Rose Queen (Raid)
| Disclaimer: Leeching this raid is frowned upon.|
If you have access to this raid you can and should contribute.
|Rose Queen Showdown Impossible
|Cost to Host: 50 AP
||Cost to Join: Rank 101+; 3 EP||Unlock: Rank 101+; Chapter 50 Story - We Meet Again|
|Participants: 6 Vice: 2nd-3rd||Elixirs: Unlimited||Strike Time:
YesStrike Time bonus applies for this raid.
|Location: Chapter 15 (37/50/53): Lumacie Archipelago - Violet Lake Shore, Blackmoon Forest|
|Charge Attacks||Triggers and Notes|
|Charge Attacks||Triggers and Notes|
|Charge Attacks||Triggers and Notes|
|N - Normal, OD - Overdrive, TR - Trigger|
|Chest 1||Chest 2||Chest 3|
|Chest 4||Chest 5||Chest 6|
|1 Drop percentages are with
and are based on 200 Rose Queen runs.|
Drop table last updated: 2017-05-03, all stated drop rates are estimates.
The game changes over time. If the drop tables become incorrect please notify the wiki staff.
Solo StrategyThe trophy, , requires you to defeat this boss, as the description implies, alone.
You cannot do the following things and still get the trophy:
- You may not use backup request to get a blue potion, even if no other players join.
- You may not use a full elixir.
- You may not have players join by any other means, even raid code.
These trophies are aimed at late game players with finished grids. While, technically, there is nothing to lose by attempting the fight, please do not feel discouraged it you aren't able to clear it.
Main CharacterRecommended classes for the main character include classes that can provide party sustain while still dealing damage. Since a portion of the fight will be weak element (if you bring Fire, the second phase is Dark, or if you bring Light to combat the Dark phase, you have to have enough damage against the Wind phases). This makes Doctor a strong pick, due to its ability to generate Green Potions, and you can bring if you need additional party healing, which is potentially made stronger by the class's Class Champion Weapon. Other picks include Nekomancer, which brings strong offensive and defensive party buffs, Sage for better sustain and Clear options, and Chaos Ruler for stronger debuffs.
Recommend subskills for the main character should aim to shore up whatever your team is lacking, but tend to focus on mitigating damage or preventing effects before buffing your own damage, as surviving is the most important part of the fight. Attack and defense debuffs like , , and are always useful, with Mist being the reigning king of debuffs. is also a strong option for the possible debuffs she can inflict. is a small heal, but is useful if you find it difficult to sustain as the fight draws on.
is not recommended, as the repel damage during the Dark phase is negligible, and the slot could better be used elsewhere. However, if your party covers the roles of all of the above skills, it is an option.
Recommended summons include a bare minimum of two wind Carbuncles. Either or . Given the long cooldown of Prometheus and its smaller cut at 0★, it is recommended to prioritize the Peridot Carbuncle despite its lower stats unless you have several Prometheus at 3★ or 4★. Since the fight is a marathon, two to three Carbuncles are recommended to maximize uptime on the damage cut to reduce the amount of incoming damage.
Other summons that have value in the fight include:
is another option if you lack a third Carbuncle, providing a 30% damage cut at 0-3★, and a 30% Damage Cut and at 4★.
is another Arcarum summon that, while it doesn't increase your survivability, has a strong call that will increase your damage, along with its sub aura effect.
and are both summons with healing calls that were freely obtainable through past events. The first has a Defense down debuff for the enemy, while the second has an Attack up buff for your party.
at 4★ has a massive 3000 heal and 30% Attack up that is always useful.
If a summon is not listed here, but has calls and effects the have similar roles, it is also useful. This is not meant to be a comprehensive list, so do not feel like you need to have all of these summons to clear the fight.
Your damage will greatly affect how long this fight takes, but it is a balancing act of damage and your ability to survive. The longer the fight takes, the more consistent your mitigation and sustain will need to be. The opposite is also true, so strong grids that do high damage are likely to be able to get away with riskier strategies.
It is worth noting that this is one of the easier 6 man bosses to solo. This is a combination of her charge attacks and their debuffs not being very threatening, the lack of dispels on your party, and the overall advantage Fire's characters have on her, which makes building a party to take against her much easier. Even in the later phases of the fight, as long as you are prepared with damage cuts, her attacks and abilities do not deal extreme amounts of damage, keeping damage levels consistent from beginning to end.
Mitigation is key. As mentioned above, you want to have close to 100% uptime on Carbuncles during Wind phase, meaning 100% uptime on at least a 50% cut. Characters who bring damage cuts, strong ones for single turns like Societte (Fire) and Naoise (Event), or longer duration ones with weaker effects like Io (Summer) and Zahlhamelina will always have a place. Since Rose Queen does not have any means to dispel your buffs, unlike many of the other 6 man raids, you don't have to worry about losing your Carbuncles at a bad time and failing the run as long as you pay attention to their duration.
Charge attacks to look out for include Spiral Rose (both Wind phases in Overdrive), Crystal Rose (Dark phase in Overdrive), and Domination Field (10% and 3% trigger, and past 10% in Overdrive). All of these attacks should have a bare minimum of 50% cut waiting for them, and in the case of Domination Field, a Clear or Veil. Being unprepared for the Domination Field debuff can force you to spend several turns healing her with your attacks and wasting your time. Spiral Rose should be drawn away and tanked by Hostility or Substitute characters like Agielba, Anthuria, or Naoise (Event), as it does a high amount of damage to a single target and could kill a valuable character if you aren't prepared, though having a high damage cut works just as well. If the attack is successfully dodged, the debuff associated with it will miss, saving you from having to clear it.
Sustain is your team's ability to weather damage and heal it off over the course of the fight. Since Dark phase can be long if your damage isn't very high, you have to be prepared to take a lot of Crystal Rose attacks in succession and then heal it off. Fire has no lack of characters who are good for this, such as Yuel, Anila, and Anthuria, the last of whom is very consistent about activating her buffs by dodging the many hits of Crystal Rose. You can adjust your main character's class to one that heals as needed, if sustain from your characters and summons don't meet your needs. Sevastien receives an honorable mention here: if you do not need your 5th character slot, his passive 150 Refresh per turn can add up greatly over many turns.
Unique utility can play a strong role in this fight as well. Percival's 60 second right before entering Dark phase can give you free time to deal as much damage as possible and reset your cooldowns. Tien at 5★ also brings Break Lock on her second skill, which serves the same purpose for giving you a lot of time to do as you'd like against the boss in relative safety.
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