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Recommended Items
Runes: Electrocute with sorcery (Better scaling)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-140 HP (lvls 1-18)
Spells:
Flash
Teleport
Items
Ability Order Max order
Z-Drive Resonance (PASSIVE)
Ekko Passive Ability
Threats & Synergies
Irelia
One of the hardest matchups for Ekko. She is super mobile, so she can easily dodge most of your damage but she will also shred you in extended fights with conqueror and a stacked passive. You don't have a lot of options in this lane because it's in her favor at all stages of the game. Even if she loses, she can simply buy wit's end and auto-win. When trading, you want to go for short trades that procs your passive and electrocute, and then you BACK OFF. Irelia is insane in extended trades, so you want to avoid that. Left click on her champion and keep an eye on how many stacks she has on her passive. If it's close to full then don't attempt to trade at all, and just wait it out. Use your E to dodge her Flawless Duet. (She can animation cancel it with her Q, so be careful and always be ready) Early game you should just let her push the wave while you farm under the turret. It keeps you safe from her and the enemy jungler. You should keep doing that until you have enough AP to instantly clear the wave and just roam. Your gameplan against Irelia should be to constantly roam and get your teammates ahead.
Jarvan IV
His ult and knockups enables your AOE CC and damage.
Jarvan IV
His ult and knockups enables your AOE CC and damage.
Champion Build Guide
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Welcome to my in depth ![]() Why should you play ![]() ![]() |
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Pros
+ High mobility + High AOE burst and CC. + Get out of jail card with R + High outplay potential ![]() |
Cons
- Weak against point and click CC. - Squishy - Falls off lategame - Hard to master ![]() ![]() ![]() |
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Magic penetration is always needed on AP champions. ![]() ![]() ![]() |
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Assassins snowball very well with any lead, so this rune rewards them even more by giving free AP. |
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It's weak early, but when you start getting kills on the different champions in game, the sustain this rune provides you with, is just insane. |
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When above 70% HP, it will give you bonus damage which will allow you to oneshot the caster minions with 1 Q from level 9. The only champions that can use this are those who can manage to stay healthy during fights, and ![]() ![]() ![]() ![]() |
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A lategame scaling rune that slowly ramps up and becomes strong from the 20-minute mark. |

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Timewinder (Q): 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. |

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Parallel Convergence (W): 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. |

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Phase Dive (E): Ekko rolls evasively while charging up his Z-Drive. His next attack deals bonus damage and warps reality, teleporting him to his target. |

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Chronobreak (R): 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. |

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Playing ![]() ![]() ![]() ![]() ![]() ![]() If you have ![]() ![]() ![]() ![]() ![]() ![]() |


Midgame is usually when the outer turrets start falling and people begin to rotate around the map. This is where ![]() ![]() ![]() ![]() ![]() ![]() ![]() It's important that you switch to ![]() ![]() ![]() |
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While ![]() In teamfights you should always wait for the opponent to waste their mobility spells before you go in. Let your teammates bait and line the enemies up for a perfect engage, and then you can go in for a quick combo with ![]() ![]() ![]() ![]() As lategame is also about big objectives like baron and elder, you can take advantage of the tight areas, and look for multiple stuns with ![]() |

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If you'd like to learn about the different combos you can do with

What does it mean to freeze and how do i do it?
Freezing is a advanced technique that lets you deny your opponent exp and cs if done correctly. Freezing a lane means that you kite/tank the minions without letting your tower hit the creeps. You need to make sure the enemy minions always beat yours. After the enemy killed your entire wave, you let 2-3 of the enemy creeps live, and kite them until the next wave is here. When the next wave arrives, the wave will freeze right outside of your turret range.
By doing this, you are safe from jungle ganks, while your opponent takes a big risk everytime he overextends for a cs.
When to freeze the wave
You can Freeze the wave when you and the enemy are even or ahead, and it can be used to help you win back the lane after you screwed up and died. You can attempt to freeze the wave already from level 1, leaving your opponent vulnerable to jungle ganks or be within your kill range, if you are able to kill them. When you get a lead, and you can solokill an overextended enemy laner, that is exactly when you want to freeze the wave. You force the enemy midlaner to either be in your kill range, or miss a ton of cs and exp, putting them further behind.
Freezing a wave is a great way to snowball a lead, if you have no objectives to fight for, such as dragon, herald or towers.
Here is a youtube video that explains wave management very well. I recommend watching the entire video. All credits for this video goes to Blitz Esports LoL

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