
Base stats
Values at level 1
1
Health
655
+99 / lvl
Health regen
9
+0.9 / lvl
Mana
280
+70 / lvl
Mana regen
7
+0.8 / lvl
Armor
32
+4.2 / lvl
Magic resist
32
+2.1 / lvl
Attack damage
58
+3 / lvl
Attack speed
0.688
+3.3% / lvl
Attack range
125
Does not scale
Move speed
340
Does not scale
Abilities

P
Z-Drive Resonance
Innate - Resonance: Ekko's basic attacks on-hit and damaging abilities apply a stack of Resonance to enemies hit for 4 seconds, refreshing on subsequent hits and stacking up to 3 times. The third stack consumes them all to deal (+ 80% AP) bonus magic damage. Z-Drive Resonance deals 270% damage against monsters. Resonance cannot affect the same target more than once every few seconds. Innate - Stolen Time: Triggering Resonance against a champion grants Ekko bonus movement speed for seconds.

Q
Timewinder
MagicActive: Ekko throws a temporal grenade in the target direction that deals magic damage to enemies hit. At 700 units or upon hitting an enemy champion, the grenade slows down for 1.75 seconds to gradually expand into a Temporal Sickness field that slows nearby enemies, travelling for another 190 units. Afterwards, the grenade contracts and homes back to Ekko at an increased speed, dealing magic damage to enemies hit. Enemies can be hit only once per pass.
- Cooldown
- 9 / 8.5 / 8 / 7.5 / 7s
- Cost
- 50 / 60 / 70 / 80 / 90 Mana
- Range
- 1100
- Initial Magic Damage
- 80 / 95 / 110 / 125 / 140 (+ 30% AP)
- Slow
- 40 / 45 / 50 / 55 / 60%
- Return Magic Damage
- 40 / 65 / 90 / 115 / 140 (+ 60% AP)
- Total Magic Damage
- 120 / 160 / 200 / 240 / 280 (+ 90% AP)

W
Parallel Convergence
Passive: Ekko's basic attacks deal bonus magic damage equal to 3% (+ 3% per 100 AP) of the target's missing health against enemies below 30% of their maximum health. The damage has a minimum threshold of 15 and is capped at 150 against minions and monsters. Active: Ekko creates an afterimage of himself that, after 2 seconds, bats a device to the target location and grants sight of the area for 2.5 seconds. After travelling over 1.25 seconds, the device expands into a chronosphere that lasts for 1.5 seconds and which slows enemies within by 40%. If Ekko enters the sphere before it expires, it detonates to grant him a shield for 2 seconds and stun enemies within for 2.25 seconds. Enemies can see the indicator for Parallel Convergence 2 seconds after casting.
- Cooldown
- 22 / 20 / 18 / 16 / 14s
- Cost
- 30 / 35 / 40 / 45 / 50 Mana
- Range
- 1600
- Shield Strength
- 100 / 120 / 140 / 160 / 180 (+ 150% AP)

E
Phase Dive
MagicActive: Ekko dashes in the target direction, then empowers his next basic attack within 3 seconds to have a 0.25-second cast time, gain 300 bonus range, cause him to blink within 125 range of the target, and deal bonus magic damage. Phase Dive resets Ekko's basic attack timer. Ekko can cast any of his abilities during the dash.
- Cooldown
- 9 / 8.5 / 8 / 7.5 / 7s
- Cost
- 40 / 45 / 50 / 55 / 60 Mana
- Range
- 325 / 550
- Bonus Magic Damage
- 50 / 75 / 100 / 125 / 150 (+ 40% AP)

R
Chronobreak
MagicPassive: Upon learning Chronobreak or if its current cooldown is lower than 4 seconds, Ekko reveals a time-delayed afterimage of himself that constantly tracks where he was 4 seconds ago. Active: Ekko enters stasis at the start of the cast time, and afterwards heals himself, increased by 0% / 30% (based on level), and dashes to his afterimage's location at the time of cast over 0.5 seconds. Upon arrival, the stasis ends and he creates an explosion that deals magic damage to nearby enemies. Ekko is immune to all displacements during Chronobreak.
- Cooldown
- 110 / 80 / 50s
- Cost
- 100 Mana
- Range
- 850
- Magic Damage
- 200 / 350 / 500 (+ 175% AP)
- Minimum Heal
- 100 / 150 / 200 (+ 60% AP)
- Maximum Heal
- 400 / 600 / 800 (+ 240% AP)
Skins
13 in the archive













