Not yet reviewed for the current version
Shorekeeper Build Guide

Euphonic Chrysalis
Build Priority
Stat Priority
Energy Regen (Until 250)
Should you build Shorekeeper?
Shorekeeper is a universal healer whose Liberation creates a Stellarealm. Teammate Intro Skills upgrade it from continuous healing to Crit Rate and then Crit DMG support, while her Outro grants the whole team 15% damage amplification and up to five interruption recoveries.
What to know before spending pulls
Her base kit already contains healing, the full Crit support field, team damage amplification, and one fatal-hit rescue every 10 minutes. Build toward 250% effective Energy Regen first because both Stellarealm Crit bonuses reach their caps there. Her inherent skill grants 10% Energy Regen while the active character stands inside a Stellarealm, so the out-of-combat sheet can be 10 points lower if that condition remains active during the field.
Do you need the signature weapon?
Stellar Symphony is Shorekeeper's featured weapon. At level 90 it has 413 ATK and 77% Energy Regen. It grants 12% HP, restores 8 Concerto Energy after Liberation once every 20 seconds, and a healing Skill gives the team 14% ATK for 30 seconds. Variation is the accessible 4-star option listed by the build, with 338 ATK and 51.8% Energy Regen. Its Skill restores 8 Concerto Energy. Stellar Symphony supplies more Energy Regen, HP, and team ATK; Variation still supports the Skill and Outro rotation with a simpler resource effect.
Another character copy or the weapon?
S1 means Shorekeeper's first Resonance Chain upgrade. It expands Stellarealm's range by 150%, extends its duration by 10 seconds, and prevents Discernment from ending the field. Stellar Symphony instead supplies 77% Energy Regen, HP, Concerto Energy, and team ATK. S1 makes positioning and the final Intro more forgiving; the weapon makes the 250% Energy Regen target and each Outro easier to reach. Her healing, Crit fields, rescue, and team amplification work at S0.
Advice for your account
Cast Chaos Theory every rotation to heal and restore eight Concerto Energy. Its 51.8% Energy Regen covers much of the gap to Shorekeeper's 250% effective target.
Prioritize Energy Regen before HP. Inner Stellarealm reaches 12.5% Crit Rate and Supernal reaches 25% Crit DMG at 250%; lower Energy Regen gives proportionally smaller bonuses.
Life Entwined can prevent one teammate's fatal blow, but it has a 10-minute cooldown and transfers the healing amount from Shorekeeper's HP. Treat it as a rescue rather than part of every combat rotation.
Reviewed 2026-09-17 for game version 3.6
Rotation and troubleshooting
Easy rotation
On the first cycle, complete the four-hit Basic Attack string, then hold Normal Attack long enough to convert the gathered Deductive Data into Empirical Data. Repeat the normal string and held Heavy Attack as needed to build Concerto Energy. Cast Chaos Theory for a team heal, use the Echo, then cast Liberation to create Outer Stellarealm. Leave through Outro to the sub damage dealer. That character's Intro upgrades the field to Inner Stellarealm and adds Crit Rate. Build their Outro and send the main damage dealer in through a second Intro, upgrading the field to Supernal Stellarealm and adding Crit DMG.
Opening vs. repeat cycles
The first rotation is longer because Shorekeeper may enter without Intro and must build Empirical Data and Concerto through normal attacks. On later cycles, Intro heals, summons five Dim Star Butterflies, and shortens the setup. When Shorekeeper later enters a Supernal Stellarealm, Discernment replaces her first Intro, deals a guaranteed Critical Hit, heals the team, and ends the current Stellarealm at S0.
Why this skill priority
Liberation and Resonance Skill lead because End Loop contains every Stellarealm stage and Chaos Theory provides immediate team healing. Forte, Basic Attack, and Intro follow because they build the butterflies, Empirical Data, and Concerto route that gets Shorekeeper back to Outro.
Required buffs and assumptions
The full Crit package requires two teammate Intro Skills inside the same Stellarealm. Outer provides healing, the first Intro creates Inner and Crit Rate, and the second creates Supernal and Crit DMG. Characters must remain inside the field to receive its effects. Outro's interruption recovery lasts up to 30 seconds and can trigger at most five times.
Energy Regen target
Target 250% effective Energy Regen to cap both Stellarealm Crit bonuses. While the on-field character is inside a Stellarealm, Self Gravitation adds 10% Energy Regen to Shorekeeper, so a 240% sheet can reach 250% under that condition. Any additional Echo or team Energy Regen can reduce the sheet requirement further only while its own condition is active.
Troubleshooting
The Stellarealm heals but gives no Crit Rate or Crit DMG
Likely cause: It is still Outer Stellarealm because the team has not triggered enough Intro Skills inside it.
Check: Confirm one teammate Intro occurred for Inner and a second teammate Intro occurred for Supernal.
Fix: Use Shorekeeper's Outro into the sub damage dealer, then that character's Outro into the main damage dealer while the field remains active.
The displayed Crit bonuses are below 12.5% and 25%
Likely cause: Shorekeeper has less than 250% effective Energy Regen.
Check: Include the 10% from Self Gravitation only while the active Resonator is inside Stellarealm.
Fix: Add Energy Regen through the weapon, 3-Cost Echo, or substats until the active field value reaches 250%.
The Supernal Stellarealm disappears when Shorekeeper returns
Likely cause: Her first Intro in Supernal became Discernment, which ends the field at S0.
Check: Confirm Supernal was active and the returning Intro used Discernment.
Fix: Complete the main damage window before returning to Shorekeeper. Only S1 prevents Discernment from ending Stellarealm.
Reviewed 2026-09-17 for game version 3.6
How to Play
Normal Attack hits restore Forte Gauge and generate Collapsed Cores. When Forte Gauge is full, hold the Normal Attack Button or perform Plunging Attack to cast Enhanced Attack and convert all Collapsed Cores into Flare Star Butterflies. Source: Wuthering Waves Fandom wiki (https://wutheringwaves.fandom.com/wiki/Shorekeeper/Combat), community content under CC BY-SA.
Resonance Skill
Resonance Liberation
Normal Attack
Forte Circuit
Intro Skill
Resonance Skill
Resonance Liberation
Normal Attack
Forte Circuit
Intro Skill
Origin Calculus
NORMAL ATTACK

Astral Chord
FORTE CIRCUIT

Proof of Existence
INTRO SKILL

Chaos Theory
RESONANCE SKILL

End Loop
RESONANCE LIBERATION

Binary Butterfly
OUTRO SKILL
Weapons
VariationSignatureATK 338Energy Regen 51.8%When Resonance Skill is cast, restores 8 Concerto Energy. This effect can be triggered 1 times every 20s.BiS
Stellar SymphonyATK 413Energy Regen 77%Increase HP by 12%. Restore 8 Concerto Energy when casting Resonance Liberation. This effect can be triggered 1 time(s) every 20s. When casting Resonance Skill that heals, increase nearby party members' ATK by 14% for 30s. Effects of the same name cannot be stacked.
Call of the AbyssATK 338Energy Regen 51.8%Casting Resonance Liberation increases the Resonator's Healing Bonus by 16% for 15s.Echo Sets
Team ATK +15% for 30s on healing an ally
Team ATK +15% for 30s on healing an ally
Echo Main Stats Recommendation
Echo Substat Priority
Energy Regen (Until 250)
Ascension · Level 90
170K
46
60
4
12
12
4Talent Materials · All Skills Maxed
2030K
25
28
55
67
25
28
40
57
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