Standard order: R > Q > E > W.
N/A
item / Rasio menang / Rasio pilih
N/A
26.9N/A
- Harga total
- 2,650
- Harga
- 300
+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.
- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
- Harga total
- 3,100
- Harga
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
- Harga total
- 2,750
- Harga
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
- Harga total
- 3,200
- Harga
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
- Harga total
- 2,750
- Harga
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
- Harga total
- 2,900
- Harga
- 250
+100 Ability Power +6% Move Speed +10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus magic damage On-Hit.
N/Aitem
- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
48.79%- Harga total
- 3,200
- Harga
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
47.93%- Harga total
- 2,750
- Harga
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
49.24%- Harga total
- 3,100
- Harga
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
49.46%- Harga total
- 2,650
- Harga
- 300
+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.
48.01%- Harga total
- 3,250
- Harga
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
48.25%- Harga total
- 2,800
- Harga
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
48.39%- Harga total
- 2,900
- Harga
- 250
+100 Ability Power +6% Move Speed +10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus magic damage On-Hit.
48.53%- Harga total
- 3,500
- Harga
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
50.58%- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
48.35%- Harga total
- 3,000
- Harga
- 1,050
+95 Ability Power +40% Magic Penetration
48.25%- Harga total
- 3,000
- Harga
- 200
+105 Ability Power +40 Magic Resist Annul Grants a Spell Shield that blocks the next enemy Ability.
47.79%N/A
- Harga total
- 1,100
- Harga
- 300
+45 Ability Power Revved Damaging a champion deals bonus magic damage.
48.37%- Harga total
- 150
- Harga
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
48.53%- Harga total
- 1,200
- Harga
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
48.53%- Harga total
- 250
- Harga
- 250
+5 Ability Haste
44.99%- Harga total
- 1,100
- Harga
- 300
+45 Ability Power Revved Damaging a champion deals bonus magic damage.
44.99%N/A
- Harga total
- 3,000
- Harga
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 2,900
- Harga
- 800
+300 Health +50 Armor +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit and creates a frost field for 2s that Slows.
- Harga total
- 3,000
- Harga
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 2,800
- Harga
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
- Harga total
- 3,000
- Harga
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 3,100
- Harga
- 500
+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).
N/Aitem
- Harga total
- 3,000
- Harga
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
52.32%- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
52.42%- Harga total
- 3,100
- Harga
- 500
+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).
52.86%- Harga total
- 2,900
- Harga
- 800
+300 Health +50 Armor +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit and creates a frost field for 2s that Slows.
50.00%- Harga total
- 2,800
- Harga
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
53.37%- Harga total
- 2,450
- Harga
- 450
+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.
48.45%- Harga total
- 2,400
- Harga
- 300
+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.
60.00%- Harga total
- 2,700
- Harga
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
56.25%- Harga total
- 3,100
- Harga
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
54.62%- Harga total
- 1,200
- Harga
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
52.89%- Harga total
- 2,900
- Harga
- 800
+400 Health +80 Magic Resist 100% Base Health Regen Magebane After not taking magic damage for 15 seconds, gain a magic shield.
57.52%- Harga total
- 2,800
- Harga
- 650
+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.
43.58%N/A
- Harga total
- 900
- Harga
- 500
+350 Health
55.05%- Harga total
- 400
- Harga
- 400
+150 Health
55.05%- Harga total
- 900
- Harga
- 500
+350 Health
54.42%- Harga total
- 400
- Harga
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
54.42%- Harga total
- 900
- Harga
- 500
+350 Health
52.15%N/A
- Harga total
- 3,100
- Harga
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
- Harga total
- 3,200
- Harga
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
- Harga total
- 3,100
- Harga
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
- Harga total
- 3,200
- Harga
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
- Harga total
- 3,100
- Harga
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
- Harga total
- 3,200
- Harga
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
- Harga total
- 3,500
- Harga
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
N/Aitem
- Harga total
- 3,100
- Harga
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
61.12%- Harga total
- 3,500
- Harga
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
61.59%- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
60.19%- Harga total
- 3,200
- Harga
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
60.08%- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
63.11%- Harga total
- 2,650
- Harga
- 300
+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.
68.72%- Harga total
- 2,750
- Harga
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
62.95%- Harga total
- 2,800
- Harga
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
66.23%- Harga total
- 3,000
- Harga
- 1,050
+95 Ability Power +40% Magic Penetration
57.06%- Harga total
- 3,250
- Harga
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
58.67%- Harga total
- 2,900
- Harga
- 500
+80 Ability Power +50% Attack Speed +15 Ability Haste Icathian Bite Attacks deal bonus magic damage On-Hit.
58.90%- Harga total
- 900
- Harga
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
60.12%N/A
- Harga total
- 1,100
- Harga
- 300
+45 Ability Power Revved Damaging a champion deals bonus magic damage.
69.72%- Harga total
- 400
- Harga
- 400
+150 Health
62.39%- Harga total
- 850
- Harga
- 850
+45 Ability Power
61.28%- Harga total
- 400
- Harga
- 400
+150 Health
61.28%- Harga total
- 150
- Harga
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
61.28%N/A
- Harga total
- 2,600
- Harga
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 3,100
- Harga
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
- Harga total
- 2,600
- Harga
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
- Harga total
- 3,100
- Harga
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
- Harga total
- 3,000
- Harga
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 3,100
- Harga
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
N/Aitem
- Harga total
- 3,100
- Harga
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
50.84%- Harga total
- 2,600
- Harga
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
51.72%- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
51.79%- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
46.94%- Harga total
- 2,650
- Harga
- 300
+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.
47.69%- Harga total
- 3,000
- Harga
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
53.85%- Harga total
- 3,100
- Harga
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
54.39%- Harga total
- 2,750
- Harga
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
44.47%- Harga total
- 3,250
- Harga
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
49.45%- Harga total
- 3,200
- Harga
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
48.39%- Harga total
- 3,100
- Harga
- 500
+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).
49.82%- Harga total
- 3,500
- Harga
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
47.80%N/A
- Harga total
- 1,300
- Harga
- 200
+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.
55.82%- Harga total
- 150
- Harga
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
49.15%- Harga total
- 1,200
- Harga
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
49.15%- Harga total
- 1,100
- Harga
- 300
+45 Ability Power Revved Damaging a champion deals bonus magic damage.
50.15%Augment
Augment / Rasio menang
| Nama | Kelangkaan | Tier | Rasio pilih | Game | |
|---|---|---|---|---|---|
Pilih Quest: Wooglet's Witchcap saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 60.23% | 4.85% | 772 |
Pilih Firefox saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 56.62% | 4.99% | 793 |
Pilih Transmute: Prismatic saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 55.93% | 7.79% | 1,239 |
Pilih Clown College saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 54.11% | 5.43% | 863 |
Pilih Giant Slayer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 54.03% | 4.68% | 744 |
Pilih Vampirism saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 53.90% | 7.73% | 1,230 |
Pilih Goredrink saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 53.86% | 4.32% | 687 |
Pilih Marksmage saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 53.27% | 17.20% | 2,735 |
Pilih Swift and Safe saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 53.16% | 6.66% | 1,059 |
Pilih Shrink Engine saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 53.10% | 5.99% | 953 |
Pilih Grandma's Chili Oil saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 53.05% | 5.36% | 852 |
Pilih ADAPt saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 52.27% | 7.19% | 1,144 |
Pilih Dashing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 52.17% | 6.52% | 1,037 |
Pilih Eureka saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 52.03% | 8.53% | 1,357 |
Pilih Shadow Runner saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 51.79% | 9.29% | 1,477 |
Pilih Upgrade Zhonya saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 51.74% | 4.70% | 748 |
Pilih Speed Demon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 51.23% | 4.86% | 773 |
Pilih Outlaw's Grit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 51.17% | 4.82% | 766 |
Pilih Executioner saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 51.17% | 13.68% | 2,175 |
Pilih Thread the Needle saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 50.90% | 9.48% | 1,507 |
Pilih Phenomenal Evil saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 50.71% | 11.88% | 1,889 |
Pilih From Beginning to End saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 50.68% | 7.84% | 1,247 |
Pilih Big Brain saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 50.46% | 5.43% | 864 |
Pilih Jeweled Gauntlet saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 50.40% | 10.26% | 1,631 |
Pilih Nightstalking saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 50.32% | 6.92% | 1,101 |
Pilih Witchful Thinking saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 49.32% | 8.27% | 1,316 |
Pilih Magic Missile saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 48.00% | 7.09% | 1,127 |
Pilih Transmute: Chaos saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 59.35% | 2.52% | 401 |
Pilih Void Rift saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 57.23% | 3.13% | 498 |
Pilih Stats on Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 57.02% | 4.26% | 677 |
Pilih Pinball saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 56.79% | 2.82% | 449 |
Pilih Poro Blaster saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 56.25% | 2.31% | 368 |
Pilih Transmute: Gold saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 55.14% | 3.73% | 593 |
Pilih Snowball Upgrade saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 54.68% | 3.36% | 534 |
Pilih Red Envelopes saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 54.66% | 3.51% | 558 |
Pilih Biggest Snowball Ever saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 54.49% | 2.17% | 345 |
Pilih Ethereal Weapon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 54.43% | 3.34% | 531 |
Pilih Nightstalking saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 54.36% | 2.81% | 447 |
Pilih Donation saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 54.31% | 2.92% | 464 |
Pilih Snowball Roulette saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 53.98% | 3.16% | 502 |
Pilih Earthwake saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 53.97% | 2.30% | 365 |
Pilih Rabble Rousing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 53.53% | 2.31% | 368 |
Pilih Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 53.43% | 2.20% | 350 |
Pilih Recursion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 53.25% | 3.87% | 616 |
Pilih Spiritual Purification saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 51.62% | 3.48% | 554 |
Pilih It's Killing Time saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 51.58% | 2.79% | 444 |
Pilih Ominous Pact saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 50.91% | 2.07% | 330 |
Pilih Bread And Cheese saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 50.78% | 3.22% | 512 |
Pilih Zealot saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 50.75% | 2.09% | 333 |
Pilih King Me saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 50.74% | 2.12% | 337 |
Pilih Dive Bomber saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 50.74% | 2.13% | 339 |
Pilih Overflow saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 50.54% | 3.50% | 556 |
Pilih Get Excited saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 50.41% | 3.03% | 482 |
Pilih Twin Fire saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 50.30% | 2.13% | 338 |
Pilih Bread And Butter saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 50.23% | 2.72% | 432 |
Pilih Slap Around saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 49.01% | 3.49% | 555 |
Pilih Wind Beneath Blade saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 48.72% | 2.71% | 431 |
Pilih Keystone Conjurer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 48.56% | 2.41% | 383 |
Pilih Hat on a Hat saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 48.37% | 3.28% | 521 |
Pilih Weighted Popoffs saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 47.62% | 3.17% | 504 |
Pilih Self Destruct saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 47.58% | 2.72% | 433 |
Pilih Kill Secured saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 47.48% | 2.62% | 417 |
Pilih Apex Inventor saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 46.77% | 2.34% | 372 |
Pilih Final Form saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 43.90% | 2.42% | 385 |
Pilih Buff Buddies saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 59.43% | 1.53% | 244 |
Pilih Pandora's Box saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 56.22% | 1.47% | 233 |
Pilih Ocean Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 55.50% | 1.20% | 191 |
Pilih Restless Restoration saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 54.60% | 1.09% | 174 |
Pilih Prom Queen saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 54.55% | 1.11% | 176 |
Pilih Ultimate Revolution saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 54.22% | 1.94% | 308 |
Pilih OK Boomerang saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 53.75% | 1.01% | 160 |
Pilih Hextech Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 53.37% | 1.02% | 163 |
Pilih Divine Intervention saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 53.31% | 1.62% | 257 |
Pilih Upgrade Sheen saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 53.27% | 1.35% | 214 |
Pilih Blade Waltz saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 52.83% | 1.67% | 265 |
Pilih Leg Day saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 52.83% | 1.33% | 212 |
Pilih Scopier Weapons saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 52.33% | 1.21% | 193 |
Pilih Stats on Stats on Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 52.27% | 1.38% | 220 |
Pilih Infernal Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 52.19% | 1.43% | 228 |
Pilih Mind to Matter saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 52.08% | 1.81% | 288 |
Pilih Infernal Conduit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 52.01% | 1.72% | 273 |
Pilih Infinite Recursion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 51.80% | 1.92% | 305 |
Pilih Escape Plan saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 51.60% | 1.38% | 219 |
Pilih Soul Eater saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 50.36% | 1.75% | 278 |
Pilih Tank Engine saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 49.77% | 1.36% | 217 |
Pilih Holy Snowball saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 48.71% | 1.46% | 232 |
Pilih Flashy saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 48.47% | 1.02% | 163 |
Pilih Juiced saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 48.30% | 1.11% | 176 |
Pilih Double Tap saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 48.13% | 1.01% | 160 |
Pilih Cheating saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 47.27% | 1.96% | 311 |
Pilih Dropkick saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 47.14% | 1.43% | 227 |
Pilih Quest: Steel Your Heart saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 45.53% | 1.62% | 257 |
Pilih It's Critical saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 44.05% | 1.43% | 227 |
Pilih Vulnerability saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 43.67% | 1.44% | 229 |
Pilih With Haste saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 43.56% | 1.41% | 225 |
Pilih Tap Dancer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 43.35% | 1.28% | 203 |
Pilih Critical Healing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 42.86% | 1.01% | 161 |
Pilih Soul Siphon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 42.49% | 1.21% | 193 |
Pilih Ultimate Awakening saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 41.03% | 1.47% | 234 |
Pilih Demon's Dance saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 61.04% | 0.48% | 77 |
Pilih Celestial Body saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 59.74% | 0.48% | 77 |
Pilih Goliath saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 59.09% | 0.69% | 110 |
Pilih Perseverance saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 56.88% | 0.69% | 109 |
Pilih Searing Dawn saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 56.25% | 0.70% | 112 |
Pilih Poro King saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 54.00% | 0.63% | 100 |
Pilih Omni Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 53.93% | 0.56% | 89 |
Pilih Frost Wraith saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 53.45% | 0.73% | 116 |
Pilih Watch Out Grapefruit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 53.17% | 0.79% | 126 |
Pilih Veil of Warding saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 52.75% | 0.57% | 91 |
Pilih Mad Scientist saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 51.85% | 0.51% | 81 |
Pilih Growth Spurt saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 51.68% | 0.94% | 149 |
Pilih Glass Cannon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 51.67% | 0.75% | 120 |
Pilih Cruelty saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 51.04% | 0.60% | 96 |
Pilih Dawnbringer's Resolve saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 50.96% | 0.65% | 104 |
Pilih Deft saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 50.00% | 0.57% | 90 |
Pilih Quest: Urf's Champion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 50.00% | 0.57% | 90 |
Pilih Upgrade Immolate saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 50.00% | 0.57% | 90 |
Pilih Ultimate Unstoppable saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 49.61% | 0.81% | 129 |
Pilih Goldrend saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 48.98% | 0.62% | 98 |
Pilih Firebrand saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 48.60% | 0.67% | 107 |
Pilih Homeguard saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 47.37% | 0.84% | 133 |
Pilih Don't Blink saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 46.25% | 0.50% | 80 |
Pilih Tank It Or Leave It saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 45.78% | 0.52% | 83 |
Pilih Bread And Jam saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 45.33% | 0.94% | 150 |
Pilih Mystic Punch saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 45.22% | 0.72% | 115 |
Pilih Light 'em Up! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 45.16% | 0.78% | 124 |
Pilih Adamant saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 44.83% | 0.55% | 87 |
Pilih Quantum Computing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 44.53% | 0.80% | 128 |
Pilih Ice Cold saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 44.23% | 0.98% | 156 |
Pilih Purist - Caster saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 39.73% | 0.46% | 73 |
Pilih Can't Touch This saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 39.44% | 0.45% | 71 |
Pilih Scopiest Weapons saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T5 | 60.78% | 0.32% | 51 |
Pilih Mad Scientist saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T5 | 45.76% | 0.37% | 59 |
Pilih Little Devil saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T5 | 45.10% | 0.32% | 51 |
Pilih Heavy Hitter saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T5 | 41.38% | 0.36% | 58 |
Pilih Scoped Weapons saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T5 | 40.00% | 0.41% | 65 |
Pilih Erosion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T5 | 39.68% | 0.40% | 63 |
Pilih Cerberus saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T5 | 39.34% | 0.38% | 61 |
Pilih Droppybara saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T5 | 37.29% | 0.37% | 59 |
Ekko Skill Combos
Extracted from the skill order guide
Shield, control, or anti-dive augments: R > Q > W > E can be correct when your team already has damage and needs you to control space.
Start with Q, E, and W covered early so you can poke, threaten a trade, and set up a stun zone before the first real fight.
Ekko Counters
Counters and threats extracted from the matchup guide
Counters
5Ekko counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Ekko is countered by these champions in ARAM: Mayhem.
Read counter detailsEkko Team Comp Highlights
Partner patterns extracted from the team comp guide
Highest Value Hard-lock Setup
Amumu gives Ekko the one thing he cannot always guarantee by himself: enemies standing still long enough for the stun zone and return damage to matter. Amumu can start from fog, Snowball, or a direct bandage engage, then trap multiple targets in place while Ekko follows with Phase Dive and drops Parallel Convergence where the fight will continue, not where it started.
Clean Delivery And No-escape Skirmishes
Jarvan gives Ekko a predictable arena. His engage pins attention, blocks easy retreat paths, and makes it much easier for Ekko to aim delayed zone control. Ekko loves fights where the enemy backline has to choose between burning mobility early or staying inside a dangerous pocket.
Layered Crowd Control, Shielding, And Fight Extension
Seraphine makes Ekko’s dives less binary. Her shields, healing-style sustain, slows, roots, and charm-style engage help him survive the awkward middle of a fight, where he has gone in but has not yet returned with Chronobreak. She also extends fights, which is excellent for Ekko because he can re-enter after cooldowns and punish enemies who used everything on the first wave.
Ball Delivery And Punishing Grouped Enemies
Orianna turns Ekko’s dive into a threat the enemy must respect before he even enters. If the ball is on Ekko or near his entry path, the enemy backline has to spread, which makes Ekko’s job easier even when the full combo does not land. Both champions punish clumps, but they do it on slightly different timing, which makes their pressure hard to read.
Dive Cover And Anti-burst Insurance
Braum is not the flashiest Ekko partner, but he fixes a real problem: Ekko can get blown up or crowd controlled after he commits. Braum gives him a safer path back with peel, damage blocking, and follow-up crowd control on enemies who chase too far. He also makes short trades better because enemies have to hit through Braum before finishing Ekko.
Ekko ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Fight Identity | Ekko is an AP assassin-skirmisher who punishes low-health carries, follows allied engage, and uses his ultimate as a safety valve while playing slowly. | Ekko becomes a tempo disruptor who pressures side angles, forces reactions with Parallel Convergence, and threatens backline access to make enemies waste control tools. | Shift from patient punisher to active disruptor who forces enemy reactions. |
| Parallel Convergence Use | Players often hold W too long because they want the perfect stun before committing to an engage or trade pattern. | The zone itself is pressure. Cast it where enemies want to kite or where carries must stand. If they leave, you gained space. | Use W to deny space and force movement rather than waiting for perfect stuns. |
| Chronobreak Timing | Defensive ult habits are encouraged because death timers and long lanes punish failed dives and greedy entries. | Ekko can use his ultimate more aggressively when the return point threatens enemies or when burst will flip the fight outcome. | Use ult aggressively to threaten enemies, not just as a last-second escape. |
| Snowball Discipline | Ekko can throw Snowball, wait, and decide whether to take it after seeing enemy reactions during slower fights. | Reaction windows are messier because fights explode quickly. Use Snowball to connect with prepared W, not random dives. | Landing Snowball is information. Taking it is a commitment, not automatic. |
| Engage Tempo | Ekko can hover behind frontline, wait for a low target, and use Snowball or E after someone else starts the fight. | Ekko must help create the unstable moment. Walk to angles when W is available and threaten carries when peel steps forward. | Manufacture engage windows instead of waiting for perfect opportunities. |
| Build Philosophy | Item logic leans on stable burst patterns: get AP, get penetration, and threaten squishies with one-shot potential. | Ask whether you can deliver damage more than once. Build choices that help survive punish windows or re-enter fights can outperform greedier damage. | Prioritize repeat access and survival over pure one-shot damage builds. |
Champion Analysis
Peran / Rasio menang
Ekko the Boy Who Shattered Time functions as a melee mage-assassin in Hextech Mayhem, wielding extraordinary mobility and devastating burst damage through his time-manipulation abilities. His core damage pattern relies on his passive, Z-Drive Resonance, which stacks resonance on a target with each ability hit and detonates at full stacks for bonus magic damage and a slow, making his combos substantially lethal. His primary damage tool is Timewinder, a time device launched outward that returns after traveling, damaging enemies along both paths and allowing him to hit targets at range before closing. Parallel Convergence serves as his core crowd control ability, creating a time field at a target location that activates after a delay; enemies inside are stunned, and Ekko heals himself if he enters the field. This area-of-effect stun is extremely powerful in the mode, enabling picks, zoning, and follow-up damage. Phase Dive is his core mobility tool, dashing to a target and granting a follow-up dash when hitting an enemy champion, providing excellent chasing potential and positioning flexibility. Ekko’s identity is defined by his ultimate, Chronobreak, which rewinds time to his position several seconds ago, restoring health and dealing magic damage to enemies along his path. This unique time-rewind mechanic allows him to recover from mistakes during team fights, turning aggressive dives into safe escapes or re‑engagements. His high-skill-cap kit compresses assassination, zone control, and self‑sustain into a single champion, demanding careful timing and awareness of his own past position to maximize the ultimate’s value. His tactical value lies in creating chaos: he can dive onto squishy targets with Phase Dive, drop Parallel Convergence to lock down the area while landing burst from Timewinder and passive procs, then use Chronobreak either to finish low‑health enemies caught in the stun or to retreat and avoid retaliation. This pattern rewards aggressive play that baits enemy cooldowns and mispositions, as the time‑rewind ultimate effectively acts as a second chance. In Hextech Mayhem, Ekko thrives when his team can follow up on the AoE stun and when he can weave in and out of fights without overcommitting. His mobility and burst make him a constant threat, while his ultimate provides a safety net that few other assassins possess. The practical strategic takeaway is that success with Ekko depends on chaining his time‑slow field, dash, and passive stacks into a deadly combo before using Chronobreak to either secure kills or escape, turning the narrow corridor of ARAM into a playground for his time‑bending tactics.
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Ekko wins Mayhem fights by entering late, forcing panic movement, and leaving before the enemy can finish the punish. Do not play him like a front-line engager unless your team already has control of the lane. In the narrow ARAM corridor, your best openings come after someone else draws the first major spell, after an enemy carry steps past their tank, or after your Parallel Convergence zone forces the enemy to choose between backing up and eating your dive. Start fights from fog, brush, or behind your minion wave. Use Parallel Convergence as a threat first, placing it where the enemy backline wants to stand rather than where they are leaving. Counter-engage is often stronger than raw engage: when an assassin, bruiser, or tank dives your carry, drop Parallel Convergence on the fight area and punish their exit path. Do not dash into five ready champions solely because your ultimate is available; the enemy can save hard crowd control for the moment you reappear. Respect the center line of the bridge. Stand close enough to threaten Timewinder poke but far enough back that a single hook, root, or knockup does not start a lost fight. Approach from the side brush or near the wall to make your E angle harder to read. Do not stack on your own carries while waiting for a flank; hold a side pocket. When clearing under pressure, throw Timewinder through the wave and step back immediately. Target a carry who has already used movement, cleanse, spell shield, or a major defensive tool. Do not tunnel the lowest-health champion if they are baiting near crowd control; hit the nearest safe target. Against heavy enchanter or peel teams, force cooldowns with fake entries, then commit on the second entry. Against bruiser-heavy teams, punish overextension with mobility and hit-and-leave tactics. Use Snowball to solve an access problem, not start a random fight. Hold the recast until you know the target’s reaction. Snowball into Parallel Convergence is strongest when the zone is already forcing a decision. Use Snowball defensively when behind. Build trades around your augment triggers. Do not waste an augment power spike on a shielded tank while the enemy carry free-hits. After an augmented engage fails, reset the lane immediately. Push when your team has poke advantage, but do not be the only champion standing in front. Pull back after forcing enemy cooldowns or chunking a carry. When being shoved in, save mobility for the engage after the wave crash. Do not over-clear; holding the wave near your side gives more room to chase. Before diving, know where your Chronobreak return point will be. Enter after one major crowd control spell misses or hits someone else. Use E to dodge skillshots by changing angle. After killing or chunking a carry, leave immediately unless your team is collapsing. When behind, stop chasing solo backline miracles; play around wave clear, W zones, and punishing overconfident enemies. Protect your strongest teammate with disruption and burst. Take small wins—clear a wave, force a shield, burn a dash—then reset. The clean pattern is to threaten space with W, chip with Timewinder, enter only when a key answer is missing, and leave before the enemy’s second wave of damage lands. Make them move first, then break the fight on your timing.
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Ekko the Boy Who Shattered Time approaches mayhem fights with a layered game plan built on positioning, timing, and controlled aggression. In the early levels, his goal is to survive, tax enemy mistakes, and set up the first real all-in. He starts just behind the frontline, using side walls or brush to angle his W unpredictably and landing Q on both the wave and a champion before backing off. Short trades are key: chip, reset position, chip again, then commit only when his team can follow. Snowball should be used as a threat rather than a panic button, reserved for targets who have already used mobility or are standing without peel. Before level six, augments that improve safety or strengthen repeated short trades are prioritized over raw damage. Wave management depends on team composition: push when his team has poke advantage to force enemies into uncomfortable positions; stall when the enemy has better engage or key ultimates are on cooldown. If ahead, Ekko uses early health leads to control center brush and side angles, applying fake pressure without spending his escape. If behind, he farms with Q, stands near carries, and saves W to block enemy dives instead of starting fights. The transition to level six requires tracking enemy cooldowns—Flash, mobility, crowd control—so that Ekko can force a fight around an enemy mistake rather than diving recklessly. During the mid-game levels seven through eleven, Ekko plays for flank pressure, layered engage, and clean exits. He stays off the direct center line, working from side pockets and brush to keep the enemy guessing. Trades become heavier: Q to slow, E in when a target is separated, burst, then quickly decide whether to leave, continue with team collapse, or ult out. Snowball serves as an engage extender and backline access tool, but Ekko must wait for point-and-click lockdown to be used before committing. Augments are used around the moment of entry, not after the fight is lost—defensive augments allow more frequent starts, while greedy damage requires a confirmed W angle. The push-or-stall choice hinges on recent fight outcomes and ultimate availability. When ahead, Ekko traps enemies between minion pressure and his flank rather than taking head-on dives. When behind, he punishes overextension by saving Snowball for counter-engage and using W defensively to turn a dive into a counter. After every mid-game fight, he checks whether his ultimate is still available, whether the enemy backline lost key tools, and whether the wave is pushing, then either threatens the next engage or resets. In the final stage from level twelve onward, Ekko’s positioning decides everything. He never stands where the frontline can mark him for free, instead sitting just outside vision or on a side angle, often entering as the second wave after the enemy burns control spells. Late trades have clear purpose: poke with Q only when it also clears the wave or forces a carry backward; when committing, go fast and hard with W to cut off escape, E and Snowball to reach the target, burst, then exit before the enemy turns. Late Snowball is powerful but dangerous—before reactivating, Ekko checks his ultimate, W placement, and team distance; if one is missing, he lets the mark expire to use it as threat instead. Augment timing is critical: damage augments are used when a priority target is already trapped or slowed, defensive augments cover entry or exit, and reset-style powers shine after the first enemy drops.
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When ahead, Ekko controls space rather than starting every fight. He stands off-angle, holds Phase Dive, and forces enemy carries to respect an instant dive, causing them to lose wave control or clump near their frontline where his area damage and Parallel Convergence setup become easier to land. He drops Parallel Convergence where the enemy wants to retreat, not always where they currently stand, denying safe positions and granting free poke, turret hits, or relic access. If they walk forward into it, he has a clean stun or shield angle and can commit with less risk. Phase Dive is spent after the enemy shows an answer like a dash, spell shield, hard crowd control, or exhaust-style tool, baiting those responses with Timewinder, movement, Snowball pressure, or a teammate’s engage. Chronobreak gives him license to pressure deeper angles, but the throw happens when he dives so far that his return point is inside the enemy team or away from allies—he checks where his shadow will pull him back before committing. After winning a fight, he converts kills into denial immediately by pushing the wave, trapping exits with Parallel Convergence, and not chasing low-health tanks if the lane or turret is available. Snowball is used as a second commit after the target is isolated or separated from peel, not as an instant trigger. When carrying gold, augments that protect the shutdown—defensive shields, damage reduction during entry, bonus mobility, healing on takedown, or haste—are chosen over pure damage, which becomes greedy if one crowd control chain can remove him before Chronobreak matters. He forces bad formations by threatening damage dealers from brush against poke teams, staying outside engage range against dive teams, and pressuring the support or peel first against protect-the-carry comps. His team should not stack inside his Parallel Convergence setup; splitting the angle makes the enemy choose a target rather than pressing every spell into one pile. Fights end once the main carries are forced out, resetting to catch the next wave and punish respawns rather than chasing through narrow terrain without vision. If the first dive fails but Chronobreak is still available, he leaves before the enemy layers a second round of control; if it is down, he plays one full screen more patiently until it returns or the enemy wastes key peel. When behind, Ekko stops playing as the primary opener and becomes a cleanup and disruption threat that waits for enemy mistakes, cooldown gaps, and layered teammate damage. He uses Timewinder to manage the wave without donating health, stays near teammates who can punish divers, and gives ground until the enemy oversteps. His best engage comes as a second entry after the first crowd control or mobility spell is used, entering from the side onto a committed target. Parallel Convergence is placed defensively on his own backline to stun or slow divers, buying space or forcing the enemy to abort the dive. He avoids chasing low-health targets through winning enemies, instead hitting the frontline and waiting for overextension. Augments that give him time to play the fight—haste, defensive shielding, healing on takedown, mobility after casting, or effects that reward repeated rotations—are chosen over raw burst. Chronobreak is protected and not wasted on tiny trades, as it is often the reason the enemy cannot dive freely. He fights around enemy overconfidence, marking a target when they walk past the wave or split from support, entering only when his team can follow.
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Champion / Peran
Ekko the Boy Who Shattered Time plays as a hit-and-run skirmisher in ARAM: Mayhem, where his entire kit revolves around stacking marks, triggering bursts of speed, and then exiting before the enemy can retaliate. His passive, Z-Drive Resonance, sets the rhythm for every trade: hitting a target three times with abilities or basic attacks deals bonus damage and grants a short speed spike that lets him slip away from a clumped enemy team. The passive acts as a strict trade timer—if Ekko cannot complete the marks, he should not commit, because half-commits leave him stranded in melee range without a reset. Q, Timewinder, is his safest tool for poking, wave control, and setting up passive from a distance. Its two-way projectile punishes enemies who clump or move predictably, and a well-aimed Q can slow and soften targets before Ekko ever needs to use his dash. W, Parallel Convergence, is a delayed zone that stuns and shields Ekko when he enters. In Mayhem’s constant movement, the best W casts are placed where the fight will be—on choke points, retreat paths, or behind the frontline—not where the enemy currently stands. Even when the stun misses, the shield alone can buy enough time to finish a trade or survive until Chronobreak. E, Phase Dive, is both Ekko’s main access tool and his most dangerous commit; the first dash can dodge skillshots, while the empowered blink finishes the passive proc. Using E without a clean setup—such as an enemy already slowed, stunned, or busy casting—almost guarantees a bad trade because the enemy backline will punish Ekko during his retreat. R, Chronobreak, rewinds him to his afterimage, healing and damaging enemies at the return point. This ultimate defines how aggressive Ekko can be: if his afterimage sits safely behind his team, R is a reliable escape; if it lies among enemies, R turns into a bomb. Ekko’s biggest mistakes come from wasting abilities—missing Q removes his safest damage, diving without W reduces his engage threat, and using E without a plan forces a defensive R that gives up kill pressure. In Mayhem, where fights are chaotic and enemies are never isolated for long, Ekko must treat each ability as a precious resource: poke with Q, shape space with W, then commit with E only when the passive pattern is guaranteed, and hold R until it can either dodge burst or collapse the enemy team. By respecting these rhythms, Ekko can play the bridge as an elusive threat that punishes overextended opponents without overextending himself.
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Ekko wins in ARAM: Mayhem when he treats every engage like a planned hit-and-run, not a coin-flip dive. His biggest mistakes come from spending mobility too early, placing W where enemies can walk away, or pressing R only after the fight is lost. Throwing Q straight through the front line pokes a tank and misses the return damage on priority targets. The correct action is to aim Q through the path enemies must use, like minion waves or choke points, so the return hit threatens carries. Using E as a gap closer from too far away with no target committed leaves you alone without escape. Use E after an enemy steps past their front line, after your team lands crowd control, or after you have a clear R exit behind you. Dropping W directly on top of the enemy lets them walk out. Place W where the enemy wants to go next, behind a retreating carry, on your own backline against divers, or in a narrow section. Pressing R only as a panic button after being surrounded often means you cannot cast it in time or return to a bad spot. Track your R position before diving and use it for the job the fight needs, whether as a finisher, reset, or bait. Trying to proc his repeated-hit damage on the closest tank every fight wastes the combo on the hardest target. Use tanks as a bridge only when it lets you reach a softer target safely. Snowballing in just because the mark landed delivers you into the enemy team unprepared. Treat Snowball as an option, not an obligation, taking it only when the target is isolated and your escape is mapped. Layering Q, E, W, Snowball, and R into one messy engage loses every tool at once. Sequence your abilities: Q to mark space, W to control movement, E to punish, R to exit or finish. On the decision side, starting fights before your team is close enough forces enemies to spend spells on you with no punishment. Check ally position before diving and use W defensively if you went early. Picking every low-health enemy even when they stand behind peel tunnels you into crowd control. Target the enemy who is killable, not only the one who is low. Building or choosing augments with no plan for entering fights leaves you unable to reach carries. Match your setup to the lobby; if it feels too greedy, play as a follow-up assassin. Fighting under enemy poke without wave control takes damage before the engage starts. Thin waves with Q and engage when the enemy must choose between hitting the wave, dodging W, or backing away. Using W only as an engage tool against teams with stronger dive leaves your carries vulnerable; place W on your own backline against divers. Staying in the enemy half after a won trade with no R safety invites punishment; reset your position and drop W on the chase path if caught too far up. Treating R damage as the whole champion holds R too long waiting for a perfect multi-target hit. Use R for the job the fight needs, deciding your R condition before you enter. The clean Ekko pattern is simple: create a bad choice for the enemy, punish the movement, then leave before their answer lands.
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Ekko
Is Ekko a safe pick in ARAM: Mayhem? 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. When should I engage as Ekko? 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. How do I use Ekko’s W well in Mayhem fights? 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.
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