Alisa: Echo

From GRAY RAVENS
← Noctis: Indomitus Lamia: Lost Lullaby →

TBD · Rank: S-Rank · Class: Amplifier · Element: Physical (100%) 50%

                                                                                                                                                                                                                                                                                                                                                                                                       


Possesses a special Aurora Squadron-made biological weapon armor "sister" capable of M.I.N.D. connection. Now, Echo is traveling on the boundless ground in the pursuit of true justice.
Amplification - Enhances teammates.
Burst - Deals massive DMG in a short time.
Physical(100%)
Alisa
Echo
22 Mar
159cm
41kg
AB
16
Review
1992
287
401
188
S-Rank
Amplifier
Bow
Astraea
Unidentified
Gavel

Optimal Weapon: Astraea

ATK increases by 10%. Base DMG of Signature - Celestial Edge increases by 15%. Each time Splendor Points are full, one random Signal Orb and one Cipher Orb of the same color will be generated. Ultralimit Torque now increases Physical DMG by 20%.

Optimal CUB: Dawn Chorus

Dawn Chorus will fire lasers to attack the target, dealing DMG.

Memory Builds ◇ Alisa: Echo

A list of recommended builds for Alisa: Echo can be found here. Each tab represents one build — click the tabs below to view each one.
See here for more information about Ultima Awakening and resonance slots.

Disclaimer: Build switching is easier when placing 2-set Memories in top slots.
Builds below show placements for ease of switching sets. Placements that optimize stats may differ.
Weapon Harmony builds are now the meta. Builds that do not utilize Harmony remain viable if Players lack 6★ Weapons or materials.

Memory Placement
01
02
03
04
05
06
Signa x4 / Da Vinci x2 / Da Vinci x2


Memory Resonance
Note: Top and Bottom Resonance Slots can be assumed to be resonated to x6 of the below effects unless specified in orange.
Top Resonance Slot (1):
Any ATK: ATK +15

Bottom Resonance Slot (2):
Amplifier: Class Skill Level +1
Key Notes
  • Main build after Harmony
  • Ultima Awakening Set
Usage
Details
  • General-purpose set
  • 6 Signature Move can be resonated if prioritizing Echo's damage output.
    • This should only be considered if the player does not own a Physical Construct that outputs higher DPS than Echo
    • Class Passive provides more versatility.

Memory Placement
01
02
03
04
05
06
Signa x4 / Philip II x2 / Philip II x2


Memory Resonance
Note: Top and Bottom Resonance Slots can be assumed to be resonated to x6 of the below effects unless specified in orange.
Top Resonance Slot (1):
Any ATK: ATK +15

Bottom Resonance Slot (2):
Amplifier: Class Skill Level +1
Key Notes
Details

Memory Placement
01
02
03
04
05
06
Signa x4 / Philip II x2


Memory Resonance
Note: Top and Bottom Resonance Slots can be assumed to be resonated to x6 of the below effects unless specified in orange.
Top Resonance Slot (1):
Any ATK: ATK +15

Bottom Resonance Slot (2):
Amplifier: Class Skill Level +1
Key Notes
  • Transitory build before Harmony
  • Ultima Awakening Set
Usage
Details
  • General-purpose set
  • 6 Signature Move can be resonated if prioritizing Echo's damage output.
    • This should only be considered if the player does not own a Physical Construct that outputs higher DPS than Echo
    • Class Passive provides more versatility.

Weapon Resonance ◇ Alisa: Echo

Recommended 6★ weapon resonances for Alisa: Echo can be found here listed in order of priority.


1. Superconducting Axial Ray
Increases Full ATK of all characters of the team by 8%. This effect does not stack.
2. Glorious Spear
When using a healing skill or effect, increases Full ATK of the healed target by 10% for 8s, CD for 10s.
3. Dead Line Timing
Gains 2 extra random Signal Orbs when deployed, and 3 Signal Orbs of the same color every 45s (also gains Signal Orbs on standby).
Priority
HIGH:
  • Superconducting Axial Ray
  • Glorious Spear

MEDIUM:

  • Dead Line Timing
Notes
Minimum recommended amount: 2

Skills & Passives

Red Orb

Prismatic Order — Ping Red Orb

Automatically uses a 3-Ping version of this attack upon switch-in.
Shoots an arrow forward, dealing Physical DMG.
- Deals 200% / 390% / 590% Physical DMG in total based on the number of orbs pinged.
Yellow Orb

Cosmic Descent — Ping Yellow Orb

Leaps up and turns around, shooting arrows at the enemy in mid-air and dealing Physical DMG. Gains Super Armor while using this skill.
- Deals 190% / 380% / 560% Physical DMG in total based on the number of orbs pinged.
Blue Orb

Swift Verdict — Ping Blue Orb

Crouches down to shoot multiple arrows upward, dealing Physical DMG to targets in a small area ahead.
- Deals 180% / 360% / 540% Physical DMG in total based on the number of orbs pinged.
Basic Attack

Darting Pursuit — Tap Basic Attack

Rapidly fires arrows at the target, dealing Physical DMG.
- Deals 460% Physical DMG in total.
Core

Echoing Twins

Cipher of Synergy - Press and hold Basic Attack
Cecily fights alongside Echo. Press and hold Basic Attack to make Echo enter Tactical Cipher. In Tactical Cipher, Signal Orbs will be temporarily replaced by Cipher Orbs. Pinging a Cipher Orb will make Cecily fire a swordwave at the enemy, dealing Physical DMG. Cecily will then act based on the color of the Cipher Orbs pinged.
- Each swordwave deals 30% Physical DMG.
- Red Cipher: Launches a thrust attack at the enemy, dealing 90% Physical DMG.
- Yellow Cipher: Launches a downward thrust from above, pulling in nearby enemy units and dealing 50% Physical DMG.
- Blue Cipher: Slashes the target, restoring HP equal to 20% of Echo's ATK to allies and dealing 50% Physical DMG.

Sinbreaker's Judgment - During Tactical Cipher + Ping Cipher Orbs consecutively
Upon entering Tactical Cipher, Echo starts charging, during which time Cecily will prevent enemies from attacking her and repel them. Echo gains Super Armor for 1.5s and 40% DMG Reduction. Cooldown: 5s. Keep pinging Cipher Orbs or drag the joystick to keep charging. When orbs are no longer pinged or when the joystick is released, Echo will stop charging and fire a Sinbreaker's Arrow, dealing Physical DMG. Echo can dodge attacks when performing this move. Cecily will then attack in the order of the Cipher Orbs pinged, with each attack consuming one Cipher Orb. After Echo exits the battlefield, Cecily will stay and continue to attack enemies until all Cipher Orbs are consumed.
- When fully charged, Sinbreaker's Arrow deals 580% Physical DMG, rearranges all Signal Orbs into 3-Pings, and activates Judgment Zone, which heals allies within for 80% of Echo's ATK for 8s and grants Echo 6 Signature Energy.
- If Sinbreaker's Arrow is not fully charged, it will only deal 230% Physical DMG without activating Judgment Zone.

Majestic Splendor - In Judgement Zone + Ping Orbs
Each orb pinged inside Judgment Zone will generate 10 Splendor Points, max 90.

Swift Archery - In Judgement Zone + Tap Dodge
Tapping Dodge inside Judgment Zone will trigger Swift Archery, dealing Physical DMG.
- Deals 80% Physical DMG.

Judgment Co-Strike - In Judgment Zone + 90 Splendor Points + Ping One Specific Signal Orb
At max Splendor Points, pinging a Signal Orb that matches the color of Cipher Orb inside Judgment Zone will trigger a Co-Strike. The first Co-Strike after Judgment Zone is activated will cast Imprisoning Co-Strike. If Echo has Soul Shatter Mark, she can trigger another Co-Strike afterward while the Judgment Zone is still active to cast Soulbreaking Co-Strike.
- Imprisoning Co-Strike: Consumes all Splendor Points to imprison and pull in nearby enemies, dealing 720% Physical DMG and restoring 36 Signature Energy.
- Soulbreaking Co-Strike: Consumes Soul Shatter Mark to leap and shoot the target, dealing 576% Physical DMG and restoring 20 Signature Energy.- Echo becomes invincible during a Co-Strike but cannot cast Signature - Celestial Edge.
- Echo gains Soul Shatter Mark after casting Signature - Celestial Edge.

Blessing of Fortitude - Upon receiving Healing
Allies are granted Ultralimit Torque which increases their Physical DMG by 10% for 8s after being healed. The duration resets every time it is triggered.
Signature

Celestial Edge

Signature Move — 90 Energy + Tap Signature
Echo and Cecily attack at the same time, dealing Physical DMG and triggering Time Lag Calculation. Afterward, Echo gains Soul Shatter Mark.
- Deal 2660% Physical DMG in total.
QTE

Advent of Justice

Fires multiple arrows at the enemy, dealing Physical DMG and healing HP.
- Deals 600% Physical DMG and heals for 100% of ATK in total.
Leader

Harbinger of Law

All members' ATK increases by 10%. Amplifiers' Physical DMG Bonus increases by 5%.
Class

Amplifier

All switched-in members gain an extra 10% ATK and 10% Elemental DMG Bonus of the Amplifier's element for 10s.
Awakening

Ultima Awaken

Gains 3 Signal Orbs when entering battle.
SS-Rank

Decisive Omen

Level 1 — Unlocked at S5
Casting Imprisoning Co-Strike and Soulbreaking Co-Strike will activate all available QTEs.

Level 2 — Unlocked at SS
Gains a set of 3-Ping Orbs when switched in. While Judgment Zone is active, Extra DMG Bonus increases by 30%.
SSS-Rank

Mark of Libra

Level 1 — Unlocked at SS3
When Echo is switched out, Cecily immediately gains 6 bonus Cipher Orbs. After Echo exits the battlefield, Cecily gains 100% Extra DMG Bonus.

Level 2 — Unlocked at SSS
The effect of Amplifier Class Skill increases by 100%. Echo gains 30 Splendor Points and Soul Shatter Mark every time she enters the battlefield. Soulbreaking Co-Strike's Base DMG increases by 50%.
SSS+ Rank

Dreamer's Shore

Level 1 — Unlocked at SSS3
Extra DMG Bonus of Signature - Celestial Edge increases by 30%.

Level 2 — Unlocked at SSS6
Extra DMG Bonus of 3-Ping skills and Cipher Orb skills increases by 50%.

Level 3 — Unlocked at SSS+
Extra DMG Bonus of Imprisoning Co-Strike and Soulbreaking Co-Strike increase by 30%.

Character Leap

This character's Leap is implemented during the Dream Till The Timeless End patch.

Limitless Arrows

Limitless Arrows

New Effect: Glaciation added to Core Passive: Echoing Twins.

Some of the skills can fill the Glaciation Gauge. When the gauge is full, consume it to cast Arctic Ice, dealing Glaciation DMG and gaining Arctic Ice Layers. Casting certain skills will consume all Arctic Ice Layers to form Ice Spikes, dealing Glaciation DMG to nearby enemies. While Ice Spike persist, dealing Glaciation DMG will trigger Ice Accumulation, which deals additional Glaciation DMG and gains Congelation. When Ice Spikes expire, they will trigger Ice Burst to deal Glaciation DMG based on the current Congelation. The Glaciation Gauge, Arctice Ice Layers, Ice Spikes, and Congelation can transfer to the next character with Effect: Glaciation.
- At 100 Glaciation, casts Arctice Ice to deal 100% Glaciation DMG and generate 1 Arctic Ice Layer. Max 10 Layers.
- When having more than 0 Arctic Ice Layers, certain skills can consume all Arctic Ice Layers to form Ice Spikes, dealing 180% Glaciation DMG. When forming Ice Spikes, every 1 Arctic Ice Layer consumed will extend their duration by 1s.
- While Ice Spikes persist, dealing Glaciation DMG will trigger Ice Accumulation, which deals 100% Glaciation DMG in a large area and gains 100 Congelation. This can only trigger once every 0.25s.
- When Ice Spikes expire, it will trigger Ice Burst to deal 100% Glaciation DMG in a large area. For every 100 Congelation owned, the Base DMG of Ice Burst increases by 9%, up to 10000 Congelation.

While Judgment Zone is not active, Echo can hold Dodge to fire an arrow of ice, dealing 800% Glaciation DMG. Afterwards, activates Frigid Zone that lasts for 8s. After Splendor Points reach the maximum value in Frigid Zone, Echo can hold Basic Attack to consume all Splendor Points and perform Rimy Co-Strike (during this, Echo is invincible but cannot cast Signature: Celestial Edge to cancel this skill), dealing 2400% Glaciation DMG, granting 50 Signature Energy to herself, and activating all available QTEs.
Rimy Co-Strike consumes all Cipher Orbs and Signal Orbs (the maximum amount of Signal Orbs that can be consumed equals the amount of Cipher Orbs consumed). If Echo has Soul Shatter Mark, Rimy Co-Strike will also consume Soul Shatter Mark. Afterwards, enhances Effect: Glaciation based on the resources consumed.
- Each Cipher Orb increases Base DMG of Arctic Ice and Ice Spikes by 4%, and each Signal Orb increases Base DMG of Ice Accumulation by 25% for 24s. Triggering this effect again refreshes its duration. Soul Shatter Mark enhances the potency of Congelation; every 100 Congelation increases Base DMG of the next Ice Burst cast by 200% (not stackable).

Lv. 9: While Ice Spikes persist, casting Echo’s Signature: Celestial Edge resets Ice Spikes’ duration to 10s, and QTE: Advent of Justice increases the duration of Ice Spikes by 4s while dealing 600% Glaciation DMG instead; Cipher attacks performed by Cecily additionally deal 200% Glaciation DMG and accumulate 100 Congelation for the party.
- The duration of Ice Spikes cannot exceed 10s.

Lv. 18: Base DMG of Rimy Co-Strike, Imprisoning Co-Strike, and Soulbreaking Co-Strike increases by 50%. [Passive: Decisive Omen Level 2] new effects: The final effect of the Ultralimit Torque buff granted by Core Passive: Blessing of Fortitude increases by 5%. While Frosty Emblem is active, Core Passive: Blessing of Fortitude instead grants the Cocytus Nova buff that increases Glaciation DMG by 5%. While Ice Spikes persist, Cecily’s Cipher attacks instead accumulate 100 Congelation for the party.

Arcane Rime

Arcane Rime

Casting Core Passive: Swift Archery inside Frigid Zone instead deals 160% Glaciation DMG and grants 20 Signature Energy and 30 Splendor Points to Echo. After pinging 4 Cipher Orbs for Cecily, additionally triggers a hailstorm that deals 240% Glaciation DMG.
- Echo can cast Core Passive: Swift Archery up to 6 times every time she activates Frigid Zone.

Lv. 9: Base DMG of Core Passive: Swift Archery and the hailstorm increases by 100%.

Lv. 18: Base DMG of Sinbreaker’s Arrow increases by 100%; casting Sinbreaker’s Arrow grants 16 Signature Energy and 60 Splendor Points to Echo.
[Passive: Mark of Libra Level 2] new effects: The final effect of the Ultralimit Torque buff granted by Core Passive: Blessing of Fortitude increases by 5%. While Frosty Emblem is active, Core Passive: Blessing of Fortitude instead grants the Cocytus Nova buff that increases Glaciation DMG by 5%. While Frigid Zone is active, Echo gains 30% Extra DMG Bonus.

Apocalyptic Judgement

Apocalyptic Judgement

Casting Signature: Celestial Edge inside Frigid Zone instead deals 3200% Glaciation DMG and activates Frosty Emblem that lasts for 15s. The duration of Frosty Emblem resets when this effect is triggered again or Echo exits the battlefield. While Ice Spikes persist, Frosty Emblem is considered to be active.

While Frosty Emblem is active, Class Skill: Amplifier instead increases Ice DMG, and Core Passive: Blessing of Fortitude instead grants an equal amount of the Frost Crystal buff that increases Ice DMG.

Lv. 9: Consuming Soul Shatter Mark increases the Base DMG of the next Signature: Celestial Edge cast by 50% (not stackable). Upon casting Signature: Celestial Edge, Echo pings 2 Cipher Orbs for Cecily and places Snowmelt that heals allies inside for 20% of Echo’s ATK every second for 12s.

Lv. 18: While in Frigid Zone, Echo deals 100% Glaciation DMG to enemies around her every second. While in Judgement Zone, Echo deals 100% Physical DMG to enemies around her every second.
[Passive: Dreamer’s Shore Level 3] new effects: While Frigid Zone or Judgment Zone is active, Echo gains 30% Extra DMG Bonus.

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