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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Z-Drive Resonance (PASSIVE)
Ekko Passive Ability
Threats & Synergies
Introduction
This Ekko guide is aimed at laning, particularly midlane. I've yet to test it at toplane but it should be a good starting point at the very least. I hope you enjoy it!
P.S. I know I should put up some more champion match-ups, but I'm waiting until I play some more games with this guy to do so. I'm sure other guides have match-ups listed, but I'm not a fan of copy-pasting without verifying for myself and with respect to my build.
+ Tons of burst damage + Mobile + Lots of utility, especially with ![]() ![]() + Good in a 1v1 and in teamfights if played well |
- Very squishy - Susceptible to crowd control unless you are good with timing ![]() ![]() - ![]() |
Runes























You can adjust these to your playstyle as you see fit. If you find yourself constantly needing to use that




I find























Important to remember: the stun DOES NOT apply a stack of

It also passively gives you bonus damage to enemies below 30% health based on their missing health, but only on basic attacks, which is why I take a point at Level 3 and leave it there until Level 14, as this effect scales only with AP, not with the rank of the skill. Ranking up only increases the shield amount, and until you become really comfortable with






Important to remember: Both the dash and blink can take you through terrain. In fact, the dash seems to be able to take you through thicker walls than you might expect:





Important things to remember:
- You are invulnerable and untargetable during the animation.
- The ability tracks EXACTLY where you were 4 seconds ago, meaning abilities/Summoner Spells/recalling that change your position are taken into effect. Use this in the laning phase to return to lane super-fast after a quick shopping trip.
- In order for the enemy to see your time ghost, they need to bee able to see YOU, even if they have vision where the ghost is.
- The ability only grants health, and will not undo any healing effects that took place during the last 4 seconds, despite what the ability thematically implies. Four, the ability only heals a percentage of the damage taken plus a base amount. At maximum rank this percentage is only 30%, but for every 100 AP you have another 3.33 percentage points are added, so at 300 AP you'll heal about 40%. This build has a paper value of 746 AP altogether, for a value of about 53%.
- As
Chronobreak is classified as a blink ability, you cannot use it while rooted/snared by the abilities
Nevermove,
Dark Binding,
Ethereal Chains,
Curse of the Sad Mummy,
Yordle Snap Trap,
Flame Chompers!,
Focused Resolve/
Renewal,
Light Binding,
Ring of Frost,
Zenith Blade,
Twisted Advance,
Staggering Blow,
Empowered Bola Strike,
Rune Prison,
Equinox,
Chain of Corruption, or
Grasping Roots.
The Basic Trade



This is





The Stunning Trade




Now we get into trickier territory. This combo, if you time and place


This combo is best oriented against very mobile, fragile champions like



The Stunning Trade Mk. II




This is very similar to the previous combo, but the idea here is that you





The Re-Engage




Even trickier plays here. The trick is to place






Once you've ulted, use




The Easy Re-Engage




This combo is very similar to the one above it, but uses


The Advanced Re-Engage





This one's slightly more complicated and requires a bit of good reflexes to pull off quickly. Like two combos earlier, we're using






The Turret Dive




This one requires good planning. You need to know how much of your target's health bar you can take off, and you need to make a good approach that won't land you in unsafe territory when you

The idea is pretty simple, though: Use




The Delayed Gratification





This is a good combo for teamfights.




Zhonya's Delayed Gratification






This is a similar combo to the previous one, except you use the active from

The 1.5 Rotation







This combo basically requires that you have at least 20% CDR, so that you can get off the last two abilities. You start similar to the previous two combos, getting a couple Autoattacks in while you have the enemies stunned and are waiting for your






Starting Items



I like to start with a



You could also start with 2 pots and

Core Build



For Enchantments, you can take




















Situational Items



















Farming
Last-hitting is always a little tricky with melee champs, especially if like myself you play ranged champions typically.


Trading
Again, your trusty



Once you reach Level 3, try placing





Against tougher lane opponents,




Once you reach Level 6 your damage potential and survivability both increase greatly.

Basic Rules to Live By
In a teamfight, Ekko's main jobs follow a set priority
- Lock down enemies with
Parallel Convergence and/or
Timewinder.
- Deal heavy damage from range. (
Timewinder again)
- Swoop in to chase down low-health survivors with
Phase Dive or possibly even
Chronobreak, depending on your positioning
- Get out with
Z-Drive Resonance,
Chronobreak, or even
Parallel Convergence if you didn't use it earlier.
As a squishy, AP, utility champion, you want to kite and stay out of harm's way while dealing as much damage as possible from range. Once the enemy is low on health you can

Tips
- Have your tank or someone else who can hold the enemy team in place initiate before you cast
Parallel Convergence to increase your chances of hitting the enemy team.
- Once you have
Zhonya's Hourglass, if you have enough health that you won't be obliterated as soon as you come out of stasis, you can use the W>E>Q>Zhonya's>R combo to let your past self catch up with your new position, allowing you to ult right on top of the enemy team.
- Remember that just like in the W>R>E>Q combo, you can use the first part of
Phase Dive to reposition yourself and escape to the back line if needed
- Always try to hit as many enemies as possible with
Timewinder, and don't forget that the slow can be used as a disengage tool.
- In a similar
Vayne--I mean, vein--you can cast
Parallel Convergence along your escape route when you're about ready to run for the hills to shield yourself from ranged enemy damage.

Damage: (110 (base) + 37 (5% AP) )x 1.03 (


Bonus Damage: 770

1st pass: 266
2nd pass: 604 (870 total)

Shield Amount: 927

Base Attack: 472
Base +

Base +

Base +


*I'm not aware how





Damage: 1458
Heal Amount: 200 + (53.33% of damage taken in past 4 seconds)
The Basic Trade



The Stunning Trade




The Stunning Trade Mk. II




The Turret Dive




Total Damage: 2,743 (870 + 1103 + 770)
The Re-Engage




The Easy Re-Engage




Total Damage: 3,098 (1,458 + 870 + 770)
The Advanced Re-Engage





The Delayed Gratification





Zhonya's Delayed Gratification






Total Damage: 4,201 (1,458 + 870 + 1,120 + 770)
The 1.5 Rotation







Total Damage: 6,757 (1,458 + 870 + 870 + 472 + 472 + 770 + 152 + 152 + 456 + 456 + 456 + 174)
(Assumes 3 procs of



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