Luden’s Echo

What is Luden’s Echo? ⚡

Luden’s Echo is the burst-on-first-cast AP item for poke mages and mobile ability-spammers — a legendary mage item whose ECHO passive converts the first ability hit in each engagement into bonus magic damage that fires orbs at nearby enemies simultaneously. The item rewards mages who open fights with high-damage abilities (Syndra Q, Lux Q, Xerath Q) by converting that opening cast into an AoE spread of orb damage to multiple targets, not just the primary.

The ECHO passive functions as a cooldown-gated burst amplifier: the 6 Echo stacks fill passively and the next ability damage that hits an enemy consumes all of them, dealing 75 (+5% AP) bonus magic damage to the primary target plus launching orbs at additional enemies within 600 units. Against a lone target, the unfired orb charges deal additional damage to the primary instead — the passive never wastes stacks, routing all unconsumed secondary damage back to the main target for a total bonus of 90–150 magic damage at the top end.

At 2,750 Gold, Luden’s Echo is priced among the more expensive AP legendaries but provides the highest base AP stat of any non-Rabadon’s item at +100 AP alongside +600 mana and +10 AH. It builds from Lost Chapter and Hextech Alternator with a 450g combine. The predecessor concept (Luden’s Companion) was a prior version; the current Echo iteration builds and plays differently. Sell price: 1,925 Gold. ID: 6655. Available on SR 5v5, ARAM, Nexus Blitz, and Arena.

📊 Base Statistics

StatisticValue
Total Cost2,750 Gold
Combine Cost450 Gold
Sell Price1,925 Gold
Ability Power+100 AP
Ability Haste+10 AH
Mana+600 mana
ECHO: Stack generationGain 6 Echo stacks passively
ECHO: Stack consumptionAbility damage to enemy consumes ALL 6 stacks
ECHO: Primary damage75 (+5% AP) bonus magic damage
ECHO: Secondary range600 units from primary target
ECHO: Secondary triggerEach stack beyond the first fires an orb at one additional enemy (0.528s delay)
ECHO: Secondary boltsProjectiles — can be blocked/interrupted
ECHO: Overflow to primaryIf fewer targets than stacks: 15–75 (+1%–5% AP) bonus damage to primary per unfired stack
ECHO: Total max (solo target)90–150 (+6%–10% AP) against a single isolated target
ECHO: Cooldown12 seconds
ECHO: Damage typeProc damage — does NOT trigger spell effects
ECHO: Spell shieldBLOCKED by spell shields (unlike HATEFOG)
ECHO: TargetingAuto-targeted
Item LimitLimited to 1 Luden’s Echo
Item ID6655
AvailabilitySR 5v5, ARAM, Nexus Blitz, Arena
📊 ECHO Damage — Full Scenario Breakdown by Target Count6 stacks consumed total. Primary always gets: 75 + 5% AP. Orbs fire for each stack beyond the first (up to 5 orbs). Remaining unfired orbs deal 15-75 (+1%-5% AP each) to primary.1 additional target nearby: 1 stack fires orb (0.528s delay), 4 stacks overflow to primary → primary gets 75+(4×15-75) + 5% AP. One secondary gets orb damage.5+ additional targets nearby: all 5 secondary stacks fire orbs, 0 overflow → primary gets flat 75 + 5% AP; each of 5 nearby enemies takes one orb hit.Solo target (no nearby enemies): all 5 secondary stacks overflow to primary → 75+75 = 150 max base damage + 5%+5% = 10% AP. Total: 90-150 (+6%-10% AP).At 500 AP, solo target: 150 + (10% × 500) = 150 + 50 = 200 bonus magic damage from one ECHO proc.At 500 AP, 5+ targets: 75 + (5% × 500) = 75 + 25 = 100 bonus to primary + 5 separate orbs at secondary targets.ECHO timing (remaining charges to primary): 0.25s / 0.5s / 0.75s / 1s / 1.25s depending on how many secondary charges overflow back to primary (1/2/3/4/5 remaining charges).

🔨 Recipe & Components

Luden’s Echo builds from Lost Chapter + Hextech Alternator with a 450g combine:

ComponentCostNotes
Lost Chapter1,200 Gold (+250)Amplifying Tome + Sapphire Crystal + Glowing Mote — AP + mana + AH; MOMENTUM mana restore on level up; shared component with Blackfire Torch and Malignance
Amplifying Tome400 GoldPart of Lost Chapter — AP input
Sapphire Crystal300 GoldPart of Lost Chapter — mana input
Glowing Mote250 GoldPart of Lost Chapter — AH input
Hextech Alternator1,100 Gold (+300)Two Amplifying Tomes — pure AP component; provides its own unique passive before completion
Amplifying Tome400 GoldPart of Hextech Alternator (×2)
Amplifying Tome400 GoldPart of Hextech Alternator (×2)
Combine Cost450 GoldLowest combine cost of major AP legendaries — most cost is in the components
Total2,750 GoldComplete Luden’s Echo
💡 Hextech Alternator — Mid-Item With Its Own PassiveHextech Alternator (1,100g) is a pure AP component that shares the Hextech passive tree. Before completing Luden’s Echo, Hextech Alternator’s passive provides a unique effect at the component level.The 450g combine is among the lowest of any AP legendary item — most of Luden’s Echo’s cost is locked in its two components (1,200g + 1,100g). This means completing the item in one back requires 1,550g available after buying both components.Lost Chapter (1,200g) is the shared foundation of Luden’s Echo, Blackfire Torch, and Malignance. Buying Lost Chapter at first back is the correct path for any of these three items, as MOMENTUM mana restore on level up is active immediately.The purchase route: Lost Chapter (~1,200g at first back) → Hextech Alternator (~1,100g second back) → 450g combine to complete Luden’s Echo. Achievable by 13-17 minutes depending on gold efficiency and farming pattern.

⚡ ECHO Passive — Complete Mechanics Reference

Stack Generation and Consumption

ECHO generates 6 stacks passively. The stacks build immediately and are available at item purchase — the 12-second cooldown governs how frequently the full 6-stack burst can be re-triggered, not how fast stacks accumulate. When ability damage from the holder deals damage to an enemy champion or monster, all 6 stacks are consumed simultaneously, regardless of how many are currently built. This is an all-or-nothing consumption — partial stacks cannot be used.

The 12-second cooldown begins when stacks are consumed. During the cooldown, stacks rebuild to full before the cooldown expires — the next ability cast after the 12 seconds fires a full 6-stack ECHO burst again. The pattern is: cast ability → ECHO fires (6 stacks consumed) → 12-second window → cast next ability → ECHO fires again. At +10 AH on the item, the champion’s overall ability cycle is reduced but ECHO’s cooldown remains fixed at 12 seconds.

ECHO — Full Mechanics Table

MechanicDetail
Stack count6 Echo stacks total
TriggerDealing ability damage to enemy consumes ALL 6 stacks
Primary damage75 (+5% AP) bonus magic damage
Secondary orb triggerEach stack beyond the first fires one orb at one additional nearby enemy
Secondary orb range600 units from the primary target
Secondary orb delay0.528 seconds travel time after firing
Secondary bolt typeProjectile — can be intercepted or blocked during travel
Overflow to primaryIf fewer nearby targets than stacks: 15-75 (+1%-5% AP) per unfired stack hits primary instead
Total maximum (solo target)90-150 (+6%-10% AP) against a single isolated target
Timing (1 remaining charge)0.25 seconds for overflow damage to resolve
Timing (2 remaining charges)0.5 seconds for overflow damage to resolve
Timing (3 remaining charges)0.75 seconds for overflow damage to resolve
Timing (4 remaining charges)1 second for overflow damage to resolve
Timing (5 remaining charges)1.25 seconds for overflow damage to resolve
Damage typeProc damage — does NOT trigger spell effects (no Electrocute, Arcane Comet, Conqueror procs)
Spell shield interactionBLOCKED by spell shields (Banshee’s Veil, Edge of Night ANNUL)
0 damage instancesDoes not trigger from 0 damage ability hits
Invulnerable targetsDoes not trigger against invulnerable champions
TargetingAuto-targeted effect — no manual aim required
Cooldown12 seconds
Item limitLimited to 1 Luden’s Echo
⚠️ ECHO — Critical RulesECHO is PROC DAMAGE — it does not trigger spell effects (Electrocute, Arcane Comet, Conqueror, Grasp). The burst deals bonus magic damage but is not a spell proc.ECHO IS blocked by spell shields (Banshee’s Veil, Edge of Night ANNUL) — unlike HATEFOG (Malignance), ECHO respects spell shield blocks.ECHO bolts are PROJECTILES — secondary orbs fired at nearby targets can be interrupted by projectile-blocking abilities (Yasuo Wind Wall, Braum Unbreakable).All 6 stacks are consumed at once — there is no partial stack consumption. The first ability hit after the 12s CD fires all 6 simultaneously.Overflow timing is staggered: if 5 stacks overflow to primary (solo target), the total overflow damage resolves over 1.25 seconds in 0.25s intervals — not instantaneously.ECHO fires on ability damage — basic attacks do not trigger it. Pure auto-attack champions should not build Luden’s Echo for the passive.

Secondary Orb Mechanics — AoE Spread vs Solo Target

The secondary orb mechanic is the defining AoE feature of ECHO: each of the 5 stacks beyond the first fires one orb at a separate nearby enemy within 600 units. This means the ECHO burst can hit up to 6 total champions simultaneously — the primary target taking the base 75 (+5% AP) damage, and up to 5 additional nearby enemies each taking one orb’s worth of bonus damage.

The 600 unit auto-targeting range is roughly equivalent to the attack range of long-range champions or just outside standard melee range. Against clustered teamfights where 4-5 enemies are grouped near the primary target, ECHO fires 5 orbs outward from the primary impact point, dealing a meaningful splash of bonus magic damage to the entire cluster. Against spread formations where enemies aren’t within 600 units, the secondary stacks overflow back to the primary for higher single-target damage.

The overflow damage timing is sequential, not simultaneous: 0.25 seconds per remaining charge, delivered in order. Against a solo target with all 5 secondary stacks overflowing: damage resolves over 1.25 seconds in five separate 0.25-second intervals after the initial 75 damage. This is relevant for burst combo timing — the full ECHO damage is not instant on a solo target; the overflow portion streams in over the following 1.25 seconds.

💡 ECHO Bolt Projectile Interaction — Yasuo, Braum, PantheonECHO’s secondary bolts are projectiles — this has critical interaction implications with projectile-blocking abilities.Yasuo Wind Wall: blocks ALL ECHO secondary bolts flying toward Wind Wall-protected targets. If Yasuo casts Wind Wall after ECHO fires at clustered enemies, bolts directed toward Wall-protected targets are consumed.Braum Unbreakable: similarly blocks ECHO projectile bolts targeting champions behind Braum’s shield.Pantheon W (Aegis Assault) in projectile-blocking stance: can intercept ECHO bolts.The primary damage (75 + 5% AP) is NOT a projectile — it’s direct damage on the ability hit. Only the secondary orbs fired at additional nearby targets are projectiles.Spell shields (Banshee’s Veil, Edge of Night): ECHO is blocked by spell shields entirely — if the primary target has an active spell shield, the ECHO burst on that target is absorbed. The secondary orbs may still fire at nearby non-shielded enemies.

🗺️ Map-Specific Differences

Stat / PassiveSR 5v5 / ARAM / Nexus BlitzArena
Ability Power+100 AP+85 AP (reduced)
Ability Haste+10 AH+25 AH (significantly buffed)
ECHO base damage75 (+5% AP)80 (increased base)
ECHO secondary damageSame ratio as primary35% of primary damage
ECHO cooldown12 seconds6 seconds (halved)
ECHO bonus AD scalingNo bonus AD scalingNEW: +6% bonus AD to ECHO damage
💡 Arena Luden’s Echo — Fundamentally Different ItemAP 100→85: −15 AP for all Arena-specific buffs below.AH 10→25: +15 AH — significantly better ability cycling for Arena’s multi-ability round format.ECHO base damage 75→80: +5 base damage per proc (minor buff).ECHO secondary damage changed to 35% of primary: on Arena the secondary orb damage is defined as a percentage of what the primary target takes, rather than the SR formula. At 80 + 5% AP primary and 35% secondary: each orb deals approximately 28 + 1.75% AP.ECHO cooldown 12→6 seconds: ECHO fires twice as frequently in Arena. In a 10-second Arena round fight, two ECHO procs are achievable rather than one. This dramatically increases the passive’s DPS contribution per round.NEW EFFECT: ECHO scales with 6% bonus AD — mixed AD-AP champions (Corki, certain hybrid Arena builds) gain additional ECHO damage from bonus AD. At 200 bonus AD: +12 bonus ECHO damage per proc.Net Arena evaluation: despite −15 AP, the 6-second CD effectively doubles ECHO’s damage contribution per fight. Arena Luden’s Echo is considerably stronger in DPS terms than SR.

🎯 When to Build Luden’s Echo

Luden’s Echo performs best on poke mages and burst mages who open fights with one high-damage ability that triggers ECHO at range, then follow up. The 12-second ECHO cooldown aligns with the cooldown pattern of many mid-tier AP abilities — one ECHO per ability rotation.

✅ Build Luden’s Echo When:

  • Champion has a long-range, single-target burst ability as primary damage: Lux Q (snare + ECHO at 1,300 range), Syndra Q (ECHO fired at safe distance), Xerath Q (ECHO at extreme range), Veigar Q (ECHO + ability damage) — ECHO fires immediately on the ability hit at range, before the target can respond
  • Champion wants to poke in lane before all-in: ECHO converts every poke ability into a burst that also potentially hits nearby minions with secondary orbs, enabling both poke damage and some wave presence. The 12-second cooldown matches poke cadence — one ECHO per meaningful poke window
  • Team has no source of AoE magic damage spread: ECHO’s 600-unit secondary orbs provide a burst of magic damage to clustered enemies on each proc — useful against fight-grouping compositions that bunch near the primary target
  • Champion wants AP + mana with burst amplification: at +100 AP and +600 mana, Luden’s Echo has the highest base AP of any mana-sourced AP legendary. The mana supports sustained ability use for lane mages who burn through mana aggressively

❌ Do NOT Build Luden’s Echo When:

  • Champion’s primary damage is sustained DoT rather than single-cast burst: Cassiopeia (Twin Fang spam), Ryze (ability weaving) — ECHO fires on the first cast then is on cooldown for 12 seconds through the sustained rotation. Blackfire Torch (DoT on every ability) or Malignance (ultimate empowerment) provide better sustained damage contribution for ability-spammers who cycle abilities every 1-3 seconds
  • Enemy primary target runs Banshee’s Veil or Edge of Night: ECHO is blocked by spell shields — if the primary assassination target has Banshee’s Veil active, the ECHO burst is absorbed entirely. In that scenario, Luden’s Echo loses its burst amplification for that opening cast. Plan around breaking the shield with a lower-priority ability before the primary burst ability
  • Champion deals primarily sustained magic damage from DoT abilities: ECHO’s 12-second CD means the passive fires only once per rotation window, not on every tick. Champions who deal most of their damage through persistent on-hit, DoT, or rapid multi-cast effects lose the efficiency advantage of ECHO vs items that scale with every ability cast

👥 Best Champions for Luden’s Echo

✅ Ideal Picks

  • LuxLight Binding (Q) at 1,300 range fires ECHO immediately — the initial Q snare + ECHO burst deals significant damage before the target can respond. Lucent Singularity (E) detonation as the second ability in the pattern may trigger ECHO again in the same rotation (12s CD allows it if Q-E-R sequencing is timed appropriately). Final Spark (R) at 1,300+ range can serve as an opener for a second ECHO proc in extended fights. The +100 AP also amplifies all of Lux’s ratios significantly.
  • SyndraDark Sphere (Q) spam generates ECHO procs at range during the laning phase — ECHO fires immediately on each Q hit after the 12-second CD. Force of Will (W) throw and Scatter the Weak (E) as follow-up abilities don’t restart ECHO’s CD — only the Q opener does. Against clustered teamfights, ECHO fires orbs at nearby enemies when Q hits the primary target, spreading burst damage across the grouping.
  • XerathArcanopulse (Q) at 1,500 range triggers ECHO at safe poke distance — the secondary orbs spread 600 units from the Q impact point to any nearby clustered enemies. Xerath’s entire poke pattern (Q, W, E) revolves around maximum range ability use; ECHO fires on the first Q hit and recharges for the next poke window 12 seconds later. The +600 mana keeps Xerath’s aggressive Q poke pattern mana-neutral for longer.
  • VeigarEvent Horizon (E) cage into Primordial Burst (R) is a fixed sequence — ECHO fires on the first ability that deals damage (usually Baleful Strike Q chip, or the R itself if R is the opener). Against a caged target, the ECHO proc in the combo plus Veigar’s enormous AP ceiling at late game produces one of the game’s highest single-cast damage totals. The +600 mana sustains his Q farming pattern without needing additional mana items.
  • OriannaCommand: Attack (Q) ball throw triggers ECHO on impact — the secondary orbs spread outward from the Q landing position to nearby enemies, making Orianna’s ECHO particularly AoE-effective since her Q is typically aimed at enemy clusters in teamfight positioning. Command: Shockwave (R) can trigger a second ECHO within the same fight if the 12s CD elapsed since the Q opener.
  • Vel’KozPlasma Fission (Q) split fires trigger ECHO on the primary Q hit — the secondary orbs benefit from the 600-unit auto-targeting around the Q impact point. Vel’Koz’s RESEARCH PROGRESS (P) true damage stacks off every ability hit, and ECHO’s initial proc fires on the first ability, potentially setting up a RESEARCH PROGRESS proc earlier in the combo chain. The +100 AP amplifies all of his ratios substantially.

Situational Picks

  • Corki (Arena specifically) — Arena Luden’s Echo scales with 6% bonus AD in addition to AP, making it viable on Corki who deals mixed AP/physical damage from his abilities. The 6-second Arena CD means ECHO fires every other ability cast for rapid burst cycling. Outside Arena, Corki typically builds Manamune + AD items; Luden’s is only recommended in Arena where the AD scaling bonus activates.

❌ Less Optimal

  • Ryze, Cassiopeia (sustained rotation mages): the 12-second CD provides one ECHO proc per rotation window, not on every ability. Blackfire Torch (DoT on ALL abilities, no CD limit) and Rod of Ages (scaling HP/mana/AP over time) provide better sustained rotation mage value than Luden’s single-per-rotation burst proc.
  • AP support (Lulu, Soraka, Janna): ECHO fires on ability damage to enemies — support abilities that primarily apply CC or healing don’t trigger ECHO efficiently. AP damage-dealing supports (Zyra, Brand, Karma) can benefit, but pure utility supports gain minimal ECHO value.

⚙️ Recommended Build Paths

Lux / Syndra — Burst Poke Mage

  1. Lost Chapter — First purchase (~1,200g) — MOMENTUM mana sustain immediately; AP + AH foundation; direct path to Luden’s Echo
  2. Luden’s Echo — First full item (complete with Hextech Alternator + 450g combine) — ECHO active from first ability hit; +100 AP + 600 mana + 10 AH live
  3. Shadowflame — Second item — CINDERBLOOM execute magic pen below 35% HP; +110 AP stacks with ECHO’s 5% AP ratio; pen amplifies both ECHO and all ability damage simultaneously
  4. Rabadon’s Deathcap — Third item — MAGICAL OPUS +30% AP multiplier; at 3 items with Luden’s + Shadowflame + Rabadon’s the AP total reaches 350+ triggering ECHO at 17.5% AP bonus damage per proc
  5. Zhonya’s Hourglass — Fourth item — STASIS active survival; AP + AH + armor; cast ability → ECHO fires → Zhonya’s before counterattack; preserves stacks for next cycle
  6. Void Staff — Fifth item — 40% magic pen for MR-stacking tanks; ECHO’s 6-10% AP ratio gains full benefit of magic pen against reduced effective MR; essential for late-game vs armor/MR tanks

Veigar — Infinite AP + ECHO Scaling

  1. Lost Chapter — First back — mana sustain for Baleful Strike (Q) farming rotation; Veigar burns mana rapidly in lane without mana items
  2. Luden’s Echo — First full item — +100 AP immediately amplifies Veigar’s damage at a point where base AP is low; +600 mana keeps Q farming viable; ECHO fires on Q or E opener in combo
  3. Rabadon’s Deathcap — Second item — MAGICAL OPUS 30% multiplier; stacks multiplicatively with Veigar’s infinite Phenomenal Evil (P) AP; Luden’s ECHO AP ratio scales with full amplified AP total
  4. Zhonya’s Hourglass — Third item — STASIS during Event Horizon cage; Veigar’s vulnerability during E-R combo window; Zhonya’s enables safe R cast after ECHO fires on E opener
  5. Void Staff — Fourth item — 40% magic pen; against late-game tanks Veigar’s AP ceiling and ECHO proc both benefit from pen; Phenomenal Evil stacks make ECHO AP ratio scale toward late-game breakpoints
  6. Shadowflame — Fifth item — execute pen below 35% HP; ECHO fires early in combo and forces target toward 35% HP threshold where CINDERBLOOM activates on the R finisher
💡 Luden’s Echo vs Blackfire Torch vs Malignance — Which to Build?All three build from Lost Chapter. The choice determines what type of ability interaction amplifies damage:Luden’s Echo: ECHO fires on the FIRST ability cast per 12s window. Best for: single burst ability poke mages, long-range openers, AoE spread into clustered enemies. Champions: Lux, Syndra, Xerath, Orianna.Blackfire Torch: BALEFUL BLAZE applies DoT on EVERY ability. Best for: sustained ability-spammers who cycle 3-4 abilities per rotation. Champions: Cassiopeia, Ryze, Anivia, Viktor.Malignance: HATEFOG triggers from ULTIMATE ABILITY hits + SCORN +20 UH. Best for: ultimate-focused burst mages who need both R CDR and post-R MR shred. Champions: Veigar, Viktor, Malzahar, Orianna (if prioritizing R timing).Luden’s Echo vs Malignance on Lux: Lux can benefit from both in the same build (ECHO on Q opener, Malignance HATEFOG on R). In a single-item choice, Malignance is better for ultimate-centric play; Luden’s is better for consistent poke cadence.

🔄 Similar Items — AP Mage Burst Family

ItemAPAHOtherUniquevs. Luden’s Echo
Blackfire Torch+90+15+600 manaBALEFUL BLAZE DoT on all ability hits (no CD)DoT on every ability vs burst on first cast; sustained vs spike
Malignance+90+15+600 manaHATEFOG on ultimate + SCORN +20 UHUltimate-specific trigger; not blocked by spell shield; different target group
Shadowflame+110+20+200 HPCINDERBLOOM execute pen below 35% HPNo mana; execute pen vs burst proc; pairs naturally with Luden’s
Rabadon’s Deathcap+120NoneNoneMAGICAL OPUS +30% AP multiplierPure AP amplifier; no mana; no active proc; pairs with Luden’s as 3rd item
Rod of AgesscalesNone+HP+manaPassive scaling over time; Eternity HP/mana exchangeScaling survivability vs immediate burst proc; different role
Archangel’s Staffscales+10+600 manaAWESTRENGTH 1% mana as bonus AP; transforms to Seraph’sMana-to-AP scaling vs burst proc; companion item on mana-heavy builds

❌ Common Mistakes & How to Avoid Them

  • Expecting ECHO to trigger Electrocute, Arcane Comet, or Conqueror: ECHO is proc damage — it explicitly does not trigger spell effects. Neither the primary 75 (+5% AP) hit nor the secondary orbs count as ability damage for rune proc purposes. Many players assume ECHO amplifies Electrocute setups — it does not. ECHO is supplementary damage on top of ability damage, separate from the rune proc calculation.
  • Not considering Banshee’s Veil or Edge of Night on the primary target: ECHO is blocked by spell shields, unlike HATEFOG (Malignance). Against a primary target with Banshee’s Veil active, the ECHO burst is absorbed by the shield — the first ability cast that would have triggered ECHO is wasted. Break the spell shield with a lower-priority ability (Lux’s auto-attack, a low-CD ability) before the primary burst ability to ensure ECHO fires on the meaningful hit
  • Building it on sustained DoT rotation mages: Cassiopeia, Ryze, and Anivia deal most of their damage through rapid multi-cast ability sequences that fire every 0.5-1 seconds. ECHO has a 12-second CD — it fires once per 12 seconds regardless of how many abilities are cast. Blackfire Torch (BALEFUL BLAZE on every ability cast, no CD) provides dramatically more sustained damage amplification for these patterns at comparable cost.
  • Forgetting overflow timing on solo target: against an isolated target, ECHO’s 5 secondary stack overflow resolves over 1.25 seconds in 0.25-second intervals — not instantly. In a burst combo pattern against a solo target, the full ECHO damage isn’t dealt in the opening ability hit; the overflow portion streams in during the next 1.25 seconds. Time follow-up abilities accordingly — the overflow may push the target to lower HP, enabling an execute pattern that wasn’t apparent from the initial ECHO hit.
  • Buying Luden’s Echo when the enemy primary target has Edge of Night: Edge of Night ANNUL spell shield is a component-level spell shield that regenerates. Against an ADC who built Edge of Night, the ECHO proc on the first ability targeting them is absorbed. In this matchup, Shadowflame (no shield interaction) or Void Staff (magic pen on all subsequent damage) provide better efficiency until the shield is broken by a non-triggering poke

✅ Best Practices

  • Buy Lost Chapter first every game (~1,200g): MOMENTUM mana restore immediately addresses mana problems in lane; the component path directly builds into Luden’s Echo with the addition of Hextech Alternator + 450g combine
  • Break spell shields before the primary ECHO ability: against Banshee’s Veil targets, use a low-priority ability (auto-attack, a non-primary ability) to consume the spell shield before the opening burst ability fires — ECHO will then trigger on the unshielded primary ability
  • Use poke abilities at max range for ECHO: ECHO fires on the first ability damage hit; staying at max range (Q for Lux/Xerath, etc.) fires ECHO at safe distance before the enemy can respond, then orbs auto-target nearby clustered enemies within 600 units of the landing point
  • Pair with Shadowflame for execute synergy: ECHO procs help whittle enemies to 35% HP where Shadowflame CINDERBLOOM activates; then the follow-up ability (R finisher) benefits from both CINDERBLOOM execute pen and the target is already chunked from the ECHO burst
  • In Arena: build with AD champions too (6% bonus AD scaling): Arena Luden’s Echo’s bonus AD scaling makes it viable on hybrid AD/AP champions (Corki) who wouldn’t normally consider the item; the 6-second Arena CD fires ECHO every other cast in rapid combat rounds

FAQ

Q: Does Luden’s Echo ECHO trigger Electrocute or Arcane Comet?

A: A: No — ECHO deals proc damage, which explicitly does not trigger spell effects. Electrocute requires three separate damage instances from attacks or abilities (non-proc). Arcane Comet requires an ability to hit an enemy. ECHO’s damage is supplementary bonus magic damage that does not count as an ability hit for rune trigger purposes. Plan your rune proc around the actual ability casts, not the ECHO bonus damage.

Q: Does Banshee’s Veil block Luden’s Echo ECHO?

A: A: Yes — unlike Malignance’s HATEFOG, ECHO is blocked by spell shields (Banshee’s Veil passive, Edge of Night ANNUL). When the ability that would trigger ECHO hits an active spell shield, the ECHO burst is absorbed along with the ability damage. Break the spell shield with a lower-priority ability (auto-attack, minor CC) before the primary burst ability to ensure ECHO fires on the unshielded hit. This is the primary matchup consideration for Luden’s Echo vs targets with spell shields.

Q: How much damage does ECHO deal against a solo target?

A: A: Against an isolated target with no nearby enemies within 600 units, all 5 secondary stacks overflow to the primary target for maximum single-target damage: 75 (base) + 75 (max overflow) = 150 base damage, plus 5% AP (primary) + 5% AP (overflow max) = 10% AP total. At 400 AP: 150 + 40 = 190 bonus magic damage from one ECHO proc. The overflow resolves over 1.25 seconds in 0.25-second intervals (5 charges × 0.25s each), not instantaneously.

Q: What is the difference between ECHO secondary orbs and overflow damage?

A: A: Secondary orbs fire at enemies OTHER than the primary target within 600 units. Each stack beyond the first fires one orb at one separate nearby enemy. If there are fewer nearby enemies than stacks available (e.g., only 2 enemies nearby but 5 secondary stacks), the remaining stacks that can’t find a separate target overflow back to the primary target as additional damage. Overflow damage is staggered at 0.25 seconds per remaining charge.

Q: Should I build Luden’s Echo or Blackfire Torch on Viktor?

A: It depends on playstyle. Blackfire Torch (BALEFUL BLAZE) deals DoT on every ability cast with no cooldown — Viktor’s Q+E+R rapid sequence all contribute DoT damage. Luden’s Echo fires once per 12 seconds but provides +100 AP (vs +90 on Blackfire) and +10 AH. If Viktor is played as a sustained rotation mage cycling Q-E repeatedly, Blackfire Torch’s non-CD DoT provides more damage per rotation. If Viktor is played as an R-centric burst mage, Malignance (SCORN ultimate haste + HATEFOG on R) is specifically designed for that pattern. Luden’s Echo is most accurate for Viktor variants that want the highest AP stat alongside a poke-then-follow-up ability sequence.

Q: How does ECHO interact with multi-hit abilities like Syndra R?

A: A: ECHO fires on the first ability damage instance that hits the target. For Syndra R (Unleashed Power), the first sphere contact triggers ECHO — the bonus damage fires immediately and all 6 stacks are consumed. Subsequent spheres in the same R cast do NOT trigger additional ECHO procs; the 12-second CD is already running. The secondary orbs from that first ECHO proc auto-fire at nearby enemies within 600 units of the first sphere’s impact, which in a teamfight clustered around Syndra’s target can spread significant AoE damage to 5 additional enemies.

Hodnocení čtenářů

Zatím bez hodnocení
Ohodnoťte tento obsah:

Vaše emailová adresa nebude zveřejněna.