How to win the jungle race as Locke against Ekko · Matchup data reviewed on patch 26.15
Read from Locke's seat: the race windows this plan plays for against Ekko.
| Stage | Read | Why |
|---|---|---|
| Level 1 Clear | Locke Favoured | Q nail volleys clear camps at range while banking marks for the first scuttle fight. Timewinder poke chips contests, but the early all-in isn't there yet, so this is an edge and not a blowout — take the level-1 crossing only with the HP and cooldown lead. |
| Level 2 Skirmish | Locke Favoured | The blink-auto mark consume chunks hard, but spending E in a duel spends the escape too, but Phase Dive hit-and-run trades are decent. You still win the straight exchange on the second camp; keep it short, keep it decisive, and keep the scuttle line yours. |
| Level 3 Route | Locke Favoured | W's grey-health refund makes his short trades cheaper than they look — full clears cost him real HP. Ekko can make it awkward — a triggered Parallel Convergence stun into passive burst is his entire kill script — but not as the first scuttle timer lands. Trade, then walk away with the first scuttle and the gank window behind it. |
| Levels 4-5 Macro | Even — Farm & Track | Levels 4-5 are a farm-and-track window vs Ekko — bank camps, keep river vision, and hold the fight for your level-6 totem instead of coin-flipping. |
| Level 6 Breakpoint | Respect Ekko's R | Chronobreak undoes your best trade and slams you with the rewind nuke — Locke loses the straight post-6 duel. Watch the hologram trail and spend your burst only after the rewind is used, and shift your pressure to the side of the map their ultimate is not on. |
| First Item Spike | Lich Bane / Shadowflame Spike | Lich Bane turns every blink-consume into a Spellblade chunk and Shadowflame sharpens the low-HP crunch. This is your strongest duel window of the game — cash it on a pick, not a coin-flip. Ekko's first item is the point where his dive stops being a trade and becomes a kill, with the rewind as insurance. |
| 2+ Items Scaling | Danger — Ekko Outscales | Late game you are a cleanup engine, not a frontliner: enter second, blink the marked kill, and chain E resets. Every sealed soul permanently raises the totem floor — your scaling is the seal count. |
Start Red with a leash and Q the camp from max nail range — W’s grey-health refund keeps the clear honest, but full clears cost real HP, so path toward a healthy scuttle, not a fight. Ekko clears at a fair pace with Timewinder and passive procs, but he takes real damage doing it before level four.
Ranked by the race windows in Locke's plans — the jungle race carries no win-rate sample.
The full Locke vs Ekko 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 — Locke holds 4 windows, Ekko 2, the rest are even.
Yes — Locke vs Ekko plays as a skill matchup: the jungle race swings window to window, and the better first clear usually sets the tone.
Playing the other side? Ekko vs Locke guide →
All Locke jungle matchups →
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