- Tier
- T2
- Rang
- #47
- Taux de victoire
- 51.39%
- Taux de sélection
- 0.54%
Syndra est actuellement classé T2 dans les données ARAM Mayhem. Voir le guide du champion

Ekko est actuellement classé T2 dans les données ARAM Mayhem.
Ekko the Boy Who Shattered Time
Ekko is safe only if you treat him like a hit-and-run assassin, not a frontliner. Look for short trades with your dash and passive burst, then back out before the enemy crowd control chain starts. The tradeoff is that forced all-ins feel terrible when your ultimate is unavailable or your escape path is blocked.
Engage when an enemy carry steps past their frontline, wastes a key crowd control spell, or gets tagged by your team first. Use your mobility to enter from an angle rather than walking straight down the lane. If you start the fight into five ready players, you usually spend your escape just to survive instead of finishing a kill.
Cast W where the fight is about to happen, not where it already is. If your team is pushing forward, place it behind or beside the target so they must choose between retreating through danger or eating your engage. The tradeoff is time: if you throw it too late, enemies simply step away and you lose your best setup tool.
Hold it when the enemy team still has burst, hard crowd control, or a reset threat waiting for you. Use it early if you already forced cooldowns and can turn the heal and reposition into a second engage. The mistake is saving it forever; an unused ultimate after dying is worth nothing.
Your job is to pressure the backline without donating your shutdown. If a carry is isolated, go fast and force them to panic; if they are protected, hover near the edge and punish whoever steps too far forward. Ekko wins messy fights, but he loses clean front-to-back fights where everyone can see him coming.
Play slower and use W as a zoning threat instead of a guaranteed stun setup. Let enemies walk into bad space, then dash in only when your poke, Snowball, or another teammate has already created pressure. The tradeoff is lower immediate kill threat, but you avoid being the only player diving into a full team.
Wait half a beat after your tank or initiator starts the fight, then enter on the target that burns their escape. Ekko is much stronger as the second wave because enemies are already displaced, slowed, or distracted. If you dive at the exact same time as your frontline, you may eat the same counter-engage and lose your reset window.
Snowball is good when you need a reliable way to reach backline targets or follow up on your W zone. Mark first, watch enemy reactions, then decide whether the recast is actually safe. The tradeoff is commitment: taking Snowball into a stacked enemy team can put you too deep before your ultimate position is useful.
Target fragile champions who have already used mobility, cleanse effects, shields, or peel tools. If the carry is untouched and standing beside multiple defenders, hit the nearest punishable target instead and keep moving. Forcing a support or mage out of the fight can be better than dying for a low-chance carry kill.
Ekko struggles into teams with layered crowd control, instant peel, and durable carries that cannot be burst in one pass. If they can lock you down after your dash, you need to bait spells before entering or flank after someone else starts the fight. The tradeoff is patience; you may deal less early damage, but you keep your threat alive for the real opening.
Ekko punishes squishy teams with weak peel, predictable poke patterns, or carries who stand near minions and walls without respecting his angle. Use fog, side space, and W pressure to make them move badly before you commit. If they scatter, pick one target; if they clump, your area threat becomes much harder to ignore.
Build damage when you can actually reach and kill priority targets before the enemy response lands. Add durability when fights are long, the enemy has unavoidable damage, or you are being forced to start fights yourself. The tradeoff is simple: more burst gives cleaner kills, while more survivability gives you extra chances to cast, reposition, and finish later.
Stop trying to solo dive full-health carries and start playing for cleanup. Clear waves safely, threaten W zones around fights, and follow teammates who can start damage for you. When behind, Ekko needs enemy mistakes more than hero plays, so punish overextensions instead of creating coin-flip engages.
The most common mistake is using every mobility tool to enter, then having no way to dodge, chase, or escape. Enter with a plan: know where your ultimate will pull you, where the enemy peel is, and which target you can realistically finish. If the answer is unclear, poke, reposition, and wait for a better fight.
When your team is ahead, stand off to the side and threaten the enemy backline as they defend under pressure. Do not dive first just because you are strong; wait for them to spend crowd control on your frontline or panic over a wave. The tradeoff is discipline, but one clean flank usually ends more reliably than repeated flashy deaths.