Last updated: 22/October/2026

Best guide and build for Rover (Electro) from WW (Wuthering Waves). Rover (Electro) is a 5★ rarity character from the
Electro element who uses the Sword type weapon.
This character has no video guide yet.
Last review update
Patch 3.7
Last major build/calcs update
Patch 3.7
Last profile update*
22/October/2026
*Profile update means smaller edits to echoes, stats, synergies or teams that don't require new calculations.
To learn more about Rover (Electro) check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Deterrence
Perform up to 4 consecutive attacks, dealing Electro DMG.
Hold Normal Attack to enter Parry Stance at the cost of STA.
While active, Rover is immune to interruptions, takes 60% less DMG, and continuously consumes STA. Release Normal Attack to exit Parry Stance and perform Basic Attack - Riposte Strike, dealing Electro DMG.
If an attack hits Rover during a certain period of Basic Attack - Riposte Strike, neutralize this attack and temporarily Stagnate the target before performing Basic Attack - Riposte Strike: Crumble, dealing Electro DMG.
Press Normal Attack shortly after casting Basic Attack - Riposte Strike to cast Basic Attack Stage 2.
Press Normal Attack shortly after casting Basic Attack - Riposte Strike: Crumble to cast Mid-air Attack - Havoc.
In Parry Stance, use Dodge to consume STA to perform Dodge: Flicker, which can trigger successful Dodges during the action of this skill shortly after it's cast.
Consume STA to perform a Plunging Attack from mid-air, dealing Electro DMG.
Perform up to 3 consecutive strikes, dealing Havoc DMG. Press Normal Attack shortly after casting Stage 3 of this skill to perform Basic Attack Stage 4.
Press Normal Attack right after a successful Dodge to attack the target, dealing Electro DMG.
Press Normal Attack shortly after to perform Basic Attack Stage 3.
Press Normal Attack right after a successful Dodge in mid-air to perform Plunging Attack at the cost of STA, dealing Electro DMG.
Thunderclap
Launch the Cloudrift Bolt and grapple towards the target, dealing Electro DMG. Press Normal Attack shortly after to cast Basic Attack - Repel, dealing Electro DMG, considered Basic Attack DMG.
Ultimate Tactics
Launch the Thunder Quietus, dealing Electro DMG.
Myriad Omens' Mandate
At max Electric Surge, Resonance Skill is replaced with Resonance Skill Overshock, dealing Electro DMG.
Press Normal Attack shortly after casting this skill to perform Normal Attack Stage 4.
This skill can be cast in mid-air.
If Resonance Skill Overshock is cast by pressing the button, clear all Electric Surge to grant Resonators in the team 10% ATK Bonus for 20s.
If Resonance Skill Overshock is cast by holding down the button, consume 60 points of Concerto Energy to deal damage, then clear all Electric Surge to enter Apex Resonance.
While in Apex Resonance, Resonance Skill Thrum of All Sounds is unlocked, which consumes 10% Thunder Rage per second:
While on the ground, press Resonance Skill to launch up to 7 consecutive attacks:
The first 3 stages: Thrum of All Sounds: Spectro, dealing Spectro DMG.
The next 3 stages: Thrum of All Sounds: Havoc, dealing Havoc DMG.
The last 1 stages: Thrum of All Sounds: Silencing Blade, dealing Aero DMG.
While on the ground, hold Resonance Skill to cast Thrum of All Sounds: Aero, dealing Aero DMG and leaping into the air.
While airborne, press Resonance Skill to perform up to 6 stages of Mid-air Attacks:
The first 3 stages: Thrum of All Sounds: Havoc Mid-air Attack, dealing Havoc DMG.
The next 2 stages : Thrum of All Sounds: Aero Mid-air Attack, dealing Aero DMG and healing all nearby Resonators in the team.
- The last 1 stages: Thrum of All Sounds: Aero Plunging Attack, dealing Aero DMG. Press Resonance Skill shortly after landing to cast Thrum of All Sounds: Silencing Blade.
Hold Resonance Skill in mid-air to cast Thrum of All Sounds: Aero Plunging Attack.
Each time Thrum of All Sounds hits the target, Thunder Bane is triggered, dealing Electro DMG to the target within range, considered Resonance Skill DMG.
While in Apex Resonance, press Resonance Skill shortly after casting a Basic Attack to chain into a specific Thrum of All Sounds skill based on the different Basic Attack Stages.
Rover can hold up to 120 points of Electric Surge.
Electric Surge is restored when Intro Skill - Thunderous Fury, Normal Attack - Deterrence, Resonance Skill - Thunderclap, or Basic Attack - Repel deals damage.
Rover can hold up to 100 points of Thunder Rage.
Entering Apex Resonance restores Thunder Rage to the max limit.
Thunder Rage is restored when Thrum of All Sounds deals damage.
Tune Break - Sword
When the target's Off-Tune Level is full, the Resonator may cast Tune Break on the target.
Decipher
Resonance Skill Overshock inflicts 10 stacks of Electro Flare on the target it damages.
Regression
When Resonance Skill Overshock is cast by holding down the button, gain 20% Resonance Skill DMG Bonus for 20s. Switching to another Resonator ends this effect.
Thunderous Fury
Attack the target, dealing Electro DMG.
Rumbling Thunders
The incoming Resonator gains Electro Core for 20s or until the Resonator is switched out. After Resonators with Electro Core inflict Negative Statuses, their Electro Core is consumed, and they gain 25% All DMG Amplification for 14s. Switching to another Resonator ends the effect.
Casting Outro Skill ends the Apex Resonance state and clears all Thunder Rage.
Celestial Ingenuity
While casting Normal Attack and Resonance Skill Thrum of All Sounds, gain increased resistance to interruption for 0.5s.
Thousandfold Artifice
Inflict 5 stacks of Electro Flare on the targets hit after Resonance Liberation Ultimate Tactics deals damage.
Alchemy of Wonders
The DMG Multiplier of Resonance Skill Overshock is increased by 20%.
Earthquaking Rumble
The DMG Multiplier of Resonance Liberation Ultimate Tactics is increased by 20%.
Principle of Change
Crit. DMG is increased by 20% while in Apex Resonance.
Mind's Depths in a Casket
The DMG Multiplier of Resonance Skill Thrum of All Sounds and Thunder Bane is increased by 20%.
Stats data not available for this character.
Rover (Electro) upgrade material information aren't available yet.
Rover (Electro) images aren't available yet. They will be added when the character is released.
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.
The best secondary for Hsin in Electro Flare teams currently;
Low costs in terms of weapon and Echo investment - can easily be built in little time;
They and their Sequences are free!
Buffs are too low for them to have any synergy with anybody other than Hsin who has specific mentions of Electro Rover in her kit. Their only real use case is to buff Electro Flare Hsin and that’s basically it;
Fairly long rotation for a Hybrid character;
Outro buff expires on Swap. Unprecedented for a Negative Status character.
Electro Rover is a 5-star Electro Sword Hybrid character who applies Electro Flare and buffs Negative Status characters. They follow a simple rotation that involves building their Forte up to the maximum to cast an enhanced attack before switching out.
Electro Rover applies a total of 15 Electro Flare stacks: 10 via their Forte Skill, 5 via their Ultimate at S2. They access this Forte Skill by charging up Electric Surge, a 120-point Forte gauge that is restored via their Basic Attacks and Skill.
Once this Forte gauge is full, they have 2 options: tap their Skill, which makes the team benefit from a 10% ATK buff for 20s while dealing some solid damage, and holding their Skill to enter a special state called Apex Resonance.
Unfortunately, while Apex Resonance is meant to be a sort of Main DPS state where Electro Rover uses all of their elements accessed earlier in the story in order to deal damage at significant field time costs, they not only forfeit the party-wide ATK buff (which doesn’t mesh well with their Outro), they also spend way too long dealing objectively mediocre damage. Judging by this, they are best relegated to only tapping the Forte Skill, rendering this part of their kit nothing more than a gimmick used for Main Story content (meaning their S6 is also useless in practical gameplay).
So as a Hybrid, what do they provide? On top of that 10% ATK buff and Electro Flare stacks mentioned earlier, their Outro also provides 25% all-type DMG Amplification to any character who inflicts a Negative Status, which is a buff that is lost on swap. Not only is this a minor buff, Electro Rover is our first Negative Status character whose Outro expires on swap, firmly cementing them as a Hybrid character.
And… that’s it. Since their Sequences are free, we’ll mention them - aside from the S2 that applies extra Electro Flare, they’re only small personal damage or Interruption Resistance increases. S5 and S6 are also useless in practice, since they’re related to their Hold Skill.
If it wasn’t obvious, Electro Rover is essentially a completely useless character in the current meta… outside of Hsin Electro Flare teams. Indeed, since Hsin’s kit mentions Electro Rover by name, when the two are used alongside each other, Hsin will benefit from extra buffs. In spite of Electro Rover’s low Electro Flare application relative to even a character like Buling, the fact that their existence makes Hsin benefit from extra Electro DMG Bonus is enough for them to be justified on her Electro Flare team. However, they may easily be outclassed in the future on the chance that they get replaced by a limited Electro Flare-applying Hybrid character. That being said, Electro Rover is overall the best current Hybrid for Electro Flare Hsin, so they are still easily justified to be built for that team if you have it.
In conclusion, Electro Rover is a good character for Electro Flare Hsin, and that’s basically all they do. Their account value is completely tied to Hsin being on your account, otherwise they are functionally useless. With that being said, they are worth your investment if you don’t make use of your Rover elsewhere, own Hsin, and want to play her in an Electro Flare team - do consider them in that case!
Rover (Electro) guide videos aren't available yet.
Build
The percentages show the performance of the weapon based on calculations, but in some cases, some weapons might provide additional QOL that can't be quantified and it would push that weapon ahead of others in the priority (and in those cases, we would put that weapon higher).
Rover (Electro) calculations were done using added buffs from the following teammates:
Heart of Sworn Vigil
Song of Feathered Trace
100.00%
93.00%
92.20%
92.20%
92.10%
91.50%
91.40%
81.40%
78.00%
100.00%
Essentially the Electro version of Chromatic Foam. Provides Electro Rover with 20% Electro DMG Bonus and 25% Electro DMG Bonus to the incoming character they Outro into, making for their best blend of personal damage and buffing potential.
Below you can find Main Echo options:
Substats: Energy Regen (Until Satisfied) > CRIT Rate = CRIT DMG > ATK% > Skill DMG% = ATK > Liberation DMG%
All recommended endgame stats portray a fairly good quality endgame build as a goal to aim for on most characters. However, don’t treat this as an end-all-be-all, and more of a suggestion.
All stat recommendations are given at S0 for 5-stars, S6 for 4-stars, and free characters (unless specified otherwise), based on total stats in the in-game stat-screen with the character out of combat but also active in the party (and hence some buffs may or may not apply). Any other precision may be directly specified. If not specified, Energy Regen requirements are estimated in the character’s best team.
HP: 15000+
DEF: 1100+
ATK: 2100-2400+
CRIT Rate: 65-80%+
CRIT DMG: 210-260%+
Energy Regen: 117-120%+
Lower end was estimated in a Hsin/Suisui team, higher end was estimated in a Hsin/Buling team.
Electro DMG Bonus: 40-70%+
Below you can find the order of leveling the abilities for Rover (Electro).
Forte Circuit
Res. Liberation
Basic Attack
Res. Skill
Intro Skill
Intro can be skipped when levelling to save on resources at a minimal damage loss. Basic and Skill don't give huge increases but are decent to level as well.
Gameplay and teams
Electro Rover wants to build their Electric Surge gauge as fast as possible in order to cast their Forte Skill, Overshock, dealing most of their personal damage and applying the majority of their Electro Flare, to then Outro and buff the next character. The quickest Electric Surge buildup rotation is performed as such:
Soulfrayer is free to be summoned at any point in their rotation.
Intro
Basic 1
Basic 2
Basic 3
Basic 4
Skill
Basic: Repel (Cancel animation endlag via Ultimate)
Ultimate
Skill: Overshock
Outro
Useful in teams where the Support character does not benefit from Introing twice, e.g in Hsin/Electro Rover/Buling. Significant but situational time-save.
Intro
Heavy: Riposte Strike (Swap)
Intro
Skill
Basic: Repel (Cancel animation endlag via Ultimate)
Ultimate
Skill: Overshock
Outro
The Heavy (Swap) is performed only to give Electro Rover some extra Concerto Energy needed for this rotation to finish, but it remains mandatory.
In Quickswap, Electro Rover is completely free to pre-build their Forte gauge during your other characters’ rotations through their Basic Attacks and Skill. Take note of this in order to speed up your team’s rotation significantly if you want to push them further!
Calculations