
Everecho profile was last updated on 08/October/2026.
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Profile
Mass Attack. Deals 500% Reality DMG to all enemies. After attacking, inflicts all enemies with [Hollow Shell] for 3 rounds, grants all allies 5 stacks of [Past Shadows] for 2 rounds, and grants ally [Conduit] characters [Rekindled Memory] for 3 rounds. After attacking, if holding [Long-Lost Light], switches to [Tomorrow's Hope]; otherwise switches to [Yesterday's Yearning].
Hollow Shell:
Reality DEF decreased by 10%, Mental DEF decreased by 10%, Critical DEF decreased by 10%.
Past Shadows:
DMG Bonus increased by a percentage equal to 0.6% of Everecho's ATK; for every 1 stack held, additionally gain 1% DMG Bonus, up to a maximum of 15 stacks (duration refreshes on each gain).
Rekindled Hope:
For every 1 stack of [Past Shadows] held, gain 2% Critical DMG.
✦✧✧
[Interval]. Mass Attack. Deals 200% Reality DMG to all enemies, and grants all allies 1 stack of [Past Shadows] for 2 rounds.
Gain +2 Chaotic Energy.
Past Shadows:
DMG Bonus increased by a percentage equal to 0.6% of Everecho's ATK; for every 1 stack held, additionally gain 1% DMG Bonus, up to a maximum of 15 stacks (duration refreshes on each gain).
✦✧✧
Mass healing. Restores HP to all allies equal to Everecho's (ATK * 180%). Dispels 2 [Stats Down], [Neg Status], [Control] effects from all allies. When cast, consumes 1 stack of [Long-Lost Light]; if [Long-Lost Light] is depleted, switches to [Yesterday's Yearning].
Chaotic Energy +1. Grants Everecho 1 stack of [Long-Lost Light]. After cast, if the Conduit is not in [Echoes' Embrace], switches to [Tomorrow's Hope].
Long-Lost Light:
Allows triggering a [Conduit] to cast [Tomorrow's Hope].
Does not have basic Incantations and Ultimate. Instead, charges [Conduit]s with Energy to release Incantations. Moxie is replaced by Harmonization. At the start of the round, all allies gain [Soothing Song]. For each 1 Chaotic Energy consumed by allies, Everecho gains 1 stack of [Mend].
At the start of the round, Everecho increases self Harmonization by +15, and restores HP to all allies equal to 20% of their [Remembrance].
When entering battle, increases ATK by +5%.
Upon entering combat, all allies gain +30% DMG Reduction. Excess Harmonization of [Conduit] allies will be stored (up to 50), and replenished when able. Upon entering combat, gain +30 Harmonization.
Soothing Song:
After losing HP, gains [Remembrance] equal to the same percentage of the maximum [Remembrance] as the percentage of HP lost.
Mend:
After accumulating 4 stacks, allows reactivating self [Conduit] in [Interval]; stackable up to 4 stacks.
Everecho doesn't have an Euphoria update yet. If it will be released, we will add it here.
Lv. 1:
[Echoes' Embrace]: Increases the stacks of [Past Shadows] granted to all allies to +10. [Past Shadows] stack cap increased to 20. 2 [Light's Might] cards in the deck gain Chaotic Energy increased to 2.
Lv. 2:
[Past Shadows]: DMG Bonus multiplier based on Everecho's ATK increased to 0.8%. Additional DMG Bonus gained per stack increased to +1.5%. 1 [Light's Might] card in the deck gains Chaotic Energy increased to 2.
Lv. 3:
[Echoes' Embrace]: [Hollow Shell] Reality DEF reduction increased to -15%, Mental DEF reduction increased to -15%, Critical DEF eduction increased to -15%.
Lv. 4:
[Lingering Here]: HP restored to all allies increased to 35% of self [Remembrance]. [Tomorrow's Hope] HP restored to all allies increased to Everecho's ATK * 240%.
Lv. 5:
[Past Shadows]: DMG Bonus multiplier based on Everecho's ATK increased to 1.2%. Additional DMG Bonus gained per stack increased to +2%. 2 [Chaotic Energy II] cards in the deck gain Chaotic Energy increased to 3.
Review
Everecho is the core sustain for Conduit teams, with a good dose of supportive abilities to boot. She uses “Chaotic Energy” instead of Afflatus energy, which allows her to function in any Conduit team, be it Mineral, Star, or anything else the game may throw at us in the future.
Everecho’s existence is already enough to bolster the performance of any Conduit team. Her Insight, “Lingering Soul”, grants a series of benefits when she joins the team:
[Remembrance]: A derivate effect from [Soothing Song]. If an ally HP is reduced to 1, Remembrance will then absorb the damage of subsequent attacks until the character gets healed. Remembrance gains extra value based on HP lost, and has a cap of how much of a “safety net” it can hold. So while being a neat “cheat death” gimmick, it has its limitations. This effect is also the main source of Everecho’s passive healing, as after Insight I, she’ll passively heal her allies every turn based on [Remembrance].
[Mend]: Another important QoL that Everecho brings to the team. Every time Energy is consumed by allies, she gains a stack of [Mend], and after 4 of these, she can bypass [Interval] from her own attack incantation, thus casting it more than once in a row and stacking [Past Shadow] faster.
Everecho’s Insight 3 is another game-changer for the team. It improves the team’s survival by passively granting DMG Taken -30% and allowing Conduit allies to hold 50 excess harmonization. This works similarly to characters who allow Moxie Storage, thus helping her allies Ult more often. The benefits of this Insight become even more notable after the addition of Hedone to the team, which then makes Coppélia spam her ult much more often.
When playing Everecho, it’s important to plan ahead the use of her Chaotic Energy cards: Light’s Might and Chaotic Energy II.
Light’s Might is the true star here, as it gives the much needed [Long-Lost Night] status to her, automatically selecting her healing card, “Tomorrow’s Hope”. This card is both a Mass heal and a purifier, and consequently the player should hold onto “Light’s Might” for moments they need to tap into more heal or dispel.
“Chaotic Energy II” is as straightforward as it sounds, and will help in streamlining the consistent casting of incantation by the Conduit members.
It’s important to keep in mind that both Everecho’s incantations do not cost energy, so you can expect at least “Yesterday’s Yearning” being cast every round, maybe more than once if she has 4 or more stacks of [Mend]. This is important to try to gather as often as possible since it will allow Everecho to stack her [Past Shadow] buff effects faster. Another aspect of her kit that can help with that and her team, is that she fills Harmonization quite quickly and passively. Her ultimate, “Echoes’ Embrace” doesn’t deal much damage but it weakens enemies through [Hollow Shell], gains 5 stacks of [Past Shadows] and the [Rekindled Memory] effect. The latter is a complement to [Past Shadows], being a buff that increases Critical DMG based on the amount of stacks of [Past Shadows] held, lasting 3 turns.
Save “Light’s Might” for when you need extra healing or need to dispel neg effects/control on your team.
Spam Chaotic Energy II and Yesterday’s Yearning to ramp up [Past Shadows] stacks.
Try to plan your Harmonization levels so you can have a good amount of [Past Shadows] stacks when casting her ult, “Echoes’ Embrace”. This is meant to capitalize on a stronger effect from [Rekindled Memory].
Remember to reorder the cards and placing Everecho’s first. Her buffs and debuffs will take effect first and benefit the team further. Placing her on Slot 1 on game modes where the first slot is more prone to be targeted can also be a good idea, since Everecho is naturally built with more DMG Reduction and other defensive stats.
Everecho is complete at P0, you don’t need her dupes at all, but they add significant QoL.
Both P1 and P2 are great stopping points for low spenders (or players who only pull for Conduit).
If you want to invest further on her, depending on your finances, you can safely stop at either P1 or P2 (with P2 being better). You can ignore P3 and P4. Only go beyond P2 if you’re a whale or *really* like the character and the Conduit archetype.
P1 increases the maximum stacks of [Past Shadows] from 15 to 20 max stacks. This means an extra +5% DMG bonus on top of the base DMG Bonus given based on Everecho’s ATK. What sets this portrait apart, however, is the increase in Chaotic Energy gained, making rotations more smooth and streamlined.
P2 is a direct increase from the benefits from P1. It gives the same, but expands on them, by increasing the multiplier on Everecho’s ATK and the extra DMG Bonus gained per stack. This means that on the second half ot his buffs, she now gives +30% DMG Bonus instead of the original +10% without Portraits (again, this doesn’t include the extra bonus calculated based on Everecho’s ATK). Furthermore, it makes gaining Chaotic Energy through [Light’s Might] just as fast.
P3 is a small increase on [Hollow Shell]’s debuff effects and not as impactful as the other portraits.
P4 improves Everecho’s healing *and* passive healing. Nice QoL but like P3, not as impactful as the other dupes.
P5 further increases the effects from P2. It significantly increases the multiplier of DMG Bonus gained from Everecho’s ATK, and the additional DMG bonus from [Past Shadows] now can reach +40%. It also improves her Chaotic Energy II card, making it give +3 Chaotic Energy instead. Overall a very stacked Portrait that makes Everecho even more resourceful.
Any Conduit character. Everecho is a very specialized character, which makes the choice of where and how to use her quite obvious. With the limited Conduit roster currently, her synergies are:
Coppélia ,
The Twins , maybe E2
Regulus if you’re coping, and then
Hedone on the upcoming patch. You then also have characters like
Rhiannon and
6 who can close the gap as generalist supports.
Chaotic Energy can be used to fuel any Conduit attacks, making the gameplay more streamlined;
Has plenty of buffs and debuffs to amp up the team’s performance;
Very passive gameplay, the equivalent of “low AP cost” for Conduits. Both her cards cost 0 energy, leaving the energy cards free to bolster her allies;
Has a cheat death and pseudo shield mechanics;
Has Harmonization storage (similar to Moxie storage) and DMG Reduction mechanics.
Only really works in Conduit teams.
“Cheat death” mechanic may not work if the attack goes beyond its threshold.
Her cards are a bit scarce, you have to hold onto them to use at the right time.
Stats and Build
As a sustain character, survivability is important to her more than anything else. However, some ATK is also added here to improve her DMG Bonus buff.




A Dream Beyond Light:
Everecho’s signature psychube. It gives everything she needs: +ATK %, + Healing Done, +Critical DMG to allies.
The Wandering Improviser:
Rubuska’s signature. A bit inferior since it doesn’t give +ATK %, but it gives straightforward + Healing Done and up to +24% Ultimate Might, with this buff stacking every time an ally takes DMG, thus synergizing with [Remembrance]. This is a particularly choice if you have Hedone on the team and plan on using Coppélia ult spam strat.
Melodies Old and New:
Fatutu’s Anecdote psychube. It doesn’t offer +ATK%, which again is a downside. However, it’s a good budget, straightforward alternative that increases Healing Done and grants DMG Dealt bonus to all allies (up to +9%).
Cracks in the Shell:
Fatutu’s original signature. The main reason to use this is the +ATK % from its bonus stats. Half of the passive doesn’t work with Everecho, since she doesn’t perform Extra Attacks. The other half, however, can still be useful in a similar fashion to “The Wandering Improviser”, by stacking Critical DMG buffs whenever Everecho gets hit. The total amount is higher (+28.8% Critical DMG), but not by much, and it has the disadvantage that the stacks come from Everecho herself being attacked, instead of stacking from any ally.
Everecho stats aren't available yet. They will be added soon!
Synergy & Teams
Everecho teams aren't available yet. They will be added soon.
If you're looking for more team information, check our Team Tier List:
Everecho Synergy information aren't available yet. They will be added soon!
Lore
Everecho Lore information aren't available yet. They will be added soon!