In the MOBA League of Legends , the new champion Ekko is already making waves on the test server. There has already been an initial nerf.
Last week, a new champion for League of Legends was introduced: Ekko, a slender boy who uses his skills and wits to survive on the tough streets of Zaun. Ekko’s playstyle is said to reflect his quirkiness and intelligence. He is intended to achieve victories not through brute force, but through surprise attacks, securing them with a clever, magic-based retreat. He is described as an AP assassin. You can check out his abilities here. But how to use them effectively?
Gameplay of Ekko from the Test Server
On the test server, players immediately noticed the ability to use the ultimate to “quick shop” back to the base and reappear fresh on the lane within seconds.
However, he caused quite a stir in practice games due to the enormous damage potential he can unleash in the endgame. Like almost all new champs, Ekko is considered by many to be totally “overpowered” at this stage.
The street boy has also caught the attention of the powerful at Riot, and they have already lowered the thumbs: “Too much ‘snowball’, they concluded. He can become too strong too quickly, unleashing enormous damage potential with his abilities early on and becoming a tyrant for opponents. Additionally, his tower tanking was considered too strong. Therefore, there have already been minor nerfs to Ekko. If this continues, more may follow.
And the first nerf
Changelist Putting in a few nerfs for Ekko that should be out sometime tomorrow. After watching a number of PBE games we feel that Ekko tends to get pretty trainy (runs you down and beats you to do death with basics) especially when ahead. Additionally, his tower taking is pretty crazy. To combat this we're reducing the bases and scaling on his basic attack and hitting the AP ratio on the W passive. Hopefully this should make it a bit harder for Ekko to snowball and make him a bit less oppressive when doing so. Stats Reduced base attack speed to .644 from .658 Reduced AS/lvl to 3% from 3.5% Reduced AD/lvl to 3 from 3.5 W On-hit AP ratio reduced to 1% missing health per 45 AP from 1% per 35