The Rogue is an all-round class, successfully dealing dying at each melee and vary. The Rogue’s 23 abilities deal with poison and imbuement of weapons with different elemental harm varieties.
Rogues wield an array of melee weapons in addition to bows and crossbows.
The Rogue’s most popular abilities improve the assault of melee and ranged weapons, like Heartseeker, Barrage, Rapid Fire, and Flurry. To offset their comparatively low HP, the Rogue has a collection of mobility abilities comparable to Blade Shift, and Shadow Step. Lacking in space of impact assaults for probably the most half, Rain of Arrows is the go-to for the Rogue.
The Rogue’s full ability tree is listed beneath, with suggestions marked with an asterisk:
Basic Node
Blade Shift (5) *
Active | Cutthroat | Physical Damage | Requires Dual Wielded weapons
Lucky Hit: 35%
Quickly stab your sufferer for [21%] harm and shift, permitting you to maneuver freely via enemies for 3 seconds.
Enhanced Blade Shift (1)
Damaging an enemy with Blade Shift grants +5% Movement Speed whereas Blade Shift is lively, as much as +20%.
Fundamental Blade Shift (1)
Moving via enemies whereas Blade Shift is lively refreshes its length. After transferring via enemies 5 instances, your subsequent Blade Shift will Daze enemies for two seconds.
Primary Blade Shift (1)
While Blade Shift is lively, you acquire 15% to all Non-Physical Resistances and cut back the length of incoming Control Imparing Effects by 20%.
Forceful Arrow (5)
Active | Marksman | Physical Damage | Requires a Ranged weapon
Lucky Hit: 40%
Fire a robust arrow at an enemy, dealing [28%] harm. Every third forged makes the enemy Vulnerable for two seconds.
Enhanced Forceful Arrow (1)
Every third forged of Forceful Arrow moreover has a 15% elevated Critical Strike Chance.
Fundamental Forceful Arrow (1)
Forceful Arrow Knocks Back Non-Elite enemies if they’re Close. If they collide with one other enemy, each or Knocked Down for 1.5 seconds.
Primary Forceful Arrow (1)
Forceful Arrows pierces via Vulnerable enemies.
Heartseeker (5) *
Active | Marksman | Physical Damage | Requires a Ranged weapon
Lucky Hit: 50%
Fire an arrow that seeks an enemy, dealing [31%] harm and rising your Critical Strike Chance towards them by 3% for 4 seconds, as much as 15%.
Enhanced Heartseeker (1)
When Heartseeker Critically Strikes, acquire +8% Attack Speed for 4 seconds. Double this quantity if the enemy is Vulnerable.
Fundamental Heartseeker (1)
Heartseeker additionally will increase the Critical Strike Damage the enemy takes from you by x5% for 4 seconds, as much as x25%.
Primary Heartseeker (1)
Heartseeker ricochets to an additonal enemy, dealing 30% of the unique harm.
Invigorating Strike (5)
Active | Cutthroat | Physical Damage | Requires Dual Wielded weapons
Lucky Hit: 50%
Melee assault an enemy, dealing [32%] harm and rising Energy Regeneration by 20% for 3 seconds.
Enhanced Invigorating Strike (1)
Damaging a Crowd Controlled or Injured enemy with Invigorating Strike will increase its Energy Regeneration bonus to 30%.
Fundamental Invigorating Strike (1)
Hitting an enemy with Invigorating Strike when you are beneath 50% Energy makes them Vulnerable for 3 seconds.
Primary Invigorating Strike (1)
Invigorating Strike moreover grants 8% Lucky Hit Chance. Hitting a Crowd Controlled or Injured enemy will increase this bonus to 16% Lucky Hit Chance.
Puncture (5)
Active | Marksman | Physical Damage | Requires Dual Wielded weapons
Lucky Hit: 35%
Throw blades a brief distance, dealing [29%] harm. Every third forged Slows enemies by 20% for two seconds. Critical Strikes will at all times Slow.
Enhanced Puncture (1)
Gain 2 Energy when Puncture damages a Crowd Controlled enemy.
Fundamental Puncture (1)
Punture now throws 3 blades in an expansion, every dealing 35% of its Base harm. Hitting an enemy with no less than 2 blades without delay makes them Vulnerable for two seconds.
Primary Puncture (1)
Every third forged of Puncture may also ricochet as much as 2 instances. Critical Strikes will at all times ricochet.
Core Node
Barrage (5) *
Active | Imbueable | Marksman | Physical Damage | Requires a Ranged weapon
Energy Cost: 30
Lucky Hit: 16%
Unleash a barrage of 5 arrows that expands outwards, every dealing [29%] harm. Each arrows has a 20% likelihood to ricochet off an enemy as much as 1 time. Ricochets deal 40% of the arrow’s Base harm.
Enhanced Barrage (1)
Barrage’s ricochet likelihood is elevated to 100% for arrows that harm a Vulnerable enemy or Critical Strike an enemy.
Advanced Barrage (1)
Whenever a single forged of Barrage ricochets no less than 4 instances, your subsequent forged positive factors 20% elevated Critical Strike Chance.
Improved Barrage (1)
Every third forged of Barrage makes enemies Vulnerable for two seconds.
Flurry (5) *
Active | Imbueable | Cutthroat | Physical Damage | Requires Dual Wielded weapons
Energy Cost: 25
Lucky Hit: 10%
Unleash a flurry of stabs and slashes, placing enemies in entrance of you 4 instances and dealing [84%] harm to every.
Enhanced Flurry (1)
Each time Flurry damages a Crowd Controlled or Vulnerable enemy, you might be Healed for 1% of your Maximum Life, as much as 12% Maximum Life per forged.
Advanced Flurry (1)
Evading via an enemy will trigger your subsequent Flurry to Stun enemies for two.5 seconds.
Improved Flurry (1)
If Flurry hits any Vulnerable enemy it can make all enemies hit by that forged Vulnerable for 3 seconds.
Penetrating Shot (5)
Active | Imbueable | Marksman | Physical Damage | Requires a Ranged weapon
Energy Cost: 35
Lucky Hit: 50%
Fire an arrow that pierces via all enemies in a line, dealing [98%] harm.
Enhanced Penetrating Shot (1)
Penetrating Shot offers x10% elevated harm per enemy it pierces.
Advanced Penetrating Shot (1)
When forged with full Energy, Penetrating Shot will Slow all enemies hit by 50% for 3 seconds. Elite enemies may also be Knocked Down for 1.5 seconds.
Improved Penetrating Shot (1)
If Penetrating Shot damages no less than 3 enemies, your subsequent Penetrating Shot has a 20% elevated Critical Strike Chance.
Rapid Fire (5) *
Active | Imbueable | Marksman | Physical Damage | Requires a Ranged weapon
Energy Cost: 25
Lucky Hit: 20%
Rapidly fireplace 5 arrows, every dealing [42%] harm.
Enhanced Rapid Fire (1)
Each subsequent arrow from Rapid Fire has 5% elevated Critical Strike Chance, as much as 40% for the eighth arrow.
Advanced Rapid Fire (1)
Rapid Fire offers x30% elevated Critical Strike Damage for 3 seconds after you Evade.
Improved Rapid Fire (1)
Gain 15 Energy per forged of Rapid Fire when it damages a Vulnerable enemy.
Twisting Blades (5)
Active | Imbueable | Cutthroat | Physical Damage | Requires Dual Wielded weapons
Energy Cost: 30
Lucky Hit: 33%
Impale an enemy together with your blades, dealing [63%] harm and making them take x8% elevated harm from you whereas impaled. After 1.5 seconds, the blades return to you, piercing enemies for [101%] harm.
Enhanced Twisting Blades (1)
Twisting Blades offers x30% elevated harm when returning.
Advanced Twisting Blades (1)
When your Twisting Blades return, your lively Cooldowns are lowered by 0.1 second per enemy they handed via, as much as 2 seconds.
Improved Twisting Blades (1)
Enemies are Dazed whereas impaled with Twisting Blade.
Stutter Step (3)
Passive
Critically Striking an enemy grants +5%/+10%/+15% Movement Speed for 4 seconds.
Sturdy (3)
Passive
You acquire x4%/x8%/x12% Close Damage Reduction.
Siphoning Strikes (3)
Passive
Heal for 1%/2%/3% of your Maximum Life whenever you Critically Strike Close enemies.
Agility Node
Caltrops (5)
Active | Trap | Physical Damage
Charges: 2
Charge Cooldown: 12 seconds
Lucky Hit: 25%
Leap backwards and throw caltrops on the bottom, dealing [56%] harm and Slowing enemies by [62%] . Lasts 6 seconds.
Enhanced Caltrops (1)
Enemies take x3% elevated harm from you every second they’re in Caltrops.
Methodical Caltrops (1)
Caltrops now deal Cold harm and Chills enemies for 20% per second.
Disciplined Caltrops (1)
You have 5% Critical Strike Chance towards enemies inside your Caltrops. Double this quantity towards Vulnerable enemies.
Dash (5)
Active | Imbueable | Cutthroat | Physical Damage | Requires Dual Wielded weapons
Charges: 2
Charge Cooldown: [9.8] seconds
Lucky Hit: 25%
Dash ahead and slash enemies for [52%] harm.
Enhanced Dash (1)
Enemies broken by Dash take x15% elevated Critical Strike Damage from you for five seconds.
Methodical Dash (1)
Dealing harm to Crowd Controlled enemies with Dash reduces its Charge Cooldown by 0.5 seconds, as much as 3 seconds per forged.
Disciplined Dash (1)
Dash Slows enemies hit by 30% for 3 seconds. Any enemy already Slowed will likely be Dazed for two seconds as a substitute.
Shadow Step (5) *
Active | Imbueable | Cutthroat | Physical Damage | Requires Dual Wielded weapons
Cooldown: 9 seconds
Lucky Hit: 100%
Become Unstoppable and shortly transfer via the shadows to stab your sufferer from behind for [101%] harm. Gain +50% elevated Movement Speed for two seconds afterwards.
Enhanced Shadow Step (1)
Damaging an enemy with Shadow Step will increase your Critical Strike Chance towards them by 8% for 3 seconds.
Methodical Shadow Step (1)
Enemies broken by Shadow Step are Stunned for two seconds.
Disciplined Shadow Step (1)
Shadow Step’s Cooldown is lowered by 3 seconds when it damages an enemy you haven’t hit with Shadow Step within the final 4 seconds.
Concussive (3)
Passive
After Knocking Back or Knocking Down an enemy, you acquire +5%/+10%/+15% elevated Critical Strike Chance towards them for 3 seconds.
Rapid Gambits (3)
Passive
Your Evade Cooldown is lowered by 0.5 seconds whenever you Daze an enemy.
Dazed enemies can’t assault or use Skills however are nonetheless capable of transfer.
Trick Attacks (3)
Passive
Lucky Hit: Up to a 5%/10%/15% likelihood to use a random geared up Imbuement Skill impact when dealing direct harm.
Rugged (3)
Passive
Gain x5%/x10%/x15% Damage Reduction towards Damage Over Time results.
Reactive Defense (3)
Passive
Gain x4.5%/x9%/13.5% Damage Reduction whereas inflicted with Control Impairing Effects.
Weapon Mastery (3)
Passive
Gain a bonus when attacking based mostly on weapon sort:
- Daggers: x5%/x10%/x15% elevated harm to Healthy enemies.
- Swords: x3%/x6%/x9% elevated harm.
- Bows: x4%/x8%/x12% elevated harm to Vulnerable enemies.
- Crossbows: x5%/x10%/x15% elevated Critical Strike Damage.
Subterfuge Node
Concealment (5)
Active
Cooldown: [16] seconds
Vanishes from sight, gaining a complicated type of Stealth for 4 seconds that won’t be eliminated by taking harm.
Concealment additionally makes you Unstoppable, grants +30% Movement Speed, and permits you to transfer freely via enemies for its length.
Using an assault Skill throughout Concealment will break Concealment.
Enhanced Concealment (1)
You acquire 40 Energy whenever you enter Concealment.
Countering Concealment (1)
The Skill that breaks Concealment will at all times be a assured Critical Strike.
Subverting Concealment (1)
The Skill that breaks Concealment at all times makes enemies Vulnerable for six seconds.
Dark Shroud (5)
Active
Cooldown: 20 seconds
Surround your self with as much as 5 protecting shadows. Gain [9.6%] Damage Reduction per lively shadow. Each time you are taking direct harm, that harm is lowered and a shadow is consumed.
Enhanced Dark Shroud (1)
Dark Shroud’s shadows have a ten% likelihood to not be consumed.
Countering Dark Shroud (1)
While you have got no less than 4 lively shadows from Dark Shroud, acquire 8% Critical Strike Chance.
Subverting Dark Shroud (1)
Each lively shadow from Dark Shroud grants you +4% elevated Movement Speed.
Poison Trap (5)
Active | Trap | Poison Damage
Cooldown: 10 seconds
Lucky Hit: 20%
Place a lure that arms after 1.25 seconds. It prompts when an enemy strikes inside vary, making use of [482%] Poisoning harm over 9 seconds to enemies within the space.
You can have 4 armed traps out without delay.
Enhanced Poison Trap (1)
Pọison Trap Knocks Down enemies for 1.5 seconds when it prompts.
Countering Poison Trap (1)
Pọison Trap has a 30% likelihood to reset your Imbuement Skill Cooldowns when activated.
Subverting Poison Trap (1)
You deal 10% elevated Poison Damage to enemies standing inside your Pọison Trap.
Smoke Grenade (5) *
Active | Grenade
Cooldown: 15 seconds
Throw a smoky concoction at enemies that Dazes them for [5.6] seconds.
Enhanced Smoke Grenade (1)
Enemies affected by Smoke Grenade take x15% elevated harm from you.
Countering Smoke Grenade (1)
Lucky Hit: Dealing direct harm to enemies affected by Smoke Grenade has as much as a 25% likelihood to cut back its Cooldown by 1 second, or by 3 seconds as a substitute if the enemy is Vulnerable.
Subverting Smoke Grenade (1)
If an enemy is Vulnerable, Slowed, or Chilled then Smoke Grenade will Daze them for 20% longer.
Agile (3)
Passive
Using a Cooldown will increase your Dodge Chance by x3%/x6%/x9% for two seconds.
Mending Obscurity (3)
Passive
While Stealthed, you Heal for 1% Maximum Life per second.
Stealthed characters can’t be instantly focused by enemies. Using an assault or taking harm will immediately take away Stealth.
Exploit (3)
Passive
You deal x6%/x12%/x18% elevated harm to Healthy and Injured enemies.
Malice (3)
Passive
You deal x3%/x6%/x9% elevated harm to Vulnerable enemies.
Imbuement Node
Cold Imbuement (5)
Active
Cooldown: 13 seconds
Imbue your weapons with frigid energies. Your subsequent 2 Imbueable Skills deal Cold harm and Chill enemies for [35%] per hit.
Enhanced Cold Imbuement (1)
Lucky Hit: Cold Imbued Skills have as much as a 30% likelihood to make enemies Vulnerable for 3 seconds.
Blended Cold Imbuement (1)
Lucky Hit: Critical Strikes with Cold Imbued Skills have as much as a 20% likelihood to immediately Freeze enemies for 3 seconds.
Mixed Cold Imbuement (1)
Cold Imbued Skills deal 20% harm to Crowd Controlled enemies. Double this bonus towards Frozen enemies.
Poison Imbuement (5) *
Active | Poison Damage
Cooldown: 13 seconds
Lucky Hit: 33%
Imbue your weapons with deadly poison. Your subsequent 2 Imbueable Skills deal Poison harm and apply [140%] of their Base harm as further Poisoning harm over 5 seconds.
Enhanced Poison Imbuement (1)
Pọison Imbuement’s Poisoning Duration is elevated by 1 second.
Blended Poison Imbuement (1)
Critical Strikes with Pọison Imbued Skills deal 75% elevated Poisoning harm.
Mixed Poison Imbuement (1)
Lucky Hit: Pọison Imbued Skills have as much as a 30% likelihood to use double the quantity of Poisoning harm over time.
Shadow Imbuement (5)
Active | Shadow Damage
Cooldown: 13 seconds
Lucky Hit: 33%
Imbue your weapons with festering shadows. Your subsequent 2 Imbueable Skills deal Shadow harm and infect enemies for six seconds. Infected enemies explode on dying, dealing [56%] harm to all surrounding enemies.
If the an infection expires earlier than the enemy dies, it can deal [56%] harm to solely that enemy.
Enhanced Shadow Imbuement (1)
You have 15% elevated Critical Strike Chance towards Injured enemies contaminated by Shadow Imbuement.
Blended Shadow Imbuement (1)
Shadow Imbuement’s main explosion makes enemies Vulnerable for two seconds.
Mixed Shadow Imbuement (1)
Enemies contaminated by Shadow Imbuement take 12% elevated Non-Physical harm from you for 8 seconds.
Precision Imbuement (3)
Passive
Imbued Skills acquire +5%/+10%/+15% elevated Critical Strike Chance.
Shadow Crash (3)
Passive
Lucky Hit: Shadow harm has as much as a ten% likelihood to Stun for 0.5/1/1.5 seconds.
Consuming Shadows (3)
Passive
Each time you kill an enemy with Shadow Damage, you generate 10/20/30 Energy.
Deadly Venom (3)
Passive
You deal x3%/x6%/x9% elevated Poisoning harm.
(*4*) Toxins (3)
Passive
Poisoned enemies deal 5%/10%/15% much less harm.
Alchemical Advantage (3)
Passive
You acquire +1%/+2%/+3% elevated Attack Speed for every enemy you’ve Poisoned, as much as +15%.
Frigid Finesse (3)
Passive
You deal x5%/x10%/x15% elevated harm to Chilled enemies. This bonus will increase to x10%/x20%/x30% towards Frozen enemies.
Chilling Weight (3)
Passive
Chilled enemies have their Movement Speed additional lowered by as much as 10%/20%/30%.
Ultimate Node
Death Trap (1)
Active | Trap | Shadow Damage
Cooldown: 50 seconds
Lucky Hit: 4%
Place a lure that arms after 1.25 seconds. It prompts when an enemy strikes inside vary, dealing 250% harm to every enemy within the space.
Prime Death Trap (1)
Enemies are Pulled into Death Trap when it prompts.
Supreme Death Trap (1)
If Death Trap kills an enemy, its Cooldown is lowered by 10 seconds.
Rain of Arrows (1) *
Active | Imbueable | Marksman | Physical Damage | Requires a Ranged weapon
Cooldown: 60 seconds
Lucky Hit: 2%
Arrows rain down over a big space 2 instances, every wave dealing 100% harm.
Prime Rain of Arrows (1)
lmbuement Skill results utilized by Rain of Arrows have 20% elevated efficiency.
Supreme Rain of Arrows (1)
Rain of Arrows’ second wave Knocks Down enemies for 3 seconds.
Shadow Clone (1)
Active | Physical Damage
Cooldown: 60 seconds
Your shadow mimicks your actions for 15 seconds.
This Shadow Clone offers 60% of your harm.
Prime Shadow Clone (1)
You are Unstoppable for five seconds after casting Shadow Clone.
Supreme Shadow Clone (1)
Your Shadow Clone offers an extra 20% of your harm.
Innervation (3)
Passive
Lucky Hit: Up to a ten%/20%/30% likelihood to realize 8 Energy.
Second Wind (3)
Passive
Every 100 Energy you spend grants you +5%/+10%/+15% elevated Lucky Hit Chance for five seconds.
Alchemist’s Fortune (3)
Passive
Non-Physical harm you deal has a +5%/+10%/+15% elevated Lucky Hit Chance.
Trap Mastery (3)
Passive
When Poison Trap or Death Trap prompts, you acquire +4%/+8%/+12% elevated Critical Strike Chance towards Vulnerable and Crowd Controlled enemies for 4 seconds.
Aftermath (3)
Passive
After utilizing an Ultimate Skill, restore 25/50/75 Energy.
Adrenaline Rush (3)
Passive
While transferring, you acquire x5%/x10%/x15% elevated Energy Regeneration.
Impetus (3)
Passive
After transferring 15 meters, your subsequent assault offers x7%/x14%/x21% elevated harm.
Haste (3)
Passive
While at or above 50% most Energy, acquire +5%/+10%/+15% elevated Movement Speed. While beneath 50% most Energy, acquire +5%/+10%/+15% elevated Attack Speed.
Key Passives Node
Momentum (1) *
Passive
Cutthroat Skills grant a stack of Momentum for 8 seconds in the event that they both:
- Hit a Stunned, Dazed, or Frozen enemy.
- Hit any enemy from behind.
While at 3 stacks of Momentum you acquire:
- 20% elevated Damage Reduction
- 30% elevated Energy Regeneration
- 15% elevated Movement Speed
Close Quarters Combat (1)
Passive
Damaging a Close enemy with Marksman or Cutthroat Skills every grant a ten% Attack Speed bonus for 8 seconds.
While each Attack Speed bonuses are lively, you deal 20% elevated harm towards Crowd Controlled enemies.
Precision (1)
Passive
Critical Strikes with Marksman Skills grant you Precision. You acquire 4% elevated Critical Strike Damage per stack of Precision, as much as a most of 20%.
When you attain most Precision, your subsequent Marksman Skill is a assured Critical Strike that offers 40% elevated Critical Strike Damage, then consumes all stacks of Precision.
Victimize (1) *
Passive
Lucky Hit: Dealing direct harm to a Vulnerable enemy has as much as a 30% likelihood to trigger an explosion, dealing 23% of the unique harm to them and surrounding enemies.
Exposure (1)
Passive
Lucky Hit: Dealing direct harm to an enemy affected by a Trap Skill has as much as a 25% likelihood to:
- Reduce the lively Cooldowns of your Trap Skills by 20%
- Drop a cluster of exploding Stun Grenades that deal 40% whole Physical harm and Stun enemies for 0.50 seconds
That is each lively and passive ability within the Rogue ability tree in Diablo 4.