Counter Guide
How to Beat Ekko
Ekko doesn't have to be right. He gets to try the fight, and if it goes badly he takes the last few seconds back.
He's an assassin who commits for free. Every other champion in his class has to be sure before jumping in, because being wrong about it is how they die, and the calculation of whether the jump is worth it is most of what makes them hard to play. He skips that. Chronobreak [R] puts him back where he was, at the health he had, and tops him up on the way. So forget "don't let him kill you." The plan is "make him spend the button, then start the fight." Everything below is a way of doing that.
Who Beats Ekko: Mid and Jungle Counters
Best Picks Into Ekko Mid
Twisted Fate585 games53.2%
Kassadin1,182 games · 26.2152.1%
LeBlanc771 games51.5%
Picks Ekko Mid Beats
Locke769 games42.4%
Vel'Koz695 games · 26.2143.7%
Irelia1,345 games · 26.2144.9%
Katarina775 games44.9%
Win rates are for the champion listed, in the mid lane against Ekko. They come from Nerfplz's own ranked solo queue games on Patches 26.21-26.22, Silver and above, 41,434 Ekko games in all. Only matchups that show up in at least 1% of those games are listed. A row marked 26.21 is last patch's number for that matchup, kept until Patch 26.22 has as many games of it.
Best Picks Into Ekko Jungle
Shaco434 games54.6%
Rammus752 games · 26.2153.9%
Shyvana450 games53.8%
Teemo484 games · 26.2153.1%
Trundle425 games · 26.2152.7%
Picks Ekko Jungle Beats
Qiyana642 games43.6%
Nocturne552 games45.6%
Pantheon449 games · 26.2146.1%
Zac1,018 games · 26.2146.6%
Every Jungle matchup for Ekko →
Win rates are for the champion listed, in the jungle against Ekko. They come from Nerfplz's own ranked solo queue games on Patches 26.21-26.22, Silver and above, 39,424 Ekko games in all. Only matchups that show up in at least 1% of those games are listed. A row marked 26.21 is last patch's number for that matchup, kept until Patch 26.22 has as many games of it.
- Lockdown he can't cast his way out of
- Enough early pressure to matter before the ultimate exists
- The patience to make him use it on nothing
Ekko Overview
Strengths: What Makes Him Dangerous
- He's allowed to be wrong. Chronobreak [R] undoes a commit that didn't work and heals him for having tried, so he takes fights nobody else in his class would touch.
- He picks the ground. Parallel Convergence [W] turns a choke point into somewhere you can't walk, and he sets it before the fight rather than during it.
- His burst arrives all at once. Three hits is the whole combo, and a squishy target who takes all three is usually already dead.
- He's a genuine threat on the map. A champion who can enter a lane, be wrong about it, and leave anyway is one your side lanes have to respect permanently.
Weaknesses: Where You Get In
- The rewind goes somewhere you already saw. It's a return to a spot that was on your screen a few seconds ago, and a team that watched him walk in knows exactly where to stand.
- The first five levels are borrowed. Until the ultimate is up he's a fragile melee mage with a short blink, and that's a very different champion from the one people are scared of.
- He needs to touch you three times. Deny the third hit and the burst turns into chip damage.
- The stun zone announces itself. It takes time to arm and it sits there glowing. Walking around it costs a couple of seconds and nothing else.
- Once he's spent it, he's an assassin with no exit. The cooldown is long, he has no second escape, and the version of him that's standing in front of you afterwards is very killable.
Countering Ekko
Based on the strengths and weaknesses above, beating Ekko comes down to champions who can accomplish at least one of the following:
- Hold him still. A root, a suppression or a knock up beats a rewind, because the rewind is a cast and a cast can be interrupted before it starts.
- Beat him early. His scariest tool doesn't exist for the first five levels, and a lane that ends before it shows up never becomes the matchup he wants.
- Bait the button. A fight he escapes from is fine if the next one starts thirty seconds later and he has nothing left.
- Cover the return. He rewinds to a fixed place. Somebody standing on that place turns his best defensive tool into a second engage for your team.
If you're already locked into the matchup without any of those tools, these strategies still work:
Playing a Bad Ekko Matchup
Don't burn your own escape on the opening. His first move is the cheap one and he'd love to have it back before the expensive part arrives.
Watch where he entered from. That's the return address, and it's usually the same bush your ward is already covering.
Track the cooldown rather than his health bar. An Ekko who has recently used the rewind is playing a completely different game from one who hasn't, and it's the single most useful thing to know about him at any given moment.
Best Ekko Counters
Stop the cast, outlast his early game, or make him waste it.

Vex Punishes Every Dash
Every way Ekko gets in or out of a fight moves him, and Doom 'n Gloom [Passive] marks any nearby enemy champion who dashes or blinks. Phase Dive [E] dashes and then blinks, Chronobreak [R] dashes him back to his afterimage, and each one hands Vex a mark that her next attack or ability cashes in for bonus damage.
The same passive periodically empowers an ability to fear whoever it hits, and a feared Ekko can't cast anything at all. Personal Space [W] shields her against the dive itself (its scream reaches slightly further against enemies who are dashing).

Kassadin Outgrows Him
Almost everything Ekko does to you is magic damage, and Void Stone [Passive] takes a slice off all of it from level one. Null Sphere [Q] adds a magic shield whenever Kassadin lands it, so the early trades Ekko expects to win come out a lot closer. Granted, those levels are still a bit of a grind.
Then the levels arrive. Riftwalk [R] gets a shorter cooldown with every rank, and it lets Kassadin follow Ekko to wherever Chronobreak [R] sends him. That's always the spot he was standing in a few seconds earlier, which isn't hard to read.

Lissandra Answers The All-In
Weirdly, she's the rare mage who wants to be jumped on. Her root doesn't need to be aimed, her own stasis eats the burst, and both of those answers are available on the same beat that he commits.
Trading a rewind for a self-stasis is a trade she wins, because hers comes back sooner and his was the only thing keeping him alive.
Next step
Itemizing Against Ekko
His damage is magic and it lands in one lump, so the buys are about surviving a single window and shortening what he gets out of leaving it:




Banshee's Veil is the one that changes the shape of the fight rather than the numbers in it (a spell shield eating his opener costs him the whole sequence). Zhonya's Hourglass answers the other half: he can commit onto a target who simply isn't there for two seconds, and by the time it ends his window has closed and yours hasn't. Mercury's Treads is aimed at the stun, the part of his combo that actually decides whether the rest of it happens. Grievous Wounds belongs somewhere on your team as well, and Morellonomicon is the convenient home for it on an AP mid. Cutting the heal on the rewind turns a full escape into a limp.
Where Ekko Actually Sits Right Now
Counter picks age with the patch, so check the current numbers before you trust a matchup:
- League of Legends Solo Queue Tier List, updated every patch
- Tier List Changelog, for what moved and why
- How to Beat or Counter Series, for every other matchup guide
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