Wuthering Waves Echo Substat Math: Every Roll Value, Effective Weight & Tuning Odds
Everyone knows Crit Rate and Crit DMG are good substats. But do you know exactly how good? There are 8 possible roll values for every percentage substat, and the gap between the lowest and highest roll is meaningful — a 10.5% Crit Rate roll is worth 67% more than a 6.3% roll. This article breaks down the full substat math so you can make better tuning decisions.
All data below comes directly from the same tables used by the Echo Scorer. Use this article as the reference, then grade your actual echoes with the tool.
How echo substats work
Each echo has up to 5 substats. You start with 1 substat at +0 and gain a new one at each upgrade milestone (+5, +10, +15, +20). At +25, the echo has all 5 substats. Each existing substat also gets upgraded at these milestones, and each upgrade adds a random roll from that stat's value table.
There are two categories of substats:
- Percentage stats (Crit Rate, Crit DMG, ATK%, HP%, DEF%, Energy Regen, all DMG bonuses): 8 possible roll grades
- Flat stats (ATK flat, DEF flat): 4 possible roll grades
- HP flat: 8 possible roll grades (unusual for a flat stat)
Complete substat roll value table
These are the exact in-game values for every substat roll. "Grade 1" is the worst roll, "Grade 8" is the best. The ratio between Grade 8 and Grade 1 tells you how much variance exists within a single stat.
| Substat | Grade 1 | Grade 2 | Grade 3 | Grade 4 | Grade 5 | Grade 6 | Grade 7 | Grade 8 | Max/Min ratio |
|---|---|---|---|---|---|---|---|---|---|
| Crit Rate | 6.3% | 6.9% | 7.5% | 8.1% | 8.7% | 9.3% | 9.9% | 10.5% | 1.67× |
| Crit DMG | 12.6% | 13.8% | 15.0% | 16.2% | 17.4% | 18.6% | 19.8% | 21.0% | 1.67× |
| ATK% | 6.4% | 7.1% | 7.9% | 8.6% | 9.4% | 10.1% | 10.9% | 11.6% | 1.81× |
| HP% | 6.4% | 7.1% | 7.9% | 8.6% | 9.4% | 10.1% | 10.9% | 11.6% | 1.81× |
| DEF% | 8.1% | 9.0% | 10.0% | 10.9% | 11.8% | 12.8% | 13.8% | 14.7% | 1.81× |
| Energy Regen | 6.8% | 7.6% | 8.4% | 9.2% | 10.0% | 10.8% | 11.6% | 12.4% | 1.82× |
| Basic ATK DMG | 6.4% | 7.1% | 7.9% | 8.6% | 9.4% | 10.1% | 10.9% | 11.6% | 1.81× |
| Heavy ATK DMG | 6.4% | 7.1% | 7.9% | 8.6% | 9.4% | 10.1% | 10.9% | 11.6% | 1.81× |
| Skill DMG | 6.4% | 7.1% | 7.9% | 8.6% | 9.4% | 10.1% | 10.9% | 11.6% | 1.81× |
| Liberation DMG | 6.4% | 7.1% | 7.9% | 8.6% | 9.4% | 10.1% | 10.9% | 11.6% | 1.81× |
| ATK (flat) | 30 | 40 | 50 | 60 | — | — | — | — | 2.00× |
| DEF (flat) | 40 | 50 | 60 | 70 | — | — | — | — | 1.75× |
| HP (flat) | 320 | 360 | 390 | 430 | 470 | 510 | 540 | 580 | 1.81× |
Key insight: The step size between grades is uniform for each stat. Crit Rate goes up by exactly 0.6% per grade. Crit DMG goes up by exactly 1.2% per grade. This means each grade is equally likely if rolls are uniformly distributed.
Effective stat weight per role
A 10.5% Crit Rate roll is not equally valuable on every character. On a Crit DPS it is the single most important substat; on a Healer it is nearly worthless. The table below shows the effective weight of each substat for the 5 main build presets used in the Echo Scorer.
Weights are relative within each role — a weight of 2.0 means "twice as important as a stat with weight 1.0." Stats with weight 0 are irrelevant for that role.
| Substat | Crit DPS | Liberation DPS | Heavy ATK DPS | Sub-DPS | Healer |
|---|---|---|---|---|---|
| Crit Rate | 2.0 | 2.0 | 2.0 | 1.5 | 0.1 |
| Crit DMG | 1.0 | 1.0 | 1.0 | 0.75 | 0.1 |
| ATK% | 0.75 | 0.75 | 0.75 | 0.5 | 0 |
| Liberation DMG | 0.5 | 1.0 | 0.3 | 0.5 | 0 |
| Skill DMG | 0.5 | 0.3 | 0.3 | 0.3 | 0 |
| Basic ATK DMG | 0.5 | 0.1 | 0.1 | 0.1 | 0 |
| Heavy ATK DMG | 0.5 | 0.1 | 1.0 | 0.1 | 0 |
| Energy Regen | 0 | 0.5 | 0 | 1.0 | 0.75 |
| ATK (flat) | 0.1 | 0.1 | 0.1 | 0.1 | 0 |
| HP% | 0 | 0 | 0 | 0 | 1.0 |
| HP (flat) | 0 | 0 | 0 | 0 | 0.3 |
| DEF% | 0 | 0 | 0 | 0 | 0 |
| DEF (flat) | 0 | 0 | 0 | 0 | 0 |
Reading the weight table
For a Crit DPS, Crit Rate has weight 2.0 and Crit DMG has weight 1.0 — meaning Crit Rate rolls are twice as valuable as Crit DMG rolls. This matches the well-known 1:2 Crit Rate to Crit DMG ratio: one max Crit Rate roll (10.5%) gives the same damage increase as one max Crit DMG roll (21.0%).
For a Liberation DPS, Liberation DMG jumps to weight 1.0 (tied with Crit), making it significantly more valuable than for a generic Crit DPS (weight 0.5). Characters like Jiyan or Encore that scale heavily off their Liberation should prioritize Liberation DMG substats more than the default preset suggests.
For a Sub-DPS / Buffer, Energy Regen is the top substat at weight 1.0 — because keeping the rotation flowing matters more than raw damage for support characters.
How the Echo Scorer calculates your grade
The Echo Scorer uses a straightforward formula to convert your substats into a 0–100 score. Understanding this formula helps you make better keep/skip decisions.
Step 1: Effective value per substat
For each substat on your echo, the scorer calculates:
Effective value = (roll value ÷ max roll value) × role weight
Example: A 9.3% Crit Rate roll on a Crit DPS = (9.3 ÷ 10.5) × 2.0 = 1.771
Step 2: Sum and normalize
All 5 effective values are summed, then divided by the theoretical maximum (5 substats all rolling max value on the highest-weighted stat). The result is multiplied by 100 to get your score.
In practice, the theoretical max assumes all 5 slots roll the single best stat — which never happens in real gameplay. So a "perfect" echo with 5 different useful stats will typically score around 75–85, not 100.
Grade thresholds
| Grade | Score range | Recommendation |
|---|---|---|
| S | 80–100 | Level to +25 immediately. This is a keeper. |
| A | 60–79 | Worth leveling for any main team. |
| B | 40–59 | Decent. Level if you don't have a better one yet. |
| C | 20–39 | Below average. Skip unless desperate. |
| D | 0–19 | Trash. Do not invest. |
Practical tip: Any echo that scores A or above with your target role preset is worth investing Tuners into. B-grade echoes are fine for off-team or farming sets. Everything below C should be fed as XP material.
Tuning economics: what are the odds?
When you use a Tuner on a 4-cost echo, you are re-rolling one existing substat. The new roll is randomly selected from that stat's 8 grade values. Here is what the math means for your farming efficiency.
Probability of a max roll
If each grade is equally likely, the chance of rolling the maximum value (Grade 8) on any single tune is 1/8 = 12.5%. The chance of rolling Grade 7 or higher is 2/8 = 25%. The chance of rolling Grade 6 or higher is 3/8 = 37.5%.
Expected Tuner cost for a perfect substat
On average, you need 8 Tuner attempts to hit the max roll on a specific substat. At roughly 30 Tuners per day from daily activities, that is about 6 hours of farming for one perfect substat line.
But you rarely need the absolute max. If Grade 6+ (top 37.5%) is "good enough" for your build, you only need about 3 attempts on average — roughly 2 hours of farming.
When to stop tuning
The marginal gain from tuning decreases as you approach perfection. Going from Grade 4 to Grade 6 on Crit Rate gains you 1.2% — which matters. Going from Grade 6 to Grade 8 gains you the same 1.2% — but you have already spent significantly more Tuners to get there.
Rule of thumb: Stop tuning a substat once it hits Grade 6 or higher (top 3 rolls). The Tuners are better spent on your weakest substat slot. Only chase Grade 7–8 on your absolute best piece when you are min-maxing endgame.
Substat priority cheat sheet by role
Use this quick reference when deciding which substats to keep and which to tune. It pairs with the Echo Main Stats Guide — get the main stat right first, then optimize substats.
Crit DPS (most main DPS characters)
- Crit Rate (weight 2.0) — always the top priority
- Crit DMG (weight 1.0) — second most valuable
- ATK% (weight 0.75) — solid third option
- DMG bonus substats (weight 0.5) — situational, depends on rotation
- Energy Regen (weight 0) — skip unless weapon has no ER
Liberation DPS
- Crit Rate + Crit DMG (weights 2.0 + 1.0)
- Liberation DMG (weight 1.0) — tied with Crit DMG
- ATK% (weight 0.75)
- Energy Regen (weight 0.5) — important for rotation uptime
Heavy Attack DPS
- Crit Rate + Crit DMG (weights 2.0 + 1.0)
- Heavy ATK DMG (weight 1.0) — specific to this playstyle
- ATK% (weight 0.75)
Sub-DPS / Buffer
- Energy Regen (weight 1.0) — keep the rotation flowing
- Crit Rate (weight 1.5) — still valuable for personal damage
- Crit DMG (weight 0.75)
- Liberation DMG (weight 0.5) — if the character buffs via Liberation
Healer
- HP% (weight 1.0) — healing scales off HP for most healers
- Energy Regen (weight 0.75) — more frequent healing
- HP flat (weight 0.3) — minor but not useless
- Everything else (weight 0–0.1) — irrelevant
Common substat mistakes
- Over-valuing flat ATK. Flat ATK has only 4 roll values and a weight of 0.1 for every role. It is the weakest offensive substat. An echo with 3 Crit substats and 2 flat stats will always lose to one with 4 Crit substats and 1 ATK%.
- Tuning DEF% on a DPS. DEF has weight 0 for all DPS presets. Every Tuner spent re-rolling DEF is wasted. Feed the echo as XP material instead.
- Ignoring Energy Regen on Sub-DPS. Sub-DPS has ER at weight 1.0 — the highest of any substat for that role. A Sub-DPS echo with great Crit but zero ER will underperform because the character cannot keep up with the rotation.
- Chasing max rolls on low-weight stats. A Grade 8 ATK% roll (11.6%) sounds great, but ATK% has weight 0.75 for Crit DPS. A Grade 5 Crit Rate roll (8.7%) with weight 2.0 gives more effective value: (8.7/10.5) × 2.0 = 1.657 vs (11.6/11.6) × 0.75 = 0.750.
Related tools and guides
Tools
- Echo Scorer — Grade any echo from S to D using the exact formula above
- Echo Build — See the recommended set, main stats, and substats for any character
- Build Card — Quick-reference build cards with echo recommendations
- Material Planner — Plan Tuner and upgrade material costs