Rogues abilities are used in order to both deal damage and attempt to avoid it.
The majority of rogue abilities fall into one of three categories: Opening moves - Openers are what every rogue should begin a fight with. These powerful attacks are only usable while Stealthed and break the Stealth effect upon use. A common tactic for burst damage is to open on the enemy, Vanish, and open again. A few examples are Ambush, Cheap Shot, and Garrote.
Combo moves - These moves are the bread and butter of a rogue. Combo moves generate Combo points, which are required to use a finishing move. They deal the majority of your damage and fill the void between your openers and your finishers. A few examples are Sinister Strike, Mutilate, and Hemorrhage.
Finishing moves - These are the rogue's strongest attacks. They require Combo points to use and increase in effect depending upon the number of Combo points you have on the target. A good rogue will need to learn to use the right finishers at the right time, as there are a lot of them. A few examples are Eviscerate, Envenom, and Rupture.
Mists of PandariaThis section concerns content exclusive to Mists of Pandaria.
For talent-granted abilities, see Rogue talents.
|Glyph of Detection|
Pre-Mists of Pandaria
Note for Combo points:
- +x indicates the move will award x Combo points
- 0 indicates the move will reset the Combo points back to zero
- - indicates the move doesn't use Combo points in any form
|Sinister Strike||Starts with||Combo Move||+1||Combat||A regular weapon attack augmented by a fixed amount of additional damage|
|Eviscerate||Starts with||Finishing Move||0||Assassination||Deals a relatively large amount of damage, increasing with each Combo point.|
|Stealth||1||Subtlety||-||Subtlety||Allows the rogue to sneak around; movement speed reduced. May not be used while in combat.|
|Backstab||4||Combo Move||+1||Combat||Deals large amounts of damage. Must be at enemy's back; requires a dagger in the main hand.|
|Pick Pocket||4||Subtlety||-||Subtlety||Steal items from a mob. Requires Stealth. Only works on mobs with "pockets".|
|Evasion||8||Combat||-||Combat||Increases dodge skill by 50% for 15 seconds (and chance ranged attacks hit you reduced by 25% - Rank 2)|
|Sprint||10||Combat||-||Combat||Increases the rogue's movement speed for 15 sec. Does not break Stealth; Turns off attack.|
|Sap||10||Opening Move||-||Subtlety||Disorients the target for a short period. Only 1 target may be sapped at a time. Requires Stealth; Only works on Humanoids that are not in combat; Any damage taken will revive the target.|
|Slice and Dice||10||Finishing Move||0||Assassination||Provides a temporary boost to automatic attack speed; lasts longer per Combo point.|
|Kick||12||Combat||-||Combat||Interrupts casting and prevents further spells from that school from being cast for 5 seconds.|
|Expose Armor||14||Finishing Move||0||Assassination||Finishing move that exposes the target, reducing armor by 20% and lasting longer per combo point.|
|Garrote||14||Opening Move||+1||Assassination||Deals damage over time. Rogue must be at enemy's back; Requires Stealth. Silences enemy for 3 seconds at ranks 7 and up.|
|Gouge||16||Combo Move||+1||Combat||Deals small amount of damage and incapacitates enemy for a few seconds as long as they're not hit again. Turns off auto-attack.|
|Feint||16||Combat||-||Combat||Causes no damage but lowers threat by a small amount.|
|Ambush||18||Opening Move||+1||Assassination||Massive opening damage. Must be at enemy's back; Requires stealth.|
|Rupture||20||Finishing Move||0||Assassination||Wounds the enemy causing Damage over Time, increasing in duration with each Combo point.|
|Dismantle||20||Combat||0||Assassination||Disarm the enemy, removing all weapons, shield or other equipment carried for 10 sec.|
|Distract||22||Subtlety||-||Subtlety||Creates a distraction, making enemies turn to face the noise for 10 seconds. Doesn't break Stealth.|
|Vanish||22||Subtlety||-||Subtlety||Allows the rogue to vanish from sight, entering an improved stealth mode for 10 sec. Also breaks movement impairing effects.|
|Detect Traps (Passive)||24||Subtlety||-||Subtlety||A passive ability that greatly improves trap detection.|
|Cheap Shot||26||Opening Move||+2||Assassination||Stuns the target for 4 seconds. Damage will not break the effect. Requires Stealth|
|Disarm Trap||30||Subtlety||-||Subtlety||Disarm traps. Stealth is not required but recommended, since most traps will go off unless you are Stealthed.|
|Kidney Shot||30||Finishing Move||0||Assassination||Stuns the target for a certain amount of time based on Combo points. Almost essential for most stunlocks.|
|Blind||34||Subtlety||-||Subtlety||Causes the target to wander randomly at reduced movement speed for 10 sec. Canceled if target takes further damage.|
|Safe Fall (Passive)||40||Subtlety||-||Subtlety||Reduces damage from falling.|
|Envenom||62||Finishing Move||0||Assassination||Finishing move that consumes your Deadly Poison doses on the target and deals instant poison damage. One dose is consumed for each Combo point.|
|Deadly Throw||64||Finishing Move||0||Assassination||Finishing move that reduces the movement of the target by 50% for 6 sec and causes thrown weapon damage plus additional damage per Combo point.|
|Cloak of Shadows||66||Subtlety||-||Subtlety||Instantly removes all existing harmful spell effects and increases your chance to resist all spells by 90% for 5 sec. Does not remove effects that prevent you from using Cloak of Shadows.|
|Shiv||70||Combo Move||+1||Combat||Performs an instant off-hand weapon attack that automatically applies the poison from your off-hand weapon to the target. Slower weapons require more energy. Neither Shiv nor the poison it applies can be a critical strike.|
|Tricks of the Trade||75||Subtlety||-||Subtlety||The current party or raid member becomes the target of your Tricks of the Trade. The threat caused by your next attack and all actions taken for 6 sec afterward will be transferred to the target. In addition, all damage caused by the target is increased by 15% during this time.|
|Fan of Knives||80||Combat||-||Combat|| Instantly throw both weapons at all targets within 8 yards, causing 105% weapon damage with daggers, and 70% weapon damage with all other weapons. THIS INFORMATION IS OUTDATED AND NEEDS TO BE CHECKED.
As with most of this wiki. Too much work and I can't find the line-that-goes-through-text.
|Cold Blood||Assassination 20||self only||When activated, increases the critical strike chance of your next offensive ability by 100%.|
|5 yards||Requires a dagger in each hand. Instantly attacks with both weapons for an additional 181 damage with each weapon. Damage is increased by 20% against poisoned targets. Awards 2 Combo points.|
|Hunger for Blood||Assassination 50||self only||Enrages you, increasing all damage caused by 5%. Requires a bleed effect to be active on the target. Lasts 1 min.|
|5 yards||A strike that becomes active after parrying an opponent's attack. Deals 150% weapon damage and slows the target's attack speed by 20% for 30 seconds.|
|Blade Flurry||Combat 20||self only||Increases your attack speed by 20%. In addition, attacks strike an additional nearby opponent. Lasts 15 sec.|
|Adrenaline Rush||Combat 30||self only||Increases your energy regeneration rate by 100% for 15 sec.|
|Killing Spree||Combat 50||10 yards||Requires melee weapon. Step through the shadows from enemy to enemy, attacking an enemy every 0.5 secs with both weapons until 5 assaults are made. Can hit the same target multiple times. Cannot hit invisible or Stealthed targets.|
|Ghostly Strike||Subtlety 10||5 yards||A strike that deals 125% weapon damage (180% if a dagger is equipped) and increases your chance to dodge by 15% for 7 sec. Awards 1 Combo point.|
|Preparation||Subtlety 20||self only||When activated, this ability immediately finishes the cooldowns on Evasion, Sprint, Vanish, Cold Blood, Shadowstep and Premeditation abilities.|
|Hemorrhage||Serrated Blades 3|
|5 yards||An instant strike that deals 110% weapon damage (160% if a dagger is equipped) and causes the target to hemorrhage, increasing any Physical damage dealt to the target by up to X. Lasts 10 charges or 15 sec. Awards 1 Combo point.|
|30 yards||When used, adds 2 Combo points to your target. You must use or add to those Combo points within 10 seconds or the Combo points are lost. Requires Stealth.|
|Shadowstep||Subtlety 40||25 yards||Attempts to step through the shadows and reappear behind your enemy and increases movement speed by 70% for 3 sec. The damage of your next ability is increased by 20% and the threat caused is reduced by 50%. Lasts 10 seconds.|
|Shadow Dance||Subtlety 50||self only||Allows the rogue to use Sap, Garrote, Ambush, Cheap Shot, Premeditation, Pickpocket, and Disarm Trap outside of Stealth for 6 seconds.|
|Instant Poison||20||Poisons||Coats the rogue's weapon with a poison which has a 20% chance to instantly inflict Nature damage.|
|Crippling Poison||20||Poisons||Coats the rogue's weapon with a poison which significantly slows an enemy's movement speed when applied.|
|Mind-numbing Poison||24||Poisons||Coats the rogue's weapon with a poison which increases the enemy's casting times when applied.|
|Deadly Poison||30||Poisons||Coats the rogue's weapon with a poison which causes nature-based Damage over Time when applied.|
|Wound Poison||32||Poisons||Coats the rogue's weapon with a poison which reduces the effectiveness of healing on the target when applied.|
|Anesthetic Poison||68||Poisons||Coats the rogue's weapon with a poison which has a 20% chance to instantly inflict Nature damage without any threat.|