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Ekko General Guide by Eressea

Ekko Mid/Top Guide-[Patch 5.15] - No extra second for you !

Ekko Mid/Top Guide-[Patch 5.15] - No extra second for you !

Updated on August 18, 2015
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League of Legends Build Guide Author Eressea Build Guide By Eressea 6,524 Views 0 Comments
6,524 Views 0 Comments League of Legends Build Guide Author Eressea Ekko Build Guide By Eressea Updated on August 18, 2015
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Spells:

LoL Summoner Spell: Ignite

Ignite

LoL Summoner Spell: Flash

Flash

Threats & Synergies

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

Summary


Runes

Precision
Fleet Footwork
Phase Rush
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Introduction


Welcome in my guide on Ekko, The Boy Who Shattered Time. My name is Narumacil and I’m playing on EUW servers. I’m actually Gold 5 and even if this rank isn’t really high, I think that I’m mastering Ekko pretty well to do this guide. I’m playing a lot of assassins champions such as Ekko, Leblanc, Katarina or Talon. This my first guide guys, so i hope you will enjoy it. Give me feedback and tell me what i can do if you see that something can be better :D !
~It's not how much time you have, it's how you use it.
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Pros / Cons

Pros



+ Really Powerful Passive
+ Great Mobility with your E, Passive and Ultimate.
+ Play Maker.
+ Your ultimate can be used offensively or defensively.
+ Good AoE stunt with your W.

Cons



- Need a lot of practice.
- W requires anticipation.
- High cooldowns in low levels.
- Less burst than all assassins without your ultimate .
- You can be Out of Mana really quick if you spam too much your spells.

Remember that to be a good player, you need to know the Pros and the Cons of your champion. For example, you know that you have high cooldowns on your abilities in low levels. That's why you should be careful at taking the trade with your opponent with your E because this is your escape, and if the jungler is here, you will be the first blood.
Ekko don't have too much Cons after level 6 and the Morellonomicon because your CD's will be really low and you will have a good escape . Ask your jungler if you can get the blue to be comfortable with your mana pool. If he wants to, be happy but if he won't, then don't spam too much your skills and don't flame him.
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Masteries

First of all, you have to know that with Ekko you have two viable choices : 21/0/9 or 21/9/0 masteries. You should prefer to put 9 point in the Defense tree if you play against poke champions like Xerath or if you play against a heavy AD like Riven , Yasuo or Zed .
If you think that you can handle your lane and have a good laning phase, put the 9 points in the Utility tree.

Against AD or poke champions :
Explanations :

Offense Tree :

: Sorcery gives you 5% Cooldown Reduction. Useful to reduces Ekko's high cooldown in early game.
: Butcher allows you to last hit easier in early game.
: Feast is really good to counter the mana eater who is Ekko and gives you sustain. Pretty cool because Ekko
suffers of poke when he last hit minions.
: Mental Force gives you Ability Power per Level which is great as you are an AP !
: Arcane Mastery gives you 6 extra AP for a better early game.
: 3 points in Executioner are really strong to instakill your enemy when he'll be under 50% Health.
: Dangerous Game is a really strong point. It restores 5% health and mana when killing a enemy. Allow you to
continue your massacre or to survive ! Don't underestimate this point !
: Archmage increases your AP by 5% which is really nice.
: Arcane blade is a really strong point on Ekko because it synergizes pretty good with Ekko's E.
: 2 points in Devastating Strikes gives to Ekko 4% extra magic and armor penetration. I prefer remote one
point in devastating strikes because you can get magic penetration with the Void Staff.
: Havoc gives you 3% increased damage AP or AD which is really great for an assassin like Ekko.

Defense Tree (against poke and AD champions):

: Recovery gives you health regeneration, not a lot but it's enough for a good laning phase when you get poke.
: Block reduces incoming auto attack damage by 2. You're more resistant to enemies hits.
: Veteran scars gives Ekko extra health and survivability in early game.
: Unyielding reduces all incoming damage by 2 (if enemy champion is melee) or by 1 (if enemy champion is
ranged).
: Juggernaut gives you 3% maximum Health. More survivability and tankyness !

OR

Utility Tree :

: 3 points in Fleet of Foot to have 1.5% movement speed which grants you mobility.
: 1 point in Expanded Mind for an extra 25 mana. Not really strong but as Ekko uses a lot of mana, it's quite
useful.
: Summoner's Insight is really good because it gives you 10% Cooldown reduction on summoner spells. You
get your flash 30 seconds earlier than normally which can make the difference against an enemy who don't have it.
: Alchemist increases the duration of potions and elixir by 10% which is good for a better sustain or a better
mana regeneration. It synergizes well with the Early Crystalline Flask.
: Culinary Master transforms health potions into biscuits that restores instantly 20 health and 10 mana when
used. With this, you can try early trade against your opponents as you have a great mana and health regeneration tool.
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Runes

Runes

Precision
Fleet Footwork
Phase Rush


An other viable choice for glyphs is the Greater Glyph of Magic Resist if you are against an heavy AP or magic penetration.

I've seen some Ekkos with Greater Quintessence of Movement Speed, it can sound interesting but it's not worth because you will have a worst early than with the AP Quint, and you don't benefit that much of Movement Speed because you already have great mobility with your E and your passive .
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Champion Abilities Explanation

Ekko's Abilities



Z-Drive Resonance (Passive) : Ekko's Passive is Z-Drive Resonance. This passive is a really strong passive, maybe one the best in Lol. Like Vayne'W, your auto-attacks and spells marks the enemies, the third mark explodes dealing 10 + (10x Ekko's level) + 80% of your AP, slowing your enemies during 2.5/3/3.5 seconds and giving you movement speed if the enemy is a champion. The slow and the movement speed scales with levels :

Slow : 30/40/50/60% at levels 1/6/11/16
Movement Speed : 40/50/60/80% at levels 1/6/11/16

This passive synergizes perfectly with Phase Dive as you will try to synchronizes Ekko's E with the third mark. You can also poke and deal great damage with this passive and go back quickly. This is a potent tool to kite or chase your opponent.



Timewinder : Ekko's Q is Timewinder. This spell is your primary source of damage, your best way to farm and kill. This spell works kinda like Ahri's Q. Ekko lands a device that deal damage to all enemies it encounter (60/75/90/105/120+10%AP). Upon reaching maximal range or touching an enemy champion, the device creates a slowing field (32/39/46/53/60% slow) and then come back to Ekko dealing damage on the way to all enemies(60/85/110/135/160 + 60%AP).



Parallel Convergence : Ekko'W is Parallel Convergence. One of the hardest Ekko's spells to master because it will need of you anticipation and skill. This spell has two sides : a passive and an active.

Passive : Ekko's basics attacks deals 5% + (2% every 100 AP) of enemy's missing Health against targets under 30% Maximum Health.

Active : Ekko lands a sphere at the targeted location who will appears 3 seconds later. When the sphere appears, all enemies inside are slowed by 40%. Enemies can see the sphere only 0.5 seconds before it appears. If Ekko enters the sphere, it will explode giving to Ekko a shield (80/100/120/140/160 + 150%AP) for 2 seconds and stunning all enemies inside for 2.25 seconds.



Phase Dive : Ekko's E is Phase Dive. The mobility skill of Ekko allowing you to kill, escape, bait and juke. Ekko dash forward at the targeted location on a short distance. After this first dash, Ekko's next basic attack will teleport him to the targeted enemy for a distance of 425 dealing (50/80/110/140/170 + 20% AP).



Chronobreak : Ekko's R or Ultimate is Chronobreak. One of the hardest ultimate to use in Lol but also one of the coolest and one of the most powerful. To master Ekko, this is capital to mastery Chronobreak in all situations. When your ultimate is available, a blue ghost Ekko will follow you. This ghost shows where Ekko was 4 second earlier. Activating Chronobreak makes you briefly invunerable and teleports you back to this ghost, healing you for 100/150/200 + (20% + 1% every 15 AP) of the damage taken in the last 4 seconds and dealing 200/350 + (130% AP) to all nearby enemies.
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Abilities Sequence Order

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

> > >
The first spell we wanna max out is Timewinder to maximize the damage, to reduce the cooldown by 1 second for each level and to farm without troubles. In second, Phase Dive to get mobility, low cooldown with 1.5 seconds by level and to be able to get closer from your opponent. We don't need to max in first or second because the stunt duration and the passive's damage doesn't scale with level and the shield HP aren't big. That's why this is the last spell to maximize. Of course you will take your ultimate at levels 6, 11 and 16.
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Tips and Tricks

  • To farm, use your on minions to add two marks of and then autoattack to last hit them easily with your passive.
  • Land on your enemy and redirect the return of Timewinder with your Phase Dive, applying two stacks of and then dash on your enemy to get + damage.
  • If possible, try to dash on your enemy when he already have 2 stack of passive to get extra damage on your dash and a slow allowing you to easily land your Q on your enemy.
  • Don't underestimate the Q's slow . It's a very powerful kite tool but also a good engage and poke tool. Try to benefit of this as much as you can.
  • Even if is a little dash, it still can pass through thin walls. Try to always use this ability to pass walls when you want to escape from a bad situation.
  • Your W is great for initiating fights, try as much as possible to use it to poke your opponent without losing Health. It also apply 1 stack of .
  • Don't forget that takes 3 seconds to appears. Remember that when you're going to engage your enemy.
  • Ekko is very good in mid game skirmish, try to get 3v2, or 4v2 situations as much as possible to get kills in mid game.
  • Your W synergizes well with . Land on yourself and then use your Zhonya instantly. Even if you're in stasis your W will stunt enemies inside the sphere.
  • is a potent tool in the good hands. You can escape easily from bad situations, deal tons of damages, heal yourself, juke...
  • Ekko is a champion make for taking risks. If is up, you should feel free to do risky plays if it can gives you a kill, and then back in time to survive. Be careful, i said risky plays when Chronobreak is up, otherwise it's just greed.
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Items

Core Items


Item Sequence

Morellonomicon 2950
Sorcerer's Shoes 1100
Zhonya's Hourglass 3250
Rabadon's Deathcap 3600
Lich Bane 3200
Void Staff 3000

Ekko needs this item in early to benefit from the high cooldown reduction it gives. As the Morellonomicon is cheap, we want to get it in first to snowball the game, with the damage and the CDR it gives. I saw a lots of Ekko without the Morellonomicon and the problem is that even in late game they have pretty high cooldowns compared to this build.

We need this in second to get more mobility and to get the extra magic penetration it gives. This magic penetration in early with the Morellonomicon allows you to pick up kills pretty easily.

You need Zhonya's Hourglass in third because in normal situation (good farm/normal laning phase), you will get it in midgame. Midgame is the moment where fights comes and you need to have a bait/delay items.

In 4th, Rabadon's Deathcap to get extra damage and 35% extra AP.

Lich Bane is good on Ekko as it synergizes perfectly with your E Phase Dive,your passive Z-Drive Resonance and gives you extra damage on your W's passive Parallel Convergence after lading a spell.

Void Staff is a powerful item as it gives you 35% magic penetration and 80 AP. I put it in the core build as the actual meta is a tanky meta but if you don't have tanks or magic resist in the ennemy team you can swap the Void Staff for one of the items below.

Others Items on Ekko


AP items :


Abyssal Mask is a good choice versus a heavy AP composition. You works great with Ekko, but you shouldn't do it if there is only a few AP in the enemy team as all items in the Core Build are really important on Ekko except maybe the Void Staff if you aren't against a tanky comp.

I saw a lots of Ekko playing with the Luden's Tempest, and saying that this item is a core item on Ekko. I don't think so. Ekko's burst is already really strong with his ultimate, so you don't really need the burst it gives. Ekko's pushing ability Timewinder + Z-Drive Resonance is also great. The only reason, you should buy the Luden's Tempest is if you're against champions that suffers a lot of kitting, because the 10% movement speed + Timewinder + Z-Drive Resonance are really great to kite easily your enemies.

Pretty good if you want to be a bit tanky and have a better laning phase, but not as strong as the Morellonomicon in early.

Please don't do it on Ekko. You're an assassin, and what you want to do is to burst down your enemies. Your W's Passive Parallel Convergence is already there to finish your enemies when they are low. Otherwise you'll burst them down with your ultimate Chronobreak and your Q Timewinder, so you don't need this item.

Armor and Magic Resistance Items


Take it in last item if you're against heavy ad, like Master Yi and Tryndamere. This will gives you tankyness and you will survive easier if they focus you in team fight.

Again, take this again heavy AD composition and Attack Speed champions like Vayne, Master Yi... to reduces their damage and their attack speed.

Banshee's Veil is a really good items against Heavy AP composition and against CC composition too. If you're against one of these, you should think about buying this item.
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How to play Early/Mid/Late Game as Ekko


Ekko's Early Game

Ekko's Early is strong but you're still very vulnerable until your level 6. You will have to go for a Crystalline Flask in first item to have a good sustain and farm without troubles. If you're level 2 before your opponent, you can try to go for the first blood, but be careful of these points :
  • Enemy's Jungler Position
  • Paying attention to minions's damage in early.
Try to poke your ennemy with your Q spell and your passive .After your level 6, you'll be able to pick up the kill easily. Don't spam your spells too much and manage as well as possible your mana regeneration or you'll be oom at level 6 and won't be able to try something.
Ekko's Mid Game

In mid game, Ekko's best talent is to pick up kills in skirmish where he is really good. You could also try to time enemy's buffs to pick up the kill with your W and your E and get their buff when the enemy's jungler is doing these. This is the shinning moment of Ekko so be sure to profit of it.
Ekko's Late Game

The late game is clearly the moment of team fights or splitpushing. Ekko isn't an OP splitpusher but a good teamfighter. A great W in team fight is generally a win fight. Try to burst down the enemy carries and when you have the opportunity to deal tons of damage to many enemies with your ultimate , do it and watch them cry ! Don't forget that you can also replace yourself in the fight or just survive with this ultimate.
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Conclusion

Ekko is a really skilled and fun champion. It takes time, and you'll need to be patient to mastery this champion. I hope this guide helped you to play better with Ekko. If you have any questions, comments.. feel free and don't hesitate to tell me these.

An upvote would be appreciated if my guide helped you guys. If you see something bad or that can be better, inform me and tell me why. I will rectify my mistakes !

Hope you guys enjoyed ! Destroy them all by backing in time ! :D
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