Released 7/23/2026
This guide was translated into English by AI from the Korean version. View original (Korean)
In Arena she is a top-tier attacking Burst 3, consistently appearing in top Champion Arena lineups.
In PvE she is a 1st-string DPS for boss fights against Iron Code enemies (= Wind advantage), but her damage varies greatly with Max Ammo and HP buffer setup.
Bullet recovery and reload don't apply to her changed weapon, so her damage drops sharply on accounts with little ammo investment.
A DPS whose ATK rises in proportion to her own final max HP. After 5 Full Charge shots with her Rocket Launcher, Warm-up maxes out and her weapon changes to , dealing most of her basic-attack damage through 120-round piercing sustained fire. Every 12 attacks in sustained-fire mode, builds by 5%, and every 100% raises its stage, steadily increasing her max HP and therefore her ATK as well.
Her Burst Skill raises her own ATK and damages all enemies, then deals additional damage to the 1 enemy closest to the crosshair, with a multiplier that grows with her stage. On entering Burst stage 3 she also gains increased attack damage. The sustained-fire weapon ends once all rounds are fired; at that point all rounds are removed and she reverts to her Rocket Launcher. Bullet recovery effects don't apply to the changed weapon and it can't be reloaded, so her Max Ammo is effectively her sustained-fire duration.
Run her on Auto by default. Warm-up has to be built with Full Charges, so avoid tap-firing that cuts the charge short.
When playing manually, don't stop firing at battle start or right after the weapon change, and when handing control to another Nikke, keep firing as you switch to reduce the downtime from taking cover.
Little Mermaid's bullet-related effects don't apply to the changed weapon, so don't put them in the same squad. In Champion Arena, put her in attack lineups with Trina, Soda, Anis, and Centi.
The max HP that Rouge raises translates directly into Laplace's Increased ATK based on max HP.
Every Full Charge she fills allies' max HP and Burst Gauge, and on Burst she applies Increased ATK based on final max HP.
Each time Full Burst ends, she stacks increased max HP on allies up to 4 times. She can also be slotted as a totem that doesn't use her Burst.
Bullet recovery doesn't apply to her changed weapon, so skip the Bastion Cube. Use the Resilience Cube to cut reloading during her Rocket Launcher phase, the Piercing Cube to further boost her piercing sustained-fire damage, or the Wingman Cube if Max Ammo is short.
Max Ammo is effectively her sustained-fire duration, so secure Max Ammo along with Elemental Advantage damage and ATK. Fill the remaining slots with Critical Rate.
Increased ATK based on max HP and her sustained-fire damage are on Skill 1, so raise it to 10 first. Her Burst comes next for its all-enemy damage and additional damage, and Skill 2 is fine at 7.
In Champion Arena attack lineups, her Burst Skill wipes enemies in one go. In PvE she is used in Solo Raid boss fights against Iron Code enemies (= Wind advantage) and in the Tower of Missilis.
Her Burst Skill is strong enough to wipe enemies in one go, so she shines in Arena and mob stretches.
Supporters that raise max HP translate straight into Increased ATK for her, so she rarely has to share buffers with other DPS.
Her sustained fire pierces, hitting multiple enemies or parts at once.
Taking cover doesn't revert her changed weapon, so she can dodge gimmicks freely.
Bullet recovery and reload don't apply to her changed weapon, so if Max Ammo is lacking her sustained fire ends quickly.
It takes a long time to reach the max stage, so her damage is low on accounts without a proper ammo setup.
Her own Burst Gauge generation is weak.