Last updated: 22/October/2026

Best guide and build for Verina from WW (Wuthering Waves). Verina is a 5★ rarity character from the
Spectro element who uses the Rectifier type weapon.
With an extensive knowledge of botany, Verina is always solicitous, always smiling, and always wishing for every flower to be blessed with the miracle of life.
This character has no video guide yet.
Last review update
Patch 3.6
Last major build/calcs update
Patch 3.6
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 Verina check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Cultivation
Verina performs up to 5 consecutive attacks with vines, dealing Spectro DMG.
Verina consumes Stamina to charge forward, dealing Spectro DMG.
Verina consumes Stamina to perform up to 3 consecutive attacks in mid-air, dealing Spectro DMG.
Hold Basic Attack to consume Stamina and perform mid-air Plunging Attack, dealing Spectro DMG..
Use Basic Attack after a successful Dodge, to attack the target, dealing Spectro DMG.
Botany Experiment
Verina converges an energy field in front to grow foliage, dealing Spectro DMG within the range.
Arboreal Flourish
Verina nourishes nearby foliage at rapid speed, dealing Spectro DMG while restoring HP to all team members nearby. A Photosynthesis Mark is applied to the target on hit.
Whenever a team member nearby performs an attack on targets with a Photosynthesis Mark, Verina performs a Coordinated Attack, dealing Spectro DMG while restoring HP to the party members dealing damage, triggered once per second.
Starflower Blooms
When casting Heavy Attack, if Verina carries "Photosynthesis Energy", Verina consumes 1 stack of "Photosynthesis Energy" to recover Concerto Energy and restore HP for all party members nearby; Heavy Attack: Starflower Blooms deals Spectro DMG, considered as Heavy Attack damage.
When casting Mid-air Attack, if Verina carries "Photosynthesis Energy", Verina consumes 1 stack of "Photosynthesis Energy" to recover Concerto Energy and restore HP for all party members nearby; Mid-air Attack: Starflower Blooms deals Spectro DMG, considered as Basic Attack damage. Verina can cast Mid-air Attack: Starflower Blooms by using Basic Attack after casting Heavy Attack: Starflower Blooms.
Verina can hold up to 4 "Photosynthesis Energy". Verina obtains 1 stack of "Photosynthesis Energy" for every Basic Attack V on hit; Verina obtains 1 stack of "Photosynthesis Energy" for every Resonance Skill Botany Experiment on hit; Verina obtains 1 stack of "Photosynthesis Energy" for every Intro Skill Verdant Growth on hit.
Grace of Life
Verina protects a party member from fatal damage and grants a shield with strength equal to 120% of Verina's ATK, lasting for 10s. This can be triggered once every 10 minutes.
Gift of Nature
When Verina casts Heavy Attack Starflower Blooms, Mid-air Attack Starflower Blooms, Resonance Liberation Arboreal Flourish or Outro Skill Blossom, ATK for all party members is increased by 20% for 20s.
Verdant Growth
Verina attacks the target, dealing Spectro DMG.
Blossom
Verina recovers HP to The next character (or other characters on a nearby team that activates an Outro Skill) equal to 19% of her ATK per second for 6s. All Characters on nearby teams gain 15% all-Type DMG Deepen for 30s.
Sequence Node 1
Outro Skill Blossom grants the next character a continuous Healing effect, recovering HP equal to 20% of Verina's ATK every 5 seconds for 30s.
Sequence Node 2
Resonance Skill Botany Experiment additionally grants 1 [Photosynthetic Energy] and 10 Concerto Energy.
Sequence Node 3
Healing of Resonance Liberation's Photosynthesis Mark is increased by 12%.
Sequence Node 4
Heavy Attack Starflower Blooms, Mid-Air Attack Starflower Blooms, Resonance Liberation Arboreal Flourish and Outro Skill Blossom increases the Spectro DMG Bonus of all team members by 15% for 24s.
Sequence Node 5
When Verina heals a team member with HP less than 50%, her Healing is increased by 20%.
Sequence Node 6
Heavy Attack Starflower Blooms and Mid-Air Attack Starflower Blooms deal 20% more damage. They will trigger Coordinated Attack 1 time and heal all characters nearby. The DMG of this Coordinated Attack and the Healing are equal to those of the Resonance Liberation's Photosynthesis Mark.
While the source of the materials can be quickly found in the game, when it comes Belle Poppy you will have to gather them from the map. Check our Interactive map to find them quickly:

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.
Has one of the shortest rotations in the game by far;
Requires very little investment to be effective, can work on a 4* weapon with barely enough Energy Regen to cycle her Ultimate, at which point she provides close to her full value;
Very universally strong S2, and decent S4 under specific conditions - rare for permanent banner characters;
Can slot in literally any team in the game and at least provide a decent degree of value, if not one of the best/most consistent options on some teams outright;
Essentially free - every account can and should get Verina from beginner events/the permanent pool of characters.
Her Intro Skill is difficult to maneuver around as it puts her in the air, lengthens her rotations and is best to skip entirely if your characters can benefit from Double Intro - this may require you to adapt team rotations accordingly;
Is always outshined by Shorekeeper, who buffs any team a more significant amount. If not her, some other specialized Support will always outmatch Verina. Though this is to be expected of a basically-free character.
Verina is a 5-star Spectro Rectifier Generalist Support who is defined by one of the shortest rotations in the game while having good generalist buffing capabilities, making her fit into a staple character archetype, being able to perform in practically any team composition. Like other characters of her archetype, the buffs she applies are granted to other teammates even upon switching out, and in her case apply to the whole team simultaneously. Verina presents herself as a generalist that’s not only extremely easy to use and understand, but also incredibly quick and effective with buffs that practically have indefinite uptime.
Her kit is centered around her Outro skill: she wants to access it as quickly as possible in order to leave the field by providing the surprisingly amazing 15% team-wide all-type DMG amplify for 30s, as well as continuous healing based on her ATK to any character that is or comes on the field for 6s. She has many tools to assist her in that regard.
Her Forte Circuit is the biggest contributor: It holds up to 4 stacks that can be generated by her Intro skill, her Resonance Skill and her fifth Basic Attack. She consumes them with either Mid-Air Attacks or Heavy Attacks (which aren’t used) in order to generate a huge amount of Concerto Energy, and some good bits of healing based on her ATK for your whole party at the same time.
On top of this, her Inherent Skill provides an additional buff: every time Verina heals, she’s able to provide a 20% team-wide ATK buff for 20 seconds. Alongside the Rejuvenating Glow Echo set, that’s basically the entirety of the extents of Verina’s buffing abilities, and cover her most important kit features.
Verina’s main rotation features are that her Basic Attack 5, Intro and Skill each generate a Forte stack. Verina wants to generate 2 Forte stacks in order to fill her Concerto Gauge up to full. At S2, her Skill is sufficient as it gives 2 Stacks and extra Concerto Energy. That said, at S0, she’ll need to use her Skill and 1 or the other 2 options to get there.
If an Intro is available, even though it’s quite awkward to use as it sends her mid-air for a bit, you can treat it as a lengthy Intro animation until Verina lands back on the ground to preserve decent rotation times. If an Intro is not available, her swap-in attack is Basic 3, so you can skip Basic 1 and 2 simply by switching into her in combat without an Intro. This trick is essential to her optimal rotations.
Her Ultimate is a surge of Concerto that comes with some damage, healing and Coordinated Attacks. Nothing much to say about it other than it’s always important to incorporate in rotations for its Concerto gain.
In other words, Verina’s rotation will consist of her using her Basic 345 or an Intro into her Skill which you can instantly interrupt by her Ultimate, and then two mid-air attacks before an Outro. Without a Concerto weapon available, some extra attacks will be needed, lengthening her rotations a decent amount. Her S2 is the opposite of that, providing huge rotation speed-ups on her No Intro rotations.
Verina’s meta position is probably one of the easiest to understand in the whole game. She’s the free-to-play generalist Support character anyone can use. It’s that easy.
The better a character is at utilizing generalists, the more Verina is capable of replacing the premium Support of a given team. Good examples of teams where Verina fits very well are any 1.x-2.x team other than Lupa, Zani & Cartethyia teams, as well as Sigrika, Hsin Unison and Jingran for the more modern 3.x cast. She additionally features Coordinated Attacks on her Ultimate, so she has an extra synergy with Jinhsi there. Lastly, since her rotation without an Intro is so good (particularly at S2), characters who benefit from Double Intro have that bit of extra team rotation synergy with her. Another niche thing worth keeping in mind is that she can rotate without her Ultimate with an R5 Concerto Weapon, so she can participate in some much shorter team rotations with DPS characters who have an Ultimate cooldown that is very short (e.g Jiyan, Encore).
Otherwise, Verina is completely fine as the best generalist Support choice available for literally any team, ever. That’s her entire meta position: if you don’t have the premium Support for a team, use Verina. She’s indefinitely going to be useful to any account in that position, so she’s always worth grabbing off beginner events that allow you to easily snatch her for free. Her S2 is similarly easily accessible over time, since she’s permanently available.
In conclusion, Verina’s value as a basically-free and generalist Support is easy to understand, she’s easy to play and get a hold of, and while some teams can use her slightly better than others, she can provide some decent and, most importantly, quickly set up buffs in any team whatsoever. That makes Verina a permanently useful character who can serve as the permanent banner replacement to premium Support options when needed.
Verina 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).
1
2
3
1
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:
Substats: Energy Regen (Until Satisfied) > CRIT Rate = CRIT DMG > ATK% > ATK
Verina's personal damage is better than what most people give her credit for - if you're the type to invest Shorekeeper for damage, then you can invest Verina for damage in the same way that is shown above.
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.
Keep in mind, Verina is a Support who deals very low personal damage, meaning investing in her damage is fully skippable. Energy Regen requirements are by far the most important stat shown.
HP: 18000+
DEF: 1100+
ATK: 1500+
CRIT Rate: 60%+
CRIT DMG: 210%+
Energy Regen: 220%-230%
Less Energy Regen (around 200%) can be required if Verina’s skill hits the enemy, however it’s better to interrupt it via her Ultimate to save time and hence this Energy requirement should be fulfilled as a priority.
Spectro DMG Bonus: 0-30%
Below you can find the order of leveling the abilities for Verina.
Forte Circuit
Res. Liberation
Res. Skill
Basic Attack
Intro Skill
Gameplay and teams
Verina is a very straight-forward character who wants to build up 2 Forte Stacks consumed via Mid-Air Attacks to generate a full Concerto gauge as quickly as possible. Concerto weapons help with this, and her S2 does too. Based on what’s available for her to generate Concerto quicker, as that is her only priority, below are the rotations that can help you do so as quickly as possible.
Use Fallacy of No Return at the end of her rotation right before Outro, for maximum buff uptime on your secondary and your main damage dealer.
Used on every rotation after the first, if Verina’s teammates have no significant benefit from Introing twice. However, if they do, you may prioritize that and choose to perform the No Intro rotation every time instead.
Switch-in from any other character in combat
Basic 3
Basic 4
Basic 5 (Cancel animation endlag via Skill)
Skill (Instantly interrupt animation via Ultimate)
Ultimate
Jump
Basic: Mid-air Attack: Starflower Blooms 1
Basic: Mid-air Attack: Starflower Blooms 2
Outro
It’s strongly recommended, if possible, to skip Verina’s Intro at S2+ because she gets to perform the much faster rotation below on every rotation. It’s always worth it to do this, unless Verina is strictly required to Intro in, like in an Augusta team for example.
Switch-in from any other character in combat
Skill (Instantly interrupt animation via Ultimate)
Ultimate
Jump
Basic: Mid-air Attack: Starflower Blooms 1
Basic: Mid-air Attack: Starflower Blooms 2
Outro
Used on every rotation after the first, if a Concerto weapon is not available and Verina’s teammates have no significant benefit from Introing twice. However, if they do, you may prioritize that and choose to perform the No Intro rotation every time instead.
Switch-in from any other character in combat
Basic 3
Basic 4
Basic 5 (Cancel animation endlag via Skill)
Skill (Instantly interrupt animation via Ultimate)
Ultimate
Jump
Basic: Mid-air Attack: Starflower Blooms 1
Basic: Mid-air Attack: Starflower Blooms 2
Basic: Mid-air Attack 3
Outro
The rotation below looks the same at S2+, though it isn’t recommended to do if you have the option of doing a No Intro rotation (you have that option on almost any team other than with Augusta, for example):
Intro
Skill (Instantly interrupt via Ultimate)
Ultimate
Jump
Basic: Mid-air Attack: Starflower Blooms 1
Basic: Mid-air Attack: Starflower Blooms 2
Outro
Used if a Concerto weapon is not available.
Intro
Skill (Instantly interrupt via Ultimate)
Ultimate
Basic 1 (Cancel animation endlag via Jump)
Jump
Basic: Mid-air Attack: Starflower Blooms 1
Basic: Mid-air Attack: Starflower Blooms 2
Basic: Mid-air Attack 3
Outro
At R5 Variation, Verina can also rotate without an Intro or an Ultimate available. This can help in teams with very short Ultimate cooldowns to do very quick team rotations: some Jiyan or Encore teams can make use of this via their 16 second-long Ultimate cooldown, for example. To do this, simply do the No Intro rotation with an extra Mid-Air Attack at the end.
Additionally, performing Perfect Dodges or Parries can help with rotating quicker at S0R0, as they can give quick surges of Concerto needed to get an Outro as quickly as S0R1.
Verina can be used literally anywhere and perform amazingly as she’s the second best Support in the game, very slightly behind Shorekeeper. She’s even the best in some Jinhsi teams that use secondaries that don’t have Coordinated Attacks, and some quickswap teams that prefer her lower field time!
Verina is very flexible and can be used in any team in the Support slot.
Calculations