Ekko Build Guide

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Summary







MASTERIES
4/4

1/1

3/3

1/1

1/1

3/3

3/3

3/3

1/1

1/1

2/2

2/2

1/1

3/3

1/1

ABILITY SEQUENCE
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Champion Spotlight

Ekko champion spotlight

Pros / Cons

Pros

Great jungle sustain
+ Strong ganks
+ Insane burst
+ Plenty of CC
+ Great mobility
+ Ult acts as a teleport back to the jungle if you buy items quickly.

Cons

– Building full damage makes you squishy
– First clear leaves you low HP

Masteries

Mastery Explanations
MASTERIES
4/4

1/1

3/3

1/1

1/1

3/3

3/3

3/3

1/1

1/1

2/2

2/2

1/1

3/3

1/1

For Ekko, we are going to go with 21 points to offensive masteries and 9 points to defensive masteries.

OFFENSE TREE

Tier 1: In Tier 1, we will be putting 4 points to and 1 point to . Sorcery will help Ekko’s relatively long cooldowns, and Butcher will help Ekko with early game farming.

Tier 2: In Tier 2, we will be putting 3 points to for extra AP.

Tier 3: In Tier 3, we will be putting 1 point to , 1 point to , and 3 points to . Spell Weaving is a nice touch for extra spell damage, Arcane Mastery will give Ekko an extra 6 AP, and Executioner will assist Ekko in finishing off his enemies.

Tier 4: In Tier 4, we will be putting 3 points to . Archmage will further increase Ekko’s AP by 5%.

Tier 5: In Tier 5, we will be putting 3 points to devastating stike and 1 point to . Devastating Strike will help Ekko in penetrating armor and MR, and Arcane Blade adds +5% AP in bonus magic damage on basic attacks.

Tier 6: In Tier 6, we will be putting 1 point to . Havoc will increase Ekko’s damage dealt by 3%.

DEFENSE TREE

Tier 1: In Tier 1, we will be putting 2 points to and 2 points to . Block will reduce incoming damage by 2, and Recovery will increase Ekko’s health regeneration by +2 per 5 seconds.

Tier 2: In Tier 2, we will be putting 1 point to and 3 points to . Unyielding will reduce all incoming melee damage by 2 and all ranged damage by 1, and Veteran Scars will give Ekko an additional +36 health.

Tier 3: In Tier 3, we will be putting 1 point to . Juggernaut will boost Ekko’s maximum health by an additional 3%.

Skill Sequence

Skilling Order


> > >

Ekko Skill Ability Sequense
Ekko Skill Ability Sequense

Skill Explainations


Z-Drive Resonance: Z-Drive Resonance, or Ekko’s passive, is one of the most important skills in determining the outcome of your pokes or kill attempts. Each basic or ability attack will add one stack of . On the third stack, Ekko’s basic attack will deal 15 + (12x Ekko’s level) (+70% ability power) in bonus magic damage. Furthermore, Ekko will remove 40/50/60/70/80% movement speed for 2.5/3/3.5 seconds. If the enemy target is a champion, this movement speed will be stolen and added onto Ekko’s current movement speed. This makes a great move for poking, because the stolen movement speed will make it easy for Ekko to retreat back to safety. This also makes for a great kill-shot when paired up with , for they both stack together.


Timewinder: Timewinder, or Ekko’s Q, will be your primary move for farming, poking, and potentially killing. When activated, Ekko throws a skill-shot time device that deals 60/75/90/105/130 (+20% ability power) magic damage to all enemies in its path. On its way back to Ekko (after traveling a short distance after the throw and slowing enemies in doing so), the time-device deals 60/85/110/135/160 (+60% ability power) in magic damage. adds a stack of for each time an enemy is hit (potential of 2 stacks should the device hit a target when thrown and on the way back).

You’re going to want to max out Timewinder before Parallel Convergence and also before Phase Dive.

Tips and Tricks

  • Utilize the added stacks of to plan combo moves to deal extra damage.
  • Following throwing the device, Ekko can run to a different position to force the device to pass through other enemies.
  • When the device reaches the end of its course, it applies a slow to enemies struck by it. Use this to your advantage to dive and poke again.

Parallel Convergence: Prarallel Convergence, or Ekko’s W, acts as a passive and also as a means of stunning and slowing enemies. As a passive, will deal an additional 5% (+1% per 45AP) of the enemy’s missing health to targets under 30% health (max 400 damage vs. minions and monsters). As an active, Ekko creates a chronosphere at a target location after a 3-second delay. Enemies caught inside will be slowed by 40%. However, if Ekko enters the chronosphere, it will detonate, granting Ekko a shield that absorbs 150/195/240/285/330 (+80% ability power) damage for 2 seconds. Additionally, any enemies caught inside when the chronosphere is detonated will be stunned for 2.25 seconds.

You’re going to want to max out Parallel Convergence after Timewinder and after Phase Dive.

Tips and Tricks

  • Utilize to begin your high damage pokes or to initiate fights. All enemies caught inside of the chronosphere will be given a stack of
  • Enemies are unable to see the target location on screen until the chronosphere is activated. Use this to your advantage.
  • has a 3 second delay prior to activating the chronosphere. Consider this when planning your target locations.

Phase Dive: Phase Dive, or Ekko’s E, will act as both an escape ability and as a means to re-initiate fights with fleeing enemies. When activated, Ekko dashes a short distance in a targeted direction, and his next basic attack is granted 300 bonus range. This next attack will deal 50/80/110/140/170 (+20% ability power) bonus magic damage and will teleport Ekko to his target.

You’re going to want to max out Phase Dive after Timewinder and before Parallel Convergence.

Tips and Tricks

  • Utilize to re-engage in fleeing enemies. Odds are they are fleeing because they are dying, and if they are dying then you probably put three stacks of , so your movement speed should be boosted to begin with.
  • When planning a attack, try and do so when your target has 3 stacks of to deal tons of damage.
  • ¬† allows Ekko to dash through narrow walls around the map. When fleeing from bad situations, utilize this to your advantage.

Chronobreak: Chronobreak, or Ekko’s R, will act as your ultimate ability. It is very likely that may be one of the most OP ultimates in the game in patch 5.10, so it is important that you utilize it to the fullest of your ability. When activated, Ekko becomes invulnerable and untargetable and teleports him to wherever he was 4 seconds ago. Additionally, Ekko heals himself for 100/150/200 (+20/25/30% (+1% per 30 AP) of the damage he has taken over the last 4 seconds), and deals 200/350/500 (+130% AP) in magic damage to all nearby enemies on arrival.

Tips and Tricks

  • ¬† has many beneficial uses to Ekko, including escaping sticky situations, healing, and baiting enemies to their death. Feel free to play more dangerously with Ekko when Chronobreak is up.
  • If an enemy is brave enough to stand and fight you straight up when you have up, your 4-second clone will eventually catch up and stand directly where you are fighting, which enables you to heal and deal tons of magic damage right there.
  • Honestly, there’s not a very high chance of death when is up. Just don’t play stupid and it’s almost a guaranteed victory in a fight.

Runes

RUNES

Greater Mark of Magic Penetration
9

Greater Quintessence of Ability Power
3

Greater Glyph of Magic Resist
9

Greater Seal of Health
9
  • Greater Mark of Magic Penetration: With these, Ekko‘s magic damage is further boosted, increaing his already obnoxious damage output.
  • Greater Quintessence of Ability Power: With these, Ekko has an increased AP value at the beginning of the game, and thus further increases his chances of killing for First Blood.
  • Greater Glyph of Magic Resist: With these, Ekko is less vulnerable to magic damage, especially in the early laning phase.
  • With these, Ekko isn’t as squishy, and thus is less likely to become First Blood to an agressive laning opponent.

Core Items Rationale

Items

Just as with any other AP mid-laner, you’re going to want to buy Sorcerer’s Shoes for the increased MP to deal further damage with your abilities.

In my earlier guide, I stated that Luden’s Echo was the best first buy for Ekko. I was wrong. Morellonomicon helps Ekko in three critical areas: CDR, AP, and most importantly, mana regen. Trust me, it will produce better, more consistent results than rushing Luden’s Echo

After Morellonomicon, you are then free to begin to build with freedom. Luden’s Echo is a great second buy thanks to the 120 AP, the charges (similar to Statikk Shiv), and also the +5% movement speed

Before this revision, I made the claim that Abyssal Scepter works better with Ekko the majority of the time. After playing more, I have taken much better liking to Zhonya’s Hourglass. This doesn’t mean that Abyssal Scepter is ruled out, but I would only purchase as your defense item if you’re facing a heavy AP team. Other than that, Zhonya’s is your best bet.

In my first draft of my guide, I stated that Abyssal Scepter was the better choice for Ekko the majority of the time. However, after playing with Zhonya’s Hourglass, I have come to the conclusion that this is definitely the better choice. The +120 AP, 50 armor, AND its legendary passive allows you to play more confidently with less risk of death.

Ekko Counter Tips

  • When Ekko is low hp and you feel that he is about to use his ultimate, ignite him. This will lower the heal.
  • Ekko will generally buy a Zhonyas, This allows him time to think about his combo aswell as gives his Ghost time to get right where he Zhonyad and BOOM He ults e and goes all out instantly going from 100 to 0 In like 3 seconds, Be very Careful!
  • In lane, while Ekko’s Timewinder is on cooldown, he is very vulnerable to poke/all-in, since all he will have is a small dash to escape. Try to get close and poke him if he misses it, but if he lands it then wait for the passive stacks to wear off. Report
  • Keep ur eyes on his ghosts so that u know when he’s gona use his w or where hes gona use his ult
  • Dodge Ekko’s Timewinder, and be aware, where his ego ghost is incase he’ll toggle his Ultimate, because he’ll teleport back to the destination, recieve HP and deal alot of damage in a small area. TIP: If he has low HP, he will likely toggle it.
  • If he makes E, try to run, its only 1.5 seconds there. His Q runs slowly and have a short range, so you can dotch it if it hit a minion before. run out of his W before he walks in cause he will get and shield and you get stunned. dont be at his shadow.
  • He has a 3 hit damage passive. If you must melee trade him, try to deny him his third hit – Its a big damage boost, even more so late game.
  • When his q hits u twice he will try to e to you..so keep your distance from him when he hits his q twice in lane. This gives him his passive boost. So be careful.
  • His q can hit u twice. First when he throws his q and when it returns back to him. So watch out where he positions himself after throwing his ability.
  • In lane, don’t let him get 3 stacks of his passive, not only does it deal more damage than you expect, but he can escape any form of counter-trade with the move speed steal.