S+Evo · All-Rounder

Encho

Flexible role-filling, any team composition. First Evo rarity style, permanently unobtainable after April 11, 2026.

Overview

The game's first-ever Evo rarity style. An All-Rounder with the Stretch mechanic that extends arms mid-air for a larger hitbox on blocks, spikes, serves and sets.

Stats & Mechanics

Stat Breakdown

Block90
Bump80
Dive75
Jump95
Serve85
Set80
Speed65
Spike90
Tilt80

Five-Axis Ratings

Offense9/10
Control9/10
Defense9/10
Mobility7/10
Difficulty8/10

Unique Mechanic

Stretch — extends arms mid-air for larger hitbox on blocks, spikes, serves, and sets. Skill points from ranked quests can be invested into Speed, Strength, or Range.

Recommended Ability Pairings

Based on Encho's role as a All-Rounder, these abilities provide the best synergy and performance:

Magnetic PullASecretS tier — game-changing

Pulls the ball toward the user from a short distance (~10 studs). Game-changing for rally saves and ball control.

Best for: Blocker/Receiver
Extra TouchASecretS tier — game-changing

Provides an additional team touch beyond the default three. Invaluable in ranked matches for rally extension.

Best for: Receiver/All-Rounder
Redirection JumpBGodlyB tier — situational

Adjust jump direction to shoot at a desired height and place.

Best for: Receiver/All-Rounder
Rolling ThunderDCommonB/C tier — situational

Boosted dive covering a lot of distance in a short time.

Best for: Receiver

Strengths & Watchouts

Strengths

  • Strong point-ending pressure when the set quality is good.
  • More forgiving than average when you need to shape the ball or stabilize awkward contacts.
  • Reliable in longer rallies and much better than average at preventing easy points.
  • This style punishes weak mechanics quickly, so it is a poor fit if your timing is still unstable.

Watchouts

  • This style punishes weak mechanics quickly, so it is a poor fit if your timing is still unstable.

Secret Special Ability

Stretch

Difficulty: MediumImpact: HighBest: All Modes

Extends arms mid-air for a larger hitbox on blocks, spikes, serves, and sets.

Input: Passive — longer airborne = more reach