Start your adventure in Ash Echoes with the best character using our Reroll Guide.
Last updated: 30/10/2024
Should you reroll?
No.
Rerolling in Ash Echoes is pretty much pointless. You get a free 6✦ selector at 30 summons, then another 6✦ selector at 300 summons, and a free random 6✦ by progressing through the beginner missions and finishing Chapter 3. Yes, that's three 6✦ characters!
While it’s true that you can start the game with a Guest Account, deleting the Guest Account won’t work, as its data will be bound to your device. You can delete an account bound to an email, but it will take a few business days for the process to be completed. This limits your rerolling to emulators where you can create multiple instance quite easily. Furthermore, the entire rerolling process can take up to 15 minutes of playing manually through the entirety of the Prologue.
If despite all these warnings you still wish to proceed… here are some tips.
How to Reroll
There are a couple of ways to go about it.
The first one is by using several emails - one for each attempt.
The second one is by using the Multi-Instance function in an emulator, and creating a Guest account for each attempt. Note that this method requires a PC that can handle multiple instances at once, and due to the nature of Ash Echoes’ gameplay, they may go out of sync easily.
Regardless of your choice, it’s advised that you keep a doc or sheet to take notes of your attempts until you’re satisfied with your starter account.
If you're planning to reroll using Emulator, we suggest using LDPlayer! You can download it from the link below and by doing so, support the website!
Play & Reroll Ash Echoes on PC
Tips for the Best Starter Account
After going through the Prologue and claiming your resources, you’ll face two types of banners: Echomancers (Characters) and Memory Traces (Cards). The ideal reroll means getting at least one 6✦ Echomancer and at least one SSR Memory Trace with the initial resources. If you don’t want to spend too much time rerolling, guaranteeing a 6✦ with the starter resources is enough.
Who to Aim For
Typically, the featured rate up character will be a good choice to start with. All new releases in Ash Echoes so far have been good additions, and usually, each patch is tailored for the current rate up Echomancer, which will guarantee you a smooth start. Another option of initial banner to go for is the Standard Rate up. While Ash Echoes doesn’t have any limited character so far, these banners sometimes feature rate ups for characters who are considered the best in their role or generally a great addition to any account overall.
For more information about these characters and their future viability, check out our Tier List:
Aside from the current featured Echomancer, there are a few characters who are core to their team and definitely worth keeping if you stumble upon them:
The core of Fire Teams and overall one of the best block gauge breakers. He can also provide consistent creation of Fire Zones, while sustaining a respectable personal DPS.
As a bonus, if you get him early, you can use one of your selectors for his first dupe, which allows him to cast his ultimate right at the start of the battle.
A solid frontline and the backbone of the Corrosion Team. Lorelle can adapt between offensive and defensive stances, break gauges, diverge damage from allies to herself
If you get her first dupe (be it with selector or not), she can apply her “Polyphony” buffs even when she isn’t in the field. Truly a character who can fit any team.
Boasting the highest healing potential in the game, Longqing is another character who can fit any team. Her barriers from “Aqua Bliss” provide up to 80% damage reduction from projectiles and up to 20% damage reduction from other sources, as well as being one of the fastest way to stack [Inspire] if you’re using her alongside the Memory Trace “Nightmare”. Her ultimate is even more powerful, creating one big dome barrier that deals damage and provides stronger defensive buffs than her “Aqua Bliss” barriers.
While Longqing can fit easily in any team and is almost a “must have”, she still loses the spot of most used and most comprehensive healer to 5✦ Echomancer Freda.
If you’re going for Cen Ying on launch banner, you might as well guarantee the full package. Luke is the second core member of the Physical team.
Even without Cen Ying, his wide variety of utility ranging from taunt to barriers and summons make him a great addition to any account and almost any team.
Ratings:
S
Global
A
CN
Honorable 5✦ Mentions
Below you can find great 5✦ Echomancers that you should be on the lookout for while rerolling.
Arguably the best support in the game, you’ll see her in almost every team thanks to her buffs and passive healing capabilities. It’s recommended to get Freda to 3 dupes as soon as possible.
The second core for the Corrosion team. Ideal if you have picked Lorelle. Caroline has the best Leader skill for the Corrosion Team until Leilani’s release, and even after that, his versatility with AoE DMG and Healing remain of great utility.
Ratings:
B
Global
B
CN
Initial SSR Memory Trace Recommendations
Similarly to the previous section, if you’re going for the Rate Up Echomancer, then the Rate Up Memory Trace will most likely match them well. Having good Memory Traces is essential in Ash Echoes, as they will determine the bulk of your team’s stats and additional skills. Below are some recommendations of essential Memory Traces that remain relevant on CN server, as well as what they’re used for - in no particular order.
Unique Effect
DEF +22/30/30/36/36/48 after gaining Skill Points 4 times at Study Zones. 20/30/40/45/50/55% chance to gain an additional 36 Skill Points when obtaining Skill Points at Study Zones.
Stats
ATK: 8
DEF: 58
MST: 11
TRM: 14
VIT: 9
Barrier - Water
All Echomancers take 10% reduced DMG. This effect does not stack. After a Water Echomancer casts a Barrier Skill, all Echomancers gain 4 stacks of [Inspire]. The number of [Inspire]stacks obtained through this method cannot exceed 4/7/10.
Activation: All Classes
(N1)Distance Control [Vanguard, Bulwark, Striker]
When Echomancers deal DMG to enemies within the Basic Attack range, the DMG is additionally increased by 20/35/50%, and DMG taken from enemies outside the Basic Attack range is reduced by 20%.
Dealing Physical DMG increases Extra DMG by 10/15/20%. The effect is doubled in a [Wet Environment]. It does not stack with [High Spirits - Square - ɑ].
(N3)Twist the Knife [Tactician, Support]
When dealing DMG to [Stunned] units, the DMG benefits from an additional 20/35/50% CRIT Rate.
Restores 12/18/24 seconds of the first-time Seed Charge. The effect is doubled in a [Dry Environment]. It does not stack with [Seed Charge - Diamond - β].
(N5)Indestructible [Vanguard, Bulwark, Striker]
After taking DMG 5 times, the Echomancer's Block Strength is increased by 80/160/240%, and the Block regen rate is increased by 100% for 10s. CD: 20s.
(N6)Unyielding Will - Diamond - β [Tactician, Support]
Echomancers take 6-10/9-15/12-20% (Based on DEF) reduced DMG. The effect is doubled in a [Wet Environment]. It does not stack with [Unyielding Will - Diamond - ɑ].
(N7)Cycle of Life - Diamond [Tactician, Support]
Dealing Physical DMG restores 10/15/20% of Max HP. CD:6s.
Great for general use, has good stats for the Director’s engraving, and is also a good way to stack inspire if you use Longqing or Tian Ruo.
Unique Effect
MST +10/25/25/36/36/40 after gaining DEF 2 times at Advanced Resonance Points. When illuminated, DEF Gain at Advanced Resonance Points +15/20/25/25/30/35.
Stats
ATK: 10
DEF: 61
MST: 29
TRM: 0
VIT: 0
Stinging Vulnerability
When [Electroconduct] is triggered, the affected targets take 40/70/100% increased DMG (considered [Elemental Reaction DMG Boost]) for 10s.
Activation: Vanguard, Bulwark, Striker
(N1)Do You Believe in Light [All Echomancers]
When the Echomancer takes lethal DMG, their HP is reduced to 1, and they gain Invincibility for 4/8/12 seconds. During the Invincibility period, the Echomancer deals 50% Extra DMG. This effect can only trigger once in each Combat Area.
(N2)Mech-Bane - β [All Echomancers]
Increases Extra DMG against Mechanical Units by 10/15/20%. The effect is doubled in a [Wet Environment]. It does not stack with [Mech Bane - ɑ].
(N3)Enemy at the Gates [Vanguard, Bulwark, Striker]
Echomancers take 9-15/14-23/18-30% (Based on DEF) less DMG from Elite/Boss enemies.
(N4)Special DR: Ground [Skirmisher, Ranger]
Echomancers reduce the incoming DMG from a Ground Unit by 30-50/45-75/54-90% (Based on DEF). CD: 8s.
(N5)Getting Into The Swing [Skirmisher, Ranger]
Upon defeating an Elite enemy, restores 8/12/16 seconds of Seed Charge to all allied Echomancers on the field.
(N6)Nowhere to Hide [All Echomancers]
When attacking enemies with a Barrier or under Barrier protection, gains 15/25/35% Extra DMG increase and ignores 5 target Basic DR.
(N7)Special DR: Boss [Skirmisher, Ranger]
Echomancers reduce the incoming DMG from a Boss Unit by 30-50/45-75/54-90% (Based on DEF). CD: 8s.
Core for Electrocution teams.
Unique Effect
Gain 8/16/16/18/20/24 MST upon completing a Memory Enhancement on this Trace. After 2 Memory Enhancements on this Trace, there's a 25/30/40/45/50/55% chance to gain an additional 75 MST when obtaining MST at Advanced Resonance Points.
Stats
ATK: 51
DEF: 13
MST: 36
TRM: 0
VIT: 0
On the Brink of Death
When the Echomancer's HP drops below 50%, all Echomancers' HP is instantly restored to full, and their Engraving ATK is increased by 15/30/45% for 30s. CD: 60s.
Activation: Vanguard, Bulwark, Striker
(N1)Revival [Vanguard, Bulwark, Striker]
Increases Physical DMG by 12/24/36%. When the Echomancer's HP is below 50%, the effect is doubled.
(N2)Ready to Strike [All Echomancers]
As a Backup, Echomancers gain 1/2/3% ATK (up to 60%) every 2s. This effect resets when deployment or Combat Area changes.
(N3)Time to Reap: Ground [Skirmisher, Ranger]
Increases Extra DMG by 20/35/50% when targets are Ground units with less than 30% HP.
When a Basic Attack does not crit, the CRIT Rate of Active Skills is increased by 5/10/20%, up to 100%. The increase resets after Skill release.
(N5)Weakness Petrification [Skirmisher, Ranger]
Each time after an Echomancer applies [Petrify], their target takes 20/35/50% increased DMG from the Echomancer for the next 20s. Triggering this effect again will refresh the duration.
Dealing Physical DMG increases Extra DMG by 10/15/20%. The effect is doubled in a [Dry Environment]. It does not stack with [High Spirits - Square - β].
(N7)Assault: Ground [Skirmisher, Ranger]
Increases Extra DMG by 20/35/50% when targets are Ground units with more than 50% HP.
A strong offensive Memory Trace, with a special Trace Awakening skill that allow Bulwarks, Vanguards, and Strikers to fully recover the HP of the team once theirs fall below 50%, all while buffing the team’s ATK on top of that.
Unique Effect
ATK Gain at Advanced Resonance Points +18/24/30/30/36/36 the first time. 30/50/55/65/70/80% chance to gain 40 VIT upon completing a Memory Enhancement on this Trace.
Stats
ATK: 55
DEF: 0
MST: 0
TRM: 9
VIT: 36
Lethal Weakness
Dealing Wind DMG will additionally apply Wind Weakness for 20s, reducing the target's Wind RES by 30/60/100%. This effect does not stack.
Activation: Vanguard, Bulwark, Striker
(N1)Distance Control [Vanguard, Bulwark, Striker]
When Echomancers deal DMG to enemies within the Basic Attack range, the DMG is additionally increased by 20/35/50%, and DMG taken from enemies outside the Basic Attack range is reduced by 20%.
(N2)Airborne-Bane - β [All Echomancers]
Increases Extra DMG against Airborne units by 10/15/20%. The effect is doubled in a [Wet Environment]. It does not stack with [Airborne-Bane - ɑ].
(N3)Humanoid-Bane - β [All Echomancers]
Increases extra DMG against Humanoid Units by 10/15/20%. The effect is doubled in a [Wet Environment]. It does not stack with [Humanoid Bane - ɑ].
(N4)Auto Aim System - Square - ɑ [Vanguard, Bulwark, Striker]
Increases Basic Attack DMG by 12/20/28%. The effect is doubled in a [Dry Environment]. It does not stack with [Auto Aim System - Square - β]
When taking direct DMG, the Echomancer deals [True DMG] equal to 100/300/500% Block Strength to enemy units within a 300 radius. This DMG counts as Reflected DMG and can only occur once per second.
(N6)Airborne-Bane - ɑ [All Echomancers]
Increases Extra DMG against Airborne units by 10/15/20%. The effect is doubled in a [Dry Environment]. It does not stack with [Airborne-Bane - β].
(N7)Assault: Elite [Vanguard, Bulwark, Striker]
Increases Extra DMG by 20/35/50% when targets are Elite units with more than 50% HP.
Core for Wind Teams.
Unique Effect
TRM Gain at Advanced Resonance Points +18/21/24/33/33/36 the first time. Gain an additional 25/40/50/50/60/70 ATK every 3 times you gain ATK at Advanced Resonance Points.
Stats
ATK: 58
DEF: 0
MST: 0
TRM: 28
VIT: 14
Thunderous Force
When there are 2 or more Lightning Echomancers on the field, applies 1 stack of [Inspire] to all Echomancers every 6s, up to 4/7/10 stacks. If there are fewer than 2Lightning Echomancers on the field, all stacks of [Inspire] obtained through this method will be removed.
Activation: All Classes
(N1)Danger Alert [All Echomancers]
After the Echomancer's [Stealth] ends, other Echomancers of the same element on the field have their Attack Speed and ATK increased by 8/16/24% for 30s. Triggering this effect again will refresh the duration.
Dealing Physical DMG increases Extra DMG by 10/15/20%. The effect is doubled in a [Wet Environment]. It does not stack with [High Spirits - Triangle - ɑ].
Increases extra DMG by 10/18/25%. The effect is doubled in a [Wet Environment]. It does not stack with [Damage Blessing - Diamond - ɑ].
(N5)Mixed Strike [Skirmisher, Ranger]
When an Echomancer deals Physical DMG to a target, the target will receive an extra 20/35/50% non-Physical DMG from the Echomancer for the next 30s. Triggering this effect again will refresh the duration.
(N6)Time to Reap: Airborne [Skirmisher, Ranger]
Increases Extra DMG by 20/35/50% when targets are Airborne units with more than 30% HP.
(N7)Assault: Airborne [Skirmisher, Ranger]
Increases Extra DMG by 20/35/50% when targets are Airborne units with more than 50% HP.
Great source of [Inspire] for any team with at least two Lightning Echomancers on the field.
Unique Effect
Gain 8/10/10/16/16/20 DEF upon completing a Memory Enhancement on this Trace. When illuminated, you have a 25/40/50/50/60/65% chance to gain an additional 50 ATK when obtaining ATK at Advanced Resonance Points.
Stats
ATK: 75
DEF: 10
MST: 15
TRM: 0
VIT: 0
Power Surge
Upon triggering [Explosion], the Echomancer gains 4 stacks of [Inspire]. CD: 35s. The number of [Inspire] stacks obtained through this method cannot exceed 4/7/10.
Activation: All Classes
(N1)Life Harvest [Tactician, Support]
Permanently increases ATK by 5/10/15 for each enemy that dies (for up to 20 enemies).
(N2)Exploit: Airborne [All Echomancers]
Increases Extra DMG by 10/15/20% when targets are Airborne units inflicted with [Debuff(s)].
Increases extra DMG by 10/18/25%. The effect is doubled in a [Dry Environment]. It does not stack with [Damage Blessing - Diamond - β].
(N5)Take This, Laggards! [Tactician, Support]
Increases Extra DMG dealt to the target based on their real-time Movement SPD, up to an increase of 20/35/50% (maximum increase achieved when the target is completely stationary).
(N6)Airborne-Bane - ɑ [All Echomancers]
Increases Extra DMG against Airborne units by 10/15/20%. The effect is doubled in a [Dry Environment]. It does not stack with [Airborne-Bane - β].
(N7)Auto Aim System - Triangle - ɑ [Skirmisher, Ranger]
Increases Basic Attack DMG by 12/20/28%. The effect is doubled in a [Dry Environment]. It does not stack with [Auto Aim System - Triangle - β]
Core for Explosion teams, can work in tandem with “Remaining Friends” or one of these two Memory Traces can replace the other.
Unique Effect
Gain 8/10/16/16/22/24 VIT upon completing a Memory Enhancement on this Trace. After 2 Memory Enhancements on this Trace, Skill Point Gain at Study Zones +15/24/24/30/30/36.
Stats
ATK: 0
DEF: 31
MST: 0
TRM: 42
VIT: 27
Shield Resonance
While having a Shield, Basic Attack DMG inflicts Extra DMG equal to 20/40/60% of the current Shield Points.
Activation: All Classes
(N1)Shield Blessing [All Echomancers]
Echomancers deal 12/24/36% increased Elemental DMG while having Shields.
(N2)Unstoppable: Airborne [All Echomancers]
When a Skill hits fewer than 5 targets, it deals 20/30/40% Extra DMG to the Airborne units among them.
Dealing Physical DMG increases Extra DMG by 10/15/20%. The effect is doubled in a [Wet Environment]. It does not stack with [High Spirits - Triangle - ɑ].
(N4)Timely Aid - Diamond - β [Tactician, Support]
Increases Healing by 20/35/50%. The effect is doubled in a [Wet Environment]. It does not stack with [Timely Aid - Diamond - ɑ].
(N5)Cheers to Friendship [Skirmisher, Ranger]
Gains 30/60/90 ATK increase for every allied Echomancer on the field.
(N6)Exploit: Ground [All Echomancers]
Increases Extra DMG by 10/15/20% when targets are Ground Units inflicted with [Debuff(s)].
Increases Attack Speed by 7/13/18%. The effect is doubled in a [Wet Environment]. It does not stack with [Storm Fury - Triangle - ɑ].
One of the best TRM Memory Traces. If you look up its skills, you may wonder where you will get a steady source of shields. The Terminal automatically applies shields to Echomancers with less than 50% HP. On top of that, the Corrosion team needs 1000+ TRM to achieve optimal Corrosion Blast DMG, and there aren’t many good TRM cards at launch.
Unique Effect
Gain 12/16/24/28/32/36 Skill Points upon completing a Memory Enhancement on this Trace. MST Gain at Advanced Resonance Points +20/30/33/38/40/45 the first 2 times.
Stats
ATK: 14
DEF: 25
MST: 61
TRM: 0
VIT: 0
Strength in Numbers
When there are 7 or more Echomancers capable of fighting in the team, applies 1 stack of [Inspire] to all Echomancers every 6s, up to 4/7/10 stacks. If there are fewer than 7 Echomancers capable of fighting in the the team, all stacks of [Inspire] obtained through this method
Activation: All Classes
(N1)Radiant Glow [Tactician, Support]
Increases MST by 120/240/360 when HP is at 100%.
(N2)Unstoppable: Airborne [All Echomancers]
When a Skill hits fewer than 5 targets, it deals 20/30/40% Extra DMG to the Airborne units among them.
(N3)Armed and Ready - Triangle [Skirmisher, Ranger]
After landing a critical hit with Physical DMG, gains Basic Attack DMG increase of 30/45/60% for 10s. CD: 20s.
(N4)Winning Chase [Skirmisher, Ranger]
After dealing DMG with a Basic Attack, gains Attack Speed increase of 10% for 20/30/40s. CD: 40s.
(N5)Charge Recovery [Tactician, Support]
After Echomancers cast an Active Recovery Skill, the CD of that Skill is reduced by 3/6/9 seconds, and 10 seconds of Seed Charge is restored.
Increases Attack Speed by 7/13/18%. The effect is doubled in a [Dry Environment]. It does not stack with [Storm Fury - Triangle - β].
A very good general Memory Trace to grant stacks of [Inspire].
Unique Effect
Gain 20/30/30/40/40/45 VIT after 2 Memory Enhancements on this Trace. When illuminated, MST Gain at Advanced Resonance Points +15/20/25/25/30/35.
Stats
ATK: 0
DEF: 0
MST: 60
TRM: 32
VIT: 8
Corrosive Boost
When there are 2 or more Corrosion Echomancers on the field, applies 1 stack of [Inspire] to all Echomancers every 6s, up to 4/7/10 stacks. If there are fewer than 2Corrosion Echomancers on the field, all stacks of [Inspire] obtained through this method
Activation: All Classes
(N1)Avenger's Wrath [All Echomancers]
For each defeated Echomancer, Engraving MST increases by 5/10/15%, stacking up to 3 times.
(N2)Exploit: Ground [All Echomancers]
Increases Extra DMG by 10/15/20% when targets are Ground Units inflicted with [Debuff(s)].
(N3)A Light of Hope [Vanguard, Bulwark, Striker]
Increases MST by 100/175/250. When the Echomancer's HP is below 50%, the effect is increased by 100%.
Increases Attack Speed by 7/13/18%. The effect is doubled in a [Dry Environment]. It does not stack with [Storm Fury - Triangle - β].
(N5)Strength from Healing [Skirmisher, Ranger]
Applying self-healing or healing to other allied Echomancers permanently increases the Echomancer's Attack Speed by 2.0%, up to an increase of 20/40/60%.
(N6)Airborne-Bane - ɑ [All Echomancers]
Increases Extra DMG against Airborne units by 10/15/20%. The effect is doubled in a [Dry Environment]. It does not stack with [Airborne-Bane - β].
(N7)Auto Aim System - Square - ɑ [Vanguard, Bulwark, Striker]
Increases Basic Attack DMG by 12/20/28%. The effect is doubled in a [Dry Environment]. It does not stack with [Auto Aim System - Square - β]
Best MST Memory Trace for Corrosion teams.
Unique Effect
Gain 8/12/14/16/18/20 DEF and TRM after 2 Memory Enhancements on this Trace. 20/30/35/40/45/50% chance to gain an additional 36 Skill Points when obtaining Skill Points at Study Zones.
Stats
ATK: 12
DEF: 8
MST: 60
TRM: 20
VIT: 0
Physical MST
When there are 2 or more Physical Echomancers on the field, applies 1 stack of [Inspire] to all Echomancers every 6s, up to 4/7/10 stacks. If there are fewer than 2Physical Echomancers on the field, all stacks of [Inspire] obtained through this method
Activation: All Classes
(N1)Revival [Vanguard, Bulwark, Striker]
Increases Physical DMG by 12/24/36%. When the Echomancer's HP is below 50%, the effect is doubled.
(N2)Primo-Bane - ɑ [All Echomancers]
Increases extra DMG against Primo Units by 10/15/20%. The effect is doubled in a [Dry Environment]. It does not stack with [Primo-Bane - β].
(N3)Exploit: Airborne [All Echomancers]
Increases Extra DMG by 10/15/20% when targets are Airborne units inflicted with [Debuff(s)].
(N4)Timely Aid - Diamond - ɑ [Tactician, Support]
Increases Healing by 20/35/50%. The effect is doubled in a [Dry Environment]. It does not stack with [Timely Aid - Diamond - β].
(N5)Headfirst [Tactician, Support]
When dealing DMG to Airborne units, there is a 50/75/100% chance to Knock them Down for 5s.
(N6)Airborne-Bane - ɑ [All Echomancers]
Increases Extra DMG against Airborne units by 10/15/20%. The effect is doubled in a [Dry Environment]. It does not stack with [Airborne-Bane - β].
(N7)Humanoid-Bane - ɑ [All Echomancers]
Increases extra DMG against Humanoid Units by 10/15/20%. The effect is doubled in a [Dry Environment]. It does not stack with [Humanoid Bane - β].
Core for Physical teams.
Gacha Rates
Getting straight to the point:
Soft Pity starts at 60, Hard Pity is at 77.
There’s a 50/50 system. When getting a 6✦ Echomancer (or SSR Memory Trace), you have 50% chance to obtain the featured one. If you lose the 50/50, the next 6✦ (or SSR Memory Trace) is guaranteed to be the featured.
Pity carries over and is shared between Debut Rate Up and Standard Rate Up.
The Standard Memory Trace banner has a Wishlist system to guarantee any SSR Memory Trace of your choice.
A 5✦/SR or above is guaranteed every 10 summons.
Probabilities for Echomancers:
1.2% for 6✦ (2.2% after taking into account the pity system).
7.0% for 5✦ (13.7% after taking into account the pity system).
91.8% for 4✦ (84.1% after taking into account the pity system).
Probabilities for Memory Traces:
2% for SSR (3.37% after taking into account the pity system).
7% for SR (13.7% after taking into account the pity system).
91.0% for R (82.93% after taking into account the pity system).