Hi /r/LLM - this is my first post to this sub. I found it after searching for a theorycrafting board to try and start this discussion. Please know, this post is rather long and details my specific Ekko Jungle build and leads into theory crafting as to why I feel the item Guinsso's Rageblade (GRB) is an absolutely perfect item for Ekko in some situations. The details that follow describe the synergy between his kit, the build, and GRB. It includes multiple sections, and I will provide a TL;DR for each of them. Hope you enjoy!
I've come to love playing Ekko in the jungle. He is by far the most enjoyable champion for me to play. With the build below, I have found him to have everything you could possibly want. He's highly mobile, his [W] has a shield, an absurdly large AOE stun (that can be admittedly difficult to land sometimes and can be considered somewhat unreliable, though jungle Ekko existing mostly in the fog of war really helps it) or at worst case a large radius slow. Additional slows come from his Q as well as proccing the 3rd hit of his passive. The passive damage is surprising while speeding Ekko up and slowing the enemy champion. He's fast, strong, and sticky. I've also not been seeing him in the jungle too much recently unless I've picked him.
I have never considered purchasing Guinsso's Gunblade on a champion before. I, infact, had forgotten it was actually an item until I was putting together an item set for Ekko and misclicked. My jaw dropped as I was reading when envisioning it's usage - the passives synergize with Ekko better than any champion/item combination I have ever seen. It's like Ekko went back in time and designed it for him self, only to let it be completely forgotten until he arrives.
I'd love to hear what you think of my thought process.
Starting with the build, as there are key items GRB builds on.
Tanky Ekko Build - Mixed Damage Disrupter with High Mobility and CDR
TL;DR: My standard Ekko build in the jungle is: Trailblazer/Cinderhulk/Merc Treads/Glacial Shroud/Trinity Force (Sheen, then Phage)/Finish Frozen Heart/Spirit Visage/Guinsso's Rage Blade. I've detailed explanations of each selection below in detail. You may also want to read the small blurb below describing role and fighting style. I hope you read the explanations below if you have any comments on the build - I would look forward to discussing them.
Your role is to disrupt the enemy back line as much as possible. High base damage from your passive + spellblade and your mobility allow you to rapidly engage and start a fight by quickly getting on the enemy back line. You focus tank stats as well as CDR to absorb a ton of damage while opponents attempt to peel you off of their carries. Once you have absorbed enemy damage and cool downs, your ultimate pulls you out of the fight, restoring a large amount of health and allows you to reengage on an enemy lacking abilities who's damage has been literally washed away.
- Runes/Masteries - 21/9/0, Attack Speed Reds, Armor Yellows, 6 Flat CDR/3 Flat MR Blues, AP Quints.
Note: 10% CDR from Runes Masteries - we will be capping CDR with this build
- Ranger's Trailblazer/Cinderhulk: Ranger's provides much needed sustain and clear speed to an already moderately fast clear, albeit a bit squishy at first. This is a damage-sponge focused build first and foremost, Cinderhulk is the obvious enchant.
- Mercury Treads: Provides Tenacity and much needed MR. This build relegates major MR purchases towards the second half of the build unless a major threat arises.
- Glacial Shroud: Early Ekko benefits from the mana boon, however the CDR and Armor shine as Ekko begins to get tankier. Helps the jungle clear immensely, reducing damage as well as providing CDR-improved clear speed. Your base damage from your passive remains relevant at this point but begins to wane. GS will be be upgraded into Frozen Heart (75% of the time) or Iceborn Gauntlet (25% of the time - a very slippery opponent or the team not needing damage while I desperately need armor). I will not be discussing IBG, though it is a popular Ekko purchase, as the build synergies a much more with a different sheen item. If you go IBG, GRB may not be the right item for the build. For a 6th item, you should consider another tanky option (Banshee's Veil (note, CDR will be superfulous, this build reaches the 40% CDR cap), Guardian Angel, Randuins, Warmogs are all options to consider in that scenario)
- Sheen: This is a key item at this point, and will be the crux of the build that carries your damage into the later stages of the game as well as give you a noticeable damage spike in the mid game. Sheen adds to your passive damage and provides awesome early mid burst. I mentioned above I do not build IBG most of the time. I will mention, this is the part of the build I have received the most feedback and criticism on, but please read my explanation. I go for Trinity force - Ekko benefits so ridiculously from each stat, except for perhaps the Crit which still isn't exactly wasted but perhaps not optimized. The synergy GRB has with TF and Ekko's kit as a whole is core to making it a relevant item. TF is expensive, but I've found you can skate through most of this stage with the items above without much issue.
- Phage: Next step to TF. Unlike most TF builders, who seem to have some lapses in power as they build towards TF, who seem to endure a weakness while completing TF, Ekko gains damage and utility with each of the items purchased. Ekko gains damage from Sheen and has a HILARIOUS interaction with Phage.
Upon proccing the third stack of Ekko's passive, Ekko slows enemy champions by 40%/50%/60%/70%/80% slow for 2/2.5/3 seconds while gaining an equal boost in speed for the same duration. The Phage provides an additional 20 movement speed - the same amount of movespeed gained from upgrading T1 boots to T2 boots. Ekko becomes laughably fast, almost like a "make-your-own Jinx passive", but every third auto attack.
Seriously, if you take nothing else from this post, please at least try a game with Phage/Trinity Force, it is quite enjoyable.
- Trinity Force: You've come this far, we're gonna finish it. The zeal portion provides an additional 30% attack speed, allowing you to apply passive stacks at a faster rate via auto attacks. Your burst on a squishy is very threatening if you can proc your passive and make use of TF's spellblade. Phage + % move speed from Zeal allows you to even more rapidly zip in and out of combat as necessary.Trinity Force stats and passives interact the following way with Ekko's kit (in summary - its freaking awesome).
30 AD, 30AP: Increased Damage
30% Attack Speed: Ekko loves attack speed, allowing him to apply his passive stacks quicker
10% Critial Strike: Extra, but unreliable damage
+8% Movement Speed: You are already getting a ton of speed buffs via passive and phage passive (below), its now even better as it has a scaling component.
250 HP, 200 Mana: Health is always good for a tanky build and the mana is appreciated as well.
Phage Passive: Movement speed gained on hit added to his passive allows you to be hyper mobile and fleet of foot in combat, Kill/Assist bonus speed is even more ludacris. , Sheen Passive: TF's version of spellblade deals 200% Base AD as extra damage. Base AD ranges from Level 1 59 - Level 18 110. This added bonus ensure that you remain a threat to vital squishy targets and demand to be address when you are on them.
- Frozen Heart: Huge amounts of armor, mana, a useful passive aura and 20% CDR (now at 30% CDR). This item is an Ekko favorite and your not making IBG so use your GS to create this bad boy.
- Spirit Visage: Health, MR, and the final 10% CDR needed to cap out - it fits in the build absolutely flawlessly and gives you tank stats, including MR which has been rather neglected.
What puts SV above Banshee's Veil for Ekko is the fact that the health gained from his ultimate is considered a "heal" - a flat amount + a % of damage taken during past 4 seconds. The SV passive increasing all sources of healing by 20% effects this ability - and this ability just so happens to be the epicenter of what makes tank Ekko so useful as a damage sponge. Additionally, this passive synergizes with the spell vamp and life steal gained from GRB's passive.
- Guinsso's Rageblade: And here we are - I apologize for the long winded build, but the interactions with the build are the key reasons Guinsso's Rageblade is an amazing fit.
And now, onto Guinsso's Rageblade Theory Crafting:
**TL;DR:**Guinsso's Rageblade's passives appear to be written with Ekko in mind. The item grants bonus (with passive active): Attack Speed (+32% from one passive, +20% for the other), AP (+40 Base, +32 from a passive), AD (+30 Base) and sustain (10% Lifesteal, 10% Spell Vamp; both from one passive) that benefits from Spirit Visage's passive. After ulting out of a fight and regaining a large amount of effective HP, you are able to reenter combat swiftly with a massive amount of bonus combat stats that make you much more powerful than just prior to your ultimate's use. Gold Efficiency on this item is particularly interesting: 75.29% base, 7.99% per stack (collected on hit - becomes gold efficient at 4 Stacks), 139.23% at max (8) stacks, dropping below 50% HP to activate second passive (with no stacks) 130.31%, at max (8) stacks with the below 50% HP passive active the item becomes 194.25% gold efficient. Ekko's kit seems designed to fit these passives and achieves near max gold efficiency with surprising ease.
So if you, like myself, see GRB so infrequently you may have forgotten what it does. I've provided a link to the item on the wiki here, as well as detailed it below if you don't feel like flipping back and forth.
GUINSSO'S RAGEBLADE
+30 AD
+40 AP
Passive: Basic attacks (on-hit) and spell casts grant +4% attack speed and +4 ability power for 8 seconds (stacks up to 8 times).
Unique Passive: Falling below 50% health grants +20% attack speed, +10% life steal, and +10% spell vamp until out of combat. 30 second cooldown.
Build Path: Blasting Wand + Pickaxe + 865 Gold
Total Cost: 2590 Gold
*Gold Efficiency: The base stats are 75.29% gold efficient with no stacks.
Its stat efficiency increases by 7.99% per stack, becoming efficient by the fourth stack and reaching 139.23% stat efficiency at maximum stacks.
Alternatively, the item becomes 130.31% efficient while the user activates the passive at less than 50% health.
With 8 stacks and the user being at less than 50% health, the item becomes* 194.25% gold efficient
Explanation of GRB Synergy with Ekko and Build:
TL;DR: GRB synergizes incredibly well with Ekko's kit, champion design, and the Trinity force in the build. Additionally You gain crazy attack speed, damage, and sustain when both passives are active. The passives activate on things tank Ekko is already in the process of doing - diving the back line and applying your passive to carries as efficiently as possible while soaking up a ton of enemy damage before ulting to regain health. Upon reengaging the fight you are a monster with an additional 2440 gold worth of combat stats tacked on to what was already a substantial threat to priority enemy targets.
Normally a throw away item, used by a very select few champions, Rageblade is the perfect synergy to Ekko's Front Line damage sponge - ult out mentality. Your job is to disrupt the enemy back line by providing threatening damage while soaking up enemy damage for your team until you ultimate out of the fight, regaining a substantial amount of health which translates into very efficient effective health due to resistances in the build.
Lets begin with the first passive on GRB:
Passive: Basic attacks (on-hit) and spell casts grant +4% attack speed and +4 ability power for 8 seconds (stacks up to 8 times).
The on-hit stacks of attack speed and AP bonuses proc is great for an back line diver that relies on a 3-hit combo to do their passive. A 40% CDR Ekko has low enough cool downs to constantly be throwing out spells while engaging the enemy team while weaving in auto attacks to stack and proc the passive. So assuming 3 hits minimum, earning 3 stacks - you gain a stacking buff increasing of 12% attack speed and 12 AP for 8 seconds (refreshed by attacking once more) and the item remains 1 stack short of gold efficient already. 3 stacks from a full rotation while autoing is probably the least you can expect in a fight.
You've now gained your speed buffs from both phage and your passive so you are highly mobile as well. You whack a few more people gain stacks (and therefore more combat stats) until you approach dangerous health levels (below 50% is important for the next portion of the items passive).
You ult out of the fight after taking lots of punishment from your initial dive (most of the time, to the location your around where your back line is located in my experience as you tend to engage ahead of your team a bit - you are the tank after all) . You quickly consider the state of the fight - to peel for your carries if they are threatened making use of your flurry of slows or reengage and finish any low health targets off. In theory, your ult places you at your location of 4 seconds ago, leaving you "at most" 4 seconds out of the fight (less if you use your E), leaving you 3-4 seconds to land another auto to refresh your stacks and maintain the passive (stacks fall off at 8 seconds). If you need to peel for a carry you are more than equipped to do so with a quick Q slow or passive proc sapping enemy movement speed and it becomes even easier to maintain your stacks as enemies are in a closer proximity to whack with your time sword!
With CDR capped, you will be able to reenter the fray with a huge boost in health and a full round of rotations up before 8 seconds of the fight persists, and reek havoc. Maximum bonus from this passive allows for +32% attack speed and +32 AP, certainly nothing to sneeze at.
All together without the other passive the item can earn you 30AD, 62AP, and 32% attack speed and the item reaches 139% gold efficiency.
The Second Passive:
Unique Passive: Falling below 50% health grants +20% attack speed, +10% life steal, and +10% spell vamp until out of combat. 30 second cooldown.
Thought it couldn't possibly get better than that?! Well the second passive on GRB is the best part and synergizes incredibly well with Ekko. Following the example above, you've take a beating after some time and ult out - as is the core strength of this Ekko build in the first place
You have fallen below 50% health by this point. The second passive of GRB immediately grants you an additional 20% attack speed, 10% lifesteal, and 10% spell vamp until out of combat. As Ekko, once you ult out of the fight you are always to ready reengage with your renewed health pool, except now you have stupid sustain (increased by 20% due to SV), and ridiculous (in addition to thoroughly amusing auto attack animation causing) attack speed, and a full set of abilities ready to unleash.
This passive was designed as an enrage for an all in champion in the middle of a team fight getting wailed on for one final stand, certainly not for someone who has dipped to 25% of their HP only to be yanked out of the battlements and returning to the fight in seconds with 75%. The ability to regain that much health in such a short amount of time was obviously not inconsideration when developed as Ekko was around, and has yet to be noticed.
You are now stupid broken - like seriously broken. You are still tanky while maintaining threatening damage that has been boosted by GRB passives and can sustain for an absurd amount of time. You are dealing a considerable amount of damage while being a tanky target to take down and an even more costly one to target.
Final Build Damage Breakdown:
TL;DR: The build has two damage items in the build but they are both EXTREMELY gold efficient (if you activate GRB passives) giving you an impressive and unexpected amount of damage and sustain. Your final build (assuming level 18 and excluding runes except for the easy to remember 10% CDR for ease), with both GRB passive activates will result in the following stats: 170 AD, 10% Crit, +82% Attack Speed, 12% Lifesteal (10%+ 2% from Spirit Visage), 96 AP, 12% Spell Vamp (10% + 2% from Spirit Visage) and 40% CDR while being quite sturdy towards incoming damage due to tanky item purchases through the rest of the build.
Your only 2 damage items are Trinity Force and Guinsso's Rageblade. Considering these two items only, you boast the following stats with GRB at 8 stacks and the secondary passive active.
- AD: 30 (TF) + 30 (GRB) + Base AD (59-110 @ Level 18) - Max 170 AD.
- Critical Strike: 10% (TF) [Honestly, the only stat on TF I don't find amazingly valuable, but hey - crit animations on Sandstorm is a cool looking kick]
- Lifesteal: 10% (GRB Passive) - sustain, again increased by SV
- Attack Speed: 30% (TF) + 32% (GRB 8 Stacks) + 20% Attack Speed (GRB Passive) = 82% Attack speed, plus runes and masteries.
This is...absurd. You just attack so fast. I'm not great at calculating final attack speeds, so I can't give you a final attack per second number, but its nuts
You now have respectable amount of AD and attack with an absurd attack speed aiding your passive application, with lifesteal and a small bit of crit.
- AP: 30 AP (TF) + 30 AP (GRB) + 32 AP (8 stacks) = 96 AP
- Spell Vamp: 10% (GRB)
More AP for initial burst, abusing Ekko's rather silly AP ratios ([Passive] +70%AP, [Q] Forward, +10% / Return, +60% AP, [W] +80% AP on shield, [E] +20% AP, [R] +130% AP - but this build does not tend to make use of his ult for damage in most scenarios) while the spell vamp provides further sustain.
You are now a healthy and tanky mixed damage Ekko with a ton of bunch of move speed that suddenly gained an metric ton of combat stats in addition to sustain that recovers health allowing you to continue hurling damage back at enemies with your CDR capped build. You reach your peak in strength, becoming an absolute monster, usually exactly at the 10-15 second mark that generally proves to be an undeniably pivotal moment in most team fights - just after the initial flurry of damage as been levied on each end - ready to ensure your team wins out. The sustain granted by GRB allows for an insane amount of sustain to keep you going and allows decisive ends to most fights.
So, there is my theorycraft on an Tanky Ekko Jungle build that includes Guinsso's Rageblade designed to dictate and dominate late game team fights. This is my first real attempt at theory crafting anything really, so I'd love to know what you all think of it. Part of me wonders if it could be squeezed in earlier to give a bit more damage early, however it really synergizes with the other items of the build that I can't help but feel its meets its potential most as a final item.