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Ekko Build Guide by PenguinOnStick

Jungle diamond

(VIDEO GUIDE) Its rewind time - An Ekko jungle guide [Update

By PenguinOnStick | Updated on September 11, 2019
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Runes: Jungle runes

Domination
Electrocute
Sudden Impact
Eyeball Collection
Ravenous Hunter

Sorcery
Transcendence
Gathering Storm
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

Always these xd
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Smite

Smite

LeagueSpy Logo
Middle Lane
Ranked #28 in
Middle Lane
Win 51%
Get More Stats

Ability Order Important (Start W)

Threats & Synergies

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

Champion Build Guide

(VIDEO GUIDE) Its rewind time - An Ekko jungle guide [Update

By PenguinOnStick
Who am i? Why ekko jungle?

https://www.youtube.com/watch?v=KbhmA2***y0&t=364s VIDEO LINK ASWELL! (Because of some issues with people not being able to see the video)

Hey guys. My name is "Sovo" and I play on the EUNE and EUW server. I have been playing ekko since season 6 and I have always enjoyed playing him jungle more than mid since my main role is jungle. On my accounts I currently have a winrate of 71% win rate with 111 games played.

This is my second big guide. My first was a Jax guide with 500k views so let's see if ekko jungle will interest more people :) I hope that you will enjoy my guide. I always try to keep my guides simple but if you have any questions, feel free to ask in the comments.

Why do you play Ekko jungle? The simple answer is that he is a solid jungler. His kit provides an easy and fast clear and his ganks are very good. He is good in team fights and counterganks aswell.
Pros/Cons Back to Top
Ekko is a very good champion overall so he doesn't have that many cons when it comes to the jungle role.

Pros
-Fast clear
-Gap closers
-Ganks are good
-Is always usefull
-Hard to kill
-1v9 potential

Cons
-Early game
-1v1 can be hard
-Weak against high cc

As u see, there isn't much to say in the cons section. The pros listed above are far away from all the pros that Ekko has but it gives an idea of how powerfull he can be.
Abilities/Combos Back to Top
I am sure that most of you are familiar with how Ekko's abilities work. In this chapter I will look at what the abilities do and why they work well with each other. Aswell as combos and ability order.

Starting of with Ekko's Passive. Z-Drive Resonance

DEFINITION: Ekko's Zero-Drive charges his spells and attacks with temporal energy. The third hit deals bonus damage and, if the target is a champion, Ekko gains accelerated movement speed.

What I have to say!
Ekkos passive is probably the most important thing in his kit. The bonus damage is very high and when clearing. You should always look for 3 stacks on every monster. The movement speed bonus is also very high so keep that in mind when you have to get out of tricky situations. For example, when escaping. Throw out your W and Q back on the enemy chasing you. After that. E on to one of the enemy champions to get the W stun and the movement speed bonus. That will in a lot of cases put you far away from the enemy.

Ekkos Q: Timewinder

DEFINITION Ekko throws a temporal grenade that expands into a time-distortion field upon hitting an enemy champion, slowing and damaging anyone caught inside. After a delay, the grenade rewinds back to Ekko, dealing damage on its return.

Ekko throws a device that deals 60/75/90/105/120 (+30% Ability Power) magic damage to enemies it passes through. It expands into a slowing field on the first champion hit, slowing everything inside by 32/39/46/53/60%. It then returns to him after a delay, dealing 40/65/90/115/140 (+60% Ability Power) magic damage to all targets hit upon return.

What i have to say!
Ekko's Q is a very good ability. You mostly use this to clear, farm and stack your passive. When clearing, try to make sure that every monster in each camp are hit by your Q. When farming, do the same. One simple rule to tell if you are behind or not is to Q a wave at level 9 (when your Q is maxed out). If the caster minions dies to one Q (forward and back), you are in a good position. The slow can be very useful aswell. When you are getting chased or when you want to apply passive stacks on people to land a good ult.

Ekko's W: Parallel Convergence

DEFINITION:
Ekko splits the timeline, creating an anomaly after a few seconds that slows enemies caught inside. If Ekko enters the anomaly, he gains shielding and triggers a detonation, stunning enemies by suspending them in time.

Passive: Ekko's basic attacks deal bonus magic damage to enemies under 30% health equal to 3% (+[3% Ability Power]%) of their missing health. Deals a minimum of 15 damage, and a maximum of 150 damage vs. minions and monsters.
Active: After a 3 second delay, Ekko creates a short-lived chronosphere at the target location that slows enemies who enter by [object Object]%. If Ekko enters the sphere, he will detonate it, gaining a shield that absorbs up to 80/100/120/140/160 (+150% Ability Power) damage for 2 seconds. Enemies caught inside are stunned for 1.75 seconds.

What I have to say!
Ekko's W is the key to winning a team fight and the most important ability when ganking. It provides an AoE stun and a shield for you. When clearing, Start with W, and always use it in the early clears. When teamfighting, try to play around your W and bait the enemy. When ganking. Throw out the W behind the enemy, blocking their path to safety. If they try to run back they will get stunned.

Ekko's E: Phase Dive

DEFINITION:
Ekko rolls evasively while charging up his Z-Drive. His next attack deals bonus damage and warps reality, teleporting him to his target.

Ekko dashes a short distance in the targeted direction. His next attack will deal 40/65/90/115/140 (+40% Ability Power) bonus magic damage and teleport him to his target.

What I have to say:
There isn't really much to say when it comes to Ekko's E. It is a simple dash into a blink. You have to remember that when doing the second blink onto someone you can follow them if they for example flash. Another good thing to remember is that you can blink throught small walls. For example a Veigar stun. When you have your proboelt, do a combo dash and travel very far in a short amount of time. This can surprise enemies who thinks that they are safe.

Finally, Ekko's R: Chronobreak

DEFINITION:
Ekko shatters his timeline, becoming untargetable and rewinding to a more favorable point in time. He returns to whenever he was a few seconds ago, and heals for a percentage of the damage received in that duration. Enemies near his arrival zone take massive damage.

Ekko turns back time, going briefly untargetable and invulnerable. He teleports to where he was 4 seconds ago and deals 150/300/450 (+150% Ability Power) magic damage to nearby enemies on arrival. Additionally, Ekko heals for 100/150/200 (+60% Ability Power), increased by 3% for each 1% of his health lost over the last 4 seconds.

What I have to say!

Ekko's R is a very strong ability. It deals a lot of AoE damage and heals for a lot aswell. Ekko's R gives you an oppurtunity to play very aggressivly and still get away with it. In team fights you should always have an eye of where your ghost is and try to land a great ult. One other thing that you can do is dash into the carry and one shot him/her. After that, you just ult back to safety. In higher rank Chronobreak has a very short cooldown so don't be afraid to use it.

Combos
Ekko has a lot of standard combos and I will talk about them here.

Starting of with the basics we have:

E > Q > AA

This combo is very simple. You dash onto an enemy then Q and AA. This slows them, gives you speed and a lot of options. You can either keep going. Maybe because you have your W in set up. You can also back with the movement speed or with your ult. You can also back off and then use your ult for damage.

E > Pro-belt > Q > AA

Just the same combo but with probobelt for AoE damage and longer dash.

Q > E > AA

This works when you hit your first Q. After that you go in. Not much to say.

More combos comming soon!
Runes Back to Top
Electrocute
The Ekko runes are pretty standard. In almost every case you go electrocute and not Dark harvest. The reason for that is because in almost every game electrocute will be more worth it. Dark harvest is only good if you snowball very hard.

Sudden Impact
This rune is very good since it gives you a lot of extra damage on your e wich is good for killing every target.

Eyeball Collection
The eyball collection rune is good since you are a jugler and will be assisting in a lot of kills.

Ravenous Hunter
Not much to say here really. The healing from your Q is insane. It helps you clear and heal when doing camps.

Sorcery

Manaflow Band
This rune is very good for ekko since he uses his abilities a lot. The extra mana that you get and the regen is very good in long team fights and also in this build since you won't focus that much on mana items.

Absolute Focus
You need this rune for the extra damage since you picked manaflow band as the first rune. It also works really well with ekko since he is able to stay at high hp for a long time. With his mobility and ult.

Shards

First shard Attack speed
Many people underestimate attack speed on Ekko. Attack speed is super strong when clearing in early levels. That is why you pick it in the jungle and not midlane. It can also help you activate your passive.

Second shard Damage
Not much to say here. You need that extra damage.

Third shard Armor
Choose between the armor and the magic resist here. You will pick armor most of the games tho since enemy team in most games has more ad.
Items Back to Top
PLEASE CHECK THE VIDEO FOR MORE INFO!
League of Legends Build Guide Author PenguinOnStick
PenguinOnStick Ekko Guide
(VIDEO GUIDE) Its rewind time - An Ekko jungle guide [Update