Ekko Wild Rift champion guide - Jungle

Jungle · Wild Rift Guide

Ekko Jungle

Ekko Jungle Guide

Updated for Patch 7.3E
S Tier

Ekko Jungle Wild Rift overview and best build snapshot

How to play

  • Clear camps and look for short fights Land three hits with attacks and spells, then use the burst of speed to move away.

  • Place your stun where enemies will run Cast your 2nd ability where enemies will run before they see you. Enter its circle as it activates to stun enemies inside.

  • Watch your ultimate's return point Your ultimate returns you to the position shown by your trailing copy and heals you. Check that spot is safe before using it to escape.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • Elite pick and reset threat once his ultimate is up: he dives a backline, kills, and rewinds out while restoring part of the health he lost recently.
  • His built-in slow, stun, and burst make his ganks very hard to escape once he reaches a lane.
  • He scales into a self-sufficient duelist who can fight outnumbered, because the rewind cancels the part that went wrong.

Weaknesses

  • Soft and slow early: his clear is average, and junglers who invade before his spike simply kill him.
  • Hard crowd control that lands before his W (2nd) or rewind shuts the whole champion off, since he has no resists.
  • He is a snowball champion, so a bad early game leaves him a squishy carry who never reaches the timing that makes him scary.
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Ekko Jungle Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Ekko Jungle, including items, runes, summoner spells, and skill order.

STARTING ITEM

Amplifying Tome

Early ability power strengthens Timewinder (1st) and the third-hit passive damage, speeding Ekko's first clear while the passive's separate movement burst carries him between camps.

BOOTS

Spellslinger's Shoes

Magic penetration keeps his gank burst lethal before his items arrive.

CORE BUILD

Nashor's Tooth

Attack speed gets Ekko to Z-Drive Resonance's (Passive) third hit faster, while Gnaw adds damage to every camp and champion attack. It pairs especially well with Dusk and Dawn, whose extra on-hit applies Gnaw a second time during his spell-weaving combo.

Rabadon's Deathcap

Multiplies Ekko's AP across the initial dive, the delayed Parallel Convergence (2nd) hit, and Chronobreak's (Ult) return damage, raising both his kill threshold and the healing on his escape.

Dusk and Dawn

Q (1st) or E (3rd) primes Spellblade, and its extra on-hit adds another Z-Drive Resonance (Passive) stack, so Ekko reaches his passive burst with fewer attacks during a gank. It also has especially good synergy with Nashor's Tooth by applying Gnaw a second time on that empowered hit.

Void Staff

Cuts the magic resist that would let a target survive Ekko's dive and deny his passive movement burst. Choose it over Cryptbloom when enemies are stacking magic resist and maximum personal damage matters more than haste and team healing.

Infinity Orb

Crits against low health targets, which finishes the ones his rotation leaves at a sliver.

SITUATIONAL ITEMS

Stormsurge

His rotation already does enough damage to trigger the mark, and the move speed chains him to the next lane.

Hextech Rocketbelt

Build this when reaching the target is harder than killing them. It is a second dash for his ganks.

Lich Bane

Spellblade matches his cast, attack, dash, attack rhythm, adding burst to ganks and speed to his clear.

Cryptbloom

Choose this when enemies have only moderate magic resist. Compared with Void Staff, Ekko trades some burst for haste that cycles his basic abilities and an area heal when his dive secures a takedown.

Oceanid's Trident

Build this when shields absorb Ekko's burst. Timewinder (1st) applies the reduction before his dash, passive proc, and possible Chronobreak (Ult) damage arrive.

Morellonomicon

Build this when the enemy heals through his combo. Buy Oblivion Orb early, since the anti-heal works from the component and the full item can wait.

Zhonya's Hourglass

Build this when counter-burst or crowd control would kill Ekko before he can cast Chronobreak (Ult). Stasis makes him invulnerable but unable to act, so use it to wait out dangerous effects and cast Chronobreak (Ult) after stasis ends; the ultimate's heal scales with recent health lost but is not a guaranteed full heal. Buy Seeker's Armguard early for the armor and ability power.

Banshee's Veil

Build this when the enemy has a stun ready for his dash, so he reaches the carry before the lockdown starts.

RUNES

KEYSTONE

Fleet Footwork

Movement speed and healing on his attacks, which matter most in the stretch before his items where he is genuinely fragile.

PRIMARY

Sudden Impact

His E (3rd) dash and ultimate blink both set up the rune, adding bonus true damage when he reaches a target.

Tyrant

He dives to melee range and stays there to weave attacks, which is the close-range brawling this pays for.

Eyeball Collector

His ganks are built to produce takedowns, so the stacks build faster than on a farming jungler.

SECONDARY

Absolute Focus

He opens fights rather than joining them, so the bonus is live on the burst he starts with.

SITUATIONAL RUNES

Legend: Haste

Take this over Absolute Focus when the plan is repeated skirmishes rather than committing all damage to one opener. Shorter Timewinder (1st) and Phase Dive (3rd) cooldowns give Ekko more chances to trigger his passive and leave the return damage.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. His ultimate already brings him back, so Flash is what gets him into the fight aggressively in the first place.

Smite

Smite

You are playing Jungle, you always take Smite. Monster damage upgrades from 600 to 1000 after 8 consumed Eco-system Protection stacks and to 1400 after 20 total.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    E Ability
    3rd Ability
  3. 3
    W Ability
    2nd Ability
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Ekko Jungle Wild Rift matchups and counters

Ekko Jungle Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Ekko Jungle, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Your first clear is functional, not fast, so route for a full clear instead of a race: lead with Q (1st) to soften camps, weave the passive third hit, and use W (2nd) on the bigger camps. Take scuttle after it, since that is what brings your ultimate online, and an aggressive dive stops being a gamble the moment you have the rewind behind you. Use the camp respawn timer to hunt: land the W (2nd) stun from fog, drop the Q (1st) slow, and commit knowing you have a way out. Clear again when the camps are back, then look for the next lane. You reach scuttle with real dueling tools, since your Q (1st) slow and a landed W (2nd) stun win most early contests, so take the crab your pathing favors and do not be shy about it. Watch your own jungle in this phase, because early junglers want to catch you mid-clear with no escape ready.

Mid / Late Game

Levels 9+
Parallel Convergence (2nd) makes pit walls and narrow entrances unusually valuable. A clean W (2nd) stun on the enemy jungler at the dragon pit or against the Herald wall flips the contest before it starts, and your burst plus Smite wins most coin-flip steals, so contest whenever your team is ahead on early fights. In an even game take Herald and let dragon go, unless your team wants the soul and can hold the fights that come with it. Between objectives, keep hunting rather than farming: gank while your camps respawn, then slip into their jungle behind that pressure, steal what you can, and rewind out before the collapse arrives. Every snowballed lane is another lane that lets you keep hunting. Late game Ekko is the one assassin who can survive a failed dive each fight. You are the pick threat their backline checks the map for, the flank that arrives from a wall nobody warded, the diver who kills a carry and rewinds home before the peel matters. Baron and Elder Dragon fights come down to starting with a stunned target or punishing anyone who strays from their group, so hold the flanks and let your W (2nd) set up the pick. Keep the ultimate as your real escape, not your opener: rewinding out of a lost dive is what keeps you in the game late, and dying wastes the best reset in the match. Do not commit on the first body you see; the fight is yours when the carry becomes reachable.

Teamfights

5v5 Combat
Your job in a teamfight is to remove their most important player and survive doing it. Wait for the engage to commit, then flank in, land your passive and W (2nd) stun on the carry, dump your combo, and rewind out of the collapse while restoring part of the health lost recently. The rewind is what makes the dive sane, so do not spend it as an entry tool: it is the part that turns a suicide run into a clean trade. If their frontline stands between you and the target, do not wade in, because you die fast to focus fire and the reset cannot save you from a stun chain. Reposition, wait for the angle, and use your slow and stun to peel for your own carry in the meantime. One clean pick and a healthy rewind usually decides the rest.
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