- Default
- Attack
- Special
- Injured
Echidna - Unyielding Idealist |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 18 | 7 | 9 | 5 | 7 |
Middle | 19 | 8 | 10 | 6 | 8 |
High | 20 | 9 | 11 | 7 | 9 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 42 | 31 | 33 | 27 | 24 |
Middle | 45 | 34 | 36 | 30 | 27 |
High | 48 | 37 | 39 | 33 | 31 |
IV Sets
Key stats worth increasing through nature if possible. | |
Complementary stats that matter, but not to the point of picking them over key stats for nature increase. | |
Relatively worthless stat that can safely be decreased through nature. |
HP | ATK | SPD | DEF | RES |
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Assets
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+ATK: Echidna has no major weaknesses in any of her stats, so simply increasing her damage output is very useful.
-
+SPD: For an offensive set, +SPD is ideal to help ensure that Echidna can double her opponents.
-
+RES: For a defensive set (particularly in Aether Raids), +RES is ideal to minimize the damage taken from magical attackers. Echidna also helpfully gains +4 instead of +3 with a +RES Asset.
Flaws
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-HP/-DEF: Both -HP and -DEF aren’t ideal Flaws since they impact Echidna’s solid physical bulk, but neither will have a significant effect. -HP is offset by a refined weapon giving Echidna additional HP, and -DEF is offset since she’s unlikely to get hit more than once by a physical attacker.
- -RES: For an offensive set, -RES is also acceptable since Echidna’s bulk is mostly inconsequential.
Skill Sets
Goddess of the West (Defensive Tank)
Slaying Axe+ (+Res) | A | Distant Counter | |
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Reposition | B | Null C-Disrupt 3 Alternate: Null Follow-Up 3 |
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Noontime | C | Pulse Smoke 3 Alternate: Atk Smoke 3 |
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IVs | S | Swift Stance 2 Alternate: Quick Riposte 3 |
Preferred IV: +RES / -HP
-
Increasing Echidna’s Resistance is important for Aether Raids to help mitigate the onslaught of magical damage, including against AoE Specials from units like Ophelia.
Weapon: Slaying Axe (+Res/+Atk/+Spd)
-
A +Res refine is ideal for maximizing Echidna’s magical bulk, but a +Atk or +Spd refine is acceptable if she has enough Resistance (such as from gaining additional Resistance from Mythic hero blessings).
Assist: Reposition
Special: Noontime
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Noontime’s cooldown is reduced to 1 with a Slaying Axe, allowing Echidna to recover some HP after being attacked. This sustain greatly increases her survivability.
Passive A: Distant Counter
-
Being able to counter ranged threats is vitally important in Aether Raids, where the majority of huge threats are ranged.
Passive B: Null C-Disrupt / Null Follow-Up
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Both Null C-Disrupt and Null Follow-Up are incredibly powerful skills that allow infantry units to completely shut down otherwise dangerous threats. The choice between the two is entirely up to player preference and availability.
Passive C: Pulse Smoke / Atk Smoke
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Pulse Smoke is an incredibly powerful skill as it can single-handedly shut down Infantry Pulse-based defense teams in Aether Raids.
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If Pulse Smoke is unavailable, then Atk Smoke is a good budget option for increasing Echidna’s overall survivability.
Sacred Seal: Swift Stance / Atk Smoke / Quick Riposte
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Swift Stance is a fantastic Seal, as Speed and Resistance are both key stats that Echidna needs, particularly for Aether Raids.
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Atk Smoke is a decent alternative if not using it as a C skill.
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Quick Riposte isn’t particularly necessary with the right team support, but can be useful to help Echidna secure doubles against faster enemies.
Typhoon (Offensive Nuke)
Firesweep Axe+ Alternate: Slaying Axe+ (+Spd) |
A | Swift Sparrow (2 or 3) Alternate: Fury (3 or 4) |
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Reposition | B | Lull Spd/Def 3 Alternate: Wrath 3 |
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Moonbow Alternate: Galeforce |
C | Odd Spd Wave 3 | |
IVs | S | Flashing Blade 3 Alternate: Quickened Pulse |
Preferred IV: +ATK or +SPD / -HP
-
Echidna is primarily geared toward offense, so maximizing her Attack or Speed is ideal for her offensive potential.
Weapon: Firesweep Axe+ / Slaying Axe+(+Spd)
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Firesweep Axe is a strong option for Echidna as negating enemy counterattacks makes it very safe for her to attack most opponents.
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A Slaying Axe is a good alternative option as it enables alternative build paths such as maximizing damage output with repeated Special activations or utilizing Galeforce.
Assist: Reposition
Special: Moonbow / Galeforce
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Moonbow is a strong option for both a Firesweep Axe and Slaying Axe set, mostly due to its low cooldown and fairly consistent damage. Utilizing either the Flashing Blade or Heavy Blade Seals can allow Echidna to charge it immediately, while Quickened Pulse with a Slaying Axe can allow her to easily activate twice in one combat.
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Alternatively, Echidna can utilize Galeforce with a Slaying Axe and either the Flashing Blade or Heavy Blade Seal.
Passive A: Swift Sparrow (2 or 3) / Fury (3 or 4)
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Pretty much any offensive stat boosting skill will work here. Swift Sparrow and Fury are both excellent choices (and relatively budget-friendly, aside from their 300 SP forms).
Passive B: Lull Spd/Def / Lull Atk/Def / Null Follow-Up / Wrath
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Lull Spd/Def or Lull Atk/Def are both good options for increasing Echidna’s damage output, regardless of weapon. The Speed and Attack debuff portions are both helpful for helping her maintain Flashing Blade/Heavy Blade active as well.
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Null Follow-Up is also a strong option as it prevents Echidna from getting her damage output shut down by skill that negate doubles, such as Wary Fighter or Axebreaker.
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Wrath is also a decent option, particularly if paired with a Slaying Axe, Moonbow, and the Quickened Pulse Seal to maximize Echidna’s Special damage.
Passive C: Odd Spd Wave / Flexible
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Echidna’s C slot isn’t particularly important for this build, but a self-buff like Odd Spd Wave can help supplement her damage output.
Sacred Seal: Flashing Blade / Heavy Blade / Quickened Pulse
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Flashing Blade or Heavy Blade are important to accelerate Echidna’s Special charge generation; the choice between the two is mostly up to preference.
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Alternatively, the Quickened Pulse Seal can greatly benefit Echidna’s first combat performance by allowing her to immediately activate her Special, or even activate it twice (with a Slaying Axe and Moonbow).
Introduction
As far as axe infantry go, Echidna has a fair amount of competition from units like Raven, Gerik and Ross. Thankfully, she isn’t heavily outclassed by most of them and can hold her own. Echidna has decent stats across the board and no clear weaknesses; this allows her to fulfill pretty much any role though she excels at focusing at one or the other.
However, Echidna’s well-rounded nature means that she falls behind when compared to hyper specialized units, particularly if they have strong unique weapons like Hilda or Brave Ike. Overall, her strong statline makes her a decent option for multiple roles, even if she is overshadowed in some cases.
Strengths
Strong Statline
Thanks to her fantastic 172 BST, Echidna has no clear weaknesses in her statline and can fulfill a wide variety of roles.
Infantry
As an infantry unit, Echidna can supplement her strong stats with powerful infantry-exclusive skills like Null Follow-Up or Null C-Disrupt.
Weaknesses
Generic
Despite Echidna’s raw stats, her lack of access to a unique weapon makes it rather difficult for her to keep up with many other units whose weapons give them powerful and unique capabilities.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Iron Axe Learns by default at 1 ★ Unlocks at 1 ★
Inheritable by Axe users only.
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50 | 1 | 6 |
Steel Axe Learns by default at 3 ★ Unlocks at 2 ★
Inheritable by Axe users only.
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100 | 1 | 8 |
Rearguard If foe initiates combat, grants Def+7 during combat. Learns by default at 4 ★ Unlocks at 3 ★
Inheritable by Axe users only.
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200 | 1 | 10 |
Rearguard+ If foe initiates combat, grants Def+7 during combat. Learns by default at 5 ★ Unlocks at 5 ★
Inheritable by Axe users only.
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300 | 1 | 14 |
Western Axe If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit, reduces damage from foe's first attack by 30%, and unit's next attack deals damage equal to total damage reduced during combat (by any source, including other skills; resets at end of combat), and after combat, restores 7 HP to unit. Unlocks at 5 ★
Non-Inheritable skill.
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400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Þrima |
Arcane Downfall (+Def) |
Arcane Downfall (+Res) |
Arcane Downfall (+Atk) |
Arcane Downfall (+Spd) |
Arcane Downfall |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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Brazen Spd/Res 1 At start of combat, if unit's HP ≤ 80%, grants Spd/Res+3 during combat.
Inheritable by all units.
Unlocks at 3 ★ |
60 | A |
Brazen Spd/Res 2 At start of combat, if unit's HP ≤ 80%, grants Spd/Res+5 during combat.
Inheritable by all units.
Unlocks at 4 ★ |
120 | A |
Brazen Spd/Res 3 At start of combat, if unit's HP ≤ 80%, grants Spd/Res+7 during combat.
Inheritable by all units.
Unlocks at 5 ★ |
240 | A |
Spur Atk 1 Grants Atk+2 to adjacent allies during combat.
Inheritable by all units.
Unlocks at 1 ★ |
50 | C |
Drive Atk 1 Grants Atk+2 to allies within 2 spaces during combat.
Inheritable by all units.
Unlocks at 2 ★ |
120 | C |
Drive Atk 2 Grants Atk+3 to allies within 2 spaces during combat.
Inheritable by all units.
Unlocks at 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: The Binding Blade
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