Alisa: Echo

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

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

                                                                                                                                                                                                                                                                                                                                                                                                       

This character is currently unreleased in Global.
In addition, while this character's frame name is official, it is subject to change upon Global release.

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Amplification - Enhances teammates.
Burst - Deals massive DMG in a short time.
Physical(100%)
Alisa
Echo
Unknown
22 Mar
159cm
41kg
AB
16
Review
1992
287
401
188
S-Rank
Amplifier
Bow
Astraea
Unidentified
Gavel

Optimal Weapon: Astraea

Increases ATK by 10%. Base DMG of Heavenlight Edge increases by 15%. Every time Might reaches the maximum value, gain a Signal Orb and a Mantra Orb of the same color. Ultralimit Torque now increases Physical DMG by 20%.

Optimal CUB: Zhou Yi

Zhou Yi 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.

Memory Placement
01
02
03
04
05
06
Signa x4 / Philip II x2
Memory Resonance
Top Resonance Slot (1):
Ex — Tactical Adjustment: HP +75, ATK +15 x6

Bottom Resonance Slot (2):
Amplifier: Class Passive +1 x6
Key Notes
  • Alisa: Echo's main build
  • Ultima Awakening Set
Usage
Details
  • General-purpose DPS set
  • Resonate 6 Signature Move instead if you want her to deal more damage.
    • Class Passive is for more versatility.
  • If you plan to use the Weapon Harmonization feature refer to the build "Harmonization".
Memory Placement
01
02
03
04
05
06
Signa x4 / Da Vinci x2
Memory Resonance
Top Resonance Slot (1):
Ex — Tactical Adjustment: HP +75, ATK +15 x6

Bottom Resonance Slot (2):
Amplifier: Class Passive +1 x6
Key Notes
Usage
Details
  • Alternative build after Weapon Harmonization becomes available.
  • Bind Da Vinci to Alisa's Signature Weapon.
    • Alisa would use the 4p effects of Signa and Da Vinci in this build.
    • Da Vinci offers higher ATK than Signa but placing the 2p sets in the top row enables easy switching between both builds.
  • Resonate 6 Signature Move instead if you want her to deal more damage.
    • Class Passive is for 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
Gain 2 extra random signal orbs upon deployment, and 3 signal orbs of the same color every 45s (also gain signal orbs on standby).
Priority
HIGH:
  • Superconducting Axial Ray
  • Glorious Spear
  • Dead Line Timing
Notes
Minimum recommended amount: 2
  • Swap Resonances depending on the situation if you don't have three slots unlocked.

Skills & Passives

Red Orb

Prismatic Order — Ping Red Orb

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

Starlit Arch — Ping Yellow Orb

Jumps and turns around to fire at the enemy midair, dealing Physical DMG to the target. Gains Super Armor while shooting.
- Deals a total of 190% / 380% / 560% Physical DMG based on the number of Orbs pinged.
Blue Orb

Swift Verdict — Ping Blue Orb

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

Darting Pursuit — Tap Basic Attack

Quickly fires arrows at the target, dealing Physical DMG.
- Deals a total of 460% Physical DMG.
Core

Twain Echoes

Bound Mantra - Hold Basic Attack
Cecilie fights alongside Echo. Upon holding Basic Attack, Echo will activate Tactical Mantra. While Tactical Mantra is active, Signal Orbs are briefly converted into Mantra Orbs. Upon pinging a Mantra Orb, Cecilie will unleash a sword wave at the target, dealing Physical DMG. Subsequently, Cecilie takes an action that corresponds to the color of the Mantra Orb pinged.
- Each sword wave deals 30% Physical DMG.
- Red Mantra: Attacks the target, dealing 90% Physical DMG.
- Yellow Mantra: Stabs downward from above, pulling in nearby enemies and dealing 50% Physical DMG.
- Blue Mantra: Slashes at the target, healing allies for 20% of Echo's ATK and dealing 50% Physical DMG.

Judgement of Penance - Tactical Mantra + Consecutively ping Mantra Orbs
Upon activating Tactical Mantra, Echo will begin to charge her power. While Echo is charging, Cecilie blocks incoming attacks and fends off enemies, after which Echo gains Super Armor with 40% DMG reduction for 1.5s with a 5s cooldown. Consecutively pinging Mantra Orbs or dragging the joystick allows Echo to continue charging. Upon stopping pinging orbs or releasing the joystick, Echo will finish charging and fire Penance Arrow, dealing Physical DMG. This action is able to evade enemy attacks. Afterwards, Cecilie performs a series of attacks following the order of the Mantra Orbs pinged, with each attack consuming one Mantra Orb. After Echo is switched out, Cecilie remains on the battlefield and continues to attack until all Mantra Orbs are consumed.
- When fully charged, Penance Arrow deals 580% Physical DMG, rearranges Signal Orbs, and activates Judgement Zone that lasts for 8s. Echo gains 6 Energy and heals allies for 80% of her attack when activating Judgement Zone.
- When not fully charged, Penance Arrow deals 230% Physical DMG and does not activate Judgement Zone.

Overflowing Might - In Judgement Zone + Ping Orbs
Pinging Orbs inside Judgement Zone grants 10 points of Might for every Orb pinged. Maximum Might: 90.

Keen Archery - In Judgement Zone + Tap Dodge
Tapping Dodge inside Judgement Zone triggers Keen Archery, dealing Physical DMG.
- Deals a total of 80% Physical DMG.

Joint Attack - In Judgement Zone + 90 Might + Ping specific Signal Orb
After Might reaches the maximum value, pinging a Signal Orb that matches the color of a Mantra Orb inside Judgement Zone triggers Joint Attack. Using Joint Attack for the first time after activating Judgement Zone triggers Joint Attack: Requiescat. Afterwards, if Echo has Soulshatter Mark, she can perform another Joint Attack before the duration of Judgement Zone expires to trigger Joint Attack: Soulshatter.
- Joint Attack: Requiescat consumes all Might, imprisoning and pulling in enemies, dealing 864% Physical DMG and granting 36 Energy.
- Joint Attack: Soulshatter consumes Soulshatter Mark. Echo leaps and fires at the target, dealing 350% Physical DMG and granting 20 Energy.
- While performing Joint Attack, Echo is invincible, but cannot use Heavenlight Edge.
- Echo gains Soulshatter Mark upon using Heavenlight Edge.

Blessing of Fortitude - Upon receiving healing
Allies healed gain Ultralimit Torque that increases Physical DMG by 10% for 8s. Triggering this effect again refreshes the duration.
Signature

Heavenlight Edge

Signature Move — Consumes 90 Energy + tap Signature Move
Echo and Cecilie attack the target together, dealing Physical DMG and triggering Time Lag Calculation. Afterwards, Echo gains Soulshatter Mark.
- Deals a total of 2660% Physical DMG.
QTE

Justice Advents

Fires multiple arrows to attack the enemy, dealing Physical DMG and healing allies.
- Deals a total of 600% Physical DMG and heals allies for 100% of Echo's ATK.
Leader

Herald of Law

All team members' ATK increases by 10% and Amplifiers' Physical DMG 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

Harbinger of Verdict

Level 1 — Unlocked at S5
Upon using Joint Attack: Requiescat or Joint Attack: Soulshatter, trigger all available QTEs.

Level 2 — Unlocked at SS
Upon switching in, gain 3 Signal Orbs of the same color. While Judgement Zone is active, Extra DMG Bonus increases by 30%.
SSS-Rank

Mark of Libra

Level 1 — Unlocked at SS3
When Echo is switched out, Cecilie immediately gains 6 additional Mantra Orbs. After Echo leaves the battlefield, Cecilie gains 100% Extra DMG Bonus.

Level 2 — Unlocked at SSS
Amplifier class effect increases by 100%. Echo gains 30 points of Might and Soulshatter Mark every time she enters the battlefield. Base DMG of Joint Attack: Soulshatter increases by 50%.
SSS+ Rank

Utopia

Level 1 Unlocked at SSS3
Extra DMG Bonus of Heavenlight Edge increases by 30%.

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

Level 3 — Unlocked at SSS+
Extra DMG Bonus of Joint Attack: Requiescat and Joint Attack: Soulshatter increases by 30%.

Videos

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