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Ekko Build Guide by Anthaang

Middle platinum

[SEASON 10.11] EKKO MID TO DIAMOND

By Anthaang | Updated on May 28, 2020
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Runes: Standard Page

1 2 3 4
Domination
Electrocute
Sudden Impact
Eyeball Collection
Ravenous Hunter

Inspiration
Magical Footwear
Minion Dematerializer
Bonus:

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

Spells:

1 2 3
Winning Lane
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

LeagueSpy Logo
Jungle Role
Ranked #13 in
Jungle Role
Win 50%
Get More Stats

Threats & Synergies

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

Hi, I'm Anthaaang and welcome to my Ekko guide. I've been playing League of Legends since November 2012 in end of Season 6 and have been maining mid. My top rank is Diamond III in solo queue. I have experience against Diamond, Master and Challenger players through solo queue, ranked teams and tournament games.

I first played Ekko at the start of Season 7 and promptly lost my first 5 games in a row. Despite being completely horrible with him at first, he quickly became my favorite champ and midlaner as I played hundreds of games over the following years. Playing Ekko taught me the power of map pressure from early roams and vision as well as efficiently helping my team create leads.


Ekko is a powerful assassin who thrives in extended fights, using his mobility and crowd control to slow and stun enemies as he whittles down his targets. And if he starts to lose a fight, the brilliant boy from Zaun can rewind time a little and try again. Ekko's damaging spells and attacks build up Resonance stacks on his enemies. Every third attack against the same target triggers Ekko’s passive, dealing bonus damage and slowing his enemy. If he triggers his passive on an enemy champion, Ekko also gains a strong movement speed buff. Few midlaners can match Ekkos shove in the early game. Whether roaming with defensive vision, invading for steals and deep vision, or applying a ton of side lane pressure, Ekko can easily switch playstyles in the early game to suit the needs of her team.

Ekkos can engage and disengage pretty fast. With his E: Phase Dive he is able to do that. He can deal so much damage especially to squishy targets with low CC. You can build him as a tank or AP, either way he is a monster.Your R: Chronobreak can turn the situation around by healing you when the enemy is low and even one shot the enemy if they are caught off gaurd. He is good in team fights especially because of W: Parallel Convergence where he can stun enemies and his R: Chronobreak where he can deal a whole lot of damage.

It will take you a very long time to learn Ekko . He is unlike any other champion. But you should remember to never give up. Ekko is weak against hard CC champions and to me they make him very choppy and not smooth like I'm used to. He is weak to poke and you should avoid it as much as possible. Since it's easy to miss abilities and not deal any damage + you're squishy, it is a risk to engage, but don't worry as long as you disengage on time. He is pretty hard to play in late game, if it gets to that point.



Electrocute: Ekko's trade pattern fits perfectly with the rune Electrocute. His combo of E-Q-AA procs both Electrocute and his Z-Drive Resonance dealing great damage. It was also recently changed to have shorter cooldown but lower damage, which is better for.



Eyeball Collection: This is more of a preference, Ghost Poro is also pretty good if you are willing to constantly keep track of it which I don't. Eyeball Collection is great because you get extra damage for doing something you would have done anyways.

Sudden Impact: Ekko's engage tool procs sudden impact, which helps him deal extra damage in his trade. It is also the most useful for Ekko in this line.

Ravenous Hunter: This gives great sustain because ekko's Q is aoe which makes it proc on all the minions your Timewinder passes threw giving you hp back.

gives you free boots and some extra move speed when you get them. This is all awesome especially if youre snowballing early.

minion dematerializer is a hidden gem a lot of Ekko one tricks overlook. If you use all three demats on the casters you can 1 Q the wave at lvl 7. This is big early especially in tough lanes or if your team is falling behind and you need to roam ASAP.

Since the change ive seen a lot of one tricks trying to make Presence of Mind. I think its really strong on Ekko but just a different playstyle. I would recommend running this though if you're vs a team comp that has heavy CC so you can benefit from Legend: Tenacity

This rune feels so good on Ekko into teams with heavy CC. Not being able to Chronobreak when its up especially in big team fights because of CC is so depressing but with this rune combined with Mercury's Treads it shouldnt be an issue anymore.

I would highly recommend this rune into heavy skirmish lanes or heavy poke lanes. It synergies so well with Corrupting Potion that i sometimes debate taking this over Magical Footwear

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. Ekko Also has a few animation cancels with flash i will show later.
A good early game spell which can help you get kills during laning phase. Also good against teams with a lot of healing.
I would recommend taking Teleport into extremely hard lanes or lanes you know for a fact you cannot win 1v1. It allows you to make impacts around the map, splitpush and be a global threat.

Passive:


Ekko's playstyle resolves around Z-Drive Resonance. This passive gives Ekko an in-out play style where you use the movement speed granted from procing it to back off until your next rotation of spells are up. Ekko's passive is both his main damage tool and also his repositioning tool.

Q-ability:


Timewinder is Ekko's wave clear ability and is the reason he has an above average wave clear. However, Timewinder's wave clear isn't the strongest before ekko reaches the power spike of being able to kill the caster minions with one Q, which is normally around level 9. Thats where we benefit from Minion Dematerializer. If you use all three demats on the caster minions you can one Q the wave at lvl 7. Something a lot of Ekkos dont know.


W-ability:


Parallel Convergence is a great ability but also a unrelible one. Hitting it requires you to predict where the fight will be in 3 seconds. However, it doesn't need to hit for it to be useful, it grants a shield even if you miss and it zones the enemy. It also gives Ekko bonus damage when hitting an enemy under 30% health. However it scales bad with levels and great with ap, which is why it is the ability you max last. A good rule of thumb with this ability is to place it where you expect the enemy to walk away towards to cut them off. The best Ekko's have amazing placements on this.

E-ability:
Phase Dive is Ekko's main gap closer which is used to set up the rest of his abilities. Since Phase drive works with on hit abilities, it gives him a lot of damage from Lich Bane and Hextech Protobelt-01 which as often built on Ekko. You max this ability second because it scales better with levels than Parallel Convergence. This ability also lets you go through most walls in the game.


R-ability:
As most other ultimates you put points into Chronobreak whenever possible. Chronobreak defines Ekko's playstyle as a timetraveler and allows him able to escape difficult situation. However it also does loads of damage but is very difficult to hit, which means you have to choose between using it for damage, or holding on to it for safety. A GIANT TIP is to not instantly lvl it up lvl 6. Instead hold the lvl up point until you HAVE to use it. That was you catch the enemy laner off guard, they cant see your shadows when you're roaming, and overall just is really useful to do on Ekko. Just remember your R is gonna be 4 seconds from where you just were.


QEQWQRQEQEREEWWRRWW

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Use this skill order if youre planning on shoving early to get the early pressure/put a deep ward on a weak enemy jungler for an ez invade.

QEWQQRQEQEREEWWRRWW

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
This is a safe play for when youre playing back and trying to just farm. I personally go this order to be sure we can win the 2v2 and i wont be missing an ability in those fights.

STARTING ITEMS


Corrupting Potion is a pretty basic starting item on Ekko, especially since Time Warp Tonic is still pretty good right now and it synergises well with corrupting potion. It not only gives you a lot of sustain in but also damage if you have it active whilst trading. Dark Seal is also a great pickup on first item with corrupting start since it synergises very well with it.

I recommend getting this on your second back since it synergizes so well with Corrupting Potion and gives you extra mana to spam Q in lane. It also helps you snowball to eventually build Mejai's Soulstealer and completely take over a game.

Get this along side

This is the bread and butter item for Ekko in mid lane. It gives wave clear, it gives damage, it gives health and cooldown reduction. This item even has great components which lets you spike early game compared to other items that ekko buys.

Lich Bane's spellblade passive synergises well with Phase Dive, this leads to Ekko having a lot more oneshot potential. It also gives Cd which is helpful. You should buy it in nearly every game after Hextech Protobelt-01.

These are give a lot of damage in mid-early game against squishy champions. You should take these boots in most games if you are confident in your Ekko play because Ekko has great surviablity with or without defensive boots as long as you play smart.

This item is a great all around purchase for all ap champions and Ekko is not exception. Rabadon's Deathcap scales with your ap so buidling this early is bad but it is great as a 3th/4th item.

Great against very heavy ad teams.


great against heavy cc teams.


This is great item against many AD assassins and it also synergises with ekko's Chronobreak really well. However because Ekko has his ultimate, it isn't as necessary for him as many other AP champions. You can get away with building this late or not at all if you are confident in your Ekko.

When you get into later stages of the game their is a high chance people will start buying magic resist, and that is where Void Staff comes into play. It lets you penetrate some of peoples magic resist helping you deal damage threw magic resist. It is a great overall item in late game.


There is two different uses for this item, the first being buying its component Oblivion Orb to get flat magic penetration which is great against people with low magic resist which makes it a great item early game when no one has magic resist. The other use against healing heavy enemy comps, it applies grievous wounds which makes it great against champions such as Vladimir, Soraka, Warwick etc.

Once you get into a game as Ekko there is two main ways you can play the early game,first one is that you just hard push the first and second wave to bounce back the third wave so you don't get ganked for being overpushed. The second one is that you just last hit and try to make a freeze outside your turret where you try to get as much farm from the comfort of your tower. There are other ways to play the lane but these two are useable in pretty much every game as Ekko.
If the enemy has no way of stopping you from pushing, the first option is the supiror one, it allows you to help out your jungler in the early scuttle fights which happen quite often in this meta + it lets you get the level 2 spike which is huge. It also lets you be safe under your tower by the time the enemy jungler is looking to gank.
If the enemy does have high kill pressure on you early you should focus on just last hitting and trying to get as much farm as possible until you are able to kill the wave with 2 Timewinder, after that you should just push out and roam as much as possible to get fed of side lanes by roaming . There are many different ways to play the early game but it is based on the matchups you face

Outside of lane you can either splitpush or teamfight as Ekko. Ekko is a great splitpusher if you are ahead enough for you to be able to 1v1 both there solo laners because they are the ones most likely to defend against you. However splitpushing requires a lot of cordination with your team which is risky and since ekko also has a great teamfighting, it is the easiest option to climb with.

Ekko brings damage, cc and engage to a teamfight which is great. However you are really squishy so any misteps can lead to a quick death. That is why going inn at the right time is really important for Ekko. You should always be standing at the outskirts of a teamfight, throwing inn q's until you see the perfect oppertunity to engage.

Your job as Ekko vary from looking to assasinate the enemies backline to engaging teamfights depending on what your team needs of you. In most games your goal is going to be to wait out the enemy cc so you can get to there backline and blow them up. In late game Ekko's damage is insane but you are also easily blown up if you get cought by CC because than you are not able to use Chronobreak.

If your job is to inisiate the teamfights because you lack engage than you should opt inn for a early Zhonya's Hourglass. It allows you to inisiate with a lot more ease because you can distract them for a long time with the help of Parallel Convergence and Chronobreak

GLHF

Ekko Is a great champ that is very fun to play. ENJOY HIM!
If you have anymore questions be sure to check out my stream at
https://www.twitch.tv/anthaaang
League of Legends Build Guide Author Anthaang
Anthaang Ekko Guide
[SEASON 10.11] EKKO MID TO DIAMOND
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