His W allows him to engage upon a group or enemy champions, or a single enemy champion with ease. This is really beneficial if he can land it from out of vision and then use his E to dash into the W circle to guarantee the stun.
His burst damage is not to be ignored as the game goes on. This is especially true when he happens to be ahead in the game. He can quite literally take the enemy backline out in one rotation of spells, if he manages to W E onto them.
His Ultimate R is the most powerful ability in his kit as it allows him to undo his mistakes, especially when he chooses a bad fight or fails an all-in. As the game goes on, the cooldown of this ability becomes shorter, allowing him to do whatever he pleases as long as he has his Ultimate R up.
As Ekko is a melee champion, he will get bullied down by the superior range from other Mid laners. He must not let them bully him down otherwise he’ll fall behind in gold and XP.
Common flanking spots can easily be warded by the enemy team, reducing Ekko’s flanking potential. Ekko will have to devote some time to clearing wards if he wants to be successful in picking off enemy champions.
Ekko is prone to CC. If he gets hit by layered CC, it's going to be difficult for him to deal damage, use his W or escape the fight with his Ultimate R.
0 - 15 min
Ekko is a strong early game Jungler. Use this to your advantage by looking to gank as often as you can in the early game. You can start ganking once you have your E and your W.
While you’re a strong Jungler, you need to find a healthy balance between farming and ganking. Gold is incredibly important for Ekko and if he falls behind, he will struggle to get back into the game.
Ekko has good objective control. Try to secure every objective if possible either alone or with your team to gain a lead over the enemy.
15 - 25 min
Find a healthy balance between ganking lanes, getting picks with your W, securing objectives and farming your own jungle.
Flank in team fights to make getting on the enemy backline easily. Make sure you’re near your team at all times so you can get in the fight fast.
As you’re good at getting picks and killing isolated targets, try to ambush and assassinate enemies who are alone or walking around Summoners Rift alone. After killing someone, make the call for a nearby objective.
Stick with your team in the late game. Do not split up or walk away from them otherwise the enemy may try to pick you off or initiate a 4v5 fight when you’re away from your team.
Avoid fighting in the late game unless your Ultimate R or Zhonya’s Hourglass is up. Do not fight or skirmish with the enemy until they’re both up. Getting killed could cost you the game.
Play on the side of the map that has the next major objective up so you can rotate to take it with your team. Alternatively, if you have Teleport, you can go to the bot side of the map and use it to get to your team.
Ekko can start ganking after level 3 when he gains access to all 3 of his basic abilities. However, he shouldn’t over force ganks too much as he needs early gold and XP so he can get his first item.
As Ekko can deal a lot of burst damage, once he has completed his Mythic item, his kill pressure intensifies.
At level 6, Ekko becomes an incredible threat. He can go for risky plays and use his Ultimate R to escape. Even though he can tower dive before 6 with his W, he can dive deeper with his R.
During the mid-game, Ekko will have completed multiple items. He should be a lot stronger at this stage of the game.
Combined with more items, at level 11 Ekko will put an additional point in his Ultimate R. He will be able to look for more aggressive and risky plays.
At level 9, Ekko will max his Q. It will help him farm and trade with the enemy.
At level 16, Ekko’s Ultimate R will deal a lot of damage and be on a really short cooldown. He can look for insanely aggressive plays whenever it is up.
Multiple items offer him low cooldowns and a lot of burst damage. Don’t be afraid to go for plays.
Teams will group closely in the late game. This is good for Ekko because it can allow him to get a multi-person W off and CC the whole of the enemy team.