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Ekko
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Abilities

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Z-Drive Resonance
On-Target Cooldown: 5
Z-Drive Resonance.png

Innate - Resonance: Ekko's basic attacks and damaging abilities apply a Resonance stack to affected enemies for 4 seconds, stacking up to 3 times, with the duration refreshing on subsequent attacks and damaging abilities.

At 3 stacks, Resonance is consumed to deal 30 − 140 (based on level) (+ 80% AP) magic damage, increased by 50% against Monster icon.png monsters, dealing 45 − 210 (based on level) (+ 120% AP), but capped at 600.

Resonance cannot affect the same target more than once every few seconds.

Z-Drive Resonance 2.png

Innate - Stolen Time: Triggering Resonance against a Champion icon.png champion grants Ekko 50 / 60 / 70 / 80% (based on level) Movement speed icon.png bonus movement speed for 2 / 2.5 / 3 (based on level) seconds.

Info
Notes
  • Ekko's basic attacks have different animations based on how many stacks his target has. His attack pattern is as follows:
    • DownwardsUpwardsSideways
      • If the target has already been affected by Resonance, Ekko's basic attack animations will kick or attack the target sideways.
  • PENDING FOR TEST: Z-Drive Resonance's application via basic attacks interaction with parrying effects (Counter Strike.png dodge, Spirit's Refuge.png block, Blind icon.png blind).

Video

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Timewinder
TARGET RANGE: 1100
EFFECT RADIUS: 160 / 210
WIDTH: 120 / 200
SPEED: 1650 / 200 / 2300
CAST TIME: 0.25
COST: 50 / 60 / 70 / 80 / 90 Mana
COOLDOWN: 9 / 8.5 / 8 / 7.5 / 7
Timewinder.png

Active: Ekko throws a temporal grenade in the target direction, dealing magic damage to enemies along its path.

Outward Magic Damage:
60 / 75 / 90 / 105 / 120 (+ 30% AP)

After traveling 700 units or upon hitting an enemy Champion icon.png champion, the grenade slows down for 1.75 seconds, expanding and creating a Temporal Sickness field that Slow icon.png slows nearby enemies, while continuing to travel in its direction for another 190 units and expanding for another 50 units.

Slow:
32 / 39 / 46 / 53 / 60%

After finishing its path, the grenade contracts and returns to Ekko at a higher speed, dealing magic damage to enemies along its path.

Returning Magic Damage:
40 / 65 / 90 / 115 / 140 (+ 60% AP)
Total Damage:
100 / 140 / 180 / 220 / 260 (+ 90% AP)

The traveling and returning pass each cannot affect the same enemy more than once.

Info
Notes

Video

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Parallel Convergence
TARGET RANGE: 1600
EFFECT RADIUS: 375
CAST TIME: 0.25
COST: 30 / 35 / 40 / 45 / 50 Mana
COOLDOWN: 22 / 20 / 18 / 16 / 14
Parallel Convergence.png

Passive: Ekko's basic attacks deal 3% (+ 3% per 100 AP) of the target's missing health bonus magic damage to targets below Health icon.png 30% of their maximum health. The damage has a minimum threshold of 15 and is capped at 150 against Minion icon.png minions and Monster icon.png monsters.

Active: Ekko calls upon an afterimage that bats a device to the target location. After traveling over 3 seconds, the device expands to Slow icon.png slow enemies by 40%, only revealing itself to enemies in the last second.

If Ekko enters the expansion within the next 1.5 seconds after it lands, it detonates to Hybrid resistances icon.png shield him for 2 seconds and Stun icon.png stun any enemies within for 2.25 seconds.

Shield Strength:
80 / 100 / 120 / 140 / 160 (+ 150% AP)

Info
Notes
  • Parallel Convergence's active provides Sight icon.png sight in its radius 2 seconds after cast and for as long as the Slow icon.png slowing field is active.
  • Ekko can detonate the expansion even while Playful.png untargetable (i.e. Chronobreak's Chronobreak's dash), but not if he is Revival icon.png resurrecting.
  • Ekko's Hybrid resistances icon.png shield buff reads Seen It All Before: "Ekko has already seen this timeline and is able to avoid some incoming damage".
  • Enemies affected by the stun receive the debuff Temporal Suspension: "The unit is frozen in time. WARNING: Avoid the detonation radius of temporal anomalies."
  • The passive applies Wit's End item.png proc damage.

Map-Specific Differences
Mirror Mode profileicon.png One for All differences
  • Parallel Convergence will interact with all allied Ekkos.

Video

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Phase Dive
TARGET RANGE: 325
CAST TIME: none
COST: 40 / 45 / 50 / 55 / 60 Mana
COOLDOWN: 9 / 8.5 / 8 / 7.5 / 7
Phase Dive.png

Active: Ekko Dash.png dashes in the target direction, then causes his next basic attack within 3 seconds to have Range icon.png 300 bonus range and a 0.25-second cast time, and make him Flash.png blink within 125 range of the target, dealing bonus magic damage.

Bonus Magic Damage:
50 / 75 / 100 / 125 / 150 (+ 40% AP)

Phase Dive Bladework.png resets Ekko's basic attack timer.

Ekko can cast any of his abilities while Dash.png dashing.

Info
Notes
  • If Ekko's target becomes Playful.png untargetable, dies, or leaves Sight icon.png sight during the basic attack's cast time, Phase Dive's attack will cancel but the buff is not consumed.
  • While Grounded icon.png grounded or Root icon.png rooted, Ekko loses the Range icon.png bonus attack range from Phase Dive.
  • PENDING FOR TEST: Parry interactions (Counter Strike.png dodge, Spirit's Refuge.png block, Blind icon.png blind).

Video

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Chronobreak
EFFECT RADIUS: 375 / Global
CAST TIME: 0.5
COST: 100 Mana
COOLDOWN: 110 / 80 / 50
Chronobreak.png

Passive: Upon learning Chronobreak or if its current cooldown is lower than 4 seconds, Ekko reveals a time-delayed afterimage of himself that tracks where he was 4 seconds ago.

Active: Ekko travels back in time, entering Stasis icon.png stasis and becoming immune to Airborne icon.png displacements at the start of the cast time, then instantly Heal power.png healing himself and Dash.png dashing to his afterimage's current location over 0.5 seconds, after which the area explodes, dealing magic damage to enemies within.

Magic Damage:
150 / 300 / 450 (+ 150% AP)
Self-Heal:
100 / 150 / 200 (+ 60% AP) (increased by 3% per 1% of health lost in the past 4 seconds)
 
"One more time!"

Info
Notes
  • Ekko will attempt to basic attack the closest target after appearing at the cast location, but can do so quicker if he manually attack commands after the dash.
  • The afterimage's location will explode even if Ekko's Dash.png dash is interrupted.
  • The afterimage is always visible to Ekko and his allies. To enemies, the afterimage can only be seen if they Sight icon.png sight of it.
    • A link can also be seen between the afterimage and Ekko, following the same visibility rules as above.
  • If Ekko dies to the Nexus Obelisk.png Nexus Obelisk during Chronobreak's cast time, the ability will not go on Cooldown reduction icon.png cooldown.
  • Quicksilver Sash item.png Quicksilver is put on a 1-second Cooldown reduction icon.png cooldown during Chronobreak.

Tips & Tricks
  • The afterimage instantly spawns upon Chronobreak is learnt. This may be used once per match for a stealth Chronobreak usage.

Video

References

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