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Rogue abilities

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Classes: Death knight Druid Hunter Mage Paladin Priest Rogue Shaman Warlock Warrior
Class races: Dk Dr Hu Ma Pa Pr Ro Sh Wl Wr
Quests: Dk Dr Hu Ma Pa Pr Ro Sh Wl Wr
Abilities: Dk Dr Hu Ma Pa Pr Ro Sh Wl Wr
Trainers: Dk Dr Hu Ma Pa Pr Ro Sh Wl Wr
Talents: Dk Dr Hu Ma Pa Pr Ro Sh Wl Wr
Talent builds: Dk Dr Hu Ma Pa Pr Ro Sh Wl Wr
Tactics: Dk Dr Hu Ma Pa Pr Ro Sh Wl Wr
Armor sets: Dk Dr Hu Ma Pa Pr Ro Sh Wl Wr
Starting a: Dk Dr Hu Ma Pa Pr Ro Sh Wl Wr
PvE guide: Dk Dr Hu Ma Pa Pr Ro Sh Wl Wr
PvP guide: Dk Dr Hu Ma Pa Pr Ro Sh Wl Wr

Rogues use a variety of abilities in order to both deal damage and attempt to avoid it.

Opening Moves are used as the first move in an encounter, and require the rogue to be stealthed to use.

Combo Moves are intermediate moves, typically used to build up extra combo points. Some may also be used as opening moves, such as Backstab - particularly when stealth isn't available. Finishing Moves are moves which use up all of the Rogue's combo points, typically dealing devastating damage or severely debilitating their foe.

In addition to these combat moves, Rogues have a number of other abilities, in particular those in the Subtlety field such as Stealth and Distract.

See Detailed Rogue Abilities for a greater description on all abilities.

Contents

Abilities table

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

The following tables lists all of the Rogue's non-passive abilities, along with the first level at which the ability can be attained.

Rogue Abilities From Trainer

Ability Level Type Combo Pts Description
Sinister Strike 1 Combo Move +1 A regular weapon attack augmented by a fixed amount of additional damage
Eviscerate 1 Finishing Move 0 Deals a relatively large amount of damage, increasing with each combo point. (Combat and Assassination Rogues will deal more damage with this.)
Stealth 1 Subtlety - Allows the rogue to sneak around; movement speed reduced. May not be used in combat.
Backstab 4 Combo Move +1 Deals large amounts of damage. Must be at enemy's back; requires a dagger in the main hand.
Pickpocket 4 Subtlety - Pickpocket items from a mob. Requires stealth. Only works on Humanoids with "pockets to pick." As of Patch 1.12, can be used when target is in combat.
Gouge 6 Combo Move +1 Deals small amount of damage and immobilizes enemy for a few seconds as long as they're not hit again. Turns off attack.
Evasion 8 Combat - Increases dodge skill by 50% for 15 seconds, up to a maximum of 75%.
Sprint 10 Combat - Increases the rogue's movement speed for 15 sec. Does not break stealth; Turns off attack.
Sap 10 Opening Move - 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 will revive the target.
Slice and Dice 10 Finishing Move 0 Provides a temporary boost to automatic attack speed; lasts longer per combo point.
Kick 12 Combat - Interrupts casting and prevents further spells from that school from being cast for 5 seconds. Causes minor damage.
Expose Armor 14 Finishing Move 0 Reduces the enemy's Armor Rating for 30 seconds, increasing in effectiveness with each combo point. Does not stack with a warrior's Sunder Armor ability.
Garrote 14 Opening Move +1 Deals Damage over Time. Rogue must be at enemy's back; Requires stealth. Silences enemy for 3 seconds.
Feint 16 Combat - Causes no damage but lowers threat by a small amount. Useful in groups in case the rogue gets the aggro instead of the tank(s).
Ambush 18 Opening Move +1 Massive opening damage. Requires a dagger in the main hand; must be at enemy's back; Requires stealth.
Rupture 20 Finishing Move 0 Wounds the enemy causing Damage over Time, increasing in duration with each combo point. (Subtlety Rogues will deal more damage with this.)
Detect Traps 22 Subtlety - Makes traps become visible for the next 3 minutes. As of Patch 1.11, this is passive.
Distract 22 Subtlety - Creates a distraction, making enemies turn to face the noise for 10 seconds. Doesn't break stealth.
Vanish 22 Subtlety - The rogue vanishes, entering improved stealth for 10 sec. Breaks root effects. As of Patch 1.12, this also removes tracking spells such as Hunter's Mark and Mind Vision.
Cheap Shot 26 Opening Move +2 Stuns the target for 4 seconds. Damage will not break the effect. Requires stealth
Disarm Trap 30 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 Stuns the target for a certain amount of time based on combo points. Almost essential for most stunlocks.
Blind 34 Subtlety - Causes the target to wander randomly at reduced movement speed for a short while. Cancelled if target takes further damage. Since Patch 2.3.0, Blind became a physical attack, Blinding Powder requirement is removed.
Envenom 62 Finishing Move 0 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 Finishing move that reduces the movement of the target by 50% for 5 sec and causes thrown weapon damage plus additional damage per combo point.
Cloak of Shadows 66 Subtlety - Instantly removes all existing harmful spell effects and increases your chance to resist all spells by 90% for 5 sec.
Shiv 70 Combo Move +1 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.


Rogue Abilities From Talents

Ability Level Type Combo Pts Description
Ghostly Strike 20 Subtlety +1 A strke that deals 125% weapon damage and increases your chance to dodge by 15% for 7 sec.
Riposte 20 Combat - A strike that becomes active after parrying an opponent's attack. Deals 150% weapon damage and disarms the target for 6 sec.
Blade Flurry 30 Combat - Increases attack speed by 20%. Attacks also strike an additional nearby opponent. Lasts 15 sec.
Cold Blood 30 Assassination - Increases the critical strike chance of your next Sinister Strike, Backstab, Ambush, or Eviscerate by 100%.
Preparation 30 Subtlety - When activated, this ability immediately finishes the cooldown on Evasion, Sprint, Vanish, Cold Blood, Shadowstep and Premeditation abilities.
Hemorrhage 30 Subtlety +1 An instant strike that deals 110% weapon damage and causes the target to hemorrhage, increasing any physical damage dealt to the target by up to 13/21/29/42. Lasts 10 charges or 15 seconds.
Adrenaline Rush 30 Combat - Increases Energy regeneration rate by 100% for 15 sec.
Premeditation 40 Subtlety +2 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.
Mutilate 50 Assassination +2 Requires Daggers Instantly attacks with both weapons for an additional 44/63/88/101 with each weapon. Damage is increased by 50% against Poisoned targets. Must be behind the target. Awards 2 combo points.
Shadowstep 50 Subtlety - Attempts to step through the shadows and reappear behind your enemy and increases movement speed by 70% for 3 seconds. The damage of your next ability is increased by 20% and threat is reduced by 50%. Lasts 10 seconds. (Does not require Stealth)


Rogue Poisons

Ability Level Type Combo Pts Description
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.


Rogue Abilities In Burning Crusade

Note:The following are from here

Note:The following only show the level which the first rank of the skill is required, with the exception of Garrote and Evasion, since new ranks of them both were added in Burning crusade.


Ability Level Type Combo Pts Description
Garrote 61 Combo Move +1 Garrote the enemy, Silencing them for 3 seconds and causing 666 damage over 18 sec, increased by Attack Power. Must be stealthed and behind the target.(Rank 6)
Envenom 62 Finishing Move 0 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 Finishing move that reduces the movement of the target by 50% for 5 sec and causes thrown weapon damage plus additional damage per combo point.
Cloak of Shadows 66 Subtlety - Instantly removes all existing harmful spell effects and increases your chance to resist all spells by 90% for 5 sec.
Shiv 70 Combo Move +1 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.

Abilities by type

Opening Moves

Finishing Moves

Positional

Additional Damage

Dodge and Resist

Stealth

Ability Modifiers

Debuffs

Locks

Traps

Aggro Management

Haste

Stuns

Bleed Effects (DoT)

Passive

Incapacitating

Interrupts

Energy Generation

Disorienting

Movement


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