Red Mage PvP Guide for FFXIV
This page contains an overview to Red Mage in the PvP mode 'Crystalline Conflict' for FFXIV. Below you will find information on the strengths and weaknesses of Red Mage as well as how their rotation interacts in this 5v5 game mode.
Crystalline Conflict Red Mage Overview
The Red Mage, although classified as a magical ranged DPS, plays more like a high mobility melee.
Red Mage offers a specific set of tools allowing them to be extremely effective at disrupting the
battlefield with AoE crowd control chains, combined with single-target damage that goes through Guard
and even support tools such as healing, damage reduction and damage buffs.
The job is slippery and hard to kill when played effectively with tools such as Forte
(which is a great reactionary tool) and its combined 4 dashes all while being able to contribute significant
damage even without going into dangerous positioning.
Red Mage however suffers from issues such as an mediocre limit break along with long-winded
animations on certain spells, such as Scorch, which smart opponents can exploit in order to
punish the player.
This page will focus solely on Crystalline Conflict, so while portions of it may apply to other PvP game modes, its intended purpose is that of Crystalline Conflict.
Crystalline Conflict Red Mage Strengths and Weaknesses
Extremely high mobility and survivability.
Amazing team utility with amplifiers and healing effects.
2 sources of strong AoE Crowd Control.
Guard-Ignoring capabilities with
Enchanted Riposte.
Surprisingly good point contester for a ranged class.
Lacklustre burst and raw numbers.
Long wind-up animations and animation locks.
Often desires a team to follow up properly for maximum benefit on its abilities.
Lack of kill pressure on non guarded opponents.
Extremely telegraphed important spells, allowing for easy
Guard .
PvP Basics
Skill Selection
Every job has access to a few common actions, but some will have additional info for you.
Recuperate
Recuperate – This is your most important healing ability. MP in PVP is
only used for this ability. With a max of 10,000 MP, recup will consume 2,500 and
heals you for 15,000 HP. The amount of healing received can be increased and reduced
by healing up or down status effects, such as
Summon Seraph
to increase or
Biolysis to decrease. You gain 500 MP per 3 seconds passively,
something to keep in mind!
Every job has access to a few common actions, but some will have additional info for you.
Standard-issue Elixir
Standard-issue Elixir – This is your second-most important
healing ability. Elixir allows you to gain back all your HP and MP,
resetting yourself for the next fight!
The listed cast time is 4.5 seconds, which means the cast is actually
snapshotted as complete after 4 seconds, after which you can move and
opponents can no longer cancel your Elixir. You'll see moments where you
get hit, and the position will still finish.
When not under pressure, make sure to top up your resources for the next fight. As with the animations counted in the death timer, you will be out for 20~ seconds instead vs a 4 second Elixir!
Every job has access to a few common actions, but some will have additional info for you.
Guard
Guard – Grants 90% damage reduction and immunity to most
crowd-control debuffs for up to 4 seconds. Using another action cancels
this guard early. Damage over Time effects that have been applied before Guard
will always tick for the full amount and wont be negated with Guard!
Per Patch 7.1, there have been multiple abilities added that work
against Guarded targets. Where Shield Smite and
Chain Stratagem
half the defensive bonus of Guard (90% → 45%), there are also abilities that simply
ignore guard when dealing damage;
Drill,
Assassinate,
Enchanted Riposte,
Disesteem,
Wreath of Fire,
Serpent's Tail and
Chaotic Spring
Damage per ability is now tight to animations, compared to pre-7.1 where the damage would register when pressed. This means Guard is more reactive than it has been before, but it's also possible now to start ability animations that will hit the moment your Guard ends. Beware of your surroundings and what the enemy is doing!
With Red Mage, you have multiple dash options to bring you out of danger.
Use your Corps-a-corps and
Displacement to dash
out of your own guard and away from the enemy melees!
Every job has access to a few common actions, but some will have additional info for you.
Purify
Purify – Cleanses all common crowd-control debuffs and
provides a 3-second immunity to further crowd control, draw in and knockback effects. Use
this to prevent yourself from getting CC-chained to death.
With the amount of crowd-control abilities, try not to be trigger-happy when using Purify. Taking a stun with no follow up from the enemy team, doesn't bring you in danger! If you have no defensives ready against a crowd-control heavy enemy team, it's recommended to play defensively before making another engage.
Every job has access to a few common actions, but some will have additional info for you.
Sprint
Sprint – Toggle for increased movement speed. This is a GCD
and using any other action cancels the buff, so be smart in using it. Sage is a fragile
job, as it has the lowest HP out of any job. If you are using off-global abilities repeatedly
while running away or chasing, you should try to late-weave them if you can afford to,
to avoid canceling too much of the Sprint duration.
Red Mage's Basic Abilities
Red Mage offers a versatile playstyle with the ability of holding key attacks during a fair amount of time, allowing for the build-up of damaging skills on a target into unloading said burst on another. The job excels in pressuring targets in guard while disrupting the enemy team with debilitating crowd control effects. However, it struggles in killing, especially in targets that aren’t guarding as their damage can easily be recuperate-d off, preventing players from solo killing outside of fringe cases.
Due to this Red Mage plays very well around point and should always be ready to follow burst calls on target due to its unique toolset.
In spite of this solo killing issue, Red Mage’s powerful AoE damage kit, featuring both AoE dots with Scorch
and an AoE nuke with a small radius AoE heal
Prefulgence, allows it to provide massive pressure to burn through resources,
defensive and offensive buffs centered around the caster, and effective crowd control to support the team in various combat situations.
Red Mage should primarily be played around point when the player has resources available to them such as Recuperate/Purify/Guard, but can also be played behind enemy lines to disrupt pot attempts while being slippery with its 4 dashes.
Jolt Combo
Red Mage’s basic skill is Jolt III. This will be your filler attack within your kit,
utilising it will grant you the Dualcast buff which for 15 seconds will turn your next Jolt 3 into a
Grand Impact.
Due to the fact that Grand Impact is tied to a buff it actually works as a “pseudo” combo, allowing you to use other attacks
in between without losing it.
Jolt does unremarkable damage at 6000 while Grand Impact also does 6000 to the main target, with all surrounding enemies receiving 4000 damage instead. As unimpressive as the numbers sound this combo does have its uses, specifically Grand Impact; this spell has an long delay on damage due to its animation and we can use this to our advantage.
It takes around 1.5s for Grand Impact to deal damage, so it can be timed on
Guard target
before the slightly after the buff timer counts down to 2 in order to prepare some chip damage while keeping your GCD rolling
to follow up with more damage. In spite of all of this we generally want to avoid using Jolt 3 as much as we can as it does not
provide the same value as other components of our kit.
Important note: Don't start casting Jolt III when under a lot of pressure.
Being stuck in casting animation, you can't use
Recuperate! Use it as a filler from a distance!
Mobility, Corps and Displacement
These 2 abilities have 2 charges each and will be the main way you move around the battlefield.
Corps-a-Corps
Corps-a-corps will make you dash towards the selected opponent dealing 3000 damage and applying Monomachy ,
which increases the damage they receive from you by 10% while also reducing the damage you receive from them by 10%.
While the duration is only 8s it's enough to cover your main damaging combo.
While it is your main engagement tool, It's always recommended to keep 1 charge available at all times either to interrupt
enemy , reposition mid battle or chase down an enemy.
Displacement
Displacement will instantly make your character perform a long backstep, based on your
position relative to the enemy. It deals 3000 damage similarly to
Corps-a-corps and it gives
you the Displacement buff, increasing your next spell’s damage and healing by 15%.
This ability should be used in conjunction with Red Mage’s highest hitting spells such as
Scorch and
Prefulgence.
Just as stated in the Corps-a-corps section It's recommended to always be keeping 1 charge of this backflip for emergency situations as it can be used for more situations in general. So don't only use it to gain damage, as it also can be a disengage tool!
When we are prioritizing the use of the Displacement buff, it looks like the following
bracket; Prefulgence >
Scorch >
Resolution >
Grand Impact.
Advanced; Wall Clipping
With the way dashes work in this game, as long as the total distance of an ability
such as Displacement would cover the full distance of a corner you will actually teleport across the full
distance and not be stopped by terrain. This is one of the better ways to escape as a Red Mage as you will backflip
away from the action while also breaking line of sight by “teleporting” through the terrain.
Be careful with using this technique on The Volcanic Heart, as most corners on this map will prevent you from doing this cause of little pillars. Other maps like The Palastria do not have objects in these corners and allow you to "clip through" when done correctly.
The Melee Combo
Red Mage’s core identity and arguably most defining part of the kit is its melee combo,
initiated by Enchanted Riposte. This 3 part combo will deal 5000 to 7000 damage
ignoring effects of Guard, and provide you with a stacking 4000 potency shield, totalling to 12000 extra HP.
In spite of being a combo you are free to use any other skills in between hits and you will not drop the combo, allowing for versatile mixing and matching. While the numbers don’t sound impressive at first, we need to couple this by saying that the GCD speed during this combo is enhanced to around 1.5s between each hit allowing you to dish out this Guard piercing damage at a much faster rate than usual.
By applying other buffs present in our kit (such as the Corps-a-corps and
Corps-a-corps)
we are able to amplify this damage even further, bringing us to the main point of Red Mage and its kill condition;
getting people into Guard and apply penetrating damage.
This weaponskill chain only has a 16s cooldown and finishing it unlocks a use of Scorch
and it’s the main way you will be scoring kills on Red Mage.
Scorch
While Scorch is directly tied to the melee combo the versatility of this button warrants a separate section.
Scorch when utilised will deal 8000 damage centered around an enemy target while also applying a DoT that will deal
another 8000 damage over 2 instances of 4000. This spell is fantastic to pressure opponents, burst them and you are also
able to hold it over a decent amount of time making it unexpected in a lot of situations. Its high raw value of 16000
total damage makes it a prime candidate to buff via Displacement,
Corps-a-corps and
Embolden, dealing a total of 21858 damage over its duration in an ideal scenario.
While the value of this button is undeniably high it comes with its negatives. Firstly it has an extremely long application
time of around 2.1 seconds and an obvious animation with sound queue, making it extremely easy to react with defensive
buttons such as Guard. Secondly it suffers from extremely poor frame data, as soon as the Red Mage presses
this buttons it will be locked in animation for around 1.2s which will prevent you from hitting key abilities such
as
Recuperate,
Guard or
Displacement, so key positioning by the Red Mage and
danger awareness are key to mastering the use of Scorch.
If your connection allows it, With low enough ping you will be able to utilise Displacement after Scorch and have the buff apply right before the damage would register, making it better to catch the opponent by surprise.
Resolution
Resolution is a relatively low cooldown (20s) long range, area of effect Silence that
hits in a line from the caster to the selected target. Once it hits it will deal 8000 damage and silence any targets
hit in its path for 2 seconds. Like a lot of the other skills it has a delay before it hits the target, this one
being around 1.5s and like those other skills we can use this to our advantage either by timing it on a
Guard
running out or by utilising
Corps-a-corps after casting it and angle-ing it to hit the desirable target/more targets.
Resoltion in Practice
Due to its high value you will typically use it as your first GCD in the first engage, I recommend targeting a key enemy such as an Astrologian (Astro used here as an example due to its impactful heal spam but any enemy with a fight defining CC is a fine target as well) and then using Corps-a-corps on the marked enemy. Using this strategy, we will at least hit 2 targets with our damage + silence, burning purifies and even possibly scoring a kill if the healer/support that got hit in the backline is not paying attention.
Embolden and Prefulgence
Embolden is Red Mage’s buff, a combined 8% damage amplifier with an 8% mitigation buff on the party
lasting 8s which also grants us Prefulgence Ready for 15s. It has a 24s cooldown making it the longest cooldown in our kit.
It’s an extremely powerful buff due to the sheer value that it provides and should be used in every engage and the reason
why Red Mage is such a strong team player.
Prefulgence is only available after using
Embolden and it’s arguably Red Mage’s strongest button.
It deals 10000 damage in AoE centered around the selected enemy target while also healing the Red Mage and any
allies around the enemy target for 10000 healing. Both the healing and damage are buffed by Displacement making
it our highest priority to buff. It’s important to note that while the raw numbers aren’t as high as
Scorch,
Prefulgence deals it’s entirety of damage on hit making it a better suited candidate to burst.
Due to its multifaceted-ness there are situations in which Prefulgence can be saved
to heal a key target such as a teammate on the receiving end of a Monk limit break, Meteodrive.
By targeting the Monk we are able to provide a possibly life saving heal and swing the fight back in our favour.
Forte and Vice of Thorns
For the last basic ability in the Red Mage’s kit we have an extremely versatile and responsive button,
Forte. Forte provides us with a very small 4000 HP shield but it’s real value comes in the fact
that while the shield stands we receive a flat 50% mitigation on any attack that hits us, this includes Limit Breaks such
as a
Marksman's Spite from a Machinist which would be reduced from 36000 to 18000 and with the shield will
be further weakened to 14000 damage.
Using Forte as a reaction to seeing a dangerous ability heading your way is encouraged.
The perks of this ability don’t end there as you will receive the Thorned Flourish
buff when the shield is fully depleted by damage (not by running out of duration).
Thorned Flourish allows you one usage of Vice of Thorns, a long range instant AoE stun lasting
for 2 seconds while also dealing 4000 damage.
The enemy team is actively punished for hitting into a Red Mage with Forte active
as there’s no other way for the caster to use Vice of Thorns outside of this situation.
A 2s duration area of effect stun is extremely dangerous in any kit but it’s amped extremely by the presence of Resolution
in the kit of the Red Mage, allowing the caster to chain the silence of Resolution (2s) into an instant stun from Vice of Thorns
for a total of 4s of crowd control, perfect for setting up kills.
Due to Vice of Thorns being an oGCD/ability I recommend utilising Resolution first to roll the GCD and using
Vice of Thorns right as the silence runs out to maximise the amount of damage dealing GCDs we can put into the 4s window.
Vice of Thorns is also a great defensive tool to help teammates get distance from chasers and
will usually end on burning enemy Purify which can later turn into kill opportunities.
Limit Break; Southern Cross
For our Limit Break we have Southern Cross, after an animation delay of 1.5 seconds it will deal 12000 damage twice,
totalling to 24000, for the main target and any others directly in the intersection of the cross. All other enemies not hit
by the center of the cross will take 12000 damage instead in a single instance. Southern Cross however also has a secondary
effect, as allies hit by hit will instead recover 12000 health points, recovering 24000 if they are in the intersection of the cross.
Southern Cross has a 90s charge timer and can be thought of as a stronger Prefulgence. Due to its animation delay it’s quite easy
to guard and its damage isn’t stellar; it has its uses though! Due to its delay we can press it right
after a Prefulgence,
Scorch or
Resolution and the damage will come
out at around the same time as the other spells, maximising the burst we can do.
There are also fringe cases where you can use your Southern Cross to keep an important team member alive as the 24000 healing
is nothing to scoff at, we can give an example of an Astrologian with Limit Break available getting targeted by a Monk's Meteodrive.
Keeping this player alive in order for them to use
Celestial River has very high value.
In spite of this for solo queue it is recommended to use your LB primarily as a killing tool.
Rotations and Burst
While Red Mage’s burst isn’t the best in the game you will ideally play very reactively,
hitting the targets marked by either yourself or your teammates, keeping track of Purify
to chain crowd control. As soon as you see someone go into
Guard that’s when you shine and can go for the kill
utilising your melee combo. Below are some general “guidelines” you can follow for bursts, engages and such.
We will mention however that Red Mage is a very free form job and you can mix and match all the skills mentioned below in order to match the situation better.
Engage
As a reminder when it comes to Resolution, we talked about how to
line this up in its chapter. We want to target a key enemy player, while dashing towards the
marked enemy who we are gonna burst. Resulting into 2 targets hit at mininum!
-
Embolden
-
Resolution
-
Corps-a-corps
-
Prefulgence
-
Displacement
You are free to start the melee combo as soon as you see Guard pop up or even earlier, as you play Red Mage more you will be able to make these decisions and understand which buttons are stronger depending on the situation.
Regular Burst
Ideally for this sort of situation you will have a Scorch saved up, remember that as a Red Mage you want enemies to go into guard so you can shred them with your melee hits.
-
Embolden
-
Resolution or
Scorch
-
Corps-a-corps
-
Enchanted Riposte combo
-
Prefulgence
Feel free to swap any attacks mentioned here with a Resolution to apply silence, making your chances to kill much higher.
Limit Break Burst
Ideally you have Monomachy from Corps-a-corps applied on the target
and the Displacement buff for your spell.
-
Embolden
-
Resolution or
Scorch or
Prefulgence
-
Southern Cross
Changelog
- 23 Feb. 2025: Guide updated for patch 7.16.
- 04 Jul. 2024: Guide updated for patch 7.0.
- 10 Jul. 2022: Guide added.

Chloe is a long time FFXIV player who has been playing since the beginning of Stormblood. She quickly jumped into high-end content, and started raiding shortly after in Deltascape. Since then, she has cleared every raid tier the game has to offer, as well as all of the Ultimate fights. She is skilled at many jobs in the game, and is proficient at most DPS or tank jobs. She is currently a mentor for Red Mage on the Balance Discord.
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