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Rogue Skill Tree

From Diablo 4 Wiki

The Rogue has access to six groups of skills and one set of Masteries (Key Passives):

  • Basic - Energy regeneration via melee and ranged attacks. Build Combo Points
  • Core - Melee and ranged attacks dealing physical damage. Use Combo Points
  • Agility - Accelerated movement-based skills
  • Subterfuge - Stealth, traps and shroud
  • Imbuements - Enhance weapons with cold, poison or shadow damage
  • Ultimate - Traps, stealth and arrows. Can have only one active at a time
  • Key Passives - Damage, Attack Speed, Crit. Can only select one at a time

The tables below show the Rogue's skills and Passives as they appear in the game's skill tree and in the correct order.

The tables are read from left to right with the upgrades listed to the right of the main skill. All Passives are listed below the main skills of each tree.

Basic

Required Points: 0 - These skills build Combo Points

Puncture

Puncture

Throw your blades a short distance, dealing 21% damage. Every 3rd cast Slows (CC) enemies by 20% for 2 seconds. Critical Strikes will always Slow.

Requires Dual Wielded Weapons.

Damage: Physical

Lucky Hit Chance: 35%

Tags: Basic, Marksman, Chain (PP)

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Enhanced Puncture

Gain 2 Energy when Puncture damages a Crowd Controlled enemy.

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Primary Puncture

Every 3rd cast of Puncture will also ricochet up to 2 times. Critical Strikes will always ricochet.
Tags: Chain

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Fundamental Puncture

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.


Blade shift

Blade Shift

Quickly stab your victim for 20% damage and shift, allowing you to move freely through enemies for 4 seconds.

Requires Dual Wielded weapons.

Damage: Physical

Lucky Hit Chance: 50%

Tags: Basic, Cutthroat

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Enhanced Blade Shift

Damaging an enemy with Blade Shift grants + 20% Movement Speed.

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Primary Blade Shift

While Blade Shift is active you gain, + 15% Resistance to All Elements and reduce the duration of incoming Control Impairing Effects by 20%.

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Fundamental Blade Shift

Moving through enemies while Blade Shift is active refreshes its duration. After moving through enemies 5 times your next Blade Shift will Daze (CC) enemies for 2 seconds.


Invigorating strike

Invigorating Strike

Melee attack an enemy, dealing 25% damage and increasing Energy Regeneration by x 20% for 3 seconds.

Requires Dual Wielded weapons

Damage: Physical

Lucky Hit Chance: 50%

Tags: Basic, Cutthroat

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Enhanced Invigorating Strike

Damaging a Crowd Controlled or Injured enemy with Invigorating Strike increases its Energy Regeneration bonus to x 30%.

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Primary Invigorating Strike

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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Fundamental Invigorating Strike

Hitting an enemy with Invigorating Strike while you are below 75% Energy makes them Vulnerable for 3 seconds.


Forceful arrow

Forceful Arrow

Fire a powerful arrow at an enemy, dealing 22% damage. Every 3rd cast makes the enemy Vulnerable for 5. seconds.

Requires a Ranged Weapon

Damage: Physical

Lucky Hit Chance: 50%

Tags: Basic, Marksman

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Enhanced Forceful Arrow

Every 3rd cast of Forceful Arrow additionally has a + 15% increased Critical Strike Chance.

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Primary Forceful Arrow

Every 3rd cast of Forceful Arrow pierces through Vulnerable enemies.

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Fundamental Forceful Arrow

Forceful Arrow Knocks Back (CC) Non-Elite enemies if they are Close. If they collide with another enemy, both are Knocked Down (CC) for 1.5 seconds.


Heartseeker

Heartseeker

Fire an arrow that seeks an enemy, dealing 24% damage and increasing your Critical Strike Chance against them by + 5% for 4 seconds, up to + 15%.

Requires a Ranged Weapon

Damage: Physical

Lucky Hit Chance: 50%

Tags: Basic, Marksman, Chain (PH)

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Enhanced Heartseeker

When Heartseeker Critically Strikes, gain + 8% Attack Speed for 4 seconds.

Double this amount if the enemy is Vulnerable.

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Primary Heartseeker

Heartseeker ricochets to an additional enemy, dealing 75% of the original damage.
Tags: Chain

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Fundamental Heartseeker

Heartseeker also increases the Critical Strike Damage the enemy takes by x 5% for 4 seconds, up to x 15%.

* Vulnerable enemies take 20% increased damage.


Core

Required Points: 2 - These skills work in tandem with the Rogue Specialization Combo Points.

Twisting blades

Twisting Blades

Impale an enemy with your blades, dealing 45% damage and making them take x 8% increased damage from you for 1.5 seconds. After 1.5 seconds the blades return to you, piercing enemies for 72% damage.

Combo Points increases movement speed and damage.

Requires Dual Wielded weapons

Energy Cost: 30

Damage: Physical

Lucky Hit Chance: 33%

Tags: Core, Imbueable, Cutthroat

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Enhanced Twisting Blades

Twisting Blades deals x 30% increased damage when returning.

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Improved Twisting Blades

Enemies are Dazed (CC) while impaled with Twisting Blades.

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Advanced Twisting Blades

When your Twisting Blades return, your active Cooldowns are reduced by 0.1 second per enemy they passed through, up to 2 seconds.


Barrage

Barrage

Unleash a barrage of 5 arrows that expands outwards, each dealing 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 number of arrows and damage.

Requires Ranged Weapon

Energy Cost: 30

Damage: Physical

Lucky Hit Chance: 16%

Tags: Core, Chain, Imbueable, Marksman

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Enhanced Barrage

Barrage's ricochet chance is increased to 100% for arrows that damage a Vulnerable enemy or Critically Strike any enemy.

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Improved Barrage

Every 3rd cast of Barrage makes enemies Vulnerable for 2 seconds.

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Advanced Barrage

Whenever a single cast of Barrage ricochets at least 4 times your next cast gains a + 20% increased Critical Strike Chance.


Flurry

Flurry

Unleash a flurry of stabs and slashes, striking enemies in front of you 4 times and dealing a total of 75% damage to each.

Combo Points increase damage and attack speed.

Requires Dual Wielded weapons.

Energy Cost: 25

Damage: Physical

Lucky Hit Chance: 10%

Tags: Core, Imbueable, Cutthroat

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Enhanced Flurry

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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Improved Flurry

Flurry deals x 20% increased damage to Vulnerable enemies. If Flurry hits any Vulnerable enemy it will make all enemies hit by that cast Vulnerable for 3 seconds.

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Advanced Flurry

Evading through an enemy will cause your next Flurry to deal x30% increased damage and Stun enemies for 2.5 seconds.


Rapid fire

Rapid Fire

Rapidly fire 5 arrows each dealing 33% damage.

Combo Points increase number of arrows fired and damage.

Requires a Ranged Weapon.

Energy Cost: 25

Damage: Physical

Lucky Hit Chance: 20%

Tags: Core, Imbueable, Marksman

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Enhanced Rapid Fire

Each subsequent arrow from Rapid Fire has a +5% increased Critical Strike Chance up to +25% for the 5th arrow.

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Improved Rapid Fire

Gain 15 Energy per cast of Rapid Fire when it damages a Vulnerable enemy.

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Advanced Rapid Fire

Rapid Fire deals 30% increased Critical Strike Damage for 5 seconds after you Evade.


Penetrating shot

Penetrating Shot

Fire an arrow that pierces through all enemies in a line, dealing 70% damage.

Combo Points increase damage and improves Lucky Hit Chance.

Requires a Ranged Weapon.

Energy Cost: 35

Damage: Physical

Lucky Hit Chance: 50%

Tags: Core, Imbueable, Marksman

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Enhanced Penetrating Shot

Penetrating Shot deals x 10% increased damage per enemy it pierces.

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Improved Penetrating Shot

Penetrating Shot deals an additional 10%[x] increased damage per enemy it hits.

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Advanced Penetrating Shot

When cast with full Energy Penetrating Shot will Slow (CC) all enemies it hits by 50% for 3 seconds. Elite enemies will also be Knocked Down (CC) for 1.5 seconds.

Passives

Sturdy
Sturdy

You gain x4%/x8%/x12% Close Damage Reduction.

Siphoning Strikes
Siphoning Strikes

Lucky Hit: Critical Strikes against Close enemies have up to 85% chance to Heal you for 1 / 2 / 3% of your Maximum Life.

Point required in Sturdy.


Stutter Step
Stutter Step

Critically striking an enemy grants +5% / +10% / +15% Movement Speed for 4 seconds.


Agility

Required Points: 6

Shadow step

Shadow Step

Become Unstoppable and quickly move through the shadows and stab your victim from behind for 72% damage. Gain 50% increased Movement Speed for 2 seconds afterwards.

Requires Dual Wielded weapons

Cooldown: 9 seconds.

Damage: Physical

Lucky Hit Chance: 100%

Tags: Agility, Imbueable, Cutthroat, Mobility

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Enhanced Shadow Step

Damaging an enemy with Shadow Step increases your Critical Strike Chance against them by +8% for 3 seconds

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Disciplined Shadow Step

Shadow Step's Cooldown is reduced by 3 seconds when it damages an enemy you have not hit with Shadow Step in the last 4 seconds.

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Methodical Shadow Step

Enemies damaged by Shadow Step are Stunned (CC) for 2 seconds.


Dash

Dash

Dash forward and slash enemies for 37% damage.

Requires Dual Wielded weapons

Charges: 2

Charge Cooldown: 12 seconds

Damage: Physical

Lucky Hit Chance: 25%

Tags: Agility, Cutthroat, Mobility, Imbueable

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Enhanced Dash

Enemies damaged by Dash take x15% increased Critical Strike Damage for 5 seconds.

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Disciplined Dash

Dash Slows (CC) enemies it hits by 30% for 3 seconds. Any enemy already Slowed will be Dazed (CC) for 2 seconds instead.

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Methodical Dash

Dealing damage to Crowd Controlled enemies with Dash reduces its Charge Cooldown by 0.5 seconds, up to 4 seconds per cast.


Caltrops

Caltrops

Leap backwards and throw caltrops on the ground, dealing 40% damage and Slowing (CC) enemies by 50%.  Lasts 7 seconds.

Charges: 2

Charge Cooldown: 12 seconds

Damage: Physical

Lucky Hit Chance: 25%

Tags: Agility, Mobility, Trap

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Enhanced Caltrops

Enemies in Caltrops take x 10% increased damage from you, increased by x 5% each second up to x 45%

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Disciplined Caltrops

You have +5% Critical Strike Chance against enemies inside your Caltrops. Double this amount against Vulnerable enemies.

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Methodical Caltrops

Caltrops now deals Cold damage and Chills enemies for 25% per second.

Passives

Weapon Mastery
Weapon Mastery

Gain a bonus when attacking based on weapon type:

  • Daggers: x 5%/10%/15% increased damage to Healthy enemies.
  • Swords: x 3%/6%/9% increased damage.
  • Bows: x 4%/8%/12% increased damage to Vulnerable enemies.
  • Crossbows: x 5%/10%/15% increased Critical Strike Damage.


Concussive

Concussive

After Knocking Back or Knocking Down an enemy, you gain 4% increased Critical Strike Chance for 4 seconds.

Trick Attacks
Trick Attacks

When you Critically Strike a Dazed (CC) enemy they are Knocked Down (CC) for 0.5/1/1.5 seconds.

Point required in Concussive or Rapid Gambits.

Rapid Gambits

Rapid Gambits

Your Evade Cooldown is reduced by 0.5/1/1.5 seconds when you Daze (CC) enemy.


Rugged

Rugged

Gain 9% / 18% / 27% Damage Reduction against Damage Over Time effects.

Reactive Defense
Reactive Defense

Gain 6% / 12% / 18% Damage Reduction while inflicted with Control Impairing Effects.

Point required in Rugged.


Subterfuge

Required Points: 11

Dark shroud

Dark Shroud

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 a shadow is consumed

Cooldown: 20 seconds

Tags: Subterfuge


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Enhanced Dark Shroud

Dark Shroud's shadows have a 14% chance to not be consumed.

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Subverting Dark Shroud

Each active shadow from Dark Shroud grants you a +4% increased Movement Speed.

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Countering Dark Shroud

While you have at least 2 active shadow from Dark Shroud, gain +8% Critical Strike Chance.


Smoke grenade

Smoke Grenade

Throw a smoky concoction at enemies that Dazes (CC) them for 4 seconds.

Dazed enemies cannot attack or use skills but are able to move.

Cooldown: 13 seconds

Tags: Subterfuge, Grenade

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Enhanced Smoke Grenade

Enemies affected by Smoke Grenade take x 25% increased damage from you.

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Subverting Smoke Grenade

If an enemy is Vulnerable, Slowed, or Chilled then Smoke Grenade will Daze (CC) them for x 20% longer.

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Countering Smoke Grenade

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 3 seconds instead if the enemy is Vulnerable.


Poison trap

Poison Trap

Place a trap that arms after 1.25 seconds. It activates when an enemy moves within range, applying 396% Poisoning damage over 9 seconds to enemies in the area. You can have 4 armed traps out at once.

Cooldown: 10 seconds

Damage: Poison

Lucky Hit Chance: 20%

Tags: Subterfuge, Trap

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Enhanced Poison Trap

Poison Trap Knocks Down (CC) enemies for 1.5 seconds when it activates.

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Subverting Poison Trap

You deal x10% increased Poisoning Damage to enemies standing inside your Poison Trap.

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Countering Poison Trap

Poison Trap has a 30% chance to reset your Imbuement Skill Cooldowns when activated.


Concealment

Concealment

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.

Cooldown: 20 seconds

Tags: Subterfuge

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Enhanced Stealth

You gain 40 energy when you enter Concealment.

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Subverting Stealth

The skill that breaks Concealment makes enemies Vulnerable for 6 seconds.

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Countering Stealth

The skill that breaks Concealment will always be a guaranteed Critical Strike.

Passives

Agile

Agile

Using a Cooldown increases your Dodge Chance by 4% / 8% / 12% for 3 seconds.

Mending Obscurity
Mending Obscurity

While Stealthed, you Heal for 4 / 8 / 12% Maximum Life per second.

Requires point in Agile.


Exploit

Exploit

You deal x 6% / 12% / 18% increased damage to Healthy and Injured enemies.

Malice
Malice

You deal x 3% / 6% /9% increased damage to Vulnerable enemies.

Requires point in Exploit.


Imbuements

Required Points: 16

Shadow imbuement

Shadow Imbuement

Imbue your weapons with festering shadows. Your next 2 Imbeuable Skills deal Shadow Damage and infect enemies for 6 seconds. Infected enemies explode on death, dealing 40% damage to all surrounding enemies. If the infection expires before the enemy dies, it will deal 40% damage to only that enemy.

Cooldown: 13 seconds

Damage: Shadow

Lucky Hit Chance: 33%

Tags: Imbuement

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Enhanced Shadow Imbuement

You have +15% increased Critical Strike Chance against injured enemies infected by Shadow Imbuement.

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Mixed Shadow Imbuement

Enemies infected by Shadow Imbuement take x12% increased Non-Physical damage for 8 seconds.

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Blended Shadow Imbuement

Shadow Imbuement’s primary explosion makes enemies Vulnerable for 2 seconds.


Cold imbuement

Cold Imbuement

Imbue your weapons with frigid energies. Your next 2 Imbueable skills deal Cold Damage and Chill enemies for up to 25% per hit.

Cooldown: 13 seconds

Damage: Cold

Tags: Imbuement

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Enhanced Cold Imbuement

Lucky Hit: Cold Imbued Skills have up to a 40% chance to make enemies Vulnerable for 3 seconds.

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Mixed Cold Imbuement

Cold Imbued Skills deal 20% damage to Crowd Controlled enemies. Double this bonus against Frozen enemies.

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Blended Cold Imbuement

Lucky Hit: Critical Strikes with Cold Imbued Skills have up to a 20% chance to instantly Freeze enemies for 3 seconds.


Poison imbuement

Poison Imbuement

Imbue your weapons with lethal poison. Your next 2 Imbueable Skills deal Poison Damage and apply up to 100% of their Base damage as additional Poisoning Damage for over 5 seconds.

Cooldown: 13 seconds

Damage: Poison

Lucky Hit Chance: 33%

Tags: Imbuement

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Enhanced Poison Imbuement

Poison Imbuement’s Poisoning duration is increased by 1 second.

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Mixed Poison Imbuement

Lucky Hit: Poison Imbued Skills have up to a 30% chance to reduce Poison Imbuement’s cooldown by 2 seconds.

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Blended Poison Imbuement

Critical Strikes with Poison Imbued Skills deal x75% increased Poisoning Damage.

Passives

Precision Imbuement
Precision Imbuement

Imbued Skills gain + 3% / 6% / 9% increased Critical Strike Chance.


Frigid Finesse
Frigid Finesse

You deal x 5%/10%/15% increased damage to Chilled enemies. This bonus increases to x 10%/20%/30% against Frozen enemies.

Chilling Weight
Chilling Weight

Chilled enemies have their movement speed further reduced by up to 10/20/30%, and you gain 5/10/15%[x] increased Chill effect.

Requires point in Frigid Finesse.


Shadow Crash
Shadow Crash

Lucky Hit: Shadow Damage has up to a 10% chance to Stun for 0.5/1/1.5 seconds.

Consuming Shadows
Consuming Shadows

Each time you kill an enemy with Shadow Damage, you generate 10/20/30 Energy.

Requires point in Shadow Crash.


Deadly Venom
Deadly Venom

You deal x 3%/6%/9% increased Poisoning damage.

Alchemical Advantage
Alchemical Advantage

You gain + 1%/2%/3% increased Attack Speed for each enemy you've Poisoned, up to + 15%.

Requires point in Deadly Venom.

Debilitating Toxins
Debilitating Toxins

Poisoned enemies deal 5% / 10% / 15% less damage.

Requires point in Deadly Venom.


Ultimate

Required Points: 23 - You can have only one Ultimate active at a time.

Shadow clone

Shadow Clone

Your shadow mimicks your actions for 15 seconds.

This Shadow deals 60% of your damage.

Damage: Physical

Cooldown: 60 seconds

Tags: Ultimate

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Prime Shadow Clone

You are Unstoppable for 5 seconds after casting Shadow Clone.

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Supreme Shadow Clone

Your Shadow Clone deals an additional 20% of your damage.


Rain of arrows

Rain of Arrows

Arrows rain down over a large area 2 times, each wave dealing 110% damage.

Requires a Ranged weapon.

Cooldown: 55 seconds

Damage: Physical

Lucky Hit Chance: 2%

Tags: Ultimate, Imbueable, Marksman

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Prime Rain of Arrows

Imbuement Skill effects applied by Rain of Arrows have x30% increased potency.

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Supreme Rain of Arrows

Rain of Arrows' second wave Knocks Down (CC) enemies for 3 seconds.


Death trap

Death Trap

Place a trap that arms after 1.25 seconds. It activates when an enemy moves within range, dealing 250% damage to each enemy in the area.

Cooldown: 50 seconds

Damage: Shadow

Lucky Hit Chance: 4%

Tags: Ultimate, Trap

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Prime Death Trap

Enemies are Pulled Into (CC) Death Trap when it activates.

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Supreme Death Trap

If Death Trap kills an enemy, its Cooldown is reduced by 12 seconds.


Passives

Trap Mastery

Trap Mastery

When  Poison Trap or Death Trap activates, you gain a 4% / 8% / 12% increased Critical Strike Chance against Vulnerable and Crowd Controlled enemies for 4 seconds.


Aftermath

Aftermath

After using an Ultimate Skill, restore 30 / 60 / 90 Energy.


Adrenaline Rush

Adrenaline Rush

While moving, you gain 5% / 10% / 15% increased Energy Regeneration.

Haste
Haste

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 point in Adrenaline Rush.

Impetus
Impetus

After moving 12 meters, your next non-basic attack deals 7% / 14% / 21% [x] increased damage.

Requires point in Adrenaline Rush.


Innervation

Innervation

Lucky Hit: Up to a 10% / 20% / 30% chance to gain 8 Energy.

Second Wind

Every 100 Energy you spend grants you 5% / 10% / 15% increased Lucky Hit Chance for 5 seconds.

Requires point in Innervation.


Alchemist's Fortune
Alchemist's Fortune

Non-Physical damage you deal has a 5% / 10% / 15% increased Lucky Hit Chance.

Requires point in Innervation.


Key Passives

Required Points: 33 - You can have a point in only one of these at a time.

Momentum
Momentum

Cutthroat skills grant a stack of Momentum for 8 seconds if they either:

While at 3 stacks if Momentum you gain:


Close Quarters Combat

Close Quarters Combat

Damaging a Close enemy with Marksman or Cutthroat Skills each grant a 15% [+] Attack Speed bonus for 8 seconds. While both Attack Speed bonuses are active, your damage dealt is increased by 10%[x] of the total amount of your Damage vs Crowd Controlled bonus.

While both Attack Speed bonuses are active, you deal x30% increased damage against Crowd Controlled enemies.


Precision

Precision

Each Marksman skill cast grants 1 stack of Precision, or 2 if it has Critically Struck. When you reach 4 stacks, your next Marksman Core or Ultimate Skill is a guaranteed Critical Strike that deals x50% increased Critical Strike Damage, consuming all stacks of Precision. This damage is further increased by an amount equal to x15% of your Critical Strike Damage bonus.


Victimize

Victimize

Lucky Hit: Dealing direct damage to a Vulnerable enemy has up to a 50% chance to cause an explosion, dealing 29% of the original damage to them and surrounding enemies.

Victimize's damage is increased by x 120% of your Vulnerable damage bonus.


Exposure

Exposure

Lucky Hit: Dealing direct damage to an enemy affected by a Trap skill has up to a 25% chance to:

  • Reduce the active Cooldowns of your Trap skills by 20%
  • Drop a cluster of Stun Grenades that deal 40% total Physical damage and Stun (CC) enemies for 1 second.


Barbarian Druid Necromancer Rogue Sorcerer