Shorekeeper Build Guide
Level: 1
HP
ATK
DEF
Energy
125
Update Log: Added Shorekeeper’s basic information.
Shorekeeper Overview
In Wuthering Waves, Shorekeeper is a 5-Stars Spectro character and uses Rectifier during the fight.
Shorekeeper Mechanism
TBC
Shorekeeper Active Skills
Shorekeeper Skills Priority
Shorekeeper’s Intro Skill must crit, and with Shorekeeper’s high HP, it allows a Healer to deal decent burst damage, so prioritize upgrading the Intro Skill. Next is her Liberation, as Shorekeeper’s primary healing method is her Liberation.
Shorekeeper Burst Rotation
Start of battle :
- Basic Attack * 3
- Jump
- Plunge Attack
- Heavy Attack
- Resonance Skill
- Basic Attack * 2 (RS can be connected to 2nd & 3rd Basic Attack)
- Dodge
- Basic Attack * 2
- Heavy Attack
- Resonance Liberation
- Echo Skill – Fallacy of No Return
Afterall :
- Intro Skill
- Basic Attack * 3
- Resonance Skill
- Basic Attack * 2 (RS can be connected to 2nd & 3rd Basic Attack)
- Heavy Attack
- Resonance Liberation
- Echo Skill – Fallacy of No Return
Origin Calculus
Shorekeeper Normal Attack
Base Attack Lv:
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Basic Attack
Perform up to 4 consecutive attacks, dealing Spectro DMG. Each hit generates 1 Collapsed Core.
Heavy Attack
Hold the Normal Attack Button to enter Unbound Form, which consumes STA continuously. While in this form, Shorekeeper will:
– Generate a segment of Deductive Data every second;
– Automatically collect nearby plant collectibles.
Using up all STA or actions such as casting Basic Attack will end the Unbound Form and deal Spectro DMG to the target. Each accumulated segment of Deductive Data will convert into a segment of Empirical Data and generate a Collapsed Core.
Mid-air Attack
Consume STA to perform a Plunging Attack. Each hit generates 1 Collapsed Core. Quickly Press the Normal Attack Button after the Plunging Attack to perform Basic Attack Stage 2.
Dodge Counter
Press the Normal Attack Button after a successful Dodge to attack a target, dealing Spectro DMG.
Chaos Theory
Shorekeeper Resonance Skill
Resonance Skill Lv:
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Restore HP for all nearby party members and summon 5 Dim Star Butterflies, which automatically track and attack a target, dealing Spectro DMG. Follow up with Basic Attack in time to start the Basic Attack cycle from Stage 2.
Can be performed in mid-air.
Astral Chord
Shorekeeper Forte Circuit
Forte Circuit Lv:
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Flare Star Butterfly
Hitting a target with a Normal Attack generates a Collapsed Core, which transforms into a Flare Star Butterfly after 6s. Flare Star Butterflies automatically track and attack a target, dealing Spectro DMG. If there are already 5 Collapsed Cores, Shorekeeper’s next Normal Attack hit will instantly convert a Collapsed Core into a Flare Star Butterfly.
Illation
When Shorekeeper has 5 segments of Empirical Data, casting Heavy Attack will consume all segments to pull in nearby targets, dealing Spectro DMG. Meanwhile, all generated Collapsed Cores will instantly transform into Flare Star Butterflies.
Transmutation
When Shorekeeper has 5 segments of Empirical Data, casting Mid-air Attack will consume all segments to deal Spectro DMG. Meanwhile, all generated Collapsed Cores will instantly transform into Flare Star Butterflies. Quickly press the Normal Attack Button afterward to perform Basic Attack Stage 2.
Empirical Data
Shorekeeper can hold up to 5 segments of Empirical Data.
– Obtain 1 segment of Empirical Data when Basic Attack Stage 1, 2, or 4 hits a target.
– Obtain 2 segments of Empirical Data when Basic Attack Stage 3 hits a target.
– Obtain 1 segment of Empirical Data when Mid-air Attack hits a target.
– Obtain 1 segment of Empirical Data when Dodge Counter hits a target.
End Loop
Shorekeeper Resonance Liberation
Resonance Liberation Lv:
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Outer Stellarealm
Generate the Outer Stellarealm to restore HP for all party members within its effective range continuously. This effect can be triggered once every 3s.
Inner Stellarealm
When a party member uses Intro Skill within the Outer Stellarealm, it evolves into the Inner Stellarealm. Within the effective range of the Inner Stellarealm, for every 0.2% of Shorekeeper’s Energy Regen, all party members gain a 0.01% increase of Crit. Rate, up to 12.5%.
Inner Stellarealm has all the effects of the Outer Stellarealm.
Supernal Stellarealm
When a party member uses Intro Skill within the Inner Stellarealm, it evolves into the Supernal Stellarealm. Within the effective range of the Supernal Stellarealm, for every 0.1% of Shorekeeper’s Energy Regen, all party members gain a 0.01% increase of Crit. DMG, up to 25%.
Supernal Stellarealm has all the effects of the Inner Stellarealm.
Shorekeeper Passive Skills
Shorekeeper Inherent Skill
When a Resonator other than Shorekeeper takes a fatal blow, they will not be knocked out and will instead be healed for 50% of Shorekeeper’s HP while Shorekeeper loses the same amount of HP. Shorekeeper’s HP will not go below 1 from this effect. This effect can be triggered once every 10 minutes.
Shorekeeper Inherent Skill
When the Resonator on the field is within the effective range of a Stellarealm, Shorekeeper’s Energy Regen increases by 10%, and Rover’s Energy Regen also increases by 10% if Rover is on the team.
Shorekeeper Switch Skills
Shorekeeper Intro Skill
Intro Skill Lv: | |
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Enlightenment
Shorekeeper appears to restore HP for all nearby party members and summon 5 Dim Star Butterflies, which automatically track and attack a target, dealing Spectro DMG. This is considered Resonance Skill DMG.
Discernment
When a Supernal Stellarealm is generated, Shorekeeper’s first Intro Skill triggered in its duration will be replaced with Intro Skill Discernment. Casting Discernment ends the current Stellarealm, restores HP for all nearby party members, and deals Spectro DMG to the targets. This attack is guaranteed to be a Critical Hit dealing Resonance Liberation DMG. The Intro Skill Discernment can only be triggered once each time a Supernal Stellarealm is generated.
Shorekeeper Outro Skill
Shorekeeper summons 1 Flare Star Butterfly and 1 Dim Star Butterfly to circle the Resonator on the field for up to 30s, granting the following effects:
– If the Resonator on the field is hit or launched, tapping the Dodge Button allows the Resonator to immediately recover from the interruption, triggering a successful Dodge. The Resonator launched in the air can land on the ground standing if they are close to the ground. This effect can be triggered up to 5 time(s).
– All nearby party members’ DMG is Amplified by 15%.
Shorekeeper Stat Bonus
Shorekeeper Stat Bonus 1
Healing Bonus – 12%
*All Bonus unlocked value
Shorekeeper Stat Bonus 2
HP – 12%
*All Bonus unlocked value
Shorekeeper Resonance Chain
Suggested Resonance Chain
S1
The most useful effect of S1 is that after Intro Skill – Discernment, it doesn’t end Stellarealm. When using Shorekeeper in a dual DPS team, you don’t need to avoid giving this Intro Skill to Shorekeeper. The second effect increases the range of Stellarealm by 150%, which is useful against bosses which are active. The 10s duration increase isn’t very useful.
S2
Increases the entire team’s attack by 40%, which is more effective in dual DPS teams, providing about a 15% boost to the DPS.
S3
Speeds up the cycle. With the Signature Weapon, one Liberation can restore 48 points of Concerto Energy. However, the basic Concerto Energy recovery is already quite fast, so S3 isn’t that impactful.
S4
Increases RS healing, but it’s not very useful.
S5
Increases the range of pulling enemies, which can be useful in certain scenarios.
S6
Enhances the multiplier of Intro Skill – Discernment and increases crit damage by 500%. A Shorekeeper with S0R1 can deal 30,000 with Intro Skill – Discernment, while an S6R1 Shorekeeper can deal 130,000.
Pulling recommendations
S0, S2 or S6
Shorekeeper Sequence 1
Shorekeeper Sequence 2
Shorekeeper Sequence 3
Shorekeeper Sequence 4
Shorekeeper Sequence 5
Shorekeeper Sequence 6
Shorekeeper Build
Shorekeeper Best Spectro Echo set
Rejuvenating Glow X 5
Main Echo
Shorekeeper Echo Stats Priority
Cost 4
Cost 3
Cost 1
Sub Stats
Since 250% Energy Regen is Shorekeeper’s top priority (providing 12.5% crit rate and 25% crit damage to teammates), only the 43311 setup is recommended. The 44111 setup is not recommended.
For 1C Echo, choose HP% as the main stat.
For 3C Echo, considering Shorekeeper’s inherent skills and the new 4C Echo, both provide 10% Energy Regen. If you’re using a 0+0 Fantasy Variation Shorekeeper, it’s suggested selecting Energy Regen as the main stat for both 3C Echo slots. This way, you only need two Energy Regen substats to reach the 250% Energy Regen requirement.
If you stack over 45% Energy Regen in Echo substats, you can equip a 3C Echo with Spectro damage bonus.
If you’re using a Signature Weapon Shorekeeper, you only need one 3C Echo with Energy Regen as the main stat, plus 2-3 substats for Energy Regen to meet the 250% Energy Regen requirement.
As for 4C Echo, equip Fallacy of No Return. Players prioritizing survivability can choose healing effect boosts, while those focusing on damage can opt for crit damage.
For a S6 Shorekeeper, using 4C Echo with HP% will result in higher damage than using crit damage.
Shorekeeper Best Weapons Damage Comparison
The percentage change in damage output is compared to the weapon designated as 100%.
Base ATK : 413
Secondary Stats – Energy Regen : 77%
Increase HP by 12%/15%/18%/21%/24%. Restore 8/10/12/14/16 Concerto Energy when casting Resonance Liberation. This effect can be triggered 1 time(s) every 20s. When casting Resonance Skill that heals, increase nearby party members’ ATK by 14%/17.5%/21%/24.5%/28% for 30s. Effects of the same name cannot be stacked.
Base Attack : 337
Secondary Stat – Energy Regen : 51.8%
When Resonance Skill is cast, restores 8/10/12/14/16 Concerto Energy. This effect can be triggered 1 times every 20s.
Base Attack : 300
Secondary Stat – Energy Regen : 32.3%
When Resonance Skill is cast, restores 8/9/10/11/12 Resonance Energy. This effect can be triggered 1 time(s) every 20s.
There’s not much to say about weapons. The best choice is the Signature Weapon, followed Variation. If you don’t have either, use a 3-star weapon with energy recharge.
For Shorekeeper’s Signature Weapon, while it may seem suitable for any healer, note that the attack buff is only triggered when the resonance skill provides healing. Therefore, this weapon is currently only suitable for Shorekeeper and Baizhi.
Shorekeeper Team Comp
Shorekeeper Best Team 1
Main DPS – Jinhsi
Jinhsi relies on teammates’ coordinated attacks to rapidly stack “Incandescence” and maximize the damage of enhanced skills.
Sub DPS – Zhezhi
Zhezhi has excellent and stable Coordinate Attack capabilities which can assist Jinhsi to stack “Incandescence” efficiently. The Outro Skill of Zhezhi can also provides the 25% RS damage deepen buff to Jinhsi. Finally, the Inherent Skill of Zhezhi can help restore Jinhsi’s energy by 15, which can help reduce Jinhsi’s Energy Regen requirement by nearly 10%.
Healer – Shorekeeper
In addition to providing the traditional 15% All DMG Deepen like other healers, Shorekeeper’s Liberation can offer continuous healing, crit rate, and crit damage, making it very powerful. The Outro Skill’s buff allows knocked-back teammates to immediately recover from the interruption.
Shorekeeper Best Team 2
Main DPS – Xiangli Yao
Xiangli Yao’s main damage comes from Resonance Liberation damage, as well as the enhanced RS damage and enhanced Basic Attack damage from his Forte Circuit, with most of it being Liberation damage.
Sub DPS – Yinlin
Yinlin can provide teammates with a 20% Electro DMG Deepen and a 25% Resonance Liberation DMG Deepen, making her practically made for Xiangli Yao and his best support character.
Healer – Shorekeeper
In addition to providing the traditional 15% All DMG Deepen like other healers, Shorekeeper’s Liberation can offer continuous healing, crit rate, and crit damage, making it very powerful. The Outro Skill’s buff allows knocked-back teammates to immediately recover from the interruption.
Shorekeeper Ascension Material
Rank 1
Req Lv 20
Rank 2
Req Lv 40
Rank 3
Req Lv 50
Rank 4
Req Lv 60
Rank 5
Req Lv 70
Rank 6
Req Lv 80
More Build Guides
Calcharo
Calcharo primarily uses the enhanced Basic Attack and enhanced Forte Circuit after using Resonance Liberation for damage output. In the series of damage output after using Resonance Liberation, the damage ratio between Resonance Liberation and Basic Attack is approximately 2.2:1. Additionally, the Resonance Skill can be released at intervals, allowing full enjoyment of the permanent five-star weapon’s effects.
After using Resonance Liberation, Calcharo gains a new Basic Attack model. The multiplier for this attack is related to the level of Resonance Liberation, but the main proportion of his damage comes from the “Death Messenger” in Forte Circuit. Resonance Skill can be used during the Liberation period to interrupt Basic Attack combos, quickly generate Forte Circuit Energy, and trigger “Death Messenger”. The main components of his damage output consist of these three elements.
Encore
mong the permanent 5-star Fusion DPS characters, Encore enters an enhanced state and changes attack mode after activating Resonance Liberation. The main source of Encore’s damage comes from Basic Attacks after activating Resonance Liberation, not the Forte Circuit. Additionally, the cooldowns for Encore’s regular Resonance Skill and the enhanced Resonance Skill during Resonance Liberation are independent of each other.
In Encore’s damage output after activating Resonance Liberation, Basic Attack damage accounts for nearly 70%. Choosing Sanhua as a teammate can maximize her damage potential.
Sanhua
Although Sanhua has burst capabilities, the overall damage is not high. In Sanhua’s output cycle, Resonance Skill damage and Resonance Liberation account for approximately 51% and 41%, respectively.
Although Resonance Skill damage is slightly higher, there is a risk of missing in actual combat. Sanhua has a unique Forte Circuit trigger mechanism similar to rhythm games, and hitting enemies can cause a slight time-stopping effect.
Sanhua has the fastest Concerto Energy and Resonance Energy acquisition efficiency in the game, making it the most versatile and best-feeling support in the current version. After using the Intro Skill, Sanhua only needs 3 seconds to fully charge Concerto Energy and trigger QTE, activating the Main DPS for output. Our team composition recommendations for various characters also show Sanhua’s high versatility.