Introduction
- Regular Attack
- Physical Damage
- Position
- Ranged
Rosa is a Besieger Sniper offering a combination of high multi-target damage and crowd control. She shines against enemies that meet her talent’s weight threshold. The mix of large forward range, very high ATK, DEF ignore, a fairly long bind, and her weight-based targeting priority all work to ensure she has a solid spot in a variety of teams.
Operator Stats
- Health
- 1755
- Attack Power
- 1142
- Defense
- 122
- Attack Speed
- 2.4 sec
- Arts Resistance
- 0%
- Block
- 1
- Redeploy Time
- 70 sec
- DP Cost
- 24
- Range
Y1 Y2 Y3 Y4 Y5 X1 empty cell empty cell active cell active cell empty cell X2 empty cell empty cell active cell active cell active cell X3 operator cell empty cell active cell active cell active cell X4 empty cell empty cell active cell active cell active cell X5 empty cell empty cell active cell active cell empty cell
Strengths
- Excellent multi-target damage with main skills against heavy enemies
- Targeting priority will usually concentrate damage on more dangerous enemies, as they tend to have high weight
- S3 offers a unique blend of multi-target damage and long crowd control over a large area; fast cycling allows it to be ready between waves
Weaknesses
- Can’t contribute at all against close targets due to range
- Awkwardly long cycling on S2 promotes saving it despite good uptime
Talents
Bone Piercer
When attacking a heavy enemy, ignores 60% of its DEF (enemies with 3 weight or higher count for this effect)
This talent is fairly easy to benefit from due to her trait, though it can be hard to know exactly when it is or isn’t in effect unless you know an enemy’s weight ahead of time. Since most heavyweight targets tend to have high DEF, it ensures she hits harder than a lot of the alternatives.
Ideal Student
When this unit is in the squad, all [Ursus Student Self-Governing Group] Operators gain +8% ATK
Not too important for synergies, since the other Ursus Student Council members can’t make use of it too well, but it’s nice to have a sizeable increase for herself.
Skills
ATK Up γ
Per Second RecoveryManual Trigger- Initial SP
- 15
- SP Cost
- 30
- Duration
- 30 sec
ATK +100%
There’s really not much to this skill–it’s a generic ATK increase with good uptime and damage, but doesn’t have much else going for it. Its output isn’t significantly greater against a single target with the skill, so there isn’t much point in choosing it. Even in cases where its main advantages (the shorter cycle and average duration) are desirable, one of her other skills will likely still be preferable with a tweak in strategy simply because of their multi-target nature.
Skill Mastery
- Recommended Rank
- None
- Priority
- --
Ultimately, whatever it does is better covered by her other skills. S2 packs a similar punch and uptime while having an extra target and longer duration (albeit on a longer cycle) and S3 has a shorter cycle with better utility. This makes it really hard to justify investing in it.
Split Shot
Per Second RecoveryManual Trigger- Initial SP
- 45
- SP Cost
- 65
- Duration
- 60 sec
ATK +90%, and attacks hit one additional enemy
This is her main damage-oriented skill, and it does that job well. The mix of good uptime, good damage, and multi-target make it formidable, but it isn’t without its issues. Your biggest concern when using this skill is the long cycle. While the duration is long enough to cover a wave or even two if timed right, it also means it’ll be down for equally long. Additionally, there can be big chunks of time where it’s being wasted, be it on standby waiting for a wave that may not come or when she runs out of targets in range with half the skill left.
If you’re tempted to redeploy her once the priority targets are downed to get around this issue, you won’t really end up saving enough time to matter, even if you’re also running Silverash on the team and only use half her skill duration. For the damage you get out of it this way and the time savings, it's simply not worth the expensive redeploy cost.
Skill Mastery
- Recommended Rank
- Mastery 3
- Priority
- Low
There are no real breakpoints; the attack improvements and SP cost reduction are very significant and worth the investment if you’re looking to Rosa for the consistent long-range damage role. That said, it’s not a crucial role to have filled, hence the low priority.
Avalanche Breaker
Per Second RecoveryManual Trigger- Initial SP
- 15
- SP Cost
- 30
- Duration
- 8 sec
ATK +25%. Immediately fires harpoons at the 4 heaviest enemies within range, Binding them and attacking them once every second for the duration of this skill
This skill is valuable for the mix of good burst damage and a very long bind - the latter being what it’s best known for. Her targeting priority helps keep it to the most threatening enemies in the field, pinning them for what would effectively have been 2-3 tiles of movement.
Two notable things about the skill are that it deals damage irrespective of her attack interval, making it especially useful against enemies or conditions reducing allied ASPD (but also meaning ASPD-based buffs are ineffective), and that it has a low modifier attached to it at all levels, meaning it benefits a lot from any percentual buffs you can give it.
Skill Mastery
- Recommended Rank
- Mastery 3
- Priority
- Medium
The most significant benefits from mastery are the extra second of bind time (both for extra damage and crowd control time) and the extra target. As a bonus, the SP cost reduction also makes it a bit easier to time if you’re specifically deploying her for the bind against some tough enemy.
Synergy
Ptilopsis
This synergy makes Rosa’s S2 more comfortable to use, be it with or without mastery. Due to her long S2 cooldown, Ptilopsis’ SP battery talent can actually make a decent difference in comfort–it shaves off 15~20 seconds off the skill’s cooldown depending on the level of investment. One situation when it might be important is if the timing of the skill is crucial but you’re hesitant to invest in mastery, where she can act as a proxy for Rosa’s M3 charge time.