How to win the jungle race as Ekko against Locke · Matchup data reviewed on patch 26.15
Read from Ekko's seat: the race windows this plan plays for against Locke.
| Stage | Read | Why |
|---|---|---|
| Level 1 Clear | Respect Locke | At level 1 this window belongs to Locke: Q nail volleys clear camps at range while banking marks for the first scuttle fight, and a stacked nail string into the blink-through consume deletes half a health bar. Fight him at full marks-zero and punish the ten seconds after his blink — E is his only exit. Skip the level-1 crossing and bank tempo on the opposite side of the map. |
| Level 2 Skirmish | Respect Locke | A stacked nail string into the blink-through consume deletes half a health bar — Ekko has no answer to that at level 2. The blink-auto mark consume chunks hard, but spending E in a duel spends the escape too on their half of the map too, so refuse the level-2 skirmish and answer the pressure cross-map. |
| Level 3 Route | Respect Locke | W's grey-health refund makes his short trades cheaper than they look — full clears cost him real HP, and Ekko has no clean answer to it at the opening scuttle — a stacked nail string into the blink-through consume deletes half a health bar. Fight him at full marks-zero and punish the ten seconds after his blink — E is his only exit, and give up the first scuttle rather than the kill. |
| Levels 4-5 Macro | Even — Farm & Track | Levels 4-5 vs Locke are a tempo war — he wants quiet farm into his 6; tax his camps, keep his marks off you at contests, and bank the gold lead his weak duel hands you. |
| Level 6 Breakpoint | Chronobreak Favoured | Chronobreak insures every dive — commit, nuke, rewind out, while the Purgatory totem turns any low-HP skirmish into a chain of executes and blink resets. You win the breakpoint against Locke, not the whole game — cash it on the first objective after both sides hit six. |
| First Item Spike | Lich Bane / Shadowflame Spike | His Lich Bane spike is real: the blink-consume chunk one-shots chipped squishies. Respect the first-item window, then note his E is still a one-way door — punish every spent blink. Locke's first item makes the mark consume hit for a real chunk, which is when the blink stops being a poke tool. |
| 2+ Items Scaling | Ekko Favoured — Wins Late | From two items you out-scale Locke. His execute floor rises with every seal, so any low-health fight inside Purgatory is lost, but none of that beats your full build in a straight fight. |
Standard start — his level-1 clear is ranged but mana-hungry and his duel is honest at best; you dictate the early tempo, not him. Locke clears at range with Ritual Nails and banks marks while doing it, so his first scuttle arrives with stacks up.
Ranked by the race windows in Ekko's plans — the jungle race carries no win-rate sample.
The full Ekko vs Locke report continues with scuttle & dragon rules, invade windows and safety boundaries, the top-side objective fight, macro rotations and the win condition — plus the live enemy-jungle tracker that shows their start, clear and gank timers in game.
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No clear favourite — Ekko holds 3 windows, Locke 3, the rest are even.
Yes — Ekko vs Locke plays as a skill matchup: the jungle race swings window to window, and the better first clear usually sets the tone.
Ekko takes Dark Harvest on the Domination tree with Sudden Impact, Grisly Mementos and Ultimate Hunter, and Inspiration secondary (Magical Footwear and Cosmic Insight) vs Locke.
Start Scorchclaw Pup + Health Potion and back for Dark Seal + Sheen component — three-hit passive ganks open up. Build Lich Bane / Hextech Rocketbelt first, then Stormsurge, with Sorcerer's Shoes.
Playing the other side? Locke vs Ekko guide →
All Ekko jungle matchups →
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