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Spells:
Flash
Smite
Items
Ability Order
Z-Drive Resonance (PASSIVE)
Ekko Passive Ability
Threats & Synergies
Vi
Do NOT try to engage on Vi at any point in the game. She outdamages you in every way possible, CC, damage, speed, mobility, you name it. Beware of invades from her during early game, and try to stay away from her jungle.
Hello!
So with that, let's get started!


Ekko brings a multitude of tank and damage stats to just about any team. This is because of the combination of his passive and his ultimate. His passive,

Ekko's ultimate is basically the biggest F--- you ganking tool that can be used to defeat an opponent under turret, and then shift back to a previous position to restore the health Ekko lost. Once you get your second core item, you can use Ekko's W to freeze someone under turret during a gank,

- Extremely tanky when built properly
- Has great diving ability with Ultimate and W
- Decent damage output
- Excellent ganks, if pulled off correctly
Cons:
- Coordination is required with your laners during ganks
- Susceptible to counter-jungling early
- Very reliant on your blue buff camp
- Low mana pool, especially late game when ability spa0mming















Your usual Jungle route is Gromp, Blue, Wolves, Red, then Raptors or Krugs if you are still on good health. When initiating the fight in the jungle, the best thing to do is to place down a



Early on, you're squishy. You are going to need to plan out your route accordingly, and possibly take scuttle if you need the extra health to continue your run. Always watch for lanes that are close to, or further out than the center line of their lane, because this provides a perfect opportunity to make them panic when they see your

If you are looking for a bit more harass, and tower dive the enemy champion, you can use your


Greater Mark of Attack Speed
: I take these for the pure essential piece to why you make a great tank. After three hits, this mark will trigger a large sum of damage on the target that receives three marks.
Greater Seal of Scaling Health
: For some people, you can take Scaling armor if you'd like. I however like the scaling health runes because of the bonus health it gives you late game. You already are very relevent early game, and give large amounts of pressure because of the long range on your W, but with scaling health you become even more annoying to focus down with nearly 300 bonus health by the end of the game.
Greater Glyph of Cooldown Reduction
: These are in order to use your W more often. The more often you're able to use it on a camp between roaming the jungle, the better off you'll be. It's also to use in the late game to hit that 40% to allow your ultimate to be up more often to engage in 5v5 teamfights.If you want to swap these out for 9

Greater Quintessence of Armor
: For even more Jungle sustain, you can take Armor Quints. These tend to be better on Tank Ekko just because of the ability to sustain more damage from the top and bottom lanes, as well as survive invades from the enemy jungler. You can take whatever you want here, but I find that armor quints work the best when you are an aggressive ganking Jungler.
Deadman's Plate slows : You may have already guess, but Deadman's Plate procs with your



Your Ultimate Ability,


Still working on this guide! Bear with me guys!
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