Ekko Build Guide by PenguinOnStick
EKKOLOGIC - An Ekko guide jungle [Season 9]By PenguinOnStick | Updated on January 14, 2019
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Runes: Jungle runes
+10% Attack Speed
+10 Adaptive (6 AD or 10 AP)
Threats & Synergies
He is easy to 1v1 but can be a problem in 2v2's. Mostly for your laner and not for you. w early so you can stun him after he engage. And with his cc you will stand still for a long time so your ult is easy to hit.
Camille's ult is useless since you will easily ult her when she is close to you.
Can't rly kill you and late, she isnt a problem.
She is annoying with her e but in late game you can take her. Just try to avoid her stun and use your w when she is in the air.
Early she is annoying with her good ganks. She can make your team fall behind. try to counter gank and buy scanner early since
Champion Build Guide
EKKOLOGIC - An Ekko guide jungle [Season 9]By PenguinOnStick
Why do you play Ekko jungle? The simple answer is that he is a solid jungler. His kit provides an easy and fast clear and his ganks are very good. He is good in team fights and counterganks aswell.
-Ganks are good
-Is always usefull
-Hard to kill
-1v1 can be hard
-Weak against high cc
As u see, there isn't much to say in the cons section. The pros listed above are far away from all the pros that Ekko has but it gives an idea of how powerfull he can be.
Starting of with Ekko's Passive. Z-Drive Resonance
DEFINITION: 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.
What I have to say!
Ekkos passive is probably the most important thing in his kit. The bonus damage is very high and when clearing. You should always look for 3 stacks on every monster. The movement speed bonus is also very high so keep that in mind when you have to get out of tricky situations. For example, when escaping. Throw out your W and Q back on the enemy chasing you. After that. E on to one of the enemy champions to get the W stun and the movement speed bonus. That will in a lot of cases put you far away from the enemy.
Ekkos Q: Timewinder
DEFINITION Ekko throws a temporal grenade that expands into a time-distortion field upon hitting an enemy champion, slowing and damaging anyone caught inside. After a delay, the grenade rewinds back to Ekko, dealing damage on its return.
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.
What i have to say!
Ekko's Q is a very good ability. You mostly use this to clear, farm and stack your passive. When clearing, try to make sure that every monster in each camp are hit by your Q. When farming, do the same. One simple rule to tell if you are behind or not is to Q a wave at level 9 (when your Q is maxed out). If the caster minions dies to one Q (forward and back), you are in a good position. The slow can be very useful aswell. When you are getting chased or when you want to apply passive stacks on people to land a good ult.
Ekko's W: Parallel Convergence
Ekko splits the timeline, creating an anomaly after a few seconds that slows enemies caught inside. If Ekko enters the anomaly, he gains shielding and triggers a detonation, stunning enemies by suspending them in time.
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 by [object Object]%. 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 1.75 seconds.
What I have to say!
Ekko's W is the key to winning a team fight and the most important ability when ganking. It provides an AoE stun and a shield for you. When clearing, Start with W, and always use it in the early clears. When teamfighting, try to play around your W and bait the enemy. When ganking. Throw out the W behind the enemy, blocking their path to safety. If they try to run back they will get stunned.
Ekko's E: Phase Dive
Ekko rolls evasively while charging up his Z-Drive. His next attack deals bonus damage and warps reality, teleporting him to his target.
Ekko dashes a short distance in the targeted direction. His next attack will deal 40/65/90/115/140 (+40% Ability Power) bonus magic damage and teleport him to his target.
What I have to say:
There isn't really much to say when it comes to Ekko's E. It is a simple dash into a blink. You have to remember that when doing the second blink onto someone you can follow them if they for example flash. Another good thing to remember is that you can blink throught small walls. For example a Veigar stun. When you have your proboelt, do a combo dash and travel very far in a short amount of time. This can surprise enemies who thinks that they are safe.
Finally, Ekko's R: Chronobreak
Ekko shatters his timeline, becoming untargetable and rewinding to a more favorable point in time. He returns to whenever he was a few seconds ago, and heals for a percentage of the damage received in that duration. Enemies near his arrival zone take massive damage.
Ekko turns back time, going briefly untargetable and invulnerable. He teleports to where he was 4 seconds ago and deals 150/300/450 (+150% Ability Power) magic damage to nearby enemies on arrival. Additionally, Ekko heals for 100/150/200 (+60% Ability Power), increased by 3% for each 1% of his health lost over the last 4 seconds.
What I have to say!
Ekko's R is a very strong ability. It deals a lot of AoE damage and heals for a lot aswell. Ekko's R gives you an oppurtunity to play very aggressivly and still get away with it. In team fights you should always have an eye of where your ghost is and try to land a great ult. One other thing that you can do is dash into the carry and one shot him/her. After that, you just ult back to safety. In higher rank Chronobreak has a very short cooldown so don't be afraid to use it.
Ekko has a lot of standard combos and I will talk about them here.
Starting of with the basics we have:
E > Q > AA
This combo is very simple. You dash onto an enemy then Q and AA. This slows them, gives you speed and a lot of options. You can either keep going. Maybe because you have your W in set up. You can also back with the movement speed or with your ult. You can also back off and then use your ult for damage.
E > Pro-belt > Q > AA
Just the same combo but with probobelt for AoE damage and longer dash.
Q > E > AA
This works when you hit your first Q. After that you go in. Not much to say.
More combos comming soon!
The Ekko runes are pretty standard. In almost every case you go electrocute and not Dark harvest. The reason for that is because in almost every game electrocute will be more worth it. Dark harvest is only good if you snowball very hard.
This rune is very good since it gives you a lot of extra damage on your e wich is good for killing every target.
The eyball collection rune is good since you are a jugler and will be assisting in a lot of kills.
Not much to say here really. The healing from your Q is insane.