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The Boy Who Shattered Time
Release Date:May, 28, 2015
Cost:6300 BE
975 RP
Health Regen HealthRegen Mini Icon.png :580 (+ 0.9)
Mana Mana Mini Icon.png :280 (+ 50)
Mana Regen ManaRegen Mini Icon.png :7 (+ 0.8)
Movespeed MovementSpeed Mini Icon.png :340
Attack Damage AttackDamage Mini Icon.png :59 (+ 3)
Attack Speed AttackSpeed Mini Icon.png :0.625 (+ 3.3%)
Range Range Mini Icon.png :125
Armor Armor Mini Icon.png :27 (+ 3)
Magic Resist MagicResist Mini Icon.png :32 (+ 1.25)


PassiveZ-Drive ResonanceBanshee's Veil.pngCleanseQss.png
Ekko's Zero-Drive charges his spells and attacks with temporal energy. If the target is a champion, Ekko gains bonus Movement speed.

This effect cannot occur on the same target every 5 seconds.

Damage: 30 - 140 (at levels 1-18)
Speed-up: 50 / 60 / 70 / 80%
Slow/Speed-up Duration: 2 / 2.5 / 3 seconds

QTimewinderBanshee's Veil.pngCleanseQss.png
(Active) Ekko throws a temporal grenade that expands into a time-distortion field upon hitting an enemy champion, slowing and damaging anyone caught inside. After a delay, the grenade rewinds back to Ekko, dealing damage on its return.
Cost: 50 / 60 / 70 / 80 / 90 mana
Range: 1075
Cooldown: 9 / 8.5 / 8 / 7.5 / 7 seconds
Initial Magic Damage: 60 / 75 / 90 / 105 / 120 (+30% of Ability Power)
Slowing: 32 / 39 / 46 / 53 / 60%
Return Magic Damage: 40 / 65 / 90 / 115 / 140 (+60% of Ability Power)

WParallel ConvergenceBanshee's Veil.pngCleanseQss.png
(Passive) Ekko's basic attacks deal bonus magic damage to enemies under 30% health equal to 3% (1% per 33 Ability Power) of their missing health (min 15, max 150 damage vs. minions and monsters).

(Active) Ekko splits the timeline, creating an anomaly after a 3 seconds that applies a 40% slow to the enemies caught inside. If Ekko enters the anomaly, he gains a shield for 2 seconds and triggers a detonation, stunning enemies for 1.75 seconds.
Cost: 50 / 55 / 60 / 65 / 70 mana
Range: 1600
Cooldown: 22 / 20 / 18 / 16 / 14 seconds
Shield: 80 / 100 / 120 / 140 / 160
(+150% of Ability Power)

EPhase DiveBanshee's Veil.png
(Active) Ekko rolls evasively while charging up his Z-Drive. His next attack deals bonus damage and warps reality, teleporting him to his target.
Range: 325
Cost: 40 / 50 / 60 / 70 / 80 mana
Cooldown: 11 / 10 / 9 / 8 / 7 seconds
Bonus Magic Damage: 40 / 65 / 90 / 115 / 140 (+40% of Ability Power)

RChronobreakBanshee's Veil.png
(Active) Ekko shatters his timeline, becoming untargetable and rewinding to a more favorable point in time. He returns to whenever he was a few seconds ago, and heals for a percentage of the damage received in that duration. Enemies near his arrival zone take massive damage. Additionally, Ekko heals, increased by 3% for each 1% of his health lost over the last 4 seconds
Cost: 100 mana
Range: Self
Cooldown: 110 / 90 / 70 seconds
Magic Damage: 150 / 300 / 450
(+150% of Ability Power)
Heal based on Damage Taken: 20%
(+60% of Ability Power)

Patch History


Passive cooldown per target up. Q and R’s base damages down, but ratios up. W stun duration down.

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.

Z-Drive Resonance.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

Parallel Convergence.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

Template:AnchorEkkoSquare.png Ekko
W and E base damage down, but AP scaling increased.

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.

Parallel Convergence.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

Phase Dive.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

Passive speed duration up. E cooldown reduced.

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.

Z-Drive Resonance.png Passive - Z-Drive Resonance

MOVEMENT SPEED : 40/50/60/80% (at levels 1-16) 50/60/70/80% (at levels 1-16)

Phase Dive.png E - Phase Dive

COOLDOWN : 13/11.5/10/8.5/7 seconds 11/10/9/8/7 seconds

Q cooldown lowered at early levels.

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.

Timewinder.png Q - Timewinder

COOLDOWN : 11/10/9/8/7 seconds 9/8.5/8/7.5/7 seconds


A few savvy players (and one handsome patch-writer) found a slew of issues with Ekko’s passive not correctly applying on-hits. No more! Go forth and live your on-hit Ekko dreams, friends.

Z-Drive Resonance.png Passive - Z-Drive Resonance

SOMETHING'S WRONG WITH THE Z-DIFFUSER : Fixed a bug where Sated Devourer (and other on-hits) didn't apply correctly

Lowering bases and increasing AP Ratios across the board. Passive now slows less, but gives Ekko more speed.

Reaching into the past for our 5.14 notes, we called out Tank Ekko as a thing we'd be evaluating for a future patch and see if it warranted addressing. Well, here we are.

First, let's lay some groundwork. Why's Tank Ekko such a big deal? Isn't it cool to have a diversity of builds? Good questions, but understanding why hinges on a different concept entirely: what trade-offs are being made in a champion's alternative build or playstyle? Let's use Ezreal as an example. Whether you go full AP, standard marksman items or the “Blue build,” you're emphasizing Ezreal’s burst, sustained, or poke damage at the expense of others. This lets an otherwise straightforward champion have a diverse set of contextual options for your damage-dealing needs.

Ekko deciding to be a little more risky or durable appears to have these trade-offs, but his play-making CC and escape potential is founded upon the idea that if he messes up, no amount of rewinding will save him from getting killed. Toss in a bunch of tank stats, however, and his 'high risk, high reward' paradigm shifts into 'no risk, some reward'. We're not against Tanky Ekko finding success as a situational or reactive build, but having his primary power come from ability power helps emphasize the skirmish 'hit-and-run' style Ekko's all about.

Z-Drive Resonance.png Passive - Z-Drive Resonance

RATIO : 0.7 ability power 0.8 ability power
SLOW : 40/50/60/70/80% (at levels 1/6/11/16/18) 30/40/50/60% (at levels 1/6/11/16)
MOVEMENT SPEED : 40/50/60/70/80% (at levels 1/6/11/16/18) 40/50/60/80% (at levels 1/6/11/16)

Parallel Convergence.png W - Parallel Convergence

SHIELD BASE : 150/195/240/285/330 80/100/120/140/160
SHIELD RATIO : 0.8 ability power 1.5 ability power

Chronobreak.png R - Chronobreak

HEALTH RESTORED : 20/25/30% of damage taken over the last 4 seconds 20% of damage taken over the last 4 seconds
HEAL RATIO : 1% per 30 ability power 1% per 15 ability power

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
  • Phase Dive.png E - Phase Dive
    • COOLDOWN : 15/13/11/9/7 13/11.5/10/8.5/7


"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

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
  • Z-Drive Resonance.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

Movespeed down, 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
  • Parallel Convergence.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

 Ekko released