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Ekko Build Guide by Big Shawn

Middle gold

Ekko | Big Shawn's Mid & Jungle Guide

By Big Shawn | Updated on January 12, 2020
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Runes: Mid Lane Safe

1 2 3
Domination
Electrocute
Sudden Impact
Eyeball Collection
Ultimate Hunter

Inspiration
Perfect Timing
Future's Market
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)

Spells:

1 2
Mid Lane
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

LeagueSpy Logo
Middle Lane
Ranked #28 in
Middle Lane
Win 54%
Get More Stats

Threats & Synergies

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

Champion Build Guide

Ekko | Big Shawn's Mid & Jungle Guide

By Big Shawn
𝐖𝐄𝐋𝐂𝐎𝐌𝐄
Hello Summoner! Welcome to my League of Legends Ekko guide. My name is Big Shawn. I am a Platinum player currently maining Ekko and created this guide to help you seek the true powers of Ekko - The boy who shattered Time.
𝐂𝐎𝐍𝐓𝐄𝐍𝐓 Back to Top
1.
INTRODUCTION

About Me

2.
EKKO

Strengths & Weaknesses

3.
PRE-GAME

Runes, Items & Spells

4.
PLAY STYLE

Early, Mid & Late Game

𝐀𝐁𝐎𝐔𝐓 𝐌𝐄 Back to Top
Name: Big Shawn
Rank: Platinum IV
Region: EUW
Lanes: [1]Mid, [2]Jungle & [3]Top

My most played Champions [Lvl 7]:

YASUO

835.000


EKKO

230.000


KENNEN

165.000


ZED

155.000


VEIGAR

60.000

𝐄𝐊𝐊𝐎 Back to Top
STRENGHTHS

+High Mobility.
+High Damage.
+Good Trading on Lane.
+Fair Amount of CC.
+Impactful in Teamfights.
+Ult gives you a 2nd chance.
+High Outplay potential.

Ekko is a champion I started playing because he seemed fun and... because I needed an AP champion in my Champion pool. Ekko is very strong and wins many trades due to his high damage output. That is what makes him OP, but not broken. His Ultimate gives you a second chance in your life. I do quite often make mistakes and his ultimate ability allows me to avoid being punished, although not everytime! He may not have hard skill shots like other champions, but TIMING is Crucial. That is what makes Ekko hard to play. His Ultimate Ability deals a lot of damage, but hitting your opponents with it isn't as easy as it seems like in the montages.
WEAKNESS

-Squishy.
-Vulnerable without Passive.
-Range may Harrass him.
-Takes practice.
-Time is actually your priority.
-Easily punishable.
-Nightmarish Match ups.

To get the most out of Ekko, you need to practice to experience his Strengths & Weaknesses yourself. He is fun to play until you actually feed every game so do take your time to learn the champ. You have to start somewhere. He is easily punishable, especially against champions with strong CC. This is why I made two different builds for Ekko Midlane. Mainly selecting Luden's Echo instead of Protobelt. Obviously because Luden's Echo rhymes with Ekko. Hah... Jokes aside. What makes him also a challenging Champion is that you rely on your own predictions with Abilities like your W-Ability "Parallel Convergence" or your Ultimate "Chronobreak".
𝐄𝐊𝐊𝐎 𝐈𝐈 Back to Top

ABILITIES

PASSIVE
ABILITY
Z-DRIVE RESONANCE (Passive): Ekko's Zero Drive charges his spells and attacks with temporal energy. The third hit deals Bonus Damage and, if the target is a champion, Ekko gains accelerated movement speed.

Q
TIMEWINDER (Q-Ability): Ekko throws a device that deals 60/75/90/105/120 (+30% Ability Power) magic damage to enemies it passes through. It expands into a slowing field on the first champion hit, slowing everything inside by 32/39/46/53/60%. It then returns to him after a delay, dealing 40/65/90/115/140 (+60% Ability Power) magic damage to all targets hit upon return.

W
PARALLEL CONVERGENCE (W-Ability): Passive: Ekko's basic attacks deal bonus magic damage to enemies under 30% health equal to 3% (+[3% Ability Power]%) of their missing health. Deals a minimum of 15 damage, and a maximum of 150 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 it. If Ekko enters the sphere, he will detonate it, gaining a shield that absorbs up to 80/100/120/140/160 (+150% Ability Power) damage for 2 seconds. Enemies caught inside are stunned for 2.25 seconds.


E
PHASE DIVE (E-Ability): Ekko dashes a short distance in the targeted direction. His next attack will deal 50/75/100/125/150 (+40% Ability Power) bonus magic damage and teleport him to his target.


R
CHRONOBREAK (R-Ability): Ekko turns back time, going briefly untargetable and invulnerable. He teleports to where he was 4 seconds ago and deals 150/300/450 (+150% of Ability Power) magic damage to nearby enemies on arrival. Additionally, Ekko heals for 100/150/200 (+60% of Ability Power), increased by 3% for each 1% of his health lost over the last 4 seconds.
𝐏𝐑𝐄 - 𝐆𝐀𝐌𝐄 Back to Top

RUNES MID LANE

As Ekko , your main intention should be winning trades against your lane opponent. Additionally, I seek to sustain on my lane in order to keep up with my opponent.

Electrocute as your main Rune in Domination is a must for me. Like mentioned before, trading is key. With your high damage output available already in the early-game of the match, Electrocute will give you the ability to almost always win your trades. Ekko's Passive Z-Drive Resonance is what makes you win your trades. Adding Electrocute to it creates the perfect synergy to dominate these.

Sudden Impact is a rune which is made for Ekko. You'll most likely engage with your E-Ability Phase Dive and then throw your Q-Ability Timewinder to proc. your passive. Gaining the 6% magic penetration for 5 seconds is a gift for Ekko, especially because it is impossible to not get these.

Eyeball Collection is a rune I usually take as I am highly confident, most of the time, that I will defeat my opponent and therefore be able to make use of this rune. My aim is to demolish my lane as much as I can and then head out and roam with my additional AP, given by the Eyeball Collection.

Ultimate Hunter is amazing for Ekko. I tend to sometimes do wrong decisions, and if I am fed, I am allowed to do these as the Ultimate Ability Chronobreak grants us our second chance. Not only that, from level 16 onwards, your Ultimate tends to have a cooldown of approx. 28 seconds which is amazing. This allows you to be creative with your ultimate, doing outplays for example, or as mentioned before: Survive.

Perfect Timing is what I always take with me. For me this is a step to the safer direction, in terms of ganks or roams. It synergizes perfectly with your W-Ability Parallel Convergence as most opponents do not expect for you to utilize this ability. While being invulnerable for a specific period of time, your W-Ability will stun your opponents if they enter the radius of it, when placed by you. It also buys you time which is crucial when playing Ekko. Think about your Ultimate.

Future's Market is what gives me sustainability when I tend to have a ugly match-up and fall behind. Even though you go into debt, when you've purchased too much, you won't notice the harsh impact it has on your economy. See it as your "Rune-type" Ultimate. It saves you from your punishments. If you're forced to back from your lane due to low Health Points, fear nothing. That is so because you usually come back on lane with an additional item.



RUNES JUNGLE

As Ekko , your main intention should be ganking lanes and gaining kills. Additionally, build a lead and invade the opposing jungler.

Dark Harvest as your main Rune in Domination is a must for me. When you gank successfully, you will most likely always get a dark harvest stack + kill, or atleast force your opponent to flash. Those Dark Harvest stacks will be broken late game for you. Ekko's Passive Z-Drive Resonance is what guarantees you to get those stacks.

Sudden Impact is a rune which is made for Ekko. You'll most likely engage with your E-Ability Phase Dive and then throw your Q-Ability Timewinder to proc. your passive. Gaining the 6% magic penetration for 5 seconds is a gift for Ekko, especially because it is impossible to not get these.

Eyeball Collection is a rune I usually take as I am highly confident, most of the time, that I will gank successfully and tend to take the kills. Therefore I will be able to make use of this rune. My aim is to get ahead as much as I can and then one-shot the opponents sooner or later.

Ultimate Hunter is amazing for Ekko. I tend to sometimes do wrong decisions, and if I am fed, I am allowed to do these as the Ultimate Ability Chronobreak grants us our second chance. Not only that, from level 16 onwards, your Ultimate tends to have a cooldown of approx. 28 seconds which is amazing. This allows you to be creative with your ultimate, doing outplays for example, or as mentioned before: Survive.

Perfect Timing is, like mentioned in the "RUNES MID LANE" section, a safe step into the jungle. You gain a free item, so why would you say no to it?

Future's Market is really beneficial in the jungle. You gain the full jungle item way earlier than the opposing jungler if you do not fall behind.



ITEMS

Main difference in the two "Mid Lane" Item Builds is the the replacement of Hextech Protobelt-01 with Luden's Echo . I prefer it so due to my usual mana problems on the lane I tend to have. Not to forget, that item path is literally like the Jungle one, as both items Luden's Echo and Runic Echoes feature the same passive called Echo. Plus I do not prefer Hextech Protobelt-01 at all as I am not a huge fan of it. Nevertheless it is still strong on Ekko.



SPELLS

Flash is, like with almost everychamp, a must. Flash for those Kills and Drakes as there isn't much else for it to be used.
Smite is what makes you a Jungler. Yeah... Don't forget Smite Fella.
Ignite . Kill Confirmed.
𝐔𝐏𝐃𝐀𝐓𝐄 𝐋𝐎𝐆 Back to Top
30/08/2019 - Patch 9.17: Published
07/12/2019 - Patch 9.23: Complete Re-Design
22/12/2019 - Patch 9.24B: New Content Added
- 𝐏𝐑𝐄 - 𝐆𝐀𝐌𝐄 Chapter
10/01/2020 - Patch 10.1: Content Edited
- Item Build Edited
12/01/2020 - Patch 10.1: New Content Added
- 𝐄𝐊𝐊𝐎 𝐈𝐈 Chapter