Champion sheet · Jungle

Ekko

Patches 16.19 to 16.21 · EUW
Tournament presence · pick + ban
6.4%#104 of 173 champions
Pick
2.4%picked in 167 of 6,991 games
Ban
4.0%138 bans over 3,461 games, against 4.1% in soloQ
Win rate as Jungle51.1% between 39.1% and 63.0% over 45 gamesSoloQ 50.2%: no clear gap
Median length27.6 minsoloQ 27.7 min

Amateur: 6,991 games from amateur tournaments, last 60 days, EUW. SoloQ Master+: 346,746 games on the same patches. An amateur figure in gold clearly differs from soloQ.

At a glance

Four answers, each one opens its chapter.
01 — What changes in tournaments

What changes in tournaments?

One clear gap between soloQ and amateur tournaments as Jungle.

  • DraftPicked less often in amateur play
    Amateur
    0.3%
    SoloQ
    2.4%
    0.3% of the role's picks in amateur play, against 2.4% in soloQ.

Not enough games to judge: core.

02 — How to play it

How to play it?

Dark Harvest, then Nashor's Tooth, Dusk and Dawn, and Rabadon's Deathcap: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesDark Harvest79% · 14,961
Same in amateur play
SpellsFlash + Smite100% · 19,011
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 100% · 76 games
Core (3 legendaries)37% · 3,631
37%of soloQ games
  1. Nashor's Tooth
  2. Dusk and Dawn
  3. Rabadon's Deathcap
Amateur: Dusk and Dawn, Shadowflame, Rabadon's Deathcap, gap not settled

Not collected in soloQ: starting items, 4th item, and skill order.

03 — In a comp

What does it bring to a comp?

Map pressure first: more map pressure than 82% of junglers.

  1. Map pressuretop18%5.2 · junglers: 4.7

Read on tournament games from 2026-04-15 to 2026-10-12 (44,638 games) · same reading as the draft review · compared with other junglers

What marks it

  • Map pressure

Like other junglers

  • Damage in lane
  • Damage in mid game
  • Damage in late game
  • Absorbs damage
  • Plays teamfights
  • Takes its kills in duels
  • Lets allies carry kills
  • Crowd control (CC)
  • Team damage
  • Jungle farm

What it is not

  • No poke

Damage / min by phase · at equal gold

Rank 49 in lane, 55 in mid game and 52 in late game, out of 100 junglers.

383-1 vs 383
802+6 vs 796
1,063+7 vs 1,056
Lane · 5–14 minMid game · 15–22Late · 23–30
Ekkojunglers

Gold vs. direct opponent

At 20 min, ahead of 81% of junglers against the direct opponent.

junglers
5.2takedowns outside its lane before 15 min; junglers: 4.7.

Where it stands among junglers · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 49 of 100 among junglers383 · median 383
  • Damage in mid game · rank 55 of 100 among junglers802 · median 796
  • Damage in late game · rank 52 of 100 among junglers1,063 · median 1,056
  • Gold at 15 min · rank 81 of 100 among junglers+249 · median +6
  • Gold at 20 min · rank 81 of 100 among junglers+436 · median +64
  • Map pressure · rank 82 of 100 among junglers5.2 · median 4.7
  • Absorbs damage · rank 41 of 100 among junglers738 · median 855
  • Plays teamfights · rank 38 of 100 among junglers51% · median 52%
  • Takes its kills in duels · rank 67 of 100 among junglers22% · median 20%
  • Lets allies carry kills · rank 36 of 100 among junglersrank 36 of 100
  • Crowd control (CC) · rank 49 of 100 among junglers0.7 · median 0.7
  • Team damage · rank 74 of 100 among junglers19% · median 17%
  • Jungle farm · rank 47 of 100 among junglers66 · median 66
  • Invade · rank 79 of 100 among junglers9% · median 7%
04 — With / against

With whom, against whom?

No opponent with a clear gap to expected in amateur play: win rates remain ranges.

in

Best results

Ranked by the gap to expected in amateur play, at the lower bound of its interval, at most 5 per role. The other source is a reference.

Against

Junglegap to expected

No positive gap in amateur play.

Midgap to expected

No positive gap in amateur play.

ADCgap to expected

No positive gap in amateur play.

Supportgap to expected

No positive gap in amateur play.

With

Topgap to expected

No positive gap in amateur play.

ADCgap to expected

No positive gap in amateur play.

Supportgap to expected

No positive gap in amateur play.

Matchups and allies

One group per role of the other champion, five cards first. The bar is the win rate range, the tick marks 50%; the colour of the gap gives our reading, it sorts nothing.

Sort by
Jungle2 champions
  • Wukong8 games
    —SoloQ: 51.6% · 663 g
  • Jarvan IV5 games
    —SoloQ: 52.2% · 759 g
Mid1 champion
  • Syndra5 games
    —SoloQ: 53.3% · 756 g
ADC3 champions
  • Yunara6 games
    —SoloQ: 47.7% · 1,480 g
  • Jinx5 games
    —SoloQ: 49.8% · 1,196 g
  • Kai'Sa5 games
    —SoloQ: 51.1% · 1,486 g
Support2 champions
  • Lulu8 games
    —SoloQ: 49.6% · 1,342 g
  • Nautilus8 games
    —SoloQ: 50.4% · 1,059 g
05 — In draft

Ban it or pick it?

Taken at any point of the series.

Pick rate as Jungle

Amateur tournaments, compared with soloQ
  • SoloQ Master+2.4%16,917 picks of 693,488ban 4.1% · patches 16.19 to 16.21
  • Amateur tournaments0.3%36 picks of 10,426ban 4.9% · patches 16.19 to 16.21
  • Pro0.0%0 picks of 2,214bans not published · patches 16.17 to 16.20

Presence by patch

7.4% on 16.21
16.1216.21
Pick + ban, all regions, one point per patch; a patch without a measure leaves a gap.

Within the series

Fearless series only · as Jungle
  • 0.8%G116 games of 2,122
  • 0.5%G211 games of 2,122
  • 0.7%G3+5 games of 691
Once picked, the series moves on to

Not enough series yet: published from 30.

Amateur: amateur tournaments created with tournament codes; soloQ: Master+, same patches. An amateur figure in gold and each card of “What changes” flag a gap that the volumes of both sources settle. Build: shares only, no win rate, which mostly follows game length. Gap to expected (lolalytics' Delta 2): the pair's win rate minus the one the two champions' own strength predicts, their win rate in their role in the same source; it is coloured when its 90% interval excludes 0, teal favourable, orange unfavourable. Under 30 games: games only.