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Ekko Build Guide by Dragfla

Support Ekko Support - New OP Build - WIP

By Dragfla | Updated on December 11, 2019
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Runes: Natural Scalling

1 2 3 4
Domination
Electrocute
Sudden Impact
Eyeball Collection
Ravenous Hunter

Sorcery
Absolute Focus
Gathering Storm
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 3
Aggresive
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

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Jungle Role
Ranked #13 in
Jungle Role
Win 50%
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Threats & Synergies

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

Champion Build Guide

Ekko Support - New OP Build - WIP

By Dragfla
Basic introduction
1.
Aggressive

The Aggressive Ekko support, is the closest to the classic Ekko gameplay. It is focused around the 'Spelltheif Edge' support item, where you scale and get gold be damaging and poking, your enemies with the classic Ekko burst combo.

2.
Sustainable

The sustainable build, is focused around survival, and being able to stay longer in lane. The build, is playable to your preference, and is the more all around build. The build is focused on staying alive and enduring fights.

3.
Tank

The Ekko Tank build, is very unique compared to the classic Ekko gameplay. It is not a straight out tank like other support tanks. It is not as much about the damage you deal, but how you manipulate and control the game.

Pros and Cons Back to Top
PROS

+ No one sees it coming (currently)
+ Heavy bot lane control
+ Massive burst
+ Crowd control
+ Anti-squishy (easily kills squishies)
+ The enemies need to play safe

Ekko is a assasin, kinda mage. He has massive burst, high mobility and a good amount of crowd control with his 'w' Parallel Convergence and 'q' Timewinder, with a heavy stun and slow. Ekko can run into battle just as fast as he can run away from it. It's hard to escape him and with a bot-laner contantly shooting as well, it's hard to turn the fight around. Ekko controls the speed of the bot lane, as long as the freindly bot-laner isn't to bad, usualy gold or above can keep up.
CONS

- Weak against most tank supporters
- Engagements needs preperation
- Hard to scale if not experient Ekko
- Weak against crowd control
- Useless if don't control bush & alcove
- Hard to safe bot laner if ganked

Even tho, this Ekko might not be weak, it still definitely has its blind spots. Most noticeable is tank supports, they are not immune to his playstyle, just kinda counters it, if they go magic resistence, it's gonna be hard to do anything in botlane, else than just taking damage and doing crowd control, and then it is all up to the ADC.
This build is very squishy until it reaches lvl 6, especialy if they have a stun.
Ability details Back to Top
PASSIVE
ABILITY
Z-DRIVE RESONANCE (Passive): Ekko's basic attacks and damaging abilities apply Resonance to affected enemies for 4 seconds, stacking up to 3 times.
At 3 stacks, Resonance is consumed to deal 30 − 140 (based on level) (+ 80% AP) magic damage to the target, doubled to 60 − 280 (based on level) (+ 160% AP) against monsters, but capped at 600.
STOLEN TIME (Passive): If Ekko triggers Resonance against enemy Champion, he also gains 50 / 60 / 70 / 80% (based on level) bonus movement speed for 2 / 2.5 / 3 (based on level) seconds.



Q
TIMEWINDER (Q): ACTIVE: Ekko throws a device in the target direction, dealing magic damage to enemies along its path.
After traveling 700 units or upon hitting an enemy champion, the device slows down for 1.75 seconds, expanding and creating a Temporal Sickness field that slows nearby enemies, while continuing to travel in its direction for another 190 units and expanding for another 50 units.

After finishing its path, the device contracts and returns to Ekko at a higher speed, dealing magic damage to enemies along its path.

The traveling and returning device cannot damage the same enemy more than once.



W
PARALLEL CONVERGENCE (W): PASSIVE: Ekko's basic attacks deal 3% (+ 3% per 100 AP) of the target's missing health bonus magic damage to targets below 30% of their maximum health. The damage has a minimum threshold of 15 and is capped at 150 against minions and monsters.
ACTIVE: Ekko calls upon an afterimage that bats a device to the target location. After traveling over 3 seconds, the device expands to slow enemies by 40%, only revealing itself to enemies in the last 1 second.

If Ekko enters the expansion within the next 1.5 seconds after it lands, it detonates to stun any enemies within for 2.25 seconds, shielding him for 2 seconds.



E
PHASE DIVE (E): ACTIVE: Ekko dashes towards the target location, giving him Primed.

PRIMED: Ekko's next basic attack has 300 bonus range, deals bonus magic damage, and causes him to blink to his target. The bonus magic damage is classified as ability damage.



R
CHRONOBREAK (R): PASSIVE: While Chronobreak is available, Ekko is followed by a time-delayed afterimage of himself that tracks where he was 4 seconds ago.

ACTIVE - BROKEN TIMELINE: Ekko traces back to his afterimage, entering stasis during the transportation, dealing magic damage to surrounding enemies on arrival and healing himself.
Summoner spells Back to Top

SUMMONER SPELLS
-
FLASH: is not a 'must have' but is very highly recommended, to make sure you do not die or so you can get the kill. Flash is either and mostly recommended to be used to survive, and only if you are snowballing or far behind use it to get a kill.
IGNITE: is used to finish a kill, that's running away, e.g. under a turret. You should equip flash if you play the aggressive support, but can also be used on the others depending on your opposing champions.
EXHAUST: is recommended to us, in a fight after both your stun and slow has worn off. It can be used on all the 3 builds, but is mostly recommended for giving bot-laner kills and when you go tanky.
TELEPORT: should be equiped if multiple of your teamates have been counter-picked. Use this to gank other lanes either when a fight just started, is about to start or when they are positioning badly.
Main Runes - Work in progress... Back to Top


DOMINATION
PRIMARY: A

This primary rune set 'A', is the standard rune set, usually combined with a secondary 1 and sometimes 2 depending on your enemies. If they are pokers with no vision control, go secondary 1, but if they are pokers with vision e.g. Kalista or Ashe, then you should go secondary 2, to sustain their poking.

Electrocute should almost never be swaped out with one of the other Domination choices, because of its important for damage, burst and overall combo. But if you choose to help as much all lanes as bot lane, Predator could be an option. But don't do this without some expirience in the playstyle.
Sudden Impact is THE MOST important rune for Ekko, since it makes him so much stronger and works perfectly with the rest of his kit. It also works great with the playstyle of Ekko support, since you dash out of bushes and burst, and that extra tenacity and magic penetration, is extremly good throughout the entire game, but it's mostly because of the magic penetration though.

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RESOLVE
PRIMARY: B

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Secondary Runes - Work in progess... Back to Top


SORCERY
SECONDARY: 1

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Slorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et Taste of Blood dolore magna aliqua. Ut enim ad Taste of Blood minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat.

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INSPIRATION
SECONDARY: 2

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Slorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et Taste of Blood dolore magna aliqua. Ut enim ad Taste of Blood minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat.

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DOMINATION
SECONDARY: 3

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Duis aute irure dolor in reprehenderit in Ashe voluptate velit esse cillum dolore eu fugiat nulla pa qui officia deserun pariatur. Excepteur sint occaecatpa qui officia deserun cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

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More coming soon... Back to Top
Coming soon...

Items
Playstyle / gameplay
Positioning
Early / Mid / End game
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