This meta overview presents EKKO’s ranked performance across different roles and skill tiers. The data includes tier placement, win rate, pick rate, ban rate, and short-term trends, allowing you to evaluate her current strength and draft priority. Statistics are synced with rank buckets and role selection, helping you understand where EKKO performs best and how her impact changes in the evolving Wild Rift meta.
The information below will help you get familiar with the game on the Mid Line EKKO. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Amplifying Tome. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
Amplifying Tome
+20 Ability Power
500
Dusk and Dawn
Applies on-hit effects
+350 Maximum Health
+25% Attack Speed
+70 Ability Power
+20 Ability Haste
Spellblade: After using an ability, your next attack deals (75% base
+ 10%
) bonus magic damage. After a brief delay, apply on-hits to the target 1 additional time. (1.5s Cooldown)
Deals reduced damage to structures.
3100
Dusk and Dawn TIPS: This item is perfect for champions who weave abilities into their basic attacks. After casting a spell, your next attack is empowered with bonus magic damage and then triggers all on-hit effects an additional time, dramatically increasing your overall damage output. It excels on hybrid AP fighters and melee mages who rely on chaining abilities and auto-attacks to maximize their DPS.
Boots of Mana
Ability Power, Magic Pen, Mana Regeneration
+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
1200
Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.
Infinity Orb
Abilities deal bonus damage
+110 Ability Power
+15 Magic Penetration
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.
3100
Infinity Orb TIPS: This item greatly enhances a mage's finishing power. It provides a large boost to Ability Power and magic penetration while allowing your abilities and empowered attacks to deal increased damage to low-health enemies. An excellent choice for mages and AP assassins who want to execute targets more reliably and maximize their burst potential.
Boots of Mana
Ability Power, Magic Pen, Mana Regeneration
+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
1200
Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.
Spellslinger's Shoes
Deal bonus damage to minions
+40 Ability Power
+18 Magic Penetration
+8% Magic Penetration
+100% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% base Health Regen.
Big Bully: Attacks and active abilities deal 22 bonus true damage to minions.
2200
Spellslinger's Shoes TIPS: These boots greatly increase your magic damage through a combination of Ability Power and both flat and percentage magic penetration. The high mana regeneration allows for frequent spell casting, while the bonus true damage to minions significantly improves wave clear. Champions without Mana instead gain increased health regeneration. They are an excellent choice for mages and AP supports who value strong damage, constant lane pressure, and efficient farming.
Dusk and Dawn (Applies on-hit effects) as your first item, followed by
Boots of Mana (Grants Ability Power, Magic Penetration and Mana Regeneration) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
Infinity Orb (Abilities deal bonus damage).
Spellslinger's Shoes (Deal bonus damage to minions).
Dusk and Dawn
Applies on-hit effects
+350 Maximum Health
+25% Attack Speed
+70 Ability Power
+20 Ability Haste
Spellblade: After using an ability, your next attack deals (75% base
+ 10%
) bonus magic damage. After a brief delay, apply on-hits to the target 1 additional time. (1.5s Cooldown)
Deals reduced damage to structures.
3100
Dusk and Dawn TIPS: This item is perfect for champions who weave abilities into their basic attacks. After casting a spell, your next attack is empowered with bonus magic damage and then triggers all on-hit effects an additional time, dramatically increasing your overall damage output. It excels on hybrid AP fighters and melee mages who rely on chaining abilities and auto-attacks to maximize their DPS.
Boots of Mana
Ability Power, Magic Pen, Mana Regeneration
+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
1200
Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.
Infinity Orb
Abilities deal bonus damage
+110 Ability Power
+15 Magic Penetration
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.
3100
Infinity Orb TIPS: This item greatly enhances a mage's finishing power. It provides a large boost to Ability Power and magic penetration while allowing your abilities and empowered attacks to deal increased damage to low-health enemies. An excellent choice for mages and AP assassins who want to execute targets more reliably and maximize their burst potential.
Rabadon's Deathcap
Boosts Ability Power
+130 Ability Power
Overkill: Increases Ability Power by 30%.
3400
Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Void Staff
Magic Penetration (%)
+95 Ability Power
+40% Magic Penetration
3000
Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.
Rabadon's Deathcap
Boosts Ability Power
+130 Ability Power
Overkill: Increases Ability Power by 30%.
3400
Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.
Stormsurge
A powerful item for Scaling Mages
+90 Ability Power
+15 Magic Penetration
+6% Move Speed
Stormraider: When damaging a champion, dealing damage equal to 25% of their max Health within 2.5 second(s) applies Squall to them and grants you 25% bonus Movement Speed for 2.5s. (25s Cooldown)
Squall: After 2 second(s), strike the target, dealing magic damage equal to 125 plus 10%
. If the target is killed before the strike, it detonates immediately in a large area and grants 25 gold.
2900
Stormsurge TIPS: This item is perfect for mages capable of delivering heavy burst damage. After landing a strong combo, it marks the target, grants you a burst of movement speed, and follows up with an additional magic strike. If the target dies before the effect triggers, it immediately explodes in an area and rewards you with bonus gold. An excellent choice for scaling mages and AP assassins looking to secure kills and snowball their advantage.
Stormsurge — This item is perfect for mages capable of delivering heavy burst damage. After landing a strong combo, it marks the target, grants you a burst of movement speed, and follows up with an additional magic strike. If the target dies before the effect triggers, it immediately explodes in an area and rewards you with bonus gold. An excellent choice for scaling mages and AP assassins looking to secure kills and snowball their advantage.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Hextech Roketbelt
Small dash
+250 Max Health
+70 Ability Power
+20 Ability Haste
Protobelt (Active): Dash forward and unleash a cone of missiles, dealing 100 plus 10%
magic damage. (30s Cooldown)
If champions or monsters are hit by more than one missile, missiles after the first will deal only 10% damage.
2700
Hextech Roketbelt TIPS: This item combines Ability Power with extra mobility, allowing you to quickly close the gap or reposition during combat. Its active grants a short dash while firing a cone of rockets that deal area magic damage. It is an excellent choice for AP assassins, mobile mages, and engage-oriented champions who need to dive in, secure kills, or dodge key enemy abilities.
Hextech Roketbelt — This item combines Ability Power with extra mobility, allowing you to quickly close the gap or reposition during combat. Its active grants a short dash while firing a cone of rockets that deal area magic damage. It is an excellent choice for AP assassins, mobile mages, and engage-oriented champions who need to dive in, secure kills, or dodge key enemy abilities.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Banshee's Veil
Blocks an enemy ability
+105 Ability Power
+40 Magic Resistance
Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)
3000
Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.
Banshee's Veil — This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.
Void Staff
Magic Penetration (%)
+95 Ability Power
+40% Magic Penetration
3000
Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.
Morellonomicon
Magic damage reduces enemy healing
+300 Max Health
+75 Ability Power
+15 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2650
Morellonomicon TIPS: This item is designed to counter champions with strong healing and sustain. Any magic damage you deal applies Grievous Wounds, greatly reducing the effectiveness of enemy healing and regeneration. It is an excellent choice for mages and AP supports against teams that rely heavily on healing, lifesteal, or regeneration.
Void Staff
Magic Penetration (%)
+95 Ability Power
+40% Magic Penetration
3000
Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.
Cryptbloom
Restore health on champion kill
+75 Ability Power
+30% Magic Penetration
+20 Ability Haste
Life from Death: When a champion that you damaged within 3s dies, a nova spreads from their corpse that restores 100 plus 20%
Health to allies. (60s Cooldown)
3000
Cryptbloom TIPS: This item combines powerful magic penetration with valuable team utility. In addition to boosting your spell damage, champions you recently damaged release a healing nova upon death, restoring health to nearby allies. It is an excellent choice for mages who want to deal heavy damage while providing extra sustain for their team during extended teamfights.
Cryptbloom — This item combines powerful magic penetration with valuable team utility. In addition to boosting your spell damage, champions you recently damaged release a healing nova upon death, restoring health to nearby allies. It is an excellent choice for mages who want to deal heavy damage while providing extra sustain for their team during extended teamfights.
Void Staff
Magic Penetration (%)
+95 Ability Power
+40% Magic Penetration
3000
Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.
Oceanid's Trident
Anti-Shielding
+200 Max Health
+80 Ability Power
+10 Ability Haste
Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP
+ 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP
+ 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.
2600
Oceanid's Trident TIPS: This item is designed to counter shield-heavy champions. Your abilities significantly reduce the effectiveness of shields enemies receive, while the first hit can also weaken shields that are already active. It is an excellent choice for mages and AP supports against shield-reliant compositions, allowing your team to break through enemy defenses and eliminate priority targets more effectively.
Oceanid's Trident — This item is designed to counter shield-heavy champions. Your abilities significantly reduce the effectiveness of shields enemies receive, while the first hit can also weaken shields that are already active. It is an excellent choice for mages and AP supports against shield-reliant compositions, allowing your team to break through enemy defenses and eliminate priority targets more effectively.
Flash (Teleport a short distance) and
Barrier (Gain a shield) as your Summoner Spells.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Barrier
Gain a shield that absorbs 120 (120–560
) damage for 2.5 seconds.
Cooldown: 100s
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380
) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Fleet Footwork (Moving, attacking and casting builds Energy stacks. At maximum stacks, your next attack heals and grants increased Movement Speed.) as your keystone, followed by
Sudden Impact (After dashing or exiting invisibility/stealth, your next damaging attack or ability deals true damage on hit. The attack/ability gains bonus effects at higher levels.),
Chain Assault (Your attacks deal bonus adaptive damage after you hit an enemy champion with an ability.) and
Eyeball Collection (Gain Adaptive Force after scoring champion or epic monster takedowns.) in the primary tree, as well as
Bone Plating (Reduces incoming damage.) in the secondary tree. Below you can see possible options for replacing runes.
Fleet Footwork
Mobility, Heal
Moving, attacking and casting builds Energy stacks. At 100 stacks, your next attack gains Attack Speed, heals you, grants bonus
Movement Speed. If the attack is again st a champion, it also restores Mana or Energy.
Bonus Attack Speed: 40%
Health Restore: 15-110 (
) + 15% bonus
+ 10%
.
Bonus Movement Speed: 20% for 1s.
When attacking a champion, restore 8% missing mana
or 8% missing energy
.
When attacking minions or monsters, heals for 35% (Melee champions) or 15% (Ranged champions) of the original heal amount.
Sudden Impact
Triggers when in stealth or dashing
Damaging an enemy champion deals a bonus 15-65 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s.
The damaging attack/ability gains bonuses at higher levels:
Level 5: Deal an additional 5 true damage.
Level 9: Deal an additional 5 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.
Cooldown: 10s
Chain Assault
Triggers on attack after hitting a target with an ability
Hitting an enemy champion with an active ability applies a mark to them, causing your next 2 attacks or active ability casts against them to deal bonus adaptive damage equal to (12-38 (
) + 3% bonus
+ 1.5%
).
Cooldown: 15s
Eyeball Collection
Kills increase Attack Damage/Ability Power
Gains 1.5
or 3
after scoring a champion or epic monster takedown, stacking up to 8 times.
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Cut Down
Deal more damage to high Health enemies
Your attacks deal 6.57% bonus adaptive damage to enemy champions with more than 60% Health.
Cut Down — This rune increases damage against high-health targets, helping you deal with tanky enemies more effectively. It is ideal for champions who rely on consistent damage output, especially against tanks and durable fighters. It works best on marksmen and some fighters where efficiently shredding high-health targets is important.
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Transcendence
Reduces ability cooldowns
Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.
Cooldown: 8s
Transcendence — This rune reduces ability cooldowns and makes gameplay smoother by allowing more frequent skill usage. It is ideal for champions who rely heavily on abilities and are constantly involved in fights or trades. It works best on mages, supports, and some fighters where maintaining a high tempo through ability usage is essential.
(Q) TIMEWINDER
8/7.5/7/6.5s
50/60/70/80
Throws a temporal device, dealing 90 magic damage (90/110/130/150 + 30%
). On hitting a champion or the distance limit, it expands ito a field that slows by 30/40/50/60%. The device then returns to Ekko, dealing 70 magic damage (70/105/140/175 + 60%
).
Deals 115% bonus damage to monsters.
(W) PARALLEL CONVERGENCE
20/18/16/14s
35/40/45/50
Passive: Attacks against Low Health targets deal an additional 2% missing Health magic damage (2 + 0.015%
).
Active: Launches a chronosphere that last 1.5 seconds slowing by 40%. If Ekko enters the sphere it detonates, stunning for 2.25 seconds and granting Ekko a shield that absorbs 70 damage (70/100/130/160 + 150%
) for 2 seconds.
(E) PHASE DIVE
9/8.5/8/7.5s
45/50/55/60
Dashes in a target direction. Ekko's next attack within 3 seconds gains 250 range and causes Ekko to blink to his target and deal an additional 60 magic damage (60/90/120/150 + 40%
).
(R) CHRONOBREAK
80/60/40s
Becomes untargetable and returns to his position 3.5 seconds ago and heals for 150 (150/200/250 + 50%
), increased by 3% per 1% of health lost within 3.5 seconds.
Upon arrival, Ekko deals 200 magic damage (200/350/500 + 150%
) to enemies.
We have prepared lists of champions that can really annoy you during a match with the game on the Mid EKKO. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
There are no champions in this section that synergies with {title}.
We have prepared a list of items and spells that will help counter Mid EKKO in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Mercury's Treads
Increases Magic resist
+150 Max Health
+25 Magic Resistance
+15 Tenacity
+45 Move Speed
1200
Mercury's Treads TIPS: These boots increase your Magic Resistance while making you more resilient to crowd control through Tenacity. The bonus Health and movement speed improve both survivability and mobility, allowing you to perform more effectively against magic damage and heavy-CC team compositions. They are an excellent choice for tanks, fighters, and any champion who needs to stay in the fight longer.
Force of Nature
Stacking Magic Resist and Move Speed
+350 Max Health
+60 Magic Resistance
+5% Move Speed
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 20%.
2750
Force of Nature TIPS: This item provides a substantial boost to health and magic resistance, and its “Absorb” passive stacks up when you take ability damage from enemy champions, reducing all incoming magic damage and granting bonus movement speed at max stacks. It’s perfect for tanks who need to withstand teams heavy in magic damage and maintain mobility to be in the right position during fights. Pick this up when the enemy team builds magic damage (e.g., Syndra, Brand) and you need extra movement speed to initiate effectively or escape dangerous situations.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain
+10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (70s Cooldown)
3000
Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Kaenic Rookern
Gains a magic shield when out of combat
+350 Max Health
+100% Health Regen
+75 Magic Resistance
Magebane: After not taking magic damage for 12 seconds, gain a magic shield that absorbs damage equal to 70-180 + 10% of max Health
.
2800
Kaenic Rookern TIPS: This item is perfect for champions who need extra protection against magic damage, particularly when spending some time out of combat. It provides significant bonuses to health, regeneration, and magic resistance. The “Magebane” passive activates after 12 seconds without taking magic damage, granting you a magic shield that absorbs damage based on your maximum health. This allows you to safely recover between fights and confidently re-enter combat. It’s especially effective against teams heavy in AP damage.
Abyssal Mask
Reduces the Magic Resist of nearby enemies and increases yours
+400 Max Health
+55 Magic Resistance
+10 Ability Haste
Unmake: Curse enemy champions within 600 units, reducing their Magic Resist by 5 plus 1.2% bonus
, up to 25 Magic Resist. For each enemy champion cursed, gain 9 bonus Magic Resist.
3000
Abyssal Mask TIPS: This item is a solid anti-magic pickup: it boosts your magic resistance while reducing the magic resist of nearby enemies, making them easier to shred with spell damage. Great for tanks and frontliners who need to both soak magic damage and amplify their team’s ability to take down AP threats and durable targets.
Quicksilver Sash
Dispels crowd control
Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.25 seconds.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
1100
Quicksilver Sash TIPS: This enchant instantly removes most crowd control effects and briefly grants immunity to further disables. Once the effect ends, it provides increased resistance to crowd control and slows, helping you escape dangerous situations or continue fighting without interruption. It is an excellent choice against teams with heavy crowd control, allowing you to stay mobile and effective in crucial moments.
Seeker's Armguard
Turn invulnerable
+20 Armor
+35 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1200
Seeker's Armguard TIPS: This item combines Ability Power with extra defense, but its defining feature is the ability to become temporarily invulnerable. Its active effect lets you completely avoid lethal damage, dodge crucial enemy abilities, or buy time for your cooldowns to return. It is an excellent choice for mages and AP assassins who need to survive burst damage and outplay opponents in critical teamfights.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Mercurial Scimitar
Dispels crowd control
+45 Attack Damage
+10% Physical Vamp
+40 Magic Resistance
Quicksilver Sash (Active): Removes all crowd control debuffs from you and grants immunity to crowd control for 0.25s.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
3100
Mercurial Scimitar TIPS: This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3000
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Banshee's Veil
Blocks an enemy ability
+105 Ability Power
+40 Magic Resistance
Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)
3000
Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.
Cooldown: 110s
Exhaust
Exhausts target enemy champion, reducing their Movement Speed by 35% and their damage dealt by 40% for 2.5 seconds.
Cooldown: 100s
Serylda’s Grudge
Armor Penetration (%) and apply slows
+40 Attack Damage
+15 Ability Haste
Last Whisper: Gain
+33% Armor Penetration.
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.
Frostbite: Apply Frostbite to enemies slowed by Icy for 6s. At 3 Frostbite stacks, all stacks are consumed to apply bleed, dealing (5 + 1-15 (
) + 15% bonus
) physical damage over 2s. Also applies 50% Grievous Wounds for 3s. (5s cooldown per target)
3300
Serylda’s Grudge TIPS: This item blends heavy armor penetration with crowd control: your active abilities and empowered hits slow targets, and repeated slows trigger a bleed that also applies grievous wounds. Perfect for champions who need to kite, execute priority targets, and curb their healing.
Rylai's Crystal Scepter
Abilities apply slows
+350 Max Health
+65 Ability Power
Icy: Damaging abilities and empowered attacks slow enemies by 30% for 0.75 second.
2700
Rylai's Crystal Scepter TIPS: This item enhances your crowd control by causing your abilities and empowered attacks to slow enemies with every hit. The bonus health improves your durability, while the consistent slow makes it much easier to land follow-up abilities, chase fleeing targets, and support your teammates. It is an excellent choice for damage-over-time mages and champions who rely on keeping enemies within the range of their abilities.
Iceborn Gauntlet
Attacks create a slowing field
+250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste
Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD
+ 25% Bonus Armor
) in an area and creates an icy field for 2 seconds that slows by 30%. Armor increases the size of the icy field. (1.5s Cooldown)
Damage is reduced vs structures.
3100
Iceborn Gauntlet TIPS: This item greatly boosts your health, armor, mana, and ability haste, making you much tankier. After casting an ability, your next attack in an area deals bonus physical damage and creates an icy field that slows enemies inside by 30%. The field’s size scales with your armor. This makes the item a great choice for champions who want to combine high survivability with crowd control and extra AOE damage.
Stridebreaker
Slows enemies nearby after a short dash
+400 Max Health
+40 Attack Damage
+15% Attack Speed
Breaking Shockwave (Active): Activate to dash a short distance, dealing 100% AD
as Physical Damage to nearby enemies and slowing them by 40% for 3s (25s cooldown)
Stride (Passive): Gain 20 Movement Speed for 2 second(s) when you deal physical damage.
3100
Stridebreaker TIPS: This item combines mobility, damage, and crowd control, making it easier to stick to your targets. Its active lets you dash a short distance, damage nearby enemies, and heavily slow them, while the passive grants bonus movement speed whenever you deal physical damage. It is an excellent choice for fighters and bruisers who want to engage quickly, chase down opponents, and keep enemies within melee range.
The information below will help you get familiar with the game on the Jungle Line EKKO. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Amplifying Tome. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
Amplifying Tome
+20 Ability Power
500
Dusk and Dawn
Applies on-hit effects
+350 Maximum Health
+25% Attack Speed
+70 Ability Power
+20 Ability Haste
Spellblade: After using an ability, your next attack deals (75% base
+ 10%
) bonus magic damage. After a brief delay, apply on-hits to the target 1 additional time. (1.5s Cooldown)
Deals reduced damage to structures.
3100
Dusk and Dawn TIPS: This item is perfect for champions who weave abilities into their basic attacks. After casting a spell, your next attack is empowered with bonus magic damage and then triggers all on-hit effects an additional time, dramatically increasing your overall damage output. It excels on hybrid AP fighters and melee mages who rely on chaining abilities and auto-attacks to maximize their DPS.
Boots of Mana
Ability Power, Magic Pen, Mana Regeneration
+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
1200
Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.
Infinity Orb
Abilities deal bonus damage
+110 Ability Power
+15 Magic Penetration
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.
3100
Infinity Orb TIPS: This item greatly enhances a mage's finishing power. It provides a large boost to Ability Power and magic penetration while allowing your abilities and empowered attacks to deal increased damage to low-health enemies. An excellent choice for mages and AP assassins who want to execute targets more reliably and maximize their burst potential.
Boots of Mana
Ability Power, Magic Pen, Mana Regeneration
+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
1200
Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.
Spellslinger's Shoes
Deal bonus damage to minions
+40 Ability Power
+18 Magic Penetration
+8% Magic Penetration
+100% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% base Health Regen.
Big Bully: Attacks and active abilities deal 22 bonus true damage to minions.
2200
Spellslinger's Shoes TIPS: These boots greatly increase your magic damage through a combination of Ability Power and both flat and percentage magic penetration. The high mana regeneration allows for frequent spell casting, while the bonus true damage to minions significantly improves wave clear. Champions without Mana instead gain increased health regeneration. They are an excellent choice for mages and AP supports who value strong damage, constant lane pressure, and efficient farming.
Dusk and Dawn (Applies on-hit effects) as your first item, followed by
Boots of Mana (Grants Ability Power, Magic Penetration and Mana Regeneration) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
Infinity Orb (Abilities deal bonus damage).
Spellslinger's Shoes (Deal bonus damage to minions).
Dusk and Dawn
Applies on-hit effects
+350 Maximum Health
+25% Attack Speed
+70 Ability Power
+20 Ability Haste
Spellblade: After using an ability, your next attack deals (75% base
+ 10%
) bonus magic damage. After a brief delay, apply on-hits to the target 1 additional time. (1.5s Cooldown)
Deals reduced damage to structures.
3100
Dusk and Dawn TIPS: This item is perfect for champions who weave abilities into their basic attacks. After casting a spell, your next attack is empowered with bonus magic damage and then triggers all on-hit effects an additional time, dramatically increasing your overall damage output. It excels on hybrid AP fighters and melee mages who rely on chaining abilities and auto-attacks to maximize their DPS.
Boots of Mana
Ability Power, Magic Pen, Mana Regeneration
+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
1200
Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.
Infinity Orb
Abilities deal bonus damage
+110 Ability Power
+15 Magic Penetration
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.
3100
Infinity Orb TIPS: This item greatly enhances a mage's finishing power. It provides a large boost to Ability Power and magic penetration while allowing your abilities and empowered attacks to deal increased damage to low-health enemies. An excellent choice for mages and AP assassins who want to execute targets more reliably and maximize their burst potential.
Rabadon's Deathcap
Boosts Ability Power
+130 Ability Power
Overkill: Increases Ability Power by 30%.
3400
Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Void Staff
Magic Penetration (%)
+95 Ability Power
+40% Magic Penetration
3000
Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.
Rabadon's Deathcap
Boosts Ability Power
+130 Ability Power
Overkill: Increases Ability Power by 30%.
3400
Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.
Banshee's Veil
Blocks an enemy ability
+105 Ability Power
+40 Magic Resistance
Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)
3000
Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.
Banshee's Veil — This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.
Rabadon's Deathcap
Boosts Ability Power
+130 Ability Power
Overkill: Increases Ability Power by 30%.
3400
Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.
Stormsurge
A powerful item for Scaling Mages
+90 Ability Power
+15 Magic Penetration
+6% Move Speed
Stormraider: When damaging a champion, dealing damage equal to 25% of their max Health within 2.5 second(s) applies Squall to them and grants you 25% bonus Movement Speed for 2.5s. (25s Cooldown)
Squall: After 2 second(s), strike the target, dealing magic damage equal to 125 plus 10%
. If the target is killed before the strike, it detonates immediately in a large area and grants 25 gold.
2900
Stormsurge TIPS: This item is perfect for mages capable of delivering heavy burst damage. After landing a strong combo, it marks the target, grants you a burst of movement speed, and follows up with an additional magic strike. If the target dies before the effect triggers, it immediately explodes in an area and rewards you with bonus gold. An excellent choice for scaling mages and AP assassins looking to secure kills and snowball their advantage.
Stormsurge — This item is perfect for mages capable of delivering heavy burst damage. After landing a strong combo, it marks the target, grants you a burst of movement speed, and follows up with an additional magic strike. If the target dies before the effect triggers, it immediately explodes in an area and rewards you with bonus gold. An excellent choice for scaling mages and AP assassins looking to secure kills and snowball their advantage.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Hextech Roketbelt
Small dash
+250 Max Health
+70 Ability Power
+20 Ability Haste
Protobelt (Active): Dash forward and unleash a cone of missiles, dealing 100 plus 10%
magic damage. (30s Cooldown)
If champions or monsters are hit by more than one missile, missiles after the first will deal only 10% damage.
2700
Hextech Roketbelt TIPS: This item combines Ability Power with extra mobility, allowing you to quickly close the gap or reposition during combat. Its active grants a short dash while firing a cone of rockets that deal area magic damage. It is an excellent choice for AP assassins, mobile mages, and engage-oriented champions who need to dive in, secure kills, or dodge key enemy abilities.
Hextech Roketbelt — This item combines Ability Power with extra mobility, allowing you to quickly close the gap or reposition during combat. Its active grants a short dash while firing a cone of rockets that deal area magic damage. It is an excellent choice for AP assassins, mobile mages, and engage-oriented champions who need to dive in, secure kills, or dodge key enemy abilities.
Void Staff
Magic Penetration (%)
+95 Ability Power
+40% Magic Penetration
3000
Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.
Morellonomicon
Magic damage reduces enemy healing
+300 Max Health
+75 Ability Power
+15 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2650
Morellonomicon TIPS: This item is designed to counter champions with strong healing and sustain. Any magic damage you deal applies Grievous Wounds, greatly reducing the effectiveness of enemy healing and regeneration. It is an excellent choice for mages and AP supports against teams that rely heavily on healing, lifesteal, or regeneration.
Void Staff
Magic Penetration (%)
+95 Ability Power
+40% Magic Penetration
3000
Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.
Cryptbloom
Restore health on champion kill
+75 Ability Power
+30% Magic Penetration
+20 Ability Haste
Life from Death: When a champion that you damaged within 3s dies, a nova spreads from their corpse that restores 100 plus 20%
Health to allies. (60s Cooldown)
3000
Cryptbloom TIPS: This item combines powerful magic penetration with valuable team utility. In addition to boosting your spell damage, champions you recently damaged release a healing nova upon death, restoring health to nearby allies. It is an excellent choice for mages who want to deal heavy damage while providing extra sustain for their team during extended teamfights.
Cryptbloom — This item combines powerful magic penetration with valuable team utility. In addition to boosting your spell damage, champions you recently damaged release a healing nova upon death, restoring health to nearby allies. It is an excellent choice for mages who want to deal heavy damage while providing extra sustain for their team during extended teamfights.
Void Staff
Magic Penetration (%)
+95 Ability Power
+40% Magic Penetration
3000
Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.
Oceanid's Trident
Anti-Shielding
+200 Max Health
+80 Ability Power
+10 Ability Haste
Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP
+ 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP
+ 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.
2600
Oceanid's Trident TIPS: This item is designed to counter shield-heavy champions. Your abilities significantly reduce the effectiveness of shields enemies receive, while the first hit can also weaken shields that are already active. It is an excellent choice for mages and AP supports against shield-reliant compositions, allowing your team to break through enemy defenses and eliminate priority targets more effectively.
Oceanid's Trident — This item is designed to counter shield-heavy champions. Your abilities significantly reduce the effectiveness of shields enemies receive, while the first hit can also weaken shields that are already active. It is an excellent choice for mages and AP supports against shield-reliant compositions, allowing your team to break through enemy defenses and eliminate priority targets more effectively.
Flash (Teleport a short distance) and
Smite as your Summoner Spells.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Smite
Deal 600 true damage to monsters, epic monsters or enemy minions. Smiting a monster restore 127 Health (70 + 10%
). Smite upgrades to Chilling Smite after 3 uses.
Jungle Expertise:
Earn 20% bonus gold and 20% bonus XP from monsters kills, but temporarily earn 60% less gold and XP from minions kills.
Deal 15% more attack damage and 30% more ability damage against monsters.
Restore 40 Health over 5 seconds after dealing damage to monsters.
Restore 4 Mana every second while in the jungle or river.
From 11:00 onward, monster kills will no longer grant bonus gold.
At 2:00, the attack damage bonus against monsters will start to decay.
At 5:00, it will be removed.
Gains one charge every 45 seconds, up to a max of 2.
Cooldown: 10s
Сhilling Smite
Deal 1000 true damage to a large or epic monster or minion. Smiting monsters restore 152 Health (70 + 10%
).
Against champions: Deal 40 true damage to enemy Champions and steals 25% of their Movement Speed for 2 seconds.
Cooldown: 10s
Fleet Footwork (Moving, attacking and casting builds Energy stacks. At maximum stacks, your next attack heals and grants increased Movement Speed.) as your keystone, followed by
Sudden Impact (After dashing or exiting invisibility/stealth, your next damaging attack or ability deals true damage on hit. The attack/ability gains bonus effects at higher levels.),
Chain Assault (Your attacks deal bonus adaptive damage after you hit an enemy champion with an ability.) and
Eyeball Collection (Gain Adaptive Force after scoring champion or epic monster takedowns.) in the primary tree, as well as
Transcendence (Grants more Ability Haste the higher your level is and also returns ability cooldown duration.) in the secondary tree. Below you can see possible options for replacing runes.
Fleet Footwork
Mobility, Heal
Moving, attacking and casting builds Energy stacks. At 100 stacks, your next attack gains Attack Speed, heals you, grants bonus
Movement Speed. If the attack is again st a champion, it also restores Mana or Energy.
Bonus Attack Speed: 40%
Health Restore: 15-110 (
) + 15% bonus
+ 10%
.
Bonus Movement Speed: 20% for 1s.
When attacking a champion, restore 8% missing mana
or 8% missing energy
.
When attacking minions or monsters, heals for 35% (Melee champions) or 15% (Ranged champions) of the original heal amount.
Sudden Impact
Triggers when in stealth or dashing
Damaging an enemy champion deals a bonus 15-65 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s.
The damaging attack/ability gains bonuses at higher levels:
Level 5: Deal an additional 5 true damage.
Level 9: Deal an additional 5 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.
Cooldown: 10s
Chain Assault
Triggers on attack after hitting a target with an ability
Hitting an enemy champion with an active ability applies a mark to them, causing your next 2 attacks or active ability casts against them to deal bonus adaptive damage equal to (12-38 (
) + 3% bonus
+ 1.5%
).
Cooldown: 15s
Eyeball Collection
Kills increase Attack Damage/Ability Power
Gains 1.5
or 3
after scoring a champion or epic monster takedown, stacking up to 8 times.
Transcendence
Reduces ability cooldowns
Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.
Cooldown: 8s
Transcendence
Reduces ability cooldowns
Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.
Cooldown: 8s
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Bone Plating — The rune reduces damage from enemy attacks and abilities when you take damage from an enemy champion. It lowers damage from the next few attacks or abilities for a short period, making it useful for most champions, including tanks, fighters, and even some mages. The rune helps improve survivability by mitigating damage in critical moments of the fight, making it suitable for heroes who find themselves in the heart of battles.
Transcendence
Reduces ability cooldowns
Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.
Cooldown: 8s
Overgrowth
Increase max Health
For every 3 enemy minions or 3 monster(s) killed nearby, permanently gain 3 max Health. Max Health can be increased indefinitely this way. Gain an additional 3% max Health upon reaching 30 stacks.
Overgrowth — The rune increases your maximum health permanently with each nearby minion or monster kill. It is useful for most champions, including fighters, tanks, and junglers, who actively farm and frequently engage in fights. The rune helps improve survivability by stacking health over time, making it a great choice for champions who rely on increasing their maximum health for prolonged battles.
(Q) TIMEWINDER
8/7.5/7/6.5s
50/60/70/80
Throws a temporal device, dealing 90 magic damage (90/110/130/150 + 30%
). On hitting a champion or the distance limit, it expands ito a field that slows by 30/40/50/60%. The device then returns to Ekko, dealing 70 magic damage (70/105/140/175 + 60%
).
Deals 115% bonus damage to monsters.
(W) PARALLEL CONVERGENCE
20/18/16/14s
35/40/45/50
Passive: Attacks against Low Health targets deal an additional 2% missing Health magic damage (2 + 0.015%
).
Active: Launches a chronosphere that last 1.5 seconds slowing by 40%. If Ekko enters the sphere it detonates, stunning for 2.25 seconds and granting Ekko a shield that absorbs 70 damage (70/100/130/160 + 150%
) for 2 seconds.
(E) PHASE DIVE
9/8.5/8/7.5s
45/50/55/60
Dashes in a target direction. Ekko's next attack within 3 seconds gains 250 range and causes Ekko to blink to his target and deal an additional 60 magic damage (60/90/120/150 + 40%
).
(R) CHRONOBREAK
80/60/40s
Becomes untargetable and returns to his position 3.5 seconds ago and heals for 150 (150/200/250 + 50%
), increased by 3% per 1% of health lost within 3.5 seconds.
Upon arrival, Ekko deals 200 magic damage (200/350/500 + 150%
) to enemies.
We have prepared lists of champions that can really annoy you during a match with the game on the Jungle EKKO. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
There are no champions in this section that synergies with {title}.
We have prepared a list of items and spells that will help counter Jungle EKKO in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Mercury's Treads
Increases Magic resist
+150 Max Health
+25 Magic Resistance
+15 Tenacity
+45 Move Speed
1200
Mercury's Treads TIPS: These boots increase your Magic Resistance while making you more resilient to crowd control through Tenacity. The bonus Health and movement speed improve both survivability and mobility, allowing you to perform more effectively against magic damage and heavy-CC team compositions. They are an excellent choice for tanks, fighters, and any champion who needs to stay in the fight longer.
Force of Nature
Stacking Magic Resist and Move Speed
+350 Max Health
+60 Magic Resistance
+5% Move Speed
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 20%.
2750
Force of Nature TIPS: This item provides a substantial boost to health and magic resistance, and its “Absorb” passive stacks up when you take ability damage from enemy champions, reducing all incoming magic damage and granting bonus movement speed at max stacks. It’s perfect for tanks who need to withstand teams heavy in magic damage and maintain mobility to be in the right position during fights. Pick this up when the enemy team builds magic damage (e.g., Syndra, Brand) and you need extra movement speed to initiate effectively or escape dangerous situations.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain
+10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (70s Cooldown)
3000
Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Kaenic Rookern
Gains a magic shield when out of combat
+350 Max Health
+100% Health Regen
+75 Magic Resistance
Magebane: After not taking magic damage for 12 seconds, gain a magic shield that absorbs damage equal to 70-180 + 10% of max Health
.
2800
Kaenic Rookern TIPS: This item is perfect for champions who need extra protection against magic damage, particularly when spending some time out of combat. It provides significant bonuses to health, regeneration, and magic resistance. The “Magebane” passive activates after 12 seconds without taking magic damage, granting you a magic shield that absorbs damage based on your maximum health. This allows you to safely recover between fights and confidently re-enter combat. It’s especially effective against teams heavy in AP damage.
Abyssal Mask
Reduces the Magic Resist of nearby enemies and increases yours
+400 Max Health
+55 Magic Resistance
+10 Ability Haste
Unmake: Curse enemy champions within 600 units, reducing their Magic Resist by 5 plus 1.2% bonus
, up to 25 Magic Resist. For each enemy champion cursed, gain 9 bonus Magic Resist.
3000
Abyssal Mask TIPS: This item is a solid anti-magic pickup: it boosts your magic resistance while reducing the magic resist of nearby enemies, making them easier to shred with spell damage. Great for tanks and frontliners who need to both soak magic damage and amplify their team’s ability to take down AP threats and durable targets.
Quicksilver Sash
Dispels crowd control
Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.25 seconds.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
1100
Quicksilver Sash TIPS: This enchant instantly removes most crowd control effects and briefly grants immunity to further disables. Once the effect ends, it provides increased resistance to crowd control and slows, helping you escape dangerous situations or continue fighting without interruption. It is an excellent choice against teams with heavy crowd control, allowing you to stay mobile and effective in crucial moments.
Seeker's Armguard
Turn invulnerable
+20 Armor
+35 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1200
Seeker's Armguard TIPS: This item combines Ability Power with extra defense, but its defining feature is the ability to become temporarily invulnerable. Its active effect lets you completely avoid lethal damage, dodge crucial enemy abilities, or buy time for your cooldowns to return. It is an excellent choice for mages and AP assassins who need to survive burst damage and outplay opponents in critical teamfights.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Mercurial Scimitar
Dispels crowd control
+45 Attack Damage
+10% Physical Vamp
+40 Magic Resistance
Quicksilver Sash (Active): Removes all crowd control debuffs from you and grants immunity to crowd control for 0.25s.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
3100
Mercurial Scimitar TIPS: This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3000
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Banshee's Veil
Blocks an enemy ability
+105 Ability Power
+40 Magic Resistance
Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)
3000
Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.
Cooldown: 110s
Exhaust
Exhausts target enemy champion, reducing their Movement Speed by 35% and their damage dealt by 40% for 2.5 seconds.
Cooldown: 100s
Serylda’s Grudge
Armor Penetration (%) and apply slows
+40 Attack Damage
+15 Ability Haste
Last Whisper: Gain
+33% Armor Penetration.
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.
Frostbite: Apply Frostbite to enemies slowed by Icy for 6s. At 3 Frostbite stacks, all stacks are consumed to apply bleed, dealing (5 + 1-15 (
) + 15% bonus
) physical damage over 2s. Also applies 50% Grievous Wounds for 3s. (5s cooldown per target)
3300
Serylda’s Grudge TIPS: This item blends heavy armor penetration with crowd control: your active abilities and empowered hits slow targets, and repeated slows trigger a bleed that also applies grievous wounds. Perfect for champions who need to kite, execute priority targets, and curb their healing.
Rylai's Crystal Scepter
Abilities apply slows
+350 Max Health
+65 Ability Power
Icy: Damaging abilities and empowered attacks slow enemies by 30% for 0.75 second.
2700
Rylai's Crystal Scepter TIPS: This item enhances your crowd control by causing your abilities and empowered attacks to slow enemies with every hit. The bonus health improves your durability, while the consistent slow makes it much easier to land follow-up abilities, chase fleeing targets, and support your teammates. It is an excellent choice for damage-over-time mages and champions who rely on keeping enemies within the range of their abilities.
Iceborn Gauntlet
Attacks create a slowing field
+250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste
Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD
+ 25% Bonus Armor
) in an area and creates an icy field for 2 seconds that slows by 30%. Armor increases the size of the icy field. (1.5s Cooldown)
Damage is reduced vs structures.
3100
Iceborn Gauntlet TIPS: This item greatly boosts your health, armor, mana, and ability haste, making you much tankier. After casting an ability, your next attack in an area deals bonus physical damage and creates an icy field that slows enemies inside by 30%. The field’s size scales with your armor. This makes the item a great choice for champions who want to combine high survivability with crowd control and extra AOE damage.
Stridebreaker
Slows enemies nearby after a short dash
+400 Max Health
+40 Attack Damage
+15% Attack Speed
Breaking Shockwave (Active): Activate to dash a short distance, dealing 100% AD
as Physical Damage to nearby enemies and slowing them by 40% for 3s (25s cooldown)
Stride (Passive): Gain 20 Movement Speed for 2 second(s) when you deal physical damage.
3100
Stridebreaker TIPS: This item combines mobility, damage, and crowd control, making it easier to stick to your targets. Its active lets you dash a short distance, damage nearby enemies, and heavily slow them, while the passive grants bonus movement speed whenever you deal physical damage. It is an excellent choice for fighters and bruisers who want to engage quickly, chase down opponents, and keep enemies within melee range.
Jungle Pathing represents the choices Junglers make in regards to when and where to gank. These choices include how they involve farming camps and buffs between their ganks, anticipating counterganks, and looking for opportunities to invade. It involves understanding the different abilities the champions in the game have and how they interact, as well as the overall interactions between the two team compositions.
Gromp
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
REWARDS
Earn XP and gold upon defeating them.
Blue Sentinel
Large Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
The Blue Sentinel, sometimes called the blue buff, is a common starting monster for junglers thanks to its powerful Crest of Insight buff.
REWARDS
Upon dealing the killing blow to the Blue Sentinel, the player will receive the Crest of Insight Buff effect that lasts 90 seconds. Recover an amount of Mana or Energy every second.
Get 15 Ability Haste.
When a player who possesses the Crest of Insight buff is defeated by an enemy champion, the buff is transferred to the champion who defeated that player.
Greater Murk Wolf
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Wolves tend to be easier and safer to bees at than other monsters. They are commonly s ight by junglers when passing by or while the higher priority monsters are respawning.
REWARDS
Earn XP and gold upon defeating them.
Crimson Raptor
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Crimson raptors deal surprising damage t but the small ones can be quickly dispatched. Junglers commonly seek them out while pre| to gank the middle lane or while waiting for hi; priority monsters to spawn.
REWARDS
Earn XP and gold upon defeating them.
Red Brambleback
Large Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
After completing the final strike to the Red Brambleback, you can obtain the Crest of Cinders buff effect; when the player with this buff is defeated, the buff effect will be transferred to the enemy champion who defeated them.
REWARDS
Upon dealing the killing blow to the Red Brambleback, the player will receive the Crest of Cinders Buff that lasts 90 seconds.
For Melee Champions, basic attacks burn targets on hit, reducing their movement speed by 20% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.
For Ranged Champions, basic attacks burn targets on hit, reducing their Movement Speed by 6% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.
When a player who possesses the Crest of Cinders buff is defeated by an enemy champion, the bufs is transferred to the champion who defeated player.
Ancient Krug
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Ancient Krugs split into two upon defeat until they are so small they can split no more. Junglers oftem fight these monsters for extra gold and XP while waiting for gank opportunities or higher priority monster spawns.
REWARDS
Earn XP and gold upon defeating them.
Rift Scuttler
Large Monster
ABOUT
Spawn time: 85 second(s) into game.
Respawn interval: 120 second(s).
REWARDS
The Rift Scuttler grants XP and gold on takedown. A Speed Shrine also spawns at a fixed location on the same side of the river which provides the following buffs to your team:
Grants vision of the area.
Vision radius: 4.5m. Enemy champions who pass through this area will be maked and revealed.
Allied champions who pass through the area receive a 40% out-of-co Movement Speed boost for 2 second(s).
The Pro Ekko Jungle Path is a full clear that starts on the Red Buff. Unlock the (W) PARALLEL CONVERGENCE ability for the stun and bonus shield and after killing the Red Buff and reaching level two, unlock (Q) TIMEWINDER to easily clear the Krugs. After Krugs, go ahead and clear the Raptors camp which level you unlocking to three ability - (E) PHASE DIVE. At this point move towards the Blue Buff side of the jungle to clear the Murk Wolves, Blue Sentinel and Krugs, in that particular order. This grants you level four, upgrade (Q) TIMEWINDER and rotate to the river to kill the Rift Scuttler, after which you can gank a nearby lane. This Ekko Jungle Clear is really good in games where the player can't get reliable early game ganks. The full jungle clear allows Ekko to acquire as much Gold possible for early game item advantages which are huge powerspikes for Ekko.
The information below will help you get familiar with the game on the Solo Baron Line EKKO. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
We have prepared lists of champions that can really annoy you during a match with the game on the Solo Baron EKKO. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
We have prepared a list of items and spells that will help counter Solo Baron EKKO in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
Z-DRIVE RESONANCE
TIMEWINDER
PARALLEL CONVERGENCE
PHASE DIVE
CHRONOBREAK

Every third attack or damaging ability against the same target deals an additional 30 magic damage (30 + 70%
).
If the target was a champion, Ekko gains 40% (
) Move Speed for 2.5 seconds.
Deals 120% damage to monsters.
Cannot affect the same target for 5 seconds.

8/7.5/7/6.5s
50/60/70/80
Throws a temporal device, dealing 90 magic damage (90/110/130/150 + 30%
). On hitting a champion or the distance limit, it expands ito a field that slows by 30/40/50/60%. The device then returns to Ekko, dealing 70 magic damage (70/105/140/175 + 60%
).
Deals 115% bonus damage to monsters.

20/18/16/14s
35/40/45/50
Passive: Attacks against Low Health targets deal an additional 2% missing Health magic damage (2 + 0.015%
).
Active: Launches a chronosphere that last 1.5 seconds slowing by 40%. If Ekko enters the sphere it detonates, stunning for 2.25 seconds and granting Ekko a shield that absorbs 70 damage (70/100/130/160 + 150%
) for 2 seconds.

9/8.5/8/7.5s
45/50/55/60
Dashes in a target direction. Ekko's next attack within 3 seconds gains 250 range and causes Ekko to blink to his target and deal an additional 60 magic damage (60/90/120/150 + 40%
).

80/60/40s
Becomes untargetable and returns to his position 3.5 seconds ago and heals for 150 (150/200/250 + 50%
), increased by 3% per 1% of health lost within 3.5 seconds.
Upon arrival, Ekko deals 200 magic damage (200/350/500 + 150%
) to enemies.
Use this combo to disrupt the enemy and create chaos during teamfights.
Use (W) PARALLEL CONVERGENCE as you retreat with
PROTOBELT ENCHANT and (E1) PHASE DIVE preferably out of the enemy vision. While your (R) CHRONOBREAK afterimage is in the W's radius, (R) back to stun the enemies. Follow up with (E2), (Q) TIMEWINDER and AA.
A prodigy from the rough streets of Zaun, Ekko manipulates time to twist any situation to his advantage. Using his own invention, the Zero Drive, he explores the branching possibilities of reality to craft the perfect moment. Though he revels in this freedom, when there's a threat to his friends he'll do anything to defend them. To outsiders, Ekko seems to achieve the impossible the first time, every time.