Wild Rift Guides
Ekko Mid Lane Wild Rift Guide
Who counters Ekko in Wild Rift? The toughest Ekko mid lane counters are Galio, Kassadin, and Diana. Full Ekko Mid Lane counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.
Overview
Ekko is a mid laner built around his rewind. He chunks waves and champions with his timewinder, slows anyone caught in it, and stuns groups with his after-image field, but the part everyone fears is Chronobreak: a blink back to where he stood seconds ago that heals for the damage he took on the way. Dive in, delete the carry, rewind out with a full health bar. Few mids get to be wrong and still walk away. His game runs on tempo and roams. Ekko shoves fast with his Q, and between his dash and his ultimate he is rarely in lane when you check the map. He wants priority, river control, and squishy enemies who cannot punish the windows where his blink is down. He is not a poke-and-scale mage and not a pure one-shot assassin: he is a skirmisher who burst-trades, snowballs side lanes, and turns picks into objectives. His weakness is the gap before his items arrive. Early Ekko is a melee-range caster with a thin health bar, and once his key cooldowns are spent he has no escape. Lane bullies punish him before his first item, hard crowd control catches him mid-dash, and scalers who survive his window outgrow him. Get him through that early stretch and he becomes the most slippery threat on the map.
Strengths
- Elite roamer whose shove-and-dash kit lets him leave lane, gank river, and snowball side lanes before the enemy mid notices.
- Chronobreak 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.
Build Snapshot
Rune Setup
Summoner Spells
Ekko Mid Lane Counters
Who counters Ekko Mid Lane in Wild Rift (WR)? These champions beat Ekko in the mid lane matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Galio: Galio shrugs off your magic burst with his passive and shield, and his taunt catches you mid-dash and holds you through the combo, so you can neither kill him nor all-in through the crowd control.
- Kassadin: Time favors him, not you: he suffers early, but once his ultimate is stacked he blinks around every commit you make and out-scales the tempo game you depend on.
- Diana: The mirror dive favors her: Diana's pull plus shield out-trades your burst in a straight all-in, and her pull catches you the instant you dash in.
- Irelia: Irelia chains dashes off your minions and runs you down the moment your blink is spent, and the extended brawl is hers whenever she wants it.
- Vex: Every dash you take marks you for her gloom, which she converts into a fear and bonus damage that interrupts your combo, so the mobility that beats most mids works against you here.
Champions Ekko Is Strong Against
Ekko's best matchups in Wild Rift. Ekko holds an edge against these picks in the mid lane role, so look to press the advantage and contest objectives.
- Veigar: His whole kill plan depends on landing the cage, and your mobility dodges it more often than not. With the cage down he is a squishy, immobile mage you dive early.
- Lux: Once her binding misses, Lux is a squishy poke mage with nothing to stop your dive, and Chronobreak covers the one mistake her snare might actually catch.
- Syndra: Syndra punishes targets who stand still, which your kit never has to do: your dash dodges the scatter stun, and once it is spent she cannot escape your all-in.
- Aurelion Sol: Aurelion Sol only wants to survive and stack, but you dash through his pull zone, Chronobreak shrugs off his beam chip, and his slow, squishy frame dies to your all-in before his scaling arrives.
- Zed: When Zed commits his death mark, Chronobreak rewinds the damage and pulls you out before it detonates, so the all-in he spent everything on heals off and leaves him standing in yours.
Early Game
Laning is about surviving to your spikes without giving up kills. Use the timewinder to last-hit and chip from a step back, since the return trip does most of its damage, and hold your W instead of throwing it as poke. Your real trade comes at level three: land the slow on the Q return, dash through with the detonation, and back off before they answer. Against anyone who out-muscles you up close, just farm at range, keep your passive ticking on minions, and watch for the gank you are too squishy to survive without clean spacing.
Mid Game
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 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 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
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 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
Your job is the back line, not the brawl. Wait for the enemy stuns to land on your frontline, then enter from the side: drop the W field on their carry so the stun triggers as they scatter, hit the timewinder, dash through for the burst, and keep Chronobreak as the exit. The ult also works as a reset: if the first dive trades badly, rewind to full and re-enter once their cooldowns are spent. Open the fight yourself and you die before the rewind matters. Arrive a moment late, on the target their team forgot to peel, and you decide the fight.