[{quoted}](name=Media TM,realm=NA,application-id=3ErqAdtq,discussion-id=iEAzE7n9,comment-id=0001000000000000,timestamp=2016-08-31T05:14:46.694+0000)
AP Bruiser Ekko is crap. By removing all of those things, you're generally rendering the champ useless as AP brusier or Tank is not the intended way for ekko to be built. There's a reason they keep nerfing those generic builds on him, but hey.
And what? Ekko doesn't fit an assassin Niche? An assassin's job is to go in, blow up the priority target and get out. Ekko --> W, E, Q, Auto run out. If you land the stun on multiple people that's more than enough time for you to do the aforementioned combo. If you miss your w but can still jump in and blow up the squishy target, then you press R. He has more than enough in his kit to fit his assassin niche. Just because you or others don't play him as he should be does not mean that he isn't what he is.
Ekko can do everything an assassin does with more safety, more mobility, and more damage.
I say again, if ekko had never been labeled as an assassin, he would be a fighter.
You know how i would rework ekko?
Passive:
Ekko's abilities and basic attacks apply Z-Drive Resonance to affected enemies upon damaging them, lasting up to 4 seconds and stacking up to 3 times.
At 3 stacks, Ekkos next basic attack consumes Z-drive resonance to deal 30/60/90/120 (increasing at levels 6,11, and 16) (+ 1.0 AP) magic damage to the target, applying spell effects.
Q:
ACTIVE: Ekko throws a device in the target direction, dealing magic damage to enemies along its path, slowing enemies by 30/40/50/60/70% and dealing 60 / 75 / 90 / 105 / 120 (+ 20% AP) magic damage before returning to ekko, dealing an additional 40 / 65 / 90 / 115 / 140 (+ 60% AP). If the outward throw hits an enemy champion, it returns immediately and applies two stacks of Z-drive resonance.
W: Unchanged
E: phase dive/phase roll
Ekko's next basic attack blinks him up to 300 units, dealing an additional 40 / 65 / 90 / 115 / 140 (+ 40% AP) as magic damage and applies Z-drive resonance. If ekko consumes z-drive resonance with phase dive, phase roll becomes castable for 4 seconds.
E2: Phase roll
Ekko can dash in any direction for 325 units. if ekko consumes Z-drive resonance while phase roll is on cooldown, phase dives cooldown is reset.
R: unchanged
What these changes accomplish is making ekko LESS frustrating to play against WHILE bringing him in line with other assassins. this new Q? If you hit a champion with it, you E in and BAM you pop Z-drive resonance (basic attack+stack) and can still dash out, but it requires you specifically to ATTACK your enemy first, making your mobility both offensive and full of counterplay.
Without his very overloaded passive and E, his W can actually stay because its got a fair amount of counterplay built in. the fact you cant see it until it pops if he uses it from the bush still needs to be addressed though, stuffs salt inducing.
His ult is also fine as is, its only toxic when combined with his free mobility.
3 stacks was always so little and allowed ekko to freely harass with no penalty. with the change of "he gets 3 stacks THEN has to auto you" it creates a clear counterplay; if ekko has 3 stacks, stay out of his E range. If he does get it, you still have time to respond as hes running.
Its a common fallacy that people have regarding assassins. that they should be untouchable while bursting down tanks. but its simply NOT true, and ekko is a prime example of what happens when people use that. Tank. Ekko. its got the same extremely high damage, but hes not killable unless you focus him HARD. the above changes address that somewhat by taking away a lot of what makes tank ekko powerful while extenuating what makes assassin ekko powerful AND giving him a lot more situational damage with mobility and basic attack resets. with 40%CDR you will be proccing your Q left and right, which will reset your E1 fairly often and if you get a nashors, you WILL be proccing that passive for most of your damage.