WuWa. Wuthering Waves Shorekeeper Guide Character Build. Spectro Support. Skill Priority.
Shorekeeper is a 5-star character that wields a Rectifier and uses Spectro as her elemental damage. She is a Support that can heal and buff her allies while also contributing big burst damage combos. Her main scaling stat is HP.
Pros – Unique damage buffs for the team that are not lost when swapping out of the next character. Mobile due to the butterfly form. Provides a small amount of burst damage for a support.
Cons – Takes a while to use her rotation and requires high Energy Regeneration to minimize this.
Team Compositions – Works well with quick-swapping teams or teams with a dedicated Sub DPS because of the Shorekeeper’s Stellarealms which are upgraded when using an Intro skill in them.
Skills and Playstyle
Basic Attack – Four part chain that will give one bar of Forte per attack, except for the third attack which will give 2 bars of Forte, allowing you to reach the maximum of 5 Forte in one full chain.
Heavy Attack – Hold the Basic Attack button to become a butterfly and collect any plant collectibles and fly over water while gaining one bar of Forte every second. This isn’t too useful in combat, but it can preemptively gather Forte. Press the Basic Attack button again to exit this form which will place you in the air to perform an aerial attack.
Resonance Skill (E) – Restores health for all party members and summons five butterflies which will attack the target. Can be used mid-air and will cause the attack chain to restart from the second in the sequence. This is mainly used for Concerto Energy as it grants a decent amount for almost no investment, so always cast this off cooldown when you are not maxed on Concerto.
Forte Circuit – There are five bars of Forte with two ways of using them once full.
- Forte Heavy Attack – Pull enemies together
- Forte Aerial Attack – Dive at the target
Whichever Forte attack you choose to use will give a good amount of Resonance and Concerto Energy, so use the Heavy Attack if you wish to stay at range or if you want to pull enemies, and use the Aerial Attack if you wish to move closer to the target.
Resonance Liberation (R) – Creates an Outer Stellarealm for 30 seconds which heals all characters inside it every 3 seconds. This is shown as a large glyph or system of points and lines on the ground.
Using an Intro Skill inside this area will upgrade the original Outer Stellarealm into an Inner Stellarealm which still heals but additionally increases the Crit Rate of characters inside the Stellarealm.
Using another Intro Skill inside the Inner Stellarealm will upgrade it to its final form the Supernal Stellarealm which will in addition to all previous effects increase the Crit Damage of party members by a percent of Shorekeeper’s Energy Regen, capping at 25% Crit Damage when at 250% Energy Regen (or 150% bonus Energy Regen).
Finally, if Shorekeeper uses Intro while the Supernal Stellarealm is active, it will end the Stellarealm’s duration and perform Discernment which grants a large amount of HP to the party and deals a large amount of Resonance Liberation damage to enemies for a guaranteed critical hit.
You can play with one main DPS that takes advantage of the Crit buffs of the Supernal Stellarealm by using two Intros including another Sub DPS without finishing it with Discernment, or you can play with quick swapping teams that can constantly make use of the final burst of Discernment.
Skill Rotation
- Q > 4 Basic Attacks > Forte Heavy Attack
- Repeat Basic Attacks > Forte until full Resonance Energy
- R > E > Outro
Intro Skill – Restores HP to all party members and summons five butterflies to attack the target. If used within the Supernal Stellarealm, Shorekeeper will use Discernment instead, explained above.
Outro Skill – All party members gain 15% increased damage. During this time, characters that are staggered by attacks can use the Dodge button to recover from being interrupted, triggering a successful dodge that allows a Dodge Counter afterwards.
Shorekeeper Build Guide Progression
Ascension Materials
- Topological Confinement – Defeat Fallacy of No Return in Tethys’ Deep of Black Shores – Costs Waveplates
- Nova – Pick these flowers in the underground of the Black Shores or Buy at the Shifang Pharmacy
- Whisperin Core – Looted from Humanoid Tacet Discords
Weapons
- Stellar Symphony (Shorekeeper Convene 5-star) – Energy Regen – Increase HP by 12%. Restore 8 Concerto Energy when casting Resonance Liberation once every 20 seconds. When casting a Resonance Skill that heals, increase party member ATK by 14% for 30 seconds.
- Variation (Convene 4-star) – Energy Regen – On Resonance Skill provides 8 Concerto once every 20 seconds.
- Rectifier#25 (Crafted 4-star) – Energy Regen – On Resonance Skill, if HP is below 60% restore 5% HP, if above 60% give 12% ATK for 10 seconds.
- Rectifier of Voyager (Convene/Chest 3-star) – Energy Regen – On Resonance Skill gives 8 Resonance Energy once every 20 seconds.
Echo Skill 1 (Q) – Rejuvenating Glow – Fallacy of No Return – Activate to damage nearby enemies and gain 10% Energy Regen and all party members gain 10% ATK for 20 seconds. Hold down to constantly unleash a flurry of attacks, which can be maintained while using other attacks.
Echo Skill 2 (Q) – Rejuvenating Glow – Bell-Borne Geochelone – Grants a buff for 15 seconds that gives 50% damage reduction on the next 3 hits and 10% damage while it persists. Transfers to your other characters.
Echo Main Stat Priority
- 4 – HP%
- 3 – Energy Regen (aim for bonus 130%)
- 3 – Spectro Damage (If Energy Regen capped)
- 1 – HP%
Sub Stat Priority
- Energy Regen (aim for bonus 130%)
- HP%
- HP
- Crit Damage
Skill Leveling Materials
- Whisperin Core – Looted from Humanoid Tacet Discords
- Helix – Forgery Challenge: Misty Forest in Dim Forest – Costs Waveplates
- Sentinel’s Dagger – Defeat Jué in Mt. Firmament – Costs Waveplates
Inherent Skill 1 – When a character other than Shorekeeper dies, they will instead be healed for 50% of Shorekeeper’s HP while Shorekeeper loses that amount of HP but not below 1 HP. This can be triggered once every 10 minutes.
Inherent Skill 2 – When the current character is in range of a Stellarealm created by the Shorekeeper’s Resonance Liberation, Shorekeeper’s Energy Regen increases by 10% and if Rover is on the team their Energy Regen also increases by 10%.
Skill Priority
- Intro
- HP Nodes
- Resonance Liberation
- Resonance
- Forte Circuit
- Basic Attack
Sequence 1 – Stellarealms created by the Resonance Liberation gain 150% increased range, 10 second longer duration, and the Shorekeeper’s Intro skill which can be used in the final Stellarealm no longer ends the effect early. The improved Intro can only be cast once per Resonance Liberation cast.
Sequence 2 – The Outer Stellarealm increases the ATK of all party members by 40%.
Sequence 3 – Resonance Liberation grants Shorekeeper 20 Concerto Energy once every 25 seconds.
Sequence 4 – Gain 70% healing bonus when casting Resonance Skill.
Sequence 5 – Extends the range of the pulling effect of the third part of the Basic Attack chain by 50% and the Forte Heavy Attack by 30%.
Sequence 6 – Increases the damage of the Shorekeeper’s Intro skill into the final Stellarealm created by her Resonance Liberation by 42%. This also increases her Crit Damage by 500%.
Should you try to pull extra sequences for Shorekeeper?
The first two sequences are great and should be considered because they increase the effectiveness of your team greatly while lowering the amount of time Shorekeeper needs to be on field. The third, fourth, and fifth sequences are less impactful. The sixth sequence is not great for a Support playstyle, but if you really enjoy Shorekeeper and want them to contribute more damage, this can offer a more hybrid DPS/Support playstyle.
Gameplay
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