Dungeon Boss Wiki


Ekko
Spirit Rogue 
Bronze Hero



Element: Light
30% vs Dark units


Excess Tokens:
1 Token → 5 Aether

Unlocked
Background
The diminutive stature on this magical light spirit ill prepares onlookers for shockingly big attacks.
Abilities & Traits
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Attack Speed Normal
Attack Range Melee/Ranged
Damage Lightning/Physical/Spirit
Epic Ghost Dynamo
Buddy Synergy None
Combat Style

Ekko and Dagrund Blacksmoke can restore Energy to their Allies.
Damage (6/9)
Toughness (6/9)
Team Support (6/9)
Crowd Control (6/9)
Synergy (3/9)
See Hero Rating for more details about this.

Statistics Total Bonus1 Traits2 Epic Base
Attack (ATK) +100% +100% - - 1176
Defense (DEF) +160% +100% - +30% 1227
Skill (SKL) +140% +100% - +20% 1337
Max Health (HP) +140% +100% - +20% 4471
Crit Chance (CRIT) 38% +33% - - 5%
Crit Multiplier 200% - - - 200%
Dodge Chance 0% - - - 0%
Damage Penetration 0% - - - 0%
Damage Reduction 0% - - - 0%
Chaos Damage Reduction 0% - - - 0%

1Bonus (ATK, DEF, SKL, HP) includes Hero Stars (★★★★★★) and Hero Rarity.
2Stats affecting Traits: None

Resistances
Fire
Burned
0%
0%
Nature
Poisoned
Wounded
0%
0%
0%
Water
Frozen
Chilled
Cryosleep
Frostbitten
0%
0%
0%
0%
0%
Light Immune
Lightning
Shocked
Paralysis
Immune
Immune
75%
Dark
Diseased
Banished
0%
0%
0%
Spirit
Feared
Stoned
Possessed
Marked
Immune
Immune
Immune
Immune
Immune

Abilities (Active) Traits (Passive)
Swing Magical
Energize Team Energy Vault
Electrical Storm Will of the Wisp II
Spectroblast Ethereal

First Ascension
Second Ascension
Abilities & Traits

&

Abilities & Traits

&

Required Hero Stars and Evos

Evo Cost Index: 3080

Evo Cost Index: 4200

Epic Ekko
Effect: Chance to do a Ranged Lightning attack for 2x damage, Shock, and steal 2 Energy from the target.


Epic Part 2 Part 3
Ghost Dynamo Spiritforce Calamity Conduit
If you have Ekko at level 50 or higher and fully ascended,
you can make this hero Epic.

Doing this raises it's Defense/Max Health/Skill by a set percentage,
as well as adding a special effect to it's Basic Attack.
Check Epic Heroes for more information.

 Ekko tokens: x8 + Daily Quests Treasure Room Heroic Summon Great Summon
Main Campaign Dungeons: (8)
Chapter Lvl. Rooms Enemies Area Evos Boss
3-3 Bonechilled Quarry 9 5 4 8 Ice Cave Morogar Championfoot
5-8 Spirit's Rest 13 5 6 23 Ice Cave Frostwing Monarch
9-3 The Black Fortress 25 5 4 14 Crypt Chaos Lord Victus
12-4 Check Point 33 5 5 12 Forest Itsuki Bannin
15-5 Marauder Arena 39 5 4 7 Dark Forest Torgo Arena Champ
18-3 Creon's Ice 49 5 4 16 Ice Cave Hydro Osmium
20-1 Celestial Gate 53 5 4 15 Mountain San Agatha
21-5 Hero's End 58 5 5 13 Crypt Withered Zerras
Rune Slots: (standard)
Ekko has the standard rune slots for a Light hero.
Light Light Fire Nature Water
Abilities & Traits: &

Swing
Basic Attack (None)

A Basic Melee Physical attack.


Energize
Special Attack (6 turns)

Grants the team +2 Energy, Electric Skin, and buffs team +CRIT.
Effects | Energy Gain | Electric Skin | CRIT+


Electrical Storm
Special Attack (6 turns), requires 1st Ascension

Ranged Lightning attack on 3 random enemies (becomes 4 enemies at level 40) that deals 1.5x damage against Armored enemies with a chance to Shock.
Effects | Shocked


Spectroblast
Special Attack (5 turns), requires 2nd Ascension

Melee Spirit attack on target enemy with splash damage that deals 3x damage to Shocked targets.
Effects | Splash Damage


Magical (I)
Trait (Passive)

I: Takes 25% less damage from non-Physical attacks.


Effects | Damage Reduction


Team Energy Vault
Trait (Passive)

Self and allies are immune to Exhaustion (=Energy Loss that is caused by use of abilities). Note: Passive traits like epic Malice "All Hope is Lost" can still drain energy.
Effects | Exhaustion Immune


Will of the Wisp (I/II)
Trait (Passive), upgrades with Ascensions

I: Immune to Spirit, Lightning, and Light damage.
2nd Ascension:
II: Immune to Spirit, Lightning, and Light damage. Self and Light allies start dungeons with +1 Energy.


Effects | Extra Energy | Spirit Immune | Lightning Immune | Light Immune | Fear Immune | Stone Immune | Possession Immune | Marked Immune | Shock Immune


Ethereal
Trait (Passive), requires 1st Ascension

Gains 20% Damage Reduction and Ethereal Spirit on the first turn. The shield-like buff prevents that HP drops below 1. This effect cannot be stolen or purged. Shield-Piercing attacks ignore the Ethereal Spirit shield.
Effects | Ethereal Spirit | Damage Reduction

Buffs & Debuffs:

CRIT+ - buff (Attack)
Target has a boosted CRIT Chance.

Damage Reduction - effect (Damage/Damage Reduction)
The damage suffered is mitigated by certain percent. Damage Reduction is capped at 90% and applied multiplicative.

Electric Skin - buff (Skin/Defense)
Target has a chance to Shock Melee attackers when hit.

Energy Gain - effect (Energy)
The hero gains some extra energy, which is required to use their special attacks/abilities.

Exhaustion Immune - immunity (Energy/Protection)
This hero cannot lose any Energy that is required to use their special attacks.

Ethereal Spirit - buff (Shield/Death)
Health does not drop below 1 for 1 turn. Cannot be stolen or purged.

Extra Energy - effect (Energy)
The hero starts the dungeon with extra energy, which is required to use their special attacks/abilities.

Fear Immune - immunity (Status Effect)
Immune to Feared debuff.

Light Immune - immunity (Damage)
Doesn't take any damage from Light attacks.

Lightning Immune - immunity (Damage)
Doesn't take any damage from Lightning.

Marked Immune - immunity (Status Effect)
Can't be Marked. Immune to all types of Mark debuffs.

Possession Immune - immunity (Death)
The dead body of this hero cannot be possessed.

Shock Immune - immunity (Status Effect)
Shocked debuff cannot be applied, and doesn't take damage from Shocked allies.

Shocked - debuff (Damage/Damage over Time)
Target deals AoE Lightning damage to self and allies when attacked.

Spirit Immune - immunity (Damage)
Doesn't take any damage from Spirit attacks.

Splash Damage - effect (Damage)
An attack hits not only the target but also other enemies. They also suffer some damage (certain percent). This can collapse Shields or trigger Revenge attacks. Splash damage is not considered an AoE damage.

Stone Immune - immunity (Status Effect)
Can't be turned into Stone (Statue). Constructs are immune to Stoned.
Immunities & Damage Reduction: Under construction, see above 'Buffs & Debuffs'
Ascensions: (3080) = + &
(4200) = +
First Ascension Second Ascension
Light Evo Larva 30x Astral Evo 4x
Light Evo 9x Light Evo Monarch 10x
Nature Evo Larva 10x Nature Evo 30x
Spirit Evo 5x
Electrical Storm (Special Attack/6 Turns) Spectroblast (Special Attack/5 Turns)
Ethereal (Trait/Passive) Will of the Wisp ii (Trait/Passive)
Synergies of Spirit heroes (Family):
 Ekko can get following passive buffs when teamed up with other Heroes:

Spirit Heroes get the following passive buffs:

 Spirits Pact (Trait) by  Moriko
All healing recieved is shared with Spirit allies.
 Unbound Stalwart (Trait) by  Moriko
If a Spirit ally dies heal all Spirit allies to 100% health.
 Primordial Vigor (Trait) by  Archon
Starts with +1 Energy for each other Warrior or Spirit ally on the team.
 Verdant Vitality (Special Attack) by  Mire
Recovers health split between all allies, applies Cleansing Regeneration to all allies for 3 turns, and all Spirit allies gain another turn of Ethereal Spirit (shield buff).
Synergies of Light heroes (Element):
 Ekko can get following passive buffs when teamed up with other Heroes:

Light Heroes get the following passive buffs:

 Avatar of Light (Trait) by  Leonidus
Light allies are immune to Dark elemental bonuses.
 Born of the Stars (Trait) by  Balur
All Light allies take 50% reduced Chaos Damage.
 Light Assault (Trait) by  Black Diamond
Light Allies gain Martial Artist, buffing +10% CRIT and +20% Dodge chance.
 Light Heart (Trait) by  Lumin the Radiant, Zen
Increase Health by [15/25]% for all Light allies depending on the rank (I/II) of this trait.
 Righteous Follower (Trait) by  Deadeye
Do a follow-up basic attack after any attack from a Light or Honorbound ally.
 Speed of Light Team (Trait) by
+15% ATK, +15% DEF and +10% Dodge Chance for self and Light allies.
 Will of the Wisp II (Trait) by  Ekko
Immune to Spirit, Lightning, and Light attacks. High resistance (75%) to Paralysis. [Light allies start Dungeons with +1 extra energy]. The text in [brackets] is of rank II of this trait (I/II).
 Veil of Voltage (Trait) by  Jin Lei
All Light and Honorbound Heroes gain 10% Damage Reduction and gain +1 Energy whenever they deal damage to a Shocked enemy.
Synergies of Rogue heroes (Class):
Other Synergies of Heroes:
 Ekko can get following passive buffs when teamed up with other Heroes:

All Heroes get the following passive buffs:

 Adept Strikes (Trait) by  Serenity
Allies and self gain Haste after using a single target Melee Physical attack once per round.
 Critical Energy (Trait) by  Indigo
Grants team +1 Energy on CRITs.
 Cleansing Aura (Trait) by  Dagrund Blacksmoke, Kelpy Shells
If the Hero can act at the end of the round, cleanses 1 Debuff on all allies.
 Cloak of Fire (Trait) by  Ember Sanguine
Allies gain immunity to burn and take 50% less damage from fire attacks.
 Eyes of the Beholder (Special Attack) by  Iris
Buffs team +ATK, then does a Ranged Dark attack on enemies.
 Fiery Renewal (Trait) by  Ember Sanguine
Whenever a Burn debuff is applied to an enemy, all allies gain +5% max health.
 Fire Nova (Special Attack) by  Ignus the Mad
Ranged Fire attack on all enemies, with Rage adding an additional chance to Burn. Grants team Burning Touch (chance to Burn on Basic attacks).
 Frost-Tipped Blades (Trait) by  Samurai Takumi
Grants the team a chance to Chill on Melee Physical attacks.
 Icy Embrace (Trait) by  Icebloom
All allies heal [25/35/50]% of their maximum health when inflicted with Frozen. Enemy and ally skills inflicting Frozen on allies will trigger this effect. The gained health depends on rank (I-III) of this trait.
 IFF Targeting (Basic Attack) by  Bauble
Melee physical attack on target enemy, OR heals target friendly construct, OR target ally gains a class-specific buff (Tanks get DEF+, Healers get CRIT+ and SKL+, Casters get +1 ENERGY, all others get ATK+.)
 Immunize (Trait) by  Mire, Zen
Each ally healed will gain Impervious (Cannot be Poisoned, Burned, Frozen, Chilled, Shocked, nor Diseased) for two turns.
 Master Assassin (Trait) by  Black Diamond
Self and allied single target abilities deal 100% more Damage on CRITs.
 Mend (Trait) by  Chief NubNub
Heal Team for [50% ATK] on CRIT. Triggers when landing a critical hit from a basic attack.
 Not Alone (Trait) by  Alrakis Skullkeeper, Lumin the Radiant
This hero gains +10% Damage Reduction for each other living ally.
 Sanctified Spell Absorption (Trait) by  Serenity
Allies take significantly reduced damage from non-Physical (-60%) and Chaos attacks (-20%).
 Sanctified Swamp (Trait) by  Grettle
All allies take 50% reduced Chaos Damage.
 Shell Power (Trait) by  Grondar
Allied Heroes gain Shell protection (allies cannot be Burned, Frozen, Chilled, Paralyzed or Shocked).
 Shielding Soul (Trait) by  Dagrund Blacksmoke
When killed, remaining allies gain an Aegis Shield.
 Spellseeker Weapons (Trait) by  Serenity
Allies Melee attacks have a chance to purge a buff on basic attack and can’t be retaliated against by Melee attackers.
 Spread the Wealth (Trait) by  Augustus
When at full HP, this Hero heals the team for a % of his HP every turn.
 Team Energy Vault (Trait) by  Ekko
Self and allies are immune to Exhaustion (=Energy Loss that is caused by use of abilities). Note: Passive traits like epic Malice "All Hope is Lost" can still drain energy.
 Team Precision (Trait) by  Pignius Maximus
Boosted CRIT damage for all allies. CRIT Multiplier is increased by [50%], percentage increases slightly with SKL.
 Venomous Embrace (Trait) by  Cobressa
Heals allies when Venom is applied on the enemies by Cobressa. The heal amount increases with the rank (I/II) of this trait. Enemies immune to Venom prevent the heal effect.
 Shard of Darkness (Trait) by  Craw, Mire
Allies start dungeons with [1/2/3] stacks of Foresight.
 Tempered Soul (Trait) by  Alrakis Skullkeeper
All allies and self gain an additional [5%/10%/15%] Chaos Damage Reduction (max 50%), depending on the rank of this trait (I/II/III). Skill increases the percent value.
 The Calm Before (Special Attack) by  Jin Lei
Silences all enemies and Buffs allies' Damage. This Hero gains stacks of Storm Power equal to the number of Light or Honorbound Heroes on the team. Starts Powered. (The Empowered Buff to applied to all allies and the caster to double (2x) their damage.)
Counters:
 Ekko can be countered by making use of the following traits and special attacks:

Spirit Heroes are vulnerable to:

 Fiery Soul (Trait) by  Solaris
Immune to Spirit and Fire damage. High resistance (75%) to Burn debuffs, Fear Immune, Possess Immune, Mark Immune, and Stone Immune.
Light Heroes are vulnerable to:

 Light Hunter (Trait) by  Overlord Executum
1.5x damage against Light enemies.
 Angelic (Trait) by  Archangel Emily
Cannot be Poisoned, Burned, Frozen, Chilled, Envenomed, Shocked, or Diseased and starts dungeons with an [Aegis Shield].
Non-Armored Heroes are vulnerable to:

 Flesh Shredder (Trait) by
 Jabber Clenchjaw
 Jibber Clenchjaw
 Mangle Jaw
2x damage against non-Armored targets.
 Incite Doom (Special Attack) by  Emperor Zulkodd
3 Melee Physical attacks on target enemy that deals 3x damage to non-Armored targets. If target dies, all other enemies' HP is set to 75% of their current HP.
Magical Heroes are vulnerable to:

 Aura Eater (Trait) by  Koros
2x damage against Magical Heroes.
Skins: (2)
Ekko

Spooky Ekko

Volt Striker Ekko

How to Use this Hero[]

Gradually increasing both Ekko's stars and Ascension will improve him more as a character. Eventually ascending him will turn him from a solid team buffer to a team buffer and powerful damage dealer, able to one shot most PvP enemies.

Skill Breakdown[]

 Ekko's role in a team is partly to deal damage, but more importantly to give huge team buffs.  Ekko has a number of unique and helpful traits that improve him as a character.

Traits[]

First off he has Spirit Immune, Lighting Immune, and Light Immune. This makes him completely immune to many attacks, such as  Chief NubNub's basic attack and all of  Jin Lei's attacks. Frankly it's a huge bonus, particularly to Casters and Healers, the majority of which are unable to harm Ekko at all without use of particular special powers.

He also has  Team Energy Vault, which gives your whole team a guaranteed 100% chance to resist energy drain (=immunity). Energy is neede to use special attacks. This effects  Zurk,  Balog the Loud,  The Furnace, and  Ignus the Mad who can steal energy.

Ekko also has  Magical I (25% damage reduction from magical attacks) and  Ethereal. This grants him another 20% damage reduction and protects him from killing blows in the first round. However shield-piercing attacks can still kill Ekko immediately, and debuffs like Burned and Poisoned can kill him at the end of round one when the shield wears off and the damage of the debuff is dealt.

Abilities[]

Ekko's  Energize is one of the best team buffing powers in the game. It does three helpful things. It gives your whole team Electric Skin, CRIT+ and +2 energy. Electric Skin gives any enemy melee attacker a chance to become Shocked. CRIT up is immensely helpful and if combined with a powerful one shot character or an AOE character, it can result in an enemy team or a boss being devestated by immense amounts of CRITS. Just watch out for opposing elements. And the +2 energy gives the whole team +2 energy to their powers on cool down. Likewise, if at the start of a Dungeon, energize can be used to quickly gain the player access to all their abilities. 

Eletrical Storm example

Eletrical Storm

 Electrical Storm is an effective power if used in the right situations. It deals 2 kind of damages. It's direct Lightning damage to all targets hit. The amount of this damage depends on Ekko's Attack stat. Additionally there is a good chance to shock the targets. When an shocked enemy is hit again the Shocked debuff will deal damage to the target's allies. The amount of this damage depends on Ekko's Skill stat.

Electrical Storm is best used when Ekko is fully ascended, to give him a target for  Intensify Shock. However, it is also effective against a group of Armored targets, or a single boss, as it deals damage to the boss and shocks him a great deal, too. This is most effective against the Lich

Shock is ineffective vs enemies immune to shock for 2 reasons: First they can't be shocked (debuff is not applied), and second they take no damage from other shocked enemies. You will see "0 damage" popping up in that case. For example  High King Valkin,  Jin Lei,  Archangel Emily and all Constructs are Shock Immune due their traits.

 Intensify Shock is Ekko's ticket to becoming a full time damage dealer. Ekko already hits pretty hard, and dealing x3 damage on a shocked target will result in a powerful swing. In addition, if he is energized, he is also almost guaranteed to get a CRIT. Combining all of these together nearly certainly results in a dead target. This power is also very effective on Tsume. As well as most likely one shotting the dreaded demon, the shocked hits all enemies in the area. As shocked attacks technically count as the person who was shocked attacking their allies, killing Tsume means his whole team will suffer from a shocked attack with the bonus of maximum Savage Fury. This often results in the whole enemy team either dead or critically wounded. 

Synergy With Other Heroes[]

Ekko's Energize will help any character, but the CRIT up with benefit people in particular who give Debuffs with CRITS. Lupina's Grill Master or Alexandros's Shocking Touch are all good examples of this.

Black Diamond's Light Crusader helps Ekko have an even higher CRIT chance, as well as any other Light Heroes on the team. 

As a general rule, Ekko's Energize will really help any hero in the game.

Uses in PVP[]

Ekko is a very under-appreciated character in PvP. Mainly because he is a fantastic counter for many of the more popular characters in PvP. As explained before, he is one of the best counters for Bovus and also the most reliable and at full ascension can counter Tsume well. Also, thanks to Spirit and Lighting Immune, Ekko is completely immune to Pontifex Mortis and NubNub, another two feared characters in PvP. As a result, Ekko is a fantastic addition to take on any PvP team. His one weakness in PvP is his low health, however the new buff, Heroes Revamped!, Ekko also has increased health, making him even more powerful. I

Notes and Tips[]

Raid tip: Use Ekko when you see  Chief NubNub on the opposing team, since NubNub's attack is a spirit attack. Ekko is  Spirit Immune. Also, take advantage of this ability when facing casters, since many have spirit attacks.

 Ekko is immune to be Possessed like all Spirits and Constructs. His  Spirit Immune trait makes him highly resist (75%) the debuffs Feared, Stoned and Marked for Death.

Gallery[]

Read More[]

http://forum.dungeonboss.com/discussion/131/hero-of-the-week-ekko#latest