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Ekko Wild Rift Patch HistoryWR

Ekko

Assassin / Fighter

Wild Rift (Mobile) switch games?

Ekko was last nerfed in Patch 6.0d (). Across 12 patches, Ekko has received 7 buffs, 2 nerfs, 3 adjustments since release in Patch 3.2.

Abilities
Z-Drive ResonanceWR
Passive - Z-Drive Resonance

Innate - Resonance: Ekko's basic attacks on-hit and damaging abilities will inflict a stack of Resonance onto enemies hit for 4 seconds, refreshing on subsequent hits and stacking up to 3 times. The third stack against a target consumes them all to deal them 30 - 142 (based on level) (+ 90% AP) bonus magic damage; if the target is a champion, Ekko will also gain 40% / 50% / 60% / 70% bonus movement speed for 2.5 seconds. Z-Drive Resonance deals 120% damage against monsters.

Resonance cannot affect the same target more than once every few seconds.

TimewinderWR
Ability 1 - Timewinder
Cost: 50 / 60 / 70 / 80 Mana
CD: 8 / 7.5 / 7 / 6.5
Cast Time: 0.25
Range: 1100
Effect Radius: 160 - 210

Active: Ekko throws a temporal grenade in the target direction that deals magic damage to enemies hit. At maximum range or upon hitting an enemy champion, the grenade slows down for 1.75 seconds to gradually expand into a Temporal Sickness field that also slows nearby enemies, travelling a bit further.

Outbound Magic Damage: 90 / 110 / 130 / 150 (+ 30% AP)
Slow: 30 / 40 / 50 / 60%
Rebound Magic Damage: 70 / 105 / 140 / 175 (+ 60% AP)
Total Magic Damage: 160 / 215 / 270 / 325 (+ 90% AP)

The grenade then contracts and homes back to Ekko at an increased speed, dealing magic damage to enemies hit.

Enemies can be hit only once per pass.

Parallel ConvergenceWR
Ability 2 - Parallel Convergence
Cost: 30 to 50 Mana
CD: 22 to 14
Cast Time: 0.25
Range: 1600
Effect Radius: 375

Passive: Ekko's basic attacks deal bonus magic damage equal to 2% (+ 1.5% per 100 AP) target's missing health against enemies below 30% health. The damage has a minimum threshold of 15 and is capped at 150 against minions and monsters.

Shield Strength: 70 / 100 / 130 / 160 (+ 150% AP)

Active: Ekko creates an afterimage of himself that winds up over 2 seconds, batting a bomb to the target location that grants sight of the area for 2.5 seconds. After travelling over 1.25 seconds, the bomb creates a chronosphere that is visible for 1.5 seconds and slows enemies within by 40%.

If Ekko enters the zone within 2 seconds, it detonates to shield himself for 2 seconds and stun enemies within for 2.25 seconds.

Enemies can see the indicator for Parallel Convergence in 2 seconds after casting.

Phase DiveWR
Ability 3 - Phase Dive
Cost: 45 / 50 / 55 / 60 Mana
CD: 9 / 8.5 / 8 / 7.5
Cast Time: None
Range: 325

Active: Ekko dashes in the target direction, empowering his next basic attack within 3 seconds to have a 0.25 -second cast time, gain 250 bonus range, cause him to blink within 175 range of the target, and deal bonus magic damage.

Bonus Magic Damage: 60 / 90 / 120 / 150 (+ 40% AP)

Phase Dive resets Ekko's basic attack timer. Abilities can be cast during the dash.

ChronobreakWR
Ability 4 - Chronobreak
Cost: 100 Mana
CD: 80 / 60 / 40
Cast Time: 0.5
Effect Radius: 375

Passive: Upon learning Chronobreak or if its remaining cooldown is lower than 4 seconds, Ekko reveals a time-delayed afterimage of himself that constantly tracks where he was 4 seconds ago.

Magic Damage: 200 / 350 / 500 (+ 150% AP)
Heal: 150 / 200 / 250 (+ 50% AP)
Maximum Heal: 600 / 800 / 1000 (+ 200% AP)

Active: Ekko enters stasis at the start of the cast time, then rewinds to his afterimage's current location over 0.5 seconds. He also heals himself for a set amount, increased by 0% - 300% (based on level). Upon arrival, the stasis ends and he creates an explosion dealing magic damage to nearby enemies.

Ekko is immune to all displacements during Chronobreak.

Base Stats

Health: 630
Health Per Level: 120
Mana: 390
Mana Per Level: 57
Attack Damage: 58
AD Per Level: 3.6
Attack Speed: 0.8
AS Per Level: 2.2
Armor: 40
Armor Per Level: 4
Magic Resist: 38
MR Per Level: 2
Movement Speed: 350
Range: 175
Health Regen: 9
HP Regen Per Level: 0.81
Mana Regen: 12
Mana Regen Per Level: 1.1
Patch 6.0dNerf

In the current patch, Ekko’s burst damage is overly strong, and his mobility and survivability make him difficult to punish. So, we’re reducing his jungle clear speed and burst potential while also increasing the early cooldown of his ultimate. Now, he’ll need better scaling and more strategic positioning to take down his opponents.

Z-Drive Resonance

  • Damage against monsters reduced from 155% to 120%.

Parallel Convergence

  • Health ratio reduced from 3% target's missing health to 2%.
  • AP health ratio reduced from 2% target's missing health per 100 AP to 1.5%.

Chronobreak

  • Cooldown increased from 70/55/40 seconds to 80/60/40.
Patch 6.0Buff

Stats

  • Base health increased from 610 to 630.
  • Armor growth increased from 3.5 to 4.
  • Health growth increased from 105 to 120.
  • Magic resistance growth increased from 1.6 to 2.
Patch 5.3bBuff

As a mid-laner, Ekko’s performance has been lackluster. We’re making sure he has an easier time farming in Lane to scale better into the late game.

Timewinder

  • Cooldown reduced from 9/8.5/8/7.5 seconds to 8/7.5/7/6.5.
  • Outbound base damage increased from 85/115/145 to 90/120/150.
  • Rebound base damage increased from 65/100/135/170 to 70/105/140/175.
  • Damage against monsters increased from 100% to 115%.
  • Editor's Note: Patch notes error writes old value of 120% instead of 100%. Last change made in V3.4c.
Patch 5.1aBuff

For someone who’s able to manipulate time, you would think Ekko would be able to clear Jungle camps faster. We’re speeding it up for him to give him more time to spend helping out his Lanes.

Z-Drive Resonance

  • Damage against monsters increased from 140% to 155%.

Timewinder

  • Outbound base damage increased from 70/90/110/130 to 85/105/125/145.
  • Rebound base damage increased from 50/85/120/155 to 65/100/135/170.

Chronobreak

  • Base heal increased from 100/150/200 to 150/200/250.
Patch 4.4aBuff

Ekko has been lackluster in both the Mid Lane and the jungle. These changes should allow him to play more aggressively and live up to the time-shattering assassin that he’s meant to be.

Timewinder

  • Outbound base damage increased from 60/80/100/120 to 70/90/110/130.
  • Rebound base damage increased from 40/75/110/145 to 50/85/120/155.

Chronobreak

  • Cooldown reduced from 80/60/40 to 70/55/40.
Patch 4.2Buff

Stats

  • Base movement speed increased from 340 to 350.
Patch 4.0aBuff

It’s Jungle O'clock! We’ve noticed that jungle Ekko’s clear speed has been lackluster, so it’s time for a buff.

Z-Drive Resonance

  • Damage against monsters increased from 110% to 140%.
Patch 3.4cChange

Rewinding time and hitting your enemies with Chronobreak can be hard, especially in the early game… you are manipulating time after all. So we’re giving a little boost to the reward for accomplishing such a feat. At the same time, jungle Ekko is slightly better than in the Mid Lane, so we’re making another adjustment to damage he does to monsters.

Timewinder

  • Damage against monsters reduced from 120% to 100%.

Chronobreak

  • Base damage increased from 150/300/450 to 200/350/500.
Patch 3.4aNerf

Ekko and his time-altering gizmos have been an oppressive force in the jungle, especially when in the hands of a skilled time traveler. To bring him down a notch, we’re reducing how efficiently he can clear jungle camps.

Z-Drive Resonance

  • Damage against monsters reduced from 120% to 110%.

Timewinder

  • Damage against monsters reduced from 130% to 120%.
Patch 3.3aChange

While Ekko has been succeeding in the jungle, that same performance isn’t echoing over into the Mid Lane. To balance out his power in both of these roles, we’re reducing how quickly he clears Jungle camps and the mana cost of Timewinder so that Ekko can more efficiently harass enemy champions during the early laning phase.

Z-Drive Resonance

  • Damage against monsters reduced from 150% to 120%.

Timewinder

  • Mana cost reduced from 60/70/80/90 to 50/60/70/80.
Patch 3.2aBuff

Since his release, Ekko hasn’t been performing as well as we’d like, so we’re giving him and his time-altering gizmos a little extra oomph. We’re also adding a jungle bonus to his Timewinder to help him fast forward through some of his clears.

Stats

  • Base health increased from 570 to 610.
  • Base armor increased from 35 to 40.
  • Base mana increased from 340 to 390.

Timewinder

  • Damage against monsters increased from 100% to 130%.

Parallel Convergence

  • Base damage increased from 2% target's missing health to 3%.
  • AP health ratio increased from 1.5% target's missing health per 100 AP to 2%.

Phase Dive

  • AP ratio increased from 30% AP to 40%.
Patch 3.2New

Ekko added to Wild Rift

General

  • Released May 12, 2022 (00:01 UTC).