Wild Rift Guides
Ekko Mid Lane Wild Rift Guide
Ekko mid lane counters include Galio, Kassadin, and Diana. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
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.
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.
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 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.
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: 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.
Early Game
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 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 (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
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
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.