Ekko Wild Rift champion guide - Mid Lane

Mid Lane · Wild Rift Guide

Ekko Mid Lane

Ekko Mid Lane Guide

Updated for Patch 7.3E
S Tier

Ekko Mid Lane Wild Rift overview and best build snapshot

How to play

  • Take short trades with three hits Use attacks and spells to trigger your passive, then move away with the burst of speed.

  • Push your wave before looking for picks Your 2nd ability creates a delayed stun zone. Cast it from out of sight, then enter the circle as it activates to stun enemies inside.

  • Keep track of your return point Your ultimate takes you back to your earlier position, so check it 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 roamer whose shove-and-dash kit lets him leave lane, gank river, and snowball side lanes before the enemy mid notices.
  • Chronobreak (Ult) is an escape blink that heals on the way back, so he can dive a carry and survive the commitment.
  • Burst plus an area stun makes his trades and all-ins lopsided once his first item and level spikes line up.

Weaknesses

  • Thin and melee-range early, easy prey for lane bullies and poke before his items come online.
  • With his blink and dash spent he is a squishy body in the open, and one hard stun ends him.
  • Scalers who outlast his pick windows beat him late, since his value is tempo and snowball, not raw late-game power.
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Ekko Mid Lane Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

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

STARTING ITEM

Amplifying Tome

Early ability power, since he has to trade with abilities and his attacks alone lose most lanes.

BOOTS

Spellslinger's Shoes

Magic penetration keeps his one burst window lethal, which is what a short-range assassin needs first.

CORE BUILD

Dusk and Dawn

Phase Dive (3rd) primes Spellblade for the blink attack, and the extra on-hit adds another Z-Drive Resonance (Passive) stack so Ekko's normal Q (1st)-and-E (3rd) trade reaches the third-hit burst sooner. It has especially good synergy with Nashor's Tooth because the same proc applies Gnaw a second time.

Nashor's Tooth

Gnaw adds damage to every attack Ekko weaves between Q (1st) and Phase Dive (3rd), while the attack speed helps him finish Z-Drive Resonance (Passive) when a trade lasts longer. Dusk and Dawn can apply Gnaw a second time, so the pair makes his empowered blink attack much denser.

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.

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

Lich Bane

Build this when you want the rotation to land all at once instead of over a longer fight. Spellblade matches his cast, attack, dash, attack rhythm.

Hextech Rocketbelt

Build this when reaching the backline is harder than killing what is standing in it. It is a second dash next to his blink.

Stormsurge

His rotation already does enough damage to trigger the mark, and the move speed helps him leave before peel lands.

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.

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 crowd control aimed at his dash, which is the one way to stop him reaching anyone.

RUNES

KEYSTONE

Fleet Footwork

Heals him through a laning phase he loses on stats, keeping him alive to reach his items.

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 kills at melee range and stays in the trade to weave attacks, which is the close-range brawling this pays for.

Eyeball Collector

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

SECONDARY

Absolute Focus

He opens every fight from full health, since he picks the moment to dash in, so the bonus is live exactly when the rotation starts.

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. He can dive knowing his ultimate brings him back, and Flash is what gets him to the target worth diving.

Ignite

Ignite

Take this for early kill pressure in lane and on roams, since kills are what turn a mid lead into pressure on the rest of the map. The Grievous Wounds also makes it strong into champions with a lot of healing.

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 Mid Lane Wild Rift matchups and counters

Wild Rift matchup guide for Ekko Mid Lane, covering favorable lanes and difficult counters to prepare for in ranked.

Good Matchups

These champions are favorable matchups for this pick in Wild Rift. You have advantages against them and can play more aggressively.

Ekko Mid Lane Wild Rift game strategy and teamfighting guide

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

Early Game

Levels 1-8
Laning is about surviving to your spikes without giving up kills. Use Timewinder (1st) to last-hit and chip from a step back, since the return trip does more damage, and hold Parallel Convergence (2nd) instead of throwing it as poke. Your real trade comes at level three: let Timewinder's (1st) expanding field slow the target, use Phase Dive (3rd) to add another passive stack, and position so the faster returning grenade hits them a second time before you back away.

Mid / Late Game

Levels 9+
Once your first item lands and your ultimate is up, Ekko stops laning and starts pressuring the whole map. Shove the wave with a Q (1st) or two, then leave: a dash onto a mid who walked too far up, a flank on a side lane, a free scuttle for your jungler. Your stun field plus Chronobreak (Ult) means you can commit to a river skirmish and rewind out if it goes wrong, which is exactly the pressure that takes an early dragon or herald. This is your strongest window, so use it hard, because scalers take over if you wait. Late game you have two jobs and you swap between them by reading the map. When your team groups, you flank; when they do not, you push a side lane and threaten to one-shot anyone who rotates alone, with Chronobreak (Ult) as insurance against the collapse. Your damage stays scary into squishies, but the blink is the resource that keeps you alive, so never spend it on the escape until you have secured the kill you saved it for. Teams beat you by never giving you an isolated target, so create the isolation yourself with vision and patience.

Teamfights

5v5 Combat
Your job is the back line, not the brawl. Wait for the enemy stuns to land on your frontline, then enter from the side. Place Parallel Convergence (2nd) ahead of their carry and step into the zone to trigger its shield and stun. Hit Timewinder (1st), dash through for the burst, and keep Chronobreak (Ult) as the exit. If the first dive trades badly, the ultimate can return you to your afterimage and restore health based on recent damage, but it will not automatically refill your health bar. Open the fight yourself and you may die before the rewind matters. Arrive a moment late, on the target their team forgot to peel, and you decide the fight.
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