
Ekko
Every 3rd hit or spell on the same enemy deals bonus magic damage and grants Ekko bonus movement speed.
Base stats
Level 1 → level 15 (Wild Rift cap) · Range: 175- Health6302310 @15+120 per level
- Mana3901188 @15+57 per level
- Attack damage58108.4 @15+3.6 per level
- Attack speed0.801.05 @15+2.20% per level
- Armor4096 @15+4 per level
- Magic resistance3866 @15+2 per level
- Movement speed350no growth
- Health regen920.3 @15+0.8 per level
- Daño5
- Resistencia3
- Magia7
- Dificultad8
- Movilidad8
- CC3
Counters por lane
Cada lane tiene counters + tipsJunglaPrincipal · beats 5 · loses to 6
MedioPrincipal · beats 6 · loses to 6
TopOff-lane · beats 6 · loses to 6
Recommended build
Boots → three core items in order, then situational picks. WildPick's own data, revised every patch.JunglaAP jungler
MedioAP assassin
Items that answer Ekko
Grouped by why they work — hover or tap an item for its statsCut the healing
Ekko heals or shields — Grievous Wounds removes most of that sustain.
Survive the burst
Ekko kills in one rotation — a shield, stasis or revive turns that rotation into a trade.
Magic resistance
Ekko deals mostly magic damage — magic resistance and spell shields blunt the combo.
Lock down the mobility
Ekko escapes with dashes — slows and grounding effects keep them in range.
Habilidades
Official descriptions + the latest numbers from patch notesZ-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.
- Damage to monsters
- 155%
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.
- Outgoing damage
- 70/90/110/130 + 30% Ability Power
- Returning damage
- 50/85/120/155 + 60% Ability Power
- Initial Damage
- 85/105/125/145 + 30% Ability Power
- Returning Damage
- 65/100/135/170 + 60% Ability Power
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.
- Passive damage
- (2% + 0.015% Ability Power) lost health
- Missing Health ratio
- 3% + 0.025% Ability Power
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.
- Health Regen
- 150/200/250+50% Ability Power
Historial de balance
4 parches- 7.2b2 cambiosZ-Drive Resonance
- Damage Ability Power ratio70%80%
Parallel Convergence- Missing Health ratio2% + 0.015% Ability Power3% + 0.025% Ability Power
- 6.0d3 cambiosZ-Drive Resonance
- Damage to monsters155%120%
Parallel Convergence- Passive damage(3% + 0.02% Ability Power) lost health(2% + 0.015% Ability Power) lost health
Chronobreak- Cooldown70/55/40s80/60/40s
- 5.1a4 cambiosZ-DRIVE RESONANCE
- Damage to monsters140%155%
TIMEWINDER- Initial Damage70/90/110/130 + 30% Ability Power85/105/125/145 + 30% Ability Power
- Returning Damage50/85/120/155 + 60% Ability Power65/100/135/170 + 60% Ability Power
CHRONOBREAK- Health Regen100/150/200+50% Ability Power150/200/250+50% Ability Power
- 4.4a2 cambiosTIMEWINDER
- Outgoing damage60/80/100/120 + 30% Ability Power70/90/110/130 + 30% Ability Power
- Returning damage40/75/110/145 + 60% Ability Power50/85/120/155 + 60% Ability Power


































































