Ekko Mid Lane Wild Rift overview and best build snapshot
Best Build
Quick snapshot of the default setup for this guide.
Items
Summoner Spells

Spell 1
Flash

Spell 2
Ignite
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.
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

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

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

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.

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.

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.

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.

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

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.

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

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

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.

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

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.

Build this when the enemy has crowd control aimed at his dash, which is the one way to stop him reaching anyone.
RUNES
KEYSTONE

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

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

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

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

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

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

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
- 11st Ability
Q - 23rd Ability
E - 32nd Ability
W
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.

Veigar
Event Horizon (3rd) can stop Phase Dive (3rd) if Ekko crosses its edge, but Veigar has no second peel tool once the cage expires. Shove with Timewinder (1st), bait the cage before committing, then place Parallel Convergence (2nd) behind Veigar and preserve Chronobreak (Ult) in case Primordial Burst (Ult) turns the dive back on you.

Lux
Once Light Binding (1st) misses, Lux has no hard crowd control, but Lucent Singularity (3rd) still slows and detonates automatically on Ekko's entry while Prismatic Barrier (2nd) can shield twice. Approach outside E's (3rd) area and use Chronobreak (Ult) for the committed burst or reposition, not as proof that every dive is free.

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
Phase Dive (3rd) crosses Singularity (3rd) before its pull matures, and Chronobreak (Ult) restores the health lost while Aurelion Sol channels Breath of Light (1st). Pressure his Stardust stacking before the beam gains range, place Parallel Convergence (2nd) behind his retreat, and save the final dash until Astral Flight (2nd) is committed so he cannot simply leave the all-in.

Zed
Chronobreak (Ult) can heal damage Zed dealt during the preceding few seconds and move Ekko back to his afterimage, but it does not cleanse Death Mark (Ult). Time it after absorbing meaningful burst, and do not assume rewinding before the mark detonates removes it.
Ekko Counters
These champions counter this pick in Wild Rift and can be difficult matchups. Learn how to play against them or consider banning them.

Galio
Galio shrugs off your magic burst with his passive and shield, and his taunt can be charged around your landing point 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 with Gloom (Passive), and the ability she lands cashes it in for bonus damage and a faster Doom (Passive), so the fear that interrupts your combo keeps coming back sooner than it should. The mobility that beats most mids works against you here.
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.

