
Ekko
Every 3rd hit or spell on the same enemy deals bonus magic damage and grants Ekko bonus movement speed.
- Damage5
- Durability3
- Magic7
- Difficulty8
- Mobility8
- CC3
Counters by laneEach lane has counters + tips
Top
JunglePrimary
MidPrimary
ADC
Support
How to play as Ekko
Support: keep vision + peel for ADC, build Locket Enchant + Knight's Vow.
Strong against
No data yet
Weak against
No data yet
Abilities
Z-Drive Resonance
PCInnate - Resonance: Ekko's basic attacks on-hit and damaging abilities apply a stack of Resonance to enemies hit for 4 seconds, refreshing on subsequent hits and stacking up to 3 times. The third stack consumes them all to deal 30 to 80 by 10; 80 to 140% (+ 90% AP) bonus magic damage. Z-Drive Resonance deals 300% damage against monsters.
Resonance cannot affect the same target more than once every few seconds.
Innate - Stolen Time: Triggering Resonance against a champion grants Ekko % bonus movement speed for 2 to 3 for 3% seconds.
Timewinder
PCActive: Ekko throws a temporal grenade in the target direction that deals magic damage to enemies hit.
At 700 units or upon hitting an enemy champion, the grenade slows down for 1.75 seconds to gradually expand into a Temporal Sickness field that slows nearby enemies, travelling for another 190 units.
Afterwards, the grenade contracts and homes back to Ekko at an increased speed, dealing magic damage to enemies hit.
Parallel Convergence
PCPassive: Ekko's basic attacks deal bonus magic damage equal to 3% (+ 3% per 100 AP) of the target's missing health against enemies below 30% of their maximum health. The damage has a minimum threshold of 15 and is capped at 150 against minions and monsters.
Active: Ekko creates an afterimage of himself that, after 2 seconds, bats a device to the target location and grants sight of the area for 2.5 seconds. After travelling over 1.25 seconds, the device expands into a chronosphere that is visible for 1.5 seconds and which slows enemies within by 40%.
If Ekko enters the sphere within 2 seconds of its creation, it detonates to grant him a shield for 2 seconds and stun enemies within for 2.25 seconds.
Phase Dive
PCActive: Ekko dashes in the target direction, then empowers his next basic attack within 3 seconds to have a 0.25-second cast time, gain 300 bonus range, cause him to blink within 125 range of the target, and deal bonus magic damage.
Phase Dive basic attack reset Ekko's basic attack timer. Ekko can cast any of his abilities during the dash.
Chronobreak
PCPassive: Upon learning Chronobreak or if its current cooldown is lower than 4 seconds, Ekko reveals a time-delayed afterimage of himself that constantly tracks where he was 4 seconds ago.
Active: Ekko enters stasis (buff) at the start of the cast time, and afterwards heals himself and dash to his afterimage's current location over 0.5 seconds. Upon arrival, the stasis ends and he creates an explosion that deals magic damage to nearby enemies.
Ekko is immune to all airborne during Chronobreak.


































