Awakened with an unknown past, Rover embarks on a journey to uncover the truths. As secrets are unveiled, Rover establishes deeper connections with the world.
To learn more about Rover (Spectro) check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
This character has no video guide yet.
Last review update
Patch 1.0
Last major build/calcs update
Patch 1.3
Last profile update*
November 13th, 2024
*Profile update means smaller edits to echoes, stats, synergies or teams that don't require new calculations.
To learn more about Rover (Spectro) check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review
Build
Gameplay and teams
Calculations
Profile
Vibration Manifestation
Rover casts up to 4 consecutive attacks, dealing Spectro DMG.
Rover consumes Stamina, dealing Spectro DMG.
After Basic Attack III or Heavy Attack, press the Basic Attack button at the right time to perform Heavy Attack Resonance, dealing Spectro DMG.
After Heavy Attack Resonance or Dodge Counter hits a target, press the Basic Attack button to perform Heavy Attack Aftertune, dealing Spectro DMG.
Rover consumes Stamina to perform a Mid-Air Plunging Attack, dealing Spectro DMG.
Use Basic Attack after a successful Dodge to attack the target, dealing Spectro DMG.
Resonating Slashes
Rover launches an attack forward, dealing Spectro DMG.
Echoing Orchestra
Rover converges Spectro energy to assail the target area, detonating it after a short interval and dealing Spectro DMG.
World in a Grain of Sand
If "Diminutive Sound" exceeds 50 when Resonance Skill is used, Rover consumes 50 "Diminutive Sound" to cast Resonating Spin, dealing Spectro DMG, considered as Resonance Skill damage.
After Resonance Skill Resonating Spin ends, Rover performs Resonance Skill Resonating Echoes upon pressing the Basic Attack button. Rover performs attacks forward, dealing Spectro DMG considered as Resonance Skill DMG.
Rover can hold up to 100 "Diminutive Sounds". Rover obtains "Diminutive Sound" for every Normal Attack Vibration Manifestation on hit. Rover obtains "Diminutive Sound" for every Heavy Attack aftertune on hit. Rover obtains "Diminutive Sound" upon casting Intro Skill Waveshock.
Reticence
Damage dealt by Rover's Resonance Skill Resonating Echoes is increased by 60%.
Silent Listener
Rover's ATK is increased by 15% for 5s upon casting Heavy Attack Resonance.
Waveshock
Rover attacks the target, dealing Spectro DMG.
Instant
Rover generates an area of stasis surrounding the next character (or other characters on a nearby team that activates an Outro Skill) over 3s.
Sequence Node 1
Rover's Crit. Rate is increased by 15% for 7s when casting Resonance Skill Resonating Slashes or Resonance Skill Resonating Spin.
Sequence Node 2
Rover's Spectro DMG Bonus is increased by 20%.
Sequence Node 3
Rover's Energy Regen is increased by 20%.
Sequence Node 4
When casting Resonance Liberation Echoing Resonance, Rover continuously restores HP for all team members: HP equal to 20% of Rover's ATK will be restored every second for 5s.
Sequence Node 5
Rover's Resonance Liberation DMG Bonus is increased by 40%.
Sequence Node 6
Resonance Skill Resonating Slashes and Resonance Skill Resonating Spin reduces the target's Spectro DMG RES by 10% on hit for 20s.
While the source of the materials can be quickly found in the game, when it comes Pecok Flower you will have to gather them from the map. Check our Interactive map to find them quickly:
Review
Boasts a good combination of damage and utility,
Can quickly fill their Forte Gauge,
All Sequences are available for free,
Fast and precise attack frames that make parrying easier,
High utility outro, opening enemies for an easy combo or a quick escape.
While early on, they will feel really strong due to the free Sequences, the rest of the cast will catch up once you start getting theirs,
While the damage output is really good, it still lags behind the dedicated main DPS, and at the same time, their Outro is a CC effect, not a buff, making it hard to find a place for them in most endgame best-in-slot compositions.
Rover is the main character in Wuthering Waves, starting as a Spectro-based Hybrid character who is a jack-of-all-trades, splitting their focus between dealing damage and controlling the battlefield. In the future, you can expect other elemental variants of the Rover that use different Weapons to be released, similar to other games in the genre, but for now, you will be stuck with the Spectro variant, so let's dig into what they offer.
Rover tries to do many things at once and while they can perform adequately well in all of them, they aren’t top of their role at anything - which early on isn't that big of a downside but as you obtain more characters, you will most likely want to switch to them due their more specialized roles. Rover's damage is some of the highest of any hybrid character without considering coordinated attacks, partially thanks to their high base stats, and the fact you get all their sequences for free (many of which are damage boosts). In the CBT2 they were often played with damage-focused builds capitalizing on their fast and precise attack frames that allow for effective parrying against endgame bosses.
On top of the damage, Rover's Outro brings great utility thanks to the time-stop bubble, allowing you to control enemies, opening up an easier time to dodge attacks or pummel the enemy with a combo without worrying about missing. While this controlling effect is unique and strong it does mean Rovers don't offer a Deepen damage bonus, making them less valuable in teams focusing on going all in on a main damage character.
As mentioned, you unlock Rover's Sequences for free, which doubles down on Rovers jack of all trades nature opening up new playstyles and also buffing capabilities. After unlocking them all, they gain the ability to heal the team (at S4) and a unique Spectro RES shred against enemies hit by their skill (at S6) all on top of course more damage capabilities.
Overall, Rover's a great free character who is easy to learn and can be played in ways with a variety of builds, allowing them to 'fill in' for whatever you're missing - especially considering that for the endgame, you need 3 teams, in 1.0 you’ll likely always find a use for them.
This tier list assesses characters based on their combat potential in Wuthering Waves current most demanding content Tower of Adversity (ToA). ToA is a mode similar to Genshin Impact’s Spiral Abyss or Honkai Star Rail’s Memory of Chaos and requires multiple teams, strong Echoes and good Weapons. This mode offers a reasonable mix of Boss encounters (single target), Elite packs (2-3 targets) and AoE scenarios (5+ Targets), allowing multiple characters to find a niche but in the end, there's a bias toward single target focused characters at the top-end.
Please keep in mind Wuthering Waves is a skill-based game and each character has a different playstyle, difficulty level and even special tricks and combos. Wuthering Waves is also a team based game and it's only by combining both these factors to the highest level a character can reach optimal performance.
Tower of Adversity
Rover (Spectro) guide videos aren't available yet.
Build
108.32%
Stats at Level 90: ATK: 587 | CRIT DMG: 48.6%
100%
Stats at Level 90: ATK: 587 | CRIT Rate: 24.3%
86.05%
Stats at Level 90: ATK: 412 | ATK: 30.3%
84.42%
Stats at Level 90: ATK: 412 | ATK: 30.3%
84.25%
Stats at Level 90: ATK: 462 | ATK: 18.2%
79.14%
Stats at Level 90: ATK: 387 | ATK: 36.4%
77.48%
Stats at Level 90: ATK: 387 | ATK: 36.4%
73.21%
Stats at Level 90: ATK: 325 | ATK: 24.3%
100%
2 Set: Spectro DMG increases by 10%.
5 Set: Upon using Intro Skill, Spectro DMG increases by 30% for 15s.
92.07%
2 Set: Spectro DMG increases by 10%.
5 Set: Upon using Intro Skill, Spectro DMG increases by 30% for 15s.
2 Set: ATK increases by 10%.
5 Set: While on the field, ATK increases by 5% every 1.5s, stacking up to 4 times. Outro Skill DMG increases by 60%.
88.57%
2 Set: Spectro DMG increases by 10%.
5 Set: Upon using Intro Skill, Spectro DMG increases by 30% for 15s.
2 Set: Energy Regen increases by 10%.
5 Set: Upon using Outro Skill, ATK of the next Resonator increases by 22.5% for 15s.
88.11%
2 Set: ATK increases by 10%.
5 Set: While on the field, ATK increases by 5% every 1.5s, stacking up to 4 times. Outro Skill DMG increases by 60%.
2 Set: Energy Regen increases by 10%.
5 Set: Upon using Outro Skill, ATK of the next Resonator increases by 22.5% for 15s.
Echoes in Wuthering Waves are an essential part of the character rotations, granting a large amount of Resonance Energy and damage but at the cost of high field time for the most powerful ones. But by using some Echoes right before you're about to switch out on the character, you're able to move to your next character while your previous one is still in the echo animation - it’s what we call an Echo Swap Cancel.
Echo Swap Cancel is almost always the optimal way to use Echoes, and will result in big reductions in character field time and large increases to DPS, but not all of the most powerful Echoes can be swap cancelled in this way. For example, the Feilian Beringal (Aero), Dreamless (Havoc), Tempest Mephis (Electro), Mourning Aix (Spectro), and Infernal Rider (Fusion) Echoes can all be Swap Cancelled.
The remaining element, so Glacio while having powerful Echoes has none powerful enough that can be swap cancelled, and to make things worse, no Echoes that generate sufficient Energy and damage for their field time investment.
The result of this is that you can expect Glacio characters to have higher field time and lower DPS in calculations than their other elemental counter parts until they receive better Echoes to use.
Moonlit Clouds
Supportive Echo that can be run at the cost of a sizeable chunk of damage for the character who equips, trading personal gain for team benefits. Should always be used and immediately switch cancelled right before performing an Outro, leading to another DPS. When done so will grant the next character switching in 12% increased DMG% which when combined with the 5P Moonlit set which also grants 22.5% ATK% under the same conditions makes for a sizeable boost.
While the echo does lower the damage of whoever wears it, it grants a massive chunk of energy on use usually saving 1 or sometimes even 2 Energy Regen sub stats that may otherwise be needed by the wearer allowing for some damage to be recovered.
Celestial Light
Lingering Tunes
Very easy echo to use that should be used at the very beginning of the burst window right after the Intro. Thanks to its instant cast there is no thinking required and you can enjoy your ATK% boost and some nice burst damage.
Substats: Energy Regeneration (Until Breakpoint) >= CRIT RATE = CRIT DMG > ATK% > Flat ATK
Important! CRIT DMG has base value of 150% and Energy Regen has a base value of 100% when you check them in game. The recommended values below don't include the base value but rather show how much on top of it you need to obtain.
ATK: 1700-2300+
HP: 15000+
DEF: 1200+
SPECTRO DMG%: 52%-82%+ (72-102% with Sequence 2)
CRIT RATE%: 50-60%+
CRIT DMG% 100-120%+
Energy Regeneration: 10-20% (0-5% with Sequence 4)
Below you can find the order of leveling the abilities for Rover (Spectro).
Res. Liberation
Forte Circuit
Basic Attack
Res. Skill
Intro Skill
Gameplay and teams
This is the optimal rotation for the character. The total time needed to perform it is 6.69 seconds. When selecting the rotations we prioritized achieving 100 Concerto as fast as possible and once that condition was fulfilled, we focused on maximizing the damage output. As or if new and more optimal rotations are found, we'll update the characters calculations as needed.
COMBO REQUIREMENTS
Thanks to an incredibly accessible Forte Gauge, Ultimate and very short Resonance Skill cooldown, Spectro Rover can directly jump into action without any Warm-Up phase.
BURST COMBO
Spectro Rover requires a Quick Swap mid-rotation to unlock their maximum potential. This Swap is performed to abuse their extremely short Resonance Skill cooldown of only 6 seconds. Use one Skill initially alongside Rover’s Ultimate, perform a Quick Swap and use a Skill or Echo on another character and Swap back in to use another Resonance Skill combo for maximum damage with little downtime. This way Rover is always using their most effective and highest damage action throughout the majority of the fight.
- Echo (Use before combo but refer to Echo recommendations for exact specifics for your chosen Echo)
- Intro
- Heavy Attack
- Heavy Attack: Resonance
- Heavy Attack: Aftertune
- Skill: Forte: Resonanting Spin
- Basic ATtacK: Forte: Resonating Echoes
- Ultimate (Quick Swap While Waiting For Skill)
- Skill: Forte: Resonanting Spin
- Basic Attack: Forte: Resonating Echoes
- Outro
Verina as a healing support can easily accommodate running the 5P Rejuvenating Glow set alongside a Bell-Borne Geochelone echo, offering the team a wide array of offensive and defensive buffs already bringing a tonne of worth just from that alone.
Additionally Verina's many rotational options to access her Ultimate and Concerto are all fast and relatively easy to execute, leaving ample field time for the rest of team mates to execute their combos. Verina's Outro is by far the most flexible and powerful Outro in the game granting all allies 15% generic DMG% "Deepen" for 30 seconds. Most units only grant 1 type and only for the very next unit to switch in locking them into staying on field less they lose the buff but Verina grants it to all allies completely unrestricted.
On top of this Verina grants an additional 20% ATK and a Cheat Death ability preventing one death every 10 minutes. She's universal, flexible, takes little field time and outstanding in every team.
Shorekeeper is incredibly flexible thanks to her generic buffs, lingering Outro amplification and relatively low field time requirements after her first rotation. Because of she she can be played as a support in most team compositions to great effect.
Team #1
Calculations
Don't use the damage output calculations as an indication on who is worth pulling or investing as those are just simulations and in day-to-day gameplay there's a lot variables and also the skill of the player is important - if you can't consistently perform the character's rotation, their damage will suffer.
As usual, don't compare the numbers between characters - especially between Main DPS and Hybrids as they fulfill different roles in the team.
The numbers below show the character's DPS (Damage Per Second) and DMG (total damage done). When selecting the rotations we prioritized achieving 100 Concerto as fast as possible and once that condition was fulfilled, we focused on maximizing the damage output. As or if new and more optimal rotations are found, we'll update the characters calculations as needed. Listed character calculations are done without buffs or any damage contribution from teammates (full solo). They only include what the character, their Weapon, Echo and gear are capable of during their ideal Burst or Concerto rotation when starting with their Intro and Resonance Liberation available.
Rotation time: 6.69s
Disclaimer: To keep our character burst window evaluations consistent, we've used a full 100 Concerto energy rotation for Rover, but they are much more effectively played using quick swapping to take advantage of their incredibly short skill cooldown. When quick swapping expect to use less Basics, more Skills and Heavy Attacks and to deal more dps than listed.
Here's the rotation we have used to calculate the DPS (Damage Per Second) shown above. The total time needed to perform the rotation is 6.69 seconds.
COMBO REQUIREMENTS
Thanks to an incredibly accessible Forte Gauge, Ultimate and very short Resonance Skill cooldown, Spectro Rover can directly jump into action without any Warm-Up phase.
BURST COMBO
Spectro Rover requires a Quick Swap mid-rotation to unlock their maximum potential. This Swap is performed to abuse their extremely short Resonance Skill cooldown of only 6 seconds. Use one Skill initially alongside Rover’s Ultimate, perform a Quick Swap and use a Skill or Echo on another character and Swap back in to use another Resonance Skill combo for maximum damage with little downtime. This way Rover is always using their most effective and highest damage action throughout the majority of the fight.
- Echo (Use before combo but refer to Echo recommendations for exact specifics for your chosen Echo)
- Intro
- Heavy Attack
- Heavy Attack: Resonance
- Heavy Attack: Aftertune
- Skill: Forte: Resonanting Spin
- Basic Attack: Forte: Resonating Echoes
- Ultimate (Quick Swap While Waiting For Skill)
- Skill: Forte: Resonanting Spin
- Basic Attack: Forte: Resonating Echoes
- Outro
And here are the Echoes and Weapons used in the calculations.
Stats at Level 90: ATK: 587 | CRIT Rate: 24.3%
2 Set: Spectro DMG increases by 10%.
5 Set: Upon using Intro Skill, Spectro DMG increases by 30% for 15s.
Substats: ATK (45%), CRIT Rate (42%), CRIT DMG (84%)
Echoes in Wuthering Waves are an essential part of the character rotations, granting a large amount of Resonance Energy and damage but at the cost of high field time for the most powerful ones. But by using some Echoes right before you're about to switch out on the character, you're able to move to your next character while your previous one is still in the echo animation - it’s what we call an Echo Swap Cancel.
Echo Swap Cancel is almost always the optimal way to use Echoes, and will result in big reductions in character field time and large increases to DPS, but not all of the most powerful Echoes can be swap cancelled in this way. For example, the Feilian Beringal (Aero), Dreamless (Havoc), Tempest Mephis (Electro), Mourning Aix (Spectro), and Infernal Rider (Fusion) Echoes can all be Swap Cancelled.
The remaining element, so Glacio while having powerful Echoes has none powerful enough that can be swap cancelled, and to make things worse, no Echoes that generate sufficient Energy and damage for their field time investment.
The result of this is that you can expect Glacio characters to have higher field time and lower DPS in calculations than their other elemental counter parts until they receive better Echoes to use.
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