Echoes

(Redirected from Rush)

Echoes are the essences of defeated enemies that can be equipped on Wayfinders, Weapons, and some Accessories to provide an array of stat bonuses. Some unique Echoes, notably Echoes from bosses, can provide additional effects and abilities that activate during combat. A total of 600 Echoes can be owned at a time.

Echo types[edit]

Each echo belongs to one of five echo types: Attack, Guard, Balance, Cross, and Rush. Equipping an echo into an echo slot of the same type will halve the capacity cost of the echo.

Icon Name Notes
Attack echo Attack Attack type grants a boost to offensive stats
Guard echo Guard Guard type grants a boost to defensive stats
Balance echo Balance Balance type grants a boost to offensive and defensive stats
Cross echo Cross Cross type grants a larger boost to stats for a bigger cost
Rush echo Rush Rush Type grants special effects and properties to your character

Equipping Echoes[edit]

Wayfinders and weapons are limited by Echo Slots and Echo Capacity, both of which can be increased by leveling up the item. For accessories, the slots and capacity will be different for each item. Like Echoes, Echo Slots have their own Echo type, which will halve the cost of matching Echoes.

Rarity and Rank[edit]

An Echo's Rarity determines the strength of its bonuses and its maximum rank. The higher the rarity, the stronger the bonuses and the higher the rank the Echo can be upgraded to.

  • Common - Max rank of 4
  • Uncommon - Max rank of 6
  • Rare - Max rank of 8
  • Epic - Max rank of 10

Bonuses and Effects[edit]

Each Echo has unique bonuses that increase base statistics. One may provide a Max Health bonus, while another would provide a Weapon Attack bonus. Some Echoes may have more than one bonus.

Boss Echoes provide unique effects that can be triggered during combat, and are symbolized by a diamond rather than a circle.

Dust and Fusion[edit]

Unwanted Echoes can be reduced to Echo Dust, which is used in Echo Fusion. Echo Dust, along with Memory Fragments, can be used in fusion to upgrade Echoes, increasing its rank and enhancing its bonuses.

Common Echo upgrade cost
Echo Rank 4
Stars Echo Dust Memory Frags.
Echo Rank 11 Echo Dust1,800 Memory Fragment50
Echo Rank 12 Echo Dust3,870 Memory Fragment107
Echo Rank 13 Echo Dust6,210 Memory Fragment172
Echo Rank 14 Echo Dust8,820 Memory Fragment245
Total Echo Dust20,700 Memory Fragment574
Uncommon Echo upgrade cost
Echo Rank 6
Stars Echo Dust Memory Frags.
Echo Rank 11 Echo Dust2,070 Memory Fragment57
Echo Rank 12 Echo Dust4,410 Memory Fragment122
Echo Rank 13 Echo Dust7,020 Memory Fragment195
Echo Rank 14 Echo Dust9,900 Memory Fragment275
Echo Rank 15 Echo Dust13,050 Memory Fragment362
Echo Rank 16 Echo Dust16,470 Memory Fragment457
Total Echo Dust52,920 Memory Fragment1,468
Rare Echo upgrade cost
Echo Rank 8
Stars Echo Dust Memory Frags.
Echo Rank 11 Echo Dust2,340 Memory Fragment65
Echo Rank 12 Echo Dust4,950 Memory Fragment137
Echo Rank 13 Echo Dust7,830 Memory Fragment217
Echo Rank 14 Echo Dust10,980 Memory Fragment305
Echo Rank 15 Echo Dust14,400 Memory Fragment400
Echo Rank 16 Echo Dust18,090 Memory Fragment502
Echo Rank 17 Echo Dust22,050 Memory Fragment612
Echo Rank 18 Echo Dust26,280 Memory Fragment730
Total Echo Dust106,920 Memory Fragment2,968
Epic Echo upgrade cost
Echo Rank 10
Stars Echo Dust Memory Frags.
Echo Rank 11 Echo Dust2,610 Memory Fragment72
Echo Rank 12 Echo Dust5,790 Memory Fragment152
Echo Rank 13 Echo Dust8,640 Memory Fragment240
Echo Rank 14 Echo Dust12,060 Memory Fragment335
Echo Rank 15 Echo Dust15,750 Memory Fragment437
Echo Rank 16 Echo Dust19,710 Memory Fragment547
Echo Rank 17 Echo Dust23,940 Memory Fragment664
Echo Rank 18 Echo Dust28,440 Memory Fragment790
Echo Rank 19 Echo Dust33,210 Memory Fragment922
Echo Rank 110 Echo Dust38,250 Memory Fragment1,062
Total Echo Dust188,100 Memory Fragment5,221

Breaking down an Echo[edit]

Dust from breaking down an Echo is based off- (in order of what increase dust value the most)[1]

  • Echo Rarity
  • Echo Level
  • Echo Rank

List[edit]

Slot

Attack
Guard
Balance
Cross
Rush

Stats

Max Health
Resilience
Weapon Power
Ability Power
Crit Rating
Crit Power
Break Power
Phys Defense
Mag Defense
Special
Balance echo
Crit Power
Max Health
Guard echo
Phys Defense
Mag Defense
Attack echo
Ability Power
Crit Power
Balance echo
Max Health
Break Power
Balance echo
Break Power
Resilience
Attack echo
Crit Power
Break Power
Attack echo
Ability Power
Crit Rating
Guard echo
Phys Defense
Max Health
Balance echo
Ability Power
Mag Defense
Attack echo
Break Power
Weapon Power
Balance echo
Crit Rating
Mag Defense
Guard echo
Phys Defense
Resilience
Cross echo
Weapon Power
Crit Rating
Guard echo
Mag Defense
Resilience
Attack echo
Break Power
Weapon Power
Cross echo
Break Power
Resilience
Guard echo
Max Health
Phys Defense
Guard echo
Phys Defense
Resilience
Cross echo
Phys Defense
Crit Power
Cross echo
Weapon Power
Mag Defense
Cross echo
Phys Defense
Break Power
Cross echo
Weapon Power
Resilience
Balance echo
Max Health
Weapon Power
Attack echo
Crit Power
Ability Power
Guard echo
Max Health
Resilience
Rush echo
Triggered By: 25% chance when dodging in combat. Effect: Aggroes up to 4 enemies and applies 0-4 debuffs(25% chance each), randomly to their weapon power, ability power, resilience, and/or break power for 20 seconds. 20 second cooldown.
Rush echo
Triggered by: Melee combo finishers and eagle eye shots. Effect: Creates a large blast of physical damage equal to 125% of your weapon power. 20 second cooldown.
Rush echo
Triggered by: Using a weapon ability. Effect: Creates a bomb above the closest enemy that will explode, causing magical damage and break damage equal to 300% of your ability power. 40 second cooldown.
Rush echo
Triggered by: Causing direct magic damage after killing 4 enemies. Effect: A burst of gloom energy causes magical damage equal to 425% of your ability power to all enemies in a moderate radius. 20 second cooldown.
Rush echo
Triggered by: Damaging the enemy that last damaged you. Effect: Causes extra physical damage equal to 350% of your weapon power. 12 second cooldown.
Rush echo
Triggered By: Dodging in combat. Effect: Leaves behind a trap that pulls enemies in and explodes, dealing magical damage equal to 250% of your ability power. 30 second cooldown.
Rush echo
Triggered by: Casting a Wayfinder ability in combat. Effect: Increase ability power by 25% for 10 seconds. 45 second cooldown.
Rush echo
Triggered by: Using a Dash attack in Combat. Effect: The Talon of Pyre's echo charges forward causing magical damage up to 525% of your ability power over 3.5 seconds. 45 second cooldown.
Attack echo
Crit Power
Guard echo
Phys Defense
Max Health
Attack echo
Weapon Power
Crit Rating
Attack echo
Ability Power
Crit Rating
Guard echo
Mag Defense
Resilience
Attack echo
Ability Power
Rush echo
Triggered by: Casting a Wayfinder ability in combat. Effect: Increase ability power by 30% for 12 seconds. 30 second cooldown.
Rush echo
Triggered by: Obtaining max combo meter. Effect: Overcharges the Wayfinder for 10 seconds, causing additional magical damage equal to 100% of your ability power when hitting enemies. 30 second cooldown.
Attack echo
Weapon Power
Crit Rating
Balance echo
Phys Defense
Break Power
Balance echo
Resilience
Crit Power
Balance echo
Break Power
Mag Defense
Guard echo
Max Health
Balance echo
Crit Rating
Mag Defense
Guard echo
Mag Defense
Balance echo
Break Power
Max Health
Attack echo
Weapon Power
Break Power
Attack echo
Crit Rating
Ability Power
Guard echo
Resilience
Balance echo
Weapon Power
Phys Defense
Attack echo
Break Power
Crit Power
Attack echo
Ability Power
Balance echo
Resilience
Weapon Power
Attack echo
Ability Power
Break Power
Rush echo
Triggered by: Landing a jump heavy slam attack. Effect: Causes physical damage equal to 150% of your weapon power to surrounding enemies, and reduces their <bold>movement speed by 50%. 30 second cooldown.
Guard echo
Max Health
Rush echo
Triggered by: Using a weapon ability. Effect: Creates a bomb above the closest enemy that will explode, causing magical damage and break damage equal to 400% of your ability power. 40 second cooldown.
Rush echo
Triggered by: Double jumping in combat. Effect: +10% to resilience, weapon power, and ability power for 10 seconds. For you and all nearby Wayfinders. 45 second cooldown
Rush echo
Triggered by: Damaging the enemy that last damaged you. Effect: Causes extra physical damage equal to 450% of your weapon power. 12 second cooldown.
Guard echo
Phys Defense
Rush echo
Triggered by: Landing a jump heavy slam attack. Effect: A small pool of overgrowth heals Wayfinders 4% of their max health every 2 seconds for 10 seconds, players need to stay in the growth to heal. 60 second cooldown.
Attack echo
Break Power
Attack echo
Weapon Power
Balance echo
Weapon Power
Phys Defense
Attack echo
Crit Rating
Cross echo
Max Health
Phys Defense
Guard echo
Mag Defense
Guard echo
Max Health
Guard echo
Resilience
Mag Defense
Attack echo
Break Power
Attack echo
Weapon Power
Guard echo
Phys Defense
Balance echo
Mag Defense
Crit Rating
Balance echo
Mag Defense
Ability Power
Attack echo
Crit Rating
Weapon Power
Balance echo
Max Health
Ability Power
Attack echo
Crit Power
Crit Rating
Balance echo
Weapon Power
Resilience
Balance echo
Ability Power
Mag Defense
Balance echo
Break Power
Mag Defense
Attack echo
Crit Rating
Crit Power
Guard echo
Resilience
Phys Defense
Guard echo
Phys Defense
Max Health
Balance echo
Break Power
Phys Defense
Attack echo
Crit Power
Ability Power
Attack echo
Weapon Power
Break Power
Balance echo
Resilience
Ability Power
Balance echo
Crit Rating
Mag Defense
Balance echo
Max Health
Crit Rating
Balance echo
Mag Defense
Crit Rating
Guard echo
Max Health
Resilience
Attack echo
Weapon Power
Ability Power
Attack echo
Crit Power
Weapon Power
Guard echo
Max Health
Phys Defense
Balance echo
Weapon Power
Max Health
Cross echo
Max Health
Weapon Power
Cross echo
Ability Power
Resilience
Balance echo
Weapon Power
Resilience
Cross echo
Resilience
Phys Defense
Balance echo
Break Power
Mag Defense
Balance echo
Ability Power
Max Health
Cross echo
Crit Power
Max Health
Guard echo
Resilience
Mag Defense
Cross echo
Crit Power
Phys Defense
Cross echo
Break Power
Weapon Power
Guard echo
Mag Defense
Resilience
Attack echo
Weapon Power
Break Power
Cross echo
Crit Power
Resilience
Cross echo
Break Power
Ability Power
Attack echo
Weapon Power
Ability Power
Rush echo
Triggered By: Losing half your guardbreak meter. Effect: Grants damage shield equal to 25% max health & 50% reduction to incoming break damage. Expires when guardbroken or damage shield is spent. 2 minute cooldown.
Rush echo
Triggered by: Landing a jump heavy slam attack. Effect: Causes physical damage equal to 200% of your weapon power to surrounding enemies, and reduces their <bold>movement speed by 66%. 30 second cooldown.
Rush echo
Triggered by: Hitting an enemy with the last shot in your clip. Effect: Releases a godsblood-powered beam of energy between you and your target, dealing magical damage equal to 300% of your ability power over 2 seconds to it and all enemies in between. 20 second cooldown.
Rush echo
Triggered by: Equipping this echo. Effect: Grants +30 to max stamina.
Rush echo
Triggered by: Double jumping in combat. Effect: +15% to resilience, weapon power, and ability power for 15 seconds. For you and all nearby Wayfinders. 45 second cooldown
Rush echo
Triggered by: Shooting enemies after a successful hotspot reload. Effect: Fire a barrage of 3 arrows in front of you up to 3 times within 7 seconds. 30 second cooldown, if used.
Rush echo
Triggered By: Dodging in combat. Effect: Leaves behind a trap that pulls enemies in and explodes, dealing magical damage equal to 375% of your ability power. 30 second cooldown.
Rush echo
Triggered by: Breaking an enemy's guard. Effect: Adds 10% crit rating & 20% crit power for 10 seconds. 30 second cooldown.
Rush echo
Triggered by: Using the last of your Stamina to dodge. Effect: A ring of molten gold flows around the Wayfinder for 10 seconds. Dealing magical damage equal to 150% of your ability power and igniting them, dealing up to 250% more damage per tick.60 second cooldown.
Attack echo
Crit Rating
Break Power
Guard echo
Mag Defense
Attack echo
Ability Power
Crit Power
Cross echo
Max Health
Crit Rating
Balance echo
Crit Power
Resilience
Rush echo
Triggered By: Landing a critical strike. Effect: Proc one of the 3 beast effects: Vulture: Leaves a path of frost in its wake. Panther: Increases Crit Rating by a significant amount. Bear: Slams the target creating a small shockwave. 30 second cooldown.
Rush echo
Triggered by: Breaking an enemy's guard. Effect: Adds 15% crit rating & 25% crit power for 12 seconds. 30 second cooldown.
Rush echo
Triggered by: Performing a dodge attack in combat. Effect: Empowers the Wayfinders heavy attacks to knock back enemies a moderate distance for 12 seconds. 36 second cooldown.
Guard echo
Max Health
Mag Defense
Cross echo
Crit Rating
Ability Power
Balance echo
Resilience
Weapon Power
Balance echo
Mag Defense
Ability Power
Cross echo
Break Power
Weapon Power
Balance echo
Weapon Power
Mag Defense
Cross echo
Ability Power
Mag Defense
Cross echo
Weapon Power
Crit Power
Attack echo
Weapon Power
Attack echo
Weapon Power
Crit Rating
Cross echo
Max Health
Ability Power
Balance echo
Crit Rating
Max Health
Guard echo
Max Health
Resilience
Balance echo
Ability Power
Phys Defense
Balance echo
Crit Power
Max Health
Attack echo
Crit Rating
Ability Power
Cross echo
Crit Rating
Break Power
Rush echo
Triggered By: Losing 40% of your guardbreak meter. Effect: Grants damage shield equal to 30% max health & 60% reduction to incoming break damage. Expires when guardbroken or damage shield is spent. 2 minute cooldown.
Rush echo
Triggered by: Melee combo finishers and eagle eye shots. Effect: Creates a large blast of physical damage equal to 125% of your weapon power. 20 second cooldown.
Rush echo
Triggered by: Hitting an enemy with the last shot in your clip. Effect: Releases a godsblood-powered beam of energy between you and your target, dealing magical damage equal to 400% of your ability power over 2 seconds to it and all enemies in between. 20 second cooldown.
Rush echo
Triggered by: Causing direct magic damage after killing 4 enemies. Effect: A burst of gloom energy causes magical damage equal to 250% of your ability power to all enemies in a moderate radius. 20 second cooldown.
Rush echo
Triggered by: 20% chance when killing an enemy. Effect: Restore 15% of yourmax health over 6 Seconds. 30 second cooldown.
Rush echo
Triggered by: Shooting enemies after a successful hotspot reload. Effect: Fire a barrage of 3 arrows in front of you up to 4 times within 9 seconds. 30 second cooldown, if used.
Rush echo
Triggered By: Landing a critical strike. Effect: Proc one of the 3 mythic beast effects: Vulture: Leaves a path of frost in its wake. Panther: Increases Crit Rating by a significant amount. Bear: Slams the target creating a small shockwave. 20 second cooldown.
Rush echo
Triggered by: Causing physical damage. Effect: Spawns a spectral axe that causes physical damage equal to 350% your weapon power. 15 second cooldown.
Rush echo
Triggered by: Landing a jump heavy slam attack. Effect: Two flame globules explode in front of you, causing magical damage equal to 200% of your ability power, and burns them for another 200% over 8 seconds. 30 second cooldown.
Cross echo
Crit Rating
Phys Defense
Guard echo
Phys Defense
Resilience
Attack echo
Crit Power
Weapon Power
Guard echo
Phys Defense
Mag Defense
Attack echo
Weapon Power
Crit Rating
Attack echo
Crit Rating
Ability Power
Cross echo
Ability Power
Max Health
Balance echo
Phys Defense
Crit Power
Cross echo
Weapon Power
Break Power
Cross echo
Weapon Power
Max Health
Rush echo
Triggered by: Being hit by an enemy. Effect: Boneburrow echo bursts up from the ground causing physical damage equal to 125% of your weapon power. Enemies hit will suffer magical damage equal to 35% your ability power every 1.5 seconds for 6 seconds afterward. 30 second cooldown.
Cross echo
Crit Power
Ability Power
Attack echo
Crit Rating
Ability Power
Cross echo
Crit Power
Mag Defense
Guard echo
Max Health
Resilience
Attack echo
Weapon Power
Cross echo
Ability Power
Resilience
Balance echo
Ability Power
Mag Defense
Rush echo
Triggered by: Dodging in combat. Effect: Makes your Wayfinder invisible to enemies for 5 seconds, and grants 500% weapon power for a single physical attack while stealthed. 30 second cooldown.
Rush echo
Triggered by: Dodging backwards in combat. Effect: Spawns 3 black holes around the Wayfinder that deal magical damage equal to 500% of your ability power while pulling enemies in and exploding. 30 second cooldown.
Rush echo
Triggered by: Falling below 35% HP. Effect: Roots nearby enemies for 12 seconds. Hitting rooted enemies heals 3% of your total health. 30 second cooldown.
Rush echo
Triggered by: Causing physical damage. Effect: Spawns a spectral axe that causes physical damage equal to 450% your weapon power. 15 second cooldown.
Rush echo
Triggered by: Landing a jump heavy slam attack. Effect: A small pool of overgrowth heals Wayfinders 5% of their max health every 2 seconds for 12 seconds, players need to stay in the growth to heal. 60 second cooldown.
Rush echo
Triggered By: Blocking 4 incoming attacks in succession. Effect: Retaliates with Gloom energy dealing magical damage equal to 400% of your ability power. 20 second cooldown.
Rush echo
Triggered By: Performing a parry or block counter. Effect: Molten gold strikes enemies, dealing magical damage equal to 250% of your ability power instantly, then again over 5 seconds. The molten gold then returns, granting a damage shield; the less enemies hit, the stronger the shield. 30 second cooldown.
Rush echo
Triggered by: Melee combo finishers and eagle eye shots. Effect: Creates a large blast of physical damage equal to 175% of your weapon power. 20 second cooldown.
Cross echo
Phys Defense
Crit Rating
Guard echo
Phys Defense
Resilience

References[edit]

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