Ekko is an AP assassin who can play in the mid lane or Jungle. He is a fairly safe assassin compared to others, with a very high skill expression. With Ekko, you can play very aggressively, very safe or a bit of both, leaving the road ahead up to you to decide. Ekko's laning phase can be weak; he has a few difficult matchups, but if played correctly, he can navigate through them to survive and scale. In teamfights, Ekko's main goal is to jump onto backline carries and assassinate them with your burst damage. Once you've dived into the backline and killed a high-value target, Ekko has Parallel Convergence and Chronobreak to return to safety.
Make sure to check the alternative build at the top of the page for playing Ekko in the Jungle.
Every third attack or damaging ability from Timewinder, Phase Dive and Chronobreak against the same target deals additional magic damage. If the target is a champion, Ekko also gains bonus movement speed for a few seconds. This cannot affect the same target for the next few seconds.
Ekko's passive is the core of your damage; if you don't proc your passive, you'll lose out on a lot of damage and mobility. When performing Ekko's combo, it's essential to hit both parts of Ekko's Timewinder so it's easier to proc the passive.
Ekko throws a projectile, dealing magic damage. On hitting a champion or the distance limit, it expands into a field that slows enemies. The device then returns to Ekko, dealing magic damage.
Timewinder is excellent for clearing minion waves and farming from a distance. Timewinder also deals a lot of damage to champions, especially when you are close. If you get into a situation where you think the 2nd part of Timewinder won't hit, you can use Flash to reposition yourself so the projectile will go through the enemy.
Passive: Ekko's attacks against low-health targets deal additional missing health magic damage.
This makes Ekko's jungle clear speed much quicker, plus you also get a shield to stay healthy when clearing jungle camps.
Active: Ekko launches a chronosphere that lasts for just over a second, slowing enemies. If Ekko enters the sphere, it detonates, stunning for a few seconds and granting Ekko a shield that absorbs damage.
Knowing when and where to place this ability is crucial. This ability also gives vision where it's placed, making it useful for scouting bushes and objectives if you have no vision.
Ekko dashes in a target direction. His next attack within a few seconds gains range and causes Ekko to blink to his target and deal additional magic damage.
Phase Dive is extremely good for mobility and dodging abilities. You can use Phase Dive to get over some walls on the rift and you can also blink to plants that can help you get away to safety.
Ekko becomes untargetable and returns to his position from a few seconds ago and heals a part of his missing health back. Upon arrival, Ekko deals magic damage to nearby enemies.
Ekko will have a shadow that follows him around when Chronobreak is available that everyone can see, this is where Ekko will end up when using his ultimate. Combining Parallel Convergence and Chronobreak can turn a fight really easily because of all the damage and crowd control it offers.
Infinity Orb gives Ekko critical damage on his abilities when enemies are low on health making it easier for an assassin like Ekko to one-shot enemy carries.
Rabadon's Deathcap gives Ekko a massive boost of Ability Power which scales incredibly well into the mid/late game. Deathcap is essential to have in your build to increase your burst damage.
Lich Bane synergizes well with Ekko's abilities and grants more burst damage from the Sheen passive when dashing in with Phase Dive.
For runes we have the following:
Fleet Footwork's healing helps Ekko survive during the laning phase. Also, the auto attack reset from the attack speed means when Ekko dashes in, he can auto attack straight after instantly procing his passive Z-Drive Resonance.
Nullifying Orb helps Ekko gain a shield when he is low on health, giving him more time to secure a kill or escape from danger.
Bone Plating helps Ekko take reduced damage from melee champions that want to fully engage.
Second Wind is a great choice when playing against poke damage from mages.
Overgrowth gives Ekko permanent health throughout the game when he kills minions or monsters making him more difficult to kill.
Perseverance is another excellent choice against Crowd Control.
Transcendence gives Ekko Ability Haste so you can use his abilities more often throughout a teamfight. This will provide you with more damage and survivability.
In the Early Game, Ekko can struggle since he's a melee champion. However, you can still find the right opportunities to dash in and win trades against some champions when played correctly. Timewinder is an incredible tool for clearing minion waves; this allows you to play around your jungler and look to roam to get an advantage somewhere else on the map. When using Parallel Convergence, remember there is a slight delay until you can step inside the sphere to stun the enemies and get the shield. Ekko can use Phase Dive to surprise and stun the enemy by dashing into the sphere.
In the Late Game, Ekko becomes a huge playmaker for his team. He can dash into the backline, kill high-value targets, and instantly go back to safety thanks to his Ultimate Chronobreak. Ekko should always look to stay grouped with his team; however, you can wait in nearby bushes and trap the enemy, giving your team an advantage. Always watch for Ekko's shadow from his ultimate because there might be some scenarios where you can use this aggressively to deal a lot of damage.
Ekko is one of the biggest playmaking champions in the game. He is a very mobile and safe assassin who does massive damage when he combos all of his abilities. Even though Ekko might not have the most in-depth kit he still has the potential to outplay his opponents to get an advantage and win the game.
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