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

Ekko Build Guide by LordBlazer

Middle Rewind Time! Mid lane AP Ekko Guide

By LordBlazer | Updated on December 18, 2018
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.


Cheap Shot
Eyeball Collection
Ravenous Hunter

Nimbus Cloak

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)


LoL Summoner Spell: Flash


LoL Summoner Spell: Teleport


LeagueSpy Logo
Jungle Role
Ranked #13 in
Jungle Role
Win 51%
Get More Stats

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies



Skill Priority

> > >

Phase into your enemies!

Hey there! Welcome to my Ekko guide! My name is Lordblazer and I'll be attempting to knowledge ya'll about Ekko. I play a lot of Mid as its my primary role and Ekko is an absolute beast. By the end of this I hope you will enjoy him as much as I do.
Ekko is primarily a Mid lane champion who builds Ability Power items. He can get quite tanky though. Ekko's abilities make him a unique champion on the rift. He can quickly engage and disengage without taking any damage while leaving chaos in his wake. He is an AP burst assassin who can easily decimate enemy carries.



+Crazy amounts of damage
+Lots of mobility
+Easy engage and disengage
+Can get quite tanky
-Steep learning curve
-Weak early game
-Weak to poke
-Tough matchups
Back to Top




Basic attacks and abilities generate stacks on enemy champions hit, up to one per attack or cast. Applying 3 stacks to a target within a 3 second period causes them to be struck by lightning, dealing them 50 - 220 (based on level) (+ 50% bonus AD) (+ 30% AP)
This rune works really well with Ekko. As a burst assassin, most of Ekko's abilities have low cooldowns. This means Ekko has huge all-in potential which causes massive amounts of damage, further increased by Electrocute.

8.16: Damage has been nerfed. Damage ratio for AP and AD has been nerfed.

Basic attacks and damaging abilities deal 15 - 40 (based on level) bonus true damage to slowed or immobilized enemy champions.

Cooldown: 4 seconds

This rune works quite well with Ekko. He has a lot of abilities which have CC effects. The low cooldown on Ekko's abilities match the low cooldown on this rune. The bonus true damage works well with him.

Base damage has been nerfed from 15-40 to 8-40.

P.S: You can switch this rune out for Sudden Impact.
Collect 2 Eyeballs from champion kills and 1 Eyeball from champion assists and ward takedowns, up to 20. Gain 1 Ability Power or 0.6 Attack Damage (Adaptive) per Eyeball, up to 20 Ability Power and 12 Attack Damage. Eyeball Collection has a 10 second assist timer.
Completing your collection awards an additional 10 Ability Power or 6 Attack Damage (Adaptive).
Nothing much to explain. This rune provides extra Ability power/Attack damage basing upon the number of champion kills and/or ward kills.
Heal for 2.5% (+ 2.5% per Bounty Hunter stack) of the damage dealt by your abilities, on-hit effects and items. Benefits from Heal Power.

Earn a Bounty Hunter stack for champion takedowns, up to one per unique enemy champion.

This ability works REALLY well on Ekko. It synchronizes well with his passive when used on minions. Other abilities also give HP return when used. Overall really good rune to run on ekko unless you want Ultimate Hunter or Relentless Hunter for reduced ultimate cooldown or extra MS respectively.

[bCasting your ultimate ability, after a 1.5-second delay, grants ghosting and 100 bonus movement speed for 2.5 seconds. The movement speed decays over the last 1 second.[/b]

Cooldown:60 seconds

Ekko's ultimate is usually used in times of crisis when running low on health. The bonus movement speed which you get from Nimbus Cloak is useful for getting away or chasing.
Gain 1.5% bonus movement speed.

Additionally, you gain bonus Ability Power or Attack Damage (Adaptive) based on your bonus movement speed.
(16% bonus MS) Ability Power
(9.6% bonus MS) Attack Damage

Another reason we are running Nimbus Cloak is because Celerity grants bonus Ability power based on bonus movement speed. [[nimbus cloak] + Ekko's passive + Celerity all grants bonus MS which will give you HUGE bursts of AP when you need em.
Back to Top



Z-drive Resonance:

Resonance: Ekko's basic attacks and damaging abilities apply Resonance to affected enemies for 4 seconds, stacking up to 3 times.
At 3 stacks, Resonance is consumed to deal 30 - 140 (based on level) (+ 80% AP) magic damage to the target, doubled to 60 - 280 (based on level) (+ 160% AP) against monsters, but capped at 600.

Stolen Time: If Ekko triggered Resonance against enemy champions, he also gains 50 / 60 / 70 / 80% bonus movement speed for 2 / 2.5 / 3 seconds.

Stabilized: Resonance cannot affect the same target more than once every few seconds.

Ekko's passive is a source for massive amounts of damage. Procing it in a fight will help chunk down an enemy. Try to keep proccing it in duels or trades.

P.S: Using your passive on minions when you have 5 stacks of Relentless Hunter gives you a lot of healing.



Ekko throws a device in the target direction, dealing magic damage to enemies along its path.

At maximum range or upon hitting an enemy champion, the device slows to a stop and expands, creating a Temporal Sickness field that slows nearby enemies.

After a short delay, the device contracts and returns to Ekko, dealing magic damage to enemies along its path.

Outward Magic Damage:
60 / 75 / 90 / 105 / 120 (+ 30% AP)

32 / 39 / 46 / 53 / 60%

Returning Magic Damage:
40 / 65 / 90 / 115 / 140 (+ 60% AP)

One of the most important if not the most important part of Ekko's kit. It is his poke, his engage and a source for CC. Keep poking your enemy in lane while zoning them off from farming. Level this up so that your farming is made much more easy.


Parallel Convergence:

Ekko's basic attacks deal 3% (+ 3% per 100 AP) of the target's missing health bonus magic damage to targets below 30% of their maximum health. The damage has a minimum threshold of 15 and is capped at 150 against minions and monsters.

Active: Ekko calls upon an alternate version of himself that bats a device to the target location. After a total delay of 3 seconds, the device expands into a broad sphere that slows enemies by 40%, only revealing itself to enemies in the last 0.5 seconds.

If Ekko enters the sphere, it detonates, shielding him for 2 seconds, meanwhile freezing any enemies within in time for 1.75 seconds. Ekko can detonate the sphere even while untargetable.

If Ekko enters the sphere, it detonates, shielding him for 2 seconds, meanwhile freezing any enemies within in time for 1.75 seconds. Ekko can detonate the sphere even while untargetable.

Shield Strength:
80 / 100 / 120 / 140 / 160 (+ 150% AP)

Parallel Convergence is Ekko's main source of CC and also gives him tons of outplay potential. Its passive effect also gives a lot damage to ekko. The shield is also pretty useful for surviving fights. Getting this ooff during a teamfight can prove very beneficial to your team.


Phase Dive:
Ekko dashes towards the target location.
He also gains Primed, that make his next basic attack gains 425 range, deals bonus magic damage, and causes Ekko to blink to his target. The bonus magic damage is classified as ability damage.

Bonus Magic Damage
40 / 65 / 90 / 115 / 140 (+ 40% AP)

Ekko's main gap closer. He can use this to cross walls for a quick getaway or for moving towards your enemies. The blink on this ability is also pretty useful. The hit on the blink applies a stack of his passive.



Passive: While Chronobreak is not on cooldown, Ekko is followed by a time-delayed hologram of himself that tracks where he was 4 seconds ago.

Active - Broken Timeline: After a short delay, Ekko travels to his hologram's location, becoming briefly untargetable, dealing magic damage to surrounding enemies on arrival and healing himself.

Using Chronobreak to go through Parallel Convergence will trigger its shield and stun.

Magic Damage:
150 / 300 / 450 (+ 150% AP)

100 / 150 / 200 (+ 60% AP) (+ 3% per 1% of health lost in the past 4 seconds)

This is probably the most iconic ability on Ekko's kit. It's what sets him apart from other champions. The ability to rewind 4 seconds in time and get back all the health back? Well that's gotta be a cheat right? Well apparently not. This is basically Ekko's "oops, get me out" ability. It deals tons of damage and also heals you.

If you get the trail your ghost to walk through Parallel Convergence, it will detonate triggering your shield and the stun.
Back to Top


Core Items

Hextech Gunblade: Absolute beast of an item on Ekko, or an AP assassin for that matter. Provides high amounts of AP and some AD. The UNIQUE active contributes to the burst damage while also slowing enemies down. However, only buy this if you are WAY AHEAD of your laner.

Hextech Protobelt-01: This is the subsititute to the Gunblade if you are even or behind your laner. Though not as strong as the gunblade, the protobelt makes up for the AP with CDR and Health. Its UNIQUE active provides Ekko with more mobility.

Lich Bane: Lots of AP, CDR, Mana and MS. UNIQUE passive increases Ekko's burst potential. Always buy this item.

Item Pool

Banshee's Veil: This item should be bought when facing an AP laner and when you need the MR and protection. The UNIQUE passive is useful as it nullifies an entire ability.

Luden's Echo: Buy this item in the midgame when you need the AP. The UNIQUE Passive also helps with wave clear.

Mejai's Soulstealer: This item is a high risk high reward item. Only buy this if you are sure you can beat your laner and scale.

Morellonomicon: Buy when facing an AP heavy team and when you need Magic Penetration. Also useful against champions such as Darius and Dr. Mundo who heal a lot.

Rabadon's Deathcap: Nothing much to say. Buy when ahead to get massive amounts of AP.

Rylai's Crystal Scepter: Useful item for when one is giving chase due to its UNIQUE passive. This item should be bought mid to late game when you need more AP and when facing high Movement speed champions such as Quinn or Pyke.

Spellbinder: Always a useful item to have, especially in teamfights. I like to look at it as a cheaper Rabadon's Deathcap. The Active boosts your AP and MS for 4 seconds making it a clutch item during 1v1s and teamfights.

Void Staff: Buy when you need increased Magic damage against high magic resistance champions.

Zhonya's Hourglass: Useful item to have against AD assassins such as Zed or Talon and other burst champions. Its UNIQUE active has saved me on very many occasions and I'm sure it will save you too.
Back to Top

Summoner Spells

: A must have. Don't enter game without it. With this spell the possibilities for outplay are endless. It's also a good tool for escape or chase.

: A good spell which does well with Ekko. You can quickly get around the map. However, with the recent nerfs if you want to use Ignite instead, go ahead.
: A good early game spell which can help you get kills during laning phase. Also good against opponents like Dr. Mundo and Garen who heal a lot.

: Good choice if you are facing a lane with lots of CC. For example Twisted Fate or Anivia.
Back to Top


Basic Level 2 Combo

> > Auto Attack

Basic Combo. You launch Timewinder at your enemy. You then Phase Dive onto them and auto attack them to proc Z-Drive Resonance. With the burst of movement speed, disengage while the returning Timewinder will deal more damage.

Basic Level 3 Combo

> > > AA

Basic Level 3 all in. You move out of lane so your enemy has no vision on you. You then use Parallel Convergence on their estimated position which they will be at once you re-emerge. Since they haven't seen you use your W, they wont't suspect much. You then Phase Dive onto them. In the meanwhile your Parallel Convergence will detonate. If positioned properly it will stun your enemy. You then use Timewinder and finish them by proccing [z-drive resonance]].

Level 6 Combo

> > > > longswordAA

This combo is a little more complicated. It employs the use o animation cancelling. The theory behind this is that you use your Phase Dive roll animation to cancel the Parallel Convergence animation, making sure your enemy doesn't notice you have used it unless they are really paying attention. Once you roll and use your W, it will take a while to detonate.
Thus, you gotta distract and engage your enemy till it(W) pops. Once you've gotten the enemy stunned, use Timewinder to proc Z-Drive Resonance. Wait till your shadow is near your enemy then use Chronobreak to finish them off.
This will take a bit of practice., so don't be discouraged if you dont get it on your first try.

Zhonyas+Parallel Convergence Combo

> > > > Auto Attack
This is an interesting combo. It kind of baits your enemies into Parallel Convergence. If you use zhonyas's hourglass, your enemies tend to collapse on you. So here we use this to our advantage. We use Parallel Convergence, then activate Zhonya's Hourglass. Once the enemies have surrounded you, waiting for your stasis to end, Parallel Convergence goes off stunning them. This can be super beneficial in teamfights.
Back to Top

Animation Cancelling

So as explained above, animation cancelling refers to using one ability's animation to mask a different ability's animation(basically the animation before the actual ability).

Ekko mainly has 2 animation cancels:

1. The E + Q animation cancel, where you use Phase Dive to mask Timewinder's animation making Timewinder shoot really early when they aren't expecting it. Basically Timewinder get's shot while you're still rolling. It's really useful.

Check out this video:

Note: I have not created the video. All credit goes to Ekko Rush B.

2. The E + W animation cancel. You use Phase Dive's roll animation to hide your Parallel Convergence's animation which is a shadow hitting a time capsule thingy with a club thingy(LOL).

Check out this video:

Again, I have not created this video. All credit to Chillingdude.

For more cool Ekko combos check this video out:
All credit to Levey.
Back to Top


Laning Phase

Ekko's laning phase is pretty weak. So it's always good to kind of play safe and patiently while looking for potential kills. Roam's always help you and your team.

Against Assassins like Ekko himself. It all depends on the skill difference. Whichever one of you gets ahead will probably carry the game. That is why it is important to play properly and carefully. However, Ekko has one unbeatable advantage, i.e, his ultimate: Chronobreak. It's his panic button which can save him from dying. While it is active you can probably enter into a fight without too much worry. Diving as well.

Against Anti-Mages or Anti-Assassins(basically hybrid champs which aren't fully mages or assassins), just farm up while playing safe. Wait for your jungler to gank and the proceed to kill. Else, bide your time while roaming when the time is right.

Mages are probably the easiest matchups for Ekko. Mages usually don't have mobility and have high dependency on their skillshots. Ekko with his high mobility can dodge these and all-in without any help from the jungler. In the unlikely situation that you do get hit by their skillshots, just hit your panic button aka Chronobreak.


As an assassin with lots of mobility, you have the perfect initiating tool: Parallel Convergence. It is a stun which provides you with a shield and extra damage. Your main aim is to try and nuke the backline and the disengage, then re-engage when it's clear for you again.

If you don't have a clear iniator on your team such as Malphite or Maokai, don't hesitate to start a fight on your own with Parallel Convergence. With your lead the team will proceed to engage and if you play it well, win the fight.

Again, you are a vital part of your team. With your ultimate, it's basically a 6v5 in your favour. Don't waste it else you lose a huge part of your firepower.
Back to Top


8.18: No new changes.
8.22: No new changes.
Back to Top


I hope you understood the basics of Ekko as a champion. I have tried my best to brief you about him, the rest you will learn as you play him over and over and over again.

Good luck on all the maps! Hope you win(unless you facing me lol).
League of Legends Build Guide Author LordBlazer
LordBlazer Ekko Guide
Rewind Time! Mid lane AP Ekko Guide
Help Support Our Growing Community

MOBAFire is a community that lives to help every LoL player take their game to the next level by having open access to all our tools and resources. Please consider supporting us by whitelisting us in your ad blocker!

Want to support MOBAFire with an ad-free experience? You can support us ad-free for less than $1 a month!

Go Ad-Free