Ekko Build Guide by Ekko Rush B Guides
[S10] AP Ekko Mid Lane Guide - Short but DetailedBy Ekko Rush B Guides | Updated on July 4, 2020
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+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
Ability Order Skill Order
Threats & Synergies
LeBlanc's mobility makes it near impossible for you to hit any ability. She has extreme CC Range with her chain and instant burst with Q and ult. Do not fight her at any cost and try to get as much experience and cs as possible. Ideally let her push so you can farm more safely under turret and zone her off with your W.
You can't really engage on Zoe unless you hit a W, because she will just use her E everytime you jump on her and burst you down. Zone her off Item spell shards your minions drop. If she hits her bubble, keep in mind that ulting won't stop you from falling asleep. If she somehow misses her E, trade back ASAP.
Yasuo is a skill based match-up. His mobility can give you a hard time landing abilities and his nado can zone you from minions. When trading you want him to come to you, because this will give him less options to dash back. I also suggest that you don't use your Q instantly when you dash on him, as most Yasuo players windwall as soon as you jump on them.
Vladimir can be really annoying to deal with. He has constant lane sustain, and his pool allows him to easily dodge your W, or timewinder when you dash on him. Trade when he just used his Q on minions, and you can bait out his pool by placing a W on top of him and dashing near it. But what's good is that you can ult his ult to counter it.
Ahri can burst you quickly with her charm and followed abilities, while also dodge your abilities with her ultimate. You should trade with her pre-6 only, but use your E to dodge her charm, I suggest to place a W behind her, because when you jump on her she will most likely charm you and walk back, so there's a high chance of you stunning her.
Cassiopeia is a tricky one. Her W blocks out your E dash or even blink and your ultimate completely. She has much constant damage when she hits her Q's and is super fast, so long trades are basically a death penalty for you. But when you E on her, she won't have the ability to ground you, because of her minimum W range. Additionally, when you have good reactions, you can negate her ult with yours.
Aurelion sol is one of the easiest match-ups you will ever have. He doesn't have any defenses in melee range fights pre-6, so trading is super easy. Your passive also gives him close to no window of time to trade back, so you can dash on him at any time you want. When he knocks you back with his ultimate, you can rewind back after a few seconds.
Really oppressive Lane. Azir pokes you much from a safe distance, so you should start with a corrupting potion. If he used his Q for minions, or to poke you, you can blink on him, because then you will have few seconds where Azir can't send his soldiers back to him to trade. If he ults you away, wait a bit until your ghost is on top of him and ult back in. Also keep in mind that he has the ability to dash out of your stun and has a small shield with his E when fighting him.
Annie will always 100-0 you once she hits level 6. Before that, she has her damage reduction and stun for fights, so that makes trading really hard for you. Stay away from her and farm under your turret, because most Annie players will zone you out with their stun. The only way you can fight her effectively is by stunning her, proc your passive and run away.
Brand's only ability that will guarantee a full spell rotation is his Q. Dodge that and he won't have any way to defend himself. And even if he somehow hits you with every ability, you can easily negate his passive with your ult. If he uses W+E to push the minion wave you should instantly jump on him, because then has no way of stunning you besides wasting his ultimate.
Skill based matchup. You should always stay away a bit so he won't hit a empowered Q on you. Poke him in lane with Q and dodge the second part of his W with your dash. If you have good reactions, stay in the same place when he ults, so you can chronobreak on him when he exists ult by attacking you.
Akali is a hard matchup. She has much lane sustain with her passive and will always poke you with her Q. Her W will also fuck up any attempt to trade with her, because of her invisibility. You dumpster her pre-6, at least when she doesn't have W up, because you simply have more damage early on. Once she has Gunblade, do not fight with her. You will wonder how fast she can one-shot you before you even thought about using your ultimate.
Another skill-based matchup. You have the advantage because you can negate his ult with yours or shield it with your W. Fight him when he used his abilities to farm or if he misses his Q with his shadows. A trick is to W on top of his shadow before you jump on him, because he will most likely switch places to dodge your Q.
If you play against a good Anivia, it is literally impossible to kill her. She will safe her Q until you E on top of her, and you are forced to chronobreak out if you lose the trade because she can easily block you off with the ult slow and W. Even if you manage to get her to 0hp, you will most likely not have enough damage to kill her while in her passive. The only way you can kill her is by predicting her with your W and get a free trade until she is low health.
Lux is annoying, but not a hard matchup. She is really squishy and has no mobility at all, so that gives you free W's. The only thing you have to worry about is her Q, because then she has the potential to one-shot you without you being able to ult. Buy a corruption potion early on to deal with her poke.
Orianna is a very skilled match-up. She's got everything you have, a shield, crowd-control, burst and even empowered auto attacks. BUT what she does not have is mobility. Slow her with your Q and you nearly have a guaranteed stun. Additionally, if you have good reactions you can negate her ult with either dashing or ulting.
Fighting Galio is utterly useless. He is WAY too tanky for you, because not only he has damage reduction, but also his AP Shield. Trading is a joke, because when you dash on him you will always swallow his whole combo once he hits you with his taunt. Not only that, but his ult is also a really good tool to counter your roams.
You read this Guide, so obviously you're going to do better than the other guy.
Fizz is a hard match-up, because his E counters your W and Ult Damage. Additionally, he will always one shot you level 6 upwards and also outdamage you in trades in lane. The only way for you to win this lane is to try and dodge his E damage with your dash and negate his ult with yours. Otherwise it is more of a "team effort" to kill this guy.
Ornn has so many slows and knock ups in his kit, it feels like he was just made for Ekko.
Much crowd-control and a ult that basically traps enemies for your W.
Kennen's AoE stun makes it way easier to hit multiple targets with your ultimate. Squishy targets will often run away after the ult, so enemy movement is more predictable.
Communicate with him that you need to W first and he has to ult just before your W lands, and you two will be best buddys.
Long range stun and an inescapable ultimate (even more than J4's) make Camille a very synergysing teammate.
His big CC ultimate make it easier for you to jump on a specific target. His passive also increases your damage done on enemies.
If Yorick actually traps someone in his W, he can be quite impactful. The wall can be destroyed though so it is definitely not very consistent.
Champion Build Guide
Hello there i am Ekko Rush B!
I wanted to create this Guide to show you how I play Ekko, the boy who shattered time and help the people who'd like to quickly learn him.
I finished Season 9 in Diamond 4, with 300+ Ekko Games, 60% Winrate usually runnning this Build.
What does this Guide feature?
> A modern and different Gunblade Build
> Basic Mechanics and
> Frequent Updates on every Patch
Also I'd like to mention that English is not my native language so please excuse me for mistakes.
|Ekko is one of the best allround champions there is and is a really good pick for solo queue. He is a very mobile and safe assasin through Phase Dive and Chronobreak and his passive. Ekko's massive damage output shines the brightest when combining all of his abilities and allows him to assasinate targets and survive teamfights.|
-Hard late game
-Extremly hard against shields
-Vulnerable to Crowd-Control
-Easy to mess up
-Very short burst range
|Ekko has great damage, but he is still squishy, which really does not come in handy with his short burst range. You are also forced to dive in the enemy team to kill priority targets, which makes him really susceptible to cc, as your only way out with Chronobreak can be interrupted easily with stuns, roots etc. His late game is the hardest point of the game, as this is where ADCs deal the most damage and where supports shield for a huge amount.|
Flash is basically the standard Summoner Spell on nearly every champion in League of Legends. What's especially good on it is that you are able to use Flash in two different ways on Ekko. The first of it being your super safe escape, combining Phase Dive and Flash. This simple combination will get you out of nearly every tricky situation.
The second one is your Engage. Mixing Parallel Convergence+ Phase Dive+ Flash let's you initiate a teamfight from a safe distance very quickly.
Probably the best Summoner Spell on Ekko. Teleport is a very useful summoner spell for melee champions, because ranged matchups or playing against poke-heavy champions (such as Lux) will make laning hard for you. Teleport also applys global pressure on the map because you can teleport anywhere on the map to help, or teleport back to lane after roaming, without loosing any Experience.
Ignite: Not bad when you want kill pressure in Lane and a way to secure kills. It's also a good summoner spell to deal with big healing in the mid- to late game.
Cleanse: Underrated, but a really good choice sometimes. It not only allows you to use your ultimate (excluding scenarios where you are suppressed or airborne) when being stunned, rooted etc. but it also grants you the big burst of tenacity for a short amount of time to deal with follow up crowd-crontrol.
Electrocute is practically the new Thunderlords, but with more damage!
This rune allows you to burst for more damage and to have better trades in lane.
|Sudden Impact offers you more magic Penetration after you use your Phase Dive on a enemy champion. Very good rune on squishy targets.|
|Eyeball Collection gives you more ability power for each takedown you get. Since Zombie Ward got changed, it is simply a better option, since you need a Control Ward to make us of its effect.|
|I choose Ravenous Hunter, because this runes give you super much sustain when combined with gunblade and you will be able to regain a good amount of health in a fight.|
|Absolute Focus gives you more ability power when you are above 70% health. It is good because you will most likely dive the enemy backline with full health and this rune will increase your kill potential.|
|The second Rune you should use is Gathering Storm, it gives you more AP based on how long the match goes. This rune is really good as it basically gives you free AP and is very useful to help Ekko in his late game.|
Transcendence: If you want an extra 10% CDR (This build only gives you 20%/30% with Hextech Rocketbelt), pick this up. You will lose a little bit of AP when switching the adaptive force shard, but the extra CDR makes you a little bit more versatile and slippery with more dashes, chronobreaks and timewinders.
Dark Harvest: This rune needs its time to be noticable, but once you have enough stacks, it adds a lot of instant burst to your kit. Weaker laning phase, stronger assasination potential in late game.
Manaflow Band: Good option for early game to gain more mana and have a safer laning phase, aswell as better mana regeneration in mid to late.
Generally, you should pick the first two adaptive force shards for more ability power, which helps in the early stages in the game. As for defense, pick up either a magic resist or armor shard, depending on what you play against.
If you did not pick up the Transcendence rune, the cooldown reduction shard can also make up for that, as it also gives 10% in total.
Additionally, if you feel like you will have a hard time laning against a certain champion, you may wanna choose two armor/magic resist shards.
Normal Starters on Ekko are Doran's Ring and two Health Potions.
The extra healths gives you more survivability for all-in's and the mana-regen helps for early mana problems for the huge Timewinder mana costs.
Alternative Starters are Corrupting Potion and Dark Seal.
Corrupting Potion is the way to go when you lane against range poke champions (like Ziggs). Not only you have 3 charges, each restoring 125 health and 75 mana, but you also have the passive that's dealing a little bit of magic damage when damaging your laner. The only downside is that you won't have much AP for the first few levels.
Your second alternative is the Dark Seal+ Refillable Potion start. You should choose this when you have a good matchup that you know you will most likely dominate, like Aurelion Sol, because when fully stacked, this item will give you 40 AP in total. The increased health gain from potions is also a nice addition for more sustain in lane. This has two downsides though, first of it being that you can run out of mana really fast, because this item will not give mana back in any way, only a flat amount of 100. And the second one is that you can lose these stacks, but that is mostly fine because Dark Seal is always over 100% gold efficient.
On your First Back you'd like to pick up an early Hextech Revolver. This item gives you a nice amount of AP + the passive which makes your trades even better and it's also the first part for Hextech Gunblade/ Hextech Rocketbelt.
If you want and have enough Gold you can pick up a Sapphire Crystal, to enlarge your mana pool and/or Boots to move a little faster.
If you started with Corrupting Potion you can also buy Dark Seal for extra healing on it and early ability power.
The two Core Items we want to get are Hextech Gunblade and Lich Bane. These Items give you an insane powerspike and allow you to deal a crazy amount of damage early on.
Followed by that you want to pick up a Void Staff, so you deal nearly true damage on squishy targets and to handle enemies who already start building magic resist.
With this Build you have a great damage output with your Core Items, magic penetration with Void Staff, defensive stats through the Abyssal Mask and a high amount of AP with Deathcap.
If you want you can switch the Abyssal Mask with Spirit Visage, for extra healing on your ultimate, but note that you'll lose the 15% damage increase Aura from the Mask.
You can also swap out the Sorcerer's Shoes either with Ninja Tabi or Mercury's Treads, depending wether the enemy team has more auto attack based champs or much CC.
|Hextech Gunblade gives you more damage compared to Hextech Rocketbelt (+20 AP, +40 AD and better Base Damage and Scaling on the active). A big plus point is the heal on its passive, which gives you super much sustain when combined with Ravenous Hunter, by procing your passive on minions, and can restore a good amount of health in teamfights. In addition, the long range active slow is also useful to catch up on people far away.||
Hextech Rocketbelt offers more Utility, it gives Health, CDR and the active for more mobility. The active of Protobelt is AOE, so it can hit multiple targets, which is also useful for waveclear.|
The big plus point is that it's a very cheap item (2500G | 900G less than Gunblade), which makes it a good buy when being behind.
*I always suggest going for Gunblade, but keep in mind that in the end it all comes down to personal preference. Also there will always be situations where building Protobelt might be a better choice (e.g. Team composition with little utility).
When playing Ekko in the lane, you have to adapt your playstyle a little depending who you are facing and what kind of champion they are. These are the usual matchups:
Ekko is an Assasin himself, so most matchups are pretty skill-based. The only problem is that you need to be careful not messing up. Yes, Ekko has his ultimate ability which can be able to basically "revert" what just happened, but that isn't really useful if you get blown away in a second. I suggest building Seeker's Armguard against AD Assasins, or when facing AP Assasins like Fizz a simple Negatron Cloak does fine too.
If you really need to play safe, focus more on other lanes and roam or ask for a gank, otherwise you are free to trade and fight them.
Matchups against these kind of champions are probably by far the hardest for Ekko. You shouldn't trade with most of these post-6 and proceed roaming. These Champions beat you either with massive Crowd-Control (e.g. Nether Grasp), Mobility (e.g. Riftwalk), or their natural tankyness (e.g. Shield of Durand).
Don't try trading and farm up. Roam to one of the side lanes to get fed.
One important thing you have to learn is the the very fast E+Q Combo. The trick for this is to Phase Dive and while you're in the E Animation, you use Timewinder to cancel the Q Animation. With this neat trick it is harder for your enemy to dodge your Timewinder and it increases your chances to proc your passive in a trade.
With Animation Cancel:
Without Animation Cancel:
Unseen Parralel Convergence
Another trick, not only for laning but also extremely useful for teamfighting.
When you cast your Parallel Convergence, a sound effect plays and a clone will appear, throwing out the sphere. This alone is enough for the enemy to know that you've just placed a W on their head.
But if you cast it somewhere where they don't have vision, there will be no cast sound and the clone is not visible for them.
After you pushed in the minion wave, hide in a bush or behind a wall and cast your Parallel Convergence. The enemy will simply walk towards you to farm, but then suddenly you Phase Dive on him, while the
Parallel Convergence is right on top of them to stun them.
This lets you get a free passive proc plus a full Spell rotation on your enemy, leaving them with roughly 2/5 HP on their Lane. This is an easy way to get rid of the enemies lane pressure and if they back you can just push the wave in and look for a roam!
In a teamfight as Ekko, you should always look for the right time to go in.
Mainly, you would like to wait until the enemies wasted their CC spells, or shields/heals on their carry
Look for opportunities to land a great W (Example "Initiator" Playstyle) and to catch the Carrys off guard.
Depending on the situation, there are about 3 ways to play a teamfight.
As I said, you should always wait a bit and look for the perfect opportunity to dive in.
to get on the enemy ADC, either try and predict the movement with your W, or you flank them (Coming from behind, Phase Dive over a Wall).
Once your Setup is complete, jump on the Carry with your E and follow up with your Q (Ideally E+Q Cancel), use Hextech Gunblade and AA for the passive proc.
Now you simply run away or use your ultimate back to safety.
Here is a video made by me to demonstrate:
Your Parallel Convergence is the perfect tool to initiate a fight.
This ability is everything you want: An AoE 1.75 Second Stun.
If you succesfully land a 3,4 or even 5 Man W, the fight is definitely on your Side.
Your W can be a really good Ability when used at the right location at the right time and can single-handedly carry a fight.
If you don't have someone on your team that could engage like Amumu or Maokai, don't be scared to start a fight all by yourself.
One of the main questions you should ask yourself before going in:
╔Where is the ADC most of the time?
╠Is their Support in the Backline/Frontline?
╚Do they have a big disengage?
With your abilities you are able to peel your carry pretty good all by yourself. You have a 60% Slow on your Timewinder and a 40% Slow or 1.75 Sec. stun on your Parallel Convergence. So sticking to your ADC will give him an easier time killing and out-kiting tanks like Cho'Gath or Darius who don't have any gap-closer at all.
Your Parallel Convergence also helps taking down tanks, as your auto attacks deal more damage to enemies below 30% HP, scaling with their missing life.
You can also switch around these Playstyles. For example, once you succesfully killed the enemy ADC, maybe you should look and try to help your Teammates instead of jumping on another target.
Also keep in mind that Ekko is a skirmisher, you can theoratically deal with anyone if played smart.
No more missclicking:
What is happening:
Don't waste it!:
Mid Game: 10/10 This is Ekko's best time to shine. Great damage, while the enemies are still quite squishy, perfect!
Late Game: 7/10 Ekko is still a strong champion in late game, though it can be quite challenging when it comes to eliminating priority targets.
Laning Phase: 6/10 Well... Ekko is melee, but his trade are quite good and farming is made easier with your passive.
Items: 8/10 The Items currently synergise well with Ekko. The only problem is that many Items such as Lich Bane, Gunblade or Rabadons cost super much, so being ahead is very useful.
Runes: 7/10 Many runes Ekko uses were nerfed in 8.16, which makes it a little bit harder for him to burst someone, even more when behind.
Creation of this Guide
October 25th 2017:
Changes on Item Build.
November 8th 2017:
Changes on Runes. (New Runes System)
Added Chapter "Masterys"
Added Chapter "Ekko Currently"
November 11th 2017:
Updated Lane Phase Videos to Season 8
March 14th 2018:
Changes on "Ekko Currently"
Changed Chapter "Teamfighting with Ekko"
Changes on "Runes"
Small Changes on "Pros/Cons"
March 26th 2018:
Rewrote "Laning Phase"
Rewrote "Summoner Spells"
April 4th 2018:
Recoded "Summoner Spells"
April 5th 2018:
June 28th 2018:
Added "Other Options" under "Summoner Spells"
Added "Other Options" under "Runes"
July 6th 2018:
Added video "Teamfight - Assasination"
July 9th 2018:
Added champions in "Vs. Champion"
August 5th 2018:
Added Chapter "Protobelt VS. Gunblade"
August 15th 2018:
Changes in "Ekko Currently"
September 30th 2018:
Added Chapter "Tips and Tricks"
November 17th 2018:
Added Champions in "Threats"
Added Champions to new Category "Synergies"
November 17th 2018:
Changes on "Runes" (preseason 9)
March 12th 2019:
Changes in "Ekko Currently"
Recoded "Tips and Tricks"
April 17th 2019:
Added Champions in "Threats"
Changes on "Runes"
I don't have the time to complete everything of this Guide, but i will keep updating it and fill the missing parts.
Thank you for reading until the end, i hope you liked this Guide and learned somewhat.
Voting this Guide would really mean a lot to me and help me to improve the Quality of it.
Please leave a comment and give me feedback on where i can improve!
©Ekko Rush B