Click to open network menu
Join or Log In
Mobafire logo

Join the leading League of Legends community. Create and share Champion Guides and Builds.

Create an MFN Account






Or

Ekko Build Guide by laplace144

[26.16] Ekko Jungle (IN-DEPTH GUIDE)

[26.16] Ekko Jungle (IN-DEPTH GUIDE)

Updated on August 17, 2026
New Guide
Vote Vote
master
League of Legends Build Guide Author laplace144 Build Guide By laplace144 5,086 Views 0 Comments
5,086 Views 0 Comments League of Legends Build Guide Author laplace144 Ekko Build Guide By laplace144 Updated on August 17, 2026
x
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!
Vote
Comment

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!
Would you like to add a comment to your vote?

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.

Runes: STANDARD

1 2 3 4 5
Domination
Dark Harvest
Sudden Impact
Grisly Mementos
Treasure Hunter

Inspiration
Magical Footwear
Cosmic Insight
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Scorchclaw Smite

Scorchclaw Smite

Threats & Synergies

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

Champion Build Guide

[26.16] Ekko Jungle (IN-DEPTH GUIDE)

By laplace144
ABILITIES
Z-Drive Resonance (Passive): Easier to proc once you hit your Dusk & Dawn spike. Extra movement speed is the main power gain from this passive, so the goal in every fight is to keep it triggering while you kite, dodge and reposition.
This is the skirmisher playstyle. Stay in melee range only when you can actually land a kill or force a trade, and disengage as soon as your cooldowns are used.
Timewinder (Q): Land the return hit. At max rank the return deals half the total damage and applies a second passive stack. You can also use Flash or Phase Dive to change its path if that's the only way to hit an opponent.
The slow on this ability is underrated. Use it first when you're chasing, or throw it across their movement path when you are the one being chased.
This ability counts as a Projectile and can be destroyed by Yasuo, Braum and Samira, so wait until after they've used their W before casting it.
Parallel Convergence (W): Cast it from fog of war so the enemy doesn't see it forming. The vision on it is asymmetric: your team sees the full animation, but the enemy sees nothing until it fully forms about two seconds later. That delay is where the value comes from.
Once the enemy can see it, they'll react to it, so commit immediately after casting. Either follow with E+Flash, or use it to force their Flash. Don't cast it on someone holding a dash — they'll just dash out and you'll have wasted the cooldown and revealed your position for nothing.
This ability grants vision, so use it in bushes you don't want to walk into directly, or on objectives to check enemy health.
Also, everyone inside the zone is slowed before it fully forms. This can be combined with Timewinder when you're being chased: place the W in the path they're walking so it slows them and stops them from catching up.
They can't see you cast it
Predict where they'll be two seconds out, or place it behind them to cut off their escape route and force a fight.
They can see you cast it
Expect them to sidestep it. Place it on the side they'll move toward, not on the line they're already walking.
Phase Dive (E): This ability is both your gap closer and your escape, so save the cooldown for when you need it rather than using it as regular mobility.
The first part of this ability counts as a Dash and can be interrupted by Poppy W and Taliyah E, so be careful using it near those champions.
You can use it to jump over walls when setting up gank angles without being seen — for example, jumping over the baron pit to avoid brush vision placed by their top laner so you can gank him. Dash through walls to leave an area, or to approach from an angle the enemy isn't watching.
The second cast blinks you to whatever you're currently attacking, so a minion, a jungle camp, a Scryer's Bloom or a freshly placed enemy Ward can all be used to reposition.
You can also cast Q or W during the dash animation instead of standing still. If timed correctly, the blink will still land on an enemy even if they use Flash or another blink to escape.
Chronobreak (R): Delay the upgrade. Ctrl+R levels the ability without casting it, so get used to doing that on your first use each game, and keep track of where you were four seconds ago so you know where you'll land. Past level 11, two points in the ability is enough.
The heal scales with the damage you took during the rewind window, so diving in and using R on the way out usually heals more than using R the moment you drop low. This isn't always correct, though — if the spot you'd return to is worse than your current position, don't use R. The untargetable window avoids anything already cast at you, but abilities that apply a Tether stay attached to you regardless. Keep this in mind before using R.
Default: save it. You're most vulnerable without it, so check for enemy CC before you engage. Getting hit with CC while it's on cooldown is a common way to die, though Mercury's Treads, Banshee's Veil and Zhonya's Hourglass all reduce that risk.
Exception: use it for the damage. If someone's about to walk into your bush, W yourself, stun them, then use everything including R to secure the kill. Using the cooldown here is worth it when it actually results in a kill.
ITEMS

IN-DEPTH ITEMIZATION

Starting item
Start Scorchclaw Pup every game. It increases your damage output once upgraded and makes your burst significantly more lethal.
Dark Seal
Dark Seal is a core item for Ekko. It's one of the most gold-efficient items in the game and lets you turn an early lead into full control of the game.
Mejai's Soulstealer
Only buy Mejai's Soulstealer once you have 10 stacks, you're confident you won't get caught by CC, and you're sure you'll have Flash and Chronobreak for the next fight. Buy it as soon as those conditions are met, but it's generally better after Nashor's Tooth rather than before.
Component priority
Maximize your gold value at every point in the build. As a general guideline, buy the component with the highest gold value first — for example, Seeker's Armguard before the rest of Zhonya's Hourglass. For Nashor's Tooth, prioritize Ability Power, then Attack Speed, then Ability Haste.
First recall
Blasting Wand + Dark Seal is the optimal first recall in a standard game, plus an optional Oracle Lens — delay the Oracle Lens to your second reset if you'd rather have a ward on that first back.
Dusk & Dawn
Buy Blasting Wand or Kindlegem first toward Dusk & Dawn. Never buy the standalone Dagger — it occupies an inventory slot until the item is finished, and Dusk & Dawn has 4 recipe components on top of the 3 items already in your inventory by the time you're building it.
Item order
Rabadon's Deathcap is generally your 3rd item in most games, unless you urgently need Void Staff, Zhonya's Hourglass or Banshee's Veil.
Match-specific items
Default matchups: Zhonya's Hourglass vs. heavy AD comps, Banshee's Veil vs. heavy AP comps, Void Staff vs. heavy MR comps.
Beyond those three, there are dozens of other defensive and utility items that can return more gold value than any of them, depending on the game.
Example: Kaenic Rookern against a full AP comp, or Randuin's Omen against a full AD or heavy-crit comp, are extremely strong — especially when you're playing from ahead. Support items are worth experimenting with too, since they're some of the cheapest powerspikes available.
Just make sure the reasoning holds up before buying them: ask yourself why the unusual item is better here than the standard build.
MECHANICS

Hold the R Upgrade

Don't level R until the moment you're about to cast it. Once it's learned, your afterimage becomes visible to the enemy, which tells them you have R and roughly where you'd rewind to.
The downside is you have to track your position from four seconds ago without any visual marker. Once you're comfortable doing that, you become much harder for opponents to predict. Levelling it right when you need it takes practice, but it's worth developing.

Fast E + Q

Cast Q during the E dash animation instead of after it finishes. The Q comes out while you're still moving, so both abilities land as one motion and the enemy gets no time to react between the dash and the projectile.
Practice this until it's automatic, since casting them separately warns the enemy the Q is coming.

E + Flash

Best used to finish off a low-health target. Flash immediately after the dash finishes to extend the range beyond what they expect: the blink resolves at your new position, so you close distance the enemy wasn't accounting for.
The reaction window is short. Anyone who wasn't already anticipating the extended range is unlikely to escape it.

W + Zhonya's Hourglass

This ones the rarest but also worth mentioning. Drop W on yourself, then activate stasis inside it. You're untargetable while the zone is arming, so anyone who walks in to punish you gets stunned once it activates and they're still standing there.
Useful when you need the shield immediately and you're surrounded, or when you need to hold the position until your team arrives.
GAMEPLAN
THE STANDARD CLEAR
Raptors → Krugs → Red → Wolves → Gromp → Blue


WHEN CAN THE ENEMY JUNGLER INVADE

Level 1
Ward here so you can see them walking in or jumping over the wall, and break the Blast Cone between Red and Raptors, since they can loop all the way around from there.
If you suspect a level 1 invade could happen, clear raptors while staying in the bush next to them to prevent an ambush.
If they try to ambush while the Big Raptor is in smite range, try to outsmite it and kill as many of the small ones as possible. It's up to you to evaluate whether you can kill them with a level advantage. Some junglers with Conqueror and Lethal Tempo kill you anyway. Whether your midlaner comes to help is also a big factor. If you miss the smite, still hit the small ones to prevent them from reaching level 2. If it's not in smite range or you think you'll get killed contesting the small ones, start walking to Wolves instead.
Concede that side and start Wolves → Gromp → Blue instead. Once your camps are down: free gank first, then an invade, then Scuttle, then pick up your respawns and play normally.
A level 1 invade you rotate away from usually costs you very little. He spent the same time walking that you spent clearing. What actually loses you the game is contesting a camp you were never going to hold, or standing still deciding.
A more serious level 1 threat is a fast clearer starting at your Wolves: Hecarim, Bel'Veth, Fiddlesticks and similar. Keep this in mind at the start of the game and ask for river vision.
Most junglers won't risk it, because walking through your vision lets your team collapse on them, but some try it anyway. The reason this can hurt more than giving up a camp is that you can be left with nothing to do with your tempo (no ganks available, no invades because you don't have lane prio, no objectives because it's early game) until Scuttle, and no info on where the enemy jungler went next. Worse again if their mid and support cover the camps they left behind.
If you do spot them on vision before camps spawn, only look to counter invade after clearing your Red side. Also pay attention to which lanes have prio and can move if a fight breaks out.
Getting invaded like this is less costly when starting raptors, because you have something to do almost immediately after Scuttle, but it's still worth watching for.
Level 3
Expect it on red side against an aggressive support with lane prio: Pyke, Thresh or Nautilus. Drop Parallel Convergence in the bush next to Blue while you're on Wolves so you aren't caught by surprise.
Only ping your lanes in if you actually win the 3v3 or your team gets there first. If you don't: concede the camp, find a gank, take Scuttle, and look at invading once you know he isn't contesting.
Getting invaded here is survivable more often than you'd think. Keep your laners updated on where he is so they can play the tempo swing with you.
Level 4
They can reach you while you're still on Blue. Ward the river bush near Scuttle spawn so you can decide before he arrives: finish the camp normally, or smite it and walk.
Deciding after he's already right next to you is how you lose the camp and Scuttle in the same thirty seconds. If you spotted him early and you're healthy, a Parallel Convergence placed on the camp turns a contested blue into a fight you're favoured in.


WHAT TO DO AFTER THE FIRST CLEAR


Take Scuttle if you can; if it's contested or already gone, move to the other one. Ward enemy Raptors on the way if the window is free.
Avoid ganking the nearest sidelane unless the gank is worth trading your raptors for, since they'll often be invaded by the time you get back. Look for a mid gank instead, come back for your respawned Raptors and Krugs, then reset and buy Dark Seal, Blasting Wand and Oracle Lens before you take topside. Clear Wolves → Gromp, then look for ganks.
This is the early game you want every single time. Learn the timings until they're automatic.


GENERAL JUNGLE FUNDAMENTALS

01

Learn the enemy jungler's pathing first.
Which side he started, which way he's going, roughly when he'll be where. Almost every decision below gets easier with that information and harder without it.

02

Stay on tempo: camps up versus camps down.
With your camps up, a gank costs you a clear that would have given you gold anyway. With your camps down it costs you nothing. A camps-up gank isn't automatically wrong, just expensive, so it needs to be worth the tradeoff: a kill you're confident in, a dive setup, a tower.
Most bad early games come from taking that tradeoff for a 50/50.

03

Take the time-sensitive play.
If the enemy top is at 1HP and has to push the wave in, show top now and go for the kill. Skip a camp if it means you get this kill. A little tempo is far less valuable than an early 400g.

04

Know what's next before the current camp dies.
Gromp, Krugs, Dragon, Grubs, a reset. Decide while you're still hitting the camp, not after it's already dead. Dead time between camps is where games are lost.

05

Ping his options, not just his position.
Before or after you make a play, think about what the enemy jungler can do about it and tell your lane. They can't see the map the way you do and they play far better with two seconds of warning.

06

Recall in the sidelane after a gank.
You're already there, you skip the walk, and you come back with items on a side of the map the enemy hasn't accounted for.

07

Sync with your team's uptime.
Know when their cooldowns and summoners are available and when they aren't. A play that works with your mid's ult up is a 50/50 without it, and you're the one who has to track that.

08

Always have an objective in mind.
Dragon, Grubs, a tower, a specific enemy's flash, vision on one side of the map. You should never be walking around without a reason.

09

Adapt to the team you actually have.
If your top laner won't play for objectives, stop building plans that need him there. Play around whichever lane is winning instead: that might mean diving a pushed-in ADC while their support is away at grubs, rather than contesting the grubs yourself.
SPECIFIC FUNDAMENTALS

STEALING OBJECTIVES


Keep at least one Smite charge up at all times. You can turn a game around on your own with a single Baron or Elder steal, and you don't need prio to do it. What you do need is the right geometry.
The sequence
You can check the objective HP using Parallel Convergence for vision.
Throw Timewinder onto the objective as it approaches 30% HP, wait for the return pass, then Phase Dive over the wall and auto + Smite to finish it. Chronobreak takes you back out.
That last part is why the wall matters. Four seconds before the steal you were standing safely behind it, so your R return point is already on the safe side. You don't have to plan the escape: the E you used to get in sets it up for you.
The geometry
The objective needs to be on your side of the map for the clean version of this. Red side Baron is the standard case: over the wall, steal, R out.
Blue side isn't impossible, just significantly harder, and you're looking for unusual approach angles rather than the standard one.
Who beats you
Nunu & Willump and Cho'Gath are the ones who out-damage you at the smite window. Against them you're relying on the burst rather than the Smite, so it's a riskier play.
In a game you're already losing, that risk is usually still worth taking.
You'll get these without a fight more often than you'd think, either because nobody respects the threat or because your team gives you a safe hover.
Q, E in, auto, Smite.
THANKS FOR READING

Hope this guide helps you climb with Ekko jungle. It's been fun putting it together and pulling all the matchup, micro and macro knowledge I've picked up over the years into one place. I'm still updating it regularly, so leave any feedback in the comments.

- laplace
Download the Porofessor App for Windows
League of Legends Build Guide Author laplace144
laplace144 Ekko Guide
Vote Vote
[26.16] Ekko Jungle (IN-DEPTH GUIDE)

League of Legends Champions:

Teamfight Tactics Guide