Ekko's Ult doesn't quite feel...smart

The5lacker·5/15/2015, 2:07:07 PM·1 votes·701 views

So I really like Riot Gypsylord's Champion Insights into Ekko. I think, for the most part, it's a success in getting Ekko to play "smart" not "twitch." However, I've got two problems with his kit right now and the relative "smartness" of it.

  1. Having his Ult always be up means that Ekko can get out of a lot of situations that he puts himself in, but it also means he's got fairly limited control over it. Having to bait an opponent into where you were exactly 4 seconds ago (And only ever 4 seconds ago) is a bit of a nightmare. I'd much rather see something that requires Ekko to balance between reacting to bad stuff happening and setting up plays himself. Namely, I want Chronobreak to operate on a double-active system, where the first active places his clone and then gives him a 5 second duration to bounce back to it for his big AoE blast (which...should probably not be 500 (+130% AP) damage, guys.) Bouncing back would reset all of his basic cooldowns, but after 5 seconds the ability would fail and go on a reduced 10 second cooldown or so.

  2. Too much of Ekko's damage is tied to him being "smart." I know this sounds like a ridiculous complaint when the stated design goal is making a champion rewarded for skillful positioning and tactical awareness, but too much of his power is locked into that mindset. Things like his Q getting a crazy high AP ratio on the backswing, or his passive getting a 70% AP ratio while his E gets a 20%. These are overly punishing to the Ekko in a bad matchup. He needs some tools to stabilize if he can't trick his opponents into a bad spot.

  3. As a minor side note, Ekko becomes LUDICROUSLY mana hungry mid game as all of his abilities gain 10 mana cost per rank. Which...is ridiculous. For the king of play-making, Ekko starts to drastically lose wiggle-room in actually making plays when a single Q hits him for 100 mana.

So to do a quick sum up of the changes I'd suggest for Ekko

Passive - AP ratio reduced to 60% AP

Q - Damaged adjusted to 60/80/100/120/140 (+40% AP) both outgoing and incoming. Slow increased to 40/45/50/55/60%. Mana cost reduced to 60/65/70/75/80. Cooldown increased to 12/11/10/9/8 seconds.

W - Shield strength adjusted to 80/120/160/200/240 (+10% maximum Mana) (+80% AP). Mana cost adjusted to 40/45/50/55/60.

E - Damage adjusted to 60/90/120/150/180 (+40% AP). Cooldown increased 16/14/12/10/8 seconds.

Ult - REVISED - [First active] Ekko activates his Z-Drive, setting a holographic clone where he's standing. This clone lasts for up to 5 seconds. After those 5 seconds, Chronobreak cancels and goes on a reduced 10 second cooldown, refunding half of its mana cost.

  • [Second active] Ekko blinks back to his holographic clone, dealing 200/300/400 (+100% AP) magic damage to enemies in a large area around himself and resetting the cooldowns on his basic abilities. Ekko heals for 100/150/200 (+50% AP) and an additional heal for 20/25/30% (+1% per 30 AP) of the damage he took over those 5 seconds.
  • Cooldown: 120/105/90 seconds
  • Cost: 100 mana

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