Fire Rose is the Rare fire variant of Rose in Plants vs. Zombies: Garden Warfare 2. Like any other fire-based character, the Fire Rose sacrifices some of her damage for the ability to ignite enemies upon a successful hit. Her primary weapon is the Scorching Scepter. It has 18 ammo and like the Frost Rose's projectiles, its shots can be charged to deal more damage, however a half-charged shot subtracts three rounds, and a fully-charged shot will subtract six rounds from its ammo count.
Descriptions
Stickerbook description
Fire Rose is scorching hot. No really, she accidentally set fire to Crazy Dave's garage last week. But if you thought her Scorching Scepter was effective against recreational vehicles, wait until you see it take out a squadron of Zomboss' finest.
Character selection screen description
Hold down fire to charge her Scorching Scepter. Each charge level deals more fire damage than the last!
Left abilities | |
---|---|
Time Snare |
This tricky spell disrupts the flow and space and time, temporary trapping helpless Zombies within! |
Center abilities | |
Arcane Enigma |
Only Rose could make transforming into a being of pure, invulnerable, damage-dealing energy seem so easy. |
Arcane Lotus |
Rose alters her magic slightly, allowing her to transform into a being of pure healing. |
Right abilities | |
Goatify |
The rudest and weirdest of Rose's ancient spells transforms Zombie foes into stinky old goats! |
Psychedelic Goat |
Psychedelic Goats don't last quite as long as their normal counterparts, but they are much harder to control. |
Strategies
Fire Rose's basic shots do less damage than the regular Rose, in exchange for setting targets on fire upon a successful hit. Similar to the Frost Rose, she can charge up her primary weapon. Stage 1 of charging allows Rose to fire 2 shots, each doing 15 damage as well as igniting the target. A fully charged shot will deal 50 damage as well as ignite the target. This means that Rose can charge a shot behind cover and then come out to finish of an injured foe or deal a heavy amount of damage.
Note that a fully charged shot can take away a great chunk of health from an Imp or its variants. Time Snare can be used to slow a foe and charge up a shot in the heat of battle, whilst, as usual, Arcane Enigma can be used to escape or damage a zombie. It can also be used after a target is ignited to rack up fire chip damage.
Gallery
Trivia
- In the Graveyard Variety DLC, the following nerfs were applied to Fire Rose.
- Like all variants, her health was reduced to 100, from 125.
- Medium charged shot does 2x 11 damage, from 2x 15.
- Fully charged shot deals 50 damage, from 70.
- Fire Rose's movement speed is greatly reduced when charging up a shot, and can no longer jump when doing so.
- However, in the Trouble in Zombopolis DLC, the following applies:
- Her speed penalty when charging is removed, so Fire Rose retains the speed she had while charging before the Graveyard Variety Pack.
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