[{quoted}](name=Emperor Time,realm=NA,application-id=3ErqAdtq,discussion-id=tlVWcEhH,comment-id=,timestamp=2017-06-23T01:59:02.111+0000)
So a long long time ago, Ekko used to be a jungler. It was probably my favorite time in league of legends. Unfortunately that isn't the case anymore since Ekko jungle has been gutted. I don't agree with the decision to prevent Ekko from jungling one bit. It's probably the worst set of changes to ever happen in this game. I absolutely loved Ekko on release, he was so strong and flashy, he really felt like the one champion I had been waiting for my whole life. I know this probably sounds cheese or dumb, but I really did love that champion. So it really hurts when I see him being played mid and I can't enjoy the fun of playing him anymore. Some might say that you should just play mid then, but the thing I hate most about this game is csing. That's the real reason I play jungle, so that I can avoid that chore.
So I believe that this is the patch that destroyed his jungling
V6.11
Z-Drive Resonance
On-target cooldown increased to 5 seconds from 3.
Timewinder
Outgoing AP ratio increased to 20% AP from 10% AP.
Incoming base damage reduced to 40 / 65 / 90 / 115 / 140 from 60 / 85 / 110 / 135 / 160.
Parallel Convergence
Stun duration reduced to 1.75 seconds from 2.25.
Chronobreak
Base damage reduced to 150 / 300 / 450 from 200 / 350 / 500.
AP ratio increased to 150% AP from 130% AP.
So without even considering jungle they destroyed his passive, which was the one thing that was allowing him to jungle. It also didn't help that his base damages got gutted systematically patch after patch after patch and that was mainly due to tank Ekko. There is a quite simple fix that I believe wouldn't be too hard to implement and that would be to allow Ekko's passive to never lock out or have a reduced lock out on neutral monsters. This would be a slight buff to mid/top Ekko as they would be able to take neutral objectives a little quicker, but this would be a godsend for jungle Ekko. Also there aren't very many runic echo junglers and it would be great to have another, I think only 4 champs use it and those being Gragas, Elise, Evelynn and Nidalee, sometimes Gragas could just buy cinderhulk as well. So I think having another ap jungler to play wouldn't be so bad. Also c'mon riot it's called "runic echos"
TL:DR
Ekko jungle needs a buff the perfect fix would be to allow his passive to either never lock out on neutral monsters or have a reduced lockout timer on them.
tl:dr TO THE EXTREME, the little shit being able to jungle was part of the reason he got to be also a tank (on top of retarded jungling measures where he could easily run around the enemy jungler's jungle and go steal the buffs while the enemy jungler is killing them just to waste the effort of the enemy jungler, steal the exp and gold and the buff that came with it too, something i had the pleasure of happening when i was kindred and i ended up with ekko junglers who just harass stole my marks with smite and aggressively killed every single one of my marks within 10 seconds of them spawning at times) which is something a assassin should NEVER be able to pull off. I still say the thing needs a massive hit to his R atleast considering how much of a cheap juke or EZ get away card it is for him not to mention he's basically a fighter with how much sustain damage (Q spam then E in soon as 2 marks are applied) he pulls off, yet at the same time enough burst damage (thunderlords, W passive, W+E stun+shield damage combo, Q to EZ proc thunderlords repeatedly or his own passive).
Beyond his W and his R, the rest of his kit is basically short as heck cooldowns (Passive has a 5 sec 'waiting time' per proc, Q can be spammed every 9 to 7 seconds pratically the same to Ahri's 7 second Q, plus many more things*, With his W may having a 22~14 cd base, that passive gives him some rather insane finish off potential where he's adding at least 6% missing health damage at the early levels with 100 ap and likely be up to 300 maybe 400 to bring that 30% hp threshold whacker with autos up to a whooping 9%12% bonus. Oh plus his EZ gap closer is a short 117 cooldown base).
I've said it plenty of time's but he's less of a assassin/fighter hybrid and more of a burst in close range assassin then run away like a arse with EZ, regardless if he killed his target or fked up and got caught in CC, basically rather pick off EZ squish targets on ends i see most bronze players use'm as, just like how Tryndamere is the EZ mode top laner who just smacks thru turrets with EZ. If Ekko actually had the damn risk like maybe a debuff or HUGE range limit on how far he can R jump (preferably up to maybe 5~8 teemos away because alot of Ekkos seem to pull it easily 15 teemos away or further), the debuff could easily just be a true cap on how much he heals, because him being able to full heal from taking 60% of his health in damage with his R is kinda silly and should at least be capped to maybe 25% of the damage he took at rank 1 and MAYBE 50% at rank 3 just to keep him from just EZ re'engaging as if he just hit a actual reset button on the fight for him and no one else).
*namely these many more things include : Ahri's Q costs 15 more mana at rank 1, Ekko's 2 hits on his Q basically dealing the same base (60120 30% AP scaling and 40140 base with 60% AP scaling) on top of having a slow to it, even if Ahri's Q has 'true damage' on the 2nd hit o the Q and 'micro move speed bonus during it' they aren't exactly shaping up for that difference (Ahri's being 40~140 with a 35% ap scaling on both hits).
[slayer-jinx-unamused]
I would even be happy if they just take away the 2nd hit on his Q just to restrict his rapid procing of his passive and thunderlords and buff the dmg on the Q to 'compensate' because a rather EZ damage hitter with a slow and multi hit is way too strong of a gimmick on plenty of champions for a strong 'harass tool'.
Ultimately he needs to be made either a pure assassin where he has to rely on burst and sticking on a trade can put him in a horrible position especially if the opponent uses a 'barrier' to block most of your opening damage and can wrek you and said R getting used more like a escape tool then a 'damage tool' might as well get capped off on the health regain so a 'Assassin ekko' can't just repeat 2 more times or so to kill the target and have full health on the 2nd attempt even though he lost like 80% of his health and just instant 'negate it' including anything like ignite the whole ability combo of the opponent, etc.
OR he needs to be made a pure fighter where he needs to stick in a fight longer then EZ jukes and throwing in a few autos, which if he was remade into a pure fighter, using the old strategy currently used with him should result in him dealing neglible damage instead of EZ killing while having too many defensive measures that assassins should not be 'overloaded' with.