Tags: Ranged, Melee, Magic, Poison. Get ready to go Rogue in Diablo IV.
| Name | Cluster | Type | Description |
|---|---|---|---|
| Invigorating Strike | Basic | Active |
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| Enhanced Invigorating Strike | Basic | Enhanced |
Injured characters have less than 35% of their Life. |
| Fundamental Invigorating Strike | Basic | Upgrade |
Vulnerable enemies take 20% increased damage. |
| Primary Invigorating Strike | Basic | Upgrade |
Injured characters have less than 35% of their Life. |
| Blade Shift | Basic | Active |
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| Enhanced Blade Shift | Basic | Enhancement |
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| Fundamental Blade Shift | Basic | Upgrade |
Dazed enemies cannot attack or use Skills but are still able to move. |
| Primary Blade Shift | Basic | Upgrade |
|
| Puncture | Basic | Active |
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| Enhanced Puncture | Basic | Enhancement |
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| Primary Puncture | Basic | Upgrade |
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| Fundamental Puncture | Basic | Upgrade |
Vulnerable enemies take 20% increased damage. |
| Heartseeker | Basic | Active |
|
| Enhanced Heartseeker | Basic | Enhancement |
Vulnerable enemies take 20% increased damage. |
| Fundamental Heartseeker | Basic | Upgrade |
|
| Primary Heartseeker | Basic | Upgrade |
|
| Forceful Arrow | Basic | Active |
Vulnerable enemies take 20% increased damage. |
| Enhanced Forceful Arrow | Basic | Enhancement |
|
| Primary Forceful Arrow | Basic | Upgrade |
Vulnerable enemies take 20% increased damage. |
| Fundamental Forceful Arrow | Basic | Upgrade |
|
| Barrage | Core | Active |
|
| Enhanced Barrage | Core | Enhancement |
Vulnerable enemies take 20% increased damage. |
| Improved Barrage | Core | Upgrade |
Vulnerable enemies take 20% increased damage. |
| Advanced Barrage | Core | Upgrade |
|
| Twisting Blades | Core | Active |
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| Enhanced Twisting Blades | Core | Enhancement |
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| Advanced Twisting Blades | Core | Upgrade |
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| Improved Twisting Blades | Core | Upgrade |
Dazed enemies cannot attack or use Skills but are still able to move. |
| Sturdy | Core | Passive |
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| Siphoning Strikes | Core | Passive |
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| Flurry | Core | Active |
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| Enhanced Flurry | Core | Enhancement |
Vulnerable enemies take 20% increased damage. |
| Advanced Flurry | Core | Upgrade |
|
| Improved Flurry | Core | Upgrade |
Vulnerable enemies take 20% increased damage. |
| Penetrating Shot | Core | Active |
|
| Enhanced Penetrating Shot | Core | Enhancement |
|
| Advanced Penetrating Shot | Core | Upgrade |
|
| Improved Penetrating Shot | Core | Upgrade |
|
| Stutter Step | Core | Passive |
|
| Rapid Fire | Core | Active |
|
| Enhanced Rapid Fire | Core | Enhancement |
|
| Advanced Rapid Fire | Core | Upgrade |
|
| Improved Rapid Fire | Core | Upgrade |
Vulnerable enemies take 20% increased damage. |
| Shadow Step | Agility | Active |
Unstoppable characters have all Control Impairing Effects removed and prevented. |
| Enhanced Shadow Step | Agility | Enhancement |
|
| Disciplined Shadow Step | Agility | Upgrade |
|
| Methodical Shadow Step | Agility | Upgrade |
|
| Rugged | Agility | Passive |
|
| Reactive Defense | Agility | Passive |
|
| Caltrops | Agility | Active |
|
| Enhanced Caltrops | Agility | Enhancement |
|
| Disciplined Caltrops | Agility | Upgrade |
Vulnerable enemies take 20% increased damage. |
| Methodical Caltrops | Agility | Upgrade |
Chilled enemies have reduced Movement Speed. Repeatedly Chilling an enemy will Freeze it. |
| Concussive | Agility | Passive |
|
| Trick Attacks | Agility | Passive |
Dazed enemies cannot attack or use Skills but are still able to move. |
| Rapid Gambits | Agility | Passive |
Dazed enemies cannot attack or use Skills but are still able to move. |
| Dash | Agility | Active |
|
| Enhanced Dash | Agility | Enhancement |
|
| Disciplined Dash | Agility | Upgrade |
Dazed enemies cannot attack or use Skills but are still able to move. |
| Methodical Dash | Agility | Upgrade |
|
| Weapon Mastery | Agility | Passive |
Healthy characters have more than 80% of their Life. Vulnerable enemies take 20% increased damage. |
| Agile | Subterfuge | Passive |
|
| Mending Obscurity | Subterfuge | Passive |
Stealthed characters cannot be directly targeted by enemies. Using an attack or taking damage will instantly remove Stealth. |
| Concealment | Subterfuge | Active |
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 |
|
| Countering Concealment | Subterfuge | Upgrade |
|
| Subverting Concealment | Subterfuge | Upgrade |
Vulnerable enemies take 20% increased damage. |
| Smoke Grenade | Subterfuge | Active |
Dazed enemies cannot attack or use Skills but are still able to move. |
| Enhanced Smoke Grenade | Subterfuge | Enhancement |
|
| Countering Smoke Grenade | Subterfuge | Upgrade |
Vulnerable enemies take 20% increased damage. |
| Subverting Smoke Grenade | Subterfuge | Upgrade |
Vulnerable enemies take 20% increased damage. Chilled enemies have reduced Movement Speed. Repeatedly Chilling an enemy will Freeze it. |
| Poison Trap | Subterfuge | Active |
|
| Enhanced Poison Trap | Subterfuge | Enhancement |
|
| Countering Poison Trap | Subterfuge | Upgrade |
|
| Subverting Poison Trap | Subterfuge | Upgrade |
|
| Exploit | Subterfuge | Passive |
Healthy characters have more than 80% of their Life. Injured characters have less than 35% of their Life. |
| Malice | Subterfuge | Passive |
Vulnerable enemies take 20% increased damage. |
| Dark Shroud | Subterfuge | Active |
|
| Enhanced Dark Shroud | Subterfuge | Enhancement |
|
| Countering Dark Shroud | Subterfuge | Upgrade |
|
| Subverting Dark Shroud | Subterfuge | Upgrade |
|
| Shadow Crash | Imbuements | Passive |
|
| Consuming Shadows | Imbuements | Passive |
|
| Shadow Imbuement | Imbuements | Active |
|
| Enhanced Shadow Imbuement | Imbuements | Enhancement |
Injured characters have less than 35% of their Life. |
| Blended Shadow Imbuement | Imbuements | Upgrade |
Vulnerable enemies take 20% increased damage. |
| Mixed Shadow Imbuement | Imbuements | Upgrade |
|
| Poison Imbuement | Imbuements | Active |
|
| Enhanced Poison Imbuement | Imbuements | Enhancement |
|
| Blended Poison Imbuement | Imbuements | Upgrade |
|
| Mixed Poison Imbuement | Imbuements | Upgrade |
|
| Deadly Venom | Imbuements | Passive |
|
| Debilitating Toxins | Imbuements | Passive |
|
| Alchemical Advantage | Imbuements | Passive |
|
| Cold Imbuement | Imbuements | Active |
Chilled enemies have reduced Movement Speed. Repeatedly Chilling an enemy will Freeze it. |
| Enhanced Cold Imbuement | Imbuements | Enhancement |
Vulnerable enemies take 20% increased damage. |
| Blended Cold Imbuement | Imbuements | Upgrade |
Frozen enemies cannot move or attack. Enemies can be Frozen by repeadly Chilling them. |
| Mixed Cold Imbuement | Imbuements | Upgrade |
Frozen enemies cannot move or attack. Enemies can be Frozen by repeadly Chilling them. |
| Frigid Finesse | Imbuements | Passive |
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 reduced Movement Speed. Repeatedly Chilling an enemy will Freeze it. |
| Precision Imbuement | Imbuements | Passive |
|
| Shadow Clone | Ultimate | Active |
|
| Prime Shadow Clone | Ultimate | Upgrade |
Unstoppable characters have all Control Impairing Effects removed and prevented. |
| Supreme Shadow Clone | Ultimate | Upgrade |
|
| Innervation | Ultimate | Passive |
|
| Alchemist's Fortune | Ultimate | Passive |
|
| Second Wind | Ultimate | Passive |
|
| Trap Mastery | Ultimate | Passive |
Vulnerable enemies take 20% increased damage. |
| Death Trap | Ultimate | Active |
|
| Prime Death Trap | Ultimate | Upgrade |
|
| Supreme Death Trap | Ultimate | Upgrade |
|
| Aftermath | Ultimate | Passive |
|
| Adrenaline Rush | Ultimate | Passive |
|
| Impetus | Ultimate | Passive |
|
| Haste | Ultimate | Passive |
|
| Rain of Arrows | Ultimate | Active |
|
| Prime Rain of Arrows | Ultimate | Upgrade |
|
| Supreme Rain of Arrows | Ultimate | Upgrade |
|
| Momentum | Key Passive | Passive |
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 |
|
| Precision | Key Passive | Passive |
|
| Victimize | Key Passive | Passive |
Vulnerable enemies take 20% increased damage. |
| Exposure | Key Passive | Passive |
|
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.
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.
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.
When leveling up, Core Stats give the following bonuses to all Classes:
The following three stats are the most important for Rogues:
Here you can learn about the strengths and weaknesses of playing a Rogue, and whether this aligns with your style of play.
+ 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.
- 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.
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.
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.
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.
"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.
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 |
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| Rapid Fire |
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| Penetrating Shot |
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| Flurry |
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| Twisting Blades |
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"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 is unlocked at level 30.
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