More Ekko guides
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.
Build cheat sheet
Pick the build that fits what you want to do this game.
- Against physical damageDefensiveRecommendedFor a lane or a team that hits with attacks: armor boots and an armor item in the core.
- Against magic damageDefensiveSituationalFor a team that kills with abilities: magic resist boots and a magic resist item in the core.
- Against healingDefensiveSituationalFor games against healers, life steal or regeneration: the anti-heal item goes into the core instead of waiting.
Builds
Against physical damage
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.

230%
170%- JungleMain70% of matches
- MidPriority 230% of matches
Jungle priorities
StartBlue buff
Objectives by priority
- 1Voidgrubs
- 2Gank mid
- 3Rift Herald
- 4Scuttle Crab
- 5Dragons
- 6Baron Nashor
- 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
Core items
- 1Cryptbloom
- 2Archangel's Staff
- 3Zhonya's Hourglass
Boots
Situational
Runes
Primary· Sorcery












Secondary· Resolve









Shards
Summoner spells
Flash
Smite
Against magic damage
When to use it
For a team that kills with abilities: magic resist boots and a magic resist item in the core.
Where it's played
Picked before the game: the main lane first, then the alternatives.

230%
170%- JungleMain70% of matches
- MidPriority 230% of matches
Jungle priorities
StartBlue buff
Objectives by priority
- 1Voidgrubs
- 2Gank mid
- 3Rift Herald
- 4Scuttle Crab
- 5Dragons
- 6Baron Nashor
- 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
Core items
- 1Cryptbloom
- 2Archangel's Staff
- 3Banshee's Veil
Boots
Situational
Runes
Primary· Sorcery












Secondary· Resolve









Shards
Summoner spells
Flash
Smite
Against healing
When to use it
For games against healers, life steal or regeneration: the anti-heal item goes into the core instead of waiting.
Where it's played
Picked before the game: the main lane first, then the alternatives.

230%
170%- JungleMain70% of matches
- MidPriority 230% of matches
Jungle priorities
StartBlue buff
Objectives by priority
- 1Voidgrubs
- 2Gank mid
- 3Rift Herald
- 4Scuttle Crab
- 5Dragons
- 6Baron Nashor
- 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
Core items
- 1Cryptbloom
- 2Archangel's Staff
- 3Morellonomicon
Boots
Situational
Runes
Primary· Sorcery












Secondary· Resolve









Shards
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:
2Tough matchups
Ekko struggles against these:
3Synergies
Ekko works well alongside these, because their kits fit together:
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
- Guide created for patch 16.19.1.
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