5.10.1 → 16.4.1
| armor | 27 | → | 32 | Toughness |
| armor/lvl | 3 | → | 4.2 | Toughness |
| attack damage | 59 | → | 58 | Damage |
| attack speed | 0.606 | → | 0.688 | Damage |
| attack_speed.growth_percent | 3 | → | 3.3 | Damage |
| health | 580 | → | 655 | Toughness |
| health/lvl | 80 | → | 99 | Toughness |
| magic resist/lvl | 1.25 | → | 2.050 | Toughness |
| mana/lvl | 40 | → | 70 | Tempo |
| mp regen | 6 | → | 7 | Tempo |
| move speed | 345 | → | 340 | Mobility |
Passive
− Ekko's Zero-Drive charges his spells and attacks with temporal energy. The third hit deals bonus damage and saps the target's movement speed. If the target is a champion, Ekko gains accelerated movement speed.
+ Every third attack or damaging spell on the same target deals bonus magic damage, and grants Ekko a burst of speed if the target is a champion.
Q
− Ekko throws a device that deals 60/75/90/105/120 (+0.20 AP) magic damage to enemies it passes through. It expands into a slowing field on the first champion hit, slowing everything inside by 32/39/46/53/60%. It then returns to him after a delay, dealing 60/85/110/135/160 (+0.60 AP) magic damage to all targets hit upon return.
+ Ekko throws a device dealing 65/80/95/110/125 (+0.3 AP) magic damage. On hitting a champion or reaching the end of its range, it expands into a field that Slows enemies inside by 40/45/50/55/60%. After it expands, Ekko recalls it, dealing 15/40/65/90/115 (+0.6 AP) magic damage.{{ spellmodifierdescriptionappend }}
W
− Ekko splits the timeline, creating an anomaly after a few seconds that slows enemies caught inside. If Ekko enters the anomaly, he gains shielding and triggers a detonation, stunning enemies by suspending them in time.
+ Ekko's basic attacks deal bonus magic damage to low health enemies. He can cast Parallel Convergence to split the timeline, creating an anomaly after a few seconds that slows enemies caught inside. If Ekko enters the anomaly, he gains shielding and stuns enemies by suspending them in time.
− Passive: Ekko's basic attacks deal bonus magic damage to enemies under 30% health equal to 5% (+0.02% AP) of their missing health (max 400 damage vs. minions and monsters).Active: After a 3 second delay, Ekko creates a short-lived chronosphere at the target location that slows enemies who enter by 40%. If Ekko enters the sphere, he will detonate it, gaining a shield that absorbs up to 150/195/240/285/330 (+0.80 AP) damage for 2 seconds. Enemies caught inside are stunned for 2.25 seconds.
+ Passive: Ekko's Attacks against enemies below 30% Health deal 3 (+0.030 AP) missing Health magic damage.Active: Ekko launches a chronosphere lasting 1.5 seconds after a delay that Slows enemies inside by {{ e0 }}%. If Ekko enters the sphere, he detonates it, Stunning for 2.25 seconds and gaining 100/120/140/160/180 (+1.5 AP) Shield.{{ spellmodifierdescriptionappend }}
E
− Ekko dashes a short distance in the targeted direction. His next attack will deal 50/80/110/140/170 (+0.20 AP) bonus magic damage and teleport him to his target.
+ Ekko dashes and empowers his next Attack to have bonus range, teleport him to his target, and deal an additional 50/75/100/125/150 (+0.4 AP) magic damage.{{ spellmodifierdescriptionappend }}
R
− Makes Ekko invulnerable and untargetable, and teleports him back to wherever he was 4 seconds ago. Ekko heals himself for 100/150/200 + 20/25/30% (+0.03% AP) of the damage taken over the last 4 seconds, and deals 200/350/500 (+1.30 AP) magic damage to all nearby enemies on arrival.
+ Ekko turns back time, entering Stasis while teleporting to where he was 4 seconds ago and dealing 50/200/350 (+1.75 AP) magic damage to nearby enemies. In addition, Ekko restores 50/100/150 (+0.6 AP) Health, increased by 3% for each 1% Health he lost in last 4 seconds.{{ spellmodifierdescriptionappend }}
Ekko