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{{boss infobox
{{boss infobox
|nameBG=Black
|BG=Black
|sectionBG=Black
|lineBG=Black
|name= Kell Echo
|name= Kell Echo
|image= [[File:Kell_Echo.jpg|350px]]
|image= [[File:Kell Echo.jpg|300px]]
|species= [[Taken]]  
|species= [[Taken]]  
|faction= [[Nine]]'s [[Taken]]
|faction= [[Taken#Counterfeit Taken|Counterfeit Taken]]
|rank= [[Ultra]]
|rank= [[Ultra]]
|class= [[Taken Captain]]
|class= [[Taken Captain]]
|mission= [[Prophecy]]
|mission= [[Prophecy]]
|gender=
|weapon= {{icon|Solar}} Taken [[Shrapnel Launcher]]
|height=
|ability= High Durability <br> {{icon|Kinetic}} Ultra Smash <br> Teleport <br> Triplication <br> Displacing Bolt <br> Dark Entropy <br> Summon Taken <br> Light/Darkness Pillar Immunity <br> Summon [[Knight Echo]] <br> Summon [[Devoured Ogre]]
|mass=
|weapon= Taken [[Shrapnel Launcher]]
|ability= High Durability <br> Ultra Slam <br> Teleport <br> Darkness Displacement <br> Dark Entropy <br> Summon Taken <br> Immunity <br> Light/Darkness Pillar Protection <br> Summon [[Knight Echo]] <br> Summon [[Devoured Ogre]]
}}
}}
The '''Kell Echo''' is a [[Taken]] projection of a [[Fallen]] [[Kell]], conjured by the [[Nine]], as a obstacle, to show [[The Guardian]] that by using the [[Darkness|Dark]] and [[Light]] Motes, their aforementioned power are the means to survival in their battle against the Darkness. It is encountered as the final boss of [[Prophecy]] dungeon.
The '''Kell Echo''' is a [[Taken]] projection of a [[Fallen]] [[Kell]], conjured by the [[Nine]] as a obstacle to show [[The Guardian]] that, by using the [[Darkness|Dark]] and [[Light]] together, their combined power is the means to survival in the battle against the Darkness.  
 
The Echo is encountered as the final boss of [[Prophecy]] [[dungeon]].


==Gameplay==
==Gameplay==
{{main|Prophecy}}  
{{main|Prophecy}}  
After a final approach with the Taken Probe, the Guardian(s)' nemesis, the Kell Echo, reveals itself and begins to engage its assailants, along with it's two squads of [[Taken Psion]]s and two Knight Echoes. On all three sides of the room, a copy of the Kell Echo will stand in front of one of the paracausal founts. Like all other previous encounters, players should, once again, neutralize any frustrating add, position themselves out of harms way and kill a Knight Echo for their motes. After acquiring a total of 5 motes and dispersing the correct pillar of energy, the clone should attempt to escape to the center of the room, removing one threat from the room and giving the players a step closer to a damage phase. However, once the copy of the Kell Echo flees, a [[Devoured Ogre]] will spawn and begin to rapidly assail the Guardians, so it should be quickly disposed of before it proves to be too much of a threat. Once all three copies are forced to retreat and all adds are killed (it is recommended before moving on), players should meet in the center triangle in the room, where they should be pulled into the floor and brought to a strange tube before finally finding themselves within a massive fragmented hallway from where the Kell Echo should be seen directly ahead. Here, the Kell Echo brings new mechanics to the table: surrounding it is a protective field that prevents players from suffering the effects of Dark Entropy, which instantly kills a player once it stacks up to 10. The other feature of the Kell Echo is a modified Darkness Bolt ability that, instead of blinding players like it normally would, it teleports players a few platforms back from the carnage while exposing the Guardians to the Dark Entropy debuff, so it should be avoided at all costs. Death here severely mitigates the damage done to the boss, so the Guardians should always be on their toes, staying within the protective aura of the Kell Echo and avoiding its Shrapnel Launcher and it's [[Taken Hobgoblin]] sniper back-up. After a while, the Kell Echo will begin to retreat to a platform or two behind it before finally teleporting to the end platform, where it will briefly stay before finally retreating to the tetrahedral arena, thus ending the damage phase. The encounter ends once the Kell Echo itself is neutralized, where players will then be brought before the [[Orin|Emissary]], be given the answer on the nature of the Darkness, as well as a neat reward and powerful gear once the Dungeon is finally complete.
After a final approach with the Taken Probe, the Guardians' nemesis, the Kell Echo, reveals itself and begins to engage its assailants, along with two squads of [[Taken Psion]]s and two Knight Echoes.  
 
On all three sides of the room, a copy of the Kell Echo will stand in front of one of the paracausal founts. Like all other previous encounters, players should, once again, neutralize any frustrating add, position themselves out of harm's way and kill a Knight Echo for their motes. After acquiring a total of five motes and dispersing the correct pillar of energy, the clone should attempt to escape to the center of the room, removing one threat from the room and giving the players a step closer to a damage phase. However, once the copy of the Echo flees, a [[Devoured Ogre]] will spawn and begin to rapidly assail the Guardians, so it should be quickly disposed of before it proves to be too much of a threat.  
 
Once all three copies are forced to retreat and all adds are killed (a recommendation before moving on), players should meet in the center triangle in the room, where they will be pulled into the floor and brought through a strange tube before finally finding themselves within a massive fragmented hallway from where the Kell Echo should be seen directly ahead.  
 
Here, the Kell Echo brings two new mechanics to the table. One is a protective field surrounding the Echo that prevents players from suffering the effects of Dark Entropy, which instantly kills a player once it stacks up to 10. The other feature is a modified Darkness Bolt ability that, instead of blinding normally, teleports players a few platforms back from the carnage while exposing them to the Dark Entropy debuff, so it should be avoided at all costs. Death here severely mitigates the damage done to the boss, so Guardians should always be on their toes, staying within the protective aura of the Echo and avoiding its Shrapnel Launcher and its [[Taken Hobgoblin]] sniper back-up.  
 
After a while, the Echo will begin to retreat to a platform or two behind it before finally teleporting to the end platform, where it will briefly stay before finally retreating to the tetrahedral arena, thus ending the damage phase. The encounter ends once the Kell Echo itself is neutralized, where players will then be brought before the [[Orin|Emissary]], be given the answer on the nature of the Darkness, as well as a reward and powerful gear once the Dungeon is finally complete.
 
==Trivia==
==Trivia==
*The Kell Echo is possibly a representation of [[Chelchis, Kell of Stone]], a Fallen Kell of the House of Stone that was taken by Oryx during the Whirlwind.
*The [[Guardian]]s using both Light and Dark Motes to defeat the Kell Echo is a precursor to the storyline introduced in ''[[Beyond Light]]'' expansion, where the Guardian acquires the power of Stasis.
*The [[Guardian]]s using light motes and dark motes to defeat the Kell Echo could be a reference to the fact that in the upcoming fall expansion, Beyond Light, in which we will be using the [[Darkness]] and the [[Light]] to defeat our enemies.
**The Kell Echo itself is widely believed by the Destiny community that it may have been symbolizing [[Eramis, Kell of Darkness]], due to her being the main antagonist of the expansion itself.
*The Kell Echo's design is currently unique to them, with a helm that looked like a combination of [[Aksor, Archon Priest]]'s, and the [[Kellslayer's Armor#Kellslayer's Helm| Kellslayer's Helm]].
**If the Kell Echo's body is observed after their killed and their Taken eye disappears, they can be seen wearing a veil obscuring their face.
*The Kell Echo can be seen traversing the dungeon, teleporting away from the Guardians from facing it in the [[Prophecy#Entrance|Entrance]] to the [[Phalanx Echo]] fight and the [[Prophecy#Hexahedron|Hexahedron]] to the [[Prophecy#Deadsea|Deadsea]] encounters. 
**Occasionally the Kell Echo will not warp away from the [[Phalanx Echo]] arena, staying for the entire encounter. However the Kell Echo does not engage in the fight in any way.


==Gallery==
==Gallery==
<GALLERY>
<gallery>
File:Kell Echo1.jpg|A copy of the Kell Echo.
File:Kell Echo1.jpg|A copy of the Kell Echo.
File:Kell Echo2.jpg|Another view of a copy of the Kell Echo.
File:Kell Echo2.jpg|Another view of a copy of the Kell Echo.
File:KellEcho.jpg|Another view of the Kell Echo.
File:KellEcho.jpg|Another view of the Kell Echo.
</GALLERY>
</gallery>
 
==List of Appearances==
*''[[Destiny 2]]:'' ''[[Season of Arrivals]]'' {{1st}}


==References==
==List of appearances==
*''[[Destiny 2]]''
**''[[Season of Arrivals]]'' {{1st}}


{{BossD2}}
{{Bosses|D2}}


[[Category:Enemies]]
[[Category:Enemies]]
[[Category:Taken]]
[[Category:Taken]]

Latest revision as of 07:02, October 26, 2024

Kell Echo
Kell Echo.jpg
Biographical information

Species:

Taken

Faction:

Counterfeit Taken

Rank:

Ultra

Class:

Taken Captain

Combat information

Mission:

Prophecy

Weapon(s):

Solar Taken Shrapnel Launcher

Abilities:

High Durability
Kinetic Ultra Smash
Teleport
Triplication
Displacing Bolt
Dark Entropy
Summon Taken
Light/Darkness Pillar Immunity
Summon Knight Echo
Summon Devoured Ogre

 

The Kell Echo is a Taken projection of a Fallen Kell, conjured by the Nine as a obstacle to show The Guardian that, by using the Dark and Light together, their combined power is the means to survival in the battle against the Darkness.

The Echo is encountered as the final boss of Prophecy dungeon.

Gameplay

Main article: Prophecy

After a final approach with the Taken Probe, the Guardians' nemesis, the Kell Echo, reveals itself and begins to engage its assailants, along with two squads of Taken Psions and two Knight Echoes.

On all three sides of the room, a copy of the Kell Echo will stand in front of one of the paracausal founts. Like all other previous encounters, players should, once again, neutralize any frustrating add, position themselves out of harm's way and kill a Knight Echo for their motes. After acquiring a total of five motes and dispersing the correct pillar of energy, the clone should attempt to escape to the center of the room, removing one threat from the room and giving the players a step closer to a damage phase. However, once the copy of the Echo flees, a Devoured Ogre will spawn and begin to rapidly assail the Guardians, so it should be quickly disposed of before it proves to be too much of a threat.

Once all three copies are forced to retreat and all adds are killed (a recommendation before moving on), players should meet in the center triangle in the room, where they will be pulled into the floor and brought through a strange tube before finally finding themselves within a massive fragmented hallway from where the Kell Echo should be seen directly ahead.

Here, the Kell Echo brings two new mechanics to the table. One is a protective field surrounding the Echo that prevents players from suffering the effects of Dark Entropy, which instantly kills a player once it stacks up to 10. The other feature is a modified Darkness Bolt ability that, instead of blinding normally, teleports players a few platforms back from the carnage while exposing them to the Dark Entropy debuff, so it should be avoided at all costs. Death here severely mitigates the damage done to the boss, so Guardians should always be on their toes, staying within the protective aura of the Echo and avoiding its Shrapnel Launcher and its Taken Hobgoblin sniper back-up.

After a while, the Echo will begin to retreat to a platform or two behind it before finally teleporting to the end platform, where it will briefly stay before finally retreating to the tetrahedral arena, thus ending the damage phase. The encounter ends once the Kell Echo itself is neutralized, where players will then be brought before the Emissary, be given the answer on the nature of the Darkness, as well as a reward and powerful gear once the Dungeon is finally complete.

Trivia

  • The Guardians using both Light and Dark Motes to defeat the Kell Echo is a precursor to the storyline introduced in Beyond Light expansion, where the Guardian acquires the power of Stasis.
    • The Kell Echo itself is widely believed by the Destiny community that it may have been symbolizing Eramis, Kell of Darkness, due to her being the main antagonist of the expansion itself.
  • The Kell Echo's design is currently unique to them, with a helm that looked like a combination of Aksor, Archon Priest's, and the Kellslayer's Helm.
    • If the Kell Echo's body is observed after their killed and their Taken eye disappears, they can be seen wearing a veil obscuring their face.
  • The Kell Echo can be seen traversing the dungeon, teleporting away from the Guardians from facing it in the Entrance to the Phalanx Echo fight and the Hexahedron to the Deadsea encounters.
    • Occasionally the Kell Echo will not warp away from the Phalanx Echo arena, staying for the entire encounter. However the Kell Echo does not engage in the fight in any way.

Gallery

List of appearances