Elrianode Training Grounds

Elesis and Lu/Ciel players travel to Rosso in the Elrianode Training Grounds and battle with him in pursuit of information. Up to four players will fight against Rosso in a wide, flat arena with multiple sets of flat platforms, while managing mechanics that require constant attention alongside Rosso's dangerous scythe attacks.

Basic Mechanics

Elrianode Training Grounds allows use of a queue buff and up to four people to participate - keep this in mind, as Rosso's health and attack power were made with this fact considered.

In phase 1, Rosso is vulnerable to hitstun when he isn't attacking, but recover from hitstun quite quickly... and may occasionally escape hitstun at will. Don't count on this in phase 2, however, since Rosso will have permanent super armor.

Every attack Rosso uses ignores I-frames. Keep this fact in mind when determining how to evade his attacks.

Rosso may walk if near a player, or can teleport a short distance away from a player if his attacks require him to get close to someone. Be ready for his appearance when he's outside of an attack.

Attacks

Swipe - after a brief wind-up, Rosso will swing his scythe in a large upward arc, dealing moderately low damage. Anyone in front of him or above him will be launched backwards a significant distance and knocked down, or knocked back a large distance if hit while in I-frames.

Reaper - after a wind-up, Rosso will cast a large scythe forward a fair distance. This will only hit players at the end of the scythe, not any players between Rosso and that point.

Scythe Combo - Rosso will perform a short wind-up, then perform an opening slash with speed comparable to Swipe, followed by a second hit that will inflict massive hitstun and stagger players. If either of the first two strikes hit a player, Rosso will perform a third that will send players flying backwards.

Scythe Throw - after a long wind-up, Rosso will throw his scythe a significant distance away from him, his scythe spinning the whole way. Anyone hit by the scythe as it travels will be knocked back a small distance and take moderately low damage. The scythe will spin in place after it stops moving, and will trap players caught in it. Lastly, the scythe will return to Rosso (dragging any players in the path with it) as he performs a powerful angled, ending slash.

Stone Fall - Rosso will jump into the air for a short while before landing. As he does this, two rocks will fall into the arena, their locations marked by pink lines. Anyone hit by the rocks as they fall will take massive damage.

Bomb Trap - Rosso will teleport somewhere in the arena, and create a flaming circle on the floor. After a short while, a fire bomb will fall and detonate in a large radius at that location. Anyone hit by the bomb will drop to around 10% of their maximum health (or die, if their health was too low), have all consumables be put on cooldown for 7 seconds, have all skills put on cooldown, and receive the Ember of Combustion debuff for a few seconds (5% of maximum MP lost per second). If a player stands in the circle, they will take very minor damage and hitstun; if that player remains in the circle long enough, the circle will disappear and no bomb will fall.

Rosso floats in the air, surrounded by flames on three sides, as fire closes in on the platforms

Flamma de Cinis - this is Rosso's ultimate attack. Rosso will teleport to a location in the arena and surround himself with three fire orbs, each in one of the four cardinal directions. Heavily damaging fire will approach from the three directions associated with those orbs, and must be avoided. Afterwards, Rosso will gather up energy before unleashing a lethal explosion - this explosion can only be avoided by hiding behind Rosso's dropped rocks. If you are next to a rock, with Rosso's explosion on the other side of that rock, the explosion will miss you. Rosso will enter a fatigue state afterwards.

Strategies and Notes

All of Rosso's direct attacks with his scythe can be avoided by getting behind him. However, this is sometimes easier said than done with his Swipe and Scythe Combo attacks due to how quickly Rosso starts them. You may consider going behind Rosso right as he starts an attack if evasion is a priority.

If you plan to be aggressive with special actives outside of Rosso's fatigue state, Rosso's Scythe Throw and Stone Fall present the best opportunities to use lengthy moves. You may attack during his scythe moves as well, but swifter moves are recommended during these times due to the potential knockback and damage you can receive. Having super armor in some fashion will greatly lower the risk of having your attacks misplaced.

With Rosso's bomb traps, it's usually best to let one player take care of a trap and have the rest of the party attacking Rosso. First, as previously stated, having multiple people addressing the same trap won't get rid of it any faster. Second, Rosso likes to teleport to a player to attack them after deploying a bomb trap; this is a problem if he tries this with the player currently trying to get rid of the trap. The rest of the party wants to be away from the bomb trap in hopes that Rosso pursues them instead, and the other player can disarm the bomb in peace.

If rocks are nearby, attack Rosso with care. Losing the rocks puts the group at much higher risk of dying to the Flamma de Cinis explosion. If you see rubble near the base of a rock, halt your attacks immediately.

A sample battle with Rosso in Hell mode can be found here. This battle also happens to be what prompted my revival title suggestion for Flamma de Cinis, due to the situation I was put in at 4:22.