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Ekko · Jungle

Ekko Matchups and Counters

MatchupsData-drivenHardPatch 16.19.1
179Updated

This guide is assembled by the site from match data and the game's own information — nobody wrote it by hand. Official and community guides appear alongside it when they exist.

Overview

This guide covers Ekko's matchups and how to adapt to them. Riot publishes no matchup statistics, so the matchups below come from the champions' own stats and kits: attack range, starting durability, crowd control and mobility. They describe an advantage on paper, not a measured result.

Strengths

  • Crowd control: Parallel Convergence applies a stun to set up kills.
  • Mobility: Phase Dive lets you reposition, engage or escape.
  • Clear job in the team: clear camps efficiently, gank the lanes that can win and control dragons, grubs and Baron.

Weaknesses

  • Fragile: Riot rates it 3/10 in defense.
  • Mana-hungry early: spamming abilities leaves you empty before the fight.
  • Hard to master: Riot rates its difficulty 8/10.

Builds

Against physical damage

DefensiveRecommended
Open build

When to use it

For a lane or a team that hits with attacks: armor boots and an armor item in the core.

Where it's played

Picked before the game: the main lane first, then the alternatives.

Summoner's RiftRed side · bottom leftBlue side · top right
  1. JungleMain70% of matches
  2. MidPriority 230% of matches

Jungle priorities

StartBlue buff

Objectives by priority

  1. 1Voidgrubs
  2. 2Gank mid
  3. 3Rift Herald
  4. 4Scuttle Crab
  5. 5Dragons
  6. 6Baron Nashor
  7. 7Atakhan

Guideline, not a measurement: an early skirmisher starting blue side. Take the void grubs and look for ganks while your early damage is ahead, then Herald and dragons.

Starting items

Scorchclaw PupHealth Potion

Core items

  1. 1Cryptbloom
  2. 2Archangel's Staff
  3. 3Zhonya's Hourglass

Boots

Plated Steelcaps

Situational

Dead Man's PlateAgainst heavy physical damage.Banshee's VeilAgainst heavy magic damage.MorellonomiconCuts the enemy's healing.

Runes

Primary· Sorcery

PrecisionDominationSorceryInspirationResolve
Summon AeryArcane CometStormraider's SurgeDeathfire Touch
Axiom ArcanistManaflow BandNimbus Cloak
TranscendenceCelerityAbsolute Focus
ScorchWaterwalkingGathering Storm

Secondary· Resolve

PrecisionDominationInspirationResolve
DemolishFont of LifeShield Bash
ConditioningSecond WindBone Plating
OvergrowthRevitalizeUnflinching

Shards

Adaptive ForceAttack SpeedAbility Haste
Adaptive ForceMove SpeedHealth Scaling
HealthTenacity and Slow ResistHealth Scaling

Summoner spells

  • Flash
  • Smite

Abilities

  • Z-Drive ResonancePassiveEvery third attack or damaging spell on the same target deals bonus magic damage, and grants Ekko a burst of speed if the target is a champion.
  • QTimewinder9/8.5/8/7.5/7s40/50/60/70/80 mpEkko 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.
    Cooldown
    9·8.5·8·7.5·7
    Cost
    40·50·60·70·80
    Range
    1075
  • WParallel Convergence22/20/18/16/14s30/35/40/45/50 mpEkko's basic attacks deal bonus magic damage to low health enemies. He can cast Parallel Convergence to split the timeline, creating an anomaly after a few seconds that slows enemies caught inside. If Ekko enters the anomaly, he gains shielding and stuns enemies by suspending them in time.
    Cooldown
    22·20·18·16·14
    Cost
    30·35·40·45·50
    Range
    1600
  • EPhase Dive9/8.5/8/7.5/7s40/45/50/55/60 mpEkko rolls evasively while charging up his Z-Drive. His next attack deals bonus damage and warps reality, teleporting him to his target.
    Cooldown
    9·8.5·8·7.5·7
    Cost
    40·45·50·55·60
    Range
    325
  • RChronobreakUltimate110/80/50s100 mpEkko 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.
    Cooldown
    110·80·50
    Cost
    100
    Range
    850

Strategy

1Good matchups

Ekko does well against these:

  • Jayce: Parallel Convergence (stun) lets Ekko pin Jayce down before To the Skies! / Shock Blast gets them out.
  • Briar: Parallel Convergence (stun) lets Ekko pin Briar down before Head Rush gets them out.
  • Diana: Parallel Convergence (stun) lets Ekko pin Diana down before Lunar Rush gets them out.

2Tough matchups

Ekko struggles against these:

  • Ivern: Rootcaller (root) lets Ivern pin Ekko down before Phase Dive gets them out.
  • Rek'Sai: Burrow / Un-burrow (knock-up) lets Rek'Sai pin Ekko down before Phase Dive gets them out.
  • Vi: Vault Breaker (knock-up) lets Vi pin Ekko down before Phase Dive gets them out.

3Synergies

Ekko works well alongside these, because their kits fit together:

  • Gragas: Parallel Convergence from Ekko holds enemies in place for Explosive Cask from Gragas.
  • Qiyana: Parallel Convergence from Ekko holds enemies in place for Supreme Display of Talent from Qiyana.
  • Orianna: Parallel Convergence from Ekko holds enemies in place for Command: Shockwave from Orianna.

4Adapting the build

The situational builds in this guide answer specific threats: Against physical damage, Against magic damage and Against healing.

5Playing against Ekko

If you're on the other side, this is what to exploit:

  • Ekko is significantly weaker when his ultimate is down. Watch for the trail he leaves behind to determine if Chronobreak is available.
  • Ekko's stun zone takes 3 seconds to arm. Watch for the image he creates on cast and try to guess where the zone was placed.
  • The second hit of Timewinder does more damage than the first; try to avoid it.

Tips

  • Look at the enemy team before choosing your build: the situational builds below answer the most common threats.
  • Good matchup: Jayce. Play forward when you face them.
  • Tough matchup: Ivern. Play safer and wait for your team.
  • Against teams with a lot of dive, save Phase Dive for the first jump.
  • Against slippery heroes, hold Parallel Convergence until their escape is used.

Matchups

Strong against

  • Parallel Convergence (stun) lets Ekko pin Jayce down before To the Skies! / Shock Blast gets them out.

  • Parallel Convergence (stun) lets Ekko pin Briar down before Head Rush gets them out.

  • Parallel Convergence (stun) lets Ekko pin Diana down before Lunar Rush gets them out.

Weak against

  • Rootcaller (root) lets Ivern pin Ekko down before Phase Dive gets them out.

  • Burrow / Un-burrow (knock-up) lets Rek'Sai pin Ekko down before Phase Dive gets them out.

  • Vault Breaker (knock-up) lets Vi pin Ekko down before Phase Dive gets them out.

Works well with

  • Parallel Convergence from Ekko holds enemies in place for Explosive Cask from Gragas.

  • Parallel Convergence from Ekko holds enemies in place for Supreme Display of Talent from Qiyana.

  • Parallel Convergence from Ekko holds enemies in place for Command: Shockwave from Orianna.

Changelog

  1. Guide created for patch 16.19.1.

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