![]() |
Article stub This article is a stub. You can help Bloons Wiki by expanding it. |
“ | The Spirit splits itself in two. Commands sent to one are sent to both. The Echo always targets first. | ” |
~ Echo |

Echo is the B3 spell of Corvus's magical spells. It can be accessed via the Spellbook. It is represnted by a vertical line splitting two semicircles, alongside oppositely placed dots between the semicircles; this looks similar to slicing an orange while in mid-air.
It splits the spirit into two, similar to Etienne's drones work. The second spirit is similar to the first one except the second spirit is always locked on First targeting. It can be paired with many other spells to double their effects. Some spells interact with Echo in unique ways. Duration of 25 seconds, cooldown of 55 seconds.
It costs 300 Mana. He unlocks it at Level 3.
Behavior and Interactions
Much of the behavior and interactions with Echo are to do with Echo's interactions with additional spells.
- Adds a temporary second spirit that by default is always locked on First.
- If interacting with spells that change the spirit first (e.g. Malevolence, Ancestral Might), the Echo spell cannot be castable for the duration if the spirit-changing spell was activated first.
- Specific interactions with Echo vary with other Corvus spells.
- If interacting with Spear, both spirits separately shoot lightning-inducing spears. Order doesn't matter with Spear, provided sufficient Mana to sustain Spear and enough duration for Echo.
- If interacting with Aggression, both spirits simultaneously gain the Aggression self-buffs. Order of spells doesn't matter with Aggression, provided sufficient Mana to sustain Spear and enough duration for Echo.
- If interacting with Malevolence, a second copy of the Malevolence wave is produced, and triggers two Malevolence attacks simultaneously for as long as there are two spirits and if the Malevolence spells is active. Order doesn't matter with Malevolence, provided both spells are active.
- If interacting with Storm, both spells separately gain energetic blades. Order doesn't matter with Storm, provided sufficient Mana to sustain Spear and enough duration for Echo.
- If interacting with Repel, both spells separately gain knockback. Order doesn't matter with Repel, provided both spells are active.
- If interacting with Haste, both spirits simultaneously gain the Haste self-buffs. Order of spells doesn't matter with Haste, provided both spells are active.
- If interacting with Trample, the second spirit triggers the trample in the opposite direction to the first spirit. Order does matter; attempting Trample → Echo doesn't trigger the copy's horses.
- If interacting with Frostbound, both spirits separately have freezing attacks. Order doesn't matter with Frostbound, provided both spells are active.
- If interacting with Ember, both spirits separately have blaze attacks. Order doesn't matter with Ember, provided both spells are active.
- If interacting with Ancestral Might, the spell is modified to double the attack speed of the big red hands, alternating with each hand. Order does matter with Ancestral Might; Echo → Ancestral Might adds double hands, whereas the Ancestral Might → Echo combination does nothing.
- If interacting with Overload, both spirits simultaneously explode, and the second copy is immediately cancelled. Order does matter with Overload; attempting Overload → Echo while the spirit is gone will do nothing more than waste Mana.
- If interacting with Nourishment, nothing occurs to the second spirit. Order has no effect except changing Mana balance.
- If interacting with Soul Barrier, nothing occurs to the second spirit. Order has no effect except changing Mana balance.
- If interacting with Vision, both spirits separately gain camo detection and decamo. Order doesn't matter with Vision, provided both spells are active.
- If interacting with Recovery, the second copy is immediately cancelled. Order does matter with Recovery; attempting Recovery → Echo cancels Recovery and creates the second copy of the spirit.
Strategy
Summary
Echo duplicates the effects of the spirit, making it a very powerful pair for chaining multiple spells for double effects. Particular interactions with Echo may vary, but try to imagine the Echo as a temporary double of the first spirit. Chain the duplicate with another spell to make full value of the Echo spell.
Tips
- Echo is similar to Etienne Level 7, in which he permanently gets second drone that is independent from the first drone. However, the second copy of the spirit of Corvus is temporary.
- Many powerful combinations often combine Echo with another spell, which can duplicate the effects of the next spell(s).
- A notable example is the Echo + Overload combo.
- Be sure to chain Echo with a Mana-generating activated ability to stock enough Mana for further spells in combination with Echo.
Version History
- 40.0
- Released
- 41.0
“ | We all knew Corvus would have to come down, he'll most likely still need some further tweaks after this but we want to settle him in slowly and not overnerf things too much - as he deserves to keep a high ranking spot among the heroes. | ” |
~ Ninja Kiwi |
Echo cooldown increased from 45s to 55s
Sounds
Spell | Sound effect |
---|---|
![]() |
[telegraphic oscillating and echoing] |
Gallery
Trivia
- Echo is only the third-most expensive spell, second to Ancestral Might and Overload.
|