Diablo 4 Rogue Skill Tree

List of Diablo 4 Rogue Skill Tree

Tags: Ranged, Melee, Magic, Poison. Get ready to go Rogue in Diablo IV.

NameCluster Type Description
Invigorating Strike Basic Active
  • Melee attack an enemy, dealing 6 damage and increasing Energy Regeneration by 20% for 3 seconds.
  • Deals Physical Damage
  • Requires Dual Wielded Weapons
  • Tags: Basic, Cutthroat
Enhanced Invigorating Strike Basic Enhanced
  • Damaging a crowd controlled or injured enemy with Invigorating Strike increases its energy regeneration bonus by 30%.

Injured characters have less than 35% of their Life.
Fundamental Invigorating Strike Basic Upgrade
  • Hitting an enemy with Invigorating Strike hile you are below 50% Energy makes hem Vulnerable for 3 seconds.

Vulnerable enemies take 20% increased damage.
Primary Invigorating Strike Basic Upgrade
  • Invigorating Strike additionally grants 8% Lucky Hit Chance. Hitting a Crowd Controlled or I niured enemy increases this bonus to 16% Lucky Hit Chance.

Injured characters have less than 35% of their Life.
Blade Shift Basic Active
  • Quickly stab your victim for 4 damage and shift, allowing you to move freely through enemies for 3 seconds.
  • Deals Physical Damage
  • Requires Dual Wielded Weapons
  • Tags: Basic, Cutthroat
Enhanced Blade Shift Basic Enhancement
  • Damaging an enemy with Blade Shift grants 5% Movement Speed while Blade Shift is active, up to 20%. 
Fundamental Blade Shift Basic Upgrade
  • Moving through Enemies while Blade Shift is active refreshes its duration. After moving through enemies 5 times, your next Blade Shift will Daze enemies for 2 seconds.

Dazed enemies cannot attack or use Skills but are still able to move.
Primary Blade Shift Basic Upgrade
  • While Blade Shift is active you gain 15% to all Non-Physical Resistances and reduce the duration of incoming Control Impairing Effects by 20%
Puncture Basic Active
  • Throw blades a short distance, dealing 6 damage. Every 3rd cast Slows enemies by 20% for 2 seconds. Critical Strikes will always Slow.
  • Deals Physical Damage.
  • Requires Dual Wielded Weapons.
  • Tags: Basic, Marksman
Enhanced Puncture Basic Enhancement
  • Gain 2 Energy when Puncture damages a Crowd Controlled enemy.
Primary Puncture Basic Upgrade
  • Every 3rd cast of Puncture will also ricochet up to 2 times. Critical Strikes will always ricochet.
Fundamental Puncture Basic Upgrade
  • Puncture now throws 3 blades in a spread, each dealing 35% of its base damage. Hitting an enemy with at least 2 blades at once makes them Vulnerable for 2 seconds.

Vulnerable enemies take 20% increased damage.
Heartseeker Basic Active
  • Fire an arrow that seeks an enemy, dealing 7 damage and increasing your Critical Strike Chance against them by 3% for 4 seconds, up to 15%.
  • Deals Physical Damage
  • Requires Ranged Weapon
  • Tags: Basic, Marksman
Enhanced Heartseeker Basic Enhancement
  • When Heartseeker Critically Strikes, gain 8% Attack Speed for 4 seconds. Double this amount if the enemy is Vulnerable.

Vulnerable enemies take 20% increased damage.
Fundamental Heartseeker Basic Upgrade
  • Heartseeker also increases the Critical Strike Damage the enemy takes from you by 5% for 4 seconds, up to 25%.
Primary Heartseeker Basic Upgrade
  • Heartseeker ricochets to an additional enemy, dealing 30% of the original damage.
Forceful Arrow Basic Active
  • Fire a powerful arrow at an enemy, dealing 6 damage. Every 3rd cast makes the enemy Vulnerable for 2 seconds.
  • Deals Physical Damage
  • Requires Ranged Weapon
  • Tags: Basic, Marksman

Vulnerable enemies take 20% increased damage.
Enhanced Forceful Arrow Basic Enhancement
  • Every 3rd cast of Forceful Arrow additionally has a 15% increased Critical Strike Chance.
Primary Forceful Arrow Basic Upgrade
  • Forceful Arrow pierces through Vulnerable enemies.

Vulnerable enemies take 20% increased damage.
Fundamental Forceful Arrow Basic Upgrade
  • Forceful Arrow Knocks Back Non-Elite enemies if they are Close. If they collide with an enemy, both are Knocked Down for 1.5 seconds.
Barrage Core Active
  • Energy Cost: 30
  • Unleash a barrage of 5 arrows that expands outwards, each dealing 7 damage. Each arrow has a 20% chance to ricochet off an enemy up to 1 time. Ricochets deal 40% of the arrow's Base damage.
  • Deals Physical Damage
  • Requires Ranged Weapon
  • Tags: Core, Imbueable, Marksman
Enhanced Barrage Core Enhancement
  • Barrage's ricochet chance is increased to 100% for arrows that damage a Vulnerable enemy or Critically Strike any enemy.

Vulnerable enemies take 20% increased damage.
Improved Barrage Core Upgrade
  • Every 3rd cast of Barrage makes enemies Vulnerable for 2 seconds.

Vulnerable enemies take 20% increased damage.
Advanced Barrage Core Upgrade
  • Whenever a single cast of Barrage ricochets at least 4 times, your next cast gains 20% increased Critical Strike Chance.
Twisting Blades Core Active
  • Energy Cost: 30
  • Impale an enemy with your blades, dealing 13 damage and making them take 8% increased damage from you while impaled. After 1.5 seconds the blades return to you, piercing enemies for 21 damage.
  • Deals Physical Damage
  • Requires Dual Wielded Weapons
  • Tags: Core, Imbueable, Cutthroat
Enhanced Twisting Blades Core Enhancement
  • Twisting Blades deals 30% increased damage when returning.
Advanced Twisting Blades Core Upgrade
  • When your Twisting Blades return, your active Cooldowns are reduced by 1 second per enemy they passed through, up to 3 seconds.
Improved Twisting Blades Core Upgrade
  • Enemies are Dazed while impaled with Twisting Blades.

Dazed enemies cannot attack or use Skills but are still able to move.
Sturdy Core Passive
  • You gain 4% Close Damage Reduction.
Siphoning Strikes Core Passive
  • Heal for 1% of your Maximum Life (1) when you Critically Strike Close enemies.
Flurry Core Active
  • Energy Cost: 25
  • Unleash a flurry of stabs and slashes, striking enemies in front of you 4 times and dealing a total of 18 damage to each.
  • Deals Physical Damage
  • Requires Dual Wielded Weapons
  • Tags: Core, Imbueable, Cutthroat
Enhanced Flurry Core Enhancement
  • Each time Flurry damages a Crowd Controlled or Vulnerable enemy, you are Healed for 1% of your Maximum Life, up to 12% Maximum Life per cast.

Vulnerable enemies take 20% increased damage.
Advanced Flurry Core Upgrade
  • Evading through an enemy will cause your next Flurry to Stun enemies for 2.5 seconds.
Improved Flurry Core Upgrade
  • If Flurry hits any Vulnerable enemy it will make all enemies hit by that cast Vulnerable for 3 seconds.

Vulnerable enemies take 20% increased damage.
Penetrating Shot Core Active
  • Energy Cost: 35
  • Fire an arrow that pierces through all enemies in a line, dealing 24 damage.
  • Deals Physical Damage
  • Requires Ranged Weapon
  • Tags: Core, Imbueable, Marksman
Enhanced Penetrating Shot Core Enhancement
  • Penetrating Shot deals 20% increased damage per enemy it pierces.
Advanced Penetrating Shot Core Upgrade
  • When cast with full Energy, Penetrating Shot will Slow all enemies it hits by 50% for 3 seconds. Elite enemies will also be Knocked Down for 1.5 seconds.
Improved Penetrating Shot Core Upgrade
  • If Penetrating Shot damages at least 3 enemies, your next Penetrating Shot has a 20% increased Critical Strike Chance.
Stutter Step Core Passive
  • Critically Striking an enemy grants 5% Movement Speed for 4 seconds.
Rapid Fire Core Active
  • Energy Cost: 25
  • Rapidly fire 5 arrows, each dealing 8 damage.
  • Deals Physical Damage
  • Requires a Ranged Weapon
  • Tags: Core, Imbueable, Marksman
Enhanced Rapid Fire Core Enhancement
  • Each subsequent arrow from Rapid Fire has 5% increased Critical Strike Chance, up to 25% for the 5th arrow
Advanced Rapid Fire Core Upgrade
  • Rapid Fire deals 30% increased Critical Strike Damage for 3 seconds after you Evade.
Improved Rapid Fire Core Upgrade
  • Gain 15 Energy per cast of Rapid Fire when it damages a Vulnerable enemy.

Vulnerable enemies take 20% increased damage.
Shadow Step Agility Active
  • Become Unstoppable and quickly move through the shadows to stab your victim from behind for 21 damage. Gain 50% increased Movement Speed for 2 seconds afterwards.
  • Cooldown: 9.0 seconds
  • Deals Physical Damage
  • Requires Dual Wielded Weapons
  • Tags: Agility, Imbueable, Cutthroat

Unstoppable characters have all Control Impairing Effects removed and prevented.
Enhanced Shadow Step Agility Enhancement
  • Damaging an enemy with Shadow Step increases your Critical Strike Chance against them by 8% for 3 seconds.
Disciplined Shadow Step Agility Upgrade
  • Shadow Step's Cooldown is reduced by 3 seconds when it damages an enemy you haven't hit with Shadow Step in the last 4 seconds.
Methodical Shadow Step Agility Upgrade
  • Enemies damaged by Shadow Step are Immobilized for 2 seconds.
Rugged Agility Passive
  • Gain 5% Damage Reduction against Damage Over Time effects.
Reactive Defense Agility Passive
  • Gain 4.5% Damage Reduction while inflicted with Control Impairing Effects.
Caltrops Agility Active
  • Leap backwards and throw caltrops on the ground, dealing 10 damage and Slowing enemies by 50%. Lasts 6 seconds.
  • Charges: 2
  • Charge Cooldown: 12 seconds
  • Deals Physical Damage
  • Tags: Agility, Trap
Enhanced Caltrops Agility Enhancement
  • Enemies take 3% increased damage from all sources each second they are in Caltrops.
Disciplined Caltrops Agility Upgrade
  • You have 5% Critical Strike Chance against enemies inside your Caltrops. Double this amount against Vulnerable enemies.

Vulnerable enemies take 20% increased damage.
Methodical Caltrops Agility Upgrade
  • Caltrops now deals Cold damage and Chills enemies for 20% per second.

Chilled enemies have reduced Movement Speed. Repeatedly Chilling an enemy will Freeze it.
Concussive  Agility Passive
  • After Knocking Back or Knocking Down an enemy, you gain 5% increased Critical Strike Chance against them for 3 seconds.
Trick Attacks  Agility Passive
  • When you Critically Strike a Dazed enemy they are Knocked Down for 0.5 seconds.

Dazed enemies cannot attack or use Skills but are still able to move.
Rapid Gambits  Agility Passive
  • Your Evade Cooldown is reduced by 0.5 seconds when you Daze an enemy.

Dazed enemies cannot attack or use Skills but are still able to move.
Dash Agility Active
  • Dash forward and slash enemies for 11 damage.
  • Charges: 2
  • Charge Cooldown: 10 seconds
  • Deals Physical Damage
  • Requires Dual Wielded Weapons
  • Tags: Agility, Imbueable, Cutthroat
Enhanced Dash Agility Enhancement
  • Enemies damaged by Dash take 20% increased Critical Strike Damage for 5 seconds.
Disciplined Dash Agility Upgrade
  • Dash Slows enemies it hits by 30% for 3 seconds. Any enemy already Slowed will be Dazed for 2 seconds instead.

Dazed enemies cannot attack or use Skills but are still able to move.
Methodical Dash Agility Upgrade
  • Dealing damage to Crowd Controlled enemies with Dash reduces its Charge Cooldown by 0.5 seconds, up to 3 seconds per cast.
Weapon Mastery Agility Passive
  • Gain a bonus when attacking based on weapon type:

    • Daggers: 5% increased damage to Healthy enemies.
    • Swords: 3% increased damage.
    • Bows: 4% increased damage to Vulnerable enemies.
    • Crossbows: 5% increased Critical Strike Damage.

Healthy characters have more than 80% of their Life.
Vulnerable enemies take 20% increased damage.
Agile Subterfuge Passive
  • Using a Cooldown increases your Dodge Chance by 3% for 2 seconds.
Mending Obscurity Subterfuge Passive
  • While Stealthed, you Heal for 1% Maximum Life (1) per second.

Stealthed characters cannot be directly targeted by enemies. Using an attack or taking damage will instantly remove Stealth.
Concealment Subterfuge Active
  • Vanish from sight, gaining an advanced form of Stealth for 4 seconds that will not be removed by taking damage.
  • Concealment also makes you Unstoppable, grants 25% Movement Speed, and allows you to move freely through enemies for its duration.
  • Using an attack Skill during Concealment will break Concealment.
  • Cooldown: 20 seconds

Unstoppable characters have all Control Impairing Effects removed and prevented.
Stealthed characters cannot be directly targeted by enemies. Using an attack or taking damage will instantly remove Stealth.
Enhanced Concealment Subterfuge Enhancement
  • You gain 40 Energy when you enter Concealment.
Countering Concealment Subterfuge Upgrade
  • The Skill that breaks Concealment will always be a guaranteed Critical Strike.
Subverting Concealment Subterfuge Upgrade
  • The Skill that breaks Concealment makes enemies Vulnerable for 3 seconds.

Vulnerable enemies take 20% increased damage.
Smoke Grenade Subterfuge Active
  • Throw a smoky concoction at enemies that Dazes them for 4 seconds.
  • Cooldown: 15 seconds
  • Tags: Subterfuge, Grenade

Dazed enemies cannot attack or use Skills but are still able to move.
Enhanced Smoke Grenade Subterfuge Enhancement
  • Enemies affected by Smoke Grenade take 15% increased damage.
Countering Smoke Grenade Subterfuge Upgrade
  • Lucky Hit: Dealing direct damage to enemies affected by Smoke Grenade has up to a 25% chance to reduce its Cooldown by 1 second, or by 2 seconds instead if the enemy is Vulnerable.

Vulnerable enemies take 20% increased damage.
Subverting Smoke Grenade Subterfuge Upgrade
  • If an enemy is Vulnerable, Slowed, or Chilled then Smoke Grenade will Daze them for 20% longer.

Vulnerable enemies take 20% increased damage.
Chilled enemies have reduced Movement Speed. Repeatedly Chilling an enemy will Freeze it.
Poison Trap Subterfuge Active
  • Place a trap that arms after 1.25 seconds. It activates when an enemy moves within range, applying 104 Poisoning damage over 9 seconds to enemies in the area.
  • You can have 4 armed traps out at once.
  • Cooldown: 10 seconds
  • Deals Poison Damage
  • Tags: Subterfuge, Trap
Enhanced Poison Trap Subterfuge Enhancement
  • Poison Trap Knocks Down enemies for 1.5 seconds when it activates.
Countering Poison Trap Subterfuge Upgrade
  • Poison Trap has a 20% chance to reset your Imbuement Skill Cooldowns when activated.
Subverting Poison Trap Subterfuge Upgrade
  • You deal 10% increased Poisoning damage to enemies standing inside your Poison Trap.
Exploit Subterfuge Passive
  • You deal 6% increased damage to Healthy and Injured enemies.

Healthy characters have more than 80% of their Life.
Injured characters have less than 35% of their Life.
Malice Subterfuge Passive
  • You deal 3% increased damage to Vulnerable enemies.

Vulnerable enemies take 20% increased damage.
Dark Shroud Subterfuge Active
  • Surround yourself with up to 5 protective shadows. Gain 8.0% Damage Reduction per active shadow. Each time you take direct damage, that damage is reduced and a shadow is consumed.
  • Cooldown: 20 seconds
Enhanced Dark Shroud Subterfuge Enhancement
  • Dark Shroud's shadows have a 10% chance to not be consumed.
Countering Dark Shroud Subterfuge Upgrade
  • While you have at least 2 active shadow from Dark Shroud, gain 10% Critical Strike Chance.
Subverting Dark Shroud Subterfuge Upgrade
  • Each active shadow from Dark Shroud grants you 3% increased Movement Speed.
Shadow Crash Imbuements Passive
  • Lucky Hit: Shadow damage has up to a 10% chance to Stun for 0.5 seconds.
Consuming Shadows Imbuements Passive
  • Each time you kill an enemy with Shadow Damage, you generate 10 Energy.
Shadow Imbuement Imbuements Active
  • Imbue your weapons with festering shadows. Your next 2 Imbueable Skills deal Shadow damage and infect enemies for 6 seconds. Infected enemies explode on death, dealing 12 damage to all surrounding enemies.
  • If the infection expires before the enemy dies, it will deal 12 damage to only that enemy.
  • Cooldown: 9 seconds
  • Deals Shadow Damage
Enhanced Shadow Imbuement Imbuements Enhancement
  • You have 25% increased Critical Strike Chance against Injured enemies infected by Shadow Imbuement.

Injured characters have less than 35% of their Life.
Blended Shadow Imbuement Imbuements Upgrade
  • Shadow Imbuement’s primary explosion makes enemies Vulnerable for 2 seconds.

Vulnerable enemies take 20% increased damage.
Mixed Shadow Imbuement Imbuements Upgrade
  • Enemies damaged by Shadow Imbued Skills take 12% increased non-Physical damage for 8 seconds.
Poison Imbuement Imbuements Active
  • Imbue your weapons with lethal poison. Your next 2 Imbueable Skills deal Poison damage and apply 70% oftheir Base damage as additional Poisoning damage over 5 seconds.
  • Cooldown: 9 seconds
  • Deals Poison Damage
Enhanced Poison Imbuement Imbuements Enhancement
  • Poison Imbuement’s Poisoning Duration is increased by 1 second.
Blended Poison Imbuement Imbuements Upgrade
  • Critical Strikes with Poison Imbued Skills deal 30% increased Poisoning damage.
Mixed Poison Imbuement Imbuements Upgrade
  • Lucky Hit: Poison Imbued Skills have up to a 30% chance to apply double the amount of Poisoning damage over time.
Deadly Venom Imbuements Passive
  • You deal 3% increased Poisoning damage.
Debilitating Toxins Imbuements Passive
  • Poisoned enemies deal 5% less damage.
Alchemical Advantage Imbuements Passive
  • You gain 1% increased Attack Speed for each enemy you've Poisoned, up to 15%.
Cold Imbuement Imbuements Active
  • Imbue your weapons with frigid energies. Your next 2 Imbueable Skills deal Cold damage and Chill enemies for 25% per hit.
  • Cooldown: 9 seconds

Chilled enemies have reduced Movement Speed. Repeatedly Chilling an enemy will Freeze it.
Enhanced Cold Imbuement Imbuements Enhancement
  • Lucky Hit: Cold Imbued Skills have up to a 30% chance to make enemies Vulnerable for 3 seconds.

Vulnerable enemies take 20% increased damage.
Blended Cold Imbuement Imbuements Upgrade
  • Lucky Hit: Critical Strikes with Cold Imbued Skills have up to a 20% chance to instantly Freeze enemies for 3 seconds.

Frozen enemies cannot move or attack. Enemies can be Frozen by repeadly Chilling them.
Mixed Cold Imbuement Imbuements Upgrade
  • Cold Imbued Skills deal 20% increased damage to Frozen enemies.

Frozen enemies cannot move or attack. Enemies can be Frozen by repeadly Chilling them.
Frigid Finesse Imbuements Passive
  • You deal 5% increased damage to Chilled enemies. This bonus increases to 10% against Frozen enemies.

Chilled enemies have reduced Movement Speed. Repeatedly Chilling an enemy will Freeze it.
Frozen enemies cannot move or attack. Enemies can be Frozen by repeadly Chilling them.
Chilling Weight Imbuements Passive
  • Chilled enemies have their Movement Speed further reduced by up to 10%.

Chilled enemies have reduced Movement Speed. Repeatedly Chilling an enemy will Freeze it.
Precision Imbuement Imbuements Passive
  • Imbued Skills gain 5% increased Critical Strike Chance.
Shadow Clone Ultimate Active
  • Your shadow mimicks your actions for 15 seconds.
  • The shadow deals 60% of your damage.
  • Cooldown: 60 seconds
  • Deals Physical Damage
Prime Shadow Clone Ultimate Upgrade
  • You are Unstoppable for 5 seconds after casting Shadow Clone. 

Unstoppable characters have all Control Impairing Effects removed and prevented.
Supreme Shadow Clone Ultimate Upgrade
  • Your Shadow Clone deals an additional 20% of your damage.
Innervation Ultimate Passive
  • Lucky Hit: Up to a 10% chance to gain 8 Energy.
Alchemist's Fortune Ultimate Passive
  • Non-Physical damage you deal has a 5% increased Lucky Hit Chance.
Second Wind Ultimate Passive
  • Every 100 Energy you spend grants you 5% increased Lucky Hit Chance for 5 seconds.
Trap Mastery Ultimate Passive
  • When Poison Trap or Death Trap activates, you gain 4% increased Critical Strike Chance against Vulnerable and Crowd Controlled enemies for 4 seconds.

Vulnerable enemies take 20% increased damage.
Death Trap Ultimate Active
  • Place a trap that arms after 1.25 seconds. It activates when an enemy moves within range, dealing a total of 75 damage to each enemy in the area.
  • Cooldown: 50 seconds
  • Deals Shadow Damage
  • Tags: Ultimate, Trap
Prime Death Trap Ultimate Upgrade
  • Enemies are Pulled into Death Trap when it activates.
Supreme Death Trap Ultimate Upgrade
  • If Death Trap kills an enemy, its Cooldown is reduced by 10 seconds.
Aftermath Ultimate Passive
  • After using an Ultimate Skill, restore 25 Energy.
Adrenaline Rush Ultimate Passive
  • While moving, you gain 5% increased Energy Regeneration.
Impetus Ultimate Passive
  • After moving 15 meters, your next attack deals 7% increased damage.
Haste Ultimate Passive
  • While at or above 50% maximum Energy, gain 5% increased Movement Speed. While below 50% maximum Energy, gain 5% increased Attack Speed.
Rain of Arrows Ultimate Active
  • Arrows rain down over a large area 2 times, each wave dealing 34 damage.
  • Cooldown: 60 seconds
  • Deals Physical Damage
  • Requires a Ranged weapon.
  • Tags: UIltimate, Imbueable, Marksman
Prime Rain of Arrows Ultimate Upgrade
  • Imbuement Skills effects applied by Rain of Arrows have a 20% increased potency.
Supreme Rain of Arrows Ultimate Upgrade
  • Rain of Arrows' second wave Knocks Down enemies for 3 seconds.
Momentum Key Passive Passive 
  • Cutthroat Skills grant a stack of Momentum for 8 seconds if they either:
    • Hit a Stunned, Dazed, or Frozen enemy.
    • Hit any enemy from behind.
  • While at 3 stacks of Momentum you gain:
    • 20% increased Damage Reduction
    • 30% increased Energy Regeneration
    • 15% increased Movement Speed

Dazed enemies cannot attack or use Skills but are still able to move.
Frozen enemies cannot move or attack. Enemies can be Frozen by repeadly Chilling them.
Close Quarters Combat Key Passive Passive 
  • Damaging a Close enemy with Marksman or Cutthroat Skills each grant a 10% Attack Speed bonus for 8 seconds.
  • While both Attack Speed bonuses are active, you deal 20% increased damage against Crowd Controlled enemies.
Precision Key Passive Passive 
  • Critical Strikes with Marksman Skills grant you Precision. You gain 4% increased Critical Strike Damage per stack of Precision, up to a maximum of 20%.
  • When you reach maximum Precision,your next Marksman Skill is a guaranteed Critical Strike that deals 40% increased Critical Strike Damage, then consumes all stacks of Precision.
Victimize Key Passive Passive 
  • Lucky Hit: Dealing direct damage to a Vulnerable enemy has up to a 30% chance to cause an explosion, dealing 23% of the original damage to them and surrounding enemies.

Vulnerable enemies take 20% increased damage.
Exposure Key Passive Passive
  • Lucky Hit: Dealing direct damage to an enemy affected by a Trap Skill has up to a 25% chance to:

    • Reduce the active Cooldowns of your Trap Skills by 20%
    • Drop a cluster of exploding Stun Grenades that deal 12 total Physical damage and Stun enemies for 0.50 seconds

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The Rogue is the fourth confirmed class in Diablo IV. Rogues can alternate between ranged weapons (bows or crossbows) and melee weapons (specifically daggers or swords). Just like the Barbarian's Arsenal system, they can alternate between these weapon categories, therefore, there is no locking out of skill options by picking a specific weapon choice. A skill's stats will depend on the appropriate weapons' stats: i.e. ranged skills will be calculated using ranged weapons. Another pillar of the class is mobility, which can be used for assault, quick repositioning, or to retreat.

Class Archetype: Melee, Close-Quarters Combat, Ranged
Class Resource: Energy
Damage Types
: Physical, Cold, Poison, Shadow
Class Skill Groups: Basic, Core, Agility, Subterfuge, Imbuement, Ultimate
Class Skill Examples
: Shadow Step, Caltrops, Barrage, Rain of Arrows, Dash
Unique Class Mechanic
: Class Specialization System: Choose one out of three active specializations to empower your character!
Usable Weapons and Armor: One-Handed Swords, Daggers, Bows, Crossbows

Rogues combine aspects of the original Rogue, the Amazon, Assassin and Demon Hunter.

Rogues leap from the mount and shoot a rain of arrows midair.

Talent Specializations

The Rogue has three different specializations: Combo Points, Exploit Weakness, and Shadow Realm. Each one is tied to a world-Rogue group and requires accomplishing a Rogue-specific quest to unlock. These three groups include the remnants of the Sisterhood of the Sightless Eye, the mercenaries of Kehjistan, and the outlaw smugglers of Hawezar.

Imbue System

The Imbue system can modify the damage type of multiple skills with either Cold, Poison, or Shadow damage, as well as add secondary effects depending on type.

Rogues can lace their weapons with cursed oils, causing them to deal Shadow damage. Cursed enemies that die explode, inflicting a large amount of damage to nearby targets and can be an effective screen clear if a player can maintain the AoE momentum. Just like the Sorceress, they are also capable of applying Chill effects with Cold attacks that builds up to a full Freeze over time.


Main Resource: Rogues main resource is Energy, but they also build Combo Points, which can be spent when using certain Skills.

Class Mechanic: Class Specialization. Rogues can choose one of the three Class Specializations. It is currently unknown if players have to stick to one of them, or can end up having all three active at the same time.

  • Combo Points: Combo Points are accumulated by activating basic Rogue skills. Then, they can be spent on Core Skills to trigger additional effects.
  • Inner Sight: Allows you to fill a gauge by attacking marked enemies, doing so will allow you to use unlimited energy for a short period of time. Useful against Bosses.
  • Preparation: Preparation requires level 30.

Stats

When leveling up, Core Stats give the following bonuses to all Classes:

  • Strength: +1 Armor per point
  • Intelligence: +0.05% All Resistance per point
  • Willpower: +0.1% Healing Received and +0.25% Overpower Damage per point
  • Dexterity: +0.025% Dodge Chance per point

The following three stats are the most important for Rogues:

  1. Dexterity: Increases damage and improves dodge probability. Rogues get x0.1% Skill Damage per Dexterity point.
  2. Strength: Improves energy recovery. Rogues get x0.1% Resource Generation per point Strength point.
  3. Intelligence: Increases critical chance. Rogues get x0.02% Critical Strike Chance per Intelligence point.

Pros and Cons

Here you can learn about the strengths and weaknesses of playing a Rogue, and whether this aligns with your style of play.

Pros

+ Versatility: Rogues are versatile by nature. They can fight both using melee or ranged weapons, or even lay traps around them. This can also be imbued with different types of damage. This makes Rogues highly customizable, granting them the possibility to suit different styles of play.

+ High Damage Output: Rogues are a high-damage output class. Core Skills hit incredibly hard, and with some passives can be boosted even more.

+ Nimbleness: Rogues are probably the nimblest class among all five Classes. This allows them to move around the battlefield more easily, as well as becoming a harder to hit target for enemies.

Cons

- Squishy: Although Rogues can go melee, always prepare a way out previously. Trapped Rogues will probably be dead Rogues.

- Conditional Effects: Your combo starting skills such as Crowd Control or debuff abilities, if not connected properly, may limit your maneuverability during combat, vastly limiting your options.

- Positioning: This is specially true for Ranged Builds. Many Rogue Skills rely on positions to maximize their effect, and always demand players to be aware and mindful of their surroundings.

Rogue Class Specialization

In Diablo 4, each class has a unique mechanic that sets it apart from the others, and for the Rogue, it's the Specialization system. This system allows players to choose one out of three passive bonuses that enhance their playstyle, and it can be swapped at any time, even in the middle of combat. In this article, we will delve into the details of the Rogue's Specialization system and explore how it contributes to the build-making process.

How to unlock the Class Specialization

The Specialization system for the Rogue unlocks at level 15 after completing a special Rogue-only questline, called True Potential. This questline introduces players to the Rogue's abilities and playstyle and culminates in a challenging encounter that tests their skills.

Swapping Your Specialization

The Rogue's Specialization system allows players to swap their passive bonus at any time, even in the middle of combat. This flexibility allows players to adjust their playstyle on the fly, making it easier to adapt to different situations and enemies. However, swapping Specializations comes at a cost: each time you do it, there is a cooldown before you can swap again.

Combo Points

"Your Basic Skills now Generate Combo Points. Certain skills consume Combo Points for additional effects."

Combo Points are a powerful tool that can be used to enhance any Core Skill, making it even more potent and devastating. This mechanic is especially useful in the early game when Energy recovery options are limited, and Basic Skills make up a significant portion of your attacks. By combining Basic and Core Skills, you can build up to three Combo Points, which can be used to unleash a more powerful Core Skill at no extra cost. In this article, we will explore the Combo Point system and how it can be used to enhance your Rogue's abilities.

How Combo Points Work

Combo Points are built up by using Basic Skills. Each Basic Skill generates one Combo Point per use, up to a maximum of three Combo Points. Once you have built up three Combo Points, you can use a Core Skill to unleash a devastating attack that deals extra damage and has additional effects.

Core Skill 1 Combo Point 2 Combo Points 3 Combo Points
Barrage
  • +20% Damage
  • +6 Arrows fired
  • +40% Damage
  • +7 Arrows fired
  • +60% Damage
  • +8 Arrows fired
Rapid Fire
  • +13% Damage
  • +6 Arrows fired
  • +26% Damage
  • +6 Arrows fired
  • +39% Damage
  • +6 Arrows fired
Penetrating Shot
  • +30% Damage
  • +10% Knocdown chance
  • +60% Damage
  • +20% Knocdown chance
  • +90% Damage
  • +30% Knocdown chance
Flurry
  • +30% Attack Speed
  • +25% Damage
  • +1.5 Second Bonus
  • +30% Attack Speed
  • +50% Damage
  • +3 Second Bonus
  • +30% Attack Speed
  • +75% Damage
  • +4.5 Second Bonus
Twisting Blades
  • +30% Damage
  • +20% Movement Speed
  • +60% Damage
  • +40% Movement Speed
  • +90% Damage
  • +60% Movement Speed

Inner Sight

"Attack marked enemies to fill up your Inner Sight gauge. When it's full, gain unlimited Energy for 4 seconds."

Inner Sight , which unlocks at level 20, allows players to mark a random enemy in a group, and hitting the marked enemies fills up the Inner Sight gauge located next to the Energy bar. The gauge fills up faster with larger hits, making it more beneficial for stronger characters. Once the gauge is full, players gain unlimited Energy for four seconds, regardless of how little they had before.

This specialization is useful in two different scenarios. Firstly, if you reliably hit most of a pull with your abilities at all times, such as with Penetrating Shot or Flurry. Secondly, if you can easily target and hit the right enemy in a pull at will, such as with Twisting Blades or Shadow Step. In regular gameplay, players can expect a proc every 10-20 seconds of combat, depending on their clear speed. Against bosses, it procs even faster if the player's damage is good.

Overall, Inner Sight is an incredibly useful specialization for the Rogue class. Its ability to provide unlimited energy for a short time can be a lifesaver in many combat situations, and players can easily tailor their playstyle to take advantage of this unique mechanic.

Preparation

Preparation is unlocked at level 30.

D4 Guides & Tips