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What’s up guys it’s me Jeremy!
Various champions in League of Legends are pretty flexible when it comes to how you can
play and build them while still being pretty effective in game, so we’ve decided to try
something new and talk about a particular champion and all the different ways you can
play them, maybe trying to figure out which is best in the process. Ekko is a really interesting
one because he went from being a flexible pick between assassin and tank to being pretty
much only playable as a Tank. At the same time, he was being picked every game because
of how OP Tank Ekko was, so Riot targeted him with a bunch of nerfs over the last few
patches to tone down Tank Ekko and introduce Carry Ekko back into the meta. It’s hard
to say if he’s in the best spot or not right now, but he can definitely be played in either
style again so we’re going to break down the different options. Please keep in mind
that this is an overview of Ekko’s role in the meta and shouldn’t be relied on as
much for learning how to play him like you would with a guide, although hopefully you
can still find it useful. This is a new idea we’ve had so please let us know what you
think of it or what we can improve on. If you enjoy the video make sure to hit that
like button, and if you don’t hit the dislike.
The three Ekko styles and builds we’re gonna talk about are Tank Ekko, Assassin or ‘Carry’
Ekko and AP Bruiser Ekko. The Tank build will be assuming he’s playing top lane, assassin
will be playing as a carry in mid and the AP bruiser style will be for Jungle Ekko.
Tank Ekko is probably the most familiar because it’s been so powerful for the last few seasons.
The Tank build became a must pick or ban in ranked, along with seeing play in the majority
of competitive games, so we’re gonna start with that. The general masteries for it are
magic penetration reds to get maximum benefit from his early power, armor yellows and MR
blues for tankiness along with ap quints to punch through more damage and help with waveclearing.
These are pretty standard Ekko runes for all roles, but things really change in the masteries.
12-0-18 has been the standard masteries for Tank Ekko because of the crazy sustain that
Grasp of the Undying gives, and Ekko can pretty much trigger it whenever he wants with E.
The meta really favored tanks and defensive items overall, and Ekko was one of the picks
that really took advantage of it because of his amazing mobility and base damage. Tank
items are always going to be a good idea to pick up because they are far cheaper to build,
meaning you can get a defensive item online way before you would reach a power spike through
offensive items. Pre-nerf Ekko had these crazy high base damages that allowed him to do pretty
much everything well. Things are a little more balanced now, but Ekko’s Q is still
a powerful poke and waveclearing tool, and it allows him to zone people away from CS
and build up big advantages from early on. Usually this would have drawbacks because
you’d be pushing to the enemy side of the map, but Ekko’s mobility means he can harass
and back out before the enemy jungler can even start heading up top to help. There’s
two big perks to playing Tank Ekko. The first is pretty simple, because you’re itemising
for defense you don’t have to worry so much about getting caught or making mistakes. That
added survivability makes it way easier to play, making it both ideal for new Ekko players
but also making it really scary for those with a lot of practice on Ekko. The other
major benefit to Tank Ekko is that cheap defensive items means you aren’t particularly dependant
on having a high income. You could dedicate so much time to roaming mid or teleporting
to bot lane and still end up even on item numbers as an enemy laner who was farming
for damage items. This meant Tank Ekko was being insanely impactful because he could
constantly generate a numbers advantage for his friendly lanes. It translates really well
to late game too, because that early pressure he could provide would put lanes ahead while
he became unkillable, and at that point teamfights are pretty much unwinnable for enemies because
of his staying power.
Carry Ekko is a really cool way to play him though, and really it’s what Riot wanted
to see as we can tell from the changes. His kit isn’t quite assassin-tier as full AP and it’s a bit riskier to play,
but it does give you way more chance to carry if you pull it off. It’s better to take
Thunderlord’s or Stormraider’s for this style because you are so reliant on your mobility
and damage, which one to pick seems to be mostly based on where you feel you need the
help. The big pitfall really is that the changes made him more dependant on his AP ratios than
base damage, so AP Ekko is gonna be weaker early and need to scale up. Unfortunately
you can’t force the advantages early in mid lane like you can top because the lane
is shorter and tends to be host to a lot more early power. You gotta pick your fights a
lot more as AP Ekko for these reasons, you can’t afford to throw your weight around
and risk getting behind because offensive items are just too expensive.This makes it
harder to play, but a lot more fun and rewarding for skilled players. With the buffs to his
ratios AP Ekko is quite strong if you survive laning phase, so you do have the power to
snowball which is something Tank Ekko couldn’t really do. If you get stacked enough with
AP you can pretty much delete people from the game, and you Ult become a disgustingly
strong tool for damage. It’s kinda hard to line it up to use aggressively because
the clone is quite easy to watch out for, but when you land it you’ll do some crazy
damage. This does mean using your escape as a pretty unreliable damage tool though, but
that’s the risk for reward you have to aim for when playing Carry Ekko.
Bruiser Ekko lies somewhere between the two. This also was nerfed as collateral when the
Tank Ekko nerfs went through and knocked down his base damage, making things harder for
Ekko when it comes to that all important first jungle clear.You can’t gank as early as
you used to be able because of this, but this does give you time to stack up the Strength
of the Ages mastery which is pretty crucial to playing Bruiser Ekko because it offsets
your damage item rush with a bit of health as a safety barrier. Using your W properly
to gank lanes is the main focus on this build, and you do benefit from slightly stronger
shields thanks to the added AP compared to Tank Ekko. A mix of offensive and defensive
items needs more gold, so you really should take kills in ganks where you can, to make
up for the time you lost farming jungle. Learning when to balance farming and ganking is quite
difficult and it’s probably a sub-optimal way to play Ekko so it’s equally difficult
to Assassin Ekko when it comes to pulling it off. Itemising is quite simple though,
essentially you just want to rush your damage like Runic Echoes & Abyssal while you have
high gold income in the early game, then get your tanky items as you start earning less
gold in the mid game.
That pretty much covers the overall playstyle of each role, so now let’s lay out each
style and compare them directly.
Ekko’s power level during a game depends hugely on his item choices. Cheap defensive
items means Tank Ekko is by far the most powerful early game. Rushing tank items has little
to no drawback because you can outtrade most people in the top lane thanks to the bonus
damage from your passive and the shield from your W proc. Paired with his pretty spammable
gap closer this means that enemies don’t really have much choice about when to fight
against Ekko, he can always decide when a trade is going to happen and this really gives
him a chance to get ahead. Carry Ekko really needs a Rod of Ages to give him some sustain,
meaning he’s quite slow to get going, whereas Bruiser Ekko can get Runic Echoes quite fast
for a reasonably early power spike. In the mid game, the jungle Bruiser Ekko build really
shines because his early damage items are quite cheap compared to full AP. As the game
progresses though, Carry Ekko starts to scale super hard and becomes a real threat. Tank
Ekko is still pretty valuable for his frontlining at this point, but Bruiser Ekko can find the
late game really hard to be useful.
As teamfighters, Bruiser Ekko is again the weakest of the bunch. The problem with being
a jack of all trades is that you’re a master of none, and he’s definitely better suited
to finding single targets and picking them off. Tank Ekko is the easiest way to teamfight,
you can just damage soak and nibble away at health bars while your team cleans up. Tank
Ekko always wants to be the frontline, and a good W pretty much carries a teamfight by
itself with it’s huge AoE stun. It takes too long to use as peel so it’s always best
used to distract the enemy team or lock them up. Tank Ekko’s Ult really wants to be used
as a survival tool rather than a damage ability, so it’s best used to stick in a fight longer
or escape after a tower dive. The heal is pretty obnoxious when you’re tanky, especially
if you have a Spirit Visage, making it core in most Tank Ekko builds alongside Sunfire
and Iceborn. Carry Ekko really wants to land a good stun so that he can lock targets down,
burst them out and escape before he has time to get blown up, so it’s pretty hard but
deadly powerful. Working around your Ult is really good here, so you should always aim
to get in the middle during a stun to set up a follow up Ult for big AoE damage. Zhonya’s
is core on Carry Ekko because it lets you do this without needing to make an escape
first.
Iceborn is pretty ridiculous value with Tank Ekko especially because it turns you into
a tower shredder with Sheen procs, so it opens up the opportunity to splitpush. A good split
pusher needs to be able to both 1v1 and take towers fast, which forces the enemy team to
send a champion or two to deal with you. If you can get back to your team fast as they
shove another lane this can put you at a serious advantage, and it’s one of Tank Ekko’s
specialities. Carry Ekko can copy this quite well too, by picking up Lich Bane rather than
Luden’s Echo or Rabadon’s. This does give you less power in team fights, but in certain
games the added single target power seems to really help out. Bruiser Ekko on the other
hand should probably never be building a Sheen item, so he has to stick with his team to
be useful.
So that pretty much covers the core differences between Tank, Carry and Bruiser Ekko in top
mid and jungle! This was a pretty fun video to make, but your feedback will go a long
way to helping us improve it if we do this kinda thing more in the future, so please
let us know what you thought in the comments. And it looks like that’s gonna be it from
me, if you enjoyed the video drop a like, subscribe if you want, thanks for watching,
and I’ll see you guys next time!