I personally enjoy an attack speed build with beefy on hit items since I get to weave in my massive CC abilities with some surprisingly powerful auto attacks. But since I'm not gonna be as tanky (really I don't get to build any resistances in this build) I only do this if my team has a dedicated tank and we do so well early game that I can build
(this build will be difficult to do with the removal of devourer, but the needs of the many outweigh the needs of the few).
As for
, there really is nothing worse you could do to build him tanky. His ultimate is what allows those full damage items builds because he ignores damage for a brief period of time. Everytime I see a
enter a teamfight, he goes down quickly but keeps up because of his ult. If he didn't have a high damage build, then his ult wouldn't be very useful because if he finally "dies" while doing pitiful damage, he'll just "come back" and do more pitiful damage (I know he doesn't die, but whenever he ults I just assume he died).
Some champions need to build damage for their kits to function.
has a very versatile kit. Now versatile kits are not inherently bad for the game, it is just that they are really hard to balance. For versatile kits you want not only even trade offs, but for these different builds to be things people want to utilize. You want people to consider building Ekko as a tank, a bruiser, or a full assassin (his kit makes some tanks jealous), similar to how people build
or how they used to build
before she was nerfed (they are both AD scaling tanks, meaning that they synergize greatly with bruiser/juggernaut items). But if one build is all around better than the other (when Tank Ekko has enough damage to do Assassin Ekko's job better for example) then we have a complicated and outright annoying mess.
Course we could also blame items. But I think that powerful items are at their worse when abused by champions with versatile kits that are leaned in too far a direction (or they are
).