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NOLIFE's In Depth Guide To Ekko 9.15
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Choose Champion Build:
-
AP Ekko Mid
-
AP Ekko Jungle
-
Tanko Jungle
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SUPER SPEED EKKO JUNGLE
Recommended Items
Runes:
Domination
Inspiration
Spells:
Flash
Ignite
Items
Ability Order
Z-Drive Resonance (PASSIVE)
Ekko Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Heimerdinger
WORST.MATCHUP.EVER. Just farm what you can. He owns the lane. Take teleport cause he will force you out of there so fast.
Ideal
Strong
Ok
Low
None
Intro and how to read this guide (IMPORTANT)
Hi and welcome to my Ekko guide. A little about me: I have been playing League since Season 6 but never really had much time for ranked until Season 7. A couple months after I started playing I picked up Ekko and immediately fell in love. Why listen to me? I have been an Ekko main for about 2 years, and I currently currently have a 73% win rate with him him in ranked, so I guess I'm doing something right. I have put a lot of time and effort into this guide so I if it helped, please give it an upvote :) In this guide I will cover Ekko's laning phase, match ups, power spikes, item builds and abilities. However, this is NOT they only way to play this champion. Every champion has different builds and different strengths that you can play around. How you play depends on the matchups and team comp as well as your PERSONAL PREFERENCE AND PLAYSTLYE. Play how you feel comfortable, don't force yourself to play a certain way because that's what a guide said to do. Now just because there are multiple ways to play him doesn't mean they will result in a win or a good time. I've found this way of playing and building to be very successful and super fun and I hope you will too. Without further ado, lets jump into the guide! |
Pros
+ Snowball's well + Very mobile + Slippery + AOE stun with ![]() + HUGE mid game power spike + ![]() Once Ekko gets to the mid game he is a powerhouse. He roams well, and can one shot ADC's faster than you can blink. The tank's haven't gotten a super tanky yet so you still deal a ton of damage to them. You're ultimate ( ![]() ![]() |
Cons
- Weak early game - Has trouble catching up when behind - Very item dependent - Getting hard CC'd basically means you die. - Starts to fall off late game (around 50 minutes) - Project Ekko's hair makes him look like a toucan Ekko does have his downsides though. His early game is pretty bad, and while he does stay pretty relevant, at some point you won't be able to just one shot everyone super easily and your power starts to fall off. If the enemy team CC's you then you cant ult or use ![]() |
Passive - Z-Drive Resonance |
This is what gives you most of your burst (along with

Mid and late game it can just delete people, but early game it really doesn't do much damage. It is good for short trades because it procs at about the same time as a


Q - Timewinder |
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This is your main ability in lane for farming and trading. However, it has a high mana cost so don't spam it. Getting aggressive with ekko pre 6 is iffy, as you are kinda weak before buying


If you manage to hit someone with it in lane, you can look for a trade. It is also great for keeping the waves pushed out. Max it first because early game with




W - Parallel Convergence |
This ability is amazing. No other way to describe it. It gives you bonus damage on auto attacks against low health enemies to help you last hit in lane, or execute champions that you cant finish off with your burst. On top of that it gives you a short acting shield that becomes MASSIVE late game, allowing you to dive in and take no damage in team fights. Most assassins don't have any hard cc, and those that do, its usually single target.



We max it last because it is not very useful in lane, since the enemy can hear you cast it. Also, the stun does not increase by putting points into it, and the shield already has a ridiculously high AP scaling. If you are ganking, place it while you are out of vision and try to predict the enemies pathing. Take it first when jungling as it will help you clear that first buff faster and with more health.

E - Phase Dive |
This is a very versatile tool. It can be used to enter a fight or escape from one. Early game it's doesn't do a lot of damage but once you get that




Late and mid game it actually does more damage than



R - Chronobreak |
![]() |
PASSIVE: While ![]() ACTIVE: After a short delay, Ekko blinks to his hologram's location, becoming briefly untargetable, dealing magic damage to surrounding enemies on arrival and healing himself, scaling with AP as well as a percentage of the damage taken in the last 4 seconds. |
Probably one of the best ultimate's in the game. It is increadibly versitale, and it has a very short cooldown.

NEVER BE AFRAID TO USE YOUR ULT. I cannot stress this enough. I've seen so many Ekko's say "I thought I would make it and I didn't want to waste my ult." You're ult has a short cooldown, and its much better for you to have to waste you're ult that die. If you think there is even a CHANCE you might die, just ult out. The moment you start to get that feeling of "whoa, this is bad, I might die here" just ult. Ekko is incredibly hard to shut down or kill because if things go south he can just get out. It also is great for laning because it takes away almost all of the enemies kill pressure on you.

COMBO 1: [
[Phase Dive]]-->
Timewinder--> Auto Attack--> Second part of
Timewinder
How to do it:
Phase Dive onto a target and then instantly
Timewinder. Auto attack to proc
Electrocute as well as
Z-Drive Resonance. Use the extra move speed from your passive to reposition yourself so that the second part of the
Timewinder hits them. Make sure to weave in auto attacks to keep up the damage
COMBO 2:
Hextech Gunblade--> Combo 1
How to do it: Same thing except you can use your
Hextech Gunblade active (which has a longer range than your
Phase Dive empowered auto to slow them so you can get in range.
COMBO 3:
Parallel Convergence-->
Chronobreak
How to do it: If you ult through you're
Parallel Convergence, it will trigger its stun and shield. Place it down as you're running away, to bait the enemy, then ult back through it to stun them then re-engage, pick up a kill the start running again. Or just skip that last part and use that shield to protect yourself so you can keep running.
MORE COMBOS COMING SOON
[Phase Dive]]-->


How to do it:





COMBO 2:

How to do it: Same thing except you can use your


COMBO 3:


How to do it: If you ult through you're

MORE COMBOS COMING SOON
MID
SECONDARY
JUNGLE
SECONDARY
OTHER RUNE OPTIONS
I havent tried out every rune on Ekko, but these are other options I've explored.
Transcendence - If you really want the extra CDR, or if your build includes enough movement speed already then taking transcendence is fine. I take it when I have
Relentless Hunter.
Relentless Hunter - Good for roams, lets you just run around and get your team ahead. Not a bad choice, its up to you whether or not you want to use this or
Ravenous Hunter. Both have their perks.
Predator - Electrocute is much better, this makes your laning phase ****.
Dark Harvest - Again, Electrocute is better, but this does buff your
Phase Dive damage. All in all though, this rune is better for jungle and I wouldn't recommend taking it mid.
Perfect Timing - This is really good on Ekko, because even after you use it it still builds into your
Zhonya's Hourglass. It is getting a pretty big nerf soon though, so I don't take it, however it is a VERY good rune on Ekko and definitely viable.
Future's Market - I don't really like it on Ekko but if you are going Inspiration second, this is probably gonna be your other rune unless you need the sustain that
Biscuit Delivery offers
Ravenous Hunter - Combine the spell vamp from this with what you get from your
Hextech Gunblade and its amazing. It actually helps you survive fights a bit better, and in between team fights you can go clear a wave or a jungle camp and get back a bunch of health.
![]() |
Take this always, gives amazing burst. It functions like the old
![]() ![]() ![]() |
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Gives you a burst of magic pen when you E someone. Not much to say there, just a useful assassin tool. |
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Vision is sooooo important. Always place down your wards in key places. Use control wards to establish vision over hey places and clear out those wards. |
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It's the same idea as ![]() ![]() ![]() |
SECONDARY
![]() |
Ever since ![]() |
![]() |
Personally, I really like CDR, and having reduced cooldown on items, summoner spells and abilities, as well as an increased CDR cap is something that Ekko can really take advantage of. |
JUNGLE
![]() |
Very useful for ganking, helps you to stick to your target. A common problem I run into as Ekko, is that after the E-->Q combo, I am sometimes unable to keep to the target and proc the final stack of ![]() ![]() |
![]() |
Again, who doesn't like free boots? They are especially useful as a jungler. Makes tier 2 boots cheaper which I really like. Makes ganking early kind of hard since you cant get boots until 10 minutes(unless you have kills), but Ekko isn't the best early ganker anyway, and the ![]() |
![]() |
Again, CDR is always good on Ekko. Not much to say here that I didn't already say. |
SECONDARY
![]() |
Ekko is fast and this makes him faster. After you proc your ![]() |
![]() |
The extra AP you get during the mid to late game is amazing. Who doesn't like free 40 AP at 30 minutes? Its basically 870 gold worth of free stats (the cost of 2 Amplifying Tomes). |
OTHER RUNE OPTIONS
I havent tried out every rune on Ekko, but these are other options I've explored.













As AP Ekko mid, you will generally buy a Hextech item first. That item is either
Hextech Rocketbelt or
Hextech Gunblade. I used to favor Gunblade over Protobelt, but now I honestly can't decide which I like more. A lot of it comes down to personal preference as well as the matchup and how the game is going. After having played both builds countless times, I think I am qualified to give a good analysis of the merits of each of them.
This is the more popular Hextech item on Ekko. It's 900 gold cheaper than Gunblade, so you can get it a lot sooner. As Ekko, you want your Hextech item ASAP so you can start building your your
Lich Bane. Those are the core 2 items on Ekko, so the sooner you get them the better. If you aren't stomping in lane, or you are getting bullied, then getting a Protobelt could be your best bet, as it's cheaper and offers more defensive stats.
The dash active is really useful for getting in range of your target to use
Phase Dive, or just dealing a little extra damage. However, the dash cannot go through terrain or pass through unites, and the dash distance is very small. While it is cheaper and offers a lot of good stats, it doesn't give you much AP, so you won't really start hitting hard until you get some more AP or at least a
Sheen.
This is the less popular Hextech item on Ekko, but it's still really good. It costs more than Protobelt, doesn't give CDR or health, and only gives 20 more AP. So why is it any good? Well, that 40 AD actually comes in pretty useful. It scales with
Lich Bane damage, and it can be useful for helping to finish off a target you don't kill with your abilities. If you get a good lead in lane and think you will be able to afford it fast enough, Gunblade is a good choice. If you are getting getting wrecked in lane, don't build it because that will make it take longer for you to get the rest of your items. Generally whenever I buy Gunblade, I feel like I do more damage than with Protobelt pre
Lich Bane.
Although it doesn't have all the awesome stats that Protobelt does, it's passive and active are better in my opinion. The passive combined with
Ravenous Hunter basically gives you 30% spell vamp. This means that after a fight, you can just go clear a side wave and be back to full health. It can even help you survive a fight (although I wouldn't count on it). The active is what really makes me love this item. Not only is the damage more than that of Protobelt, but it slows as well, which helps you stick to a target. The active range of Gunblade is just longer than that of you
Phase Dive empowered auto attack, so if you are just barely out of range, you can use Gunblade to slow them and then
Phase Dive onto them. You can't really do this with Protobelt's active because after you use it, you stop moving.


Hextech Protobelt-01 |
This is the more popular Hextech item on Ekko. It's 900 gold cheaper than Gunblade, so you can get it a lot sooner. As Ekko, you want your Hextech item ASAP so you can start building your your

The dash active is really useful for getting in range of your target to use


VS
Hextech Gunblade |
This is the less popular Hextech item on Ekko, but it's still really good. It costs more than Protobelt, doesn't give CDR or health, and only gives 20 more AP. So why is it any good? Well, that 40 AD actually comes in pretty useful. It scales with


Although it doesn't have all the awesome stats that Protobelt does, it's passive and active are better in my opinion. The passive combined with



Here are the other possible items you could get on Ekko after your Hextech item.
Lich Bane
O baby this item is good. CDR, movement speed and AP, it has it all. Pretty much always get it seconds, its a lot of your damage.
Zhonya's Hourglass
A good defensive item that gives you damage as well. I generally take it 3rd always. The item active is great, if you place your
Parallel Convergence and then use the active you will still you will still detonate your shield and stun even though you are untargetable which is great for surviving a skirmish. Use it to avoid cc(such as
Rocket Grab) or damage (like
Final Spark) that might get you killed or put you in a bad position. It has a long cool down, so keep track of it.
Rabadon's Deathcap
This item gives you a insane damage buff. If you're fed and have to carry, take it 3rd before
Zhonya's Hourglass. If you are behind and really just trying to stay in the game, take it 5th or 6th or even not at all depending on how bad you are doing. It's hella expensive so its hard to get. Generally it can be you're 4th or 5th item, after you're core 3. Don't build it 1st or 2nd please. The only champion that you could ever do that with is
Veigar and even then its not you're best choice.
Void Staff
4th or 5th item usually. It helps a lot with burst, and can help to crack open anyone who builds MR. Keep in mind that while it does give a lot of percent magic penetration, it's still not gonna let you one shot tanks. Always go for the squishy's.
Banshee's Veil
Solid defensive item. Gives you a shield, MR, AP, and CDR. Don't build it unless they are hitting you with enough magic damage that its necessary.
Mejai's Soulstealer
This item is soooo situational. Only take it if you are super fed. Ekko is a champion who snowball's well and is hard to kill, which makes Mejai's great on him. Once you start to die more sell it. Generally start off with
Dark Seal if you are starting to get fed, and if you need to carry or think you are fed enough to make use of it, upgrade to Mejai's. You can build it before
Lich Bane even.
Luden's Tempest
I've see it work on Ekko, but I just prefer Gunblade. Getting it first just means you wont be buying any of the other items with a haste passive, which is fine since you don't build them on Ekko anyway.
Twin Shadows
It's just the active of
Frost Queen's Claim with some AP, CDR and movement speed. It's cheap, and I've experiment building it first and it wasn't bad. The active is great for roams and catching people out. A nice ganking tool for jungling.
Morellonomicon
Doesn't give CDR or mana anymore, but it does give health and magic pen! Build it late if the target you're trying to kill is just healing up before you can burst them down. Mainly against ADC's with life steal.
BOOTS
Sorcerer's Shoes
I generally take this when I'm playing Ekko mid unless I'm pretty behind. If you are pretty fed or need more mobility, you can build them as soon as you finish your first item to help with burst.
Mobility Boots
I would't recommend them for mid lane unless you are roaming non stop, but even then it't iffy. They offer no resistances or damage, just speed. They are really fun on jungle Ekko because they allow you to roam around the map and gank so much more.
Ninja Tabi
Great item for Tanko. Gives you a little bit of armor, but it reduces the damage dealt from basic attacks by 12% which is really good against things like
Master Yi or
Jax. You can take it on AP Ekko, but
Sorcerer's Shoes are really useful
Mercury's Treads
Another good item for Tank. I don't take it much on AP Ekko because if you get CC'd you're probably dead regardless. If you are against a mage and just really need the MR or slow/stun resist then these can be a good buy.

O baby this item is good. CDR, movement speed and AP, it has it all. Pretty much always get it seconds, its a lot of your damage.

A good defensive item that gives you damage as well. I generally take it 3rd always. The item active is great, if you place your




This item gives you a insane damage buff. If you're fed and have to carry, take it 3rd before



4th or 5th item usually. It helps a lot with burst, and can help to crack open anyone who builds MR. Keep in mind that while it does give a lot of percent magic penetration, it's still not gonna let you one shot tanks. Always go for the squishy's.

Solid defensive item. Gives you a shield, MR, AP, and CDR. Don't build it unless they are hitting you with enough magic damage that its necessary.

This item is soooo situational. Only take it if you are super fed. Ekko is a champion who snowball's well and is hard to kill, which makes Mejai's great on him. Once you start to die more sell it. Generally start off with



I've see it work on Ekko, but I just prefer Gunblade. Getting it first just means you wont be buying any of the other items with a haste passive, which is fine since you don't build them on Ekko anyway.

It's just the active of


Doesn't give CDR or mana anymore, but it does give health and magic pen! Build it late if the target you're trying to kill is just healing up before you can burst them down. Mainly against ADC's with life steal.
BOOTS

I generally take this when I'm playing Ekko mid unless I'm pretty behind. If you are pretty fed or need more mobility, you can build them as soon as you finish your first item to help with burst.

I would't recommend them for mid lane unless you are roaming non stop, but even then it't iffy. They offer no resistances or damage, just speed. They are really fun on jungle Ekko because they allow you to roam around the map and gank so much more.

Great item for Tanko. Gives you a little bit of armor, but it reduces the damage dealt from basic attacks by 12% which is really good against things like




Another good item for Tank. I don't take it much on AP Ekko because if you get CC'd you're probably dead regardless. If you are against a mage and just really need the MR or slow/stun resist then these can be a good buy.
Laning
Levels 1-5: Ekko hits a decent level 2 power spike. If you hit level 2 first, try and look for a trade. After level 2 though, you just want to farm for the most part. Stay back and try not to take any unnecessary damage. If you are being pushed in you can use your Q to farm. Whatever you do don't push the wave. There are a few champions you can take trades with but for the most part you just want to last hit. Ekko doesn't really have a lot of kill pressure in lane without outside help.
Level +6: After level 6 this is when things start happening. You're ult deals a lot of damage and makes you insanely hard to kill. About this time you should also have your

Roaming: This is how you will pick up most of your kills, and also one of you're most important jobs on Ekko. If you aren't winning lane, look for roams after you push out a wave. If you are ahead, then it's even more important to roam, and a lot of poeple don't understand this. Yes it's fun to kill your enemy laner over and over again, but it doesn't get anything done. If you get a lead, do something with it. Push out your lane and roam. By roaming you spread that pressure from mid to the other lanes too. This helps your teammates much more. Ekko is great at dives because his ult just allows him to cop out so easily.
Make sure that your bot lane and top lane get vision control. A lot of roaming is map awareness and cooperation. Use pings to indicate when you are on your way, and back off if your teammates aren't down to fight. If your laner roams, ping missing and warn your other laners. Try to follow them if you can. If you push in your lane and can't get any roams, off, look for something else productive to do, whether it be something big like a dragon, or just getting some vision.
Ganks/Warding/Map Awareness: The mid lane has 2 sides has two sides to be ganked from as well as a long line of bushes incredibly close to the lane. It's also the shortest and thinnest lane. This all makes ganking you increadibly easy, but it also makes it easier for the enemy mid laner to be ganked and for you to pull off good roams. Pre 6 Ekko is incredibly easy to gank, and if your E is on cool down, then you have no way out. Play back and let the enemy push in the lane, that way it's harder for you to be ganked, and it's easier for your jungler to gank. If the enemy laner just gets super aggressive out of nowhere it probably means you are getting ganked and you need to back up. When your jungler comes to help gank, throw down your

Mid Game: Once you reach the mid game and you have some items under your belt, you really start to hurt. Roam often and pick up kills.
I feel like Tanko deserves its own section because it is so different from regular Ekko, and it's not exactly a tank. My personal favorite version is the Cinderhulk build but the Runic Echoes version is more popular.
Newer league players will not remember this, but a few seasons ago (Season 6 I believe), Tank Ekko or "Tanko" was not only viable, but a fairly strong pick. Over the years Riot changed a few things that made building straight tank on Ekko less appealing and eventually Tanko faded away and died....BUT NOW IT'S BACK and I'm gonna teach you how to play it. But first some history:
HISTORY OF TANKO
In season 5 Riot changed
Parallel Convergence so that the base shield received was significantly lower but had a higher AP ratio. This meant that Ekko could no longer get the same kind of shielding and protection without building AP. In season 6 the stun duration was reduced from 2.25 seconds to 1.75 seconds. This nerfed Ekko's one form if hard CC, which is essential to most tanks. Other base damage decreases combined with AP ratio increases caused Ekko to lose significant amounts of damage without AP. However the real death of Tanko came in Pre-Season 7 with the Assassins update. The healing ratio on
Chronobreak was changed from 20%(6% per 100 AP) of damage taken to 60% AP. This was a big hit to Tanko, no longer could you get a massive heal by building a ton of health, you needed that AP. They also took away the slow from
Z-Drive Resonance, leaving just the slow. Ekko had become a powerful assassin, but he lost his tankiness.
Tanko was traditionally a top lane pick, but when Ekko received some buffs that made him a better jungler(
Z-Drive Resonance damage doubled against monsters and bast attack speed increased by 10%), Tanko managed to work its way back meta, and in Season 8 it became a decent pick.
There are two main ways of playing Tanko, Runic Echoes and Cinderhulk build, but they have very different play styles.
SCROLL DOWN TO THE BOTTOM OF EACH SECTION TO GET A SUMMARY
Currently the more popular Tanko build, even played by challengers. It makes you fairly tanky, and you still deal a good amount of damage. While it may be really good in higher elo, the majority of players are bronze/silver/gold. Challenger games last usually about 20-30 min while lower elo games usually are about 30-40. The reason for this is that challengers and other higher elo players are better at ending games and can really snowball leads. Lower elo players can snowball but they usually don't prioritize objectives and throw leads more.
So how does this play into the Runic Echoes build?
With the Runic Echoes build you start to deal a lot of damage as soon as you get you're jungle item, and that helps you to snowball. If you aren't behind you'll start racking up kills and you will have the
Iceborn Gauntlet in no time. Both items are very cheap, and they give you a lot of damage while making you pretty tanky. You'll be thinking to yourself "holy **** this is OP!!!" And it is, but only if you play it right. Unless you start building more AP straight away, then you're damage will start to fall off. The biggest thing you need to remember when playing Tanko is that you are not an assassin, and you cannot burst people. Sounds simple but when you are snowballing, you feel invincible and forget that the build you're playing doesn't allow you to 100 to 0 people. And while you may be tanky, you are a hybrid tank/assassin, and you can't just sit there and soak up damage, especially in the late game.
So what do I need to do to with with this build?
With the Runic Echoes build, you snowball quickly and your core items are cheap, meaning you will hit that power spike very early. The most important thing you can do as soon as you get damage is GANK NONSTOP.
The pro's put a lot of emphasis on farming, and while it is a needed skill, once you hit that power spike you don't want to be farming a lot. Secure your buffs, hand off the blue to the midlaner (if they aren't feeding), but other than that, you'll only really be farming when there are no gank opportunities. You need to take advantage of your power and get your lanes ahead and put the enemy behind. You don't wanna necessarily hand off the kills, because you need gold, but as soon as the mid game and laning phase start coming to and end, let them have those kills because they will be carrying you into the late game. At this time you are still able to burst people very hard BUT THAT WILL NOT LAST. I will discuss the late game soon. Getting your team ahead is good, but continuously racking up kills is not going to end the game for you. SECURE AND DENY OBJECTIVES.
Say you get a double kill down bot, now you need to be thinking "whats the next thing I can do to get us more ahead?" Don't go just farm your camps. If you can, take the turret, if the dragon is up go get that. Always have vision of the dragon and rift herald because whatever you do DON'T LET THE ENEMY TEAM GET OBJECTIVES FOR FREE. If you see them doing drag, and you can't stop them or steal it, do something somewhere else on the map. If they are taking drag, go grab rift herald. If they are doing herald, try and stop them. The herald is pretty tanky but doesn't do much damage. Usually the enemy jungler or will try and solo it, or get the help of the top laner they will both take damage in the process and they probably can't melt it. YOU CAN STOP THEM. Get your mid laner and your top and just collapse on them. Never let them get anything for free. Always be watching the map. If bot is being ganked then counter gank,gank another lane, or get an objective. Get vision around Baron. Ekko is great at stealing because he can dash in, smite, and ult out. If you take out their jungler and carries, do Baron, and if you can't, take turrets. You need to end as fast as you can. If your team is trying to group, or if their is a fight going on, get there and do something.
But what do you do if you cant end and you get to the late game?
If it gets to the late game, your damage will start to fall off. You won't be able to burst people down and then run away. You also won't be able to initiate for your team and just sit there on the front line taking damage. Look for openings to go in and get damage on a high priority target, and cover your ADC and carries. You have a lot of slows, and you can stick to people, so chase down anyone who tries to get away. You still deal a good amount of damage, you just aren't a full assassin. Likewise, you are still pretty tanky, so block for you're ADC and tank damage, just not everything. If you pushed in and they cleared the waves or you can't get any more towers, go push in other waves, and get deep wards. Don't just sit there huddled around a turret trying to siege for 5 minutes, that's a waste of time. Go push another lane, get vision in their jungle, clear wards and steal their jungle camps to deny them gold.
If you are behind, just make plays where you can and either go full tank, or get more AP. This build lacks wave clear, and you need to keep your towers up by pushing waves and farming up for later by building AP. Alternatively you can just go full tank to survive team fights and get a
Titanic Hydra for wave clear.
SUMMARY
The quick and simple version of what I wrote is this: You're damage starts to fall of late game, so once you get your core items gank a lot and get objectives. Prioritize getting your team ahead over farming. Come late game you can't burst people down, and you can't just sit on the front line and tank damage. Look for openings to get damage down on high priority targets and cover your carries. Always be thinking about what you can do next to get your team ahead and win the game.
This build is my personal favorite. You aren't very bursty but you are very tanky and still do some good damage. With the Cinderhulk build there is less pressure on you to end the game early, but it is still a good idea. Most tanks and fighters can be very easily kited, but they deal a lot damage in return or have hard CC. This build trades off the hard CC and some damage for being unkiteable. You are incredibly fast as Ekko, and with
Iceborn Gauntlet and
Glacial Augment you are incredibly sticky. The early/mid game is very similar as with the Runic Echoes build except you can take things slower. The reason I prefer this build is that come mid/late game, your role sort of transitions. Where before you were didn't want to just dive into the back line in team fights, that's exactly what you want to do. You still have some burst, but now you deal more sustained damage. You get on the back line and just stick to the ADC or carry or whatever. You're goal is to be a disrupter. The ADC can't kite you out, and you are dangerous enough that they need to turn their attention to you. Unlike with the Runic Echoes build, you can't really get blown up. You can take the beating and when you get to low you can just ult out. I will be developing this section of the guide more as I play more games with Cinderhulk Tanko.
SUMMARY
Your early and mid game are very similar to the the Runic Echoes build but your role starts to switch over after about 25 min. Just read the paragraph for the Cinderhulk section of this chapter, it's short
Newer league players will not remember this, but a few seasons ago (Season 6 I believe), Tank Ekko or "Tanko" was not only viable, but a fairly strong pick. Over the years Riot changed a few things that made building straight tank on Ekko less appealing and eventually Tanko faded away and died....BUT NOW IT'S BACK and I'm gonna teach you how to play it. But first some history:
HISTORY OF TANKO
In season 5 Riot changed



Tanko was traditionally a top lane pick, but when Ekko received some buffs that made him a better jungler(

There are two main ways of playing Tanko, Runic Echoes and Cinderhulk build, but they have very different play styles.
SCROLL DOWN TO THE BOTTOM OF EACH SECTION TO GET A SUMMARY
Runic Echoes Build
Currently the more popular Tanko build, even played by challengers. It makes you fairly tanky, and you still deal a good amount of damage. While it may be really good in higher elo, the majority of players are bronze/silver/gold. Challenger games last usually about 20-30 min while lower elo games usually are about 30-40. The reason for this is that challengers and other higher elo players are better at ending games and can really snowball leads. Lower elo players can snowball but they usually don't prioritize objectives and throw leads more.
So how does this play into the Runic Echoes build?
With the Runic Echoes build you start to deal a lot of damage as soon as you get you're jungle item, and that helps you to snowball. If you aren't behind you'll start racking up kills and you will have the

So what do I need to do to with with this build?
With the Runic Echoes build, you snowball quickly and your core items are cheap, meaning you will hit that power spike very early. The most important thing you can do as soon as you get damage is GANK NONSTOP.
The pro's put a lot of emphasis on farming, and while it is a needed skill, once you hit that power spike you don't want to be farming a lot. Secure your buffs, hand off the blue to the midlaner (if they aren't feeding), but other than that, you'll only really be farming when there are no gank opportunities. You need to take advantage of your power and get your lanes ahead and put the enemy behind. You don't wanna necessarily hand off the kills, because you need gold, but as soon as the mid game and laning phase start coming to and end, let them have those kills because they will be carrying you into the late game. At this time you are still able to burst people very hard BUT THAT WILL NOT LAST. I will discuss the late game soon. Getting your team ahead is good, but continuously racking up kills is not going to end the game for you. SECURE AND DENY OBJECTIVES.
Say you get a double kill down bot, now you need to be thinking "whats the next thing I can do to get us more ahead?" Don't go just farm your camps. If you can, take the turret, if the dragon is up go get that. Always have vision of the dragon and rift herald because whatever you do DON'T LET THE ENEMY TEAM GET OBJECTIVES FOR FREE. If you see them doing drag, and you can't stop them or steal it, do something somewhere else on the map. If they are taking drag, go grab rift herald. If they are doing herald, try and stop them. The herald is pretty tanky but doesn't do much damage. Usually the enemy jungler or will try and solo it, or get the help of the top laner they will both take damage in the process and they probably can't melt it. YOU CAN STOP THEM. Get your mid laner and your top and just collapse on them. Never let them get anything for free. Always be watching the map. If bot is being ganked then counter gank,gank another lane, or get an objective. Get vision around Baron. Ekko is great at stealing because he can dash in, smite, and ult out. If you take out their jungler and carries, do Baron, and if you can't, take turrets. You need to end as fast as you can. If your team is trying to group, or if their is a fight going on, get there and do something.
But what do you do if you cant end and you get to the late game?
If it gets to the late game, your damage will start to fall off. You won't be able to burst people down and then run away. You also won't be able to initiate for your team and just sit there on the front line taking damage. Look for openings to go in and get damage on a high priority target, and cover your ADC and carries. You have a lot of slows, and you can stick to people, so chase down anyone who tries to get away. You still deal a good amount of damage, you just aren't a full assassin. Likewise, you are still pretty tanky, so block for you're ADC and tank damage, just not everything. If you pushed in and they cleared the waves or you can't get any more towers, go push in other waves, and get deep wards. Don't just sit there huddled around a turret trying to siege for 5 minutes, that's a waste of time. Go push another lane, get vision in their jungle, clear wards and steal their jungle camps to deny them gold.
If you are behind, just make plays where you can and either go full tank, or get more AP. This build lacks wave clear, and you need to keep your towers up by pushing waves and farming up for later by building AP. Alternatively you can just go full tank to survive team fights and get a

SUMMARY
The quick and simple version of what I wrote is this: You're damage starts to fall of late game, so once you get your core items gank a lot and get objectives. Prioritize getting your team ahead over farming. Come late game you can't burst people down, and you can't just sit on the front line and tank damage. Look for openings to get damage down on high priority targets and cover your carries. Always be thinking about what you can do next to get your team ahead and win the game.
Cinderhulk Build
This build is my personal favorite. You aren't very bursty but you are very tanky and still do some good damage. With the Cinderhulk build there is less pressure on you to end the game early, but it is still a good idea. Most tanks and fighters can be very easily kited, but they deal a lot damage in return or have hard CC. This build trades off the hard CC and some damage for being unkiteable. You are incredibly fast as Ekko, and with


SUMMARY
Your early and mid game are very similar to the the Runic Echoes build but your role starts to switch over after about 25 min. Just read the paragraph for the Cinderhulk section of this chapter, it's short
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