Ekko - The Boy Who Shattered Time

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Ekko
EkkoSquare.png
The Boy Who Shattered Time
Region: Zaun.png Zaun
Role: Assassins.png Assassin
Release: 05/28/2015
Cost: 6300IP 975RP
Resource: Mana
Statistics
Health: 580 (+80)
HP Regen: 9.0 (+0.9)
Mana: 280 (+50)
Mana Regen: 7.0 (+0.8)
Move Speed: 340

Attack Damage: 59 (+3)
Attack Speed: 0.625 (+3.3%)
Range: 125
Armor: 27 (+3)
Magic Resist: 32.1 (+1.25)
Friends/Rivals
Friends:

Rivals:



Ekko, The Boy Who Shattered Time is a skirmishing assassin who thrives in extended fights, using his mobility and crowd control to slow and stun enemies as he whittles down his targets. And if he starts to lose a fight, the brilliant boy from Zaun can rewind time a little and try again.

Champion Spotlight

Description

Lore: A prodigy from the rough streets of Zaun, Ekko manipulates time to spin any situation to his advantage. Using his own invention, the Zero-Drive, he explores the branching possibilities of reality. As well as experimenting with multi-dimensional probability, Ekko spends his days running wild with the other “lost children of Zaun.” To outsiders, Ekko seems to achieve the impossible the first time, every time. Though Ekko revels in this freedom, when there’s a threat to his friends, he’ll do anything to defend them.


“My devices work the best when they don’t work as intended. Which is most of the time.”

- Ekko, the Boy Who Shattered Time

Abilities

PassiveZ-Drive Resonance
Z-DriveResonance.png
Ekko's damaging spells and attacks build up Resonance stacks on his enemies. Every third attack against the same target triggers Ekko’s passive, dealing bonus damage. If he triggers his passive on an enemy champion, Ekko also gains a strong movement speed buff.
Slow: 30 / 40 / 50 / 60%
Slow duration: 2 / 2.5 / 3 seconds


QTimewinder
Timewinder.png
(Active) Ekko throws a device in a target direction, damaging all enemies along its path. Once it reaches max distance or hits an enemy champion, the device expands, creating a field that slows all enemy and neutral units. After a moment, the device contracts and rushes back to Ekko, dealing extra damage to all enemies in its path.
Cost: 50 / 60 / 70 / 80 / 90 mana
Range: 1075
Cooldown: 9 / 8.5 / 8 / 7.5 / 7 seconds
Outgoing Magic Damage: 60 / 75 / 90 / 105 / 130 (0.3 Ability Power)
Incoming Magic Damage: 60 / 85 / 110 / 135 / 160 (0.6 Ability Power)
Slow Duration:


WParallel Convergence
ParallelConvergence.png
Passive: Ekko’s basic attacks deal bonus damage to low health targets.

(Active) Ekko opens a time rift, creating an alternate reality copy of him that tosses a device to a target location. After a delay, the device expands into a broad slowing zone. If Ekko enters the sphere, it detonates, granting him a shield while stunning all enemies inside for 2.5 seconds. Parallel Convergence grants vision of the area 2 seconds after cast.

Cooldown: 22 / 20 / 18 / 16 / 14 seconds
Range:1600
Cost: 50 / 55 / 60 / 65 / 70 mana
Shield Strength: 80 / 100 / 120 / 140 / 160 (1.5 Ability Power)


EPhase Dive
PhaseDive.png
(Active) Ekko dashes a fixed distance towards a target area. Once his initial dash has ended, Ekko gains greatly increased range on his next basic attack, and blinks to his target to deal damage and apply on-hit and spell effects.
Cost: 40 / 50 / 60 / 70 / 80 mana
Range: 325
Cooldown: 13 / 11.5 / 10 / 8.5 / 7
Bonus magic damage:50 / 80 / 110 / 140 / 170 (0.2 Ability Power)


RChronobreak
Chronobreak.png
(Active) Ekko rewinds time, briefly turning untargetable and invulnerable before reappearing wherever he was a few seconds ago. Once he reappears, Ekko recovers a portion of the health he lost over those few seconds while dealing tons of damage to all nearby enemies. Chronobreaking through Parallel Convergence will trigger the stun and shield.
Cost: 100 mana
Damage radius: 375
Cooldown: 90/80/70 Seconds
Magic damage: 200 / 350 / 500 (1.3 Ability Power)
Heal: 100 / 150 / 200 (+ 20%(+ flat health equal to 0.6) of damage taken)


Competitive Usage

Patch History

Patch Notes 7.1

  • BUGFIX:
    • Added missing effects for PROJECT: Ekko's W - Parallel Convergence bonus damage versus low-health champions

Patch Notes 6.22

Passive slow removed. R triggers Parallel Convergences that Ekko travels through while Chronobreaking.
Quote.png Unlike many of the champions included in the Assassin Update, Ekko’s changes are just a continuation (albeit a bit more dramatic) of our narrative this season. While Tank Ekko’s been at varying levels of power all year, the key takeaway has been that his pattern, regardless of items, has enough risk that it will always be his best interest to mitigate it. So while these changes don’t aim (or claim) to ‘destroy Tank Ekko once and for all’, they do give damage-focused Ekko builds a more extreme degree of safety from Chronobreak. By allowing AP-focused builds to have a true reset we’re able to cut some of Ekko’s superfluous power and introduce more ways for Ekko to style on you rather than overwhelm you with force. Unquote.png
  • General
    • BASE MANA REGEN: 6 ⇒ 7
  • Z-DriveResonance.png Passive - Z-Drive Resonance
    • REMOVED Z-DIFFUSER: No longer slows enemy champions
    • DAMAGE: 20-190 (at levels 1-18) ⇒ 30-140 (at levels 1-18)
  • Timewinder.png Q - Timewinder
    • OUTGOING RATIO: 0.2 ability power ⇒ 0.3 ability power
    • LOLLIPOPS: Timewinder’s radius increases by 50 as it hovers by the end of its travel distance, returning to normal while it travels back to Ekko
  • Chronobreak.png R - Chronobreak
    • HEAL RATIO: 20% of health recently lost plus an additional 6% per 100 ability power ⇒ flat health equal to 0.6 ability power
    • NEW IT’S BETTER WITH AP: Chronobreak’s heal is increased by 3% for each 1% of maximum health lost in the last 4 seconds
    • NEW TIME WALK: Chronobreaking through W - Parallel Convergence will trigger the stun and shield

Patch Notes 6.18

Base AD down.
Quote.png While Ekko’s not exactly up to the same ‘pure defense’ shenanigans from earlier this season, the Boy Who Shattered Ranked is just as effective as before when it comes to sticking on targets and training them down. Ekko’s supposed to lean on his mobility to dart in and out of combat while whittling opponents down. However, his raw effectiveness when standing toe-to-toe with opponents means he’s comfy just wailing on his targets and only using his mobility if he needs to escape. In the interest of keeping Ekko’s trading windows short and sweet, we’re hitting his basic attacks and Sheen scaling to enforce the notion that smart spellcasting is how Ekko should get the upper-hand. Unquote.png
  • General
    • BASE ATTACK DAMAGE: 59 ⇒ 55

Patch Notes 6.11

Passive cooldown per target up. Q and R’s base damages down, but ratios up. W stun duration down.
Quote.png There’s a lot going on with these Ekko changes, so let’s cut them in half and talk about each separately.

First, we’re continuing to adjust the damage differences between Ekkos that build tank and those that focus on ability power. Less bases, more ratios. That bit’s pretty straightforward - AP Ekko takes a lot of risks and isn’t all that unhealthy, so protecting his ability to opportunistically blow up champions seems like the right way to go.

Second up’s the real talk. Unlike previous changelists where we’ve been content to adjust his ratios and bases and call it a day, we’re confronting Tank Ekko’s balance challenges head-on. Simply put: 2.25 seconds is a lot of time to be stunned, and 3 seconds isn’t a whole lot of cooldown for a slow when Ekko’s got multiple slows to stack on you. While these are versatile tools for AP Ekko as a hit-and-run skirmisher, Tank Ekko disproportionately benefits from being able to consistently apply his crowd control. After all, why ‘hit-and-run’ if you never have to run?

The overall changelist looks big, but if we want Ekko to have a sustainable spot as the in-and-out slayer he was intended to be, we have to make a fundamental shift in terms of how much crowd control he brings to the table. Unquote.png

Z-DriveResonance.png Passive - Z-Drive Resonance

  • COOLDOWN ON THE SAME TARGET: 3 seconds ⇒ 5 seconds

Timewinder.png Q - Timewinder

  • OUTGOING HIT RATIO: 0.1 ability power ⇒ 0.2 ability power
  • RETURN DAMAGE: 60/85/110/135/160 ⇒ 40/65/90/115/140

ParallelConvergence.png W - Parallel Convergence

  • STUN DURATION: 2.25 seconds ⇒ 1.75 seconds

Chronobreak.png R - Chronobreak

  • DAMAGE: 200/350/500 ⇒ 150/300/450
  • RATIO: 1.3 ability power ⇒ 1.5 ability power

Patch Notes 6.8

W and E base damage down, but AP scaling increased.
Quote.png Ekko’s rampage through toplane may be a problem of the present, but this isn’t the first time this has happened. To recap our feelings about Tank Ekko (from way back in 5.15) - it’s about tradeoffs. AP Ekko earns his game-ending skirmish potential by putting himself at constant risk: Chronobreak and Parallel Convergence are unwieldy when Ekko’s fragile enough to die before he can use them optimally. Tank Ekko’s survivability makes these tools much more reliable, but due to a combination of low cooldowns and high base damage, he still brings the beatdown as well. We’re fine with Tank Ekko shining in specific situations, but significantly lowering the build’s damage output (relative to AP-focused builds) ensures Ekko’s risk-reward paradigm is kept in check. Unquote.png
  • ParallelConvergence.png W - Parallel Convergence
    • PASSIVE ON-HIT DAMAGE: 5% of the target’s missing health ⇒ 3% of the target’s missing health
    • PASSIVE ON-HIT RATIO: 1% per 50 ability power ⇒ 1% per 33 ability power
    • NEW I LIKE HITTING YOU: Now deals a minimum of 15 damage to minions and monsters
  • PhaseDive.png E - Phase Dive
    • BASE DAMAGE: 50/80/110/140/170 ⇒ 40/65/90/115/140
    • RATIO: 0.2 ability power ⇒ 0.4 ability power

Patch Notes 6.6

Passive speed duration up. E cooldown reduced.
Quote.png Ekko specializes in creating high moments through big engages and risky dives, but his time has passed - falling short compared to his counterparts in almost every lane and role. Strengthening Ekko’s ‘hit-and-run’ gameplay gives him more power to follow through on the kill pressure he creates during early skirmishes. Unquote.png
  • Z-DriveResonance.png Passive - Z-Drive Resonance
    • MOVEMENT SPEED: 40/50/60/80% (at levels 1-16) ⇒ 50/60/70/80% (at levels 1-16)
  • PhaseDive.png E - Phase Dive
    • COOLDOWN: 13/11.5/10/8.5/7 seconds ⇒ 11/10/9/8/7 seconds

Patch Notes 6.3

Q cooldown lowered at early levels.
Quote.png As a midlaner, Ekko's potential is a little too limited by high cooldowns and melee range. Upping his ability to scrap with opponents (or even last-hit) early game levels the playing field against the long-range, crowd-controlling mages Ekko's often asked to tango with. Unquote.png
  • Timewinder.png Q - Timewinder
    • COOLDOWN: 11/10/9/8/7 seconds ⇒ 9/8.5/8/7.5/7 seconds

Patch Notes 6.1

  • Fixed a bug where Ekko's Q - Timewinder sometimes dealt no damage on the way out at high levels of cooldown reduction

Patch Notes 5.15

Lowering bases and increasing AP Ratios across the board. Passive now slows less, but gives Ekko more speed.
  • Z-DriveResonance.png Passive - Z-Drive Resonance
    • 0.7 ability power ⇒ 0.8 ability power
    • 40/50/60/70/80% (at levels 1/6/11/16/18) ⇒ 30/40/50/60% (at levels 1/6/11/16)
    • 40/50/60/70/80% (at levels 1/6/11/16/18) ⇒40/50/60/80% (at levels 1/6/11/16)
  • ParallelConvergence.png W - Parallel Convergence
    • 150/195/240/285/330 ⇒ 80/100/120/140/160
    • 0.8 ability power ⇒ 1.5 ability power
  • Chronobreak.png R - CHRONOBREAK
    • 50/195/240/285/330 ⇒ 80/100/120/140/160
    • 1% per 30 ability power ⇒ 1% per 15 ability power

Patch Notes 5.14
Q cost down. E Cooldown reduced.

    • "While not the darkest timeline, we've arrived in a place where Ekko's much weaker in his intended role than we'd like. Basically, building tons of damage and smacking people into the next season's not as rewarding as grabbing a cinderhulk and CC'ing entire teams with impunity. While we're not directly addressing that here, we're first looking to bring up the baseline level of power for Ekko's DPS builds before evaluating how (if at all!) to bring Tank Ekko in line."
  • Timewinder.png Q - Timewinder
    • COST: 60/70/80/90/100 mana ⇒ 50/60/70/80/90 mana
  • PhaseDive.png E - Phase Dive
    • COOLDOWN: 15/13/11/9/7 ⇒ 13/11.5/10/8.5/7

Patch Notes 5.13
"Nothing major this patch - just some tweaks to offset 5.12's changes and to better reflect all the different ways people are playing their Ekko."

  • General
    • EVERY SECOND MATTERS: Ekko's attack frame slightly improved
    • SHOW ME SOMETHING NEW: Recommended Items updated

Patch Notes 5.12
Mana per level up, overall Attack Speed down. Passive base damage and Q ratio lowered. R has a mana cost and has a smaller area-of-effect. "Ekko's changelist has a lot of moving parts, so we'll try and break down all the different things that are going on. From a conceptual level, Ekko's raw damage output is just too high for many to keep up with, often leaving his enemies little time to react to his three-hit-punch before he continues cleaning up or chrono-breaking back to the start. The specifics of which numbers are changing are targeted at his up-front burst rather than damage that's harder to set up, like Timewinder's second hit or Chronobreak's 4-second timesplosion. This has the extra benefit of cutting the effectiveness of his Tank builds that rely on base damage alone to get the biggest benefit out of Parallel Convergence and Chronobreak's delayed effects. Lastly, we're preserving the long-standing tradition of ‘if a champion is out of mana, they're probably weaker' by making sure Chronobreak's mana cost exists. Maybe in another timeline, buddy."

  • General
    • MANA GROWTH STAT: 40 mana ⇒ 50 mana
    • BASE ATTACK SPEED: .644 ⇒ .625
    • ATTACK SPEED GROWTH STAT: 3% ⇒ 3.3%
  • Z-DriveResonance.png Passive - Z-Drive Resonance
    • BASE DAMAGE: 15 + 12 per level ⇒ 10 + 10 per level
  • Timewinder.png Q - Timewinder
    • INITIAL HIT RATIO: 0.2 ability power ⇒ 0.1 ability power
  • Chronobreak.png R - Chronobreak
    • COST: No cost ⇒ 100 mana
    • DAMAGE RADIUS: 400 ⇒ 375

Patch Notes 5.11
Movespeed down, E damage lowered, clarity increased for opponents on W and R. "It doesn't take a time-traveler to see Ekko was a little Chrono-broken in 5.10. It's still early, so we're still gathering data and taking a good look at how players are adapting to his in-and-out skirmish style of play, but it's easy to see he needs a little off the top (have you seen his hair?). With that in mind, we're making some numbers adjustments and upping the clarity (without stomping on his damage output) for his opponents to smooth things out as we continue to evaluate Ekko's performance across each timeline."

  • General
    • MOVEMENT SPEED: 345 ⇒ 340
  • ParallelConvergence.png W - Parallel Convergence
    • COST: 30/40/50/60/70 mana ⇒ 50/55/60/65/70 mana
    • VISION: Granted on cast ⇒ Granted 2 seconds after cast
    • CLARITY CONVERGENCE: Detonation zone is now more readable for opponents
  • Chronobreak.png R - Chronobreak
    • EKKO LOCATION: Increased visibility of Ekko's time-clone following Ekko for the enemy team

Patch Notes 5.10

  • "Ekko, the Boy Who Shattered Time, will be released a bit later during patch 5.10!"

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