





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 (Aero) 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 2.4
Last major build/calcs update
Patch 2.4
Last profile update*
June 11th, 2025
*Profile update means smaller edits to echoes, stats, synergies or teams that don't require new calculations.
To learn more about Rover (Aero) 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
Wind Cutter
Basic Attack
Perform up to 4 consecutive attacks, dealing Aero DMG.
Heavy Attack
Consume STA to attack the target, dealing Aero DMG.
Press Normal Attack right after casting the skill to perform Basic Attack Stage 3 directly.
Heavy Attack - Razor Wind
Hold Normal Attack after casting Basic Attack Stage 3, Dodge Counter, or Heavy Attack to cast Heavy Attack Razor Wind. Consume STA to attack the target, dealing Aero DMG.
Mid-air Attack
Consume STA to perform Plunging Attack, dealing Aero DMG.
Press Normal Attack shortly after landing to cast Basic Attack Stage 4.
At max Windstrings, press Normal Attack shortly after landing to cast Resonance Skill Unbound Flow.
Dodge Counter
Press Normal Attack right after a successful Dodge to attack the target, dealing Aero DMG.
Illusion Breaker
Awakening Gale
Jump up into the mid-air and slash the target, dealing Aero DMG. Skyfall Severance
While in mid-air, press Resonance Skill to deal Aero DMG, which removes all stacks of Spectro Frazzle, Havoc Bane, Fusion Burst, Glacio Chafe, and Electro Flare from the target hit and inflicts 1 stack of Aero Erosion for each stack removed.
Omega Storm
Unleash the power of the Eye of Tempest, dealing Aero DMG and healing all nearby Resonators in the team.
Can be cast in mid-air close to the ground.
Cycle of Wind
Mid-air Attack - Cloudburst Dance
Perform up to 2 consecutive attacks, dealing Aero DMG (considered Resonance Skill DMG) and healing all nearby Resonators in the team. Cast through the following 3 ways:
Press Normal Attack right after casting Resonance Skill Awakening Gale.
Press Normal Attack right after casting Intro Skill.
Press Normal Attack right after casting Heavy Attack Razor Wind.
When casting Mid-air Attack Cloudburst Dance, hold Normal Attack to perform Mid-air Attack.
Resonance Skill - Unbound Flow
At max Windstrings, Resonance Skill Awakening Gale becomes Resonance Skill Unbound Flow: Perform up to 2 consecutive attacks. Each attack consumes 60 Windstrings, dealing Aero DMG, considered Resonance Skill DMG.
Switching to another Resonator after Stage 1 automatically triggers Stage 2 of this skill.
Windstring
Rover can hold up to 120 Windstrings.
Each stage of Mid-air Attack Cloudburst Dance restores 25 Windstrings on hit.
Casting Intro Skill restores 20 Windstrings.
Hitting a target with Basic Attack Stage 3 or 4 or Dodge Counter restores 10 Windstrings.
Sand in the Storm
Casting Intro Skill Relentless Squall increases ATK by 20% for 10s.
Boundless Winds
Increase Healing from Resonance Liberation Omega Storm by 20%.
Relentless Squall
Deal Aero DMG.
Storm's Echo
Grant Aeolian Realm to all nearby Resonators in the team for 30s. Aeolian Realm effect:
Upon hitting a target, increase the maximum stack of Aero Erosion the target can receive by 3 for 10s. This effect is not stackable.
Sequence Node 1
Casting Mid-air Attack Cloudburst Dance enhances Rover's resistance to interruption for 3s.
Sequence Node 2
Casting Resonance Skill Unbound Flow continuously restores HP for the Resonator on the field by 20% of Rover's ATK every 3s for 30s. When the Resonator on the field has an HP lower than 35%, immediately restore 10% of their lost HP. This restoration effect can be triggered once every 10s and will not be affected by any Healing Bonus.
Sequence Node 3
Aero DMG Bonus is increased by 15%.
Sequence Node 4
Casting Mid-air Attack Cloudburst Dance increases Resonance Skill DMG Bonus by 15% for 5s.
Sequence Node 5
The DMG Multiplier of Resonance Liberation Omega Storm is increased by 20%.
Sequence Node 6
The DMG Multiplier of Resonance Skill Unbound Flow is increased by 30%.
Rover (Aero) upgrade material information aren't available yet. They will be added soon!
Review
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
Whimpering Wastes
Their personal damage stands out compared to most other Support units despite being able to comfortably heal the party;
Their best weapon option is a fully F2P-accessible 5-star signature sword, the character and their Sequence Nodes are given for free;
Has unique mechanics in the form of debuff conversion and increasing the limit of debuff stacks applicable;
Synergizes with the current best DPS Cartethyia in a team with Ciaccona, enabling Cartethyia’s kit to be taken to new heights
Specializes in mid-air combat, allowing them to ignore certain enemy attacks.
Literally only functional in 1 team. Solely restricted to Cartethyia + Ciaccona where they’re best, other suboptimal Aero teams exist but they’re not stronger than general Support options there;
Their damage isn’t high enough to justify their field time compared to other Support units who deal less damage but buff much faster which impacts DPS substantially;
Their signature weapon is a double-edged sword, as it takes away the option to use a higher damaging weapon and locks Aero Rover into using a “bad” option (purely in regards to their personal damage);
Their buffing potential isn’t much higher than low-tier generalist Support competitors such as Baizhi;
Their mid-air attacks are inconsistent against small enemies and may not land altogether, severely impacting rotations;
No one currently applies debuffs effectively for them to convert (it’s possible, just not worth it);
They take away the possibility of using other Rover elements in your teams when those forms have their cemented meta use cases;
Currently limited to S1 and R1 of their signature weapon, lowering their damage and buffing potential significantly.
Aero Rover is a free 5-star Aero Support character who primarily serves as an applier of Aero Erosion via debuff conversion and an amplifier of Aero DMG, but who also has access to healing and small amounts of personal damage. They rely on mid-air combat in order to charge up their Forte skill to get their buffs, bulk of damage, and Outro skill off all at once.
The core of their kit lies in their Forte circuit, as it contains 3 important parts of their kit: the Mid-Air attacks we will be using throughout their rotation, their big Forte skill that concentrates the biggest portion of their damage, and the Forte points they’ll need to charge in order to access that skill.
Aero Rover’s Forte points are called “Windstring” and they can stack up to 120 points that are obtained in the following ways:
By casting their Forte Mid-Air Attacks (25 points per attack);
By casting their Intro skill (20 points);
By casting Basic Attack 3, Basic Attack 4 or Dodge Counter (10 points).
The main method that will be used in optimal rotations as they need to charge up 120 Forte points is via 4 Forte Mid-Air Attacks and an Intro Skill, which perfectly adds up to the required amount. However, this can be shortened if Cartethyia is present on the team, as she funnels 25 Windstrings to Aero Rover when they cast their Ultimate via her Inherent Skill. With that being said, it is worth noting that in an optimal rotation, this will not generate the required Concerto Energy to complete a rotation with their Outro. As a result, to make use of this effect, it is necessary to weave in any one attack in the middle of Cartethyia’s rotation, typically along with a Fleurdelys Skill 2, during which she will switch out to Aero Rover who can perform a Mid-Air Plunging Attack and switch back to Fleurdelys so that she can complete her rotation normally. Doing so will shorten the rotation by a small amount as one less Forte Mid-Air Attack is necessary to complete their rotation, overall improving Team DPS. Otherwise, doing all 4 Forte Mid-Air Attacks as normal is perfectly functional as well.
These special Forte Mid-Air Attacks, called “Cloudburst Dance” can be cast 2 at a time when accessed and heal your whole party a small amount. This is only done by using Basic Attack in the air through certain means being:
Using their default grounded Resonance Skill “Awakening Gale”;
Using their Intro skill;
Using their “Razor Wind” Heavy Attack (unused).
We won’t dwell on “Razor Wind” since it’s slow and impractical to perform in optimal rotations so it’ll never be realistically used on Aero Rover.
Other than that, “Awakening Gale” is a simple skill that sends Aero Rover in the air with a very short cooldown of 3 seconds so they will never run into any problems when it comes to casting it, and their Intro skill is a small burst of Aero DMG that sends them in the air as well. This means typically, your Mid-Air Attacks will be cast twice after an Intro skill, then twice after an “Awakening Gale” skill.
Another important tool to their arsenal is their Ultimate, which does a solid portion of damage but also provides all of Aero Rover’s healing abilities, concentrated in one big burst of healing for your whole party. It additionally has the property of being able to be cast in mid-air which has the effect of instantly placing them on the ground — this means it’s most practical to use it after you’re done with your Forte Mid-Air Attacks to place yourself on the ground instantaneously (plunges tend to be rather slow, so saving your Ultimate for this purpose is way better).
Their Forte Enhanced Skill, which is Aero Rover’s main action to work towards performing, is in two parts. Both parts generate 20 Concerto Energy (a huge amount!), it deals a big amount of damage (multipliers higher than Danjin’s Ultimate for example), it triggers their signature weapon’s Aero DMG Amplify passive, and has two properties:
Both parts can only be cast on the ground;
Swapping out after the first part instantly causes the second part to happen (with a delayed Concerto gain).
This means the ability has a Swap Cancel window if you want to exploit it, after which the second part will happen off-field and generate 20 Concerto Energy for them to begin their next rotation, allowing these Swap Cancels to be utilized every time. This is systematically performed in optimal Aero Rover rotations as it saves a big amount of time at no damage cost, significantly improving team DPS.
Their Outro currently has one use case, it increases the maximum capacity of Aero Erosion stacks by 3 (up to 6 in total) which can enable Cartethyia to fully utilize her kit’s additional effects, such as her damage amplification on her second Ultimate. Other than that, it is only barely useful.
With all of that in mind, to access Aero Rover’s Forte Enhanced Skills as quickly as possible, we first use their Intro Skill or a few basics into a Resonance Skill if an Intro isn’t available, then we use their Mid-Air attacks twice before using their Ultimate to place them on the ground where they can go up in the air again via their Resonance Skill, then we can perform their Mid-Air attacks once more to fully fill our Forte Gauge. We get back to the ground via our plunge or Ultimate to cast our Forte skills, switching out of the first one, ending the rotation due to the huge Concerto gain they give. Certain Basic Attacks are also necessary to complete Aero Rover’s rotation without an Intro Skill available — for more information, refer to our Gameplay & Teams page for the character.
Aero Rover unfortunately has problems, though. The main one being that they’re only used in a single team. No one but Cartethyia currently exploits their Aero Erosion stack increase mechanics, there’s no character that can apply debuffs for them to convert other than Phoebe, most effectively in her Confession state which is currently not worth exploiting for team damage, and the damage Aero Erosion provides is low by itself comparably to Spectro Frazzle. While it is a bit better, it’s nothing impressive, which means Aero Rover relies on teammates like Ciaccona and Cartethyia to perform, which is their only truly viable team. However, it is one of the best teams in the game for all contents.
Therefore this means Aero Rover already isn’t an Amplifier-type unit like Mortefi and instead wants to act as a healing Support like the top tier Verina and Shorekeeper. This sounds good on paper, but unfortunately the buffing potential of these two is so high that Aero Rover can’t compete with them in that niche — especially right now when their signature weapon is locked at R1 which only gives 10% Aero DMG Amplify, a very small amount compared to the 15% all-type DMG amplify all generalist Supports get (Baizhi, Verina, Shorekeeper); not to mention the other buffs these characters get whether it’s DMG Bonus, ATK%, or CRIT Rate/CRIT DMG. This makes it really difficult for Aero Rover to find a use case in the current meta outside of Cartethyia teams where only their Outro buff is desired.
Not only that, but their rotation time is lengthy, their damage isn’t as high as you’d expect, this is because their signature weapon doesn’t have big damage stats such as CRIT which you’d see on other 5-star options, their multipliers are good but not insane either so it can’t compensate, they take away the option to use Spectro Rover or Havoc Rover in other teams when those Rover variants are very strong in their best teams, and to top it all off they only have access to their S1 right now when a lot of their damage potential is locked behind the higher Sequence nodes such as S5 and S6.
Finally, their Mid-Air Attacks face some issues against smaller, common targets and they’ll tend to miss or not activate altogether, preventing you from generating the necessary Forte points and having to extend the rotation further, which severely impacts DPS. While this isn’t much of a problem against most boss enemies, in content like Whimpering Wastes where small enemies are all you get, it’s especially problematic. While Aero Rover can work with Jiyan in that gamemode, they are way below other general Supports like Verina and Shorekeeper for all the reasons listed above, except this time around their Outro skill brings nothing of value.
To summarize, Aero Rover is a character who is restricted to a single team. Judging by their kit and Cartethyia’s, they are clearly tailored for each other, and if you don’t own Cartethyia you can give up on Aero Rover’s utility. We can expect higher ranks for their signature weapon and the rest of their Sequence nodes to be released at a later point, all of which will drastically boost their performance. But as things stand, they have very little use cases and aren’t a recommendable option outside of Cartethyia teams, where they are only worth using alongside Ciaccona currently. However, this may change in the future when higher Sequence nodes and Weapon ranks are unlocked, so stay tuned for that. Until then, if you don’t own both Cartethyia and Ciaccona, Aero Rover is not recommended, but if you do own both, by all means use the 3 together, they’re insanely strong.
Rover (Aero) guide videos aren't available yet.
Build
100%
Stats at Level 90: ATK: 588 | Energy Reg.: 38.9%
Best Echo Sets show the best sets that support the main character playstyle and work out of the box while the Special Echo Sets either are situational, support an alternative playstyle or are targeted toward min-maxers. The percentage numbers showcase the relative DPS increase when you take into account the set bonus only. For some characters there's no DPS (or its equivalent) available and in that case we listed the sets in the order of priority.
1
2 Set: Healing increases by 10%.
5 Set: Upon healing allies, increase ATK of the entire team by 15%, lasting 30s.
Offers a 10% unconditional Healing% boost and an most importantly a 15% ATK% boost for the entire team, lasting 30 seconds whenever you heal yourself or any of your allies. This bonus can be triggered by character abilities and weapon effects, is easy to keep active 100% of the time and is a big help for all party members.
Below you can find Main Echo options that you should be using with the set:
1
2 Set: Aero DMG +10%.
5 Set: Hitting a target with Aero Erosion increases Crit. Rate by 10% and grants 30% Aero DMG Bonus, lasting for 10s.
Used only with Cartethyia + Ciaccona at high investments due to the nature of Cartethyia's kit. Best set for Aero Main DPS characters who can apply Aero Erosion or have an Aero Erosion applier on the team. Grants 10% Aero DMG Bonus and an extra 30% Aero DMG Bonus as well as 10% CRIT Rate for 10s when attacking targets inflicted with Aero Erosion. Offers an extra 10% CRIT Rate over the other Aero sets such as Gusts of Welkin or Sierra Gale, providing extra overall damage so long as Aero Erosion is present on the enemy. On Aero Rover, only slightly better than Rejuvenating Glow at high-end investment for 1 specific team, generally not recommended to build unless looking to fully maximize team DPS, even as far as going for very small differences.
Below you can find Main Echo options that you should be using with the set:
Substats: Energy Regeneration (Until Satisfied) > CRIT RATE = CRIT DMG > ATK% > Skill DMG% > 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: 1500 - 2200+
HP: 15000+
DEF: 1100+
AERO DMG%: 30% - 60%+
CRIT RATE: 60% - 70%
CRIT DMG: 120% - 140%+
ENERGY REGEN: 30% - 40%
Aero Rover needs their ultimate to function - in order to ensure it's always available we recommend building 30-40% ER.
Fortunately, most of Aero Rover's weapon choices, including their free signature, more than fulfill this requirement by themselves.
Below you can find the order of leveling the abilities for Rover (Aero).
Forte Circuit
Res. Liberation
Res. Skill
Intro Skill
Basic Attack
Gameplay and teams
Below you can find optimal rotation (or rotations) for Rover (Aero). The total time needed to perform it is 5.96 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.
As a support Aero Rover's primary job in combat is to get to their Outro ability as fast as possible while applying all their buffs/debuff and in some teams converting ailments on enemies in to Aero Erosion. The most optimal way to do all of this is with a fast concerto rotation.
Echo Usage: The most optimal time to use Aero Rover's echo is right before switching out (after executing Unbound Flow P1) to maximize buff uptime for your teammates while still enhancing the biggest chunk of Aero Rover's damage.
STANDARD ROTATION
If you have access to your Intro Skill the rotation below is one of the most efficient ways to access Aero Rover's Outro fast while also opening up the potential for them to convert ailments with Skyfall Serverance. If your team has no interest in Ailments this attack can be skipped to save time.
- Intro
- Forte: Cloudburst Dance P1
- Forte: Cloudburst Dance P2
- Ultimate
- Skill: Awakening Gale
- Forte: Cloudburst Dance P1
- Forte: Cloudburst Dance P2
- Skill: Skyfall Severance (Optional)
- Mid-Air Atk (Plunge)
- Forte: Unbound Flow P1 (switch out)
- Outro
- Forte: Unbound Flow P2 (happens automatically off-field)
OPENER ROTATION
When Aero Rover doesn't have access to their Intro they have to make use of a different rotation in order to fill their Forte Gauge and generate enough Concerto, the rotation below is what we recommend.
- (Swap-in) Basic P2
- Basic P3
- Skill: Awakening Gale
- Forte: Cloudburst Dance P1
- Forte: Cloudburst Dance P2
- Mid-Air Attack (Plunge)
- Basic P4
- Skill: Awakening Gale
- Forte: Cloudburst Dance P1
- Forte: Cloudburst Dance P2
- Ultimate
- Forte: Unbound Flow P1
- Outro
- Forte: Unbound Flow P2 (happens automatically off-field)
Below you can find a list of some of the stronger synergies between this character and others.
Best Team
Expert Team
Carth F2P Team
Jiyan Team
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.
Do note that DPS and DMG aren’t perfect metrics for a character’s individual value and should be taken with a grain of salt. Anything pertaining a character’s relevance in the meta is addressed in our Review and Tier List, which the numbers below shouldn’t be used for as an end-all-be-all to. Instead, DPS and DMG are good metrics for a character’s sequence value and comparison between an individual character’s different rotations. We recommend using those metrics for such purposes.
Rotation time: 5.96s
Here's the rotation we have used to calculate the DPS (Damage Per Second) shown above.
Standard Rotation
- Intro
- Forte: Cloudburst Dance P1
- Forte: Cloudburst Dance P2
- Ultimate
- Skill: Awakening Gale
- Forte: Cloudburst Dance P1
- Forte: Cloudburst Dance P2
- Skill: Skyfall Severance (Optional)
- Mid-Air Atk (Plunge)
- Forte: Unbound Flow P1 (switch out)
- Outro
- Forte: Unbound Flow P2 (happens automatically off-field)
And here are the Echoes and Weapons used in the calculations.
Stats at Level 90: ATK: 588 | Energy Reg.: 38.9%
2 Set: Healing increases by 10%.
5 Set: Upon healing allies, increase ATK of the entire team by 15%, lasting 30s.
Substats: CRIT Rate (42%), CRIT DMG (84%), ATK (45%)
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