Character guide · Havoc Sub-DPS
Roccia
Havoc Gauntlets guide - Best weapons, Echoes, stats, teams, and damage notes.
Roccia is a 5-star Havoc Gauntlets sub-DPS in Wuthering Waves. This guide preserves her complete talents and multipliers, sequence value, build targets, weapon and Echo comparisons, live teams, damage breakdown, materials, and videos.
Overview
Base stats
Talents
Talent descriptions & multipliers
Talent priority
Normal Attack
Recommended levelLv. 6
Resonance Skill
Recommended levelLv. 6
Forte Circuit
Recommended levelLv. 10
Resonance Liberation
Recommended levelLv. 10
Intro Skill
Recommended levelLv. 6

Normal Attack
Pero, Easy
Basic Attack
Perform up to 4 consecutive attacks, dealing Havoc DMG.
Heavy Attack
Consume STA to attack, dealing Havoc DMG. Hitting a target with at least 100 sends Roccia into mid-air and activates the state. The longer you hold the Basic Attack button, the more Roccia gains. In this state, Roccia can continue to charge the attack even when her STA depletes. Heavy Attack will be automatically cast when you release the Basic Attack button while charging or when reaches the max limit.
Mid-air Attack
Consume STA to perform a Plunging Attack, dealing Havoc DMG.
Dodge Counter
Use Basic Attack right after a successful Dodge to attack the target, dealing Havoc DMG.
Multipliers Lv.
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Resonance Skill
Acrobatic Trick
Roccia projects her creativity into reality, pulling in nearby targets and dealing Havoc DMG. She then launches into mid-air and activates the state.
Multipliers Lv.
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Forte Circuit
A Prop Master Prepares
Beyond Imagination
When Roccia is in with at least 100 , press the Basic Attack button to consume 100 to cast Basic Attack .
Roccia exits this state when she is not airborne or when switched off the field.
Basic Attack - Real Fantasy
Perform up to 3 consecutive attacks, dealing Havoc DMG, considered Heavy Attack DMG. When Roccia lands after Stage 1 and Stage 2 attacks with over 100 , she will launch into mid-air and activate .
Imagination
Roccia can hold up to 300 .
Dealing DMG with Normal Attacks restores .
Hold Normal Attack to charge the next attack while restoring .
Casting Resonance Skill Acrobatic Trick restores 100 .
Casting Intro Skill Pero, Help restores 100 .
Multipliers Lv.
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Resonance Liberation
Commedia Improvviso!
Roccia's improvised comedy begins! Deal Havoc DMG to the target, considered Heavy Attack DMG. For every 0.1% of Roccia's Crit. Rate over 50%, this skill increases the ATK of all Resnonators in the team by 1 point for 30s, up to 200 points.
Multipliers Lv.
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Intro Skill
Pero, Help
Attack the target, dealing Havoc DMG. Use Basic Attack right after casting this skill to cast Basic Attack Stage 4.
Multipliers Lv.
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Outro Skill
Applause, Please!
The incoming Resonator has their Havoc DMG Amplified by 20% and Basic Attack DMG Amplified by 25% for 14s or until the Resonator is switched out.

Tune Break
Tune Break: Gauntlets
When the target's is full, the Resonators may cast Tune Break on the target.

Inherent Skill I
Immersive Performance
Casting Resonance Skill or Heavy Attack increases Roccia's ATK by 20% for 12s.

Inherent Skill II
Super Attractive Magic Box
After casting Outro Skill, the Utility of the incoming Resonator is replaced with .
Magic Box
Upon use, pull nearby targets toward the , dealing 100 points of Havoc DMG. This skill is considered Echo Skill that deals Utility DMG.
The lasts for 14s or until the Resonator is switched out.
Sequences
Sequence value

S1
When Shadows Engulf the Hull
Casting Resonance Skill Acrobatic Trick grants 100 additional and 10 Concerto Energy.
Immune to interruptions when casting Basic Attack
Why it matters
Not Available

S2
When the Luceanite Gleams
Casting Basic Attack grants all Resonators in the team 10% Havoc DMG Bonus for 30s, stacking up to 3 times. Upon reaching the max stacks, it grants all Resonators in the team 10% additional Havoc DMG Bonus for 30s.
Why it matters
Not Available

S3
When the Heart Sees and Hands Feel
Casting Intro Skill Pero, Help increases Roccia's Crit. Rate by 10% and Crit. DMG by 30% for 15s.
Why it matters
Not Available

S4
When Wonders Gather in the Box
Casting Resonance Skill Acrobatic Trick increases Basic Attack 's DMG Multiplier by 60% for 12s.
Why it matters
Not Available

S5
When Dreams Are Reborn on Stage
Increase Resonance Liberation Commedia Improvviso!'s DMG Multiplier by 20% and Heavy Attack's DMG Multiplier by 80%.
Why it matters
Not Available

S6
When the Golden Wings Fly
Casting Resonance Liberation Commedia Improvviso! grants the following effects for 12s:
- Basic Attack ignores enemies' DEF by 60%.
- When Roccia lands after performing Basic Attack Stage 3, she is launched into mid-air, activating . In this state, Basic Attack becomes Basic Attack Reality Recreation, dealing DMG equal to 100% of Basic Attack Stage 3 DMG, considered Heavy Attack DMG. Roccia is immune to interruptions while casting Basic Attack Reality Recreation.
- When Roccia lands after performing Basic Attack Reality Recreation, she is launched into mid-air, activating . Basic Attack Reality Recreation is only available in the state.
Why it matters
Not Available
Multipliers Lv.
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Sequence damage comparison
Build
Build targets
Sub-stat priority
- 1
Crit Rate - 2
Crit DMG - 3
ATK% - 4
Heavy Attack DMG Bonus - 5
Energy Regen
Build targets
Weapon comparison
Relative damage
Performance statistics are based on perfect Cost 4 Echo main stats. If the weapon provides Crit Rate, performance is calculated with Cost 4 Crit DMG. If the weapon provides Crit DMG, Cost 4 Crit Rate is used. If the weapon provides neither, Cost 4 Crit Rate is used by default.

Tragicomedy R5
ATK 587Crit Rate 24.3%
Weapon effect

Tragicomedy R1
ATK 587Crit Rate 24.3%
Weapon effect

Verity's Handle R5
ATK 587Crit Rate 24.3%
Weapon effect

Abyss Surges R1
ATK 587ATK 36.4%
Weapon effect
Echoes
Main stats
Echoes 1
Midnight Veil


Sonata effect
2 SetHavoc DMG +10%.
5 SetWhen Outro Skill is triggered, deal additional 480% Havoc DMG to surrounding enemies, considered Outro Skill DMG, and grant the incoming Resonator 15% Havoc DMG Bonus for 15s.
Main Echo
Transform into Nightmare: Impermanence Heron and deliver up to 10 consecutive strikes to surrounding enemies, each dealing 40.50% Havoc DMG. The Resonator with this Echo equipped in their main slot gains 12.00% Havoc DMG Bonus and 12.00% Heavy Attack DMG Bonus.
Echo stat comparisons
Teams
Current Team DPS teams
Teams are loaded from the current validated Team DPS projection. The DPS shown is the average across three rotations, and future Team DPS updates appear here automatically.
Current teams load only when this section is reached.
Calculations
Damage breakdown
This breakdown is based on Roccia's damage distribution when she is played solo without buffs from other characters.
Character synergies
Review
Roccia review
Review updated:
Roccia is a 5-Star Havoc Gauntlets sub-DPS from Version 2.0. Her kit is built around the Imagination gauge, the mid-air Beyond Imagination state, and Basic Attack - Real Fantasy. Her Outro gives the next character 20% Havoc DMG Amplification and 25% Basic Attack DMG Amplification, a buff package written for one carry: Camellya. In her tested teams, Roccia deals roughly a sixth of the team's damage, a 13%–19% share, so read her as a buffer first and a damage dealer second.
The live Team DPS section is the authority for Roccia's current tested compositions, ordering, DPS values, and rotations. It updates from the validated Team DPS projection instead of freezing those values in this review.
Quick Verdict
Roccia is complete and functional at S0: her full combo, Outro package, and team ATK buff all work without sequences. The pulling advice, however, is simple: she is not worth pulling for account power. Every tested team she appears in has an equal or better alternative for her slot. With Camellya, the carry her Outro was designed for, the 4-Star Sanhua matches her tested performance, and Sanhua is free, older, and already built on many accounts. In Phrolova teams, Roccia is the replaceable third slot. There is no tested team where pulling Roccia moves the needle. The rest of this review is for owners and returning players who want to build and play her correctly.
How Roccia Works
Imagination and Beyond Imagination
Roccia holds up to 300 Imagination, built by her Normal Attacks and by charging her Heavy Attack, with 100 points from her Resonance Skill and 100 from her Intro. Her Skill, Acrobatic Trick, pulls nearby targets inward and launches her into the mid-air Beyond Imagination state; a charged Heavy Attack with at least 100 Imagination does the same. While airborne, pressing Basic Attack consumes 100 Imagination to cast Basic Attack - Real Fantasy, up to three consecutive hits that count as Heavy Attack damage. Heavy Attack is therefore over 60% of her solo damage profile. The state ends if she touches the ground or swaps out, so her combo is one uninterrupted air sequence.
Liberation: a team buff with a Crit Rate breakpoint
Commedia Improvviso! deals a Heavy-Attack-typed hit and gives every character in the team +1 ATK for every 0.1% Crit Rate Roccia has above 50%, lasting 30 seconds and capped at 200 ATK. The calculation is (70 − 50) / 0.1 = 200, so the buff caps at exactly 70% Crit Rate. Her 75% Crit Rate build target is that breakpoint plus headroom. This is why a sub-DPS has Crit Rate as her first substat, and why Roccia should cast her Liberation every rotation; her 130% Energy Regen target exists for the buff as much as for her damage.
Outro and Magic Box
Her Outro, Applause, Please!, gives the incoming Resonator 20% Havoc DMG Amplification and 25% Basic Attack DMG Amplification for 14 seconds, ending early if they swap out. Both halves describe Camellya, whose tested damage is 80.00% Basic Attack and Havoc. On anyone else, at least one half is wasted.
After Roccia's Outro, the incoming character's Utility becomes Magic Box: a grouping pull that drags enemies together and, mechanically, is considered an Echo Skill cast. In Phrolova's team this feeds mechanics that count team Echo Skill casts. In wave content, the grouping itself is real comfort that a single-target damage projection does not measure.
Tested rotation
All three tested Roccia teams use the same short rotation, about 6.7 seconds of field time:
Intro > Basic 4 > Liberation > Heavy 1, 2, 3 > Echo > Outro
One short rotation is her genuine strength. Keep it uninterrupted: landing or swapping ends Beyond Imagination.
Build Priorities
Roccia's tested solo damage profile is:
- Heavy Attack: 61.28%
- Resonance Skill: 11.04%
- Echo: 10.78%
- Outro: 9.09%
- Basic Attack: 4.31%
- Intro: 3.50%
Build her as a Heavy Attack damage dealer who buffs on the way out.
Substat priority: Crit Rate > Crit DMG > ATK% > Heavy Attack DMG Bonus > Energy Regen.
Talent priority: Forte Circuit and Resonance Liberation to Level 10; Normal Attack, Resonance Skill, and Intro to Level 6.
Her Echo setup is 5-piece Midnight Veil with Nightmare: Impermanence Heron as the main Echo, granting the main-slot character 12% Havoc DMG Bonus and 12% Heavy Attack DMG Bonus. Midnight Veil is the point: its 5-piece effect fires a 480% Havoc hit when her Outro triggers and gives the incoming Resonator 15% Havoc DMG Bonus for 15 seconds, adding another carry buff on top of her Outro. The page's comparison places Havoc / Havoc Cost 3 at 100% and Havoc / ATK at 97.27%. A Moonlit Clouds support build is tested too, but it trades her personal damage for team buffs, and that Camellya version is the one Sanhua matches. Keep Roccia on Midnight Veil.
Weapons, from the page's comparison: Tragicomedy R1 at 100%, R5 at 115.98%; Verity's Handle R5 at 90.08%; and Abyss Surges R1 at 83.03%. The runner-up needs R5 to reach 90%, while the best honest alternative is a standard-banner weapon at R1. The sub-DPS weapon rule applies with extra force here: skip the signature. Abyss Surges keeps 83% of a damage share that is only about a sixth of the team's output, and its Energy Regen helps maintain the Liberation buff. Spending pulls on Tragicomedy for such a replaceable slot is doubling down on the wrong investment.
Team Fit & Account Value
Use the live Team DPS section for current compositions, ordering, DPS values, equipment, and rotations. It is the authority for those mutable results. What matters for the pull decision is the tested pattern:
- Camellya, Roccia, and Shorekeeper: her designed team, and the problem. Roccia's Outro, Midnight Veil, and Liberation buff all land on Camellya, while Roccia contributes a tested roughly 19% of team damage on a short rotation. Yet the tested Camellya and Sanhua teams sit essentially level with it. Roccia's best Midnight Veil version edges Sanhua's best by a hair; her Moonlit Clouds version tests a touch below it. Sanhua's Outro grants 38% Basic Attack DMG Deepen, which competes directly against Roccia's 20% Havoc and 25% Basic Attack pair on Camellya's 80% Basic Attack profile. Sanhua also does it in less field time, about 3.8–5.5 seconds against Roccia's 6.7, at S6, as a 4-Star many accounts already own. A limited 5-Star whose best tested result is a tie with a free 4-Star is not a power pull. Both versions also sit near the bottom of the validated projection.
- Cantarella, Roccia, and Phrolova: her second team, and Roccia is the replaceable part. This is her best-tested team by placement, and Magic Box feeds Phrolova's Echo-cast mechanics. Roccia's own share is a tested 13%–17%, while Phrolova's stronger tested structures with Qiuyuan, or simply Phrolova and Cantarella without Roccia, place higher or close behind. Roccia is an option for this shell, not the reason it wins.
Her limits are clear. The Outro ends the moment the carry swaps out. Both Outro halves fully apply only to a Havoc Basic Attack carry, a character type that currently means Camellya alone. Beyond Imagination ends if Roccia lands or swaps, so her combo cannot be paused. Her grouping utility is genuinely useful in wave content, but it does not appear in single-target projections and cannot carry a pull decision by itself.
Sequence Value
Roccia is complete at S0: the full combo, Outro package, Liberation buff, and Magic Box all work without sequences. Her personal damage chart is S0 100% → S1 101% → S2 103% → S3 126% → S4 152% → S5 159% → S6 233%.
- S1 — When Shadows Engulf the Hull (3/5): Acrobatic Trick grants 100 extra Imagination and 10 Concerto Energy, and Real Fantasy gains interruption immunity. It is comfort and smoothness; the chart barely moves to 101%.
- S2 — When the Luceanite Gleams (5/5): The team node, and the personal chart hides its value. Each Real Fantasy cast grants the team 10% Havoc DMG Bonus for 30 seconds, stacking to three, with another 10% at maximum stacks: up to 40% team Havoc DMG Bonus. The chart shows 103% because it measures only Roccia's personal damage. This is her best sequence by team value, but it is still sequence spending on a sub-DPS whose slot has a free equal.
- S3 — When the Heart Sees and Hands Feel (3/5): Intro grants 10% Crit Rate and 30% Crit DMG for 15 seconds. The chart reaches 126%. This is personal damage, and it makes the 70% Crit Rate breakpoint easier to maintain.
- S4 — When Wonders Gather in the Box (2/5): Acrobatic Trick increases Real Fantasy's multiplier by 60% for 12 seconds. The chart reaches 152%, a solid personal increase to her main damage source.
- S5 — When Dreams Are Reborn on Stage (2/5): Liberation multiplier increases by 20% and Heavy Attack multiplier by 80%. The chart reaches 159%: more personal damage on the same profile.
- S6 — When the Golden Wings Fly (5/5): The 233% ceiling. After Liberation, Real Fantasy ignores 60% DEF, and Stage 3 relaunches Roccia into a Reality Recreation loop with interruption immunity. It turns her into a real on-field damage dealer at S6, on a Version 2.0 sub-DPS. This is whale territory, and even whales have stronger S6 targets.
Realistic stopping point: S0. There is no strong case beyond it. Even for owners who play her daily, the chart is flat until S3, and S2's team buff is the only node with real account value.
Pull Value
Pull Roccia if:
- You love Roccia herself: the design, Pero, and the theatrical mid-air combo, and you are pulling for that reason alone.
- You are collecting, and completion matters more to you than power.
That is the whole list. There is no tested power-based reason to pull her.
Skip or delay Roccia if:
- You want account power; in every tested team she has, her slot has an equal or better alternative.
- You play Camellya and think Roccia is her missing piece. The tested answer is that Sanhua at S6 gives the same performance for zero pulls; spend on the carry, not this slot.
- You are F2P or a low spender counting every pull. Her best team wants a limited carry who herself sits near the bottom of the projection, and the free version of Roccia's job is already on your account.
- You already own Roccia from Version 2.0 and are considering sequences or her signature. S0 with Abyss Surges is the correct build; the investment goes further almost anywhere else.
Materials
Exact totals come from the canonical material data.
Character materials
Important skills
Max character and skills
Videos
Related videos
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