
Shorekeeper
Yes for premium Spectro sustain—Shorekeeper’s Stellarealm is still the comfort pick. Liberation “End Loop” deploys Stellarealm healing and team CRIT comfort from Liberation. Best with Any hypercarry / Jinhsi / Camellya. Stellarealm value wants the team fighting inside the field; greedy DPS who never swap starve the heal. Skip when Verina already solves sustain and you would rather bank pulls for a DPS.
Shorekeeper is a 5★ Spectro Healer who fights with a Rectifier. Liberation “End Loop” deploys Stellarealm healing and team CRIT comfort from Liberation. Forte “Astral Chord” routes damage through mid-air / plunging attack chains. Outro “Binary Butterfly” amplifies the incoming Resonator’s damage on Outro handoff.
Weapon
Stellar Symphony
Signature option — largest personal spike once Liberation “End Loop” is online.
Echo Set
Rejuvenating Glow (5pc)
Default Sonata match for this role/element package.
4-Cost
Healing Bonus / HP%
Main stat
3-Cost
HP%
Main stat
1-Cost
HP%
Substats
HP% > Energy Regen > Healing Bonus
“Binary Butterfly” — amplifies the incoming Resonator’s damage on Outro handoff.
“End Loop” — deploys Stellarealm healing and team CRIT comfort from Liberation. Level first.
“Astral Chord” — routes damage through mid-air / plunging attack chains.
Setup and energy / Concerto generation.
Entry heal/buff — useful but not always the first upgrade.
Intro Shorekeeper → “Chaos Theory” / “Astral Chord” to heal and bank Concerto → “End Loop” if ready → “Binary Butterfly” into DPS.
Refine timings once you learn Concerto breakpoints for your specific team.
CRIT / ATK (signature)
Signature Rectifier tuned to Shorekeeper's kit.
Why it works —Best-in-slot when you own it — pull only if you are committing to Liberation “End Loop” long-term.
CRIT Rate / ATK%
Any well-refined 5★ Rectifier with CRIT or ATK.
Why it works —Flexible premium stand-in while farming signature.
ATK% / Energy Regen
Accessible Rectifier option for early investment.
Why it works —Best F2P path — refine and swap off once a 5★ lands.
Augusta core with Shorekeeper: Iuno brings Heavy Attack amp. Shorekeeper opens Stellarealm / heals, then Augusta takes the buffed damage window.
Augusta is the on-fielder this shell is built around — Shorekeeper keeps them alive and buffed through Liberation.
Iuno Outros Heavy Attack Amplification — swap into Augusta so Heavy / Liberation dumps ride the full amp.

Shorekeeper holds sustain — Stellarealm CRIT Rate/DMG plus heals so Augusta can stay in the damage window.
Basic Attack Perform up to 4 consecutive attacks, dealing Spectro DMG. Each hit generates 1 Collapsed Core. Heavy Attack Hold the Normal Attack Button to enter Unbound Form, which consumes STA continuously. While in this form, Shorekeeper will: - Generate a segment of Deductive Data every second; - Automatically collect nearby plant collectibles. Using up all STA or actions such as casting Basic Attack will end the Unbound Form and deal Spectro DMG to the target. Each accumulated segment of Deductive Data will convert into a segment of Empirical Data and generate a Collapsed Core. Mid-air Attack Consume STA to perform a Plunging Attack. Each hit generates 1 Collapsed Core. Quickly Press the Normal Attack Button after the Plunging Attack to perform Basic Attack Stage 2. Dodge Counter Press the Normal Attack Button after a successful Dodge to attack a target, dealing Spectro DMG.
Restore HP for all nearby party members and summon 5 Dim Star Butterflies, which automatically track and attack a target, dealing Spectro DMG. Follow up with Basic Attack in time to start the Basic Attack cycle from Stage 2. Can be performed in mid-air.
Outer Stellarealm Generate the Outer Stellarealm to restore HP for all party members within its effective range continuously. This effect can be triggered once every 3s. Inner Stellarealm When a party member uses Intro Skill within the Outer Stellarealm, it evolves into the Inner Stellarealm. Within the effective range of the Inner Stellarealm, for every 0.2% of Shorekeeper's Energy Regen, all party members gain a 0.01% increase of Crit. Rate, up to 12.5%. Inner Stellarealm has all the effects of the Outer Stellarealm. Supernal Stellarealm When a party member uses Intro Skill within the Inner Stellarealm, it evolves into the Supernal Stellarealm. Within the effective range of the Supernal Stellarealm, for every 0.1% of Shorekeeper's Energy Regen, all party members gain a 0.01% increase of Crit. DMG, up to 25%. Supernal Stellarealm has all the effects of the Inner Stellarealm.
When a Resonator other than Shorekeeper takes a fatal blow, they will not be knocked out and will instead be healed for 50% of Shorekeeper's HP while Shorekeeper loses the same amount of HP. Shorekeeper's HP will not go below 1 from this effect. This effect can be triggered once every 10 minutes.
When the target's Off-Tune Level is full, the Resonator may cast Tune Break on the target.
When the on-field Resonator is within range of a Stellarealm, Shorekeeper's Energy Regen is increased by 10%, and Rover's Energy Regen is also increased by 10% if Rover is on the team.
Enlightenment Shorekeeper appears to restore HP for all nearby party members and summon 5 Dim Star Butterflies, which automatically track and attack a target, dealing Spectro DMG. This is considered Resonance Skill DMG. Discernment When a Supernal Stellarealm is generated, Shorekeeper's first Intro Skill triggered in its duration will be replaced with Intro Skill Discernment. Casting Discernment ends the current Stellarealm, restores HP for all nearby party members, and deals Spectro DMG to the targets. This attack is guaranteed to be a Critical Hit dealing Resonance Liberation DMG. The Intro Skill Discernment can only be triggered once each time a Supernal Stellarealm is generated.
Shorekeeper summons 1 Flare Star Butterfly and 1 Dim Star Butterfly to circle the Resonator on the field for up to 30s, granting the following effects: - If the Resonator on the field is hit or launched, tapping the Dodge Button allows the Resonator to immediately recover from the interruption, triggering a successful Dodge. The Resonator launched in the air can land on the ground standing if they are close to the ground. This effect can be triggered up to 5 time(s). - All nearby party members' DMG is Amplified by 15%.
Flare Star Butterfly Hitting a target with a Normal Attack generates a Collapsed Core, which transforms into a Flare Star Butterfly after 6s. Flare Star Butterflies automatically track and attack a target, dealing Spectro DMG. If there are already 5 Collapsed Cores, Shorekeeper's next Basic Attack hit will instantly convert a Collapsed Core into a Flare Star Butterfly. Illation When Shorekeeper has 5 segments of Empirical Data, casting Heavy Attack will consume all segments to pull in nearby targets, dealing Spectro DMG. Meanwhile, all generated Collapsed Cores will instantly transform into Flare Star Butterflies. Transmutation When Shorekeeper has 5 segments of Empirical Data, casting Mid-air Attack will consume all segments to deal Spectro DMG. Meanwhile, all generated Collapsed Cores will instantly transform into Flare Star Butterflies. Quickly press the Normal Attack Button afterward to perform Basic Attack Stage 2. Empirical Data Shorekeeper can hold up to 5 segments of Empirical Data. - Obtain 1 segment of Empirical Data when Basic Attack Stage 1, 2, or 4 hits a target. - Obtain 2 segments of Empirical Data when Basic Attack Stage 3 hits a target. - Obtain 1 segment of Empirical Data when Mid-air Attack hits a target. - Obtain 1 segment of Empirical Data when Dodge Counter hits a target.
Has a chance to produce special dishes when cooking.
The Stellarealms generated by Resonance Liberation End Loop gain the following enhancements: - The effective range of the healing and buffs is extended by 150% - The duration is extended by 10s. - Casting Intro Skill Discernment no longer ends the existing Stellarealm.
Is it worth getting?
Comfort opener: Stronger heal radius, uptime, or Stellarealm sustain. Nice QoL/damage, but S0 still runs the full kit — don’t break pity for S1 alone.
The Outer Stellarealm now increases the ATK of all nearby party members by 40%.
Is it worth getting?
Defining stop for many accounts: Raises party ATK from a Stellarealm / team aura. Pull here if you main Shorekeeper; this is the Sequence that changes how the kit is played.
Casting Resonance Liberation End Loop grants Shorekeeper 20 Concerto Energy. This effect can be triggered once every 25s.
Is it worth getting?
Situational S3: Refunds Energy / Concerto / Forte resources mid-rotation.
Gain 70% additional Healing Bonus when casting Resonance Skill Chaos Theory.
Is it worth getting?
Side-grade: Stronger heal radius, uptime, or Stellarealm sustain. Happy if it drops; not a planned stopping point.
Extend the ranges of the pulling effect of Basic Attack Stage 3 by 50% and Illation by 30%.
Is it worth getting?
Late luxury: Extend the ranges of the pulling effect of Basic Attack Stage 3 by 50% and Illation by 30%. Grab it if you overshoot toward S6 — never hard-pity for S5 alone.
Increase the DMG Multiplier of Intro Skill Discernment by 42%. Casting Intro Skill Discernment increases Shorekeeper's Crit. DMG by 500%.
Is it worth getting?
Whale ceiling: Improves Intro/Outro handoff value or refunds. Only chase if Shorekeeper is your dedicated main and S0–S2 already feel finished.
Shorekeeper is fully usable at S0. Most dedicated mains stop at S2 before chasing higher Wavebands. First stop: S2. Endgame target: S2.
Not sure Shorekeeper is right for you? Compare against same-Attribute Healer Resonators.

You need a Spectro Healer and Verina's kit matches your account gap.