How to Weaken Tank Ekko while keeping AP Ekko alive

Igotlazy··3 votes·633 views

I think an interesting nerf could be to increase the on-target cooldown of his Passive from the current 3 seconds, to maybe 3.5 or even 4 seconds.

Why this will work: -Tank Ekko relies off of the stickiness provided by the Passive and Q (and Iceborn) to stay on Enemies. Over a long period of time (and multiple procs of the Passive), he eventually gets the kill. -AP Ekko relies off of that same stickiness but is able to potentially kill his target incredibly quickly, decreasing the need for further procs (since they're dead).

Result: Increasing the on-target cooldown will nerf Tank Ekko since he requires many Passive procs, but will keep AP Ekko relatively the same since he doesn't need more than one or two.

-From an Ekko main with ~200k Mastery Points on him.

8 Comments

MrLlamaWaffle2 votes

Make his utility, like his slows, stun duration etc scale off ap. Fixd

Igotlazy1 votes

Then he becomes incredibly feast or famine. With high damage and high CC in one case, and low damage and low CC in the other.

MrLlamaWaffle1 votes

No he doesn't lol let's not exaggerate.

It's a trade off. You build AP and you get your utility or you build tanky and lose your utility.

If his utility scales off ap he would have

-High damage + high utility due to building ap but he would be squishy because he's not building straight tank. or -Tanky with the same damage he has now with gauntlet and sunfire but lower utility because he's not building ap

Igotlazy1 votes

Feast or famine is on a per game basis, you on the other hand are looking at the situation on an average of all Ekko games.

First off, if his CC were to get AP scaling, Tank Ekko would be nerfed. That's fine, that was the goal anyway so let's just put him aside.

For AP Ekko however, it would be very different. Say you were doing incredibly well, you got some early game kills and had considerably more gold than your opponents. You're purchasing the items you need way earlier than normal and as such, both your CC and damage are incredibly high. That's feast, you become a monster. Now lets say you're behind. You got camped, made some bad plays maybe. You now have less gold than those around you and as such, both your CC and damage are pitiful. What benefit are you to the team? Can't lock anyone down, can't kill anyone, you now have to play catch-up the entire game and it's a struggle because your kit is built around doing well. That's famine, you become useless.

That's what I'm trying to avoid here. I don't want to create such a huge variance in potential performance for AP Ekko. The best case is that Tank Ekko gets put in his place, while AP Ekko barely gets touched.

AttackOnTeemos1 votes

Or just play Volibear and win game.

WinBoat1 votes

Now that seems a little logical and not stupid like all the other threads.

I'd be fine if they removed his shield on W, and his slow on W, and maybe kept the enemies movement speed normal once Ekko procs his passive or make Ekko run normal while the enemy is slowed. One of the two.

Anyhow increasing the passive CD is actually not a bad idea sorta, but honestly iceborn needs deleted in itself because everyone abuses. It's more of an itemlization problem than the champion itself. I bet if they removed Iceborn, you won't really see a tank Ekko cause he would do little damage, even his passive proc wouldn't be enough.

Igotlazy1 votes

-Ekko needs his Passive to slow so he can get enough of a speed differential to overtake fleeing opponents in order to hit the returning Q. -The Shield for AP Ekko is actually incredibly important. It's got a ton of uses (diving, tanking Epic Monsters, staying alive in teamfights) and removing it would mean compensating somewhere else (probably AP Ratios). -Slow on the W I can see getting hit though. Maybe a reduction of 10-15%.

Igotlazy1 votes

Does bumping work nowadays?

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