To learn more about Chiaki [The Echo] check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Chiaki [The Echo] check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review
Build
Teams
Profile
All stats shown below are for max level, fully upgraded character, but without any Modules or Shells equipped. The yellow number shows the combined stats, the white number shows the base stats, and the green number shows the stats gained from Prowess.
15158
11735 + 3423
1008
686 + 322
947
656 + 291
131
119 + 12
10%
10% + 0%
150%
150% + 0%
0%
0% + 0%
32%
0% + 32%
Chiaki [The Echo] skills currently show the 'maxed' description by default (so it includes the level up effects already). We will update the descriptions to be in-line with level 1 as soon as possible!
Sound Surge
Cooldown: 0
Tags: Purify
Chiaki tries to pluck the strings, dealing 240% damage to a single enemy and purifying 1 debuff(s) from the ally with the most debuffs.
Level 2: Increases damage multiplier to 220%.
Level 3: Increases the purifying chance to 80%.
Level 4: Increases damage multiplier to 240%.
Level 5: Increases the purifying chance to 100%.
Violin Inspiration
Cooldown: 0
Tags: PASSIVE, ATK+
To overcome her fear of performing, Chiaki plucks the strings once more. Before her turn starts, if she is not incapacitated, applies a 2-turn [ATK+] to 3 random allies. If the target already has [ATK+], she additionally applies a 1-turn [Ave Maria] to them.
Level 2: Effect RES +3%.
Level 3: If the target already has [ATK+], applies [Ave Maria] for 1 turn(s).
Level 4: Effect RES +3%.
Level 5: Increases the number of affected allies to 3.
[ATK+]: Increases ATK by 40%.
[Ave Maria]: Immune to Turn Meter reduction and stealing effects. At the end of own turn increases other teammates' Turn Meter by 5%.
Bright Melody
Cooldown: 3
Tags: Turn Meter+, Buff, ATK+
Shimmering Phantom sounds inspire Battlewill, as Chiaki plays the violin; increases all allies' Turn Meter by 20% and grants a [ATK+] for 2 turns. If the target already has a [ATK+], additionally inflicts [Ave Maria] for 2 turns.
Level 2: Increases the effect of Turn Meter+ to 18%.
Level 3: Increases the Turn Meter boost through [Ave Maria] to 5%.
Level 4: Increases the effect of Turn Meter+ to 20%.
Level 5: Reduces Skill CD by 1 turn(s).
[ATK+]: Increases ATK by 40%.
[Ave Maria]: Immune to Turn Meter reduction and stealing effects. At the end of own turn increases other teammates' Turn Meter by 5%.
Prowess 1
Increases Basic ATK, DEF and HP by 5%.
Prowess 2
Healing Received +10%
Prowess 3
Increases Basic ATK, DEF and HP by 5%.
Prowess 4
Effect RES +12%
Prowess 5
Increases DMG Dealt by an additional 10% and decreases DMG Taken by an additional 10%.
Review
Generic PVE
Aurora
DokiDoki
Terrormaton
Union Boss + Phantom
PVP
Chiaki The Echo is a great option for most PVE and PVP content, offering to the whole team a great amount of Turn meter boosting, high uptime ATK+ and Cleanses.
Her S1 can purify debuffs, and her S2, being a passive, gives an [ATK+] buff to 2-3 random allies and further applies a 1-turn [Ave Maria] if they already have ATK+ at the start of every turn that she can take action. That unique buff makes the recipient immune to turn meter reductions and increase other allies’ turn meter by 5% at the end of their turn (meaning, when the Animus with the buff ends their turn, all of their allies get a small turn meter boost). Considering that, you can get multiple turn meter increases with Ave Maria as Chiaki will be applying this buff every turn unless she is hard CCed.
Her S3 increases all allies’ turn meter by 20% and applies an [ATK+] buff, and then gives [Ave Maria] for 2 turns if they already have an active [ATK+] buff before the S3 is applied. This allows the passive and ultimate to work in unison. If one gives the [ATK+] buff, the other can give [Ave Maria]. Being aware of this and maximizing the [Ave Maria] applications is extremely important to her kit.
Due to her unique buff, considering using ATK buffers like Freya or Beyontin can allow you to maximize her [Ave Maria] applications in some cases, somewhat making up for the downside of stacking the same buff from multiple buffers. With how much turn meter increases she has, you can oppositely go for debuffers like Mio or Marvell to run alongside her to allow you to loop the enemy in some cases.
One of the best sources of recurring Turn meter increase, which even synergizes with other sources of it.
ATK+ with high uptime.
Frequent, but random, Cleanses are good in debuff-heavy content.
S1 is a lot less impressive than S3, making for some downtime in her kit.
Although she works fine without Skill Levels, her ability to buff increases greatly by leveling both S2 and S3.
A lot of the content favors more versatile Animuses, and Chaikia Echo tends to compete with incredible Supporters for a slot in teams.
Build
For Early Game build tips when it comes to what modules and Shells to use before you start farming Red rarity, check our dedicated guide:
The builds below are tailored more toward PVE and we only mention PVP in some places - like for alternative Shells or Module choices. But PVE is our focus.
1
After the main body's turn, a Follow-up Attack on the main target dealing 240%+4200 damage, applies [SPD+] for 3 turns to the main Animus, applies and increases their Turn Meter by 25%.
Widely used and incredibly potent all-around supportive option, granting a 25% gauge boost on use as well as [SPD+] boost with 100% uptime. It also deals decent damage when used. Possesses most of the best supportive matrixes, further adding to its flexibility and wide use cases. Loses most of its value when used in teams that already have a team member granting the [SPD+] buff with good uptime.
The go-to Shell for Chiaki that allows her to cycle faster in longer battles. If you already have a Speed buffer in your team though, the value of Jackal Guard drops quite a bit, but since Timeweave is present there, it's still worth using in longer PVE battles.
Best Module Sets:
You can use
2
Before the owner acts, unleashes the owner Animus' full potential making their next skill cost no CD and increasing their SPD by an additional 10% for 2 turn(s).
The cooldown of the skill can't be reduced.
An absurdly strong combo Shell that allows the wearer to skip the cooldown of the ability used on the turn this Shell is active. The wearer can use their ultimate or skill twice back to back, unlocking usually impossible personal and team combos. Also grants the wearer a 10% SPD boost after use for 2 turns. Mainly used in PvE burst/combo compositions or PVP. Can be used on both Supports and DPS situationally.
An alternative to Jackal Guard for more burst oriented teams as it allows Chiaki to use her S3 twice in row. Used in PVE one-shot teams and in PVP.
Best Module Sets:
Below you can find some alternative Shells you can use - though it's mainly for PVP scenarios.
1
When the owner Animus is about to die, halves their current Turn Meter, removes all effects on them, recovers 60% of their Max HP, and puts them into a 1-turn [Iced] state.,
The cooldown of the skill can't be reduced.
Allows the wearer to cheat death once every 6 turns. Upon dying, they will instead recover 60% HP and enter a special state, becoming immune to turn meter reductions, debuffs, buffs, and also gaining 200% increased DEF until the start of their next turn. A powerful option for keeping vulnerable high-value units alive in PVP.
2
Before the owner takes action, if the owner has any debuffs, dispels 2 debuff(s) and increases their Effect RES by 25% for every 1 debuff(s) dispelled, lasting for 2 turn(s).
A PVP-focused shell option offering a 2-turn debuff cleanse and up to 50% Effect RES at turn start with a 4-turn cooldown. A solid option for characters who need to ensure they aren’t taken out of the fight by stuns, freezes, or other debilitating effects on their opening turn.
3
Triggers when the main body takes DMG greater than 25% of Max HP within a turn, healing the main body for 25% Max HP and increasing Turn Meter progress by 25%.
A strong personal sustain option for characters, granting them a 25% max HP restore and 25% gauge boost upon taking hits within a single turn greater than 25% of their max HP (on a 2-turn cooldown). Has situational use in PVE but shines the most in PVP, granting your teams extra healing and gauge boost on a semi-frequent cooldown.
Below you can find the calculations for specific module sets - split per slot. Click on the dropdown to reveal the information. The % comparison are made against no set equipped.
1
6/12: Effect ACC +18%
12/12: Effect ACC +18%. At the start of the turn, there is a 35% chance to reduce CD of all Animus skills by 1 turn.
A potent specialist option for supports, allowing cooldown times to occasionally be reduced. Though requiring 12 Matrixes to fully activate puts it in conflict with the universal 12P Swiftrush set, forcing you to skip on the full effect of Swiftrush, opting for 12P Timeweaver 8P Swiftrush and 6P inferno instead. Timeweave allows to cycle the skills faster, especially early on when you don't have them leveled up - so they have very long cooldowns.
2
4/12: SPD +8%
8/12: SPD +20%
12/12: SPD +35%
The go-to set for most Supports thanks to its massive Speed boost, allowing for faster cycling and priority in the initial turn order.
3
6/12: Effect RES +18%
12/12: Effect RES +18%. When the total DMG taken in a turn exceeds 20% of Max HP, the excess DMG is additionally reduced by 55%.
Exceptional anti-burst defensive set, most notably used in PVP to prevent enemies from one-shotting your team with aggressive combo compositions. It can also be used in specific PvE encounters, but it is far more niche.
1
4/12: SPD +8%
8/12: SPD +20%
12/12: SPD +35%
The go-to set for most Supports thanks to its massive Speed boost, allowing for faster cycling and priority in the initial turn order. 8-PC Swiftrush is enough for PVE, because the value of Timeweave is that big.
2
4/8: HP +10%
8/8: HP +10%. At the start of each wave of battle, grants Immunity for 1 turn. Immunity = [Cannot be inflicted with any debuff].
Grants immunity to the wearer at the start of battle, protecting them from controlling effects. Primarily used in PVP to counter control compositions dominating your team - more of a niche pick in PVE.
1
6/6: SPD +15% & Effect ACC +20%
The go-to option for most supports, thanks to its presence on many of the best supportive Shells and the strong SPD and Effect ACC it grants. Can be used on some DPS setups if Shell requirements demand it.
SPD (Until Desired) > HP% > Flat HP > DEF% > DEF > Effect RES%
Chiaki [The Echo] has three stats to pay attention to across gear:
-
Chiaki [The Echo] synergies aren't available yet. They will be added soon!
Teams
The teams below come from our Teams database and showcase ANY team with Chiaki [The Echo] present within in all content available in the game.
Terrormaton F2P Team #1
Content: Terrormaton || Team type: F2P || Time: 0-1m
DokiDoki F2P Team #3
Content: DokiDoki || Team type: F2P || Time: 3-4m
DokiDoki Team #1
Content: DokiDoki || Team type: Generic || Time: 1-2m
-
DokiDoki Team #2
Content: DokiDoki || Team type: Generic || Time: 1-2m
DokiDoki Team #3
Content: DokiDoki || Team type: Generic || Time: 1-2m
Starter #2 - Rilmocha
Content: Campaign || Team type: F2P || Time: -
Starter #3 - Helkid
Content: Campaign || Team type: F2P || Time: -
Starter #4 - Xiada
Content: Campaign || Team type: F2P || Time: -
Starter #5 - Xiada ALT
Content: Campaign || Team type: F2P || Time: -
Jacques #1
Content: Grim Pursuit || Team type: F2P || Time: -
Jacques #2
Content: Grim Pursuit || Team type: F2P || Time: 1-2m
Lian can be replaced by any DPS or a Healer if you struggle to survive.
Shadowrunner #1
Content: Grim Pursuit || Team type: F2P || Time: 1-2m
Lian can be replaced by any DPS (or Tiamat if you have her).
Shadowrunner #2
Content: Grim Pursuit || Team type: F2P || Time: 1-2m
Apate #1
Content: Grim Pursuit || Team type: F2P || Time: 1-2m
Lingluo and Freya are both excellent and perform better than Sania, allowing you to more easily bring non-Hollow Units.
Kururu #1
Content: Grim Pursuit || Team type: F2P || Time: 1-2m
Kururu #2
Content: Grim Pursuit || Team type: Generic || Time: 1-2m
Febian #2
Content: Grim Pursuit || Team type: F2P || Time: 1-2m
The go-to F2P DoT team that works amazing against most bosses.
Febian #3
Content: Grim Pursuit || Team type: Generic || Time: 30s
NicoNana #1
Content: Grim Pursuit || Team type: F2P || Time: 1-2m
The go-to F2P DoT team that works amazing against most bosses.
NicoNana #4
Content: Grim Pursuit || Team type: Generic || Time: 0-1m
The premium DoT team that can deal with the boss before it can even move with proper gearing.
Sharon #1
Content: Grim Pursuit || Team type: F2P || Time: 1-2m
Hoyan #1
Content: Grim Pursuit || Team type: F2P || Time: 1-2m
The classical F2P DoT team works wonders here - again.
Hoyan #2
Content: Grim Pursuit || Team type: F2P || Time: 1-2m
Hoyan #3
Content: Grim Pursuit || Team type: Generic || Time: 0-1m
The premium DoT team that can deal with the boss before it can even move with proper gearing.
Rengokutsu #1
Content: Grim Pursuit || Team type: F2P || Time: 1-2m
The classical F2P DoT team works wonders here - again.
Rengokutsu #4
Content: Grim Pursuit || Team type: F2P || Time: 1-2m
Rengokutsu #6
Content: Grim Pursuit || Team type: Generic || Time: 0-1m
The premium DoT team makes a comeback.
Copyright © 2025 Prydwen.gg