Meta, tier list & top-player builds from the China server · live
艾克 · 时间刺客 Assassin A
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 18 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Ekko: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Ekko players, captured in-game.
📖 How to play EkkoCounted on 20 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
18 of the top 30 players have a public match history; the others keep theirs private.








































































The toughest lane matchups for Ekko on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Lissandra counters Ekko: Root on your dash and a self-R that waits for yours: two buttons that switch off your entire acrobatic kit.
How to play Ekko into Lissandra: Trade with your passive without committing E. Keep your R as insurance, not as an entry, until hers has been spent.
→ LissandraWhy Annie counters Ekko: A point-and-click stun on your predictable dash and burst faster than yours: whoever presses first wins, and her button is simpler.
How to play Ekko into Annie: Dash diagonally, never head-on, and only when her stun is not charged. Your R repairs mistakes: check its cooldown before every entry.
→ AnnieWhy Vex counters Ekko: Every dash you make triggers her fear passive: your kit literally feeds hers.
How to play Ekko into Vex: Walk instead of dashing until her passive is spent on minions. Enter in the window between the fear and its recharge.
→ VexWhy Viktor counters Ekko: Wave management: he keeps you out with the laser, you punish him the moment he steps into your W zone.
How to play Ekko into Viktor: Let your W shield absorb his trades. After 5, R cast under his storm flips any losing exchange.
→ ViktorWhy Zoe counters Ekko: Pure skill: bubble versus dash, whoever lands first dictates the trade. Your edge is undoing mistakes with R.
How to play Ekko into Zoe: Save the dash to dodge the bubble, not to deal damage. Aggressive trades only with R available.
→ ZoeThe champions Ekko works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Unstoppable Force (R) knocks the whole group up in one spot, and his page says he kills nobody without someone converting the engage: you drop Parallel Convergence (W) on the pile and step in, turning it into a 2.25-second stun on all of them.
Bellows Breath (W) makes the target Brittle and stretches whatever crowd control follows by 30%: your 2.25 seconds become nearly three, which is exactly the time Chronobreak (R) needs to drop you back in while they still cannot move.
Parallel Convergence (W) only pops if the enemy stays inside the bubble, and the long-range taunt from Shadow Dash (E) takes that choice away. Stand United (R) shields you from across the map the moment Phase Dive (E) has already committed you.
Thundering Smash (Q) is a stun he rarely whiffs, and it hands you a Parallel Convergence (W) that cannot be walked out of. Stormbringer (R) then shuts a turret off for three seconds, so Phase Dive (E) can go under it while they still feel safe.
Worth it only if he reaches the fight in Mega form: GNAR! (R) slams the group into terrain and stuns it, and against a pile pinned to a wall there is no longer any way to walk out of Parallel Convergence (W).
Hero's Entrance (R) telegraphs its landing zone for 2.5 seconds and enemies usually just walk out: your 2.25-second stun takes that away. And it lands on you, with a shield and a knock-up, right after Phase Dive (E) has thrown you into the middle.
Your page says attentive opponents simply back off the bubble and deny the stun: the Gold Card from Pick a Card (W) locks the target for 1.25 seconds and settles the argument. Destiny (R) then teleports him straight into your gank.
Command: Shockwave (R) drags every nearby enemy into a single point, which is exactly where you want Parallel Convergence (W) sitting. And Command: Protect (E) parked on you adds a shield, armor and magic resist in the second you dive.
Seismic Shove (W) picks an enemy up and puts them where she wants them, which means inside your bubble with nothing left for you to predict. Unraveled Earth (E) then stuns anyone who tries to dash onto you while you are stepping in.
With Pyromania (P) charged, her next spell stuns for a full second no matter what, so she never has to guess to keep a target inside Parallel Convergence (W). Summon: Tibbers (R) then repeats the same trick on the whole group.
Frost Shot (P) slows with every single hit, and a slowed target can no longer step out of the bubble before it pops. Enchanted Crystal Arrow (R) is a steered stun from across the map: she opens the gank and Phase Dive (E) arrives after.
Deadly Flourish (W) turns into a real root on anyone an ally has just damaged, and Timewinder (Q) hits twice per throw: the target is flagged before you have even moved, and a rooted target never leaves Parallel Convergence (W).
Bullet Time (R) is a stationary channel that anyone with a dash simply sidesteps: inside your 2.25 seconds nobody sidesteps anything. And Make It Rain (E) keeps whoever wants out of the bubble too slow to manage it.
The knockback and slow from Stand Aside (E) hands you a bubble that cannot be dodged down in lane, and you are both champions who need an early lead: a level-3 gank banks his League of Draven (P) stacks and pays for your first item.
Worth it against teams that stand close: Chain of Corruption (R) roots the first target and spreads to whoever is next to them, and you drop Parallel Convergence (W) on a group that cannot move. Against a spread team, almost nothing happens.
Dark Binding (Q) roots for two full seconds, so the target cannot do the one thing that beats Parallel Convergence (W): walk away. And Black Shield (E) eats the point-and-click stun that would turn Phase Dive (E) into a death sentence.
The Box (R) seals the exits: anyone trying to leave your bubble breaks a wall and eats a 99% slow. And Death Sentence (Q) drags a target out of position and stuns for 1.5 seconds, which is exactly the window you need to step in.
Grand Entrance (W) knocks them up and The Quickness (R) charms the same targets: nearly two seconds of chained crowd control on the same heads, which is all the time Parallel Convergence (W) needs to mature and detonate.
Her page says the whole engage is wasted if nobody punishes the window she opens: the Zenith Blade (E) root into the Shield of Daybreak (Q) stun holds the target inside the bubble until you walk into it yourself.
Chronobreak (R) does not exist if you die before you can press it, and that is the hole your page admits to: Chronoshift (R) covers exactly those 3.5 seconds. A double Time Bomb (Q) stuns for 1.2 seconds and opens the bubble from range.
Rocket Grab (Q) drags a carry out of position and Power Fist (E) knocks them up: two pieces of crowd control in a row on an isolated target, and the bubble pops by itself. One enemy spell shield, though, and the pairing is gone.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | A | 52.6% | 3.72% | 0.73% | #12 / 40 |
| Mid | C | 49.17% | 2.83% | 0.73% | #28 / 39 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | A | 52.41% | 3.84% | 0.78% | #11 / 40 |
| Mid | B | 49.25% | 2.81% | 0.78% | #25 / 38 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | A | 51.89% | 4.37% | 0.84% | #13 / 42 |
| Mid | B | 48.13% | 2.79% | 0.84% | #25 / 39 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | S | 51.13% | 6.33% | 1.37% | #4 / 41 |
| Mid | B | 47.5% | 2.65% | 1.37% | #24 / 41 |
Ekko is a high-skill mid-lane assassin in Wild Rift who fights entirely with magic damage and a kit built around manipulating time. His combos revolve around a boomeranging grenade that hits twice, a delayed bubble that turns into a stun the instant he steps into it, and a blink-enhanced auto-attack, all backed by an ultimate that can rewind him out of a bad fight or right back into one. He's one of the squishiest champions in his role, so his ceiling comes from setting up picks deliberately rather than trading blow-for-blow.
Skill order: Q > E > W
Lead trades with Timewinder: it hits on the way out and the way back, so even a partial connect earns you value and helps push the wave when you need to reset. Hold Phase Dive for punishing an overextension or escaping a gank rather than burning it just to land one auto-attack, since a whiffed dash leaves you with no mobility until it's back up. Once Parallel Convergence is unlocked at level 2, look for kill windows by dropping the bubble as an opponent commits to a trade and stepping into it immediately to catch them in the stun before it expires. Keep an eye on your passive too, since the third hit on the same target grants bonus damage and a 40% speed burst that can turn a shaky trade into a kill.
From the mid-game on, your job is to erase one priority target the instant your stun lands, not to stand and trade at the front. Bait the enemy frontline or a diver into your Parallel Convergence zone, detonate it for the 2.25-second stun, then blink onto the backline with Phase Dive and clean up with Timewinder. Chronobreak is the piece that makes this safe: since it returns you to your exact position from 3.5 seconds ago, you can dive, get your damage off, retreat a step, and rewind to snap right back in with more damage and a massive heal, or just use it as a pure escape if the dive goes wrong. Because he has almost no frontline presence, look to fight around picks and skirmishes with vision rather than grouping into head-on 5v5s where he just gets kited or focused down first.