This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Runes:
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10% Tenacity/Slow Resist
Spells:
Flash
Ignite
Items
Ability Order Literally Always
Z-Drive Resonance (PASSIVE)
Ekko Passive Ability
Threats & Synergies
Malzahar
If at all possible, avoid picking Ekko into Malz. Most of his abilities are point-and-click, giving him really easy, unmissable harass and lockdown. Always pop his passive shield before trying to engage. He pushes extremely hard and is vulnerable to ganks, so just try not to die too much and ask for help from your jungler when he inevitably pushes the wave! Investing in a Quicksilver Sash to negate his ult is also definitely worth it if you're having trouble.
Amumu
In general, any champion that can hard engage a teamfight with AOE CC is a dynamite pair with Ekko, since he can lead in with a W cast and then follow up on their CC with a W detonation. See the Synergies section for more ideas!
Amumu
In general, any champion that can hard engage a teamfight with AOE CC is a dynamite pair with Ekko, since he can lead in with a W cast and then follow up on their CC with a W detonation. See the Synergies section for more ideas!
Introduction
Hello, I'm spark2! I've been playing LoL for way too long (since 2011), although ranked has never really been my thing. I've got a ton of games on Ekko, and he's easily my favorite champ just in terms of sheer fun. Ekko is an AP assassin with a super high learning curve but super high potential. He'll take practice to get used to, but this guide will give you a head start towards mastering him. Once you're used to him, you can delete squishies, win any duel and CC half of a team, all in the same teamfight. If you play him right, a teamfight should only last Sekkonds. |
Pros:
+ Great trading in lane + Tons of CC + Can fill multiple roles in teamfights + Okay even when behind + Ult makes him forgiving + Awesome outplays once you get good! + Just the greatest theme song + Also the greatest remix to that theme song |
Cons:
- Vulnerable to CC - Melee range makes him vulnerable to harass - Has some nightmarish matchups - All of his skills have a big learning curve - Not as useful when behind as other champs - Takes a while to learn when to do what - Keeps telling you not to blink - Hairstyle is a bit much |
Ekko is an incredibly fun champion to pick up, but it takes practice to actually get good with him. Everything about him rewards planning and foresight, and it takes time to get to the point where you can automatically keep track of your


So, with all this in mind, why play Ekko? This is an important thing to think about every game, even when you're not playing Ekko: why are you playing what you're playing? If the answer is "I just want to have fun" or "I just like this champ", that's fine, as long as you know the champion's strengths. Conveniently enough, this is a very easy question to answer on Ekko, since the best answer is just why not? Ekko is what's known as a flex pick, which means that he's a jack of all trades--he can do almost anything any other mid laner can do, all mashed together in one package. Burst? Check. CC? Check. Assassin-level mobility? Check. Waveclear? Check. However, because he's such a generalist, there's always another champion that could be better at whatever job you need to get done. AOE CC?





Long story short, Ekko can fill a bunch of jobs, but he's not the best at any of them. I'll cover this in more detail later, but knowing all the myriad things you can do with Ekko is important to fully mastering him, since you never have just one job to do.
TL;DR: Ekko is a flex pick, so you can pick him almost any time, almost any place!
|


Well here's the thing about Omnistone. When you use

Ekko is one of the champions that can easily apply and use all keystones, so let's go through each of them and explain how to use them on Ekko! I'll sort them according to how easy it is to use and apply them as Ekko.





































I won't lie, Omnistone Ekko is harder to use than Electrocute or Dark Harvest Ekko. You need to be constantly thinking about how best to use your current rune, and it's not like Ekko is an easy champion to play in the first place. However, once you get used to it you get a ton more value out of your keystone, which can really help in the early game especially (when Ekko is typically weakest). I'm not saying that you have to use Omnistone if you don't like it, but you should definitely try it out!
You've basically got three choices with Ekko.










Long story short, take



Ekko's passive,

The easiest way to proc this in lane is using your






This passive is also why Ekko's waveclear can be so great. Once you hit around 30% CDR, your

Ekko's Q is



Firstly, and most obviously, it's a great source of damage in lane and the easiest way to apply your

In addition to trading and farming, the slow gives this skill great utility. It lets you chase people, run from people, and lets you set up ganks for your jungler. You can also set up yourself, by tossing this on someone who's trying to run out of your





In addition to its peeling abilities, it's also your only source of poke in teamfights. Before the rest of your team goes in, you can harass the enemy team with this, and sometimes catch someone out with the slow. If someone is out of position away from the rest of their team and accidentally gets two


Okay, buckle up. This is one of the most complicated, overloaded and flexible abilities in the game, so I apologize in advance for the wall of text.



The active portion is one of my personal favorite skills in the game. An alternate dimension clone of Ekko jumps back from his current position, then lines up a projectile. The clone then hits the projectile, which expands into a slowing sphere once it reaches its destination. In total, there is a three second delay between when you activate this ability and when the sphere actually appears, which feels like forever. Your opponent can see the clone, but don't know where the sphere will be until half a second before it is in place. The clone will face in whatever direction you were facing when you cast the ability, and will also hop back in the same direction. This means that if you can angle your cast so that the clone jumps back into a wall, a bush or around a corner, your opponent won't be able to see it! Use this to get super sneaky with this ability, although often the weird positioning this trick forces you into is enough of a clue for your opponent.
There are three possible outcomes with this skill, depending on how well you predict the future locations of both you and your opponent (well, four, but I'm assuming you don't just completely waste it):



Couple other things to note about this spell:
- The sphere lasts for around 1.5 seconds, so you don't have much time to get in there. However, it slows, which means that tossing a sphere way out ahead of you while chasing an enemy can give you the little extra boost to
Phase Dive onto them before the duration runs out.
Parallel Convergence has a massive range, which is why movement speed is so useful on Ekko. The faster you are, the further away you can use your W and know that you can catch up with it.
- If you see your opponent coming in to trade with you, throw this on yourself and let them come to you. Sometimes they'll back off when they see the clone, sometimes you can shield some of their damage, and sometimes they'll even get stuck in the shield with you and get stunned!
- Another great time to use this is when your jungler is ganking. The sudden appearance of your jungler will scare your lane opponent into running for either their tower or the opposite side of the lane, which makes their movements easy to predict. Try and predict where your opponent will run, and toss this out a second or two before your jungler comes in, then catch them as they run!
- Alternatively, if you're getting ganked, toss this where you think the enemy jungler will catch up with you. If you're right, you can often stun them as they close in for the kill (since most junglers are melee), giving you time to either make your escape or turn the fight around on them! This is especially dangerous for them if they try to tower dive--if it looks like they're going to come in on you, throw this right on yourself and let the tower do its thing.
- The area that this spell targets is revealed for one second before it detonates and while the sphere is there (so two seconds total). This makes it useful to scout and check bushes instead of facechecking, although the two-second delay can be annoying. (Another way to check bushes is to throw your
Timewinder and see if it expands early, although this only really works at close ranges!)
- Lastly, this skill is bomb as all hell in teamfights. Wait till people seem to settle into their positions, then throw this where it'll do the most good (and where you can reach). This usually means onto their carries, but it can also mean in front of your carries to peel!







Also note that it can cancel the animations on your abilities, most notably your

This spell makes Ekko almost impossible to gank. You can jump over any of the river walls (although the thicker ones are tricky sometimes) and can also jump over the wall to the raptors if you're really in trouble. If the jungler has a gap-closer like




Ekko's ultimate,

This ability is, to put it mildly, cuckoo bananas. It can be used to reposition out of a bad spot, reposition into a good spot, counteract burst damage, dodge a big burst of damage, or just nuke your opponents, all depending on where your clone is. Mastering this ability is very hard, but oh dear lord is it ever worth it when you pull off a good one.
You can dodge anything with this, from an





In addition to skillful uses of this, you can also use this to cover up any...well, not-so-skillful things you may have done. If you flub an assassination attempt or get caught out of position,

Really, the most important thing to remember with this ability is that you should just use it. Hitting a perfect ult is awesome, but it will rarely happen, since it depends on your opponent to do something stupid.



You should get

Get

Then get

After that, prioritize:




You almost always want to start off with a



...unless you're up against something that you're terrified of early game. Then you might as well spec into extra sustain with

On your first couple backs, you want to build towards your





You want to prioritize getting to 30% CDR against difficult or losing lanes, since this allows you to farm and proc your passive solely with your Q. There are two main ways to do this: Luden's and Sheen, or Sheen, Lost Chapter and Fiendish Codex. These will all be built eventually, but the order in which you build them can vary. If you are confident in your lane, the Luden's rush is the best way to go for maximum burst, whereas the three separate items will get you to 30% CDR the fastest if you're in a tough lane.
Mid Game
Okay, so we've got boots, a



![]() |
If you're ahead and don't need the defenses, a combo of ![]() |
![]() |
The first of our defensive stat items. If you're up against an AD midlaner, this is your best option to rush, no question, and once you get into teamfights it allows you to play much more riskily due to its ability to turn you invulnerable in case you get caught out or dive too deep. You can also land safer ![]() |

Late Game
Once you've got your CDR core plus your defensive item to get you to 40% CDR, you build for pure damage. This means




Final Build:
Item Sequence






Situational
There are a couple of items that exist outside the two main builds that can be useful to pick up situationally--whether in a weird matchup or because you took different runes.
![]() |
If you're up against a heavy CC comp or heavy AP comp (like a ![]() ![]() ![]() ![]() ![]() |
![]() |
If you're crushing your lane (as in, like, a level 2 double kill) feel free to get this instead of a doran's ring on your first back. It lets you go absolutely HAM and snowball super hard, especially if you build it into ![]() |
Not Recommended
![]() |
I see a lot of people recommending ![]() ![]() ![]() ![]() ![]() |
![]() |
This is not a pure Tank Ekko build, as you've probably figured out by now. It can work, but that's not what we're doing here. Skip the ![]() ![]() ![]() |
![]() |
This is popular on Ekko, but I personally don't like it. Lots of people rush it on Ekko, but I think building health and ![]() |
Initiators
|
Ekko's ![]() Side-note: ![]() ![]() ![]() |
Hyper-carries
|
Ekko is a great peeler because of his CC, making him an awesome combo with anyone who does a ton of damage but needs protection or distraction. These are usually ADCs, but some top laners or junglers can qualify too (e.g. ![]() ![]() |
Ekko has great burst when built AP, and when fed enough can sometimes one-shot squishy champions. They'll usually have some kind of CC, mobility or self-peel, but your mobility often lets you either dodge or play around it. |
Squishies
|
Ekko's raw mobility with ![]() ![]() ![]() |
Skillshots
|
High Burst
|
Ekko's ![]() |
Targeted CC
|
Ekko is based around outplaying your opponents and dodging around their skills, then punishing them for missing. This is a lot harder when you can't dodge their skills, and it's especially hard when these skills CC you in the middle of a teamfight. These champions make teamfighting much more difficult, so wait until they blow these targeted abilities before you go in. |
Heavy Disengage
|
Ekko can do just about anything, but the only thing his kit doesn't have is a ton of long-ranged damage. He's dependent on dashing in and sticking to people to proc a lot of his damage, which leaves him vulnerable to teams with a lot of disengage or death-prevention. |
These are probably the simplest to play against, if not necessarily the easiest. You've got way more mobility than them, but they usually have the ability to catch you with some form of CC. Avoid that CC at all costs, and go in on them with your


TL;DR: Dodge their stuff (especially their CC) and go in when their cooldowns are down.
These matchups are interesting, since you're also an assassin. The most important thing is this: it is more important to not feed them than to get fed yourself. Ekko is an assassin with way more utility and CC than any other member of his class, but he trades that for pure damage and snowball potential. Think of yourself as being kind of like a

TL;DR: Don't let them get kills, play safe, ping when they leave lane and be more useful in teamfights.
"Utility Mage" isn't the best label for all of these guys, but they're basically people that have a bad early game and a beastly late game. In the matchups section, I describe these guys as 'Food' a lot, because in lane that's what they are. You're way stronger than them early game, so make sure to ward up and be super aggressive, because if you let them scale then they'll wipe you out in teamfights.
TL;DR: Go aggressive and bully them early, and don't let them scale for free.
These are usually your worst matchups (see how most of the icons are from the red zone of the matchups?), since you have little to no kill pressure on them once they get a few items. They're built to ruin your laning experience, so you beat them by not having much of a laning experience. Don't try to beat them, don't try to fight them (except for super-early before they get unkillable). Just shove your wave into their tower and roam to other lanes--Ekko has great ganks, and by helping to snowball the people in your other lanes, you help them carry you through these nightmare matchups. Make sure to ward your mid lane and ping when they leave, since when you're gone they'll often try to roam as well.



TL;DR: You're not going to kill these guys, so push, roam and snowball your other lanes since you have better ganks.
Okay, so now you know how to play against specific matchups, but what about more general laning strategies with Ekko, independent of your matchup? Obviously, who you're up against is a big factor in how you play each lane, but here are some tips that apply generally no matter who you're up against:
Zoning





Arguably your best zoning tool, however, is


One last note on zoning: remember that 'backwards' isn't the only direction you can push your opponent. For example, imagine that your jungler (let's say









Farming
Whew. That was a long tip. Here's a shorter one: farming! You hear it everywhere, but farming is incredibly important, as it's where you'll get most of your gold through the laning phase. Farming as Ekko is actually super easy because of the passive from







One last note on farming--remember that since

Early Trading
Keep in mind that while you're not super powerful at level 1 with just





Capitalizing on Kills
When you kill your lane opponent, you get a bit of gold, which is nice. However, if you want to crush your lane opponent, just killing them won't do it. Getting ahead means having an experience (or level) advantage as well as a gold advantage on your opponent, and the best way to do that is to push your minions into their tower. This will cause the tower to kill your minions, denying your opponent the experience they would have gotten from those minions had they been there. Any time your opponent goes back while you're reasonably healthy (or if their jungler is dead too), try to shove your wave into the tower. This applies when they're dead, when they go back to shop/heal, or even when they go to roam. It's arguably the best way to win lane, and it's not too complicated. This is also why you should try to push a wave before you recall or gank--making sure the lane is pushed denies your opponent's ability to use this strategy on you!
Doing this when your opponents roam is worth talking a bit more about. When you see your lane opponent going towards another lane (which you saw because you warded, RIGHT?), the temptation is always to follow them and countergank. This is a good choice if you think that your team could get a kill out of it--if your opponent is low health, or if the lane they're ganking has low health people. However, if everyone's reasonably healthy and you can't get a kill, it is frequently a smarter idea to just ping a bunch of times so that the lane that's about to get ganked knows to look out and hug tower, and instead shove your wave into their tower. Much like zoning, you're forcing the enemy team into a lose/lose situation. If the gank works for them, then they helped their other lane and maybe got a kill for themselves, but lost out on a bunch of CS and experience because a bunch of your minions died to their tower. If the gank doesn't work, then not only does the ganked lane not really change, but your lane opponent lost out on a bunch of CS and XP for nothing. This puts you ahead of them, and makes your laning easier! Knowing when to countergank and when to shove takes practice, but a general rule is that you shouldn't gank for protection, since their tower can do a better job than you. Countergank if you think your team can net kills from it, and otherwise shove your lane whenever your opponent roams.
Warding
Lastly, yet another reminder to ward. Ekko has a ton of escapes and mobility, and with




When you gank, be sure to watch the movements of the lane you're going for. If they suddenly backed off, that means you walked by a ward--keep that in mind and go back to your lane, then gank again in a minute once the ward disappears.
You have three options when ganking a side lane as to where to gank from. The easiest is to gank straight down the middle from the river bush. This works if your opponents are pushed out, but can be tricky if the lane is even. A better way to go (but a riskier one) is to gank from the tribush, which is usually less likely to be warded and gives you a better angle of attack, particularly if you're ganking the lane that has the tribush near the enemy tower. This allows you to come in behind them, catching them in a pincer between you and your laner and almost guaranteeing a


If you make it to a lane and it looks like they don't know you're there, try to wait till your laner commits to a fight. This will usually make your victims blow all of their CC and abilities, giving you free reign to come in and wreak havoc. The temptation with Ekko is to immediately toss






One last note on ganking--don't gank a lane if your laner is 0/5/1, unless you're even more fed than their lane opponent. You'll just feed them more otherwise--focus on lanes that aren't hopeless, and tell them to play safe!



Ekko is very good at getting to carries and blowing them up, using





You should go for assassinations if you're very fed or if their team is relying on one really fed person to carry them. If you can take out the carry, you can often single-handedly win the fight for your team. However, if you get caught while you're going in and get blown up yourself, you just turned the fight into a 4v5. So hang back until the enemy team has blown their peeling abilities!
Ekko's generous amounts of CC from





This is why Ekko is great--if a

As a side note, Ekko's peeling prowess makes him an excellent counterpick to enemy juggernauts-- if the enemy team is something like a


Now we're getting into the weird ones. Ekko's

The best way is to just have an actual initiator on your team, like



Another, much more stylish (but risky) way to initiate is to initiate while running away, with your




Another good spot to initiate is during tower sieges, since people tend to stay in around the same place (either under their own tower or just outside the range of the enemy tower). This static sort of team fight is perfect for

Remember, even if you've built for assassination, you've still got this utility in your kit! Sometimes there's not a good spot for an assassination (like if the enemy


A split-pusher's role is to be so large a threat to an enemy's lane that they have to commit disproportionate resources to stop you, e.g. sending three people to take you alone down before you take their towers/inhibitor. This allows the rest of your team to fight unequal battles in other lanes or take objectives like towers, dragon or even baron.
To be a good split-pusher, you either need to be really good at running away or really good at killing people alone. Thankfully, Ekko is great at both of these things!





In addition, Ekko is great at pushing and tower killing with this build. With 30% CDR, your



Split push with Ekko when your team is able to stall out--the weakness of split-pushing is that it can create a 4v5 if you're not that big a threat, so a team that can stall out an engagement is helpful for this strategy. Don't split push if you're far behind, since they can just send one person to kill you, which doesn't create the imbalanced teamfights you need for split pushing to be worth it.




Now, as we've seen, Ekko has a lot of strengths that you can use, so his win conditions are a lot less clear-cut. It's not just 'always split-push' (like




To help out, here's the thought process that I usually go through with Ekko:
In Champion Select: Ekko can compliment almost any team, but his playstyle changes based on what kind of composition he's in. By seeing what the rest of your team wants to do to win, you can orient your playstyle to compliment theirs.
- If your team has a lot of poke (
Varus,
Nidalee), peel (
Nautilus,
Maokai) or kiting ability (
Ashe,
Karma), then that means they usually want to siege objectives and prevent the enemy team from engaging on them. You can help with this by peeling for them and keeping them safe--assassinations aren't as important in this type of comp, since you're more focused on killing towers than champions. Use your
Parallel Convergence when your team has the enemy pinned under their tower to set up engages, since this type of team is usually really good at keeping the opponents in one place!
Alternatively, if your team seems to prefer stalling out teamfights and doesn't already have a strong splitpusher (like aJax jungle), you can also splitpush while they kite the enemy team and stall. Be careful of doing this against enemy teams with lots of hard engage (like
Malphite or
Sejuani), since kite/siege teams get blown up fast if they get caught 4v5 because you're splitting top.
- If your team has a lot of hard engage (like
Alistar or
Hecarim), your primary role will be a secondary initiator (see the 'Initiator' section above). Follow them in and combo your CC with theirs, and the rest of your team will have an easy time cleaning up. You won't have to peel as much with this kind of composition since your enemies should be CC'd for a long time in teamfights, so go for assassinations if you think you can kill people!
Before the engage happens, soften up the team with lobbedTimewinders at the front line or anyone who gets caught out of position! It'll do some damage and get some
Z-Drive Resonance stacks on them in advance, which is never a bad thing.
- If your team likes to get picks (
Elise,
Morgana, or especially
Blitzcrank), then your role will likely be that of an assassin. You've got great burst damage, so if someone on your team can catch someone out of position with CC, you can jump right in and blow them up. You can also help your team get picks, by throwing a
Parallel Convergence on someone that looks like they're about to get snagged by a teammate. This chain-CCing is like a mini-version of your follow-up initiation I talked about above.
- Lastly, if you're in a "protect-the-hyper-carry" comp (
Kog'Maw,
Jinx, etc.) then you can both peel for the carry and do some damage yourself. These are usually similar to kite comps, since there's a lot of peeling and running around trying not to die.
During the Game: Depending on the course of the game, and how you and the rest of your team is doing, the roles I sketched out above can look more or less appealing.
- If you're super fed, split pushing starts to look like an even better idea, since you can probably 1v1 anyone on their team. This will cause them to commit disproportionate resources to stopping your split-push, giving the rest of your team a favorable teamfight. This is, of course, provided it was already an okay idea to split-push given your comp (e.g. your team is able to stall out while you push and draw the enemies away). If your team is all super underfed, the enemy team might say 'Hey, the one dangerous person isn't here--let's kill them all!' and win a fight 4v5. Split-pushing is risky, but can be the right choice when the stars align.
- If you're underfed, but someone else on your team is doing well, you may be more useful to your team as a source of peel for the fed person, rather than as a primary damage source. The first rule in LoL is "Protect the Carry", and you can't carry every game--recognizing who can lead you to victory (including yourself!) is key to winning consistently.
- Lastly, if there's one super-fed carry on their team, prioritize assassinating that carry. I don't care if you blow everything on it--removing a team's primary source of damage is what assassins do best, and succeeding at it can often singlehandedly win a teamfight. If you're only doing okay (e.g. the rest of your team can survive without you), it can even sometimes be worth it trading your life for something like a fed
Kog'Maw or
Azir. Don't throw your life away, but always be aware of how valuable you are to your team versus how valuable the enemy's carry is to their comp.
Shoutout to Riot's Champion Spotlight for Ekko, which I cribbed a couple of gifs from! That guy playing has no idea what he's doing, though.
Also, thank you for reading! I'm always looking for ways to make this guide better, so if you have feedback or criticism, I'd love to hear how I could make it better!
You must be logged in to comment. Please login or register.