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StatRat

WoW Forever

Rogue levelling guide

From character creation to early dungeons. Learn your first fights, training choices, upgrades and group role.

WoW Forever beta · Early levelling (1–30) · Updated 3 October 2026

QUICK START

Combat offers a direct solo starting route. Keep your main-hand weapon current, bind a control ability and avoid waiting for maximum combo points when the enemy is about to die.

ROLE

Melee damage · Stealth · Control

RESOURCE

Energy · Combo points

01

Create your character

Log in, select the realm you intend to play on and choose Create Character. If you are joining friends, agree on realm and faction before creating the character.

Alliance

Human, Dwarf, Night Elf, Gnome, Skyborne

Horde

Orc, Undead, Troll, Skyborne

Choose an available race, select Rogue, customise the appearance and name the character. Enter the world with the new character. Read the racial descriptions, but choose a character you want to keep playing.

Read more: Blizzard’s race and class combinations.

02

Your first quests and fights

Find your health, resource bar, spellbook and quest log. Place your main attack and your survival tools on comfortable keys. Accept nearby starter quests, read the objectives and begin with one enemy at a time.

Start with a basic attack and Sinister Strike. Watch Energy return, build combo points, then use a finisher when it will meaningfully shorten the fight. Add stealth openers as they become available.

Loot defeated enemies and return to complete your objectives. Before leaving the hub again, sell unwanted items, repair if needed and check your trainer for new abilities or ranks. Keep enough supplies for the next quest loop.

Match the rotation to the weapon requirement. A guide built around Ambush and Backstab assumes a dagger; a non-dagger Sinister Strike route does not gain that rotation merely by copying its talents.

Use a finisher before its value disappears. A short Eviscerate that ends the fight is better than pooling to five points while the enemy dies to auto-attacks. Slice and Dice needs enough remaining combat time to repay the Energy and points.

03

Training and talents

Level 10

Slice and Dice. Attack speed has time to pay off on a longer fight or a sequence of pulls. A low-health enemy may be better finished directly.

Level 10

Dual Wield. Keep the main hand strong and train your new weapon skill safely before entering a dungeon.

Level 12

Kick. An interrupt worth buying even when you defer damage ranks on unused attacks.

Level 18

Ambush. A dagger opener. A sword-based Sinister Strike route does not need every Ambush or Backstab upgrade.

Level 20

Instant Poison. Follow the poison-skill unlock and keep the weapons you use coated. Carry the ingredients before a long quest circuit.

Level 22

Vanish. A valuable escape that needs its reagent. A trained spell without the required supply is not an escape plan.

Level 30

Blade Flurry. The earliest normal Combat unlock with sufficient points in that tree. Off-tree points delay it unless you respec; include that cost in your plan.

Level 30

Kidney Shot. Spend combo points to stop a dangerous opponent. It is control, rather than a reason to stun every nearly dead target.

A Combat start can reduce the cost of Sinister Strike and improve Eviscerate. Add accuracy and defensive support as rows open. If you switch to a dagger-based approach, review the build rather than assuming the old points still serve the same job.

Spend around your current toolkit. A talent that improves an attack you have not learned yet may help later, but does little for the next fight. Check prerequisites and point costs in the planner.

+ Plan your talent points

Read talents and plan a route for your Rogue. Open the full Rogue calculator for more space.

Loading talent trees…

Bind Kick, Gouge and an escape separately from the builder. Gouge can create a bandage window if no damage-over-time effect immediately breaks it. Carry bandages and Vanish reagents rather than treating recovery as something the next quest reward will solve.

Blade Flurry arrives when you have enough Combat points. Spending early points in another tree delays that milestone; a respec can bring it forward but consumes gold. Decide which benefit you want before paying to copy a different route.

04

Gear, professions and supplies

Look closely at main-hand upgrades and weapon skill. Learn First Aid if you want a recovery option between pulls; using control can create a safer moment to bandage.

Skinning and Leatherworking fit a character who gathers while questing. Engineering adds consumable utility but needs materials and preparation. Neither replaces keeping the main weapon useful.

Spend with a purpose. Compare the upgrade with the money or materials it takes, and keep enough for training and the supplies you routinely use. A reliable quest route matters more than buying every small improvement.

Complete your early Rogue class training and the level-20 poison unlock before assuming every poison recipe is immediately usable. Keep your chosen poison ingredients and escape reagents stocked when you leave town.

Alliance, from 14: prepare The Defias Brotherhood in Westfall, including its travel and escort steps, for a later Deadmines run. Tunic of Westfall is a deterministic reward; obtaining a boss weapon such as Cruel Barb still depends on a drop. A dagger build needs its own weapon comparison.

05

Your first dungeon

Ask which target needs control, stay on the tank’s chosen enemy and use Kick when a dangerous cast starts. Check supplies before leaving town, and keep the long-fight value of Slice and Dice in mind.

Plan a first run around levels 13–18: Ragefire Chasm is in Orgrimmar; Hall of Thanes is below Ironforge’s High Seat. Choose the dungeon and quests that fit your faction and route.

RFC · dagger

Chanting Blade from Jergosh is a dagger-route comparison. A Sinister Strike non-dagger build should not change its entire rotation just because a dagger drops.

Hall of Thanes · leather

Flamefist Grips from Magmatus and Direhammer Leggings from Durgen are early leather comparisons. Inspect Agility, attack stats and survivability together.

Alliance · quest chain

The Defias Brotherhood ends with a choice including Tunic of Westfall. Prepare the chain before a Deadmines group rather than discovering the missing prerequisite at the entrance.

Agree on a Sap target before combat, Kick dangerous casts and keep damage on the tank’s marked enemy. Carry a bandage and the relevant utility reagents; an escape button without its supply will not rescue a bad pull.

Collect the linked quests before the run and compare the reward afterwards. A useful quest reward can end a gearing detour without repeated boss farming.

06

Spell ranks and training budget

Select a level to see its recorded unlocks, or choose All levels for the complete 1–60 list. Open a spell name to inspect its effect and requirements. The priorities assume Combat solo levelling; buy the appropriate healing or tanking ranks when you take another role.

Rogue training · levels 1–60Combat solo priorities

Keep your main attacks and recovery tools current. Learn useful control early; defer unused damage ranks before spending your travel and equipment gold.

121 recorded ranks

Rogue spell ranks, client unlock levels and training advice
LevelSpell & rankTraining advice
1
EviscerateRank 1

35 Energy · Melee Range

Instant

Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 6-10 damage 2 points: 11-15 damage 3 points: 16-20 damage 4 points: 21-25 damage 5 points: 26-30 damage

Trainer / starting spell
Train

A direct finisher for short solo kills. Spend enough combo points to end the fight instead of waiting for five on a dying enemy.

1
Sinister StrikeRank 1

45 Energy · Melee Range

Instant

An instant strike that causes 3 damage in addition to your normal weapon damage. Awards 1 combo point.

Trainer / starting spell
Train

The main non-dagger Combat builder. Keep its damage current before spending on dagger attacks you cannot use.

1
StealthRank 1

Instant · 10 sec cooldown

Allows the rogue to sneak around, but reduces your speed by 50%. Lasts until cancelled.

Trainer / starting spell
Train

Keep useful ranks current while you regularly use this ability in the Combat solo toolkit.

4
BackstabRank 1

60 Energy · Melee Range

Instant

Requires Daggers

Backstab the target, causing 150% weapon damage plus 15 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.

Trainer / starting spell
Defer

Requires a dagger and suitable positioning or talents. Buy for a dagger route; defer if you level with Sinister Strike and a non-dagger.

4
Pick PocketUnranked

Melee Range

Instant

Requires Stealth

Pick the target's pocket.

Trainer / starting spell
Situational

Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list.

6
GougeRank 1

45 Energy · Melee Range

Instant · 10 sec cooldown

Causes 10 damage, stops your attack, and incapacitates the target for 4 sec. The target must be facing you. Any damage taken will break the effect. Awards 1 combo point.

Trainer / starting spell
Utility

First rank supplies control. Later damage ranks are a lower priority when you use it to bandage or create space.

6
Sinister StrikeRank 2

45 Energy · Melee Range

Instant

An instant strike that causes 6 damage in addition to your normal weapon damage. Awards 1 combo point.

Trainer / starting spell
Train

The main non-dagger Combat builder. Keep its damage current before spending on dagger attacks you cannot use.

8
EvasionUnranked

Instant · 5 min cooldown

The rogue's dodge chance will increase by 50% for 15 sec.

Trainer / starting spell
Utility

Learn the control, escape, dispel or group tool. If a later rank only adds damage, it can wait; keep ranks that improve its useful effect.

8
EviscerateRank 2

35 Energy · Melee Range

Instant

Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 14-22 damage 2 points: 25-33 damage 3 points: 36-44 damage 4 points: 47-55 damage 5 points: 58-66 damage

Trainer / starting spell
Train

A direct finisher for short solo kills. Spend enough combo points to end the fight instead of waiting for five on a dying enemy.

10
SapRank 1

65 Energy · Melee Range

Instant

Requires Stealth

Incapacitates the target for up to 25 sec. Only works on Humanoids that are not in combat. Any damage taken will break the effect. Only 1 target may be sapped at a time. Does not break Stealth.

Trainer / starting spell
Utility

Learn the control, escape, dispel or group tool. If a later rank only adds damage, it can wait; keep ranks that improve its useful effect.

10
Slice and DiceRank 1

25 Energy · 100 yd range

Instant

Finishing move that increases melee attack speed by 20%. Lasts longer per combo point: 1 point : 9 seconds 2 points: 12 seconds 3 points: 15 seconds 4 points: 18 seconds 5 points: 21 seconds

Trainer / starting spell
Train

Attack speed pays off over remaining combat time. Buy the useful duration upgrades, but do not maintain it at the cost of ending a short fight.

10
SprintRank 1

Instant · 5 min cooldown

Increases the rogue's movement speed by 50% for 15 sec. Does not break stealth.

Trainer / starting spell
Utility

Learn the control, escape, dispel or group tool. If a later rank only adds damage, it can wait; keep ranks that improve its useful effect.

12
BackstabRank 2

60 Energy · Melee Range

Instant

Requires Daggers

Backstab the target, causing 150% weapon damage plus 30 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.

Trainer / starting spell
Defer

Requires a dagger and suitable positioning or talents. Buy for a dagger route; defer if you level with Sinister Strike and a non-dagger.

12
KickRank 1

25 Energy · Melee Range

Instant · 10 sec cooldown

A quick kick that injures a single foe for 15 damage. It also interrupts spellcasting and prevents any spell in that school from being cast for 5 sec.

Trainer / starting spell
Utility

Keep the interrupt available. Higher ranks add damage; they are less urgent than upgrading your main builder.

14
Expose ArmorRank 1

25 Energy · Melee Range

Instant

Finishing move that exposes the target for 30 sec, reducing Armor per combo point: 1 point : 90 Armor 2 points: 180 Armor 3 points: 270 Armor 4 points: 360 Armor 5 points: 450 Armor

Trainer / starting spell
Defer

More useful against enemies that live long enough to repay the combo points. Short solo fights usually favour a direct finisher.

14
GarroteRank 1

50 Energy · Melee Range

Instant

Requires Stealth

Garrote the enemy, causing 144 damage over 18 sec, increased by your Attack Power. Must be stealthed and behind the target. Awards 1 combo point.

Trainer / starting spell
Situational

Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list.

14
Sinister StrikeRank 3

45 Energy · Melee Range

Instant

An instant strike that causes 10 damage in addition to your normal weapon damage. Awards 1 combo point.

Trainer / starting spell
Train

The main non-dagger Combat builder. Keep its damage current before spending on dagger attacks you cannot use.

16
EviscerateRank 3

35 Energy · Melee Range

Instant

Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 25-39 damage 2 points: 44-58 damage 3 points: 63-77 damage 4 points: 82-96 damage 5 points: 101-115 damage

Trainer / starting spell
Train

A direct finisher for short solo kills. Spend enough combo points to end the fight instead of waiting for five on a dying enemy.

16
FeintRank 1

20 Energy · Melee Range

Instant · 10 sec cooldown

Performs a feint, causing no damage but lowering your threat by a small amount, making the enemy less likely to attack you.

Trainer / starting spell
Defer

Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role.

18
AmbushRank 1

60 Energy · Melee Range

Instant

Requires Stealth

Requires Daggers

Ambush the target, causing 250% weapon damage plus 70 to the target. Must be stealthed and behind the target. Requires a dagger in the main hand. Awards 1 combo point.

Trainer / starting spell
Defer

A dagger opener. Only spend on its damage ranks when you have the weapon and use this opener.

18
GougeRank 2

45 Energy · Melee Range

Instant · 10 sec cooldown

Causes 20 damage, stops your attack, and incapacitates the target for 4 sec. The target must be facing you. Any damage taken will break the effect. Awards 1 combo point.

Trainer / starting spell
Utility

First rank supplies control. Later damage ranks are a lower priority when you use it to bandage or create space.

20
BackstabRank 3

60 Energy · Melee Range

Instant

Requires Daggers

Backstab the target, causing 150% weapon damage plus 48 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.

Trainer / starting spell
Defer

Requires a dagger and suitable positioning or talents. Buy for a dagger route; defer if you level with Sinister Strike and a non-dagger.

20
Crippling PoisonRank 1

3 sec cast

Reagents: Essence of Pain, Empty Vial

Makes: Crippling Poison

Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy, slowing their movement speed by 50% for 12 sec.

Poison skill / recipe
Utility

Learn the control, escape, dispel or group tool. If a later rank only adds damage, it can wait; keep ranks that improve its useful effect.

20
Ghostly StrikeUnranked

40 Energy · Melee Range

Instant · 20 sec cooldown

A strike that deals 125% (180% if a Dagger is equipped in your Main Hand) weapon damage and increases your chance to dodge by 15% for 7 sec. Awards 1 combo point.

Talent unlock
Defer

Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role.

20
Instant PoisonRank 1

3 sec cast

Reagents: Dust of Decay, Empty Vial

Makes: Instant Poison

Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of poisoning the enemy which instantly inflicts 13 to 17 Nature damage. 60 charges.

Poison skill / recipe
Train

Keep useful ranks current while you regularly use this ability in the Combat solo toolkit.

20
RiposteUnranked

10 Energy · Melee Range

Instant · 6 sec cooldown

A strike that becomes active after parrying an opponent's attack. This attack deals 150% weapon damage and disarms the target for 6 sec.

Talent unlock
Train

Keep useful ranks current while you regularly use this ability in the Combat solo toolkit.

20
RuptureRank 1

25 Energy · Melee Range

Instant

Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point: 1 point : 25 damage over 8 secs 2 points: 37 damage over 10 secs 3 points: 51 damage over 12 secs 4 points: 68 damage over 14 secs 5 points: 87 damage over 16 secs

Trainer / starting spell
Situational

Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list.

20
StealthRank 2

Instant · 10 sec cooldown

Allows the rogue to sneak around, but reduces your speed by 40%. Lasts until cancelled.

Trainer / starting spell
Train

Keep useful ranks current while you regularly use this ability in the Combat solo toolkit.

22
DistractUnranked

30 Energy · 30 yd range

Instant · 30 sec cooldown

Throws a distraction, attracting the attention of all nearby enemies and reducing their Stealth detection as if they were 1 level lower for 10 seconds. Does not break stealth.

Trainer / starting spell
Situational

Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list.

22
GarroteRank 2

50 Energy · Melee Range

Instant

Requires Stealth

Garrote the enemy, causing 204 damage over 18 sec, increased by your Attack Power. Must be stealthed and behind the target. Awards 1 combo point.

Trainer / starting spell
Situational

Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list.

22
Sinister StrikeRank 4

45 Energy · Melee Range

Instant

An instant strike that causes 15 damage in addition to your normal weapon damage. Awards 1 combo point.

Trainer / starting spell
Train

The main non-dagger Combat builder. Keep its damage current before spending on dagger attacks you cannot use.

22
VanishRank 1

Instant · 5 min cooldown

Reagents: Flash Powder

Allows the rogue to vanish from sight, entering an improved stealth mode for 10 sec. Also breaks movement impairing effects.

Trainer / starting spell
Utility

Learn the control, escape, dispel or group tool. If a later rank only adds damage, it can wait; keep ranks that improve its useful effect.

24
Detect TrapsPassive

Greatly increased chance to detect traps.

Trainer / starting spell
Situational

Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list.

24
EviscerateRank 4

35 Energy · Melee Range

Instant

Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 41-61 damage 2 points: 72-92 damage 3 points: 103-123 damage 4 points: 134-154 damage 5 points: 165-185 damage

Trainer / starting spell
Train

A direct finisher for short solo kills. Spend enough combo points to end the fight instead of waiting for five on a dying enemy.

24
Mind-numbing PoisonRank 1

3 sec cast

Reagents: Dust of Decay, Essence of Pain, Empty Vial

Makes: Mind-numbing Poison

Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of poisoning the enemy, increasing their casting time by 40% for 10 sec. 75 charges.

Poison skill / recipe
Defer

Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role.

25
Cold BloodUnranked

Instant · 3 min cooldown

When activated, increases the critical strike chance of your next Sinister Strike, Backstab, Ambush, Eviscerate, or Mutilate by 100%.

Talent unlock
Situational

Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list.

25
PremeditationUnranked

20 yd range

Instant · 2 min cooldown

Adds 2 Combo Points to your target. You must add to or use those combo points within 20 sec or the combo points are lost.

Talent unlock
Situational

Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list.

26
AmbushRank 2

60 Energy · Melee Range

Instant

Requires Stealth

Requires Daggers

Ambush the target, causing 250% weapon damage plus 100 to the target. Must be stealthed and behind the target. Requires a dagger in the main hand. Awards 1 combo point.

Trainer / starting spell
Defer

A dagger opener. Only spend on its damage ranks when you have the weapon and use this opener.

26
Cheap ShotUnranked

60 Energy · Melee Range

Instant

Requires Stealth

Stuns the target for 4 sec. Must be stealthed. Awards 2 combo points.

Trainer / starting spell
Situational

Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list.

26
Expose ArmorRank 2

25 Energy · Melee Range

Instant

Finishing move that exposes the target for 30 sec, reducing Armor per combo point: 1 point : 180 Armor 2 points: 360 Armor 3 points: 540 Armor 4 points: 720 Armor 5 points: 900 Armor

Trainer / starting spell
Defer

More useful against enemies that live long enough to repay the combo points. Short solo fights usually favour a direct finisher.

26
KickRank 2

25 Energy · Melee Range

Instant · 10 sec cooldown

A quick kick that injures a single foe for 30 damage. It also interrupts spellcasting and prevents any spell in that school from being cast for 5 sec.

Trainer / starting spell
Utility

Keep the interrupt available. Higher ranks add damage; they are less urgent than upgrading your main builder.

28
BackstabRank 4

60 Energy · Melee Range

Instant

Requires Daggers

Backstab the target, causing 150% weapon damage plus 69 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.

Trainer / starting spell
Defer

Requires a dagger and suitable positioning or talents. Buy for a dagger route; defer if you level with Sinister Strike and a non-dagger.

28
FeintRank 2

20 Energy · Melee Range

Instant · 10 sec cooldown

Performs a feint, causing no damage but lowering your threat by a medium amount, making the enemy less likely to attack you.

Trainer / starting spell
Defer

Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role.

28
Instant PoisonRank 2

3 sec cast

Reagents: Dust of Decay x3, Leaded Vial

Makes: Instant Poison II

Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of poisoning the enemy which instantly inflicts 20 to 26 Nature damage. 85 charges.

Poison skill / recipe
Train

Keep useful ranks current while you regularly use this ability in the Combat solo toolkit.

28
RuptureRank 2

25 Energy · Melee Range

Instant

Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point: 1 point : 35 damage over 8 secs 2 points: 53 damage over 10 secs 3 points: 74 damage over 12 secs 4 points: 99 damage over 14 secs 5 points: 127 damage over 16 secs

Trainer / starting spell
Situational

Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list.

28
SapRank 2

65 Energy · Melee Range

Instant

Requires Stealth

Incapacitates the target for up to 35 sec. Only works on Humanoids that are not in combat. Any damage taken will break the effect. Only 1 target may be sapped at a time. Does not break Stealth.

Trainer / starting spell
Utility

Learn the control, escape, dispel or group tool. If a later rank only adds damage, it can wait; keep ranks that improve its useful effect.

30
Blade FlurryUnranked

25 Energy

Instant · 2 min cooldown

Increases your melee attack speed by 20% and your melee attacks strike an additional nearby opponent. Lasts 15 sec.

Talent unlock
Train

Keep useful ranks current while you regularly use this ability in the Combat solo toolkit.

30
Deadly PoisonRank 1

3 sec cast

Reagents: Deathweed, Leaded Vial

Makes: Deadly Poison

Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy for 24 Nature damage over 12 sec. Stacks up to 5 times on a single target. 90 charges.

Poison skill / recipe
Train

Keep useful ranks current while you regularly use this ability in the Combat solo toolkit.

30
Disarm TrapUnranked

5 yd range

2 sec cast

Sneak up on the trap in order to disarm it. Don't get too close or the trap will go off.

Trainer / starting spell
Situational

Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list.

30
GarroteRank 3

50 Energy · Melee Range

Instant

Requires Stealth

Garrote the enemy, causing 282 damage over 18 sec, increased by your Attack Power. Must be stealthed and behind the target. Awards 1 combo point.

Trainer / starting spell
Situational

Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list.

30
HemorrhageUnranked

35 Energy · Melee Range

Instant

An instant strike that deals 100% weapon damage (145% if a Dagger is equipped) and causes the target to take 15% increased Rupture damage from the Rogue. Lasts 15 sec. Awards 1 Combo Point.

Talent unlock
Defer

Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role.

30
Kidney ShotRank 1

25 Energy · Melee Range

Instant · 20 sec cooldown

Finishing move that stuns the target. Lasts longer per combo point: 1 point : 1 second 2 points: 2 seconds 3 points: 3 seconds 4 points: 4 seconds 5 points: 5 seconds

Trainer / starting spell
Situational

Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list.

30
MutilateRank 1

60 Energy · Melee Range

Instant

Requires Daggers

Instantly attacks with both weapons for 75% weapon damage plus an additional 13 with each weapon. Damage increased by 20% against Poisoned targets. Awards 2 Combo Points.

Talent unlock
Defer

Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role.

30
PreparationUnranked

Instant · 10 min cooldown

When activated, this ability immediately finishes the cooldown on your other Rogue abilities.

Talent unlock
Situational

Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list.

30
Sinister StrikeRank 5

45 Energy · Melee Range

Instant

An instant strike that causes 22 damage in addition to your normal weapon damage. Awards 1 combo point.

Trainer / starting spell
Train

The main non-dagger Combat builder. Keep its damage current before spending on dagger attacks you cannot use.

32
EviscerateRank 5

35 Energy · Melee Range

Instant

Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 60-90 damage 2 points: 105-135 damage 3 points: 150-180 damage 4 points: 195-225 damage 5 points: 240-270 damage

Trainer / starting spell
Train

A direct finisher for short solo kills. Spend enough combo points to end the fight instead of waiting for five on a dying enemy.

32
GougeRank 3

45 Energy · Melee Range

Instant · 10 sec cooldown

Causes 32 damage, stops your attack, and incapacitates the target for 4 sec. The target must be facing you. Any damage taken will break the effect. Awards 1 combo point.

Trainer / starting spell
Utility

First rank supplies control. Later damage ranks are a lower priority when you use it to bandage or create space.

32
Wound PoisonRank 1

3 sec cast

Reagents: Essence of Pain, Deathweed, Leaded Vial

Makes: Wound Poison

Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy, reducing all healing effects used on them by 67 for 15 sec. Stacks up to 5 times on a single target. 90 charges.

Poison skill / recipe
Defer

Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role.

34
AmbushRank 3

60 Energy · Melee Range

Instant

Requires Stealth

Requires Daggers

Ambush the target, causing 250% weapon damage plus 125 to the target. Must be stealthed and behind the target. Requires a dagger in the main hand. Awards 1 combo point.

Trainer / starting spell
Defer

A dagger opener. Only spend on its damage ranks when you have the weapon and use this opener.

34
BlindUnranked

30 Energy · 10 yd range

Instant · 5 min cooldown

Reagents: Blinding Powder

Blinds the target, causing it to wander disoriented for up to 10 sec. Any damage caused will remove the effect.

Trainer / starting spell
Utility

Learn the control, escape, dispel or group tool. If a later rank only adds damage, it can wait; keep ranks that improve its useful effect.

34
Blinding PowderUnranked

3 sec cast

Reagents: Fadeleaf

Makes: 3 Blinding Powder

Create the reagent for the Blind ability.

Poison skill / recipe
Situational

Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list.

34
SprintRank 2

Instant · 5 min cooldown

Increases the rogue's movement speed by 60% for 15 sec. Does not break stealth.

Trainer / starting spell
Utility

Learn the control, escape, dispel or group tool. If a later rank only adds damage, it can wait; keep ranks that improve its useful effect.

36
BackstabRank 5

60 Energy · Melee Range

Instant

Requires Daggers

Backstab the target, causing 150% weapon damage plus 90 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.

Trainer / starting spell
Defer

Requires a dagger and suitable positioning or talents. Buy for a dagger route; defer if you level with Sinister Strike and a non-dagger.

36
Expose ArmorRank 3

25 Energy · Melee Range

Instant

Finishing move that exposes the target for 30 sec, reducing Armor per combo point: 1 point : 270 Armor 2 points: 540 Armor 3 points: 810 Armor 4 points: 1,080 Armor 5 points: 1,350 Armor

Trainer / starting spell
Defer

More useful against enemies that live long enough to repay the combo points. Short solo fights usually favour a direct finisher.

36
Instant PoisonRank 3

3 sec cast

Reagents: Dust of Deterioration, Leaded Vial

Makes: Instant Poison III

Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of poisoning the enemy which instantly inflicts 29 to 37 Nature damage. 105 charges.

Poison skill / recipe
Train

Keep useful ranks current while you regularly use this ability in the Combat solo toolkit.

36
RuptureRank 3

25 Energy · Melee Range

Instant

Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point: 1 point : 53 damage over 8 secs 2 points: 79 damage over 10 secs 3 points: 109 damage over 12 secs 4 points: 143 damage over 14 secs 5 points: 183 damage over 16 secs

Trainer / starting spell
Situational

Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list.

38
Deadly PoisonRank 2

3 sec cast

Reagents: Deathweed x2, Leaded Vial

Makes: Deadly Poison II

Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy for 36 Nature damage over 12 sec. Stacks up to 5 times on a single target. 115 charges.

Poison skill / recipe
Train

Keep useful ranks current while you regularly use this ability in the Combat solo toolkit.

38
GarroteRank 4

50 Energy · Melee Range

Instant

Requires Stealth

Garrote the enemy, causing 354 damage over 18 sec, increased by your Attack Power. Must be stealthed and behind the target. Awards 1 combo point.

Trainer / starting spell
Situational

Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list.

38
Mind-numbing PoisonRank 2

3 sec cast

Reagents: Dust of Decay x4, Essence of Pain x4, Leaded Vial

Makes: Mind-numbing Poison II

Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of poisoning the enemy, increasing their casting time by 50% for 12 sec. 115 charges.

Poison skill / recipe
Defer

Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role.

38
Sinister StrikeRank 6

45 Energy · Melee Range

Instant

An instant strike that causes 33 damage in addition to your normal weapon damage. Awards 1 combo point.

Trainer / starting spell
Train

The main non-dagger Combat builder. Keep its damage current before spending on dagger attacks you cannot use.

40
Adrenaline RushUnranked

Instant · 5 min cooldown

Increases your Energy regeneration rate by 100% for 15 sec.

Talent unlock
Train

Keep useful ranks current while you regularly use this ability in the Combat solo toolkit.

40
EviscerateRank 6

35 Energy · Melee Range

Instant

Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 93-137 damage 2 points: 164-208 damage 3 points: 235-279 damage 4 points: 306-350 damage 5 points: 377-421 damage

Trainer / starting spell
Train

A direct finisher for short solo kills. Spend enough combo points to end the fight instead of waiting for five on a dying enemy.

40
FeintRank 3

20 Energy · Melee Range

Instant · 10 sec cooldown

Performs a feint, causing no damage but lowering your threat by a large amount, making the enemy less likely to attack you.

Trainer / starting spell
Defer

Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role.

40
MutilateRank 2

60 Energy · Melee Range

Instant

Requires Daggers

Instantly attacks with both weapons for 75% weapon damage plus an additional 19 with each weapon. Damage increased by 20% against Poisoned targets. Awards 2 Combo Points.

Trainer · requires talent
Defer

Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role.

40
Safe FallPassive

Reduces damage from falling.

Trainer / starting spell
Situational

Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list.

40
StealthRank 3

Instant · 10 sec cooldown

Allows the rogue to sneak around, but reduces your speed by 35%. Lasts until cancelled.

Trainer / starting spell
Train

Keep useful ranks current while you regularly use this ability in the Combat solo toolkit.

40
VenomUnranked

25 Energy · 100 yd range

Instant

Finishing move that increases the damage of your Poisons by 30% and your chance to apply Poisons by 10%. Lasts longer per combo point: 1 point : 9 sec 2 points: 12 sec 3 points: 15 sec 4 points: 18 sec 5 points: 21 sec

Talent unlock
Situational

Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list.

40
Wound PoisonRank 2

3 sec cast

Reagents: Essence of Pain, Deathweed x2, Leaded Vial

Makes: Wound Poison II

Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy, reducing all healing effects used on them by 92 for 15 sec. Stacks up to 5 times on a single target. 115 charges.

Poison skill / recipe
Defer

Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role.

42
AmbushRank 4

60 Energy · Melee Range

Instant

Requires Stealth

Requires Daggers

Ambush the target, causing 250% weapon damage plus 185 to the target. Must be stealthed and behind the target. Requires a dagger in the main hand. Awards 1 combo point.

Trainer / starting spell
Defer

A dagger opener. Only spend on its damage ranks when you have the weapon and use this opener.

42
KickRank 3

25 Energy · Melee Range

Instant · 10 sec cooldown

A quick kick that injures a single foe for 45 damage. It also interrupts spellcasting and prevents any spell in that school from being cast for 5 sec.

Trainer / starting spell
Utility

Keep the interrupt available. Higher ranks add damage; they are less urgent than upgrading your main builder.

42
Slice and DiceRank 2

25 Energy · 100 yd range

Instant

Finishing move that increases melee attack speed by 30%. Lasts longer per combo point: 1 point : 9 seconds 2 points: 12 seconds 3 points: 15 seconds 4 points: 18 seconds 5 points: 21 seconds

Trainer / starting spell
Train

Attack speed pays off over remaining combat time. Buy the useful duration upgrades, but do not maintain it at the cost of ending a short fight.

42
VanishRank 2

Instant · 5 min cooldown

Reagents: Flash Powder

Allows the rogue to vanish from sight, entering an improved stealth mode for 10 sec. Also breaks movement impairing effects. More effective than Vanish (Rank 1).

Trainer / starting spell
Utility

Learn the control, escape, dispel or group tool. If a later rank only adds damage, it can wait; keep ranks that improve its useful effect.

44
BackstabRank 6

60 Energy · Melee Range

Instant

Requires Daggers

Backstab the target, causing 150% weapon damage plus 135 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.

Trainer / starting spell
Defer

Requires a dagger and suitable positioning or talents. Buy for a dagger route; defer if you level with Sinister Strike and a non-dagger.

44
Instant PoisonRank 4

3 sec cast

Reagents: Dust of Deterioration x2, Crystal Vial

Makes: Instant Poison IV

Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of poisoning the enemy which instantly inflicts 45 to 57 Nature damage. 130 charges.

Poison skill / recipe
Train

Keep useful ranks current while you regularly use this ability in the Combat solo toolkit.

44
RuptureRank 4

25 Energy · Melee Range

Instant

Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point: 1 point : 76 damage over 8 secs 2 points: 110 damage over 10 secs 3 points: 149 damage over 12 secs 4 points: 195 damage over 14 secs 5 points: 246 damage over 16 secs

Trainer / starting spell
Situational

Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list.

46
Deadly PoisonRank 3

3 sec cast

Reagents: Deathweed x3, Crystal Vial

Makes: Deadly Poison III

Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy for 56 Nature damage over 12 sec. Stacks up to 5 times on a single target. 135 charges.

Poison skill / recipe
Train

Keep useful ranks current while you regularly use this ability in the Combat solo toolkit.

46
Expose ArmorRank 4

25 Energy · Melee Range

Instant

Finishing move that exposes the target for 30 sec, reducing Armor per combo point: 1 point : 360 Armor 2 points: 720 Armor 3 points: 1,080 Armor 4 points: 1,440 Armor 5 points: 1,800 Armor

Trainer / starting spell
Defer

More useful against enemies that live long enough to repay the combo points. Short solo fights usually favour a direct finisher.

46
GarroteRank 5

50 Energy · Melee Range

Instant

Requires Stealth

Garrote the enemy, causing 444 damage over 18 sec, increased by your Attack Power. Must be stealthed and behind the target. Awards 1 combo point.

Trainer / starting spell
Situational

Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list.

46
GougeRank 4

45 Energy · Melee Range

Instant · 10 sec cooldown

Causes 55 damage, stops your attack, and incapacitates the target for 4 sec. The target must be facing you. Any damage taken will break the effect. Awards 1 combo point.

Trainer / starting spell
Utility

First rank supplies control. Later damage ranks are a lower priority when you use it to bandage or create space.

46
Sinister StrikeRank 7

45 Energy · Melee Range

Instant

An instant strike that causes 52 damage in addition to your normal weapon damage. Awards 1 combo point.

Trainer / starting spell
Train

The main non-dagger Combat builder. Keep its damage current before spending on dagger attacks you cannot use.

48
EviscerateRank 7

35 Energy · Melee Range

Instant

Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 144-212 damage 2 points: 254-322 damage 3 points: 364-432 damage 4 points: 474-542 damage 5 points: 584-652 damage

Trainer / starting spell
Train

A direct finisher for short solo kills. Spend enough combo points to end the fight instead of waiting for five on a dying enemy.

48
SapRank 3

65 Energy · Melee Range

Instant

Requires Stealth

Incapacitates the target for up to 45 sec. Only works on Humanoids that are not in combat. Any damage taken will break the effect. Only 1 target may be sapped at a time. Does not break Stealth.

Trainer / starting spell
Utility

Learn the control, escape, dispel or group tool. If a later rank only adds damage, it can wait; keep ranks that improve its useful effect.

48
Wound PoisonRank 3

3 sec cast

Reagents: Essence of Agony, Deathweed x2, Crystal Vial

Makes: Wound Poison III

Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy, reducing all healing effects used on them by 128 for 15 sec. Stacks up to 5 times on a single target. 135 charges.

Poison skill / recipe
Defer

Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role.

50
AmbushRank 5

60 Energy · Melee Range

Instant

Requires Stealth

Requires Daggers

Ambush the target, causing 250% weapon damage plus 230 to the target. Must be stealthed and behind the target. Requires a dagger in the main hand. Awards 1 combo point.

Trainer / starting spell
Defer

A dagger opener. Only spend on its damage ranks when you have the weapon and use this opener.

50
Crippling PoisonRank 2

3 sec cast

Reagents: Essence of Agony x3, Crystal Vial

Makes: Crippling Poison II

Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy, slowing their movement speed by 70% for 12 sec.

Poison skill / recipe
Utility

Learn the control, escape, dispel or group tool. If a later rank only adds damage, it can wait; keep ranks that improve its useful effect.

50
Kidney ShotRank 2

25 Energy · Melee Range

Instant · 20 sec cooldown

Finishing move that stuns the target. Lasts longer per combo point: 1 point : 2 seconds 2 points: 3 seconds 3 points: 4 seconds 4 points: 5 seconds 5 points: 6 seconds

Trainer / starting spell
Situational

Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list.

50
MutilateRank 3

60 Energy · Melee Range

Instant

Requires Daggers

Instantly attacks with both weapons for 75% weapon damage plus an additional 27 with each weapon. Damage increased by 20% against Poisoned targets. Awards 2 Combo Points.

Trainer · requires talent
Defer

Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role.

52
BackstabRank 7

60 Energy · Melee Range

Instant

Requires Daggers

Backstab the target, causing 150% weapon damage plus 165 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.

Trainer / starting spell
Defer

Requires a dagger and suitable positioning or talents. Buy for a dagger route; defer if you level with Sinister Strike and a non-dagger.

52
FeintRank 4

20 Energy · Melee Range

Instant · 10 sec cooldown

Performs a feint, causing no damage but lowering your threat by a large amount, making the enemy less likely to attack you.

Trainer / starting spell
Defer

Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role.

52
Instant PoisonRank 5

3 sec cast

Reagents: Dust of Deterioration x3, Crystal Vial

Makes: Instant Poison V

Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of poisoning the enemy which instantly inflicts 62 to 80 Nature damage. 150 charges.

Poison skill / recipe
Train

Keep useful ranks current while you regularly use this ability in the Combat solo toolkit.

52
Mind-numbing PoisonRank 3

3 sec cast

Reagents: Dust of Deterioration x2, Essence of Agony x2, Crystal Vial

Makes: Mind-numbing Poison III

Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of poisoning the enemy, increasing their casting time by 60% for 14 sec. 150 charges.

Poison skill / recipe
Defer

Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role.

52
RuptureRank 5

25 Energy · Melee Range

Instant

Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point: 1 point : 105 damage over 8 secs 2 points: 151 damage over 10 secs 3 points: 207 damage over 12 secs 4 points: 270 damage over 14 secs 5 points: 342 damage over 16 secs

Trainer / starting spell
Situational

Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list.

54
Deadly PoisonRank 4

3 sec cast

Reagents: Deathweed x5, Crystal Vial

Makes: Deadly Poison IV

Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy for 72 Nature damage over 12 sec. Stacks up to 5 times on a single target. 160 charges.

Poison skill / recipe
Train

Keep useful ranks current while you regularly use this ability in the Combat solo toolkit.

54
GarroteRank 6

50 Energy · Melee Range

Instant

Requires Stealth

Garrote the enemy, causing 552 damage over 18 sec, increased by your Attack Power. Must be stealthed and behind the target. Awards 1 combo point.

Trainer / starting spell
Situational

Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list.

54
Sinister StrikeRank 8

45 Energy · Melee Range

Instant

An instant strike that causes 68 damage in addition to your normal weapon damage. Awards 1 combo point.

Trainer / starting spell
Train

The main non-dagger Combat builder. Keep its damage current before spending on dagger attacks you cannot use.

56
EviscerateRank 8

35 Energy · Melee Range

Instant

Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 199-295 damage 2 points: 350-446 damage 3 points: 501-597 damage 4 points: 652-748 damage 5 points: 803-899 damage

Trainer / starting spell
Train

A direct finisher for short solo kills. Spend enough combo points to end the fight instead of waiting for five on a dying enemy.

56
Expose ArmorRank 5

25 Energy · Melee Range

Instant

Finishing move that exposes the target for 30 sec, reducing Armor per combo point: 1 point : 450 Armor 2 points: 900 Armor 3 points: 1,350 Armor 4 points: 1,800 Armor 5 points: 2,250 Armor

Trainer / starting spell
Defer

More useful against enemies that live long enough to repay the combo points. Short solo fights usually favour a direct finisher.

56
Wound PoisonRank 4

3 sec cast

Reagents: Essence of Agony x2, Deathweed x2, Crystal Vial

Makes: Wound Poison IV

Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy, reducing all healing effects used on them by 165 for 15 sec. Stacks up to 5 times on a single target. 160 charges.

Poison skill / recipe
Defer

Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role.

58
AmbushRank 6

60 Energy · Melee Range

Instant

Requires Stealth

Requires Daggers

Ambush the target, causing 250% weapon damage plus 290 to the target. Must be stealthed and behind the target. Requires a dagger in the main hand. Awards 1 combo point.

Trainer / starting spell
Defer

A dagger opener. Only spend on its damage ranks when you have the weapon and use this opener.

58
KickRank 4

25 Energy · Melee Range

Instant · 10 sec cooldown

A quick kick that injures a single foe for 80 damage. It also interrupts spellcasting and prevents any spell in that school from being cast for 5 sec.

Trainer / starting spell
Utility

Keep the interrupt available. Higher ranks add damage; they are less urgent than upgrading your main builder.

58
SprintRank 3

Instant · 5 min cooldown

Increases the rogue's movement speed by 70% for 15 sec. Does not break stealth.

Trainer / starting spell
Utility

Learn the control, escape, dispel or group tool. If a later rank only adds damage, it can wait; keep ranks that improve its useful effect.

60
BackstabRank 8

60 Energy · Melee Range

Instant

Requires Daggers

Backstab the target, causing 150% weapon damage plus 210 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.

Trainer / starting spell
Defer

Requires a dagger and suitable positioning or talents. Buy for a dagger route; defer if you level with Sinister Strike and a non-dagger.

60
BackstabRank 9

60 Energy · Melee Range

Instant

Requires Daggers

Backstab the target, causing 150% weapon damage plus 225 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.

Trainer / starting spell
Defer

Requires a dagger and suitable positioning or talents. Buy for a dagger route; defer if you level with Sinister Strike and a non-dagger.

60
Deadly PoisonRank 5

3 sec cast

Reagents: Deathweed x7, Crystal Vial

Makes: Deadly Poison V

Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy for 92 Nature damage over 12 sec. Stacks up to 5 times on a single target. 180 charges.

Poison skill / recipe
Train

Keep useful ranks current while you regularly use this ability in the Combat solo toolkit.

60
EviscerateRank 9

35 Energy · Melee Range

Instant

Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 224-332 damage 2 points: 394-502 damage 3 points: 564-672 damage 4 points: 734-842 damage 5 points: 904-1,012 damage

Trainer / starting spell
Train

A direct finisher for short solo kills. Spend enough combo points to end the fight instead of waiting for five on a dying enemy.

60
FeintRank 5

20 Energy · Melee Range

Instant · 10 sec cooldown

Performs a feint, causing no damage but lowering your threat by a large amount, making the enemy less likely to attack you.

Trainer / starting spell
Defer

Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role.

60
GougeRank 5

45 Energy · Melee Range

Instant · 10 sec cooldown

Causes 75 damage, stops your attack, and incapacitates the target for 4 sec. The target must be facing you. Any damage taken will break the effect. Awards 1 combo point.

Trainer / starting spell
Utility

First rank supplies control. Later damage ranks are a lower priority when you use it to bandage or create space.

60
Instant PoisonRank 6

3 sec cast

Reagents: Dust of Deterioration x4, Crystal Vial

Makes: Instant Poison VI

Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of poisoning the enemy which instantly inflicts 76 to 100 Nature damage. 175 charges.

Poison skill / recipe
Train

Keep useful ranks current while you regularly use this ability in the Combat solo toolkit.

60
MutilateRank 4

60 Energy · Melee Range

Instant

Requires Daggers

Instantly attacks with both weapons for 75% weapon damage plus an additional 38 with each weapon. Damage increased by 20% against Poisoned targets. Awards 2 Combo Points.

Trainer · requires talent
Defer

Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role.

60
RuptureRank 6

25 Energy · Melee Range

Instant

Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point: 1 point : 159 damage over 8 secs 2 points: 222 damage over 10 secs 3 points: 295 damage over 12 secs 4 points: 377 damage over 14 secs 5 points: 469 damage over 16 secs

Trainer / starting spell
Situational

Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list.

60
StealthRank 4

Instant · 10 sec cooldown

Allows the rogue to sneak around, but reduces your speed by 30%. Lasts until cancelled.

Trainer / starting spell
Train

Keep useful ranks current while you regularly use this ability in the Combat solo toolkit.

Train — main toolkit. Utility — useful effect; damage-only upgrades can wait. Situational — buy for your route or role. Defer — lower priority for this solo build.

Client records: build 1.60.1.70170 · 3 October 2026. These are unlock levels, not a guarantee of trainer stock. Talent levels are minimums; points, quests, race and special sources still apply. Pet rows use the pet’s level. Training prices are not included; check your trainer’s quote. Later beta content may change.

Spell data adapted from TalentsForever, CC BY 4.0. Training priorities by StatRat. Spell text © Blizzard Entertainment.

07

Sources and beta updates

Written for WoW Forever beta. Ability values and talent choices can change with updates; check your current in-game tooltips when a detail differs.

Method — weapon and talent choices · Mobalytics — Combat levelling · DonTheCrown — Rogue combat loop · Mobalytics — Rogue changes · Icy Veins — Ragefire Chasm rewards · Wowhead — Hall of Thanes quests and rewards · TalentsForever — licensed beta spell and talent records · Wowhead — early Rogue equipment

Community tips are linked beside the relevant advice. They describe player experience; they are not measured class rankings.