This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
(S8) Ap Ekko- Mid,Top,Jg ft. Gunblade build
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
Mid lane/ Full AP
Standard Jungle Ekko
Z-Drive Resonance (PASSIVE)
Ekko Passive Ability
Threats & Synergies
Immobile champs like Veigar or Annie are easy targets for Ekko, just avoid their stuns
Your damage output early on (with the right runes and masteries) is far greater and you can counter his ult with your W or R
Pretty much the same as Zed, except He can block your Q with his windwall
While Malz is immobile, he can silence you and put you in place with his ult. Bit scary
Any champs like Heim or Azir can zone you out of cs fairly easily considering you are melee. And going all in on these champs can be risky.
Anti-mage match ups are always tough for AP champs. Kass naturally has MR and can get out of sticky situations with his ULT
Maybe its just me personally, but as Ekko I always find it a bit hard trading and winning lane against a Diana. Her all in is very strong and can be hard to predict.
This match almost always comes down to personal skill level. Ekko and Ahri have fairly similar kits, so in the end its up to the player to get ahead.
I realize what I had earlier said about immobile mages, but Brand has been fairly buffed and can give you some mean harassment in lane. Call da cops!
Many Akalis try to fight based around their W. If they thrown this down, simply back away a bit and throw your q or w into the zone.
The main thing to think about when playing against Annie is her stun. If you are patient enough, she will eventually burn her stun on something stupid and allow you to go all in.
Reworked Kat has way more mobility and is kinda hard to stay on top of. One nice thing is you have the cc necessary to stop her ult. In the end, this is a very skill-centered matchup and will simply come down to who can play their champ better.
A decent lux is hard to play against. Ekko is meant to utilize his mobility, but the roots or slows can easily prevent this. However, her skills are fairly avoidable.
Cho is tricky. Early game, its a very simple matchup; his immobility allows you to get easy procs of your passive and win trades. However, once he begins getting tankier he will become harder and harder to kill.
If Ryze builds correctly, he will be very annoying in a fair fight. You have the potential to assassinate him, but head on you will be consistently rooted until you're dead.
Once Vel hits 6 you should've save your E to flank him when he ult.
Ziggs has decent poke and if he saves his satchel charge he can always have an escape.
Cass has decent damage with that hella annoying poison and can immediately stuff your all-in with her ult.
This guy literally has a move that takes him OUT OF THE GAME. You just really have to play around the cool down on his playful/trickster.
You have all the tools you need to out trade Anivia, but her passive can prevent some of your dives and all ins.
First few levels are a bit tough, but once you get through those this match is easy. Asol really struggles when assassins are able to get inside his star circle and stick to him.
In all honestly, this match up entirely depends on the azir's skill level. A good will be able to poke you out and shrug you off when you attempt an all-in, but a bad one is just free kills.
Corki will constantly harass you with all the great poke in his kit, and The Package gives him either a great way in or out of a fight, but if he doesn't have his escape ready you can look for a good trade.
Soo Zil doesn't have a ton of kill pressure on you, but has the tools necessary to stop your advances.He has a speed up/ slow to get out of your range, a stun to stop your advances, and an ult which makes him revive after death.
His poke is a little rough but avoiding his lazer and sticking on top of him during trades makes this lane not too bad.
So TF is very similar to the mages like Annie in the sense that you just need to avoid his cc and your fine, but you don't really have any ways of matching his insane roam.
Your in lane trades with Talon aren't bad, but matching this guys roam is a pretty tough task.
Taliyah's kit is full of cc, but if you wait for the right opportunity you can trade really well.
Oh man. Rn Syndras in a pretty good spot. The one thing you got going for you is that you can ult to negate the damage from her ult.
Avoid cc, you're gucci.
You have the tools needed to survive a lane against lb, but its sooo hard to pin her down for a decent trade or kill.
If you get ontop of Karthus a kill is easy, but if you blow all of your cooldowns he can kill you after death.
This guys poke is roughhhhhhhhh and he is able to knock you back with his hammer form. If you get a farm lead in lane and your able to build into your zhonyas it will be ok, but still rough.
Kennen has a good amount of cc in his kit so its pretty hard to get onto him, and his lighting rush gives him increased resistances.
Z-Drive Resonance (PASSIVE)
Ekko Passive Ability
Ekko- The Boy who Shattered Time(I don't own this art, all rights go to the original creator, Jason Nguyen. I'm a big fan, check him out!)
Ekko is a highly mobile ap champ that can be built assassin, fighter, or even tank, and can be played in a variety of roles (sometimes i think of him as the Swiss Army knife of League).
- 2nd chance with ult
- Long duration stun with shield
- Weak against silence or cc
- Not so fantastic late game scaling
- Skills can be hard to land
- Fairly squishy (depending on build)
When should I pick Ekko?
Excellent question. Honestly, I think if you have a high level of mastery and confidence with a champ, any champ, you can pick them whenever. Some match ups make be more difficult than others, but the more you play Ekko, the better you will be at using him in a number of scenarios,initially favorable or unfavorable. The beauty of Ekko is that you can play him in top, mid, or jungle, so you have a very high chance of getting him no matter which roles you queue up for.
Where is Ekko played?
For the most part, Ekko is now played soley as an AP assassin mid. Since tank Ekko has been seemingly nerfed into the grave, he has been seen far less in top and the jungle. While his jungling is a bit rough, it's still usable, and he can still be a good AP bruiser in the top lane.
Why do I like Ekko?
I love playing Ekko for a number of reasons. First, as a said above, he is very versatile and fits in many situations. I enjoy highly mobile champs, which Ekko has in his dash/blink, movement speed increase, and replacement. Also, Ekko has a very unique fighting style in the sense that he is a bursty AP assassin who can also benefit from drawn out fights.
Sudden Impact- added damage after using mobility or re-positioning, which works great with Ekko's E and R.
Eyeball Collection- Grants permanent AP
Ravenous Hunter- Grants healing off of ability damage
Secondary Rune- Inspiration
Biscuit delivery-Free biscuits. Nuff said.
I would like to add...with some further experimentation, I find the stopwatch rune to be a good secondary rune! It will somewhat help you accelerate yourself towards getting the zhonya's, practically a must buy on Ekko, and will allow you to pull of some combo's that require zhonyas in the early game.
As I said these may shift over time, but this is what appears to be the best runes for EKko after some initial thought.
Your second spell is fairly flexible. I take Ignitebecause most melee/assassins tend to do so, and it can really help you get early kills and get snowballing. Barrier works if you feel unsafe in your lane matchup. Teleport mid is also becoming increasingly popular, and that's what i would take if I'm going top lane with this build, but like i said i almost always have ignite mid.
And if for whatever reason you don't take Smite jungle, I don't know what to say to you.
|Passive- Z Drive Resonnance: With 3 successive hits on the same target, Ekko procs his Z Drive Resonance, dealing bonus damage based on how much AP you have. If this is procd on an enemy champ, Ekko gains a movement speed boost. This can be use in conjunction with your abilites. As you get more AP later in the game, this ability gets SCARY! In one combo you can delete squishies.|
|Q- Timewinder: Ekko throws out his Timewinder, a disc- like object that damages and slows enemies, and then returns to Ekko. Timewinder can add a stack of Z Drive twice, hitting the enemy upon being thrown out and returning. It's worth noting the Timewinder does considerably more damage upon returning than after initially being thrown out.|
|W-Parallel Convergence: Ekko targets a zone which his Parallel Convergence will hit 3 seconds later. If Ekko is in this zone, he will recieve a sheild for a few seconds. If an enemy is in this zone, they will be slowed, if BOTH Ekko and an enemy champ are in the zone, the enemy champion will be stunned. Hard to land, but VERY powerful. Also, the passive on this ability amplifies damage against enemies who are below 30% hp, so this can be useful for farming creeps, or assassinating low enemy champs.|
|E- Phase Dive: This is, in a sense, a two part ability. The first part is that Ekko rolls forward, pretty simple. After this though, Ekko's next auto attack will allow him to blink towards an enemy and deal extra damage based on his AP. This auto attack will apply a stack of Z Drive|
|R- Chronobreak: This spell is difficult to use but EPIC. Upon acquiring this ability, Ekko will spawn a ghost that appears where Ekko was 4 seconds ago. When the ability is activated, Ekko will go back to his ghost, dealing damage in the area around where he lands. He will heal himself for a portion of the damage received in the past 4 seconds. Oh yeah, this ability scales with 130% AP!!! Whaaaaatttt?!? This pretty much means it does hella damage.|
Max Q first. This will give you good poke and waveclear. Also, it will help keep enemies at bay. You do not want to try and go all in on an enemy if your stats are not all that high yet.
2nd, max E, mainly for the purpose of scaling damage. And, by this point you should have better stats that will allow you to all in enemies.
Max W last. You may be asking, "If W is such a strong ability, why max it last?" Another good question! While W is a great spell, leveling it up only adds to your shield amount, so one point early is sufficient.
(Level up your ult whenever you can, nothing new there :D)
A lot of these builds are fairly flexible because I cannot predict each scenario you may be in. Like I have said, my goal is to always reach max CDR and, for the most part, to dish out the most damage. Mix and match your runes and items in order to get max cdr while also itemizing for the match you're in. For example, maybe you took scaling health in runes instead of cdr, so you might want to grab Lucidity Boots instead of Sorc Shoes.
There are notes for the items in the section above, but I'm not going to spend time discussing each individual item, rather the possible builds I've shown.
Mid Lane/ Full AP
Typical full AP Assassin build. This is the way to get the most damage out of Ekko's kit. However, he will be fairly fragile, somewhat of a glass cannon. Very standard build, and can be molded according to the game. Buy Void Staff if enemies has high MR, otherwise maximize your AP.
This build gives some good defense while still allowing Ekko to do some nice damage. The combination of ROA, Zhonyas, and Abyssal Scepter give some nice defensive stats while still giving some damage. I almost always run this build when I play Ekko top, and occasionally use it mid.
Very standard jungle build. Runic Echos into the core items of Lich Bane and Zhonyas. After those items and boots, itemize according to enemy team. Please DO NOT get Luden's Echo with this build, it has the same passive as Runic Echos.
I'll go a little more in depth with this build since I've been working on this for a while and find it to be rather fun. Essentially, the quicker Ekko can proc his passive, the sooner he can get the burst damage off and the sooner he can get his movement speed bonus. So, the bonus attack speed from Nashor's will help proc it quicker. Also, now that the Z drive does not slow enemies, Gunblade is great to help lower an opponents move speed. So theoretically, you can use the active from Gunblade to slow the enemy, get in range for enough time to proc your passive, in which your auto attacks will not only do extra damage from the bonus AD from gunblade, but the passive on Nashors grants on hit damage based on your AP. A very deadly commbo.
This build also has good sustain from the Gunblade, helping you stay alive longer. I find this especially nice as a jungler, allowing you to solo dragons or do extended jungle clears You can use this in lane or in the jungle, but should itemize accordingly. While this build has good burst, it tends to fall off later in the game.
Items I don't buy
Archangels Staff- You really don't need this much mana as an assassin rather than a caster
Hextech Protobelt- Not a popular opinion, but I don't value this item on Ekko. I do like the extra dash for getting in and out of sticky situations, but at 45% cdr your E is already on a very low cool down. More importantly, if you're trying to maximize your damage, a 60 AP item could be replaced with something much better.
Athene's- More of a support item now, if you need MR build Banshee's Veil
Laning phase can be a bit tough. In most cases, just use your Q to clear waves and farm up until you at least hit level 6. In some cases though, if you hit level 2 or 3 before your opponent you can try to all in them and in most cases you can typically burn an enemy summoner spell. Once you hit 6 though, you can play a bit riskier and use your R to avoid death or get some kills. If you have a wave pushing towards the enemy turret and you think you can execute a clean dive, it can be a great way to force the enemy out of a large amount of cs.
Since Ekko has some nice mobility spells, he is a fairly good roamer, and top lane Ekko can make some nice teleport plays. Roaming can be a great to not only further your lead, but help out some teammates. HOWEVER, make sure you know when to roam. Roaming too much and losing lane is one of the biggest and most common mistakes a player can make. Make sure you check the following before you roam/ teleport:
Is your lane going to be safe if you roam? Are your minions pushed up and your tower is not at risk of being taken?
Has the lane you're gong to been trading? If not, it's not worth your time
Have the enemies you're going to burnt any summoner spells? If they've used their flashes, your chances of getting a kill are much higher. If you gank and force them to burn their flashes, you should probably come back again later. REMEMBER, it is much more effective to gank the same lane consistently rather than sporadically going to different lanes.
Mid game is your time to shine! Once you've started to pick up some of your core items, you are a force to be reckoned with. Once you've made sure your lane is taken care of (you've taken the enemy tower and shoved up the wave) you can start to roam around, catch enemies, and help your team take objectives.
Sadly, you will fall off a bit late game. Once your enemies stack their MR, you will do subsequently less damage, and with the exception of your R your AP scalings on most abilities are't great. But, if you stick with your teammates and fight smartly, you'll be fine. And, if you choose to take Teleport as a secondary summoner spell you can become an effective split pusher, utilizing your wave clear to push sidewaves for objectives while maintaining the ability to join a fight anywhere on the map.
For the most part, stick to a standard starting jungle path.BE SURE you take your W at level one for the first camp. One exception though is that you can use your W to take down the river crab fairly easily in order to get some health back and clear more camps. Once you hit 3 you should be able to gank fairly easy. Once you hit 6, feel free to counter jungle more since you essentially have a get out of jail free card with your ult. REMEMBER- if you see the enemy jungler ganking you need to use it as an opportunity. Either go farm their jungle, gank another lane, counter gank, or take a neutral monster.
Ganks should be fairly simple. If you see a lane is overpushed or you can sneak into a brush unnoticed, go for it. If you're in the bush the enemy won't be able to see you cast your W, giving them little time to react to it and giving you an easy stun.
As a jungler, it is important to ward objectives and keep an eye on the monster timers. Once Baron is up, make sure you spend your time on the top half of the map to protect the objective.
- W, E, Q: Ekkos W animation is very noticeable, so before doing this one you want to get out of the enemy's sight by going in a bush or out of lane. Once hidden, throw out your W, dive in with E, and stun the target. Your opponent will have little time to react. Beautiful.
- W, R: Great for turning around a chase. Throw out your W where you currently or were a second ago. Then, R back into it, procing the stun instantly (you used to have to wait for the W to land, but since some changes in season 6 the stun from your W will not proc once you R through it).
- W, Zhonyas: I call this the Idiot Combo. Throw out your W on top of yourself and immediately Zhonyas. The enemy team think "Look at this idiot, he's frozen!" Then walk over to you, but once your W hits they will be stunned. WHO"S THE IDIOT NOW!! MWHAHAHA (sometimes this works, sometimes it doesn't)
- W, E, Zhonyas, R: Great way to start a teamfight. Throw your W where the majority of the enemy team will be. Dash in with E, then Zhonyas to prevent taking damage. Once the stun hits, let your ghost catch up to you and R. BOOM BABY
-Upon hitting 6, you can recall, buy, and ult back to lane without losing any cs
- you can reduce the animation time on Q if you use the roll from E, throw out your Q, and blink with E
- if done correctly, you can cancel the animation on W by quickly casting E after
- the zone from W will linger for about two seconds after the initial animation. Use this to trick enemies, or for a bit more time to get in its circumference.
- Ekko's E is a great way to get into the backline of the enemy team. Assassinate some squishes, then ult out
- The Sandstorm Ekko skin can make your abilities (especially your W) much easier to see. Not a must buy, just a tip. (Riot is giving me royalties from each skin bought! Stock up boys! Jk...)
- Ekko is very good at split pushing. His Q can pretty much clear an entire wave and his E can be used to deal more damage to structures. This damage is greatly increased with Lich Bane.
- You can use the dash portion of your E, ult, and then have then still have the attack portion of your E ready to use.
- If you buy GA, you can let yourself "get killed," without using your ult. Then, enemies will typically gather around you waiting for you to revive. By this time, your ult ghost will be right on top of you so the instant you revive you can ult for a ton of unseen damage.
- To disguise a roam, you can throw your W back towards your lane as you're walking towards another lane to make it appear that you still intend on staying in your lane
Anti-Mages(Kassadin,Galio): You will automatically be at a disadvantage considering most of these champions either have some form of spell shield or natural mr in their kit.If the opposing laner does not know the strengths of their champion, or simply cannot match your skill, you may still be able to win this matchup. Still, be VERY cautious when playing against anti-mage champs.
Control Mages(Heimerdinger, Azir): As long as you are in lane, these guys will be rough to deal with. While you can try to farm with your Q, most times when you have to get in melee range to auto-attack minions you will get harassed. One thing to note though is that most control mages prefer to stay in the comfort of their lane during laning phase. Ekko is a good roamer, so if you cannot get an advantage in your own lane, try to create advantages in other lanes. Overall, laning phase will be tough, so play it safe and wait for your chance to shine in the mid-game.
AD Assassins (Zed, Yasuo): Most lanes against an AD assassin should not be too bad, but in the end it will come down to each players proficiency on their champion. An early Seeker's Armgaurd will help you start stacking armor and will greatly improve your trades.
AP Assassins (Diana, Fizz): Not gonna lie, the midseason changes to Abyssal Scepter hurt Ekkos play against other AP champs. You tend to struggle against other AP assassins, like Fizz for example, but these matchups highly depend on skill.
Caster Mages (Xerath, Victor): Your time to shine! While these champions may have annoying poke, you will typically win all in trades and will be able to snowball with items and xp. You should be winning these lanes.
Supportive Mages(Karma, Lulu, Zilean): Similar to caster mages, but these champs will typically have some way to negate/avoid damage (i.e. Karma sheild, Zilean revive). Still, expect to at least go even, if not win in these lanes.
PLEASE NOTE there will be outliers in each of these classes. This was simply an efficient way to summarize most of the match-ups. Specific match-ups are above, but the best knowledge will come from actually playing the match-ups.
Thanks for reading! I hope you learned a thing or two, but most of all I hope you have fun with Ekko! Questions, concerns, comments? Want to share your scores with the build? Feel free to do any of these in the comments!
You must be logged in to comment. Please login or register.