The Shorekeeper of the Black Shores, a mysterious divine being governing the essence of aloofness, emerges in response to your summon. Having spent eons in guardianship, the first stirrings of emotion and desire awaken within her heart, fostering a firm determination to connect with the world — and with you.
To learn more about The Shorekeeper check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
The Shorekeeper has at least one video guide available, so if you prefer this sort of medium to learn more about a character, check it out:
Last review update
Patch 1.3
Last major build/calcs update
Patch 1.3
Last profile update*
October 23rd, 2024
*Profile update means smaller edits to echoes, stats, synergies or teams that don't require new calculations.
To learn more about The Shorekeeper 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
Origin Calculus
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
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.
End Loop
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 0.01% bonus 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.
When Supernal Stellarealm is generated, Shorekeeper's first Intro Skill triggered in its duration will be replaced with Intro Skill Discernment. This effect takes place once each time a Supernal Stellarealm is generated.
Astral Chord
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.
Life Entwined
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.
Self Gravitation
When the Resonator on the field is within the effective range of a Stellarealm, Shorekeeper's Energy Regen increases by 10%. If Rover is on the same team, Rover's Energy Regen also increases by 10%.
Proof of Existence
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 cast one time for each Supernal Stellarealm generated.
Binary Butterfly
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%.
Sequence Node 1
The Stellarealms generated by Resonance Liberation End Loop gain the following enhancements:
The effective range of the healing and buffs is extended by 150%
The duration is extended by 10s.
Casting Intro Skill Discernment no longer ends the existing Stellarealm.
Sequence Node 2
The Outer Stellarealm now increases the ATK of all nearby party members by 40%.
Sequence Node 3
Casting Resonance Liberation End Loop grants Shorekeeper 20 Concerto Energy. This effect can be triggered once every 25s.
Sequence Node 4
Gain 70% additional Healing Bonus when casting Resonance Skill Chaos Theory.
Sequence Node 5
Extend the ranges of the pulling effect of Basic Attack Stage 3 by 50% and Illation by 30%.
Sequence Node 6
Increase the DMG Multiplier of Intro Skill Discernment by 42%. Casting Intro Skill Discernment increases Shorekeeper's Crit. DMG by 500%.
While the source of the materials can be quickly found in the game, when it comes Novas you will have to gather them from the map. Check our Interactive map to find them quickly:
Review
Unique and incredible Critical Rate and Critical Damage buffs.
Tremendous continuous healing for the whole team.
Full team Damage Amplification that isn’t lost on switching.
Excellent carrier of the Rejuvenating Glow set.
Deals surprisingly high damage with the empowered Intro (if built with it in mind).
Incredibly flexible - can be played in many different teams.
Really wants a weapon with Concerto Energy generation and feels worse without it.
Can have a bit of a slow start in Tower of Adversity depending on team composition.
Lacks the Coordinated Attacks Verina has which lowers her potential in comparison with characters that synergize with that mechanic.
The Shorekeeper is a 5-star Spectro Rectifier wielder specializing in healing and supporting her allies. She shares a similar role to Verina and can similarly fit in almost any team composition. Her unique aspect is her buffs being CRIT-based instead of Attack%, which usually allows her to outperform Verina in the raw damage multiplication department (excluding other synergies). However, unlike Verina, she must follow a strict rotation as her buffing capabilities are entirely tied to her Resonance Liberation and Outro. This isn’t a bad thing, but understanding how to achieve it efficiently and consistently is very important if you want to use The Shorekeeper to her full potential.
Now let's dive into her kit.
Her Resonance Liberation: End Loop has an activation cost of whopping 175 Energy. Upon its use, she summons the Stellarealm for 30 seconds - a massive ring providing benefits to allies within its radius and generating Shorekeeper 20 Concerto Energy upon activation. Stellarealm features 3 different stages with each offering a benefit that can stack with each other. The initial summon will be in “Outer Stellarealm” variant, but whenever an ally executes an Intro skill within its bounds, it is upgraded to the next stage. The 3 stages are:
Outer Stellarealm (Baseline) - Continuously Heal all allies once every 3 seconds.
Inner Stellarealm (After 1 Intro) - Increases 0.01% Critical Rate per 0.2% of Shorekeeper’s Energy Regeneration up to 12.5% for all allies.
Supernal Stellarealm (After 2 Intro) - Increases 0.02% Critical Damage per 0.1% of Shorekeeper’s Energy Regeneration up to 25% for all allies.
After using 2 Intros, your party gains Continuous Healing, 12.5% Critical Rate and 25% Critical Damage for the duration of Stellarealm. To achieve this though, you’ll need to ensure The Shorekeeper is built with enough Energy Regeneration - the magic number being 250% (150% from Echoes, Weapon, and Passives). Additionally, the 250% Energy Regeneration is a comfortable checkpoint to ensure her timely access to her Ultimate in most team set-ups as well. As her Resonance Liberation features a 25-second cooldown, with careful planning you should have no trouble maintaining its uptime for most of the fight.
Her other key supportive ability is her Outro, which grants the entire party a 15% Damage Amplification buff for 30 seconds, regardless of how many times they Swap In-or-Out. As an added bonus, whenever the On-Field Resonator is launched/knocked back, you can immediately recover and execute Perfect Dodge followed by a Dodge Counter by tapping the Dodge button. However, this effect is limited to 5 times per application.
These two abilities form the core of her kit and are the focus of everything she will aim to achieve on the field. The game plan is simple:
generate as much as Concerto Energy as fast as possible,
summon the Stellarealm and then immediately perform her Outro triggering another character's Intro to upgrade the realm immediately and apply Shorekeeper’s Outro buff,
after which you only require 1 more Intro to fully upgrade the realm.
Fortunately, the rest of her kit is competent at generating Concerto quickly, so let's take a look at that. Her Forte Circuit: Astral Chord is divided into two different charge-based resources - “Collapsed Cores” and “Empirical Data”.
“Collapsed Cores” are glowing orbs that materialize on the field when triggered and are generated by the use of any of her standard Basic Attacks. These Cores transform into “Flare Star Butterflies” after 6 seconds of spawn - a homing missile attack targeting the closest enemy dealing small damage but generating good Concerto Energy. She can only have 5 Cores active at once, with additional Cores transforming the oldest Core into a Butterfly ignoring the 6-second rule.
“Empirical Data” also features a 5 charge limit and is generated via her Basic Attacks, but can be only used once you have accumulated all 5, enhancing her next Heavy Attack of Mid-Air Attack, consuming all charges and gaining the following effects:
Enhanced Mid-Air Attack: Forte Transmutation - Deals Spectro damage, generates good Concerto Energy, and converts all “Collapsed Cores” into “Flare Star Butterflies” instantly and can be followed up by Basic Attack 2.
Enhanced Heavy Attack: Forte Illation - Deals Spectro damage, generates good Concerto Energy, converts all “Collapsed Cores” into “Flare Star Butterflies” instantly, and slightly pulls Non Elite/Boss enemies to the center of the ability gathering them.
Both abilities are similar, but Forte Illation is preferred as it doesn’t require you to be in Mid-Air and also features Pull, as such use it whenever you have 5 “Empirical Data” to generate additional Concerto Energy and expedite the conversion of “Collapsed Cores” into Concerto generating “Flare Star Butterflies”.
To activate these Forte Abilities, we will need to use her Basic Attacks - mainly her standard 4 Basic Attack combo, which is:
Basic Attack 1 (Generates 1 “Collapsed Cores” and 1 “Empirical Data”)
Basic Attack 2 (Generates 1 “Collapsed Cores” and 1 “Empirical Data”)
Basic Attack 3 (Generates 1 “Collapsed Cores” and 2 “Empirical Data”)
Basic Attack 4 (Generates 1 “Collapsed Cores” and 1 “Empirical Data”)
The combo generates enough “Empirical Data” and “Collapsed Cores” to immediately follow up with an enhanced Forte attack of your choice (Illation recommended) after which all Cores will convert to “Flare Star Butterflies” generating a burst of Concerto Energy. Furthermore, her Dodge Counter also generates strong Concerto Energy but should be only utilized if a situation arises.
Shorekeeper’s Resonance Skill isn’t overly connected to the rest of her kit but is an excellent tool for a burst of healing and concerto generation. Using it grants 20 Concerto energy immediately, heals the party for a decent amount instantly, and summons 5 “Dim Star Butterflies” which operate identically to “Flare Star Butterflies”. Overall, the ability grants 30 Concerto after the butterflies find their target and only has a 16-second cooldown - use it whenever it ’s available and you aren’t full on concerto. As a bonus using Basic Attacks right after this ability will skip straight to Basic Attack 2 of the combo.
Lastly let's talk about The Shorekeeper's Intro skill, which she has two of - a standard one and an empowered one accessible only once per Resonance Liberation used. Both Intro skills heal, deal damage, and generate good Concerto Energy, but the empowered one does it all better at the cost of immediately ending the current Stellarealm regardless of the duration left.
This might look like a steep cost to pay, but when played optimally you should be only switching Shorekeeper in when she needs to refresh the Stellarealm anyway, making this downside negligible. On the upside, empowered Intro generates double Concerto Energy, deals damage based on her HP instead of Attack (resulting in a surprisingly large damage nuke), always hits Critically, and heals slightly more. With all these bonuses, you should always aim to execute the empowered Intro if possible, and the damage dealt is non-negligible if you decide to build into it.
Rounding off her kit is her Inherent Skills:
The first offers the standard Cheat Death ability we expect from healing characters protecting a fatally wounded ally by transferring half of Shorekeeper’s HP to it instead.
The second one grants Shorekeeper 10% additional Energy Regen while any Resonator is within the Stellarealm radius (counting towards the 250% Bonus) meaning you only need to get 240% now! As an extra bit of flavor, if Rover is in the team, they too gain the 10% Energy Regeneration bonus.
In conclusion, Shorekeeper has a packed-to-the-brim supportive kit with excellent healing capabilities but she has a strong reliance on Concerto Energy generation tools such as her Intro and the weapons - Variation or Stellar Symphony (her Signature), without which she will feel less smooth. This can lead to her having weak openers in endgame modes lacking immediate Intro access - such as Tower of Adversity, and longer rotations for those lacking either weapon option.
However, if you are able to overcome these limitations, she is absolutely a meta powerhouse featuring some of the best supportive capabilities and flexibility in the game.
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
Build
115.38%
Stats at Level 90: ATK: 412 | Energy Regen: 77%
100%
Stats at Level 90: ATK: 337 | Energy Reg.: 51.8%
68.38%
Stats at Level 90: ATK: 337 | Energy Reg.: 51.8%
56.72%
Stats at Level 90: ATK: 300 | Energy Reg.: 32.3%
1
2 Set: Healing increases by 10%.
5 Set: Upon healing allies, increase ATK of the entire team by 15%, lasting 30s.
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.
Rejuvenating Glow
Strong alternative option to Bell-Borne Geochelone for Shorekeeper specifically as it grants her 10% bonus Energy Regen on use for 20 seconds which counts towards the 250% requirement she must meet, easing pressure on her gear, weapon and sub stats. On top of this, the echo also grants the entire team a 10% boost to ATK for 20 seconds and as a bonus also deals damage based on the wearers HP instead of ATK or DEF meaning it will slightly boost Shorekeeper's damage contribution. Not a clear cut upgrade over Bell-Borne Geochelone but a good alternative for those wishing for more flexibility in Shorekeeper's gear or some extra damage.
This Echo is an essential asset that almost every team in the game aims to include thanks to its excellent offensive and defensive benefits. The reason for this is the excellent 10% DMG boost it provides throughout its duration but also 50% damage reduction barrier it provides as well. The only catch these buffs have is that they only last for 3 hits meaning after you've taken them you'll lose the buff until you can re-apply it again - even so almost every team aims to have 1 user of this echo. Almost always the main echo of choice for users of the 5P Rejuvenating Glow set.
Substats (DPS Focus): Energy Regeneration (Until Breakpoint) CRIT DMG% >= ULT DMG% > HP% > FLAT HP
Substats (Healing Focus): Energy Regeneration (Until Breakpoint) > HP% > FLAT HP
When selecting sub-stats for Shorekeeper you can choose to build for some extra damage output from her enhanced Intro skill or for additional healing or a mix of both. Refer to one or the other sub-stat priority based on what you're after or mix and match them to gain your desired effect. As for the 4-cost Echo choice here's a TL:DR:
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.
HP: 30000+
DEF: 1100+
Energy Regen: 130-140%+
The entirety of Shorekeeper's kit hinges on having enough ER to ensure she can consistently cast and gain maximum effect from her Resonance Liberation.
In order to grant herself and her team the maximum possible buffs through her Liberation she needs 250% total ER after buffs (150% from echoes, the weapon, and buffs).
Shorekeeper gains 10% ER for free thanks to one of her inherent passives and can pick up an additional 10% if she uses the Fallacy of No Return echo assuming you ensure it's active before casting her Resonance Liberation.
Thanks to these conditional effects you'll only need 130-140% ER on gear in order to reach the 250% needed for the Liberation but if you're finding yourself running short on Energy in your team composition of choice overshooting the energy requirement can be a worthwhile solution.
Below you can find the order of leveling the abilities for The Shorekeeper.
Intro Skill
Res. Skill
Res. Liberation
Basic Attack
Forte Circuit
Res. Skill
Res. Liberation
Intro Skill
Basic Attack
Forte Circuit
Gameplay and teams
This is the optimal rotation for the character. The total time needed to perform it is 4.29 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.
When playing Shorekeeper there are 2 rotations to make note of: her opener which must be performed without access to her intro skill and her standard rotation which can make use of it.
When starting a fight in endgame modes such as the Tower of Adversity none of your team members will have access to any concerto. In order for Shorekeeper's ultimate to gain its full effect it's imperative your team can quickly cycle through at least 2 Intro skills after its use. Because of these two factors it makes the most sense to build Shorekeeper's Concerto as fast as possible, then use her ultimate and quickly execute her Outro followed by another team members Intro in these game modes. Here is an efficient rotation in order to achieve this (depending on your team altering this intro to incorporate quick swapping may improve performance).
Opener Rotation:
- Basic P1
- Basic P2
- Basic P3
- Basic P4
- Forte: Heavy Atk: Illation
- Basic P1
- Basic P2
- Basic P3
- Basic P4
- Forte: Heavy Atk: Illation
- Skill: Chaos Theory
- Echo
- Liberation
- Outro
After the opening rotation is complete and you have access to concerto across your team to ensure Shorekeeper can gain an intro execute the following rotation instead for greater efficiency;
Standard Rotation:
- Intro Skill: Discernment
- Basic P1
- Basic P2
- Basic P3
- Basic P4
- Forte: Heavy Atk: Illation
- Skill: Chaos Theory
- Echo
- Liberation
- Outro
Both of these rotations require between 6-8 additional concerto energy in order to function. This is easily acquired by equipping either a Variation S1 or Shorekeeper's signature. If you have neither of these you'll need to supplement the missing Concerto energy by including additional Basic Attacks or a Dodge Counter.
the-shorekeeper is very flexible and can be used in any team really.
the-shorekeeper teams aren't available yet. They will be added soon.
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.
Important! Sequence calculations have been configured to not only ensure that Shorekeeper always has 250% Energy Regeneration when using her Resonance Liberation, but also maximize the damage. At Sequence 3, she gains additional Concerto Energy shortening her rotation - this Sequence impact is dependent on the Rectifier she uses. With an S1 Variation or her Signature, you can remove some Basic Attacks from her standard rotation and omit them altogether with higher ranks of these weapons.
With this in mind, she can drastically reduce her field time requirements resulting in very quick execution of her Intro, Resonance Skill, Resonance Liberation and finally her Outro, often resulting in incredibly high damage. However, keep in mind that these damage numbers can’t be sustained and are a result of very low field time combined with high burst damage potential due to her empowered Intro.
Rotation time: 4.29s (Post S3: 1.26s)
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 4.29 seconds.
Standard Rotation
- Intro Skill: Discernment
- Basic P1
- Basic P2
- Basic P3
- Basic P4
- Forte: Heavy Atk: Illation
- Skill: Chaos Theory
- Echo
- Liberation
- Outro
And here are the Echoes and Weapons used in the calculations.
Stats at Level 90: ATK: 337 | Energy Reg.: 51.8%
2 Set: Healing increases by 10%.
5 Set: Upon healing allies, increase ATK of the entire team by 15%, lasting 30s.
Substats: Energy Regen (48%), 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.
Copyright © 2024 Prydwen.gg