Ekko

Ekko

Mid Build, Runes, Items · Patch 26.12

A Tier Win Rate 53.1% Pick Rate 2.6% Ban Rate 13.7% Role Mid Games 441 Patch 26.12
No significant changes in this patch.
Build ARAM Arena
Patch: 26.12
Tier A
Win Rate 53.1%
Pick Rate 2.6%
Ban Rate 13.7%
Matches 441
Ekko does not need to win the fight — he needs to win the moment, then rewind to safety. The clock is always ticking in his favor.
RUNES
WR 50.95% PR 71.66% Games 316
Domination
Domination
Electrocute
Dark Harvest
Hail of Blades
Cheap Shot
Taste of Blood
Sudden Impact
Sixth Sense
Grisly Mementos
Deep Ward
Treasure Hunter
Relentless Hunter
Ultimate Hunter
Precision
Precision
Absorb Life
Triumph
Presence of Mind
Legend: Alacrity
Legend: Haste
Legend: Bloodline
Coup de Grace
Cut Down
Last Stand
Adaptive Force
Attack Speed
Cooldown Reduction
Adaptive Force
Movement Speed
Health
Health
Slow Resist & Tenacity
Scaling Health
WR 57.27% PR 24.94% Games 110
Domination
Domination
Electrocute
Dark Harvest
Hail of Blades
Cheap Shot
Taste of Blood
Sudden Impact
Sixth Sense
Grisly Mementos
Deep Ward
Treasure Hunter
Relentless Hunter
Ultimate Hunter
Inspiration
Inspiration
Hextech Flashtraption
Magical Footwear
Cash Back
Triple Tonic
Time Warp Tonic
Biscuit Delivery
Cosmic Insight
Approach Velocity
Jack Of All Trades
Adaptive Force
Attack Speed
Cooldown Reduction
Adaptive Force
Movement Speed
Health
Health
Slow Resist & Tenacity
Scaling Health
Items

Starting Items

Games 68 PR 15%
Item 1056
Item 2003
Item 1082
Item 2031
Games 31 PR 7%
Item 1056
Item 2003
Item 1026
Item 1082

Build Order

Item 1056
Item 1082
Item 1026
Item 3067
Item 2510
Item 4645
Item 3089
Item 3175

Completed Items

Item 2510
Item 4645
Item 3089
Item 3175
Item 3115
Item 3135

Situational Items

Item 1001
Item 1052
Item 3057
Item 1028
Item 2022
Item 1101
Item 1042
Item 3108
Ability Max Order Q > E > W
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Q
Q
Q
Q
Q
Q
W
W
W
W
W
W
E
E
E
E
E
E
R
R
R
R
Power Spike Ekko — Mid
PEAK
0–5 min 6–10 min 11–15 min 16–20 min 21–25 min 26+ min
WEAK · 0–10 min
Play safe early.
PEAK · 16–22 min
First two items complete, look to fight.
LATE · 30+ min
Engage as frontline, peel for carries.
Loading abilities...

Overview

Ekko is one of the most mechanically expressive AP assassins in League of Legends, built around a passive that rewards hitting an enemy three times with a massive burst of bonus magic damage and a stun, combined with an ultimate that rewinds him to where he was three seconds ago while dealing damage and healing him. His passive Z-Drive Resonance charges with each hit and detonates on the third strike for bonus magic damage and a slow, and when the target is an enemy champion the detonation also stuns them. His Q Timewinder throws a device that deals magic damage and returns, hitting enemies twice total. His W Parallel Convergence creates a parallel universe zone that slows enemies inside it and gives Ekko a shield if he enters it, stunning all enemies inside the zone when the two timelines converge. His E Phase Dive dashes toward a target and empowers his next attack to deal bonus magic damage. His ultimate Chronobreak teleports Ekko to where he was three seconds ago, dealing massive area damage and healing for a percentage of the damage dealt during that window. He is simultaneously a burst assassin and a rewind safety mechanism — the combination makes him uniquely capable of trading damage with enemies and then escaping consequences.

Strengths

  • Z-Drive Resonance passive stuns enemy champions on the third hit, providing built-in crowd control that requires no additional ability — a Hail of Blades Ekko can proc the stun in under a second through the attack speed burst, enabling immediate followup with E and Q
  • Chronobreak ultimate is simultaneously a damage ability and an escape tool — using it aggressively to deal damage and then rewinding to safety means Ekko can trade into enemies who believe they have him in a losing position
  • Parallel Convergence W creates a zone that stuns all enemies inside when the timelines converge — in teamfights where multiple enemies stand near an objective, landing W before engaging can stun multiple targets simultaneously without requiring precision skillshots
  • Phase Dive E empowers the next basic attack for bonus magic damage and provides a dash that can reposition to any nearby target — this mobility combined with Hail of Blades enables the full passive proc combo to be executed from unexpected angles
  • Strong mid game roaming from the jungle or mid lane — a single successful gank that converts to a kill gives Ekko both the gold advantage and the Dark Harvest or snowball stack needed to threaten the rest of the map immediately

Weaknesses

  • Hard crowd control before the passive stun procs removes his ability to complete the combo — a stun that lands before the third hit prevents the passive detonation and leaves Ekko unable to deal his burst damage or escape with Chronobreak
  • Parallel Convergence W requires setup time before the stun lands — enemies who see the zone appear and immediately walk out can avoid the stun entirely, making it significantly less reliable against opponents who have good awareness and mobility
  • Falls behind hard if early kills are not secured — Ekko's scaling requires ability power items that cost significant gold, and a behind Ekko without items cannot burst anyone while still being squishy enough to die easily
  • Less effective against compositions with multiple frontline tanks — his burst is designed for squishy targets and deals insufficient damage to tanks to justify diving through them to reach the backline
  • Chronobreak ultimate has a long cooldown — using it defensively to escape a bad position rather than offensively to deal damage means losing the ability to fight for an extended period, making the decision of when to use it one of the highest-impact calls in every game

Early Game

Ekko's early game requires discipline over aggression. His passive Z-Drive Resonance charges with hits and deals bonus damage plus a stun on the third, but at low levels his ability power is insufficient to make the burst lethal without item backing. The correct early game pattern is to use Q Timewinder to poke enemies from range, charge the passive with auto attacks when safe to trade, and avoid committing to all-ins without Hail of Blades fully stacking the passive through the attack speed burst. Parallel Convergence W should be used to zone enemies away from minions or to create a defensive zone when enemies try to all-in rather than as an offensive tool before you have enough AP to make the stun matter. The most important early game habit is roaming after pushing your wave — mid Ekko who pushes and immediately appears in a side lane has enough burst even at low levels to threaten kills on unprepared enemies with jungle assistance.

Mid Game

Mid game is where Ekko's first item power spike converts his threat from theoretical to lethal. With sufficient ability power, his passive Z-Drive Resonance detonation combined with Q Timewinder dealing damage twice creates a burst sequence that can delete most non-tank champions before they can react. The most effective mid game pattern is identifying which lane has an isolated carry or an enemy without crowd control, pushing your mid lane wave, and immediately roaming to that target. Phase Dive E's mobility allows Ekko to approach from angles enemies cannot easily predict, and the W zone should be placed preemptively so the stun lands before the full combo is executed rather than after. In objective fights, Chronobreak should be held specifically for the moment after the burst combo lands on the highest priority target — using it to deal the area damage and heal while repositioning to safety creates a situation where Ekko effectively dealt lethal burst damage and then became unkillable simultaneously.

Late Game

Late game is where Ekko's decisions become most critical. In full five-on-five teamfights, the worst mistake is entering at the start of the fight with the frontline — as an assassin with moderate health, Ekko entering early absorbs crowd control meant for his tanks and dies before dealing meaningful damage. Instead, wait for the initial engage to draw out enemy crowd control and ability commitments, then use Phase Dive E to enter from a flank angle onto the highest priority carry. The three-hit passive stun through Hail of Blades followed by Q and W creates the full burst sequence that should delete the target before the rest of the enemy team can respond. Chronobreak should be saved specifically for after the burst lands on the carry — using it at that moment deals the area damage that likely finishes nearby enemies while healing Ekko and repositioning him to where he was before the dive, effectively placing him back at safety while his team follows up on the chaos he created.

Tips & Tricks

  • Z-Drive Resonance passive charges on all hits including Q Timewinder's return hit — throwing Q and letting it return before engaging with E and auto attacks can pre-charge the passive, reducing the number of auto attacks needed to detonate the stun in the full combo.
  • Parallel Convergence W zone placement should anticipate where enemies will be standing rather than where they are now — if an enemy is walking toward Dragon or standing near the pit, place the zone slightly ahead of their current position so the convergence stun catches them where they will be, not where they were.
  • Chronobreak shows a ghost of Ekko's position from three seconds ago — track this ghost during fights to know exactly where you will land if you activate the ultimate. A ghost positioned inside the enemy team or in a dangerous location means delaying the ultimate slightly to let the ghost move to a safer position.
  • Phase Dive E can dash to any nearby unit including minions and jungle camps — in fights with minions nearby, using E to dash to a minion first before attacking the enemy champion creates unexpected attack angles and can proc the passive from a position enemies do not anticipate.
  • Hail of Blades' three rapid auto attacks can be optimized by using E Phase Dive's empowered attack as the first hit — the empowered attack counts as the first passive stack and deals bonus magic damage simultaneously, meaning the Hail of Blades burst starts with a stronger hit than a regular auto attack.

For official ability details and lore, visit the official Ekko page and the Ekko Wiki.