of these items give CDR which is very important.


I've always liked having more damage early game from runes then having CDR blues. Which basically meant I always purchased lucidity boots. People always asked why not get more magic pen and I tell them that the early game damage helps you so much in getting you kills in lane and getting ahead, and you NEED the CDR so that you can use your stun more, get more slows with your Q, move around the teamfight more with your E and most importantly, having your ult on a 30 second cool down will make you very hard to catch and a dangerous threat to the enemy.


If you have fulll build you will have the following stats:
2656 HP
1780 MANA
110 AD
602 AP
123 Armor
113 Magic Resist

Now just look at these values, your pretty tanky for an AP Assassin and you also do crazy damage.

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Thanks for Reading!

Any suggestions, criticism, or corrections to this build is welcomed. Please leave feedback, questions or any requested champion match ups.

Big Thanks to Just Sona Things for the Chapter Headers

Links to Used Fan Art

Change Log

1.0: Published Guide
1.1: Spelling & Grammar Issues
Removed Clarity
1.2: Added Aurelion Sol to the Vs.Champions list
Added Matchup information to Veigar
Added Scalings and Cooldowns to Abilities
Changed Item sets and build paths
1.3 Mage Update!
Changed item sets
Added Taliyah to matchups
Added "Build" Section that I will improve on soon.

Soon to come!

AP Jungle Ekko
Tank Jungle Ekko