Rover (Aero)Build and Guide

Character
Introduction

Rover (Aero) is a 5 rarity character from the
Aero
Aero element who uses the Sword type weapon.

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.

Video guide

This character has no video guide yet.

Update tracker

Last review update

Patch 2.2

Last major build/calcs update

Patch 2.2

Last profile update*

March 29th, 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

Skills
Active skills
Passive skills
Concerto skills
Basic Attack

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.

Lv. 1
Stage 1 DMG
17.76%
Stage 2 DMG
21.66%*2
Stage 4 DMG
38.59%
Heavy Attack DMG
9.01%*3
Razor Wind DMG
18.30% + 22.36%
Mid-air Attack DMG
70.80%
Dodge Counter DMG
63.09% + 1.00%*25
Heavy Attack STA Cost
25
Razor Wind STA Cost
25
Mid-air Attack STA Cost
30
Resonance Skill

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.

Lv. 1
Awakening Gale DMG
33.42% + 50.13%
Skyfall Severance DMG
11.76%*3 + 52.89%
Awakening Gale Cooldown
3
Skyfall Severance Cooldown
12
Awakening Gale Concerto Regen
10
Skyfall Severance Concerto Regen
5
Resonance Liberation

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.

Lv. 1
Skill DMG
270.00%
Healing
1100 + 36.67%
Cooldown
24
Resonance Cost
150
Concerto Regen
20
Forte Circuit

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.

Lv. 1
Cloudburst Dance Stage 1 DMG
64.79%
Cloudburst Dance Stage 2 DMG
71.16%
Cloudburst Dance Healing
330 + 11.00%
Unbound Flow Stage 1 DMG
17.26%*5
Unbound Flow Stage 2 DMG
363.68%
Unbound Flow Concerto Regen per Stage
20
Inherent Skill

Sand in the Storm

Casting Intro Skill Relentless Squall increases ATK by 20% for 10s.

Inherent Skill

Boundless Winds

Increase Healing from Resonance Liberation Omega Storm by 20%.

Intro Skill

Relentless Squall

Deal Aero DMG.

Lv. 1
Skill DMG
40.00% + 60.00%
Concerto Regen
10
Outro Skill

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.

Resonance Chain (Dupes)
S1

Sequence Node 1

Casting Mid-air Attack Cloudburst Dance enhances Rover's resistance to interruption for 3s.

S2

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.

S3

Sequence Node 3

Aero DMG Bonus is increased by 15%.

S4

Sequence Node 4

Casting Mid-air Attack Cloudburst Dance increases Resonance Skill DMG Bonus by 15% for 5s.

S5

Sequence Node 5

The DMG Multiplier of Resonance Liberation Omega Storm is increased by 20%.

S6

Sequence Node 6

The DMG Multiplier of Resonance Skill Unbound Flow is increased by 30%.

Minor Fortes (Total)
Healing Bonus
Healing Bonus
+12%
ATK
ATK%
+12%
Stats
Include minor fortes
Lv. 90
Stat
HP
10775
Stat
ATK
438
Stat
DEF
1137
Stat
Max Energy
125
Stat
CRIT Rate
5%
Stat
CRIT DMG
150%
Stat
Healing Bonus
0%
Stat
Aero DMG
0%
Upgrade Materials

Rover (Aero) upgrade material information aren't available yet. They will be added soon!

Voice Actors
ENG
Jane Jackson / Chase Brown
JPN
Tanaka Minami / Toshiki Masuda
CN
Du QingQing / Ma Yang
KR
Song Ha Rim / Kim Sin Woo

Review

Pros & Cons
Pros

  • 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, and also 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;

  • Specializes in mid-air combat, allowing them to ignore certain enemy attacks.

Cons

  • 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 should currently apply debuffs effectively for them to convert (it’s possible, just not worth it) and no character currently makes use of the Aero Erosion debuff they provide;

  • 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.

Review

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 final method will never be used in optimal rotations as they need to charge up 120 Forte points and that will be done via 4 Mid-Air Attacks and an Intro Skill, which perfectly adds up to the required amount.

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 such as:

  • 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 in 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 in working towards performance, consists of two parts. Both parts generate 20 Concerto Energy (a huge amount!), deal a big amount of damage (multipliers higher than Danjin’s Ultimate for example), and trigger their signature weapon’s Aero DMG Amplify passive. They also have 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 you can instantly come back to Aero Rover to get their Outro off for your next character in line. This Outro currently has no effect because it increases the maximum capacity of Aero Erosion stacks by 3 (up to 6 in total), but unfortunately, no character currently makes use of Aero Erosion. With that being said, having an Intro skill at the ready helps the rotation of most characters, so it’s still worth coming back for.

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 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 to cast our Forte skills, optionally switching out and coming back after the first one, ending the rotation due to the huge Concerto gain they give.

Aero Rover unfortunately has problems, though. The main one being that they seem unfinished. No one currently exploits their Aero Erosion 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, the damage Aero Erosion provides is low by itself comparably to Spectro Frazzle and there’s only one competent DPS for them to support, being Jiyan, who already has Mortefi as the best Amplify option.

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.

Not only that, but their rotation time is lengthy and 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 (not to mention Whimpering Wastes is exactly where their best DPS to buff, Jiyan, is best at).

To summarize, Aero Rover is a character who currently looks unfinished. Judging by their kit, it’s close to a guarantee that a future character will be released for them to harness the potential of debuff conversion and Aero Erosion. We can also 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. However, as things stand, they have very few use cases and aren’t a recommended option, so we strongly advise using other Rover elements until Aero Rover’s full potential can be harnessed.

Ratings

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.

T3

Tower of Adversity

T3

Whimpering Wastes

Video guides

Rover (Aero) guide videos aren't available yet.

Build

Best Weapons

100%

Stats at Level 90: ATK: 588 | Energy Reg.: 38.9%

Aero Rover's Signature weapon, with a unique passive that allows them to Amplify the Aero DMG of all members in the team for 30s after using their Forte enhanced Skill, giving them great buffing capability for Aero units, and also granting lots of Energy Regen that allows getting your Ultimate back much easier.

70.07%

Stats at Level 90: ATK: 337 | Energy Reg.: 51.8%

Best option for players who haven't yet played through the story enough to unlock Bloodpact's Pledge, which grants lots of Energy Regen to ensure the use of your Ultimate in every rotation and grants Concerto Energy via its passive effect, although this only has a circumstantial impact on Aero Rover, potentially allowing them to Outro after their first Forte skill instead of the second one if they get a Dodge and Dodge Counter off in their rotation beforehand, but beyond that it's not useful to them.

67.43%

Stats at Level 90: ATK: 300 | Energy Reg.: 32.3%

F2P option for players who haven't yet played through the story enough to unlock Bloodpact's Pledge and don't have Overture to replace it, that gives Energy Regen and flat Resonance Energy to make using your Ultimate easier.
Best Echo Sets

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.

Best Echo Sets

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:

  • Echo Image
    Fallacy of No Return
    - Grants 10% increased Energy Regeneration for the wearer and a team wide 10% ATK boost on use for 20 seconds. A strong option for those looking to generate as much energy as possible or who favor a more permanent party buffing effect compared to Bell-Borne Geochelone.
  • Echo Image
    Bell-Borne Geochelone
    - While nowadays a worse option for the Rejuvenating Glow set for damage than the Fallacy of No Return due to a shorter buff uptime, only granting 10% DMG Bonus for 15 seconds, the Bell-Borne Geochelone remains a good choice if you don't have a good Fallacy to use for the set. It also has increased survivability by blocking 50% of the damage from a max of 3 hits if you desire to have that in your team.
Best Echo Stats
4-3-3-1-1:
4 cost
CRIT DMG
CRIT DMG
CRIT Rate
CRIT Rate
3 cost
Aero DMG
Aero DMG
3 cost
Aero DMG
Aero DMG
1 cost
ATK
ATK%
1 cost
ATK
ATK%

Substats: Energy Regeneration (Until Satisfied) > CRIT RATE = CRIT DMG > ATK% > Skill DMG% > Flat ATK

Best Endgame Stats (Level 90)

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.

Skill Priority

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

Rotation

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)
Synergies

Below you can find a list of some of the stronger synergies between this character and others.

Example Teams

Best Team

Calculations

Damage Profile
Rover (Aero) damage profile
Damage Output
Additional information

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.

Rover (Aero) in 1 Target scenario

Rotation time: 5.96s

Details about the calculations

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.

4 cost
CRIT DMG
CRIT DMG
3 cost
Aero DMG
Aero DMG
3 cost
Aero DMG
Aero DMG
1 cost
ATK
ATK%
1 cost
ATK
ATK%

Substats: CRIT Rate (42%), CRIT DMG (84%), ATK (45%)