- 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 | |
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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.
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+SPD: For an offensive set, +SPD is ideal to help ensure that Echidna can double her opponents.
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+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)
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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 |
IVs | S | Swift Stance 2 Alternate: Quick Riposte 3 |
Preferred IV: +RES / -HP
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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)
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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
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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)
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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
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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.
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Deck Swabber+ (+Spd) | A | Distant Counter |
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Rally Up Spd+ | B | Repel 3 |
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Ruptured Sky | C | Joint Drive Atk |
S | Spd/Res Solo 3 |
The recommended build’s glaring lack of being good is disturbing, so here I am back at it to make a better set, albeit mostly for Arena rather than Aether raids. No offence, but why the hell am I using a rating juggernaut in Aether Raids rather than someone with a good prf who can fall back on fort bonuses for stats? Anyway, Deck swabber far outshines slaying axe in the context of Arena, as due to fights being much shorter, the need to heal is far less in demand, and you can rely on damage specials which don’t really matter when they activate, unlike Noontime or Sol which really want to hit full hp foes. The damage reduc keeps her alive rather than heals, and she not only reduces enemy atk by 5, but negates bonuses to atk, and raises res by 6 on her own, so mages are lucky to do meaningful damage to her. The choice of ruptured sky, Rally up, and joint drive atk really boil down to arena scoring, but they do offer bonuses Echidna can make use of. In particular, adding 4 atk to Echidna’s at times shaky atk is useful. Overall, Echidna is a clearcut arena unit, having easy access to merges and a clean 172 bst, like a certain fellow axe infantry kid people tend to notice far more. Gamepress’ choice to focus only on Aether Raids screws over many units who absolutely shine in Arena, like Echidna herself, but also the aforementioned Ross and others, like duos.
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Deck Swabber+ | A | Distant Counter |
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Reposition | B | Lull Spd/Def 3 |
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Sol | C | Rouse Spd/Def 3 |
S | Spd/Res Solo 3 |
I can’t even describe how absurd this build is. +10 is highly recommended to make proper use of the skills but she is capable of soloing infernal maps with support units such as astram backing her.
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Huge Fan+ (+Spd) | A | Distant Counter |
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Rally Atk/Spd+ | B | Null Follow-Up 3 |
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Blue Flame | C | Joint Drive Spd |
S | Atk/Spd Bond 3 |
This is probably Echidna's best bait build for arena that also has some game on the player phase. For most foes, Rallying atk onto her is what you want to do, and against Chrom, you want to Rally spd in a spot where you predict Chrom will attack given Azura's dance.
The way the build works is that she will take 1 hit from the enemy, and will almost always double in response, triggering Blue Flame for massive damage on the second hit. There is probably no meta unit that will double her except for Duo Byleth, but what f2p/budget unit does not die to Duo Byleth?
I do not think there is any non-red arena meta unit that can kill her using this build in 1 round of combat, and she absolutely destroys a huge amount of meta threats all over the color pie. It is a given that she is great against B!Hector, but she always beats L!Chrom and L!Julia as well as non-blue threats like L!Corrin, L!Alm, L!Micaiah as well as a bunch of other green threats. She can even beat Surtr in 1-round of combat.
I think she is the best budget green unit to use in arena right now.
Instead of Joint Drive Spd, she can also use Joint Drive Atk to good effect.
Make sure to take advantage of Atk/Spd Bond 3 in her seal slot.
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Wo Gùn+ (+Spd) | A | Bonus Doubler 3 |
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Swap | B | Wrath 3 |
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Luna | C | Rouse Atk/Def 3 |
S | Flashing Blade 3 |
"Have you been tired of fighting Surtr's in every gamemode in this game? Well i have the perfect solution for you! Introducing wogùn, bonus doubler, wrath Echidna! This monster can hit your lokal Surtr with a 50+ damage luna! For the lowlow price of 22000 feathers and 11 Echidna (skills like Wogùn, bonus doubler, wrath and rouse not included in this package)"
In all seiriousness tho, she hits like a truck! If you really are tired of Surt'r this will help you alot (or any broken armored unit)
Flashing blade is there for consistent luna and rouse for bounus doubler, you can always replace the rouse with a smite bot if you want but yeah. That is about it
Hope the 1 person who might try this will have fun!
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Rearguard+ (+Res) | A | Steady Posture 3 |
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Reposition | B | Repel 3 |
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Aether | C | Rouse Spd/Def 3 |
S | Mirror Stance 2 |
This is an expensive enemy phase unit that tries to tank to her best. Using her would be best with some support in the back just in case.
Rearguard+ (+Res) makes her be able to have more resistance than she already has, and with the added defense when an enemy attacks can be great.
Everyone can be great with Reposition, so it’s just nice to have.
Aether is meant to have her be healing without any help to back her up.
Steady Posture 3 is to cover her okay speed stat, and hit her with more defense. With the guard effect already on the skill makes it very convenient to go at it with a scary enemy unit.
Repel is a very hard to come by: however if you do manage to get it using it on her will be great. With her nice speed and decent defensives this makes her a good candidate for using the skill. This skill also sinks well with any kind of healing specials; getting low damage then hitting back to full health.
Rouse Spd/Def is to make her feel more durable during combat, and be able to have buffed up stats. Since most units are getting scary with their speed, having that extra bit will help a lot to make sure she isn’t doubled.
Mirror Stance is here just to make sure she has more attack when fighting in the enemy phase, along with the +4 to resistance, this will make her feel more like a mixed tank.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Inheritable by Axe users only.
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Inheritable by Axe users only.
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Inheritable by Axe users only.
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200 | 1 | 10 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Inheritable by Axe users only.
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300 | 1 | 14 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
Unlocks at 3 ★ |
60 | A |
![]() Inheritable by all units.
Unlocks at 4 ★ |
120 | A |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | A |
![]() Inheritable by all units.
Unlocks at 1 ★ |
50 | C |
![]() Inheritable by all units.
Unlocks at 2 ★ |
120 | C |
![]() Inheritable by all units.
Unlocks at 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: The Binding Blade
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