WUWABUILD.COM
WUWABUILD.COM
000
WuwaBuild
GuideF2P10 min read

How to level echoes in Wuthering Waves: the +10 rule, feed vs recycle, and auto-discard

Level every new echo to +10 first, tune it twice, and continue only if at least one of the two substats is useful; recycle failures above +10 instead of feeding them. That one habit is the difference between running out of Echo EXP and never running out. This guide follows Optimized Gaming’s video step by step, and checks every number against the game’s level table and Kuro’s published substat odds.

Optimized Gaming YouTube channel avatar

Written by

Optimized Gaming

Free-to-play Wuthering Waves guides: resources, echoes and the habits that save them.

Subscribe
By Optimized Gaming & WuWaBuild
Video credit: Optimized Gaming on YouTube · embedded with attribution. Watch on YouTube

Optimized Gaming frames it for free-to-play accounts, and the reasoning holds for everyone: without duplicate copies or signature weapons, echoes carry your damage. Wanting better substats means rolling more echoes, so what each roll costs in Echo EXP and Tuners decides how many rolls you get. The video runs just under eight minutes. Below are its six techniques in the order you will use them, with the arithmetic that backs each one.

How much Echo EXP does an echo need to reach +25?

142,600 Echo EXP for a 5-star echo, and it is anything but linear. Optimized Gaming opens on the number that matters: the last five levels cost more than the first fifteen together.

Echo EXP required per level bar chart: 4,400 to +5, 12,100 to +10, 23,100 to +15, 39,500 to +20, 63,500 to +25
0:57 · Optimized Gaming’s chart of Echo EXP per five-level step. The last step costs more than the first three together.
StepEcho EXPRunning totalAdvanced tubes
+0 → +54,4004,4003
+5 → +1012,10016,5007
+10 → +1523,10039,60012
+15 → +2039,50079,10020
+20 → +2563,500142,60032

The tube counts are in Advanced Sealed Tubes, the purple 2,000-EXP item; a gold Premium Sealed Tube is worth 5,000. Getting to +10 takes about 8 of them. Going from +20 to +25 takes 32, nearly four times as many for the same five levels. Shell Credits cost 0.1 per point of EXP plus 2,000 per tune, which comes to 24,260 for a full +25.

Premium Sealed Tube in the Wuthering Waves Development Materials bag, description reads Provides 5,000 EXP
0:22 · The gold Premium Sealed Tube gives 5,000 Echo EXP. The purple Advanced tube gives 2,000, and that is the unit the costs below are counted in.

Levelling straight to +25 is the mistake the video calls the biggest. On screen, it means 72 Advanced tubes and 14,260 Shell Credits committed before you have seen a single substat.

Wuthering Waves Echo Upgrade screen taking Shadow Stepper from +0 to +25 with 72 Advanced Sealed Tubes, 144,000 EXP
0:47 · Straight to +25: 72 Advanced Sealed Tubes and 14,260 Shell Credits before a single substat is known.

When should you stop levelling an echo? The +10 checkpoint

At +10. By then you have tuned twice, two of the five substats are visible, and you have spent 16,500 EXP, 12% of the full cost. Optimized Gaming wants every finished echo to carry at least three good substats, ideally Crit Rate, Crit DMG and one more, and +10 is enough to judge the odds:

  • • Both substats good: keep levelling, in steps of five.
  • • One good: keep levelling. Two of the remaining three still have a fair chance to land.
  • • Neither good: stop and move on. Three good rolls out of three left is rare.
Wuthering Waves Echo Tuning screen at +10 showing two substats, Crit Rate 8.7% and Resonance Skill DMG Bonus 7.1%
1:52 · The +10 checkpoint: two substats revealed, Crit Rate 8.7% and Resonance Skill DMG Bonus 7.1%. One crit, so it goes on.

The game can enforce the steps for you. In the Upgrade screen’s Auto-Select Settings, switch Mode from No Cap to Level Cap: it then only picks enough material to reach the next tunable level (+5, +10, +15, +20 or +25), so you never overshoot by accident.

Wuthering Waves Echo Upgrade Auto-Select Settings with No Cap, Level Cap, Sync Tuning and Only Echo EXP items options
2:16 · Auto-Select Settings. Switch Mode to Level Cap and the game only adds enough EXP to reach the next tunable level.

What are the odds of getting Crit Rate and Crit DMG?

Kuro publishes the substat odds on its Korean product page, as Korean law requires. There are 13 possible substats with equal weight, and an echo cannot roll the same one twice. That makes the +10 rule easy to check with a little combinatorics:

SituationOutcomeChance
Fresh echo, before any tuneBoth Crit Rate and Crit DMG among the 512.8%
Fresh echo, before any tuneAt least one crit among the 564.1%
+10 with both crits showingCrit pair complete100%
+10 with one crit showingThe other crit in the last 327.3%
+10 with no crit showingAt least one crit in the last 349.1%
+10 with no crit showingBoth crits in the last 35.5%

The bottom row is the reason for the checkpoint. An echo with no crit showing at +10 has a 5.5% chance of ending with both, about 1 in 18, and finishing it costs another 126,100 EXP. An echo with one crit showing has a 27.3% chance of completing the pair, five times better. Our probabilities assume nothing about which other substats you count as “good”. If your character also wants Energy Regen or ATK%, the odds of three good substats are higher than the crit-only figures above.

How to redo the arithmetic: after two reveals, 11 substats are left and 3 slots remain. If both crits are still in the pool, the chance that all three remaining slots miss them is C(9,3) / C(11,3) = 84 / 165, so at least one crit lands 81 / 165 = 49.1% of the time. Both crits land 9 / 165 = 5.5% of the time.

Which substats should you aim for?

Optimized Gaming’s order for a typical damage dealer is Energy Regen (up to the character’s requirement) > Crit DMG / Crit Rate > ATK% > flat ATK = damage-type bonus. The damage-type bonuses are Basic Attack, Heavy Attack, Resonance Skill and Resonance Liberation DMG.

Optimized Gaming echo substat priority: Energy Regen up to limit, then Crit DMG and Crit Rate, ATK%, flat ATK and DMG bonus
2:40 · Optimized Gaming’s substat order for a typical damage dealer. Energy Regen comes first only until the character’s requirement is met.

Flat ATK is worth more than its reputation, according to the video. Unless 80% or 90% of a character’s damage comes from one damage type, flat ATK can beat that type’s bonus. Against ATK%, the gap is about 50 ATK on average, so it is not a wasted roll. A flat ATK roll is 30 to 60, and an ATK% roll is 6.4% to 11.6%. Which one wins depends on your base ATK, which is why the creator keeps them close.

Each character’s exact order, including how much Energy Regen they need, is on their build page. Start from the resonator list or the build guides, and check the tier list before deciding who gets your best echoes.

Should you feed bad echoes or recycle them?

Recycle anything at +15 or above; feed anything at +10 or below. Optimized Gaming calls this the lesser-known mistake. A +20 echo that missed Crit DMG feels like free fuel for the next one, so most players feed it.

Wuthering Waves Echo Upgrade material list with a +20 Shadow Stepper selected as feed, substats ATK 15.1% and Crit Rate 8.7%
3:33 · The tempting move: feeding a +20 echo that missed Crit DMG into a fresh one.

On screen, feeding that +20 echo puts the fresh echo at +17, adding 60,750 EXP. The checkpoint was +10, so seven levels, roughly 44,000 EXP, are now locked into an echo you know nothing about yet.

Wuthering Waves fresh echo jumping from +0 to +17 after a +20 echo is fed, 60,750 EXP added
3:50 · Fed, that +20 echo puts the new one at +17, seven levels past the +10 checkpoint.

The fix is the bag. Open the Echoes tab, tap the red trash icon, select the failed echo and confirm. The video calls the overshoot “40,000 echo EXP or eight gold tubes” wasted. Strictly, it is at risk rather than gone. The screens show where the difference comes from:

Wuthering Waves Echoes bag at 2,876 of 3,000 with Batch Manage and the red trash icon used to recycle echoes
4:27 · Recycling lives in the bag: Echoes tab, then the red trash icon at the bottom right.
Wuthering Waves Data Recovery dialog returning 12 Premium Sealed Tubes, 1 smaller tube and 12 Tuners for one +20 echo
4:45 · Data Recovery for the same +20 echo: 12 Premium tubes, one smaller tube and 12 Tuners back.

Data Recovery returns 12 Premium Sealed Tubes, one smaller tube and 12 Tuners, which is 60,500 EXP. Feeding the echo gave the same 75%: the refund is rounded down to the nearest 500, and the Tuners are 30% of the 40 spent on four tunes. So recycling does not return more EXP. It returns the EXP as tubes, which you can stop at +10 with. If the new echo then fails at +10, the fed version costs you a second 25% cut on those 44,000 EXP, about 11,000 EXP, when it is recycled in turn. The recycled version costs nothing extra, because the tubes are still in your bag. Over dozens of attempts that adds up, and the creator’s point stands.

Feeding is fine when the failed echo is at +10 or lower. It only brings a fresh echo to +8 or +9, short of the checkpoint, so nothing is spent past it.

Wuthering Waves fresh echo reaching +9 after a +10 echo is fed, below the +10 tuning checkpoint
5:16 · Feeding a +10 echo is fine: the new echo lands at +9, still short of the checkpoint, so nothing is overspent.
Since Version 3.7, unequipped and non-upgraded echoes with the same type, sonata and main stat stack in the bag, up to 999. Fresh drops waiting for their +10 check no longer crowd out the levelled ones you are deciding to recycle.

Which echo should you level first: 3-cost, 4-cost or 1-cost?

For a new character, Optimized Gaming builds the 3-costs first, then the 4-cost, then the 1-costs. 3-costs are the hardest to get right. Their main stat comes from a long list (each element’s DMG Bonus, ATK%, HP%, DEF% and Energy Regen), so a usable one is precious and should get the easiest substat standard. Done first, Energy Regen still counts as a good substat on them, because the character has not reached their requirement yet.

Reminiscence Threnodian Leviathan 4-cost echo at +25 with Crit Rate 22% main stat and Crit DMG 15% substat
5:47 · A finished 4-cost: Crit Rate main stat, with Crit DMG, Crit Rate, ATK and Energy Regen among the substats.

1-costs come last because they are the opposite case. Their main stat is HP%, ATK% or DEF%, one in three for the one you want, and the enemies that drop them are everywhere. You can afford to be picky with their substats. The finished Havoc Prism below shows what picky looks like: Crit DMG 17.4%, Crit Rate 9.3% and Energy Regen 10.0% on a 1-cost.

Havoc Prism 1-cost echo at +25 with ATK 18% main stat, Crit DMG 17.4% and Crit Rate 9.3% substats
6:22 · A 1-cost Havoc Prism: ATK% is one of only three possible main stats, so 1-costs can be the pickiest.

Which echoes and sets a character actually wants is on the echo database. Every echo in the video has a page there, including the Shadow Stepper the creator levels throughout, the Havoc Prism and the Threnodian Leviathan.

How do you set up auto-discard for echoes?

The last part of the video handles the drops that are never worth a +10 check. Open the Terminal, go to Data Bank, then the bottom icon on the left, Echo Management, and pick Auto-discard Settings. You set each plan up once, and from then on it discards matching echoes automatically.

Wuthering Waves Terminal menu with the Data Bank button, the way into Echo Management and auto-discard
6:37 · Echo Management starts from the Terminal: open Data Bank.
Wuthering Waves Echo Management Auto-discard Settings list with plans for Non 5-Star and each 3-cost element
6:52 · Auto-discard Settings: one plan per rule, starting with every non-5-star echo.

Each plan filters by rarity, cost, sonata and main-stat attributes. The creator’s example: discard every 5-star 3-cost echo from a Fusion sonata that is not ATK% or Fusion DMG Bonus. An Electro DMG main stat on a Fusion set will never be used. Choose an empty plan, select COST 3, add the five Fusion sonatas (Chromatic Foam, Trailblazing Star, Flamewing’s Shadow, Flaming Clawprint and Molten Rift), then tick every main stat except the two you want.

Wuthering Waves auto-discard plan for 5-star 3-cost Fusion sonata echoes: Chromatic Foam, Trailblazing Star, Molten Rift
7:02 · A 3-cost Fusion plan, covering the five Fusion sonatas.
Wuthering Waves auto-discard attribute filter with unwanted main stats ticked, including HP%, DEF%, Electro DMG and Havoc DMG
7:36 · The attribute filter: tick every main stat you never want on this kind of echo.

Name the plan, save it and switch on “Auto-discard by this plan”. Optimized Gaming shares a spreadsheet of their full plan list in the video description, which is a faster start than building every plan from scratch.

Saved Wuthering Waves auto-discard plan for 3-cost echoes with Fusion sonatas and Main HP% set to discard
7:41 · Name it, save it, switch it on. From then on those drops never reach the bag.

The routine in one list

  1. 1Level to +10 with Level Cap on. Set Auto-Select to Level Cap so the game only spends enough Echo EXP to reach +10, then tune twice to reveal two substats.
  2. 2Read the two substats. Two good substats: keep going. One good: keep going, the odds are still fair. None: stop, the echo needs a near-perfect last three rolls.
  3. 3Continue in steps of five. Level to +15, +20 and +25 one tune at a time and re-check after each, instead of paying for +25 up front.
  4. 4Recycle failures above +10. An echo that failed at +15 or higher goes to the trash icon in the bag, not into the next echo, so its EXP comes back as tubes you can stop at +10 with.
  5. 5Feed failures at +10 or below. A failed +10 echo can be fed directly: it only takes a fresh echo to about +9, so nothing is spent past the checkpoint.
  6. 6Set auto-discard once. In Data Bank → Echo Management, add plans that discard main stats you never use, so they never reach the bag.

Once the echoes are done, put them to work on the best teams. Thanks to Optimized Gaming for the method and the footage. The channel covers the free-to-play side of Wuthering Waves, and their earlier video on weekly resources pairs well with this one.

Echo levelling FAQ

6 questions

How much Echo EXP does it take to level an echo to +25?

A 5-star echo needs 142,600 Echo EXP from +0 to +25, about 72 Advanced Sealed Tubes or 29 Premium ones, plus 14,260 Shell Credits for the EXP and 2,000 per tune. The last five levels alone cost 63,500 EXP, more than +0 to +15 combined (39,600).

At what level should you stop levelling an echo in Wuthering Waves?

Check it at +10, after two substats are revealed. If neither is useful, stop: with no crit showing, the chance of getting both Crit Rate and Crit DMG in the last three rolls is 5.5%. If one or both are useful, continue in steps of five and re-check each time.

Should you feed a levelled echo or recycle it?

Recycle anything at +15 or higher through the trash icon in the bag; feed anything at +10 or lower. Both return 75% of the Echo EXP and 30% of the Tuners, but recycling hands the EXP back as tubes, so the next echo can stop at +10 instead of being pushed to +17.

How many Tuners does it take to fully tune an echo?

50 Tuners: 10 per tune at +5, +10, +15, +20 and +25. Recycling or feeding a tuned echo returns 30% of the Tuners spent, for example 12 Tuners from an echo tuned four times.

What are the best echo substats in Wuthering Waves?

For most damage dealers: Energy Regen until the character’s requirement is met, then Crit DMG and Crit Rate, then ATK%, then flat ATK and the character’s main damage-type bonus. Optimized Gaming notes flat ATK is worth about 50 ATK on average and is not a dead roll.

Where are the auto-discard settings for echoes?

Terminal → Data Bank → the bottom icon on the left (Echo Management) → Auto-discard Settings. Each plan filters by rarity, cost, sonata and main stat, and discards matching drops automatically once switched on.

More Wuthering Waves news

All news