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Ekko Build Guide by Plethora Vegas

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League of Legends Build Guide Author Plethora Vegas

The Surprisingly Strong, AD Jungle Ekko! [gameplay inside]

Plethora Vegas Last updated on August 18, 2015
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Legendary Guardian

Defense: 9


Utility: 0

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I am a gold 4 Jungle/ADC main. When I heard Ekko being announced I really hoped he'd scale off of AD. I soon found that he scaled exclusively on AP; however this did not stop me from attempting to play him AD. Just because a champion doesn't scale off AD doesn't not mean he doesn't have synergies with AD/AA speed. Also everyone can auto attack, right?

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+ High burst damage
+ High auto attack speed/damage
+ Survivability/Lifesteal
+ Ult doesn't need to be used for damage, and instead for flashy plays
So basically you get to keep part of the burst AP Ekko has but with increased mobility and dueling potential. You don't have to worry about wasting your ult as an escape/heal since that mostly its only purpose without AP.

- might not be as bursty as AP Ekko
- All abilities scale from AP
So none of his abilities scale from AD but that doesn't really matter. His skills are still pretty strong with just the base stats and small AP items you'll get (sheen).

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Greater Mark of Attack Damage

Greater Seal of Armor

Greater Glyph of Scaling Magic Resist

Greater Quintessence of Attack Speed
Marks: I like to run attack damage marks on auto junglers since it speeds up early clears. These could be substituted for attack speed marks, both are good choices.
Seals: Most people run armor seals in jungle because jungle monsters deal physical damage, just makes jungling much easier. Don't run scaling here because you need the resistances sooner rather than later.
Glyphs: I think scaling magic resist glyphs are extremely strong on solo laners. Riot Phreak did a video on scaling and flat runes.
Quints: Kind of the same mind set as marks, I like attack speed quints because they are more efficient here rather attack damage marks. Run what you can, AD quints are fine.

If you are going run any sort of penetration rune, I suggest hybrid pen. All of Ekko's abilities do MAGIC damage, his autos do physical damage. However, I don't think they are necessary.

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This is a very simple AD/Attack speed jungle page. I try to never skip over dangerous game and feast, 2 very strong masteries. 2 points into tough skin since you are a jungler.

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Skill Sequence

> > >
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
I like to max my E first for a lower cool down on the 2 dash/blinks it provides. Q could be maxed first, if not, definitely second. The reasoning is the slow Q provides but your passive already has a very strong slow built in, so I'd rather blink in to melee range more often. Leveling w doesn't offer much other than a stronger shield, so we max it last. Take ult when you can...

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Flash: Flash is good, if you don't know why just try it out sometime. Could change your life! Flash + E + auto attack covers some good distance.
Smite: You can't buy a jungle item without smite anymore, you can't use the jungle item smite enhancement without smite. Take smite.

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Core Items


compliments this attack speed based build nicely and scales well.

Trinity Force

helps to keep you bursty and mobile.

Blade of the Ruined King lets you stick to your target and survive longer. Honestly Ekko doesn't really need much help sticking and surviving. 3 slows, 3 dash/blinks, a stun, and an ult that heals him.

Core items are very similar to what AD fizz use to be. In fact AD Ekko plays allot like AD fizz.

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Situational Items

Maw of Malmortius for high magic damage burst.
Mercurial Scimitar for cleansable cc, YOU CANNOT ULT WHILE DISABLED!!!!
Ravenous Hydra if the game has turned into a split push match, he doesn't need the wave clear but it helps.
Wit's End is strong if there is just alot of magic damage. it will increase the damage your devourer stacks do.
Guinsoo's Rageblade Possible Wit's End replacement offers AA speed and some regen.
Frozen Heart/ Thornmail for heavy auto attack based teams, keep in mind thornmail is more effective the more health and armor you have (cough cough, Randuin's Omen).
Iceborn Gauntlet is strong against immobile ADCs like jinx and ashe.
Banshee's Veil works well against combo type champions or poke champions [nid, leblanc, etc..].
Guardian Angel can be good if you are solo carrying a game, however your ult does a pretty good job of saving your mistakes.

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Jungle Path

Yellow=level 1 ward spots
red=clear path
pink=pink spot

    Start Gromp, take Q, smite when gromp spawns. Don't complain if you don't get a leash, you don't need one.
    After you're done go to wolves and W the camp, line up q to hit ALL 3 wolves and make sure you are in the circle for the stun/shield.
    After this go and take Scuttle Crab. Scutts takes more damage while stunned! Try to place your W where scutts will be. Don't spooke him or he'll run away and probably not get stunned.
    After this take Blue, you can hit all 3 with your Q. W once it's back up and smite blue. Back and buy items and run to krugs. You can always hit all of the monsters in a camp with your Q twice!
    DON'T SMITE KRUGS! Save your smite for red buff so you can regen some health. Place your pink in front of red before you start it.
    After that look for some easy ganks. Ekko's W is not revealed to the enemy until the last .5 seconds. Try and predict their movements and use your E to blink into your W field. YOU DON'T HAVE TO BE IN YOUR W RIGHT AWAY FOR IT TO STUN!!!! There is a window where you can be outside of it AFTER it has popped and enter into it for the stun.

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To Be Added


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Closing Notes

Please leave some feedback on the guide. I try to be open to improvement, thanks!