His next attack will deal 40/65/90/115/140 (+40% Ability Power) bonus magic damage and teleport him to his target. E – Phase Dive. Ekko’s abilities work best when they are used together. Chronobreak: Ekko rewinds time, dealing magic damage to surrounding enemies on arrival and healing himself slightly. After a delay, the device expands into a broad slowing zone. His next basic attack gains range, deals bonus magic damage, applies on-hit and spell effects in the process, and causes Ekko to blink to his target. Phase Dive (E) Enemies caught inside are stunned for 2.25 seconds. Ekko … 1 Lore 2 Abilities 3 Patch History 4 Articles 5 Additional Content 5.1 Champion Information 5.2 Related Lore 5.3 Skin Release 5.4 Other Ekko is a champion in League of Legends. Ekko's next basic attack has bonus range, deals bonus magic damage, and causes him to teleport to his target. Phase Dive ( Target Range: 325, Cost: 40/50/60/70/80 Mana, Cooldown: 11/10/9/8/7, Bonus Magic Damage: 40/65/90/115/140 (+ 40% AP) ACTIVE: Ekko dashes a short distance in the targeted direction. Phase Dive's dash is a great tool for setting up Ekko's other abilities. His passive is called Z-Drive Resonance. Patch 9.18 W cost decreased; stun duration increased. Stolen Time: Triggering Resonance against a champion will gran bonus Movement Speed for a … If Ekko enters the sphere, it detonates, granting him a shield while stunning all enemies inside. Ekko is one of the great tricksters in the world as he mastered the time. Phase Dive. Ekko dashes towards the target location. At 3 stacks, Resonance is consumed to deal bonus magic damage, and this damage is increased against monsters. Active: Ekko opens a time rift, creating an alternate reality copy of him that tosses a device to a target location. After a delay, the device expands into a broad slowing zone. Damaging abilities and auto-attacks create Resonance stacks on Ekko's enemies. Use it to get double hits with Timewinder or get into position to detonate Parallel Convergence. Ekko dashes a fixed distance towards a target area. If there’s a group, you can throw your Timewinder into them so that they wont be able to escape the stun zone before it goes off. Phase Dive: Ekko Dash dashes towards the target location, priming him for an enhanced attack. E: Phase Dive – After rolling a short distance towards your cursor, Ekko gains the ability to teleport to a nearby enemy, hitting them with a magic damage imbued auto attack. Resonance: Ekko's Auto-Attacks and damaging abilities apply a stack of Resonance for 4 seconds. If Ekko enters the sphere, he will detonate it, gaining a shield that absorbs up to 80/100/120/140/160 (+1.5) damage for 2 seconds. Playing against Ekko Which does that every third attack or damaging spell on the same target deals bonus magic damage, and grants Ekko a burst of speed if the target is a champion. Active: Ekko opens a time rift, creating an alternate reality copy of him that tosses a device to a target location. He can use his knowledge of the events to travel to past and prevent them. When you’re initiating, throw your Parallel Convergence onto them and then Phase dive into it to activate the stun. E: Phase Dive. 1 year ago Nop, the game has a cap for shit like this, i dont know how much units you can travel like this but you definetely cant follow a Tp, same for master yi (already tested it, you just reappear at the same place that you E'd) Patch 9.16 E … ... Ekko's biggest ability outside of the laning phase is Parallel Convergance. E: Phase Dive Ekko dashes a fixed distance towards a target area. If Ekko enters the sphere, it detonates, granting him a shield while stunning all enemies inside. 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