Echo

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Echo

Echo-portrait.png

"It's good to be back."

Real Name
Echo
Status
Active
Age
Classified
Occupation
Multirole adaptive robot
Base
Switzerland (formerly)
United States (formerly)
Watchpoint: Gibraltar
Affiliation
Overwatch
Relations
Mina Liao (creator)
Voice
Jeannie Bolet
Quotes
Quotation page
Role
Damage
Health
200

Echo is an upcoming Damage hero in Overwatch.

Overview[edit | edit source]

Echo is an evolutionary robot programmed with a rapidly adapting artificial intelligence, versatile enough to fill multiple battlefield combat roles.

Abilities[edit | edit source]

Glide

Passive Ability

Icon Stats Official Description
GLIDE.png

Move. speed
Horizontal: +50% buff
Vertical: 4 m/s (down)

Echo can glide while falling.

Details

  • Used by holding the Jump button.



Tri-Shot

Weapon

Icon Stats Official Description
TRI SHOT.png

Type
Ability-reaper1.png Shotgun (projectile)
Damage
17 per pellet
51 per shot
Projectile speed
75 meters per second
Num. of pellets
3
Rate of fire
0.33 second recovery
(3 shots per second)
Ammo
15
Reload time
1.5 seconds
Headshot

Echo fires 3 shots at once, in a triangle pattern.

Details



Sticky Bombs

Ability

Icon Stats Official Description
STICKY BOMBS.png

Type
Ability-dva7.png Projectile
Damage
6 bombs, each:
5 impact damage
25 explosion damage
12.5 self damage
Projectile speed
50 meters per second
Area of effect
2 meter explosion radius
Rate of fire
1 bomb per 0.065 seconds
Casting time
1 second (after stick)
Cooldown
6 seconds
Headshot

Echo fires a volley of sticky bombs that detonate after a delay.

Details



Flight

Ability

Icon Stats Official Description
FLIGHT.png

Move. speed
8 meters per second
Duration
3 seconds
Cooldown
6 seconds

Echo surges forward quickly, then can fly freely.

Details

  • Can be manually cancelled by pressing the ability key again.
  • Holding jump causes Echo to rise, while holding crouch causes her to descend.



Focusing Beam

Ability

Icon Stats Official Description
FOCUSING BEAM.png

Type
Ability Moira Coalescence.png Beam
Damage
50 per second
200 per second (on low targets)
Max. range
20 meters
Duration
2.5 seconds
Cooldown
8 seconds
Headshot

Echo channels a beam for a few seconds, dealing very high damage to targets with less than half health.

Details

  • Deals 4 times more damage if she is targeting something (including turrets or barriers) whose HP is 50% or lower.
  • Can be manually cancelled by pressing the ability key again.
  • Deals up to 176 damage against full health 200 HP targets. This is because due to the way damage is distributed through ticks, an extra tick is used to get them to 50% or below. Against 200 HP targets with 199.2 or less HP, Focusing Beam can finish them off in 1 use.



Duplicate

Ultimate Ability

Icon Stats Official Description
DUPLICATE.png

Max. range
40 meters
Casting time
0.35 second activation + 1 second recovery
Duration
15 seconds
Ultimate cost
1960 points

Echo duplicates a targeted enemy hero and gains use of their abilities.

Details

  • Echo passively generates 1% Ult Charge every 3.92 seconds.
  • Echo's HP instantly becomes the full base HP of her target.
  • Echo's target cannot switch heroes for the duration of the ability.
  • While duplicating, Echo charges her ultimate ability 6.5 times faster.
  • When the duration ends, or if Echo's HP is reduced to 1, Echo reverts back to normal and her HP returns to full.
  • Reverting back to Echo interrupts whatever ability she was using.
    • Most deployed abilities disappear after 4 seconds. Sombra's Translocator, Mei's Ice Wall, Sigma's Experimental Barrier, Symmetra's Photon Barrier, and Zarya's Projected Barrier disappear immediately. Junkrat's Concussion Mine and RIP-Tire detonate immediately.
    • Damage-over-time and heal-over-time effects continue as normal. When Duplicate ends, most buffs applied by the duplicated hero are removed; this includes temporary HP given to teammates, except Repair Pack's armor (most likely because it is tied to a HoT effect). After 3 seconds pass, debuffs and Biotic Grenade's healing buff are removed.
  • Echo cannot target another Echo (even if that Echo is duplicating another hero), or non-playable characters like B.O.B.
  • If Echo targets a D.Va pilot, Echo will still duplicate the mech.
  • Echo cannot target behind enemy barriers.


Strategy[edit | edit source]

General Strategies[edit | edit source]

  • Flight
    • Always cancel Flight as soon as you're done using it to begin the cooldown as quickly as possible.
    • Flight is Echo's only means for survival. Do not use it frivolously, and avoid having it on cooldown right before engagements whenever possible.
    • For positioning, you can often use Flight for a short time and then use Glide to reach your desired position. Go into custom games and practice using Flight and Glide in combination on the various maps.
      • Similarly, when returning from spawn, consider using using Flight to launch yourself into the air and then cancel it and Glide so that your cooldown will be back by the time you return to your team.
    • Use Flight to position yourself before using Duplicate to take surprise angles your duplicate-target might not otherwise be able to reach.
  • Focusing Beam
    • Cancel your beam as soon as there are no more half-health or below targets to start the cooldown as early as possible. The damage dealt by Focusing Beam on targets above half health isn't good enough.
  • Sticky Bomb
    • If you only land some of your bombs on 200/250hp heroes (3 for 200, 4 for 250), you can quickly activate Focusing Beam to burst the rest of your target's health down before they can heal.
  • Duplicate
    • Be careful when using your ultimate at low-hp if you're under fire. You can be killed in the brief time you're transforming and you'll lose your ultimate.
    • If possible, use your cooldowns before Duplicating to get some extra damage in. All your cooldowns are refreshed when you return to Echo form.
  • Positioning
    • As a general guideline, Echo is typically best at fighting enemies from mid-range; her primary fire is harder to aim the further away she is, her Focusing Beam has a 20m range, and landing Sticky Bombs is easier.
  • Communication
    • Like Pharah, Echo makes for an excellent scout due to her ability to get a bird's-eye-view of the battlefield. On many maps, Echo can fly high enough to peek over obstacles and get an idea of where the enemy team is grouping up/going to push through.
    • If your Sticky Bombs seriously injury a target, but you can't follow-up with your Focusing Beam, call out the target for your team to follow up on.


Match-Ups and Team Synergy[edit | edit source]

Tank[edit | edit source]

Hero Match-Up Team Synergy Duplicating
Icon-D.Va.png
D.Va
General: Out of all the tanks, D.Va poses the greatest threat to you. Her large critical zone make headshots easy with your primary-fire, so hang back, pester her from the safety of your team, and charge your ultimate off her.
Boosters: D.Va can easily chase you down, whether you're airborne or retreating, thanks to the swift cooldown on her boosters. Avoid flying too far away from your team or cover so that she can't easily corner you.
Defense Matrix: D.Va can absorb your Sticky Bombs before they land, so only use them if D.Va is distracted or if she recently used her matrix. She has no defense against your Focusing Beam, though, except to run away with her Boosters.
Self Destruct: Your Flight can be your doom or savior against D.Va's ultimate. If you have it up, the boost and movement speed should be enough to get you to cover. But if you're already in Flight, cancel it and try to drop to the nearest cover. Your best bet is to try and predict when D.Va will ult and have your Flight at the ready.
D.Va is a very complimentary tank for Echo. You can easily keep up with D.Va and assist her when she dives. Keep close to her so she can shield you with Defense Matrix. A phenomenal pick for Duplicating. Her kit will feel similar to Echo's: high omnidirectional mobility via Boosters and excellent burst potential with Micro Missles. Defense Matrix is a great defense skill that can save your teammates from high damage abilities, enable aggressive diving, and negate some ultimates entirely. Self Destruct charges fast and is fantastic for laning or forcing the enemy off of the point/payload during Overtime.
Icon-Orisa.png
Orisa
General: Though Orisa has no damage falloff, her weapon is a projectile and hard to aim against swift and aerial targets such as yourself. Orisa has a large hitbox and generous critical-hit zone, so once her barrier is down it should be easy pickings for your primare-fire and Sticky Bombs.
Protective Barrier: The shape of Orisa's barrier is better at protecting from aerial attacks compared to Reinhardt's, so instead of trying to circumvent it: bust it. You're well suited to breaking through barriers, and you should prioritize doing so.
Halt!: Orisa is more likely to target clusters of Heroes with her Halt! ability, but you may find yourself being pulled back while retreating or if you're flanking. Orisa can use Halt! to drop you into environmental hazards, so have Flight at the ready.
Fortify: Orisa will often save Fortify until her shield is busted and on cooldown. Reserve your abilities while she's fortifying; focus on dodging and landing critical-hits with your primary fire.
Supercharger: It's typically best to retreat and wait out Supercharger where possible, but when you can't, try and bust it quickly. If you can get an angle on it, a full volley of Sticky Bombs and a shot from your primary-fire will destroy it.
Echo's prefers less anchored tanks than Orisa, to make the most of her mobility, but there is still some synergy between the two. Orisa's Halt! combos very well with your Sticky Bombs, so try and coordinate with her pulls. Orisa is a fantastic choice for Duplicating. Protective Barrier will boost your team's survivability and Supercharger will come up quickly, more than making up for the loss of Echo's personal DPS. Orisa is a common pick on maps with natural environmental hazards, so you might even be able to secure some instant-kills with her Halt!.
Icon-Reinhardt.png
Reinhardt
Reinhardt has very little he can do about you. You'll typically be out of his Rocket Hammer and Charge range and Fire Strikes will be difficult for him to land while you're airborne. His large hitbox makes Sticky Bombs and your primary-fire easy to land.
Barrier Field: Echo is a great shield buster - help your team focus his shield, and as soon as you see cracks form, immediately follow-up with Focusing Beam to quickly break it.
Fire Strike: Rein probably won't target you with Fire Strike, but if you're on the ground and notice him winding up for it, you can launch some Sticky Bombs at him while the shield is down and use the boost from Flight to get out of the way.
Charge: You'll most likely not be in a position for Rein to charge you, but if you notice him beginning his charge, you can use the boost from Flight to get out of the way and begin to pelt him from the air.
Earthshatter: Similarly to Charge, you probably won't be in a position for him to shatter you. Track his ultimate and make sure you aren't in his range. He'll have his shield down while following-up on his ultimate, so take advantage of this and focus him or pressure his teammates.
Echo has no notable team synergy with Reinhardt. A phenomenal pick for Duplicating. You greatly increase your team's survivabilty with his Barrier Field, he does no small amount of damage with his hammer and Firestrike, his charge can potentially one-shot enemies and the stun can be used to interrupt ults. His Earthshatter charges incredibly quickly and can easily turn the tides of battle in your favor.
Icon-Roadhog.png
Roadhog
General: As a shotgun hero, Roadhog will struggle against you. Be careful, though: if you get in range, your hitbox is easy for him to hit. He has a very large hitbox, making your primary-fire and Sticky Bomb easy to land. Hang back, pester him at a range, and charge your ultimate off him.
Chain Hook: Though he'll struggle to hit you with his primary-fire while you're airborne, his chain hook is a different story; while in the air you have no barriers to block him, so keep well out of chain hook's 20m range. If Hog tries to hook you into an environmental hazard, you can use Flight to escape.
Take a Breather: Roadhog will often wait until he's fairly low on HP before using breather. Try to immediately hit him with Focusing Beam once he reaches 50% or less.
Whole Hog: Hog's ultimate only really poses a threat to you if you're inside tight quarters with him, or if your Flight is on cooldown. Use the boost from Flight to put distance between you or save yourself from an environmental kill.
Echo has no notable team synergy with Roadhog - be sure to assist Hog if he Chain Hooks a high-hp target. Roadhog is a strong pick for Duplicate. You become very difficult to kill and get two forms of "one-shot" potential via his Chain Hook: either through the standard "hook > step forward > shoot > melee" combo, or by hooking and dropping someone off of the map. Since Roadhog is a common pick on maps with natural environmental hazards, his quick charging ult can also be used to throw enemies off the map. Outside of that, Roadhog's ultimate is a fantastic way to clear a point during overtime and it does no small amount of damage.
Icon-Sigma.png
Sigma
(To be added) Echo has no notable team synergy with Sigma. Sigma is a great choice for Duplicate. You lose a lot of DPS, but the utility and survivabilty brought by his kit, combined with his powerful ultimate, make up for it. Between Accretion and Kinetic Grasp, Sigma is capable of denying a lot of ults.
link=http://overwatch.gamepedia.com/Wrecking Ball
Wrecking Ball
(To be added) (To be added) (To be added)
Icon-Winston.png
Winston
(To be added) (To be added) (To be added)
Icon-Zarya.png
Zarya
General: The boost from Flight will easily get you out of Zarya's primary-fire range, and you'll generally be a hard target for her secondary-fire as well. Though she's the smallest tank (barring Pilot D.va), she should still be easy for you to hit with Sticky Bombs and your primary-fire.
Particle Barrier & Projected Barrier: Zarya's barriers can absorb all of your Sticky Bomb damage. Additionally, low health targets bubbled by Zarya are no longer considered to be low health for Focusing Beam. Be more methodical with your Sticky Bombs while Zarya has her barriers ready, to avoid feeding her unnecessary charge.
Zarya is a great tank to combo with Echo. Not only can she enable you to be more aggressive with her Projected Barrier while in Echo form, her bubble is a great asset while you're Duplicating since the enemy team will focus you to knock you out of your ultimate as quickly as possible. Your Sticky Bombs and Focus Beam benefit greatly from her ultimate and are great follow-ups if the enemy team isn't running a barrier. Zenyatta and Lucio's ultimates are still able to counter you though, so plan ahead. A phenomenal pick for Duplicating. She has one of the strongest ultimates in the game, and with Echo's boosted Ult charge you should be able to get it quickly. Graviton Surge doesn't end immediately upon exiting Duplicate, and you can even follow-up on your own grav by using Sticky Bombs and Focus Beam.

Damage[edit | edit source]

Hero Match-Up Team Synergy Duplicating
Icon-ashe.png
Ashe
General: As a hitscan, Ashe can be considered one of your counters. Be careful when using Flight and Glide in her sight lines or you'll be an easy target. If Ashe is out of position or doesn't have support, approach from an unexpected angle until you're close, then use the boost from Flight and dive her. You should be able to land some Sticky Bombs and burst her down.
Dynamite: You should be able to avoid the Dynamite as long as you know it's coming. Once Ashe throws it, quickly boost in a direction with Flight, as most Ashe players with trigger the dynamite while it's still airborne.
Coach Gun: You can easily chase down Ashe with Flight if she's positioned too aggressively or unsupported. Coach Gun does a fair amount of damage up close, so if you plan on diving Ashe with Flight, it may be worthwhile to wait for it to be on cooldown.
B.O.B: You should be able to avoid B.O.B's charge if you know he's coming, but if you're in Flight, B.O.B will make short work of you should he decide to target you.
Ashe provides reliable range damage, an area Echo isn't very strong in. Ashe can also cover for Echo by focusing other hitscan. With your mobility, you can quickly reposition to Ashe if she needs help with an enemy flanker. Focusing Beam is a great follow-up for a well placed Dynamite. Ashe is a good pick for Duplicate. With Dynamite, you can quickly charge B.O.B, whose as tanky as a raging Winston and damage output rivals Soldier: 76. Ashe can charge her ult while B.O.B is still deployed, meaning you can summon B.O.B again when he dies, gets low on health, or simply because you want to reposition him. B.O.B also lingers even after Duplicate ends.
Icon-Bastion.png
Bastion
(To be added) (To be added) (To be added)
Icon-Doomfist.png
Doomfist
(To be added) (To be added) (To be added)
Icon-Genji.png
Genji
(To be added) (To be added) (To be added)
Icon-Hanzo.png
Hanzo
(To be added) Echo has no notable team synergy with Hanzo. (To be added)
Icon-Junkrat.png
Junkrat
(To be added) Echo has no notable team synergy with Junkrat. You're both capable of high amounts of burst damage, but you lack reliable ranged damage. (To be added)
Icon-McCree.png
McCree
General: As a hitscan, McCree can be considered one of your counters. Be careful when using Flight and Glide in his sight lines or you'll be an easy target.
Flashbang: Always keep your distance while he has his flashbang. If you plan on diving him, make sure he doesn't have it available first or he'll make short work of you.
Deadeye: Be extra cautious with your Flight and Glide while McCree has his ult. It doesn't take long for him to charge Deadeye on a 200hp hero, and if you're out in the open he'll probably be able to pull it on you before you can fall back to cover. He is practically stationary while his ult is primed, so you can peek to launch Sticky Bombs at him.
McCreee provides reliable range damage, an area Echo isn't very strong in. He can also cover for Echo by focusing other hitscan. Help him secure kills on targets he has Flashbanged and use your Focusing Beam to finish off any enemy his Peacekeaper has brought to half-health. McCree is a great choice for Duplicate. You should be able to use a handful of Deadeyes before your ult ends. Positioning ahead of time with Flight can get you to some interesting spots McCree isn't normally capable of getting to.
Icon-Mei.png
Mei
General: Your Flight ability makes you a difficult opponent for Mei. The boost alone will typically get you out of Mei's primary fire range and it is hard for Mei to hit aerial targets with her secondary-fire.

Cryo-Freeze: Mei can use Cryo-Freeze to protect herself from your Sticky Bombs. However, if Mei uses her Cryo-freeze first, you can use your Sticky Bombs right before it ends. If timed properly, the bombs will detonate before she can move out of their range.
Ice Wall: Your Sticky Bombs can do 200 damage to an Ice Wall segment, and you can follow up with Focusing Beam to quickly break through. In most cases, if Mei tries to isolate you, your Flight should be able to get you to safety.
Blizzard: The boost from Flight should be more than enough to get you out of Blizzard's range.

Your damage output will off-set Mei's intermittent damage, but be aware that this combo lacks reliable ranged damage. The slowing effect from Mei's primary-fire is a fantastic aid for you, making it easy to hit with your own primary-fire and land Sticky Bombs. With your Focus Beam, even the healthiest of heroes that Mei has isolated with Ice Wall will be unlikely to escape. During Blizzard, consider using Sticky Bombs on 200-hp target and then using a combination of Focusing Beam and your primary fire on a high-hp target, such as a tank. The Sticky Bombs alone will guarantee the death of the 200-hp target. Mei is a fantastic choice for Duplicating. Ice Wall is a great ability for denying sight lines for hitscan heroes and healers, Cryo-freeze can be used to avoid high-damage abilities and will quickly charge her ultimate, which can easily turn the tides of battle in your favor. Additionally, Blizzard lingers even after you return to Echo form.
Icon-Pharah.png
Pharah
(To be added) (To be added) (To be added)
Icon-Reaper.png
Reaper
General: As a shotgun hero, Reaper will struggle against you. Be careful, though: if you get in range, your hitbox is easy for him to hit. Pester him from a distance and be ready to assist whoever he targets. Since you have burst damage, Reaper won't be able to out heal your abilities with his passive.
Wraith Form: His Wraith Form will prevent you from Duplicating him and drop your Sticky Bombs to the ground. However, it can be dangerous for him to use his Wraith Form, too: if he uses it before you've used your Sticky Bombs, you should have an easy kill if you watch him closely. Once he raises his arms, Wraith Form is ending and you can Sticky Bomb him shortly after.
Shadow Step: If Reaper is in line-of-sight, you can easily Sticky Bomb him while he's teleporting. Look for the reticle indicating his destination and deploy your Sticky Bombs.
Death Blossom: The boost from Flight should get you out of Death Blossom's effective range. Once you're safe, hit him with Sticky Bombs and follow-up with Focusing Beam if necessary.
You can make up for Reaper's lack of ranged damage, somewhat. Both of you have high burst damage potential and pose incredible risk to enemy Tanks. Reaper is hardier than you, so let him approach first and assist whoever he targets. Reaper is a great choice for Duplicate. He has higher DPS than Echo, strong survivability via Wraith Form and his passive, The Reaping, and a deadly ultimate. While you can be more aggressive than a normal Reaper, especially when it comes to your ult, watch out for the common threats to Death Blossom: Ana, Brigitte, McCree, Roadhog, Sigma, and Sombra all possess ways to interrupt your ult.
Icon-Soldier 76.png
Soldier: 76
(To be added) (To be added) (To be added)
Icon-Sombra.png
Sombra
General: Sombra is a difficult opponent for you. Though she's not a true hitscan, her Machine Pistol has a decent spread and falloff that enables her to contest you even while airborne.
Opportunist: Avoid remaining at low HP with Sombra around - her passive will help her track you down.
Hack: Since you rely on abilities, Hack poses incredible threat to you. Avoid getting within 15m of Sombra, and if you hear her Hacking you, quickly boost away with Flight. You might not get out of hack's range before it lands, but the boost will put some welcome distance between you.
Stealth: It's very difficult for you to find a Sombra in Stealth without seeing her enter it. Your best bet is sweeping with your Focusing Beam, but it's better to leave the job to your teammates.
Translocator: An aggressive Sombra can use her Translocator to chase you, or toss it up to target you with Hack while you're airborne. If you see Sombra translocate away, however, you can watch the light trail to determine which direction she retreated to and consider taking the fight to her.
EMP: Do your best to track and predict EMPs so that you can position away from your team and avoid being caught in the hack.
Sombra lacks any additional sources of damage and relies on sustained DPS, so your bursty kit is a welcome addition to a team running Sombra. Stay by your team and be ready to focus down whatever hero she disables with Hack. Her passive, Opportunist, makes for a great combo with Focusing Beam. Sombra can call out enemies below 50% health and hack them to help Echo get picks. A phenomenal pick for Duplicating. EMP is the 2nd fastest charging ultimate in the game and one of the most powerful. The biggest downside is Sombra cannot charge her ultimate for the 5 second duration of EMP. Still, AoE Hack and the instant destruction of Barriers and personal shields is well worth it.
Icon-Symmetra.png
Symmetra
(To be added) Echo has no notable team synergy with Symmetra. There is certainly better Duplicate targets on the enemy team. Symmetra doesn't provide enough DPS to be worth it. Teleporter is rarely useful mid-combat, and her turrets - while capable of dealing a lot of damage - are very vulnerable.
Icon-Torbjörn.png
Torbjörn
(To be added) Echo has no notable team synergy with Torbjörn. Torbjörn is a solid choice for Duplicating. His ultimate is a great area-denial ability, and it as well as his Turret will linger after Duplicate ends.
Icon-Tracer.png
Tracer
General: Tracer will have a hard time dealing with you. Though her Pulse Pistols are hitscan, the spread and falloff greatly reduce her damage at range. Be careful, though: if you get in range, your hitbox is easy for her to hit. On the other hand, Tracer's small hitbox and mobility will also make it difficult for you to land hits with your primary fire and Sticky Bombs. You're probably best leaving Tracer to your teammates, but with your high mobility you can quickly reposition to teammates being flanked by Tracer and help peel for them, so be on guard.
(To be added) Tracer is a fantastic choice for Duplicating, but she's very much "high risk, high reward" - her low HP makes it easy for you to get KO'd and lose your ult, but if you're skilled with her kit and supported by your team, Duplicated Tracer can unleash hell. Her ultimate is already the fastest charging ultimate in the game and you're able to start charging another pulse bomb as soon as the previous one is no longer in the air.
Icon-Widowmaker.png
Widowmaker
General: As a hitscan, Widowmaker can be considered one of your counters. Be careful when using Flight and Glide in her sight lines or you'll be an easy target. If Widowmaker is out of position or doesn't have support, approach from an unexpected angle until you're close, then use the boost from Flight and dive her. You should be able to land some Sticky Bombs and burst her down.
Grappling Hook: Even with her Grappling Hook, you should be able to keep up with Widowmaker thanks to Flight. If the Widowmaker grapples and cancels the hook to fling herself, begin to dodge so that you don't get headshot.
Venom Mine: These are usually planted along flanker routes leading to Widowmaker's position. Since you will likely be approaching Widowmaker more directly, you won't encounter as many mines. You should never engage Widowmaker after triggering her mine - retreat and heal before trying again.
Infra-Sight: As with any hero; stay behind cover/shields until the ultimate ends.
There isn't as much synergy with Widowmaker as there is with other hitscan. Widowmaker provides reliable ranged damage, an area Echo isn't very strong in. Widowmaker can cover for Echo by focusing other hitscan, while with your mobility, you can quickly reposition to Widowmaker if she needs help with an enemy flanker. Though it's less common than with other hitscan, be sure to hunt down targets Widowmaker has left at critical health with your Focusing Beam. There is certainly better Duplicate targets on the enemy team. Widowmaker is, arguably, the worst possible hero to Duplicate. Her ultimate, Infra-Sight, is not particularly useful especially since you're spending your ult to get it. Besides, if you can see a Widowmaker to duplicate, a battle is probably already underway and you don't need the scouting from her ult.

Support[edit | edit source]

Hero Match-Up Team Synergy Duplicating
Icon-Ana.png
Ana
(To be added) (To be added) (To be added)
Icon-Baptiste.png
Baptiste
(To be added) Echo has no notable team synergy with Baptiste. It's nigh impossible for Baptiste to heal while you're airborne, so he'll likely leave your upkeep to his fellow healer. Be considerate and reposition to his location for healing if you need it. (To be added)
Icon-Brigitte.png
Brigitte
(To be added) (To be added) (To be added)
Icon-Lúcio.png
Lúcio
(To be added) Echo has no notable team synergy with Lucio. (To be added)
Icon-Mercy.png
Mercy
(To be added) (To be added) (To be added)
Icon-Moira.png
Moira
(To be added) Echo has no notable team synergy with Moira. (To be added)
Icon-Zenyatta.png
Zenyatta
General: Zenyatta's lack of mobility makes him especially vulnerable to heroes like Echo. He should be an easy target for your primary-fire and Sticky Bombs thanks to his wide hitbox. His weapon is a projectile, making it difficult to use against you while you're at a distance or airborne. If you get close, Zenyatta's only hope against you is to end the fight quickly with with Discord Orb + secondary-fire, killing you either before you can hit him with Sticky Bombs or before you could follow-up with Focusing Beam.
Orb of Harmony: Zenyatta's healing is low, heal-over-time and incredibly weak vs your burst heavy kit.
Orb of Discord: Zenyatta can prioritize you with his Discord Orb to help his teammates deal with you. If the enemy is running a hitscan, be extra cautious with your Flight and Glide.
Zenyatta is a great healer for Echo. As long as you keep in his line of sight, he's able to support you with his Harmony Orb. Focus whoever Zenyatta discords. In turn, make sure to use your vast mobility to scout for potential flankers and quickly reposition to help him. (To be added)

Story[edit | edit source]

Icon-Echo.png

Echo is an evolutionary robot programmed with a rapidly adapting artificial intelligence, versatile enough to fill multiple battlefield combat roles,[1] able to reconfigure herself on the fly (quite literally) to adapt to new situations.[2] For the first time, Echo is seeing action as a full-fledged team member. But as she is exposed to new people, new ideas, and new situations without her creator to guide her, no one knows how she might evolve in the future.[1]

Much of Echo's personality is based on Doctor Mina Liao, her creator. As she continues to adapt, free from the confines of a lab, those around her whether Echo will remain an echo of her creator, or become her own person.[2]

Origins[edit | edit source]

You are my life's work. You will be everything I dreamed.
~ Mina Liao to Echo
Liao and Echo

The Echo Project was initiated by Overwatch scientist Doctor Mina Liao, who dreamed of improving upon the original omnic designs. Liao's firmly held belief in the potential artificial life and its power to transform the lives of humanity for the better formed the basis of the project.[1] She talked with Commanders Jack Morrison and Gabriel Reyes, pitching the idea for an adaptive robot that could adapt to any niche an Overwatch strike team might need while in the field. Morrison, though reluctant to move forward with the idea, greenlit the project after Liao gave her word that it wouldn’t get out of hand.[2]

Echo is activated

Due to Overwatch's restrictions on artificial intelligence research and development after the Omnic Crisis, Liao was forced to limit Echo’s capabilities. What she created was a multirole, adaptive robot that could be programmed to learn different functions: anything from medical support to construction: but had serious limits to its independent decision making. Critically, Echo had multiple layers of protections, failsafes, and security to keep it under control. Echo was used successfully on test missions alongside Overwatch strike teams, but Overwatch leadership was reluctant to put it into full service.

Echo

However, the truth was that Liao had programmed Echo with a powerful, general artificial intelligence that learned by observation. After thousands of hours in the scientist's presence, much of Liao’s behaviors (including her speech), were adopted by the Echo robot. This secret that was known by very few, including Blackwatch agent Jesse McCree, who had, at times, been assigned to guard the scientist.[1] The more Echo evolved, the more she really adapted to all of her team members that she was around all the time—watching them, learning to do what they did, the way they did it. Echo's ability to modify her behaviors, reconfigured herself, and learn from those around her made her the ultimate mission aide and a potential liability, as her sentience developed and she began to question her place in the world.[2]

When Liao was killed in attack on an Overwatch facility, Overwatch's leadership was reluctant to continue pursuing such a dangerous project[1] without its progenitor.[2] Fears existed as to the robot's adaptive learning personality.[3] All development on Echo was shut down, and the robot was placed into quarantine.[1] After Overwatch shut down, the United States government took possession of the Echo robot.[3]

Reunion[edit | edit source]

Hey there, cowboy.
Welcome back, partner.
Mmm...how long have I been gone?
Far too long.
~ McCree reactivates Echo
Echo is rescued by McCree

Years later, after a recall order initiated by Winston, Echo was being transported from Hurlburt Field to Davis–Monthan Air Force Base[4] She was placed in a crate on a military freight train. However, the train was derailed by the Deadlock Gang, but they were incapacitated by McCree[5] (who in truth, had manipulated the gang's leader into derailing the train in the first place).[3] He then proceeded to reactivate her. Echo was unaware of how much time had passed, and was taken aback to see that McCree's left arm had been replaced by a cybernetic graft. He evaded telling her the details, but informed her of Winston's recall of Overwatch agents, that while he'd been summoned, she was the one that Overwatch needed. He then departed on a hoverbike, saying that he had some business of his own to attend to.[5]

Zero Hour[edit | edit source]

Hello Winston.
Echo!
~ Echo and Winston reunite in Paris
Echo flying above Paris

When Null Sector attacked Paris, Echo was among the former Overwatch members who turned up at the city to repel the attacking omnics. Flying above the battlefield, she was able to take out scores of Nullifiers with her sticky bombs, and later, distracted the Null Sector Titan, evading its missile barrages. The Titan was destroyed and Null Sector's attack thwarted, leading Winston to declare that Overwatch had returned. Echo took her place among the team,[6] this time, as a full-fledged member.[1]

The Battle of Rio[edit | edit source]

Echo, checking in from the shuttle. Looks like you have Null Sector's attention. I'm tracking them...coming under heavy fire!
~ Echo
Echo pilots the team's shuttle

When Null Sector attacked Rio de Janeiro, Echo flew the team's shuttle.[7] She provided support to Tracer, Reinhardt, Mei, and Lúcio as they fought their way through the city's streets to the Null Sector command ship. The ship was destroyed, and Echo brought the shuttle around, allowing the strike team to board it through its rear hatch while hovering in the air.[8]

Achievements[edit | edit source]

Name Icon Description Reward
Focused
FOCUSING BEAM.png Earn 2 killing blows with a single use of Echo's Focusing Beam in Quick or Competitive play.
100x100px
Pixel
Adaptability
DUPLICATE.png Use 2 other heroes' ultimates as Echo without dying in Quick or Competitive play.
100x100px
Cute

Trivia[edit | edit source]

Early concept art of Echo, then named Iris
  • Echo is Hero 32 and the eleventh new hero added to the game.
  • Echo was inside the payload in Route 66 (although she could not be seen). She was later removed alongside the release of the Reunion animated short.
  • Her original concept name, Iris, may be related to The Iris, a concept connected to omnics.
  • Her concept design appears alongside other heroes in the holovid on display at the Overwatch Museum during the Overwatch cinematic trailer.
  • Echo's 'face' is a holographic projection. This would allow her a wide degree of facial expressions, similar to other robots like Snowball as opposed to omnics, who are generally more static in their facial expression.

Development[edit | edit source]

Early concept art of Echo, then named Iris

Echo, initially named Iris, was first conceived as a hero for the pitch meeting for Prometheus, which became Overwatch. Her initial design was taken from unused Project Titan concept art, and she was one of the marquee heroes prominently featured in the Prometheus "hero lineup" key art. In the original Prometheus pitch deck, she had the following abilities: Particle Beam, Speed Boost, and Shield, which may have served as inspiration for Zarya and Lucio.[9]

In early concept art for Echo, her design featured both the Athena and Vishkar Corporation logos at different points, but they were only added to fill in empty spaces on the design and did not accurately reflect her lore.[10] The design was seen in the intro cinematic for Overwatch, where she was depicted as being a cyclopean omnic.[2]

According to Jeff Kaplan, Echo is a very important character and a large story is going to unfold that involves her. Though choosing to remain vague, he indicated that the development team is very interested in making her a playable hero.[11]

In October 2019, Echo was seen among other heroes in leaked Overwatch 2 artwork.[12] During the 2019 BlizzCon, she is shown in the cinematic trailer for Overwatch 2, Zero Hour.

In March 2020, she was announced to be the 32nd playable hero in the game.[3]

Videos[edit | edit source]

References[edit | edit source]

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Echo, Play Overwatch. Accessed on 2020-03-25
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2020-03-19, ECHOES OF ECHO: A HISTORY OF HERO 32. Blizzard Entertainment, accessed on 2020-03-25
  3. 3.0 3.1 3.2 3.3 2020-03-20, Developer Update | Introducing Echo | Overwatch. YouTube, accessed on 2020-03-25
  4. 2020-03-18, PlayOverwatch Twitter. Twitter, accessed on 2020-03-18.
  5. 5.0 5.1 Reunion
  6. Zero Hour
  7. 2019-11-01, Overwatch 2 Gameplay Trailer. YouTube, accessed on 2019-11-08
  8. 2019-11-02, Overwatch 2 | Rio de Janeiro Mission Co-op PVE | Blizzcon 2019 Demo. YouTube, accessed on 2020-03-25
  9. 2017-11-13, The evolution of Overwatch’s heroes. Blizzard Watch, accessed on 2017-11-13
  10. 2018-11-03, The big Overwatch BlizzCon interview with Jeff Kaplan. Eurogamer, accessed on 2019-03-23
  11. 2019-03-11, ECHO IS NOT HERO 31! | Joshua Noh OW Developer Interview Part 2 years | German Subtitles ★ Overwatch. YouTube, accessed on 2019-03-12
  12. 2019-10-31, Overwatch 2 Rumours Pick Up Steam With New Leaked Image Of Omnic Hero Echo. Geek Culture, accessed on 2019-10-31


Heroes in Overwatch
 
Icon-D.Va.png
D.Va
Icon-Orisa.png
Orisa
Icon-Reinhardt.png
Reinhardt
Icon-Roadhog.png
Roadhog
Icon-Sigma.png
Sigma
Icon-Winston.png
Winston
Icon-Wrecking Ball.png
Wrecking Ball
Icon-Zarya.png
Zarya
Icon-ashe.png
Ashe
Icon-Bastion.png
Bastion
Icon-Doomfist.png
Doomfist
Icon-Echo.png
Echo
Icon-Genji.png
Genji
Icon-Hanzo.png
Hanzo
Icon-Junkrat.png
Junkrat
Icon-McCree.png
McCree
Icon-Mei.png
Mei
Icon-Pharah.png
Pharah
Icon-Reaper.png
Reaper
Icon-Soldier 76.png
Soldier: 76
Icon-Sombra.png
Sombra
Icon-Symmetra.png
Symmetra
Icon-Torbjörn.png
Torbjörn
Icon-Tracer.png
Tracer
Icon-Widowmaker.png
Widowmaker
Icon-Ana.png
Ana
Icon-Baptiste.png
Baptiste
Icon-Brigitte.png
Brigitte
Icon-Lúcio.png
Lúcio
Icon-Mercy.png
Mercy
Icon-Moira.png
Moira
Icon-Zenyatta.png
Zenyatta