An Ekko main's take on balancing Ekko
Hey Everyone,
I've mained Ekko ever since he came to the rift. He just sticks to my skin in terms of gameplay, personality, looks. He's just the perfect champion for me. I've always played him in mid lane, played a few games top when it was broken but I didn't like it, and played a few games jungle.
I'm a diamond 5 player on EUW. My English ain't perfect so forgive me.
**A quick recap on ekko : **
Ekko's been nerfed several times since release, as of late he's been okay as a mid laner with pretty nice waveclear, a bit of escape, pretty weak in 1v1 and trading but scales pretty good into mid game altho he falls off later compared to mages. He's definitely on the weaker side of assassins and has bad matchups against most of them. He's pretty good at "outplaying" bad players who stand on top of his ult.
The problem with Ekko stems from bruiserish builds that are pretty strong in top lane. Bruiser Ekko is not necessarly a bad thing for the game, but I'm sure that with a few number changes things could be a bit more balanced making AP ekko a little more prevalent and tank Ekko a niche/situationnal pick as it should be.
To me the balancing issues come from two things that riot have partially adressed in the past :
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He is a very mobile champion and he provides utility making him efficient as a diver/disrupter in the back lines. His ult makes him safe while diving and soaking dmg.
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His AP kit is balanced around lack of reliability. He has strong abilities (namely W and R) which are hard to hit, so a lot of power has been stacked into them, also his Q and E are close ranged, putting ekko in a risky position.
Building ekko tanky removes this lack of reliability as he's able to land most of his dmg all of the time, and he still provides a good amount of utility for his team and a lot of disruption. By being able to stay in the tick of things he can get better stuns off etc.
It is clear to me that two things need to change for ekko to be what he was supposed to be, and that is making his W and R more reliable and make some of his utility scale with AP.
The scaling utility part would also fit ekko's theme since his utility is time based. More power (AP) boosting his utility wouldn't be too far fetched.
Here we go :
Z-DRIVE RESONANCE
Z-drive marks enemy champions for 6 Seconds (instead of 4) Time breaker : (4 Second cooldown on same target) 20 - 190 (based on level) (+ 80% AP) 4 Second cooldown magic damage Hypercharge : (8 Second cooldown on same target) 30 / 35 / 40% +1% per 10 AP up to 60% slow for 2/2.5/3 seconds - at lvl 1/6/11 50 / 55 / 60% +1% per 10 AP up to 80% bonus movement speed for 2/2.5/3 seconds at level 1/6/11
- Killing an enemy champion grants 50% of hypercharge's movespeed bonus.
Logic behind the changes :
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The marking duration increase makes AP ekko's window of opportunity a bit larger which provides him with a stronger laning phase and stronger team fights.
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Make his slow and movement speed scale faster with levels at base but giving them AP scaling that even out with current live values at 200 AP.
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The dmg portion of the passive can be procced sooner than live, but the utility portion can only be procced every 2 passive procs - it doesn't change much for AP ekko coz second passive proc is sure kill on a squishy target (which also procs movespeed due to newly added kill trigger), it improves tank ekko's DPS a little but we're hitting his utility so it's fine.
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The base dmg remains unchanged coz it doesn't seem to be a problem on live.
TIMEWINDER :
Dmg : 60/75/90/105/120 (+20% Ability Power) + 40/65/90/115/140 (+60% Ability Power)
~~Slow : 32/39/46/53/60% ~~
Dmg :
Outgoing 70/80/95/105/120 (+20% Ability Power) + Return 50/70/95/115/140 (+60% Ability Power)
Slow 30/35/40/45/50 +1% per 10 AP maxed 60%
Logic behind the changes :
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Fine tuning the Q dmg because it is a bit lackluster from levels 1 to 5 since last set of nerfs
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Making the slow scale with AP to hit live values at 100 AP. It's a small number but it could help getting the 0 AP builds out of dominance.
**PARALLEL CONVERGENCE : **
Passive : Stays the same
Active: Delay reduced to 2.5 s from 3s (cooldown also reduced by 0.5s to even out the down time) Stun duration 1.5s + 0.1s for every 100 AP up to 2s Shield duration 2.25s at all ranks.
Logic behind the changes :
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The passive has never been an issue and mainly serves as a last hitting tool and for finishing off ppl who have 10% hp or so.
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Reducing the delay to 2.5 from 3s keeps Ekko's skirmishing/predicting assassin identity but makes the tool a bit more reliable in situations where ekko is seen when the ability is casted.
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Stun duration now scales with AP in the same vain as the other changes, hits live values for 250 AP but scales up to 2s. Bringing back the high reward stun for AP users.
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The shield duration has been reverted to original values (shout of the ekko jgl players) also helping out with lategame ap ekko's main problem : surviving. It's also a little buff to Ekko's trading potential in lane since the shield lasts long enough to actually tank some damage.
PHASE DIVE Unchanged
CHRONOBREAK : Revert the change to AOE from 350 back to 400.
Logic behind the changes :
- The AOE change on his ult was one of the first nerfs that hit him, and imo with people knowing how to play vs Ekko better now compared to release this nerf seems a bit unecessary. Making him able to hit his ult more reliably would definitely promote playing him AP so it would be a nice little buff to AP ekko without impacting too much tankko.
- Since the dmg nerfs I think it wouldn't make his ultimate chronobroken
This was my attempt at balancing ekko with only number changes. I'm not a game designer so a lot of these could be really stupid or not interesting/not viable changes.
Ekko will be part of the assassin rework and i'm really looking forwards to see what riot will do with him. This is just to put some ideas out there and mostly so I can stop thinking about it hehe xd.
Thanks for reading !
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