How to play Ekko — Wild Rift guide, combos & tips
Ekko is a high-skill mid-lane assassin in Wild Rift who fights entirely with magic damage and a kit built around manipulating time. His combos revolve around a boomeranging grenade that hits twice, a delayed bubble that turns into a stun the instant he steps into it, and a blink-enhanced auto-attack, all backed by an ultimate that can rewind him out of a bad fight or right back into one. He's one of the squishiest champions in his role, so his ceiling comes from setting up picks deliberately rather than trading blow-for-blow.
Strengths
- Timewinder (Q) deals damage twice from one throw, once on impact and once boomeranging back to him, so even a partial trade in lane chips away real health.
- Parallel Convergence (W) turns a single button into a fight-winning stun: walk into your own bubble within its short window and everyone caught inside is locked down for 2.25 seconds while you pick up a shield.
- Chronobreak (R) rewards aggressive, low-health dives instead of punishing them, since the more health he's lost in the last 3.5 seconds, the harder it heals, and it still deals area damage wherever he lands.
- The Z-Drive Resonance passive hands him a 40% movement speed burst against champions after three hits on the same target, making it very hard for a target to simply walk away once he's committed.
Weaknesses
- Every core combo hinges on Phase Dive going in a straight line, so hard-CC that punishes dashes on sight (a point-and-click stun or root, or a dash-triggered effect) turns his engage into a death sentence.
- Parallel Convergence's stun only fires if Ekko physically walks into his own zone in time; attentive opponents just back off the bubble, eat the slow, and deny the stun completely.
- He's a glass cannon: without Rabadon's Deathcap and Void Staff online his burst bounces off tanks and fed bruisers, and he has almost nothing to fall back on if a fight turns into a straight slugfest.
- Chronobreak has a hard 3.5-second look-back, so if he's killed or hard-CC'd before he can press it, the safety net that makes his dives possible simply isn't there.
Combos
- Q → W → walk into W → E → AA — poke with Timewinder to soften and slow the target, drop Parallel Convergence on top of them, step into your own bubble before the 1.5-second window closes to pop the stun, then blink in with Phase Dive and cash in the empowered auto-attack.
- E → AA → Q → W — when there's no time to set up the bubble, dash straight in for the blink-enhanced auto-attack first, follow with Timewinder for the extra damage on the way out and the way back, then drop W underneath you for the shield (and a stun if they stay in range).
- W (point-blank) → walk into W — thrown at your own feet instead of at range, the bubble can be detonated almost instantly since you're already standing in it a step later; use this to turn a dive onto you into a stun on them.
- Dive (Q/E) → trade → R — Chronobreak snaps you back to exactly where you stood 3.5 seconds earlier, so pulling back for even a moment before casting can drop you right back into the enemy backline with fresh damage and a huge heal instead of just retreating.
Skill order: Q > E > W
Early game
Lead trades with Timewinder: it hits on the way out and the way back, so even a partial connect earns you value and helps push the wave when you need to reset. Hold Phase Dive for punishing an overextension or escaping a gank rather than burning it just to land one auto-attack, since a whiffed dash leaves you with no mobility until it's back up. Once Parallel Convergence is unlocked at level 2, look for kill windows by dropping the bubble as an opponent commits to a trade and stepping into it immediately to catch them in the stun before it expires. Keep an eye on your passive too, since the third hit on the same target grants bonus damage and a 40% speed burst that can turn a shaky trade into a kill.
Mid & late game — teamfighting
From the mid-game on, your job is to erase one priority target the instant your stun lands, not to stand and trade at the front. Bait the enemy frontline or a diver into your Parallel Convergence zone, detonate it for the 2.25-second stun, then blink onto the backline with Phase Dive and clean up with Timewinder. Chronobreak is the piece that makes this safe: since it returns you to your exact position from 3.5 seconds ago, you can dive, get your damage off, retreat a step, and rewind to snap right back in with more damage and a massive heal, or just use it as a pure escape if the dive goes wrong. Because he has almost no frontline presence, look to fight around picks and skirmishes with vision rather than grouping into head-on 5v5s where he just gets kited or focused down first.
Pro tips
- Check the enemy composition before you commit Phase Dive: point-and-click CC like a stun or root, or a dash-punishing passive, can turn your best engage tool into a free kill for them if you jump in blind.
- Your passive needs three hits on the same target to trigger, so spreading damage across a group in a skirmish wastes it; pick one target and land your full combo on that person specifically.
- Because Phase Dive gives you an empowered next auto-attack, spellblade-style items like Lich Bane get extra value on him, since the proc lines up with a combo you're already using instead of an awkward extra step.