What's the idea behind Ekko? How does a 'skirmisher assassin' fit into the game?
I have 13 games on Ekko, playing on a lower level account with a friend. 11 are mid, 1 is support, and 1 is top. I'm still having trouble understanding what the designer had in mind, and how it fits into the game.
A few main problems:
- His entire kit relies on the enemy playing poorly.
- Both his burst and sustained damage are low for an assassin, especially a melee one.
- He has no way to effectively CS in lane.
In most of my games, I feel like I'm just KSing. Even at full glass cannon build, I can't kill a carry if I catch it alone and out of position, unless it's standing on top of my Chronoshift. Even if it walks into my stun, I can chunk about 80% of it's health, and that's it; I can't finish it until 6 seconds later, at which point I'm probably dead from autos.
It seems like the idea is that Ekko would jump into the fight, unload and proc his passive, then use the movement speed boost to get out. While this is cool, it doesn't really work. If I were playing something like Talon, instead of Ekko, I could jump into the fight and actually kill a high priority target, instead of just severely damaging it (and then possibly dying as I try to get out and it autos me). This is also problematic, because any slow can prevent him from escaping, and there are way too many slows in the game. Most mids are also going to burst and kill me when I unload.
His laning phase is also really painful. He's melee and has no way to mitigate harassment. If I go up to last hit, the enemy mid is going to unload on me and my Q is going to expand and slow down before it reaches them, giving them ample time to move away. If I try to all-in it, they're likely going to come out on top, as I have to pull minion aggro, while they don't, not including Ekko's low damage.
Also, his AoE stun is bordering on unusable. I can't even hit low level players with it, because it's so obvious. If I drop it in lane, they just move away as soon as I cast it. If I dip into the fog/brush before casting it, they can just move away from there, and run away from me when I come out. I won't get into range to E to them before the field has popped. I've gone entire games without getting a single stun off, barring someone walking into warded brush.
A few examples of match-ups I played him in:
vs. LeBlanc
Total stomp. When I go to CS, she hits me with a Sigil + Distortion combo. As she moves towards me, I throw my Q at her and she takes the first hit, which does very low damage, and then she distortions into me and moves to the side. I drop my W on her distortion mark, side step her chains, then my Q returns, and she distortions back to her original position and gets of the zone before it pops.
vs. Ziggs
He whiffs bombs whenever I try to CS and wins. I can't get in range to either E him or land Q. Even if he screws up and takes a stun, he just drops all of his abilities on top of himself, and then suddenly I'm stuck in the middle of a mine field and he's out of range.
vs. Annie
If I get in range to combo her, she presses all of her buttons and I die. The end. If she's slightly ahead, she can even kill me with Ignite through Chronoshift.
vs. Tryndamere
This was hilarious. He tried to cheese me, screwed up, and gave me first blood. We came back to lane and he did the same thing shortly after, but I killed him and died to minion aggro, leaving me 2-1. He then bought Hexdrinker components and I could no longer deal with him. Whenever he tried to spin into me, I would dash away, juke his shout, slow him, proc my passive, and run out of his range. When I ran out of mana, he was still at 35% health, and I had to recall because I couldn't get out of his next spin.
Overall, I think the concept is cool, but at the end of the day, he's a champion who relies on the enemy team playing poorly. He doesn't have an assassin's kit that lets him burst down the enemy champion; he needs to unload multiple times to score a kill, but most mid champions only need to unload on him once to kill him. He either needs some form of constant survivability to support his laning phase, or changes to his kit that makes it more possible to outplay his opponents and less reliant on the enemy player derping.
shut him down very heavily, while his laning is really bad.You are lucky you didn't lane against
or
. "His entire kit relies on the enemy playing poorly." thats the problem with him while his abilities is very powerful. Bad design and his win rate show it atm. I afraid if he not perform well he will get buffs. And if they make his abilities more reliable he will be broken as hell. Bad design and they should just bring him back to the workbench.