RogueClasses |
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Starting Attributes | |||
Strength | 7 | Intelligence | 7 |
Dexterity | 10 | Willpower | 8 |
Class Mechanic | Specialization |
Rogue is a Class in Diablo 4. The Diablo 4 Rogue is an adaptable, agile warrior who can specialize in ranged or close quarters combat. They can best any foe with their imbued weapons, perform powerful combo attacks, and can augment their arsenal with deadly poisons and shadow magic to slay demons with impunity.
Rogues use their versatility between ranged and melee combat to dominate the entire battlefield. Shadow arts allow them to move freely between enemy lines and their augmented weapons and combos can deal with all type of enemies.
Diablo 4 Rogue Table of Content
- Diablo 4 Rogue Overview
- Diablo 4 Rogue Pros and Cons
- Diablo 4 Rogue Unique Equipment Guide
- Diablo 4 Class Specialization
- Rogue Active Skills in Diablo 4
- Rogue Passive Skills in Diablo 4
- Legendary Aspects for the Rogue in Diablo 4
- Diablo 4 Rogue Builds
Diablo 4 Rogue Story
The cunning Rogue uses whatever tools are available to get the job done. Rogues are both agile and resourceful, able to fight enemies at range with Bows, or up close with Daggers. They are also able to Imbue their weapons with various Magics.
Rogues use Shadow Realm to deal with a pack of enemies without needing to worry about other threats, Exploit Weakness to quickly counter enemy attacks dealing massive damage and combo attacks, and combo attacks that can be used to release powerful abilities by consuming Combo Points.
Rogue Recommended Stats for Diablo 4
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:
- Dexterity: Increases damage and improves dodge probability. Rogues get x0.1% Skill Damage per Dexterity point.
- Strength: Improves energy recovery. Rogues get x0.1% Resource Generation per point Strength point.
- Intelligence: Increases critical chance. Rogues get x0.02% Critical Strike Chance per Intelligence point.
Diablo 4 Rogue Overview
The Rogue is a versatile class that can fight both melee or ranged, depending on the situation, but they also have traps at their disposal to help them immobilize or subdue their enemies. The Rogue can be considered a hybrid between Diablo 2's Amazon and Diablo 3's Demon Hunter.
Main Resource: Rogues main resource is Energy, but they also build Combo Points, which can be spent when using certain Skills. Energy has a base regeneration rate of 8 per second at level 1
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. Allows you to reduce your Ultimate skill's Cooldown by 5 second, every time you spend 100 Energy. Using an Ultimate Skill, resets the cooldown of any other skills.
Rogue Features
Marksman
Kite enemies at a distance using Bows and Arrows. Marksmen benefit from Critically Striking enemies and by causing them to become Vulnerable.
lmbuements
lmbueyourweapons with Poison, Cold, or Shadow energies. These lmbuements give attacks special properties when they damage enemies.
Traps
Lay Traps on the ground, which can trigger various effects. These effects range from damaging targets, Poisoning them, Slowing them, and much more.
Diablo 4 Rogue Builds
Please refer to the Builds page to learn more about the best Rogue Builds.
Diablo 4 Rogue 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.
Diablo 4 Rogue Unique Equipment Guide
Diablo 4 Rogue Unique Weapons
Diablo 4 Rogue Unique Armor and Accessories
Rogue Class Specialization in Diablo 4
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
Diablo 4 Combo Points overview
"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 when used, 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. However, Rogues can spend 1 Combo Point or 2 Combo Points, if they have that amount at the moment. Note that Core Skills nor the game will ask how many combo points you want to spend when using a Core Skill. As soon as the Core Skill is cast, all accumulated Combo Points will be spent, be it 1,2 or 3.
Core Skill | 1 Combo Point | 2 Combo Points | 3 Combo Points |
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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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Inner Sight
Diablo 4 Inner Sight Overview
“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 play style to take advantage of this unique mechanic.
Preparation
Diablo 4 Preparation Overview
"Every 100 energy you spend reduces your Ultimate skill's Cooldown by 4 seconds. Using an Ultimate Skill resets the Cooldowns of your other Skills."
Preparation is unlocked at level 30, and allows Rogues to use more frequently their Ultimate Skills the more energy they spend, which when used, resets the cooldowns of all your other skills. This creates a great synergy between using as much energy as possible to trigger Preparation, and in turn be able to keep casting Skills as fast as possible.
Diablo 4 Rogue Active Skills
Rogue Basic Skills
Left Mouse Button Skills
Rogue Core Skills
Right Mouse Button Skills
All Rogue Active Skills Comparison Table
You can search by Name, Type, Cluster, or Effect. Just type into the search box what you are looking for.
Quick Search of All Rogue Active Skills
Name | Type | Tags | Effect |
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Active | Basic Cutthroat |
Generate Combo Point: 1 Lucky Hit Chance: 35% Quickly stab your victim for X [20%] damage and shift, allowing you to move freely through enemies for 4 seconds. Deals Physical Damage |
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Enhancement | - | Damaging an enemy with Blade Shift grants 5% [+] Movement Speed while Blade Shift is active, up to 20% [+]. |
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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 |
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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% |
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Active | Basic Marksman |
Generate Combo Point: 1 Lucky Hit Chance: 40% Fire a powerful arrow at an enemy, dealing X [22%] damage. Every 3rd cast makes the enemy Vulnerable for 5 seconds. Deals Physical Damage |
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Enhancement | - | Every 3rd cast of Forceful Arrow additionally has a 15% [+] increased Critical Strike Chance. |
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Upgrade | - | Forceful Arrow Knocks Back the enemies if they are Close. If they collide with an enemy, both are Knocked Down for 1.5 seconds. |
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Upgrade | - | Forceful Arrow pierces through Vulnerable enemies. |
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Active | Basic Marksman |
Generate Combo Point: 1 Lucky Hit Chance: 50% Fire an arrow that seeks an enemy, dealing X [24%] damage and increasing your Critical Strike Chance against them by 3% [+] for 4 seconds, up to 15% [+]. Physical Damage |
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Enhancement | - | When Heartseeker Critically Strikes, gain 8% [+] Attack Speed for 4 seconds. Double this amount if the enemy is Vulnerable. |
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Upgrade | - | Heartseeker also increases the Critical Strike Damage the enemy takes from you by 5% [+] for 4 seconds, up to 25% [+]. |
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Upgrade | - | Heartseeker ricochets to an additional enemy, dealing 75% of the original damage. |
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Active | Basic Cutthroat |
Generate Combo Point: 1 Lucky Hit Chance: 50% Melee Attack an enemy, dealing X [25%] damage and increasing Energy Regeneration by 20% [x] for 3 seconds. Deals Physical Damage |
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Enhanced | - | Damaging a crowd controlled or injured enemy with Invigorating Strike increases its energy regeneration bonus by 30% [x]. |
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Upgrade | - | Hitting an enemy with Invigorating Strike while you are below 85% Energy makes them Vulnerable for 3 seconds. |
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Upgrade | - | Invigorating Strike additionally grants 8% [+] Lucky Hit Chance. Hitting a Crowd Controlled or Injured enemy increases this bonus to 16% [+] Lucky Hit Chance. |
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Active | Basic Marksman |
Generate Combo Point: 1 Lucky Hit Chance: 35% Throw blades a short distance, dealing X [21%] damage. Every 3rd cast Slows enemies by 20% for 2 seconds. Critical Strikes will always Slow. |
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Enhancement | - | Gain 2 Energy when Puncture damages a Crowd Controlled enemy. |
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Upgrade | - | Every 3rd cast of Puncture will also ricochet up to 2 times. Critical Strikes will always ricochet. |
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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. |
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Active | Core Imbueable Marksman |
Energy Cost: 30 Lucky Hit Chance: 16% Unleash a barrage of 5 arrows that expands outwards, each dealing X [22%] 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. Combo Points increase damage and arrows fired:
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Enhancement | - | Barrage's ricochet chance is increased to 100% for arrows that damage a Vulnerable enemy or Critically Strike any enemy. |
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Upgrade | - | Whenever a single cast of Barrage ricochets at least 4 times, your next cast gains 20% [+] increased Critical Strike Chance. |
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Upgrade | - | Every 3rd cast of Barrage makes enemies Vulnerable for 2 seconds. |
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Active | Core Imbueable Cutthroat |
Energy Cost: 25 Lucky Hit Chance: 10% Unleash a flurry of stabs and slashes, striking enemies in front of you 4 times and dealing a total of X [60%] damage to each. Combo Points increase damage and grant an Attack Speed bonus:
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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. |
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Upgrade | - | Evading through an enemy will cause your next Flurry to Stun enemies for 2.5 seconds. |
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Upgrade | - | If Flurry hits any Vulnerable enemy it will make all enemies hit by that cast Vulnerable for 3 seconds. |
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Active | Core Imbueable Marksman |
Energy Cost: 35 Lucky Hit Chance: 50% Fire an arrow that pierces through all enemies in a line, dealing X [70%] damage. Combo Points increase damage and improve Lucky Hit Chance:
Deals Physical Damage |
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Enhancement | - | Penetrating Shot deals 10% [x] increased damage per enemy it pierces. If Penetrating Shot damages at least 3 enemies, gain 10%[+] Critical Strike Chance for 5 seconds. |
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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. |
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Upgrade | - | If Penetrating Shot damages at least 3 enemies, your next Penetrating Shot has a 20% [+] increased Critical Strike Chance. |
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Active | Core Imbueable Marksman |
Energy Cost: 25 Lucky Hit Chance: 20% Rapidly fire 5 arrows, each dealing X [30%] damage. Combo Points increase damage and arrow fired:
Deals Physical Damage |
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Enhancement | - | Each subsequent arrow from Rapid Fire has 5% increased Critical Strike Chance, up to 25% for the 5th arrow |
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Upgrade | - | Rapid Fire deals 30% increased Critical Strike Damage for 5 seconds after you Evade. |
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Upgrade | - | Gain 15 Energy per cast of Rapid Fire when it damages a Vulnerable enemy. |
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Active | Core Imbueable Cutthroat |
Energy Cost: 30 Lucky Hit Chance: 33% Impale an enemy with your blades, dealing X [45%] damage and making them take 8% [x] increased damage from you while impaled. After 1.5 seconds the blades return to you, piercing enemies for X [72%] damage. Combo Points increase damage and grant a Movement Speed bonus:
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Enhancement | - | Twisting Blades deals 30% [x] increased damage when returning. |
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Upgrade | - | When your Twisting Blades return, your active Cooldowns are reduced by 0.1 second per enemy they passed through, up to 2 seconds. |
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Upgrade | - | Enemies are Dazed while impaled with Twisting Blades. |
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Active | Agility Trap |
Charges: 2 Charge Cooldown: 12 Seconds Lucky Hit Chance: 25% Leap backwards and throw caltrops on the ground, dealing X [40%] damage and Slowing enemies by 50%. Lasts 6 seconds. Deals Physical Damage |
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Enhancement | - | Enemies in Caltrops take 10% [x] increased damage from you, increased by 5%[x] each second |
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Upgrade | - | You have 5% [+] Critical Strike Chance against enemies inside your Caltrops. Double this amount against Vulnerable enemies. |
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Upgrade | - | Caltrops now deals Cold damage and Chills enemies for 25% per second. |
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Active | Agility Imbueable Cutthroat |
Charges: 2 Charge Cooldown: 12 seconds Lucky Hit Chance: 25% Dash forward and slash enemies for X [37%] damage. Deals Physical Damage |
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Enhancement | - | Enemies damaged by Dash take 15% [x] increased Critical Strike Damage for 5 seconds. |
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Upgrade | - | Dash Slows enemies it hits by 30% for 3 seconds. Any enemy already Slowed will be Dazed for 2 seconds instead. |
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Upgrade | - | Dealing damage to Crowd Controlled enemies with Dash reduces its Charge Cooldown by 0.5 seconds, up to 4 seconds per cast. |
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Active | Agility Imbueable Cutthroat |
Cooldown: 9 Seconds Lucky Hit Chance: 100% Become Unstoppable and quickly move through the shadows to stab your victim from behind for X [72%] damage. Gain 50% increased Movement Speed for 2 seconds afterwards. Deals Physical Damage |
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Enhancement | - | Damaging an enemy with Shadow Step increases your Critical Strike Chance against them by 8% [+] for 3 seconds. |
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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. |
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Upgrade | - | Enemies damaged by Shadow Step are Immobilized for 2 seconds. |
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Active | Subterfuge | Cooldown: 20 Seconds Vanish from sight, gaining an advanced form of Stealth for 5 seconds that will not be removed by taking damage. Concealment also makes you Unstoppable, grants 30% [+] Movement Speed, and allows you to move freely through enemies for its duration. Using an attack Skill during Concealment will break Concealment. |
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Enhancement | - | You gain 40 Energy when you enter Concealment. |
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Upgrade | - | The Skill that breaks Concealment will always be a guaranteed Critical Strike. |
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Upgrade | - | The Skill that breaks Concealment makes enemies Vulnerable for 3 seconds. |
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Active | Subterfuge | Cooldown: 20 seconds 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. |
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Enhancement | - | Dark Shroud's shadows have a 14% chance to not be consumed. |
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Upgrade | - | While you have at least 4 active shadow from Dark Shroud, gain 8% [+] Critical Strike Chance. |
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Upgrade | - | Each active shadow from Dark Shroud grants you 4% [+] increased Movement Speed. |
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Active | Subterfuge Trap |
Cooldown: 10 seconds Lucky Hit Chance: 20% Place a trap that arms after 1.25 seconds. It activates when an enemy moves within range, applying X [344%] Poisoning damage over 9 seconds to enemies in the area. You can have 4 armed traps out at once. |
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Enhancement | - | Poison Trap Knocks Down enemies for 1.5 seconds when it activates. |
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Upgrade | - | Poison Trap has a 20% chance to reset your Imbuement Skill Cooldowns when activated. |
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Upgrade | - | You deal 10% [x] increased Poisoning damage to enemies standing inside your Poison Trap. |
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Active | Subterfuge Grenade |
Cooldown: 13 seconds. Throw a smoky concoction at enemies that Dazes them for 4 seconds. |
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Enhancement | - | Enemies affected by Smoke Grenade take 20% [x] increased damage. |
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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. |
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Upgrade | - | If an enemy is Vulnerable, Slowed, or Chilled then Smoke Grenade will Daze them for 20% [x] longer. |
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Active | Imbuement | Cooldown: 13 seconds Imbue your weapons with frigid energies. Your next 2 Imbueable Skills deal Cold damage and Chill enemies for 25% per hit. |
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Enhancement | - | Lucky Hit: Cold Imbued Skills have up to a 40% chance to make enemies Vulnerable for 3 seconds. |
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Upgrade | - | Lucky Hit: Cold Imbued Skills have up to a 35% chance to instantly Freeze enemies for 3 seconds. |
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Upgrade | - | Cold Imbued Skills deal 20% increased damage to Frozen enemies. |
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Active | Imbuement | Cooldown: 13 seconds Lucky Hit Chance: 33% Imbue your weapons with lethal poison. Your next 2 Imbueable Skills deal Poison damage and apply 70% of their Base damage as additional Poisoning damage over 5 seconds. Poison Damage |
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Enhancement | - | Poison Imbuement’s Poisoning Duration is increased by 1 second. |
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Upgrade | - | Critical Strikes with Poison Imbued Skills deal 75% increased Poisoning damage. |
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Upgrade | - | Lucky Hit: Poison Imbued Skills have up to a 30% chance to reduce the cooldown of Poison Imbuement by 2 seconds. |
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Active | Imbuement | Cooldown: 13 seconds Lucky Hit Chance: 33% 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 X [40%] damage to all surrounding enemies. If the infection expires before the enemy dies, it will deal X [40%] damage to only that enemy. Shadow Damage |
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Enhancement | - | You have 15% [+] increased Critical Strike Chance against Injured enemies infected by Shadow Imbuement. |
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Upgrade | - | Shadow Imbuement’s primary explosion makes enemies Vulnerable for 2 seconds. |
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Upgrade | - | Enemies damaged by Shadow Imbued Skills take 12% [x] increased non-Physical damage for 8 seconds. |
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Active | Ultimate Trap |
Cooldown: 50 seconds Lucky Hit Chance: 4% Place a trap that arms after 1.25 seconds. It activates when an enemy moves within range, dealing a total of X [250%] damage to each enemy in the area. Shadow Damage |
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Upgrade | - | Enemies are Pulled into Death Trap when it activates. |
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Upgrade | - | If Death Trap kills an enemy, its Cooldown is reduced by 12 seconds. |
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Active | UIltimate Imbueable Marksman |
Cooldown: 53.74 seconds Lucky Hit Chance: 2% Arrows rain down over a large area 2 times, each wave dealing X [100%] damage. Deals Physical Damage |
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Upgrade | - | Imbuement Skills effects applied by Rain of Arrows have a 20% [x] increased potency. |
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Upgrade | - | Rain of Arrows' second wave Knocks Down enemies for 3 seconds. |
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Active | Ultimate | Cooldown: 60 seconds Your Shadow mimicks your actions for 15 Seconds. The shadow deals 60% of your damage. Deals Physical Damage |
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Upgrade | - | You are Unstoppable for 5 seconds after casting Shadow Clone. |
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Upgrade | - | Your Shadow Clone deals an additional 20% of your damage. |
Rogue Passives in Diablo 4
Besides the active skills, Rogues can spend points to learn passive abilities, which are always active once learned. All passive abilities have 3 different levels in which they improve the bonus they provide. To level up a passive, players have to spend another point on them when leveling up.
- Note that you can select only 1 of the following 5 passives Momentum, Close Quarters Combat, Precision, Victimize, and Exposure.
You can search by Name, level, or Skills. Just type into the search box what you are looking for.
Quick Search of All Passives
Name |
Description |
Level 1 |
Level 2 |
Level 3 |
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Critically Striking an enemy grants 5% [+] Movement Speed for 4 seconds. | x4% | x8% | x12% |
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You gain 4% Close Damage Reduction | ?? | ?? | ?? |
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Heal for 1% of your Maximum Life when you Critically Strike Close enemies. | 1% | 2% | 3% |
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Gain a bonus when attacking based on weapon type:
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x4% / x5% / x5% / x3% |
x8% / x10% / x10% / x6% | x12% / x15% / x15% / x9% |
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After Knocking Back or Knocking Down an enemy, you gain 4% [+] increased Critical Strike Chance against them for 4 seconds. | +4% | +8% | +12% |
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Gain 6% Damage Reduction against Damage Over Time effects. | x6% | x12% | x18% |
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Gain 6.0% Damage Reduction while inflicted with Control Impairing Effects. | x4.5% | x9% | x13.5% |
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Using a Cooldown increases your Dodge Chance by 4% for 2 seconds. | x3% | x6% | x9% |
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While Stealthed, you Heal for 4% Maximum Life per second. | x4% | x8% | x12% |
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You deal 6% [x] increased damage to Healthy and Injured enemies. | x6% | x12% | x18% |
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You deal 3% [x] increased damage to Vulnerable enemies. | 3% | 6% | 9% |
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Lucky Hit: Shadow damage has up to a 10% chance to Stun for 0.5 seconds. | 0.5 | 1 | 1.5 |
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Each time you kill an enemy with Shadow Damage, you generate 10 Energy. | x6% | x12% | x18% |
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You deal 5% [x] increased damage to Chilled enemies. This bonus increases to 10% [x] against Frozen enemies. | x5%/ x10% | x10% / x20% | x15% / x30% |
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Chilled enemies have their Movement Speed further reduced by up to 10% and you gain 5%[x] increased Chill Effect | 10% | 20% | 30% |
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Imbued Skills gain 3% [+] increased Critical Strike Chance. | +5% | +10% | +15% |
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Your Evade Cooldown is reduced by 0.5 seconds when you Daze an enemy. | ?? | ?? | ?? |
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When you Critically Strike a Dazed enemy they are Knocked Down for 0.5 seconds. | x5% | x10% | x15% |
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You deal 3% [x] increased Poisoning damage. | x3% | x6% | x9% |
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You gain 1% [+] increased Attack Speed for each enemy you've Poisoned, up to 15% [+]. | +1% | +2% | +3% |
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Poisoned enemies deal 5% less damage. | 5% | 10% | 15% |
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When Poison Trap or Death Trap activates, you gain 4% [+] increased Critical Strike Chance against Vulnerable and Crowd Controlled enemies for 4 seconds. | +4% | +8% | +12% |
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After using an Ultimate Skill, restore 30 Energy. | 30 | 60 | 90 |
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Lucky Hit: Up to a 10% chance to gain 8 Energy | 10% | 20% | 30% |
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Every 100 Energy you spend grants you a 5% [+] increased Lucky Hit Chance for 5 seconds. | +5% | +10% | +15% |
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Non-Physical damage you deal has a 5% [+] increased Lucky Hit Chance | +5% | +10% | +15% |
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Non-Physical damage you deal has a 5% [+] increased Lucky Hit Chance | x5% | x10% | x15% |
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After moving 15 meters, your next attack deals 7% [x] increased damage. | x7% | x14% | x21% |
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While at or above 50% maximum Energy, gain 5% [+] increased Movement Speed. While below 50% maximum Energy, gain 5% [+] increased Attack Speed. | x5% | x10% | x15% |
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Cutthroat Skills grant a stack of Momentum for 8 seconds if they either: While at 3 stacks of Momentum you gain:
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Damaging a Close enemy with Marksman or Cutthroat Skills each grant a 15% [+] Attack Speed bonus for 8 seconds. |
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When you cast a Marksman Skill, you gain a stack of Precision. You gain an additional stackif that Skill Critically Strikes, once per cast. When you reach 6 stacks of Precision , your next Marksman Ultimate or Core Skill is a guaranteed Critical Strike Deals 50% [x] increased Critical Strike Damage, consuming all stacks of Precision. This damage is further increased by 15% [x] of your Critical Strike Damage Bonus |
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Lucky Hit: Dealing direct damage to a Vulnerable enemy has up to a 35% chance to cause an explosion, dealing 23% of the original damage to them and surrounding enemies. | - | - | - |
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Lucky Hit: Dealing direct damage to an enemy affected by a Trap Skill has up to a 25% chance to:
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Diablo 4 All Rogue Legendary Aspects
Please check the following table to learn about all the Legendary Aspects available in the Codex of Power for the Rogue Class
You can search by Name, Category, Class or Bonusses. Just type into the search box what you are looking for.
Quick Search of All legendary Aspects
Name |
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Bonus |
Dungeon |
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Offensive | Critical Strikes with Core Skills increase your Attack Speed by [15-25]% for 5 seconds. |
N/A |
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Defensive | You gain [0.25-0.50]%[x] increased Armor for 4 seconds when you deal any form of damage, stacking up to [25.00-50.00]%[x] |
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Offensive | Deal [5.0-10]%[x] increased damage for each second you stand still, up to 30%[x] |
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Defensive | Basic Skills grant 20% Damage Reduction for [2.0-6.0] seconds. |
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Offensive | Distant enemies have a 8% chance to be Stunned for 2 seconds when they hit you. You deal [10-20]%[x] increased damage to Stunned enemies. |
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Utility | Lucky Hit: When you hit a Crowd Controlled enemy, there is up to a [30-50]% chance for that Crowd Control effect to spread to another unaffected enemy. |
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TBC | Offensive | When you spend 100 Energy you release a cluster of exploding Stun Grenades that deal [0.2-0.3] Physical Damage and Stun enemies for 0.5 seconds. Your Grenade Skills deal x15% more damage. | TBC | |
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Defensive | You Heal for [X] Life per second for each Close enemy, up to [X] Life per second |
N/A |
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Defensive | While you have a Barrier active, there is a [7-13]% chance to ignore incoming direct damage from Distant enemies. |
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Offensive | Attacking enemies with a Basic Skill increases the damage of your next Core Skill cast by [5-10]% up to 30% |
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Defensive | Damaging an Elite enemy grants you a Barrier absorbing up to [X] damage for 10 seconds. This effect can only happen once every 30 seconds. |
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Resource | Restore [1-4] resource of your Primary Resource when you Crowd Control an enemy. |
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Offensive | Deal [15-25%] increased damage while you have a Barrier active. |
N/A |
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Offensive | Skills deal up to [10- 20%] increased damage based on your available Primary Resource when cast, receiving the maximum benefit while you have full Primary Resource. |
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Utility | Becoming Iniured while Crowd Controlled grants you Unstoppable for 4 seconds. This effect has a [40-20] second Cooldown. |
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Utility | You have 20% increased Crowd Control Duration. While enemies are Unstoppable, you deal [20-50%] |
N/A |
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Mobility | While Unstoppable and for 4 seconds after, you gain [10- 25%] increased Movement Speed and can move freely through enemies. |
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Offensive | Thorns damage dealt has a [20-40%] chance to deal damage to all enemies around you. |
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Defensive | When hit while not Healthy, a magical bubble is summoned around you for [3.0-5.0] seconds. While standing in the bubble players are Immune. Can only occur once every 90 seconds. |
N/A |
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Offensive | Basic Skills gain [15-30%] Attack Speed |
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Offensive | You have [10-20%] increased Critical Strike Chance against Iniured enemies. While you are Healthy, you gain [20- 40%] increased Crowd Control Duration. |
N/A |
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Mobility | Critical Strikes grant [8.0-16.0]% Movement Speed for 1 second, up to 6 seconds. |
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Offensive | Lucky Hit: Your Marksman Skills have up to a 10% chance to create an arrow storm at the target's present location, dealing [X]% Physical damage over 3 seconds. You can have up to 5 active arrow storms. |
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Offensive | Barrage's arrows have [15-25]% chance to split into 2 arrows whenever they ricochet. |
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Offensive | Lucky Hit: Critical Strikes with Poison Imbued Skills have up to a xx% chance to create a toxic pool that deals [X] Poisoning damage over 3 seconds to enemies within. While standing in the pool Poison Imbuement has no Cooldown and no Charge limit. |
N/A |
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Offensive | Your Imbuement Skill effects have [20-40]%[x] increased potency against Vulnerable enemies. |
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Defensive | Explosions from the Victimize Key Passive Heal you for [X] Life for each enemy damaged, up to a maximum of [X] Life. |
N/A |
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Defensive | While you have both bonuses from the Close Quarters Combat Key Passive active, your Dodge Chance increases by [1-5]% whenever you're hit by a Close enemy. Successfully Dodging resets this bonus. |
N/A |
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Offensive | Flurry damages enemies in a circle around you and deals [8-15]%[x] increased damage. |
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Utility | Your Grenade Skills count as Trap Skills. Whenever you arm a Trap or drop Grenades, you gain [10-18]%[+] increased Movement Speed for 3 seconds. |
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Offensive | Your Shadow Clones also mimic the Imbuements applied to your Skills. Casting an Imbuement Skill grants your active Shadow Clone [8-16]%[x] increased damage for 5 seconds. |
N/A |
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Defensive | Evading through an enemy infected by Shadow Imbuement grants Stealth for 4 seconds. Breaking Stealth with an attack grants you [1-5]% Maximum Life on Kill for 4 seconds. |
N/A |
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Utility | Chilled enemies Poisoned by Poison Imbuement will be further Chilled for 20% per second. You deal [10-25]%[x] additional Poison damage to Frozen enemies. |
N/A |
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Utility | You automatically drop a Smoke Grenade at the end of Dash. Dash's Cooldown is reduced by [0.25-0.35] seconds for each enemy Dazed this way, up to [0.75-1.05] seconds. |
N/A |
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Offensive | Rapid Fire has a [25]% chance to ricochet to another target. |
N/A |
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Defensive | Lucky Hit: Damaging a Vulnerable enemy with a Core Skill has up to a [10-20]% chance to drop a Healing Potion |
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Defensive | Each stack of the Momentum Key Passive Heals you for [X] Life per second. |
N/A |
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Offensive | When you Evade or Shadow Step, you leave behind a cluster of exploding Stun Grenades that deal [X] total Physical damage and Stun enemies for 2 seconds. |
N/A |
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Offensive | Using an Agility Skill reduces the Cooldown ofyour next Subterfuge Skill by 20%. Using a Subterfuge Skill increases the damage of your next Agility Skill by [10-30]%[x] |
N/A |
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Defensive | Whenever you trigger a Lucky Hit, gain [X]%[x] increased Damage Reduction for 5 seconds, up to a maximum of [X]%[x] |
N/A |
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Defensive | Dealing direct damage to a Dazed |
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Offensive | When casting an lmbuement Skill you trigger an Imbued explosion around yourself. applying the Imbuement effects and dealing [X] damage of the same type. |
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Offensive | When a Dark Shroud shadow would be removed you trigger an exposion around yourself taht deals [X] Shadow damage |
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Offensive | Twisting Blades orbit for a short time after they return to you, dealing [10-15%] of |
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Offensive | Lucky Hit: Dealing direct damage to enemies affected by your Trap Skills has up to a [30-50%] chance to make them Vulnerable for 3 seconds. |
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Defensive | You take [15.0-25.0%] less damage from Crowd Controlled enemies. Whenever a Crowd Controlled enemy deals direct damage to you, gain 15%[+] Movement Speed for 2 seconds. |
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Resource | Damaging an Elite enemy with a Basic Skill generates [3 - 7] Energy. |
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Defensive | Gain a free Dark Shroud shadow every 3 seconds when standing still. Each Dark Shroud shadow grants [2.0-4.0%] increased Damage Reduction. |
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Defensive | Upon taking damage from surrounding enemies, you drop a Smoke Grenade and Dodge the next [2-7] attacks within 10 seconds. This effect can only occur once every 45 seconds. |
N/A |
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Utility | Chilled enemies hit by your Grenade Skills have a chance equal to double your Critical Strike Chance to be instantly Frozen for 2 seconds. You deal [10-25%] increased Critical Strike Damage against Frozen enemies. |
N/A |
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Offensive | Lucky Hit: Damaging a Chilled or Frozen enemy with a Shadow Imbued Skill has up to a 75% chance to release an explosion that deals [X] Cold damage to the target and surrounding enemies, Chilling them for 15%. |
N/A |
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Offensive | Poison Trap no longer breaks Stealth and triggers no Cooldown or arm time while you are in Stealth. All Poison Traps activate when you exit Stealth and Poison Trap's Cooldown will be [5 - 8] seconds per trap placed. |
N/A |
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Utility | Lucky Hit: Dealing direct damage to a Vulnerable enemy has up to a [25-45%] chance to Daze them for 2 seconds. |
N/A |
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Offensive | When you break Stealth with an attack, you drop a cluster of exploding Stun Grenades around your location that deal [X] total Physical damage and Stun |
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Mobility | Shadow Step has an additional Charge. Killing an enemy with Shadow Step refunds a Charge and increases the damage of Shadow Step by [1-6%] for 2 seconds, up to [5-30%] |
N/A |
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Resource | Killing a Vulnerable enemy grants you [50-70%] increased Energy Regeneration for 4 seconds. |
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Offensive | When you cast Dash, a Shadow Clone is spawned at your location that also casts Dash, dealing [25-35%] of the Base damage. |
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Defensive | Each Chilled or Frozen enemy you Evade through grants you a Barrier that absorbs xx damage for [X] seconds, absorbing up to a maximum of [X] damage. |
N/A |
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Offensive | Lucky Hit: Damaging a Poisoned enemy with a Shadow Imbued Skill has up to a 75% chance to create a toxic explosion that applies [X] Poisoning damage over 5 seconds to the target and surrounding enemies. |
N/A |
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Offensive | Whenever Penetrating Shot damages an enemy. 2 additional arrows split off to either side. These side arrows deal [10-25%] of Penetrating Shot's Base damage and do not split. |
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Offensive | Caltrops also throw a cluster of Stun Grenades that explode and deal [X] total Physical damage and Stunning enemies for 0.50 seconds. |
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Defensive | Lucky Hit: Critical Strikes with Marksman Skills have up to a [40-60%] chance to grant a free Dark Shroud shadow. |
N/A |
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Offensive | Lucky Hit: Making an enemy Vulnerable has up to a [30-50%] chance to grant +3% increased Critical Strike Chance for 3 seconds, up to +9%. |
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Defensive | Breaking Concealment grants +10% Resistance and Maximum Resist to all elements for 4 seconds. Killing an Elite enemy reduces Concealment's cooldown by 6–10 seconds. |
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Rogue Notes and tips for Diablo 4
- Notes and tips for the Rogue go here.
All Diablo 4 Classes |
- Anonymous
Hi, will you be doing a update on which paragon points and what to use in the paragon table for the barrage rogue?
- Anonymous
General question, at what point to you drop prioritizing, say a 2+ to a skill on an item for something that better all around (armor, stats (dex,str,int). level 29 item has 2+ twisting blades but is clearly low level item. When do other stats start to out pace this 2+ skill trait?
[usermention=172937]@Lemm[/usermention] We disabled single page notifications because they generated too many emails and it was eating up too many resources that it's better to use on page serving.
You can see wiki edits under /wiki/changes on any wiki
Hello guys! There is any way to follow this page so I can receive e-mail warning about editions.
When doing a twisted blades rogue, after your initial use of TB and you jump away, are any of the attacks considered "close damage" on the return? Essentially would close damage lose its bonus as soon as you dash to another target?
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