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2XKOEkko Guide - Moves, Combos, and Overview

The Boy Who Shattered TIme - Mix Up

Overview

For players who enjoy outsmarting their opponents with creative routes and slippery movement, Ekko is one of the most rewarding Champs to learn in 2XKO.

His kit revolves around time manipulation thanks to his Timewinder. He can use it both offensively and defensively to maintain the advantage in every scenario.

Ekko also has some of the best wake pressure in the game. Once he's landed the first hit, he's really good at snowballing to the KO because of how tricky his attack options are.

In this guide, we’ll cover the BnB combos that can carry you through the ranks or against friends. You’ll learn how to set up his mixups and get the most out of his Assist champ and your Fuse selection.

Also, if you’re here because Ekko keeps giving you trouble, don’t worry, we have a full section dedicated to how to beat the Boy Who Shattered Time, covering the matchup fundamentals and counterplay strategies to punish him for trying to mix you up.

Strengths And Weaknesses

  • Huge arsenal of mixup moves that make it hard for the opponent to know which direction to block
  • Extremely versatile and can play as a rushdown character, or zone with his projectile
  • Fast and far reaching forward Assist is very hard for the opponent to react to, and easy for Ekko to combo
  • Against zoners, he loses the poke battle and has a hard time getting close
  • High skill floor and ceiling. Complex combo routes and mechanically difficult setups
  • Short normal attack range means Ekko has to work to stay super close

Unique Mechanics

Afterimages

Once Ekko has used his S2 Special moves or S2 Special Super, Virtually everyone of Ekko's moves can be canceled into an Afterimage follow up such as S2 Special Replay.

This makes Ekko very unpredictable, and makes opponents hesitant with defensive options likes Parry and Pushblock, because they can't guarantee if Ekko is going to attack or rewind.

  • We cover Afterimage setups and mix options in the "Neutral" section below.

Another tricky option Ekko has with Volatile Afterimage is that Chrono Break DownS2 Special, hits OTG (on the ground) opponents. This enables Ekko to solo-combo off of his Forward Throw.

Air Dash

Ekko's Airhop can be used in neutral to bait out an enemy anti-air, or to cross up the opponent and set up a sandwich with his Assist champ. Mix up your jump-ins with empty jump > Throw, jumping H Attack, and jump > Air Hop to make your opponent second-guess their defensive options.

Neutral & Mixups

Timewinder

Time-slow reaction

Both versions of Timewinders slow just before reaching max-distance. If the Timewinder hits an opponent after slowing, they are put into a Time-slow reaction. During the Time-slow reaction, Ekko or his Assist champ have a generous window of time to juggle the opponent for a big combo.

This can be done to initiate, or mid-combo with proper set up.

Timewinder Oki

After hard knockdowns and Limit Strikes, Ekko can use DownS1 Special and lob a Timewinder to float down towards the opponent as they wake up.

In the corner, if Ekko gets a Throw, he can DownS1 Special to trap his opponent. They cannot Getup Attack because the Timewinder will hit and Slow them even if Ekko gets hit.

For the most part, Ekko gets a free mixup opportunity the enemy has to block and deal with. Try going for a tick-throw, left/right with DownS2 Special, block string into overhead, or sandwich with your Asssit.

By mixing up your attack patterns, the enemy will have a very difficult time countering your pressure.

Ekko timewinder oki

Mixups Tools

ForwardS1 Special will cross up the opponent on the final hit if you are close-range. However, there is a gap, and you are locked into the combo, so if your opponent demonstrates they know to Parry, don't use it on block.

S2 HOLD

Chronostrike can either HOLD for the Volatile Afterimage, or be used immediately.

Naturally, this makes it a potent mix-up tool to pressure your opponent into blocking and letting you maintain the aggression. Although S2 Special Hold can be Parry'd on reaction, most players won't attempt this since Ekko can DownS2 Special to cancel the hit, and bait the Parry for a big punish.

On block, S2 SpecialHold hits, then Ekko crosses his opponent. His L Attack is fast enough to beat or trade with the following opponents L Attacks:

  • Trade
    • Jinx, Warwick
  • Beat
    • Braum, Blitzcrank, Darius, Illaoi

Down S2

DownS2 Special is projectile invulnerable (goes through projectiles such as Jinx rockets) and will cross up your opponent if you perform the move at close-range.

A good strategy is to begin to charge the DownS2 Special and call Tag Assist. Ekko will cross the opponent before the Assist move hits, which forces the opponent to have to block in the opposite direction.

  • DownS2 Special is also the safest and fastest way to set up a Volatile Afterimage for Ekko.

Flip It

Ekko's overhead is technically reactable for the opponent. However, when you mix it into your block strings or with Assist pressure, it's very tricky and will often score you a hit with the overhead when you've conditioned your opponent to block low.

Combo Examples

S1 Super Finisher

Good bread and butter that works everywhere. If you won't want to spend meter, you can launcher and end with another ForwardS2 Special like in the S2 Special Super finisher combo below.

  • At mid-screen, the Mega Timewinder will come boomerang back, and Ekko can H Attack to extend into a more complex combo.

S2 Super Finisher

Ekko's bread and butter that doesn't require any Super meter. The Limit Strike at the end of this combo gives Ekko time to set up S2 Special Super or DownS2 SpecialHold Volatile Afterimage pressure.

  • Make sure to hold Forward druing the final AirS2 Special, or Ekko will rewind away from the opponent.

Ult Finisher

A solid corner specific combo that will lead into Ultimate. After the final H Attack, Ekko can also S1 Special Super, Tag Launcher, or DownH Attack and finish with an air S2 Special.

As Assist Champ

When to Forward Assist

Most of the time, it's "My Time!" Ekko's ForwardTag has more use cases than his BackTag. On hit, you can Handshake Tag to Ekko and he can convert into a combo.

This move has good range from how far Ekko travels across the screen, so it's excellent for covering your Point Champs approach and block string.

ekko assist

When to Back Assist

At closer ranges, you never really want to BackTag. The best use is when you are near max range so the Timewinder can go into slow and threaten a Time-slow reaction. If that hits, you're point champ gets a huge combo.

Even when it doesn't hit, the projectile lingers on stage and poses a huge threat. It forces your opponent to play around it or wait it out.

Fuse Strategy

Double Down

Double Down is generally Ekko's weakest Fuse. He doesn't naturally get much benefit as his S2 Special Super is install, and his S1 Special can be comboed extended without needing Double Down.

Some specific teams you'll find the other champ brings a lot of value fromDouble Down. Jinx , Teemo, and Ahri are good choices if you want to run Double Down Fuse with Ekko.

2x Assist

2X Assist is the recommended starting Fuse for your Ekko teams. Every champ will benefit from Ekko's double ForwardTag.

The threat of getting hit by the 2nd "My Time!" forces opponents to be cautious with their movement and attacks while Ekko is on screen as the Assist.

2X Assist makes it much easier to land at least one ForwardTag with Ekko. As long as one of them hits, you can always Handshake Tag into an Ekko combo.

Ekko's movement is also so fast, that almost any Champs double Assist would give him plenty of time to approach or cross the opponent.

Freestyle

Ekko is one of the best Freestyle champs in the game right now. His mixups game and ability to crossup and sandwich the opponent gets even stronger with the extra Handshake Tag.

While this is the most difficult Fuse to master with Ekko, for many teams, it will also be the most rewarding.

Juggernaut and Sidekick

Thanks to Ekko's versatility and mobility, he performs pretty well as a solo champ.

Both Juggernaut and Sidekick are roughly equal, but Sidekick is a bit more optimal to have Assist attacks and Supers available to cover Ekko and extend his combos.

Champ Synergy

Ahri

Ahri Splash Image

Ekko and Ahri usually run 2X Assist as their fuse. We've covered what makes Ekko's Assists so good, but Ahri's are very strong as well. Her ForwardTag hits in front and leaves her on the opposite side of the opponent, meaning free left/right sandwich pressure.

They also have extremely high damage Double Down combos. During Ahri's S2 Special Super, you can Double DownTag to Ekko who can begin comboing the opponent trapped in her Spirit Rush. When it ends, Ekko can continue the combo even father.

If you have a ton of meter, they can even get out 2 Supers each in one combo!

Yasuo

Yasuo Splash Art

The primary strength of this duo is their ability to put their opponents in mixups easily. Freestyle is by far the best for this team because together, they create simultaneous left/right & high/low mixes every time they get the opponent blocking. They have a ton of options for setting up sandwiches.

Because Yasuo's ForwardTag crosses the opponent, they can even force these sandwich mixes off of a simple blocked Timewinder when Ekko is on Point.

When Yasuo is Point, a common tech is to jump and whiff his AirS1 Special while forward assisting with Ekko then HST. Yasuo then falls behind the opponent, and you can HST back to him for another forced sandwich mix.

Vi

Vi splash art

Hypermobility is the theme for this team. Even more so than Ekko, Vi has incredible ground mobility. When she's on point, her Sway can be combined with Ekko's ForwardTag for left/right mixups during block strings. Opponents have to deal with Vi going for empty Sway, which will turn them around and cause Ekko's Assist to hit behind them, or Vi faking them out going for a frontal attack.

Additionally, both champs have great strike/throw pressure in these situations and both can setup or combo off the other's overhead.

When Ekko is on point, he can do his usual mixups, and use Vi's ForwardTag to cover, or setup similar left/right sandwich situations.

Most of their optimal combo routes involve Tag Launchers, near the end of their standard combos, so be sure to practice the input and air followups.

2X Assist is the best fuse, but Freestyle works great as well.


How to Beat Ekko

Dealing With Chronostrike

If Ekko keeps using S2 SpecialHold, you can jump to avoid the hit and counter with an aeral, or hit him with a far reaching fast move like Yasuo's S1 Special.

If you are playing a champ with a 6 frame L Attack( Ahri, Ekko, Teemo, Vi or Yasuo), you are free to block the charged Chronostrike, and mash L Attack to take your turn.

  • A regular (non-charged) Chronostrike cannot rewind into roll cancel, so if you see a regular Chronostrike > Chronostrike, the 2nd one can always be Parried on reaction.

Ekko chronostrike

Dealing with Overhead

Normally, Ekko will use his Assist to cover his overhead move so the opponent can't punish on block. However, doing so means that there will always be a gap before the overhead.

  • Parry is the best option, as it will beat the OH, and blow back the Assist champ. If you are fast enough, DownH Attack will anti-air (but might get hit by Assist).

Generally, you should be blocking low, and trying to react to overheads.

Countering Timewinder

If Ekko is using Timewinder in neutral, he's locked in the animation for a full second. This gives you enough time to react with a projectile invulnerable move such as Vi's S1 Special Super.

The regular S1 Special Timewinder can also be punished if you preemptively jump over it just before he throws.

For his air S1 Special, Ekko has to cover with an Assist. If you see this without an Assist, you can jump over it and hit him before he recovers.

At max range, you'll either need to wait it out, or use an attack that cancels out the move like another projectile.

Dealing with Ekko's Oki

Anytime Ekko gets a hard knockdown from Throw, or finishes his combo with a Limit Strike, expect him to set up a Timewinder trap on your wake up.

There are situations where Ekko can wait and let the Timewinder hit behind you so be ready to block by holding forward when you see this. If Ekko attacks you as soon as you wake up then the time Winder will often block string and auto block for you.

  • If you hear about "burrito OS" online, don't worry about it, because the tech is very difficult to do and you likely won't run into it unless your playing GM+.

The other oki set up Ekko players like to do is a Phase Dive roll (DownS2 SpecialHold). When you see this setup Echo can choose to stay behind you and attack or recall to switch back in front of you and attack. He can also use his assist to Cross or sandwich you.

There is not really a simple solution to dealing with this you just need to be aware of all of these options and do your best to block reactively based upon which makes up he chooses.

  • Keep in mind that if it looks like Ekko started the DownS2 SpecialHold late, then he'll be negative and you can wake up Throw or L Attack.

If your assist is available then push blocking is your safest choice.

If you notice the Ekko always attacks immediately, then you can use Getup Attack to get him off of you. Just remember that he can wait and block this so don't do it every time.