Mobafire League of Legends Build Guides Mobafire League of Legends Build Guides

Ekko Build Guide by The Fancy Pancake

Not Updated For Current Season

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.

Rating Pending
Like Build on Facebook Tweet This Build Share This Build on Reddit
League of Legends Build Guide Author The Fancy Pancake

Ekko: Time to Jungle

The Fancy Pancake Last updated on July 29, 2015
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!

You must be logged in to comment. Please login or register.

I liked this Guide
I didn't like this Guide
Commenting is required to vote!

Thank You!

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.

Team 1

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.



Offense: 24

Legendary Guardian

Defense: 6


Utility: 0

Threats to Ekko with this build

Show all
Threat Champion Notes
Ekko So you decided to do a normal and got mirrored against another Ekko who decided to jungle? Well, at this point, it all comes down to who's got things working for them. If they are able to gank successfully and get ahead, you might just find yourself in a tight spot. Seeing a fellow Ekko in your own jungle should not be a large concern, although having a few wards down never hurts.
Guide Top


Hello, everyone! Ekko, the newest champion, is one that seemed very appealing to play. As someone who enjoys the role of an assassin, specifically Talon and Kha'zix, Ekko is extremely fun to play. Since he's so new, a large amount of people are trying to find what is the right thing to do with him? Take him middle, top, jungle, support? Taking him jungle isn't too bad of an idea, considering his ganks are very strong. Too add on to that, Ekko's ability to clear the jungle isn't half bad. If anything, his clear is pretty good, even if your team does not decide to leash you.

Hopefully, this guide will provide a good idea of how you should go about playing Ekko in the jungle. Straying from this guide, experimenting with other item paths or rune pages, or other things of the such, is expected. Try new things out and find out what works best! I hope this guide helps you on your path to becoming a satisfied Ekko player.

If you can provide any feedback, that will be awesome! I will try my best to continue updating and working on this guide.

Guide Top

Pros and Cons


+ Mobile
+ High damage
+ Good escape
+ Self-heal
+ Comes with CC
Update soon


+ Squishy
+ Melee
+ Item-reliant
+ Landing Q and W
Update soon

Guide Top


Passive: Z-Drive Resonance
This passive is extremely powerful, the backbone of Ekko's damage. Every third damaging move done by you (assuming you haven't procced this passive in the past three seconds) will chunk the enemies health, as well as providing a large speed boost if the enemy is a champion. In the jungle, this is what helps you clear effectively. Just keep in mind that this is not only triggered by your auto attacks, but your damaging moves as well, e.g., Timewinder.

Q: Timewinder
Yet another powerful tool in Ekko's kit, his Q, Timewinder. This move not only does a decent amount of damage and is capable of adding two stacks to your passive on multiple targets, but it also provides a slow in order for you to catch up to enemies you might be chasing down. This move has potential for re-positioning yourself after shooting it out in order to hit more targets than it initially would, since hitting an enemy champion prevents it from going the max range. This skill also helps in clearing the jungle, due to it being able to hit multiple targets, if not all of the monsters in a camp. This is taken second because, usually, if you are starting Krugs or Gromp, you do not really need your Q to hit 3-4 monsters.

W: Parallel Convergence
This skill may take a while to get used to. There is a three second delay before it actually deploys which requires you to plan ahead. The reward for successfully using this skill is very large though. Not only does it provide a very large shield upon entering the zone, it slows targets within the area and stuns them if they are in it when you enter. In the jungle, this skill helps quite a bit, as well as being fairly cheap when compared too your other moves. When starting at your first camp, be sure to smite the primary monster and then throw your W down. Smiting stuns the monster briefly, so having your shield while they are stunned, or stunning them when they are already stunned, is a waste of the skill. Starting with Timewinder is also common, although I mentioned before why I take it second. Parallel Convergence also proves to be an excellent tool for ganking, considering you can be in the brush when you use it, causing them to run towards it as you enter the lane. The passive on it also allows for extra damage to be applied on low-health targets (below 30% of their HP) that does missing health damage, improving Ekko's role as an assassin. This is maxed last because leveling it only really helps with the shield amount, which is not needed to much if you are using the stun to gank rather than the shield for sustain. That, and the jungle creep are hardly ever able to actually break the shield.

E: Phase Dive
This skill is similar to both Vayne's Tumble and Talon's cutthroat. The first part of this skill is the short distance you can tumble, not requiring a target. This allows for you to move over obstacles, such as walls, to catch up to enemies or escape pursuers. After the initial cast, you then automatically blink to the next enemy you try to autoattack and do bonus magic damage to them. This combined with the two stacks of Z-Drive Resonance applied by your Timewinder will lead to a massive amount of damage being dished out. In the jungle, it's a good way to help clear monsters, but it only provides for the damage to be done to a single target, which is why Timewinder has a higher priority. Although, you will max this skill second.

R (Ultimate): Chronobreak
Ekko's ultimate is what brings it all together, keeping your enemies on their toes. Both teams can see where you're able to rewind time to, which can be beneficial and harmful to you. You can use this move as both an escape or a way to deal massive damage to an enemy not expecting it. As an escape tool, if you, for some reason, to face-check brush that everyone on the enemy team is hiding in, you can easily use your ultimate to escape and heal a large amount of damage that was dealt to you. Not only that, but if you combine this with your Phase Dive, enemies flashing after you will prove to be useless. Say you E over an obstacle and the enemy decides to flash after you, wait another second or two to get some distance, and then ult back to over the wall for a clean escape. This is also helpful if you want to steal Dragon or Baron with a smooth smite that will have both teams wondering what happened. The other side of the skill, that which does an extraordinary amount of damage, is often forgotten by enemies when you are at low health. The only trick is positioning your ultimate, pathing in advance to set up for where you will be after ulting. Combined with a well-timed Parallel Convergence, you are even capable of stunning their entire team after ulting back. Not only does Ekko play to be an assassin, but he is capable of doing a fair amount of AoE to the enemy team. On a smaller note, although not used as much, you can actually use your ultimate to return to where it was that you may have decided to use recall. This is my reasoning for taking Sorcerer's Shoes - Homeguard, allowing you to get almost, if not all, of your mana and health back. The only problem with this is that you have to be quick in the shop, since you only have four seconds. This is only really beneficial in certain situations, and should not be used excessively, if at all.

Guide Top

Phasediving and pink wards

In the above picture, I show some locations that aren't as known or that are very useful for Ekko to phase dive over. Recall that for Dragon and Baron, you can phase dive over and steal with a smite, safely returning back over the wall with your ultimate. I also show some useful locations that you can throw down a pink ward to help both yourself and your team with vision, although locations vary on how the game is going.
Pink spots: Pink ward locations
White lines: Phase dive locations

Guide Top


Rune explanation
Mastery explanation
Item explanation (Situationals)
Larger list opponents
The Ekko support