VRC.LOL

Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Ekko

the Boy Who Shattered Time

Ekko is a burst-focused champion who looks for a reachable priority target and a route back out. This overview keeps the explanation practical and leaves patch-sensitive numbers to Riot's structured data and the current in-game tooltip.

JungleMostly magic damageMelee attacks
Usual roleJungle
ClassAssassin · Mage
DifficultyHigh · 8/10
Basic attacksMeleeMelee basic attacks · 125 range.
Damage profileMostly magic damageMost normal kit pressure is magic. Magic resistance may help, but control, penetration and true damage still matter.
Reference patch16.20.1

Strengths and limits

What Ekko does well, and what can go wrong

These are kit-level patterns, not a promise that every lane or matchup plays the same way.

Good patterns

  • Uses spells to shape space, punish predictable movement or control an approach.
  • Threatens reachable priority targets through burst, mobility or an unusual angle.

Limits to respect

  • Important pressure falls while key spells are unavailable or miss their intended area.
  • A failed commitment can leave no clean exit and little value until cooldowns return.
  • Basic attacks require close access, so enemy range, slows and displacement can deny a clean trade.

Riot ally tips

Use these while learning the champion
1

Chronobreak is a potent escape tool, but it can also be quite powerful when used offensively. Don't underestimate its damage potential.

2

If you can proc Z-Drive Resonance on an enemy champion, it's worth taking risks to do so. The bonus Move Speed makes it easy to escape.

3

Phase Dive's dash is a great tool for setting up Ekko's other abilities. Use it to get double hits with Timewinder or get into position to detonate Parallel Convergence.

Riot opponent tips

What an opponent is told to watch for
1

Ekko is significantly weaker when his ultimate is down. Watch for the trail he leaves behind to determine if Chronobreak is available.

2

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.

3

The second hit of Timewinder does more damage than the first; try to avoid it.

Source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries are independently written.

Practical champion reading

How to read Ekko in a real fight

Use these patterns to ask better questions before choosing an item, target or commitment. They describe the kit, not a guaranteed result.

Damage delivery

Primarily magic pressure

Magic resistance can reduce the broad spell profile, but positioning and cooldown tracking still decide whether the important abilities connect.

Fight rhythm

One short window carries much of the threat

Track the key setup and highest-impact cooldown. A missed or blocked opening can create a safer window before the full rotation returns.

Range and access

Needs close access for basic attacks

Range, slows, displacement and terrain can deny the clean contact this champion wants. Plan the route in as carefully as the damage after arrival.

Typical team job

Threaten a reachable priority target

A clean angle matters more than attacking the nearest unit immediately. Keep an exit, reset or follow-up route in mind before committing.

Control check

Identify the exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement answer.

Protection and sustain

Check whether recovery changes the fight

Anti-heal or anti-shielding is situational. Buy it only when the effect is materially protecting targets and your champion can apply the answer reliably.

Resource pattern

Mana and cooldowns both matter

A spell being available does not mean the complete sequence is sustainable. Watch the resource bar as well as the setup and escape cooldowns.

Read the whole teamThe same champion can create a different problem after changing role, items or allies. Re-check the visible match before committing to a defensive answer.

Defensive item reference

What can help against Ekko?

Start with the threat that is actually affecting the match. These are conditional comparisons, not an automatic counter build.

Pre-game choices
DEFENSIVE BOOTS

Mercury's Treads usually fit better

Magic resistance addresses the broad damage profile, while Tenacity can shorten reducible control.

Choose Plated Steelcaps instead only when physical basic attacks from this champion or the rest of the team are the larger repeated threat.
Reducible controlSlowsHealing or sustainShields
MAGIC DEFENCE

Magic defence

Kaenic Rookern · Force of Nature

Magic resistance can reduce the broad spell profile.

Choose a role-appropriate option only when repeated or burst magic damage is the problem.
CONTROL AND ONE KEY SPELL

Control and one key spell

Mercury's Treads · Quicksilver Sash · Banshee's Veil · Edge of Night

Tenacity and a removable-control active can help against the relevant disabling effects.

Check the current tooltip and whether the exact effect can be shortened, removed or blocked.
REPEATED SLOWS

Repeated slows

Boots of Swiftness

Slow resistance can be more useful than Tenacity when repeated slowing strength is the main problem.

It gives no armour or magic resistance, so compare the rest of the opposing team.
MEANINGFUL HEALING

Meaningful healing

Bramble Vest or Thornmail · Morellonomicon · Mortal Reminder

A role-appropriate Grievous Wounds item can reduce healing.

Buy it only when healing is materially changing fights and your champion can apply it reliably.
REPEATED SHIELDS

Repeated shields

Serpent's Fang

Anti-shielding can matter when repeated shields are protecting important targets.

Its offensive stats do not fit every champion; another teammate may apply it more efficiently.
BURST WINDOW

Burst window

Zhonya's Hourglass · Banshee's Veil · Edge of Night

Stasis or a spell shield can deny one decisive engage or spell when the item fits the build.

These do not replace positioning, vision or ordinary durability.
Player decidesChampion identity is a starting point, not an automatic purchase. Compare the full opposing team, current item tooltips and the problem that is actually deciding fights. Never buy two completed pairs of Boots.

Normal Draft and Ranked role map

Where Ekko fits on Summoner's Rift

Each lane is assessed separately. Open a role to reach its queue-specific build and matchup preparation.

TopUnestablished route

Historical reference. Recommendation review pending. Ekko is normally played Jungle and does not currently have a reviewed Top route. Top usually needs independent laning, durable trading or reliable side-lane pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
MidSecondary

Historical reference. Recommendation review pending. Ekko has a secondary role listed in this historical reference. It is less common than the primary roles, but it has a recognisable role-specific plan.

Review this roleOpen matchup
BotUnestablished route

Historical reference. Recommendation review pending. Ekko is normally played Jungle and does not currently have a reviewed Bot route. Bot usually needs dependable duo-lane scaling and sustained damage with shared early pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
SupportUnestablished route

Historical reference. Recommendation review pending. Ekko is normally played Jungle and does not currently have a reviewed Support route. Support usually needs useful engage, peel or utility while operating on low gold income. Treat this as a deliberate experiment, not a standard recommendation.

Review this role

Situational AP purchase

When should you buy anti-heal?

Buy healing reduction when enemy healing or regeneration is deciding fights and you can keep damaging the relevant target. Grievous Wounds reduces healing; it does not reduce shields, magic damage or crowd control.

Start with the component

Oblivion Orb can provide healing reduction without immediately paying for a completed Morellonomicon. Fit the component around your core damage, mana and survival needs; check the current queue's item tooltip.

Finish when it fits the fight

Complete Morellonomicon when its stats and slot efficiency suit your build. Do not treat it as a mandatory first item just because your champion deals magic damage.

Coordinate coverage

Multiple Grievous Wounds sources do not add their percentages together. Another reliable applier may cover the same target, but you may still need your own source for a separate fight or target.

Repeated spell damage and damage over time can maintain coverage more reliably than a single hit. Match the purchase to your actual spell access, enemy sustain and the teammates who can apply the debuff.

Will the fight last long enough?

If you die before dealing damage, you apply no healing reduction. If your target dies before healing, there is little healing to prevent. The debuff applies on qualifying damage immediately; it does not need to build up. It remains briefly after your last hit, so teammates can benefit even after you disengage.

Only healing during the active debuff counts. For example, 40% reduction prevents 80 of a 200-point heal, or 400 of a 1,000-point heal, before other modifiers. Compare that with the damage, penetration or survival you delayed; neither example guarantees a kill. Healing after the debuff expires is unaffected.

See the Oblivion Orb and Morellonomicon references for current effects and queue availability. These are situational decisions, not a measured best-build claim.

Kit reference

Ekko abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Z-Drive Resonance

What it doesEvery 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.

Practical readZ-Drive Resonance is an automatic part of the kit involving damage. Track when its condition is active instead of treating every fight the same way.

Q
Q ability

Timewinder

What it doesEkko 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.

Practical readTimewinder is a ranged cast involving a slowing effect and damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

Cooldown9/8.5/8/7.5/7 secCost40/50/60/70/80Listed range1075 units
W
W ability

Parallel Convergence

What it doesEkko'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.

Practical readParallel Convergence contributes a slowing effect and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown22/20/18/16/14 secCost30/35/40/45/50Listed range1600 units
Protection

The protection or sustain is part of the cast's value. Compare its timing with incoming damage rather than reading only the offensive effect.

E
E ability

Phase Dive

What it doesEkko rolls evasively while charging up his Z-Drive. His next attack deals bonus damage and warps reality, teleporting him to his target.

Practical readPhase Dive contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown9/8.5/8/7.5/7 secCost40/45/50/55/60Listed range325 units
Movement

The cast changes position or access. Account for where the champion finishes, not only where the ability begins.

R
Ultimate

Chronobreak

What it doesEkko 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.

Practical readChronobreak contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown110/80/50 secCost100Listed range850 units
Protection

The protection or sustain is part of the cast's value. Compare its timing with incoming damage rather than reading only the offensive effect.

Levels 1–18

Ekko · Health / Mana · Abilities

Base values exclude items, runes, temporary buffs and mode-specific modifiers. Cooldowns are the listed base cooldown before ability haste.

Level 1655 Health280 Mana
Level 3801 Health383 Mana
Level 61,046 Health557 Mana
Level 111,524 Health894 Mana
Level 162,088 Health1,293 Mana
Level 182,338 Health1,470 Mana

Cooldown Data Dragon 16.20.1

Q
Basic abilityTimewinder

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 19 secRank 28.5 secRank 38 secRank 47.5 secRank 57 sec
W
Basic abilityParallel Convergence

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 122 secRank 220 secRank 318 secRank 416 secRank 514 sec
E
Basic abilityPhase Dive

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 19 secRank 28.5 secRank 38 secRank 47.5 secRank 57 sec
R
UltimateChronobreak

First rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Rank 1110 secRank 280 secRank 350 sec
Open every levelHealth and mana from level 1 to 18
LevelHealthManaAbility milestone
1655280 ManaChoose the first basic ability
2726330 ManaAdd another basic ability or rank
3801383 ManaAdd another basic ability or rank
4879439 ManaSpend one ability point
5961496 ManaSpend one ability point
61,046557 ManaFirst ultimate rank normally available
71,135619 ManaSpend one ability point
81,227684 ManaSpend one ability point
91,322752 ManaSpend one ability point
101,421822 ManaSpend one ability point
111,524894 ManaSecond ultimate rank normally available
121,630969 ManaSpend one ability point
131,7391,047 ManaSpend one ability point
141,8521,126 ManaSpend one ability point
151,9681,209 ManaSpend one ability point
162,0881,293 ManaFinal ultimate rank normally available
172,2111,380 ManaSpend one ability point
182,3381,470 ManaSpend one ability point
How the numbers are calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics with League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Choose the next question

Turn the profile into a pre-game plan

Choose a queue-aware build, compare a lane opponent, or return to the full champion library.

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