Ekko
EKKOSkills
Tier by Rank
Official- TierWinPickBan
- DiamondA53.5%6.7%1.0%
Tencent official (CN server) / Jungle / 2026-09-23
Tier stays A at every rank, with only a 0.0 point win-rate spread — consistent across ranks.
- TierWinPickBan
- DiamondB50.0%3.4%1.0%
Tencent official (CN server) / Mid / 2026-09-23
Tier stays B at every rank, with only a 0.0 point win-rate spread — consistent across ranks.
Stats
Drag slider to switch levelRanked 10 of 142 at level 1 and 55 at level 15. Drops in the ranking as levels go up.
Combat Power from stats 9,087 81%
Combat Power from skills 2,123 19%
- Bonus magic damage (every 3rd attack/ability)701G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Damage valued like healing
Damage to an enemy is valued like healing yourself the same amount, priced with the health regen rate.
- Magic damage (throw)740G
- Magic damage (return)863G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
- 40% slow (sphere active)293G
- Crowd control (stun, on entering the sphere)1,815G
- Shield451G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
Survival factor
Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.
Move speed % as flat
Move speed % is converted to flat move speed against the median base speed of 350, then priced at the flat rate.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
One fight per 90s
A 15-minute match is assumed to have 10 fights. Shields and damage blocks that work once per fight are counted as extra health in every fight.
Fight length: 10 s
Crowd control that stops the enemy (stun, charm, etc.) is treated as time you aren't being hit. A fight is assumed to last 10 s, so it counts as holding seconds ÷ 10 × median max health in extra health each fight. Uses are capped like shields: the fewer of cooldown uses and fights.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
- Magic damage740G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
- Heal (base)247G
- Magic damage (on arrival)493G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
Damage valued like healing
Damage to an enemy is valued like healing yourself the same amount, priced with the health regen rate.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
Converted to gold with the same formula as runes. These are bare values, so ratios such as AP grow with the build you make in the Build Lab. Dashes are counted in Mobility as a dash count. Tap a row to see the formula and assumptions.
Build Trends
Items
Magic
Boots
Runes
Keystone
Resolve
Sorcery
Available Skins
—Videos
6 · YouTube
UNRANKED to CHALLENGER on EKKO - Wild Rift Ekko GuideRoyal - Wild Rift
Wild Rift: EKKO JUNGLE IS SO BROKENRoyal - Wild Rift Gameplay
Wild Rift: MID LANE EKKO CARRYRoyal - Wild Rift Gameplay
Wild Rift: THIS IS HOW YOU SOLO CARRY WITH EKKO MIDRoyal - Wild Rift Gameplay
Wild Rift: 1 hour Ekko MasterclassRoyal - Wild Rift Gameplay
Wild Rift: EKKO BUFFS WERE A MISTAKE...Royal - Wild Rift Gameplay