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Rogue Class Overview


The Rogue is one of the 5 classes available in Diablo 4. Learn all about their Strengths, Weaknesses, Skills, Items and Tips & Tricks in our overview!

All information in this article is from the Press Preview Access of Diablo 4. The content presented here is subject to change, and will be updated as we learn more.


Class Identity

The Rogue is a fast, agile fighter relying on a combination of melee and ranged attacks as well as various tricks up their sleeves such as grenades and traps. They are fun to play with fast-paced action and many customization options. Their combat style can range from very methodical to lightning-fast zapping around the battlefield. Their skills are fueled by Energy, a resource that slowly recovers on its own or can be filled up quickly through various effects. Most skills deal Physical damage by default but there are various mechanics also delving into Cold, Poison and Shadow damage types.

Strengths

  • Rogues deal high damage. All Core Skills are impactful and you have access to a range of passives that further boost your damage in many situations. While Energy is a scarce resource to fuel your Core Skills, you have many ways to recover it quickly and allow for spamming of your most powerful abilities.
  • Rogues are fast. They have multiple movement skills on a short cooldown and various ways to boost their base Movement Speed through active skills and passives. In addition, Rogues have many ways of applying various Crowd Control effects such as Slow, Chill, Freeze and Stun. They also have access to the special Daze mechanic through their Smoke Grenade skill.
  • Rogues are versatile. You can combine melee and ranged abilities, imbue your attacks, move around and lay traps. A lot of combinations are possible to customize your build and adjust to your playstyle.

Weaknesses

  • Rogues rely on positioning. Skills like Penetrating Shot or Twisting Blades are particularly sensitive to where you and your enemies are located but the same applies to all archetypes including melee and trap-based builds. Ranged builds in general need to pay attention to where they tread to maximize their output without dying.
  • Rogues are squishy. Especially with melee builds you need to be very careful as the class doesn't have access to a lot of strong defensive mechanics. Dark Shroud is the only really powerful source of damage reduction but has a long cooldown and requires you to dodge most attacks, something that is not easily achievable in the midst of combat.
  • Rogues have many conditional effects. While the vast toolkit available to you allow many exciting ways to build your character, you are also bound by their limitations. When you don't get to apply your Crowd Control or Vulnerable effects, your damage done might suffer and you open yourself up for retaliation from your enemies.

Equipment

The Rogue has the following item slots:

Armor:

  • Helm
  • Chest
  • Gloves
  • Pants
  • Boots

Jewelry:

  • Amulet
  • Ring x2

Weapons:

  • Ranged Weapon
  • One-Handed Weapon x2
Rogue Equipment

A Rogue specialty is their ability to equip two one-handed melee weapons (Swords/Daggers) and a ranged weapon (Bow/Crossbow) at the same time and swap between depending on the ability used. Certain abilities require a specific weapon to be equipped and unlike the Barbarians with their Arsenal System, you cannot choose which weapon to use for which ability.

The stats of each weapon are always applied, meaning even with a full melee or full ranged build, you still benefit from equipping the other weapon types.


Skill Tree & Passives

Skill points are unlocked by level-ups and the Renown system. As you spend more points, you unlock more and more categories of skills. Each active skill can be leveled up to 5 times or more with items, increasing their power (usually +10% of the base value) or reducing their cooldown by 5% with each additional rank. After unlocking a skill, you can enhance it with another point and then choose one out of two upgrades to specialize it further.

In addition, there are passives found all over the tree, attached as optional choices to certain skill clusters. They grant small bonuses to damage, defense or utility under certain conditions and help to round out your build by shifting it further in the direction you want to take. All passives have 3 ranks and usually scale linearly.

Check out our Skill Tree Overview to learn more details.

Rogue Skill Tree

Basic Skills

The Rogue's Basic Skills are weak and mostly utility skills used to apply various debuffs, recover Energy or build Combo Points in most fights. However, when you run out of resources, they are useful to finish off small enemies or to add extra chip damage against an Elite while you prepare for a stronger attack later.

Invigorating Strike in action

Puncture

Tags: Basic, Ranged
Lucky Hit Chance: 50%
Damage Type: Physical
Description: Throw blades at a short distance, dealing 37% damage. Every 3rd cast Slows enemies by 20% for 2 seconds. Critical Strikes will always slow.
Enhancement: Gain 2 Energy when Puncture damages a Crowd Controlled enemy.
Upgrade 1 (Primary): Every 3rd cast of Puncture will also ricochet up to 2 times. Critical Strikes always ricochet.
Upgrade 2 (Fundamental): 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.
Impression: This skill seems particularly useful in later stages when near permanent Critical Strikes both apply a slow and recover Energy from various targets. Otherwise it can be a consistent source of the Vulnerable debuff against single targets to boost DPS even early on. Note that this skill scales with your melee weapons despite attacking at range.

Heartseeker

Tags: Basic, Ranged
Lucky Hit Chance: 50%
Damage Type: Physical
Description: Fire an arrow that seeks an enemy, dealing 39% damage and increasing your Critical Strike Chance against them by +3% for 4 seconds, up to +15%.
Enhancement: When Heartseeker Critically Strikes, gain +8% Attack Speed for 4 seconds. Double this amount if the enemy is Vulnerable.
Upgrade 1 (Primary): Heartseeker ricochets to an additional enemy, dealing 30% of the original damage.
Upgrade 2 (Fundamental): Heartseeker also increases the Critical Strike Damage the enemy takes by +5% for 4 seconds, up to +25%.
Impression: This skill is great for ranged combat against one or two enemies, but only shines with a high Critical Strike Chance. The arrow seeks out enemies automatically and rarely misses even against moving targets.

Forceful Arrow

Tags: Basic, Ranged
Lucky Hit Chance: 50%
Damage Type: Physical
Description: Fire a powerful arrow at an enemy, dealing 35% damage. Every 3rd cast makes the enemy Vulnerable for 2 seconds.
Enhancement: Every 3rd cast additionally has a 15% increased Critical Strike Chance.
Upgrade 1 (Primary): Forceful Arrow pierces through Vulnerable enemies.
Upgrade 2 (Fundamental): Forceful Arrow Knocks Back the enemy if they are Close. If they collide with an enemy, both are Knocked Down for 1.5 seconds.
Impression: This skill is useful for ranged combat at all stages and a great source of Vulnerable against single targets. With constant knockbacks you are well protected against melee enemies.

Invigorating Strike

Tags: Basic, Melee
Lucky Hit Chance: 50%
Damage Type: Physical
Description: Melee attack an enemy, dealing 41% damage and increasing Energy Regeneration by x20% for 3 seconds.
Enhancement: Damaging a Crowd Controlled or Injured enemy with Invigorating Strike increases its Energy Regeneration bonus to x30%.
Upgrade 1 (Primary): Invigorating Strike additionally grants 8% Lucky Hit Chance. Hitting a Crowd Controlled or Injured enemy increases this bonus to 16% Lucky Hit Chance.
Upgrade 2 (Fundamental): Hitting an enemy while below 50% Energy makes them Vulnerable for 3 seconds.
This skill helps a lot with keeping up Energy, especially in the early levels where regeneration is the only source of recovery. It also helps to apply Vulnerable on single targets. Other than that, it may be useful for its Lucky Hit Chance bonus for certain builds.

Blade Shift

Tags: Basic, Melee
Lucky Hit Chance: 35%
Damage Type: Physical
Description: Quickly stab your victim for 27% damage and shift, allowing you to move freely through enemies for 3 seconds.
Enhancement: Damaging an enemy grants +5% Movement Speed while Blade Shift is active, up to +20%.
Upgrade 1 (Primary): While Blade Shift is active you gain 15% to all non-Physical Resistances and reduce the duration of Control Impairing Effects by 20%.
Upgrade 2 (Fundamental): Moving through an enemy while Blade Shift is active refreshes its duration. After moving through 5 enemies, your next Blade Shift will Immobilize enemies for 2 seconds.
Impression: This skill seems relatively weak on paper but attacks really fast compared to other Basic Skills. It also adds lots of extra defense which is useful for a melee playstyle.

Core Skills

These skills are the bread and butter of most Rogue builds. They spend lots of Energy but deal much higher damage and hit more targets than Basic skills. In addition, Core Skills can be amplified by Combo Points generated with Basic Skills if the appropriate Specialization is chosen, allowing more tactical gameplay and better use of your resources.

Flurry in action

Barrage

Tags: Core, Imbueable, Ranged
Energy Cost: 30
Lucky Hit Chance: 20%
Requirement: Ranged weapon
Damage Type: Physical
Description: Unleash a barrage of 5 arrows that expands outwards, each dealing 37% 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.
Enhancement: Barrage's ricochet chance is increased to 100% for arrows that damage a Vulnerable enemy or Critically Strike any enemy.
Upgrade 1 (Improved): Every 3rd cast of Barrage makes enemies Vulnerable for 2 seconds.
Upgrade 2 (Advanced): Whenever a single cast of Barrage ricochets at least 4 times, your next cast gains +20% increased Critical Strike Chance.
Combo Point Effects: Combo Points increase damage and arrows fired: 44%/52%/59% damage, 6/7/8 arrows.
Impression: This is a great ranged Core Skill, combining both pack clear with good single target damage. The first arrow always fires exactly in front of you and further arrows at an increasing angle slightly towards the left and right in front of you, up to ~30°. Multiple arrows can hit the same enemy to increase single target damage at close range.

Rapid Fire

Tags: Core, Imbueable, Ranged
Energy Cost: 25
Lucky Hit Chance: 20%
Requirement: Ranged weapon
Damage Type: Physical
Description: Rapidly fire 5 arrows, each dealing 28% damage.
Enhancement: Each subsequent arrow from Rapid Fire has +5% increased Critical Strike Chance, up to +25% for the 5th arrow.
Upgrade 1 (Improved): Gain 15 Energy per cast of Rapid Fire when it damages a Vulnerable enemy.
Upgrade 2 (Advanced): Rapid Fire deals x30% increased Critical Strike damage for 3 seconds after you Evade.
Combo Point Effects: Combo Points increase damage and arrows fired: 31%/34%/39% damage, 6/7/8 arrows.
Impression: This is a more single target oriented ranged skill. Multiple arrows can hit the same enemy to allow safe long-distance boss killing, but the skill struggles in dealing with big packs of enemies.

Penetrating Shot

Tags: Core, Imbueable, Ranged
Energy Cost: 35
Lucky Hit Chance: 50%
Requirement: Ranged weapon
Damage Type: Physical
Description: Fire an arrow that pierces through all enemies in a line, dealing 124% damage.
Enhancement: Penetrating Shot deals x20% increased damage per enemy it pierces.
Upgrade 1 (Improved): If Penetrating Shot damages at least 3 enemies, your next Penetrating Shot has a +20% increased Critical Strike Chance.
Upgrade 2 (Advanced): 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.
Combo Point Effects: Combo Points increase damage and grant a chance to Knock Down for 1.5 seconds: 161%/198%/236% damage, 10%/20%/30% chance.
Impression: This is a powerful pack clearing skill with a high cost. With proper positioning you can mow through enemies quickly, then finish the remaining with another shot or skill.

Flurry

Tags: Core, Imbueable, Melee
Energy Cost: 25
Lucky Hit Chance: 35%
Requirement: Dual-wielded weapons
Damage Type: Physical
Description: Unleash a flurry of stabs and slashes, dealing 106% damage to enemies in front of you.
Enhancement: Each time Flurry damages a Crowd Controlled or Vulnerable enemy, you are Healed for 1% of your Maximum Life, up to 12% per cast.
Upgrade 1 (Improved): If Flurry hits any Vulnerable enemy it will make all enemies hit by that cast Vulnerable for 3 seconds.
Upgrade 2 (Advanced): Evading through an enemy will cause your next Flurry to Stun enemies for 2.5 seconds.
Combo Point Effects: Combo Points increase damage and grant a +30% Attack Speed bonus: 133%/159%/186% damage, 1.5/3.0/4.5 second bonus.
Impression: This skill is the primary melee Core skill. Simple to use and nearly spammable with some investment in Energy recovery. This skill hits 4 times for one quarter of its tooltip value per use, making it great combined with Imbuement skills and for lucky hit chance effects.

Twisting Blades

Tags: Core, Imbueable, Melee
Energy Cost: 30
Lucky Hit Chance: 35%
Requirement: Dual-wielded weapons
Damage Type: Physical
Description: Impale an enemy on your blades, dealing 80% damage and making them take x8% increased damage while impaled. After 1.5 seconds the blades return to you, piercing enemies for 104% damage.
Enhancement: Twisting Blades deals x30% increased damage when returning.
Upgrade 1 (Improved): Enemies are Immobilized while impaled with Twisting Blades.
Upgrade 2 (Advanced): When your Twisting Blades return, you gain +10% Cooldown Reduction per enemy they passed through for 5 seconds, up to +30%.
Combo Point Effects: Combo Points increase damage and grant a Movement Speed bonus: 104%/128%/151% damage, 20%/40%/60% bonus.
Impression: This skill opens up an advanced, fast-paced way of playing Rogue. You need to hit the right target, then Evade, Dash or Shadow Step in position for the returning blades to follow you through a pack. The returning blades home in on you from the original location with very high speed, but you can outrun them briefly to increase their distance covered and hit more enemies with a single attack. Difficult to use but incredibly fun once it all comes together.

Passives

In the Core Skill cluster, you can also choose the following passive bonuses:

Sturdy
Description: You gain x4%/x8%/x12% Close Damage Reduction.
Impression: Investing into defenses isn't necessary early on, but this might be useful for melee builds later on.
Siphoning Strikes
Description: Heal for 1%/2%/3% of your Maximum Life when you Critically Striking Close enemies.
Impression: With a high Critical Strike Chance this can keep your life up easily, especially when using fast-hitting skills such as Flurry or Barrage.
Requires 1 point in Sturdy.
Stutter Step
Description: Critically Striking an enemy grants +5%/+10%/+15% Movement Speed for 4 seconds.
Impression: Movement Speed is difficult to come by. This passive seems like a great choice once you can keep it up most of the time.

Agility Skills

These skills move you around the battlefield, allowing quick repositioning or engaging of enemies. Almost every build should have at least one of these, with Dash being a great universal skill for fast-paced Rogue action.

Shadow Step

Tags: Agility, Imbueable, Melee
Cooldown: 9.0 seconds
Lucky Hit Chance: 100%
Damage Type: Physical
Description: Become Unstoppable and quickly move through the shadows to stab your victim from behind for 128% damage. Gain 50% increased Movement Speed for 2 seconds afterwards.
Enhancement: Damaging an enemy with Shadow Step increases your Critical Strike Chance against them by +8% for 3 seconds.
Upgrade 1 (Methodical): Enemies damaged by Shadow Step are Immobilized for 2 seconds.
Upgrade 2 (Disciplined): Shadow Step's Cooldown is reduced by 3 seconds when it damages an enemy you haven't dealt direct damage to in the last 4 seconds.
Impression: This skill is great for a melee playstyle revolving around Twisting Blades because it allows quick repositioning in combat. Additionally, you can use it to teleport through impassable terrain such as cliffs to potentially skip a long walk if no direct path is available, making it a great choice for any outdoor farming build.

Dash

Tags: Agility, Imbueable, Melee
Charges: 2
Charge Cooldown: 10.0 seconds
Lucky Hit Chance: 25%
Damage Type: Physical
Description: Dash forward and slash enemies for 65% damage.
Enhancement: Enemies damage by Dash take x20% increased Critical Strike Damage for 5 seconds.
Upgrade 1 (Methodical): Dealing damage to Crowd Controlled enemies with Dash reduces its Charge Cooldown by 0.5 seconds, up to 3 seconds per cast.
Upgrade 2 (Disciplined): Dash Slows enemies it hits by 30% for 3 seconds. Any enemy already Slowed will be Stunned for 2 seconds instead.
Impression: This skill is amazing for mobility and the heart of what it means to play a Rogue. It's ineffective for dealing damage but allows you to zoom around the battlefield at a glance to either engage, reposition or escape if needed. With more points invested and some Cooldown Reduction this skill can be used frequently to increase overall mobility

Caltrops

Tags: Agility, Trap
Charges: 2
Cooldown: 12.0 seconds
Lucky Hit Chance: 25%
Damage Type: Physical
Description: Leap backwards and throw caltrops on the ground, dealing 53% damage and Slowing enemies by 50%. Lasts 6 seconds.
Enhancement: Enemies take x3% increased damage from all sources each second they are in Caltrops.
Upgrade 1 (Methodical): Caltrops now deals Cold damage and Chills enemies for 20% per second.
Upgrade 2 (Disciplined): You have +5% Critical Strike Chance against enemies inside your Caltrops. Double this amount against Vulnerable enemies.
Impression: This skill is useful for a defensive ranged playstyle to keep enemies away and kite them. Additionally, it synergizes with a Trap-based playstyle by constantly applying a Trap and Crowd Control effect to enemies, enabling other procs and the Exposure ultimate passive.

Passives

In the Agility Skill cluster, you can also choose the following passive bonuses:

Weapon Mastery
Description: Gain a bonus when attacking based on weapon type:
Daggers: x5%/x10%/x15% increased damage to Healthy enemies.
Swords: x3%/x6%/x9% increased damage.
Bows: x4%/x8%/x12% increased damage to Vulnerable enemies.
Crossbows: x5%/x10%/x15% increased Critical Strike Damage.
Impression: Great passive that improves your damage in various ways, especially for melee builds. With ranged attacks, more investment is necessary to get it to work, but the payoff is significant.
Concussive
Description: After Knocking Back or Knocking Down an enemy, you gain +5%/+10%/+15% increased Critical Strike Chance against them for 3 seconds.
Impression: This passive is tailored towards synergy with Forceful Arrow and Penetrating Shot for impactful nukes and enables further synergies with crit-based effects.
Rugged
Description: Gain x5%/x10%/x15% Damage Reduction against Damage Over Time effects.
Impression: Damage Over Time effects don't seem particularly dangerous so this passive is mostly a niche choice unless you want to stack all the defenses you can.
Reactive Defense
Description: Gain x4.5%/x9.0%/x13.5% Damage Reduction while inflicted with Control Impairing Effects.
Requires 1 point in Rugged.
Impression: This passive seems quite useful to avoid dying when Stunned, Frozen and similar. Additionally, even soft Crowd Controls such as Slow and Chill reduce your damage taken, making this a powerful defensive choice. This passive's usefulness can be further boosted with Topazes socketed into your armor slots that have the same effect.

Subterfuge Skills

This cluster of skills adds various utility choices to your setup. Generally you want to choose one of these depending on your build and playstyle to assist you either offensively, defensively or both. They massively add to the Rogue's class identity by giving you a little box of tricks to choose from.

Dark Shroud

Tags: Subterfuge
Cooldown: 20.0 seconds
Description: Surround yourself with up to 5 protective shadows. Gain +8% Damage Reduction per active shadow. Each time you take direct damage, that damage is reduced and shadow is consumed.
Enhancement: Dark Shroud's shadows have a 10% chance to not be consumed.
Upgrade 1 (Subverting): Each active shadow from Dark Shroud grants you +3% increased Movement Speed.
Upgrade 2 (Countering): While you have at least 2 shadows from Dark Shroud, gain +10% Critical Strike Chance.
Impression: This skill is amazing for any build, especially ranged builds. The damage reduction is significant when you can avoid most small hits and keep the stack count high. This might not always be possible for melee builds where you constantly take chip damage, but it can still help against elites and bosses. Additionally, it allows faster travel with increased Movement Speed.

Smoke Grenade

Tags: Subterfuge, Grenade
Cooldown: 15.0 seconds
Description: Throw a smoky concoction at enemies that Dazes them for 4 seconds.
Enhancement: Enemies affected by Smoke Grenade take x15% increased damage.
Upgrade 1 (Subverting): If an enemy is Vulnerable, Slowed, or Immobilized Smoke Grenade Dazes them for x20% longer.
Upgrade 2 (Countering): Lucky Hit: Dealing direct damage to enemies affected by Smoke Grenade has a 25% chance to reduce its Cooldown by 1 second, or by 2 seconds instead if the enemy is Vulnerable.
Impression: This skill is extremely useful when fighting powerful or high level enemies. Even with little investment the Daze effect feels like an eternity. Against NPCs it works almost like a ranged stun on demand that also amplifies anyone's damage done to them.

Poison Trap

Tags: Subterfuge, Trap
Cooldown: 10.0 seconds
Lucky Hit Chance: 33%
Damage Type: Poison
Description: Place a trap that arms after 1.25 seconds. It activates when an enemy moves within range, applying 610% Poisoning damage over 9 seconds to enemies in the area.
Enhancement: Poison Trap Immobilizes enemies for 2 seconds when it activates.
Upgrade 1 (Subverting): Enemies take x10% increased Poisoning damage while standing in Poison Trap.
Upgrade 2 (Countering): Poison Trap has a 20% chance to reset your Imbuement Skill Cooldowns when activated.
Impression: This skill is mostly useful for a full Trap-based playstyle combined with Caltrops and Exposure. The activation delay and long duration makes it difficult to get full value out of it, but if you do, it deals considerable damage and speeds up elite and boss kills significantly. In addition, it deals Poison damage, enabling further synergies with some passives and Poison Imbuement.

Concealment

Tags: Subterfuge
Cooldown: 20.0 seconds
Description: Vanish from sight, gaining Stealth for 4 seconds. During Concealment you additionally become Unstoppable, gain +25% Movement Speed, and can move through enemies freely.
Using an attack Skill during Concealment will break Concealment.
Enhancement: You gain 40 Energy when you enter Concealment.
Upgrade 1 (Subverting): The Skill that breaks Concealment makes enemies Vulnerable for 3 seconds.
Upgrade 2 (Countering): The Skill that breaks Concealment will always be a guaranteed Critical Strike.
Impression: This skill covers a lot of all-round utility. The whole package of faster movement, Energy recovery and a strong ambush attack makes it a great pick-up for almost any build, melee or ranged. Other players can still see you if they pay attention to their surroundings as you are not 100% transparent.

Passives

In the Subterfuge Skill cluster, you can also choose the following passive bonuses:

Agile
Description: Using a Cooldown increases your Dodge Chance by x3%/x6%/x9% for 2 seconds.
Impression: This passive has great synergy with Dark Shroud but requires constant juggling of various skills to stay active. Unless there are big payoffs for staying at full life or avoiding hits altogether, other defensive choice seem stronger.
Exploit
Description: You deal x6%/x12%/x18% increased damage to Healthy and Injured enemies.
Impression: This passive seems like the best overall offensive choice to boost your damage. Especially against weak enemies you rarely land in the dead zone between Healthy (more than 80% HP) and Injured (less than 35% HP) and benefit the fullest. Even for longer fights where you can't chunk down your foes it adds a noticeable damage bonus.
Malice
Description: You deal x3%/x6%/x9% increased damage to Vulnerable enemies.
Requires 1 points in Exploit.
Impression: Rogues have various ways of applying Vulnerable. If you can keep the debuff up consistently, this is a great pickup.

Imbuement Skills

These skills allow you to imbue your next two attacks with extra effects. Since they have a cooldown, they are effective for very methodical, slow-paced playstyles for example revolving around Combo Points. Imbueable skills are all Core Skills, Dash, Shadow Step and the Rain of Arrows ultimate. Attacks that hit enemies multiple times such as Flurry, Barrage or Rapid Fire apply the imbuement effects on every hit without consuming additional charges, making them particularly effective.

Shadow Imbuement

Poison Imbuement

Tags: Imbuements
Cooldown: 9.0 seconds
Lucky Hit Chance: 33%
Damage Type: Poison
Description: Imbue your weapons with lethal poison. Your next 2 Imbueable Skills deal Poison damage and apply up to 148% Poisoning damage over 5 seconds.
Enhancement: Poison Imbuement's Poisoning Duration is increased by 1 second.
Upgrade 1 (Mixed): Lucky Hit: Poison Imbued Skills have up to a 30% chance to apply double the amount of Poisoning damage over time.
Upgrade 2 (Blended): Critical Strikes with Poison Imbued Skills deal x30% increased Poisoning damage.
Impression: This skill almost single-handedly enables a whole DoT build archetype for the Rogue. Combined with damage over time effects and the Poison Trap that can reset Poison Imbuement's cooldown you watch enemies melt after a coordinated attack, balanced out by long cooldowns that might leave you without any tools to deal with remaining enemies that you didn't hit. This skill works best when paired with Flurry which hits 4 times per use, applying a stack each time to multiple enemies.

Shadow Imbuement

Tags: Imbuements
Cooldown: 9.0 seconds
Lucky Hit Chance: 33%
Damage Type: Shadow
Description: Imbue your weapons with festering shadows. Your next 2 Imbueable Skills deal Shadow damage and infect enemies such that they explode for up to 55% damage on death. Direct damage to infected enemies deals an additional 4% Shadow damage.
Enhancement: Lucky Hit: Critically Striking an enemy infected by Shadow Imbuement has up to a 30% chance to create a mini explosion, dealing 19% Shadow damage to them and surrounding enemies.
Upgrade 1 (Mixed): Enemies damaged by Shadow Imbued Skills take x12% increased non-Physical damage for 8 seconds.
Upgrade 2 (Blended): Shadow Imbuement's primary explosion makes enemies Vulnerable for 2 seconds.
Impression: This skill is great to enable some AoE clear for otherwise mostly single-target skills such as Barrage. You can apply the debuff to multiple enemies and then blow up a whole pack once the first small targets start dying, unleashing a chain reaction.

Cold Imbuement

Tags: Imbuements
Cooldown: 9.0 seconds
Lucky Hit Chance: 33%
Damage Type: Cold
Description: Imbue your weapons with frigid energies. Your next 2 Imbueable Skills deal Cold damage and Chill enemies for up to 50%. Cold Imbued skills deal x15% increased damage to Crowd Controlled enemies.
Enhancement: Lucky Hit: Cold Imbued Skills have up to a 30% chance to make enemies Vulnerable for 3 seconds.
Upgrade 1 (Mixed): Cold Imbued Skills deal x30% increased damage to Frozen enemies.
Upgrade 2 (Blended): Lucky Hit: Critical Strikes with Cold Imbued Skills have up to a 20% chance to instantly Freeze enemies for 3 seconds.
Impression: This skill allows to add Crowd Control effects to any build, making combat safer and enabling extra damage modifiers.

Passives

In the Imbuement Skill cluster, you can also choose the following passive bonuses:

Shadow Crash
Description: Lucky Hit: Shadow damage has up to a 10% chance to Stun for 0.5/1.0/1.5 seconds.
Impression: This passive seems mostly useful to reach Consuming Shadows but with enough Lucky Hit Chance, Cooldown Reduction and Crowd Control Duration bonuses might be worthwhile on its own when used with Shadow Imbuement.
Consuming Shadows
Description: Each time you kill an enemy with Shadow damage, you generate 10/20/30 Energy.
Requires 1 point in Shadow Crash.
Impression: This passive is amazing to refill your Energy when used with Shadow Imbuement. Even small monster packs can refill your entire resource bar to smooth out your attack cycles.
Deadly Venom
Description: You deal x3%/x6%/x9% increased Poisoning damage.
Impression: This passive is a must-have for any Poison-based build.
Alchemical Advantage
Description: You gain +1%/+2%/+3% increased Attack Speed for each enemy you've Poisoned, up to +15%.
Requires 1 point in Deadly Venom.
Impression: This passive seems great for Poison-based builds to help out with big packs, but most likely won't be worth more than a single point.
Debilitating Toxins
Description: Poisoned enemies deal 5%/10%/15% less damage.
Requires 1 point in Deadly Venom.
Impression: Damage reduction is very valuable, especially for Poison-based builds that are likely to run with Flurry. In addition, this passive can be useful in group play because everyone can profit from its effect.
Potency
Description: Your Imbuement Skill effects have x10%/x20/x30% increased potency.
Impression: This and the following passives built around Imbuements are all very powerful and worth picking up for their synergies when you use these skills.
Precision Imbuement
Description: Imbued Skills gain +5%/+10%/+15% increase Critical Strike Chance.
Requires 1 point in Potency.
Impression: Extra Critical Strike Chance for even bigger bursts. This synergizes well with both Cold Imbuement and Shadow Imbuement.
Rapid Imbuement
Description: The Cooldowns of your Imbuement Skills are reduced by x5%/x10%/x15%.
Requires 1 point in Potency.
Impression: This passive seems great to improve the flow of combat with faster cooldowns.
Trick Attacks
Description: Lucky Hit: Up to a 5%/10%/15% chance to apply a random equipped Imbuement Skill effect when dealing direct damage.
Requires 1 point in Precision Imbuement or Rapid Imbuement.
Impression: While Imbuements generally benefit a more slow-paced playstyle, this passive allows you to simply spam your skills to activate them and works with all abilities, even those not tagged Imbueable. This potentially enables new build options on its own.

Ultimate Skills

Ultimates are high-impact abilities with a long cooldown and need to be built around to be very effective, so not every build runs with one of them. Only one can be chosen and other than regular skills they have a single rank with a two-step linear upgrade path that offers no extra choices.

Shadow Clone

Tags: Ultimate
Cooldown: 60.0 seconds
Damage Type: Physical
Description: Your shadow mimics your actions for 15 seconds. The shadow deals 60% of your damage.
Enhancement 1 (Prime): You are Unstoppable for 5 seconds after casting Shadow Clone.
Enhancement 2 (Supreme): Your Shadow Clone deals an additional 20% of your damage.
Impression: This ultimate is amazing in most scenarios unless you rely on special positioning or effects like Traps. For plain attack-based builds, you simply add extra damage and utility on demand with your clone. The clone stays close to you and generally aims in the same direction towards enemies.

Rain of Arrows

Tags: Ultimate, Imbueable, Ranged
Cooldown: 60.0 seconds
Lucky Hit Chance: 20%
Damage Type: Physical
Description: Arrows rain down over a large area 2 times, each wave dealing 177% damage.
Enhancement 1 (Prime): Imbuement Skill effects applied by Rain of Arrows have x20% increased potency.
Enhancement 2 (Supreme): Rain of Arrows' second wave Knocks Down enemies for 3 seconds.
This ultimate looks and feels amazing when used, allowing a huge burst that also crowd controls an entire room at once. While it deals a good amount of damage, it's not spectacular in light of its long cooldown and mostly a bonus and utility skill for dangerous fights.

Death Trap

Tags: Ultimate, Imbueable, Ranged
Cooldown: 45.0 seconds
Lucky Hit Chance: 40%
Damage Type: Shadow
Description: Place a trap that arms after 1.25 seconds. It activates when an enemy moves within range, dealing 443% damage to enemies in the area.
Enhancement 1 (Prime): Enemies are pulled into Death Trap when it activates.
Enhancement 2 (Supreme): If Death Traps kills an enemy, its Cooldown is reduced by 10 seconds.
This ultimate is great for a Trap-based playstyle paired with lots of cooldown reduction effects and procs from Invigorating Strike and the ultimate passive Exposure. Setting up your Trap and pulling enemies exactly on top of multiple Poison Traps seems like it will make a powerful combo. On its own without synergistic effects it's not particularly noteworthy but it does allow for a great extra burst on demand.

Passives

In the Ultimate Skill cluster, you can also choose the following passive bonuses:

Trap Mastery
Description: When Poison Trap or Death Trap activates, you gain +4%/+8%/+12% increased Critical Strike Chance against Vulnerable and Crowd Controlled enemies for 4 seconds.
Impression: Most natural Trap synergies are Poison effects which cannot crit. This passive instead allows to use them as a support skill to boost your other skills.
Aftermath
Description: After using an Ultimate Skill, restore 25/50/75 Energy.
Impression: Since Ultimate Skills have such a long cooldown, this barely seems worth picking up. However, there are synergies for Trap-based builds around the Exposure ultimate passive that boosts this effect.
Adrenaline Rush
Description: While moving, you gain x5%/x10%/x15% increased Energy Regeneration.
Impression: Passive Energy regeneration doesn't seem like a meaningful way of recovery once you unlock other effects, so this is mostly useful to reach the next passives behind it.
Haste
Description: While at or above 50% maximum Energy, gain +5%/+10%/+15% increased Movement Speed. While below 50% maximum Energy, gain +5%/+10%/+15% increased Attack Speed.
Requires 1 point in Adrenaline Rush.
Impression: This passive is a great pick-up under any circumstances. Both bonuses are great and work exactly when you need them.
Impetus
Description: After moving 15 meters, your next attack deals x7%/x14%/x21% increased damage.
Requires 1 point in Adrenaline Rush.
Impression: 15 meters is a very large distance in this game, roughly a full screen from left to right. This makes the passive pretty useless unless you farm out in the open world a lot and rely on big burst attacks.
Innervation
Description: Lucky Hit: Up to a 10/20/30% chance to gain 8 Energy.
Impression: This passive is great for faster Energy recovery, especially on builds that hit often like Flurry or Barrage.
Alchemist's Fortune
Description: Non-Physical damage you deal has a +5%/+10%/+15% increased Lucky Hit Chance.
Requires 1 point in Innervation.
Impression: This passive seems like an extremely niche endgame choice but might help out with proc-based builds.
Second Wind
Description: Every 100 Energy you spend grants you +5%/+10%/+15% increased Lucky Hit Chance for 5 seconds.
Requires 1 point in Innervation.
Impression: Similar to Alchemist's Fortune, this seems like a niche choice for proc-based builds. Unless you can keep the effect up near permanently, it doesn't seem like a great investment.

Ultimate Passives

These passives are located at the very bottom of the Skill Tree and couldn't be reached in the preview version. They are extremely powerful and define the overall playstyle of your build. Similar to Ultimate Skills, only one of them can be chosen. For the Rogue, they greatly amplify existing core playstyles or open up the gate for completely new ones.

Momentum
Description: Melee Skills grant a stack of Momentum for 8 seconds if they either:
● Hit a Stunned, Immobilized, or Frozen enemy
● Hit any enemy from behind
While at 3 stacks of Momentum you gain:
20% increased Damage Reduction
x30% increased Energy Regeneration
+15% increased Attack Speed
Impression: This passive only works for melee attacks under specific conditions but rewards you with powerful all-round bonuses. An easy way to include it into your build for a Flurry build is via Cold Imbuement. For Twisting Blades, it's relatively easy to activate this effect with Shadow Step and your main skill.
Close Quarters Combat
Description: Damaging a nearby enemy with a Ranged or Melee Skill grants a +5% Attack Speed bonus for 8 seconds.
While both Attack Speed bonuses are active, you gain:
● Lucky Hit: Dealing direct damage to a Crowd Controlled enemy has up to a 75% chance to generate 10 Energy and deal x15% increased damage.
Impression: This passive requires at least one melee and ranged skill. Since most builds naturally use a Basic and a Core Skill regularly, this is easy to proc as long as some form of Crowd Control is included in the build. Good candidates for that are Cold Imbuement, Caltrops and Smoke Grenade.
Precision
Description: Critical Strikes with Ranged Skills grant you Precision. You gain x4% increased Critical Strike Damage per stack of Precision, up to a maximum of x20%.
When you reach maximum Precision, your next Ranged Skill is a guaranteed Critical Strike that deals x40% increased Critical Strike Damage, then consumes all stacks of Precision.
Impression: This passive is tailored towards ranged skills only. Getting enough Critical Strike Chance to really make it work well seems difficult but rewards you with a massive and nearly unconditional damage boost.
Victimize
Description: Lucky Hit: Dealing direct damage to a Vulnerable enemy has up to 30% chance to cause an explosion, dealing 23% of the original damage to them and surrounding enemies.
Impression: This passive is effectively a copy of the Area Damage mechanic from Diablo 3, allowing massive AoE damage scaling with the only condition being the Vulnerable debuff on your target. For now, the only known way for the Rogue to consistently apply Vulnerable to many targets at once is the Shadow Imbuement skill which already serves the same purpose to transform your build into an AoE machine.
Exposure
Description: Lucky Hit: 35% chance to reduce Cooldowns of your Trap Skills by 25% and drop a cluster of Stun Grenades that explode and deal 40% total Physical damage and Stun enemies for 0.25 seconds.
Impression: This passive single-handedly enables a Trapper playstyle by allowing you to massively reduced the active cooldowns of Poison Trap, Caltrops and Death Trap.

Class Specialization

The Rogue has the option to choose 1 out of 3 Specializations. These can be swapped freely at any time and open up further build customization options. The three options are:

  • Combo Points: Your Basic Skills now Generate Combo Points. Certain skills consume Combo Points for additional effects.
  • Inner Sight: Attack marked enemies to fill up your Inner Sight gauge. When it's full, gain unlimited Energy for 4 seconds.
  • Preparation: Unlocks at level 30, which wasn't reachable in the preview version.

Check out our Rogue Class Specialization Overview for more details on this system.


Attributes

The four core attributes provide the following to the Rogue:

  • Strength: Resource Generation (10% per 100), Armor (1 each)
  • Intelligence: Critical Strike Chance (2% per 100), All Resistances (5% per 100)
  • Willpower: Healing Received (10% per 100), Overpower Damage (25% per 100)
  • Dexterity: Skill Damage (10% per 100), Dodge Chance (2.5% per 100)

Dexterity is considered the main attribute as it multiplies all your damage done. Strength and Intelligence are also useful for their offensive and defensive bonuses while Willpower does next to nothing. Some items can roll bonuses to attributes and later on Paragon boards allow stacking the right stats for your character. In addition, you may find hidden Altars of Lilith in the open world that unlock a permanent bonus for all of your characters.

Check out our Stat Overview to learn more.


Legendary Aspects

Legendary Aspects offer another important avenue of build customization. They can be either found as a legendary item drop or imprinted on a rare item at the Occultist. Aspects with dynamic values are +100% effective on Two-Handed Weapons and +50% effective on Amulets.

Check out our Legendary Aspects Overview to learn more details.

Codex of Power

The Codex of Power is a collection of legendary powers that the Occultist can freely craft on any rare or legendary item for a cost. Each power has to be unlocked by completing a specific Dungeon once and always comes with their minimum value if they have a dynamic value. As of right now, most maximum values are unknown and left out from this list. Certain effects with flat damage, life or barrier values scale either with character level or item power.

Listed below are all the Rogue Aspects. Check out our Codex of Power Overview to see those available to all classes.

Defensive

Allowed item types: Helm, Chest, Pants, Amulet

  • Cheat's: You take 15.0% less damage from Crowd Controlled enemies. Whenever a Crowd Controlled enemy deals direct damage to you, gain +15% Movement Speed for 2 seconds.
  • Enshrouding: Gain a Dark Shroud shadow every 3 seconds when standing still. Each Dark Shroud shadow grants 2.0% increased Damage Reduction.
  • Siphoned Protection: Lucky Hit: Damaging a Vulnerable enemy with a Core Skill has up to a 20% chance to grant a Barrier for 5 seconds that absorbs 12 damage, up to a maximum of 60.
  • Uncanny Resilience: Whenever you trigger a Lucky Hit, gain x5% increased Damage Reduction for 5 seconds, up to a maximum of x15%.
Offensive

Allowed item types: Amulet, Weapon, Gloves, Ring

  • Arrow Storms: Lucky Hit: Your Ranged skills have up to a 10% chance to create an arrow storm at the target's present location, dealing 432 Physical damage over 3 seconds. You can have up to 5 active arrow storms.
  • Blast-Trapper's: Lucky Hit: Dealing direct damage to enemies affected by your Trap Skills has up to a 30% chance to make them Vulnerable for 3 seconds.
  • Branching Volleys: Barrage's arrows have 15% chance to split into 2 arrows whenever they ricochet.
  • Corruption: Your Imbuements have x20% increased potency against Vulnerable enemies.
  • Encircling Blades: Flurry damages enemies in a circle around you and deals x8% increased damage.
  • Opportunist's: When you break Concealment, you drop a cluster of Stun Grenades around your location that explode, dealing 288 total Physical damage and Stunning enemies for 0.25 seconds.
  • Shadowslicer: When you cast Dash, a Shadow Clone is spawned at your location that also casts Dash, dealing 25% of the base damage.
  • Sleeting Imbuements: Your Rain of Arrows is always affected by all Imbuement Skills at once.
  • Trickster's: Caltrops also throw a cluster of Stun Grenades that explode and deal 80 total Physical damage and Stunning enemies for 0.25 seconds.
  • Unstable Imbuements: Casting a Skill that is Imbued creates an explosion around you, dealing 112 damage of the same type.
  • Vengeful: Lucky Hit: Making an enemy Vulnerable has up to a 30% chance to grant +3% increased Critical Strike Chance for 3 seconds, up to +9%.
  • Volatile Blades: Twisting Blades cause an explosion when they return to you, dealing 340 damage and 34 additional damage based on the distance the blades travel, up to 5 meters and 510 total damage.
  • Volatile Shadows: When a Dark Shroud shadow would be removed it explodes, dealing 43 Shadow damage around you.
Resource

Allowed item types: Helm, Amulet, Ring

  • Energizing: Damaging an Injured enemy with a Basic Skill generates 5 Energy.
  • Ravenous: Killing a Vulnerable enemy grants you x50-70% increased Energy Regeneration for 4 seconds.
Utility

Allowed item types: Helm, Chest, Amulet, Gloves, Boots

  • Explosive Verve: Your Grenades count as Traps. Whenever you arm a Trap or drop Grenades, you gain +10-18% increased Movement Speed for 3 seconds.
Mobility

Allowed item types: Amulet, Boots

  • No Rogue-specific Aspects available in the Codex.

Drop-only

These aspects cannot be crafted from the Codex of Power and instead must be found or gambled as a legendary item. This list is likely incomplete.

  • Quickening Fog (Utility): You automatically drop a Smoke Grenade at the end of Dash. Dash's cooldown is reduced for 0.25-0.35 seconds for each enemy Dazed this way, up to 0.75-1.05 seconds.
  • Trickshot (Offensive): Whenever Penetrating Shot damages an enemy, 2 additional arrows split off to either side. These side arrows deal 30-40% of Penetrating Shot's base damage and do not split.

Unique Items

Unfortunately, none of the Rogue uniques have been found so far. Most likely they unlock at a higher level than what was available in the preview version.


Video Overview

This video goes over the details of this article and shows some gameplay and skill clips.


Summary

  • Rogues are agile fighters based mostly on dealing Physical damage with melee and ranged attacks.
  • In addition, they have access to Cold, Shadow and Poison effects.
  • Positioning and quick decision-making play a huge role in combat.
  • They have many tools for build customization to fit your preferred playstyle.
  • Energy is their primary resource. It recovers slowly on its own but can be refilled with various effects.

Credits

Written by wudijo
Reviewed by Rob


Changelog

Dec 7th 2022
Article Created based on the Press Release Version of Diablo 4.