Lieutenant Colonel Yaag Rosch was a PSICOM officer and a major antagonist in Final Fantasy XIII. He was Jihl Nabaat's right-hand-man and the director of PSICOM's elite division. Rosch devoted the entirety of his life and career to the betterment of Cocoon and the protection of its citizens, and saw submission to fal'Cie guidance as being in humanity's best interest, even though their "benevolence" turned out to be a farce.
In the Dissidian Wars, Yaag allied with the Chaos Warriors, but took a neutral stance towards the Cosmos Warriors, seeing both sides as merely pawns for the two Gods, therefore not in control of their own actions (including his own).
Yaag’s basic attire is based off of his in-game appearance - wearing the standard uniform of a male PSICOM lieutenant colonel and his military saber on his belt. In EX Mode Yaag's equipment becomes silvery.
His alternative costume 'Dark Command', colours Yaag's outfit darker reflecting his artwork.
The 3rd costume 'Proud Pilot', dresses Yaag in a PSICOM airship pilot's gear.
Yaag is a Device Tactician who strategically uses various projectile items and technologies that deal damage and have differing effects. Using these items, Yaag can change the flow of battle in his favour to strike his opponent where it hurts, block incoming attacks, stun them, etc. Despite this though, his actual damaging attacks are often basic attacks and are fairly predictable, although he is able to use both close and long ranged attacks.
Draws out a rifle and fires at the opponent. Can tap O for up to two additional shots. Can Wall Rush for additional damage and the third shot may initiate a chase.
Tosses a flash-bomb that stuns the opponent, followed by dashing backwards. Does not deal any damage but can interrupt opponent's attacks with the right timing
Strikes the opponent with a series of slashes and slices, ending with a powerful blow that either chains into a HP attack or initiates a chase
Combo 1: O — O — O — > Execution
Combo 2: O — O — UP/DOWN + O (Chase)
Deflects projectile Brave and HP attacks and sends them back at the opponent. If timed correctly can also be used to prevent Wall Rush damage from opponent’s attacks.
Throws a grenade in a slow arc, which explodes releasing a series of small explosives that deal damage when they explode. The explosions can be delayed by holding O; however, if delayed for too long the grenades explode of their own accord.
Holds an opponent in place for a few seconds or until they are hit by an attack. The opponent can still use attacks but cannot move while held in place. No Damage.
Summons a portal to release a behemoth claw temporarily to strike at the opponent. Can Wall Rush for additional damage.
Uses technology to create bolts of electricity that surges forwards while whipping outwards randomly. Opponents caught by the whips are stunned.
Charges and fires a series of light beams that fire in all directions before converging straight ahead of Yaag. Requires charging and has a long cool-down time.
Uses technology to create a blast of fire that fires outwards in a cone.
Yaag slices with his sabre in an arc in front of him. If the strike connects with the opponent Yaag follows through with a sweeping slash sending the opponent flying.
Brave to HP Attacks
(Chained from Sabre Slash (Combo 1)) Furiously slashes at the opponent dealing several hits before knocking them away and thrusting his sabre straight at them dealing damage. Can Wall Rush for extra damage.
EX Mode - Proudly Clad
Recovers HP over time during EX Mode.
Doubles Critical Hit Rate during EX Mode
Yaag’s projectile attacks home in on opponents and the effects are harder to block.
Clad in Pride
Receives no damage from projectile Brave attacks and auto-reflects them.
Pay the Price!
Takes command of the ProudClad’s machine gun. Similar to Laguna’s EX Burst, the player must rapidly tap R as a target flashes over the opponent, landing hits as a damage meter fills up. Filling the meter allows Yaag to launch a full salvo of all the ProudClad’s weapons to strike the opponent down with laser cannons, gunfire and missile strikes. Failing to fill the meter results in a single salvo of machine gun fire.