My ideas for Ekko reworkings.

vSuperG·5/31/2015, 1:58:31 AM·1 votes·418 views

I don't think Ekko is necessarily overpowered but his kit is so stuff that the counter play opportunities are small. This is a long post so bear with me if you like and make sure to leave feedback.

First off I'm going to write a little summary of his effects: 3 slows, one being a three hit system from his passive like Vi and Gnar have but slowing instead of armor reductions and attack speed, one skill shot AoE somewhat like Gnar has, and one slow zone which acts like veigars stun but affects the whole area.

2 mobility skills(I'm not counting the ult since it's very situational and not useful for mobility) his passive increased mobility speed and he has a two stage dash(two for engage one for escape).

A stun+shield. And last but not least a heal.

Right now the best counter in what I've seen is to hard CC(stuns and roots) but slowing doesn't seem to have much effect on him. Assassins are generally written off as higher mobility squishy bursters. Ekko seems to not have as much Risk/Reward so much as Reward/Reward.

Right now I'm going to start off with the buffs for him that I'm proposing.

Cooldowns: It would be interesting to see his cooldowns changed to affect him more early game

Timewinder (q): 11/10/9/8/7 -> 9 at all ranks. The reason for this is that he can use the skillshot more early for poking. Also the Q range from 1075 -> 1300

Parallel Convergence (w): 22/20/18/16/14 -> 18/16/14/12/10 Will be explained in next part.

Phase Dive(e): 15/13/11/9/7 -> 13/11.5/10/8.5/7 Small buff for early game as this skill should be the most important skill imo.

Z-Drive Resonance(passive): Adding a new effect: Each time the passive is activated 1 second off Phase Dive's Cooldown.

Now for the nerfs. Passive: No longer has bonus magic damage or movement speed reduction, the passive now procs on all enemy minions and neutral monsters.

Q: Removed slow, 25% AP scaling on first part and 50% on return(reduced to 30% if hit by first part, so max is 280+55% AP).

W: Removed slow, 2.2.5 -> 1.5 second stun, shield 150/195/240/285/330 (+80% Ability Power) damage for 2 seconds -> 50/90/130/170/210 (+20% Ability Power) damage for 5 seconds with the addition of a Morgana like effect reducing cc by 50% for the duration(does not affect skills like WW ult, mal ult, or urgots ult).

Passive(W): Ekko's basic attacks deal bonus TRUE damage to enemies under 30% health equal to 2.5% of Ekko's missing health (max 100 damage).

Chronobreak (R): The heal is fine but the AP scaling is ridiculous not sure what the change should be on it.

Other changes(not really nerfs or buffs) E: Contains charges somewhat like Vi's E but instead amplifies the effects of his E. One charge is gained every 6.5/5.75/5/4.25/3.5 seconds and can be used at one charge for half the first dash and the normal amount for the target dash with 25% of the original damage, or it can be used at two charges for the original effect. Same mana costs.

I would love feedback on my suggestions as what seems good and what seems bad. I may have forgotten something and may come back to edit.

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