Guide
How the kit works
Start by building Electric Surge. Thunderous Fury, Deterrence, Thunderclap and Repel (basic) restore it when they deal damage. Thunderclap pulls Rover toward the target; press Normal Attack shortly afterward to use Repel.
At 120 Electric Surge, Myriad Omens' Mandate replaces Thunderclap with Overshock (skill). Both versions clear Electric Surge and apply 10 stacks of Electro Flare. Tap it to give the team 10% ATK Bonus for 20 seconds. Hold it to consume 60 Concerto Energy and enter Apex Resonance, gaining 20% Resonance Skill DMG Bonus for 20 seconds until Rover switches out.
Thunder Rage starts full in Apex Resonance, drains during combat and is restored when Thrum of All Sounds deals damage. Use Ultimate Tactics for an Electro hit. When you are ready to switch, Rumbling Thunders gives the incoming character Electro Core, but ends Apex Resonance and clears Thunder Rage.
Build and why
Flash of Electric Reflection is the first set to consider: its two-piece effect gives 10% Electro DMG, useful for Rover's Electro hits and Thunder Bane. Moonlit Clouds is another option if you want its two-piece 10% Energy Regen. Void Thunder also gives 10% Electro DMG with two pieces. The game's build lists five-piece Moonlit Clouds or Void Thunder, though the supplied data does not describe their five-piece effects.
Blazing Brilliance is the first weapon choice. It gives ATK and builds Searing Feather stacks through damage and Resonance Skill casts; each stack adds Resonance Skill DMG Bonus. That suits the held Overshock (skill) route and Thunder Bane.
Emerald of Genesis is next, with Energy Regen and an ATK effect triggered by Resonance Skill casts. Red Spring is another option: it rewards Basic Attack DMG and grants Basic DMG Bonus when Concerto Energy is consumed, though that latter effect ends when Rover leaves the field.
For stats, consider ATK, Crit. Rate and Crit. DMG. Electro DMG fits Rover's Electro attacks, while Energy Regen is worth considering if you want more access to Resonance Liberation. The available build does not specify main-stat slots.
Leveling priority
A suggested leveling order is Myriad Omens' Mandate, Thunderclap, Ultimate Tactics, Deterrence, then Thunderous Fury. Start with the Forte because it contains Overshock and the Apex Resonance sequence. Resonance Skill is next for a kit that uses skill attacks often.
Resonance Liberation gives Rover another Electro hit. Basic Attack helps build Electric Surge, while Intro Skill is used when Rover enters. Move Basic Attack higher if you spend more time using it.
For maximum ascension, gather 170,000 Shell Credit, 4 LF Whisperin Core, 12 MF Whisperin Core, 12 HF Whisperin Core, 4 FF Whisperin Core, 5 Mysterious Code and 60 Pecok Flower.
To max all skills, gather another 2,030,000 Shell Credit, 25 LF Whisperin Core, 28 MF Whisperin Core, 40 HF Whisperin Core, 57 FF Whisperin Core, 26 We Who Question, 25 Broken Wing Polarizer, 28 Monowing Polarizer, 55 Polywing Polarizer and 67 Layered Wing Polarizer.
Resonance Chain nodes worth it
For an Apex Resonance build, Mind's Depths in a Casket (sequence 6) is a strong goal to consider. It increases the DMG Multiplier of Thrum of All Sounds (skill) and Thunder Bane by 20%, improving attacks used throughout that state.
Principle of Change (sequence 5) is another appealing option because it increases Crit. DMG by 20% during Apex Resonance. Alchemy of Wonders (sequence 3) instead increases the DMG Multiplier of Overshock (skill) by 20%, so it also benefits a playstyle that taps the skill before switching.
Thousandfold Artifice (sequence 2) adds 5 Electro Flare stacks after Ultimate Tactics deals damage, which is useful if the team wants more stacks. Celestial Ingenuity (sequence 1) gives brief interruption resistance, while Earthquaking Rumble (sequence 4) raises the Liberation's DMG Multiplier. You can give those less priority if your goal is the longer Apex sequence.
Teams
Rumbling Thunders gives the incoming character Electro Core for up to 20 seconds or until they switch out. If that character inflicts a Negative Status, Electro Core is consumed and they gain 25% All DMG Amplification for 14 seconds. Switching characters ends the amplification.
Pick a damage dealer who can inflict a Negative Status to use that buff. A healer or other support is also worth considering, even though Rover can heal nearby teammates during the airborne Apex Resonance sequence. Rover supplies Electro Flare and can give the whole team an ATK Bonus with a tapped Overshock (skill).
Common mistakes
Don't hold Overshock (skill) automatically. It costs 60 Concerto Energy and starts Apex Resonance; tapping it instead gives the team ATK Bonus. Choose based on whether you want Rover to stay on the field or pass the turn.
Don't switch out halfway through a sequence by accident. Rumbling Thunders ends Apex Resonance and clears Thunder Rage, while switching also ends the Resonance Skill DMG Bonus from the held Overshock.
Don't assume every hit in Apex Resonance is Electro. Thrum of All Sounds (skill) includes Spectro, Havoc and Aero attacks; the triggered Thunder Bane deals Electro DMG. An Electro DMG bonus fits the Electro hits, not every part of the sequence.
Don't drain all your STA by holding Parry Stance without a reason. Deterrence (basic) reduces damage by 60% in the stance, but it continuously consumes STA. Time the release around an incoming attack if you want the counter.