Ekko
This article covers how Ekko plays in League of Legends Arena: interactions, bugs and patch changes. Builds and statistics are on Ekko's ArenaSweats Pages build.
Overview
Arena changes
- I: Base damage changed to 33 to 154.
- Q: Initial base damage changed to 90 to 150.
- Q: Secondary base damage changed to 50 to 150.
- W: Base damage changed to 4% of target's missing health.
- W: Cooldown changed to 14 to 10 seconds.2
ArenaSweats stats
- Top 3 %
- 47.8%
- Avg place
- 3.58
- Pick %
- 11.14%
- Ban %
- 3.01%
- Games
- 201,031
Most picked augments
Full stats on ArenaSweats PagesFrom ranked Arena games tracked by ArenaSweats, updated .
Tips
Interactions
- Ekko's passive does not crit with Jeweled Gauntlet.4
- Ekko can start alone inside Death Dealer's ultimate and remain there for the whole round, every round.5
Bugs
No verified information yet.
History
Earlier formats
- Outlaw's Grit is a good gold augment for Ekko because he already deals damage and can use the free stats to avoid dying.7 8x2 duos
- Dashing is recommended as Ekko's best-in-slot augment in one personal-experience-based champion list.8 8x2 duos
- Ability haste has little value on Ekko because his passive has a flat cooldown and his abilities already have short cooldowns.9 8x2 duos
- Attack-range augments and Rapid Firecannon could make Ekko's E dash-auto reach across two screens.10 8x2 duos
Sources
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Roles (CommunityDragon): assassin, mage
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League WikiLeague of Legends Wiki, Module:MapChanges/data/ar, revision 4091873
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Arena changes (wiki): I: Base damage changed to 33 to 154. Q: Initial base damage changed to 90 to 150. Q: Secondary base damage changed to 50 to 150. W: Base damage changed to 4% of target's missing health. W: Cooldown changed to 14 to 10 seconds.
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RiotRiot patch notes: Patch 14.11 Notes > Arena > Champion Buffs
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Ekko Health Growth: 99 ⇒ 121 Q Outgoing Damage: 70-130 (+30% AP) ⇒ 90-150 (+30% AP) W Cooldown: 22/20/18/16/14 ⇒ 14/13/12/11/10
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