Rogue abilities

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Rogue 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].

In addition to these combat moves, rogues have a number of other abilities, such as [Distract], [Stealth], [Pick Lock], and [Pick Pocket].

Core abilities Edit

Note: Players technically start in Assassination spec; if a player chooses another specialization at level 10, Outlaw and Subtlety rogues lose Mutilate, Deadly Poison, and Envenom. Outlaw rogues also lose Evasion.


Ability Min Level
Mutilate Starts with
Deadly Poison 2
Envenom 3
Stealth 5
Evasion 8
Sap 12
Crimson Vial 14
Pick Pocket 16
Kick 18
Ability Min Level
Pick Lock 24
Sprint 26
Distract 28
Cheap Shot 29
Vanish 32
Feint 44
Cloak of Shadows 58
Fleet Footed 62
Tricks of the Trade 64

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