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Patch 16.2.1
Identify the enemy carry, flank from out of vision using , burst them down with , and use to escape or clean up the remaining fight.
Ekko is a high-mobility AP assassin who excels at 'hit-and-run' tactics. You want to weave in and out of fights, using your high burst to delete squishies and your ultimate to reset when things get dangerous.
Every 3rd hit deals massive damage. In the jungle, this is your primary tool for clearing and kiting. In ganks, the movement speed you get from proccing it on champions is your signal to either chase or escape.
Slows on the way out and deals more damage on the return. Use the initial slow to help land your stun. Always move your character to line up the return hit if the enemy moves.
This takes 3 seconds to land. Cast it from fog of war so enemies don't see the ghost animation. Even if you don't get the stun, the shield is massive for tanking tower shots or jungle camps. Passive execute damage helps you finish low HP targets.
A dash followed by a blink. The blink applies a stack of . Use this to dodge skillshots or to instantly close the gap after throwing . It can go over many walls.
Your shadow shows where you were 4 seconds ago. It's a massive heal and huge AOE damage. Use it to bait enemies into your shadow or as an emergency escape after you've used your full combo.
Don't be the first person in unless you have and ready. Wait for the main engage, then dive the backline to delete the ADC or Mid.
If your carry is being dived, use on them as a defensive tool to stun the divers.
The fastest way to proc . By casting Q mid-dash, you cancel the animation and make the burst nearly instant.
Cast W where they will be, not where they are. Use E to get into the bubble just as it lands to trigger the stun.
If enemies are chasing you, drop W on your R shadow. Time your R so you arrive back in the W just as it triggers for a guaranteed stun and massive R damage.
Surprises enemies from screens away. The Flash must be used during the first dash to extend the range of the second blink.
| Spike | Why |
|---|---|
| Level 3 | You have access to your full kit. This is when your ganks become viable because you finally have the CC from . |
| Level 6 | unlocked. You can now take aggressive tower dives and stay on the map longer due to the safety net. |
| Level 9 | is fully maxed, which significantly increases your jungle clear speed and poke damage. |
| Level 11 | Rank 2 reduces the cooldown significantly, allowing you to play more aggressively more often. |
| Level 16 | Max rank provides a huge heal and game-ending AOE damage in teamfights. |