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Rose is a 4-star Ice Knight built around defensive support and single-target control. Her basic sword attack scales off her own Defense: while she is at 50% Health or higher it can provoke one enemy for a turn, and once she drops below 50% it instead raises her own Defense, so she gets sturdier as a fight drags on. Her second skill shields a single ally by dispelling two of their debuffs, granting a Defense-scaled barrier for two turns, and pushing that ally's turn forward, while her third skill blesses the whole team with an Attack boost for a turn and pushes everyone's turn meter. She is a slow, single-target protector and enabler rather than an area damage dealer, with no passive and four- and five-turn cooldowns on her support skills.

Counters

  • Single big-hit attackers and bruisers — Her basic-attack provoke locks one chosen enemy into attacking her for a turn, and because her damage and barrier both scale off her own Defense, a high-Defense Rose absorbs that forced hit well and gets even tankier as her Health drops.
  • Debuff-stacking and damage-over-time teams — Shield of Light dispels two debuffs off an ally and layers a barrier on top, so it strips and prevents the kind of stacked poisons, bleeds, and control debuffs those teams rely on landing.
  • Control and lockdown comps that want to silence or stun your carry — She can cleanse two debuffs off the targeted ally each cast and shield them, freeing a stunned, silenced, or controlled teammate and protecting them from the follow-up.
  • Slower enemy openers — Her two support skills both push allied turn meter, and Goddess of Victory tops the whole team's Attack and readiness at once, letting her team take extra turns and act ahead of opponents who would otherwise move first.

Countered by

  • Buff strippers and dispellers — Her entire value is the Defense barrier, the team Attack buff, and her self-Defense buff. An enemy that steals or dispels those buffs erases her protection and removes the shield she just spent a four-turn cooldown to set up.
  • Debuff-duration cutters — Her one piece of control is a single-turn provoke that only triggers above 50% Health; shortening that already-brief duration neutralizes her only way to redirect an enemy.
  • Immunity holders — The provoke she relies on to bait attacks simply does not stick on an enemy under immunity, leaving her with only her support skills and weak Defense-scaled poke.
  • Burst before her cooldowns come back — She has no passive and her shield and team buff sit on four- and five-turn cooldowns, and she is slow, so a fast comp that bursts down a target between her casts beats her single-target protection, which can only cover one ally at a time.
Who counters Rose? — full guide ›

Skills

S1Sequential Cutter

Attacks the enemy with a sword. When the caster's Health is 50% or more, has a X chance to inflict --provoke-- for 1 turn, and when the caster's Health is less than 50%, grants increased Defense to the caster for 1 turn. Damage dealt increases proportional to the caster's Defense.

Increase DefenseProvoke
S2Shield of LightCD 4

Covers an ally with the Shield of Light, dispelling two debuffs and granting a barrier (proportional to the caster's Defense) for 2 turns before increasing Combat Readiness by X.

Barrier / Protect
S3Goddess of VictoryCD 5

Gives blessing to all allies, increasing Attack for 1 turn, and Combat Readiness by X.

Increase Attack
Soulburn −10 soulsExtends duration of buffs granted by this skill by 1 turn.