Arrr, good patterns
- Arrr, uses spells to shape space, punish predictable movement or control an approach.
- Arrr, threatens reachable priority targets through burst, mobility or an unusual angle.
Game patch, matey 26.20Data Dragon 16.20.1
Arrr, reference patch 16.20.1
the Boy Who Shattered Time
Ekko be a burst-focused champion who looks fer a reachable priority target and a course back aboard out. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.
Arrr, strengths and limits
These be kit-level patterns, nay a promise that every course or matchup plays th' same way.
Chronobreak be a potent escape tool, but it can also be quite powerful when used offensively. Don't underestimate its damage potential.
If ye can proc Z-Drive Resonance on an foe champion, it's worth taking risks to do so. Th' bonus Move Speed makes it easy to escape.
Phase Dive's dash be a great tool fer setting up Ekko's other tricks. Use it to get double hits wit' Timewinder or get into position to detonate Parallel Convergence.
Ekko be significantly weaker when his ultimate be down. Watch fer th' trail he leaves astern o' to determine if Chronobreak be available.
Ekko's stun zone takes 3 seconds to arm. Watch fer th' image he creates on cast and try to guess where th' zone was placed.
Th' second hit o' Timewinder does more booty damage than th' first aboard; try to avoid it.
Arrr, practical champion reading
Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.
Magic resistance can reduce th' broad spell profile, but positioning and cooldown tracking still decide whether th' fit fer th' captain's eye tricks connect.
Track th' key setup and highest-impact cooldown. A missed or blocked opening can create a safer window afore th' full rotation returns.
Range, slows, displacement and terrain can deny th' clean contact this champion wants. Course th' course in as carefully as th' damage after arrival.
A clean angle matters more booty than attacking th' nearest unit immediately. Keep an exit, reset th' course or follow-up course in mind afore committing.
Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.
Anti-heal or anti-shielding be situational. Buy it only when th' effect be materially protecting targets and yer champion can apply th' captain's answer reliably.
A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.
Defensive gear reference
Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.
Magic resistance addresses th' broad damage profile, while Tenacity can shorten reducible control.
Pick Plated Steelcaps instead only when physical basic attacks from this champion or th' rest o' th' crew be th' larger repeated threat.Normal Draft and Ranked role sea chart
Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.
Old chart, matey. Recommendations await inspection. Ekko be normally played Jungle and does nay currently have a reviewed Top course. Top most often needs independent laning, durable trading or reliable side-course pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Ekko has an established clear th' deck and sea chart course that can function without course income while contesting camps and prizes.
Old chart, matey. Recommendations await inspection. Ekko has a secondary station in this historical log, matey. It be less common than the main stations, but has a recognisable plan for that station.
Old chart, matey. Recommendations await inspection. Ekko be normally played Jungle and does nay currently have a reviewed Bot course. Bot most often needs dependable duo-course scaling and sustained damage wit' shared early pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Ekko be normally played Jungle and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. Treat this as a deliberate experiment, nay a standard recommendation.
Arrr, Situational AP purchase
Arrr, 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.
Arrr, 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.
Arrr, 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.
Arrr, 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.
Arrr, 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.
Arrr, 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.
Arrr, 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.
Arrr, See the Arrr, oblivion Orb and Arrr, Morellonomicon Arrr, references for current effects and queue availability. These are situational decisions, not a measured best-build claim.
Arrr, kit reference
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Arrr, what it doesEnglishEvery 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.
Arrr, practical readZ-Drive Resonance be an automatic part o' th' kit involving damage. Track when its condition be active instead o' treating every fight th' same way.

Arrr, what it doesEnglishEkko 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.
Arrr, practical readTimewinder be a ranged cast involving a slowing effect and damage. Respect its line or target area, and avoid spending it when th' foe can simply step astern afore th' fit fer th' captain's eye exchange.

Arrr, what it doesEnglishEkko'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.
Arrr, practical readParallel Convergence contributes a slowing effect and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Th' protection or sustain be part o' th' cast's value. Compare its timing wit' incoming damage rather than reading only th' offensive effect.

Arrr, what it doesEnglishEkko rolls evasively while charging up his Z-Drive. His next attack deals bonus damage and warps reality, teleporting him to his target.
Arrr, practical readPhase Dive contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Th' cast changes position or access. Sailor record fer where th' champion finishes, nay only where th' trick begins.

Arrr, what it doesEnglishEkko 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.
Arrr, practical readChronobreak contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Th' protection or sustain be part o' th' cast's value. Compare its timing wit' incoming damage rather than reading only th' offensive effect.
Arrr, levels 1–18
Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.
Cooldown Data Dragon 16.20.1
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.
| Rank | Health, arr | Mana, arr | Trick milestone |
|---|---|---|---|
| 1 | 655 | 280 Mana, arr | Pick th' first aboard basic trick |
| 2 | 726 | 330 Mana, arr | Stow another basic trick or rank |
| 3 | 801 | 383 Mana, arr | Stow another basic trick or rank |
| 4 | 879 | 439 Mana, arr | Spend one trick point |
| 5 | 961 | 496 Mana, arr | Spend one trick point |
| 6 | 1,046 | 557 Mana, arr | First aboard ultimate rank normally available |
| 7 | 1,135 | 619 Mana, arr | Spend one trick point |
| 8 | 1,227 | 684 Mana, arr | Spend one trick point |
| 9 | 1,322 | 752 Mana, arr | Spend one trick point |
| 10 | 1,421 | 822 Mana, arr | Spend one trick point |
| 11 | 1,524 | 894 Mana, arr | Arrr, second ultimate rank normally available |
| 12 | 1,630 | 969 Mana, arr | Spend one trick point |
| 13 | 1,739 | 1,047 Mana, arr | Spend one trick point |
| 14 | 1,852 | 1,126 Mana, arr | Spend one trick point |
| 15 | 1,968 | 1,209 Mana, arr | Spend one trick point |
| 16 | 2,088 | 1,293 Mana, arr | Arrr, final ultimate rank normally available |
| 17 | 2,211 | 1,380 Mana, arr | Spend one trick point |
| 18 | 2,338 | 1,470 Mana, arr | Spend one trick point |
Pick th' next aboard query
Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.