The Boy Who Shattered TIme - Mix Up
2XKOEkko Guide - Moves, Combos, and Overview
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
Down
S2 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
Down
S1 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
Down
S1 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
Down
S2 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.

Mixups Tools
Forward
S1 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
Down
S2 Special to cancel the hit, and bait the Parry for a big punish.
On block,
S2 Special
Hold 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
Down
S2 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
Down
S2 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.
Down
S2 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
Forward
S2 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
Down
S2 Special
Hold Volatile Afterimage pressure.
- Make sure to hold
Forward druing the final
Air
S2 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
Down
H 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
Forward
Tag has more use cases than his
Back
Tag. 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.

When to Back Assist
At closer ranges, you never really want to
Back
Tag. 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 from
Double 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
Forward
Tag.
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
Forward
Tag 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

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
Forward
Tag 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 Down
Tag 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

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
Forward
Tag 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
Air
S1 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

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
Forward
Tag 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
Forward
Tag 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 Special
Hold, 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.

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,
Down
H 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 (
Down
S2 Special
Hold). 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
Down
S2 Special
Hold 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.