Wild Rift Guides

Ekko Jungle Wild Rift Guide

Who counters Ekko in Wild Rift? The toughest Ekko jungle counters are Pantheon and Master Yi. Full Ekko Jungle counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.

Overview

Ekko is a jungler built around his ultimate's rewind. His passive third hit deals bonus damage and speeds him up, his Q slows on the way out and speeds him up on the way back, his W stuns anyone who stays in the bubble, and his ultimate rewinds him to where he stood a few seconds ago, healing the damage he just took and dealing damage where he lands. He commits harder than anyone reasonably should, then decides afterward whether to keep the result: he can dive a fight that looks lost and walk out on full health with a kill. He does not win early. Ekko is a mid-game champion who needs a couple of items and his ultimate before the rewind play works. Early he is a squishy AP skirmisher whose clear leans on abilities and drains mana fast. The plan is to survive the weak early window, hit the spike, then show up in lanes where your Q slow, W stun, and ultimate reset turn a coin-flip gank into a guaranteed kill. Once he is rolling, he decides where the map gets played. His weakness is simple: take the slipperiness away and he is a soft AP carry with no resists. Hard crowd control that lands before he can W or rewind ends him, and early junglers who invade him kill the version that has not come online yet. Win the mid game and he is very hard to kill. Fall behind it and the rewind only delays death.

Strengths

  • Elite pick and reset threat once his ultimate is up: he dives a backline, kills, and rewinds out on full health.
  • 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 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.

Build Snapshot

Rune Setup

Summoner Spells

Ekko Jungle Counters

Who counters Ekko Jungle in Wild Rift (WR)? These champions beat Ekko in the jungle matchup, with how each one wins. Learn to play around them or ban them in ranked.

  • Pantheon: Pantheon blocks your trades with Aegis and stuns you out of any combo before your items come online, and his level-three burst deletes your fragile frame while he invades a clear you cannot yet defend.
  • Master Yi: Master Yi outscales you into the late game, and Alpha Strike goes untargetable straight through the stun your combo depends on. If the stun misses, Meditate shrugs off your burst and Highlander chases you down past your reset.

Champions Ekko Is Strong Against

Ekko's best matchups in Wild Rift. Ekko holds an edge against these picks in the jungle role, so look to press the advantage and contest objectives.

  • Taliyah: Taliyah controls space from range, but your blink goes straight through her zone and onto her fragile frame, and she has no answer to an assassin who ignores the ground she is trying to control.
  • Zed: Zed wants to burst you and slip out on his shadow, but your shield eats his opening and Chronobreak rewinds whatever damage he lands, so he cannot out-trade your reset.
  • Nocturne: Nocturne commits everything to one dive, and your shield and blink slip the engage while Chronobreak undoes whatever burst he lands, leaving him stuck with empty cooldowns.

Early Game

Your first clear is functional, not fast, so route for a full clear instead of a race: lead with Q to soften camps, weave the passive third hit, and use W 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 stun from fog, drop the Q 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 slow and a landed W 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 Game

At six minutes both objectives are up and you are a real problem at either. A clean W 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

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 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

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 stun on the carry, dump your combo, and rewind out of the collapse on full health. 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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