Assassination Rogue DPS Rotation, Cooldowns, and Abilities (WoD 6.0.3)

On this page, we list your Assassination Rogue core abilities and how they should be used together (rotation) in World of Warcraft WoD 6.0.3. We also explain when to use your various cooldowns. Then, we go deeper and present all the subtleties that you will need to know if you want to excel at playing an Assassination Rogue.
The other pages of our Assassination Rogue guide can be accessed from the table of contents on the right.
This guide has been reviewed and approved by FieryDemise, a prominent Rogue theorycrafter and the author of Rogue Chat (a theorycrafting blog for Rogues), and by Spazzo, one of the best Rogues in the world, who raids in Blood Legion; you can watch his stream on Twitch and follow him on Twitter.
If you want to read all about the Patch 6.0.2 changes and learn how they affect your character, make sure to read our Rogue Transition Guide!
1. Single Target Rotation↑top
- Combo Point builders (by order of priority)
- Use
Mutilate to get out of Stealth (because of
Shadow Focus) or when
you are at max Energy (even if you have a
Blindside proc). - Use
Dispatch, if the target's health is below 35% or when
Blindside procs.- Do not hesitate to delay Dispatch by 1 or 2 seconds, if you are about to cast
Envenom
and benefit from its buff.
- Do not hesitate to delay Dispatch by 1 or 2 seconds, if you are about to cast
- Use
Mutilate, if the target's health is above 35%.
- Use
- Finishing Moves (by order of priority)
- Apply and maintain
Rupture.- It is optimal to apply and refresh, with 8 seconds or less remaining,
Rupture with 5 Combo Points. That
said, if it is about to expire, refresh it with whatever
amount of Combo Points you have.
- It is optimal to apply and refresh, with 8 seconds or less remaining,
- Use
Envenom with 5 Combo Points.- If you do not have
Anticipation, use
Envenom whenever you have 4 or 5 Combo Points.
- If you do not have
- Apply and maintain
For more information about the optimal opening sequence, refer to our dedicated section.
For more information about Energy pooling, refer to our section about Envenom and Energy pooling.
2. Multiple Target Rotation↑top
When fighting 2 or 3 targets, maintain
Deadly Poison (with
Mutilate or
Dispatch) and
Rupture (cast with 3 or more Combo
Points) on all targets. The rest of the time, keep performing your single-target
rotation on one of the enemies.
When fighting 4 to 8 targets, maintain
Deadly Poison (with
Fan of Knives) and
Rupture (cast with 3 or more Combo Points) on
all of them. The rest of the time, build Combo Points with
Fan of Knives
and spend them on
Crimson Tempest most of the time and on
Envenom when all of the following conditions are met:
Rupture is up on 3 targets with 10 or more seconds left;
Crimson Tempest is up with 5 or more seconds left;- you have 9 or 10 Combo Points (so 4 or 5 stacks of
Anticipation).
When fighting more than 8 targets, you should simply spam
Fan of Knives and use
Envenom to spend your Combo Points.
If your main target will die in less than 1 minute and you have chosen
Marked for Death as your Tier 6 talent, then use it on cooldown.
If you need burst AoE damage, then pool to 5 Combo Points and high Energy, then use
Crimson Tempest and spam
Fan of Knives. This applies to adds that will
die in less than 12 seconds (approximately).
3. Poisons↑top
Your Lethal Poison should always be
Deadly Poison.
Crippling Poison is your only default Non-Lethal
poison and you should use it, unless you choose
Leeching Poison
as a Tier 3 talent or unless the adds should not be slowed.
4. Cooldowns↑top
Vendetta is your main DPS cooldown. When used with
Glyph of Vendetta, it increases the damage you do on
your target by 25% for 30 seconds, on a 2-minute cooldown. Naturally, it is more beneficial
to use Vendetta during times when you deal increased damage to the boss.
If you have taken
Shadow Reflection as your Tier 7 talent (as we advise),
you should use it in a macro
with
Vendetta.
In addition, you have several minor DPS and utility cooldowns.
Vanish makes you enter Stealth. Use this ability on cooldown, immediately followed
by
Mutilate. Because of
Shadow Focus (your Tier 1 talent),
Mutilate's cost
is reduced by 75% when using it in Stealth. The cooldown of Vanish can be reset
with
Preparation.
Sprint (in addition to its obvious survival role) can give you
more uptime on the boss, which translates into a direct DPS increase.
So, you can use Sprint as a DPS cooldown in some fights. Its cooldown
can be reset with
Preparation.
Finally, you have a number of survival cooldowns, such as
Feint,
Cloak of Shadows,
Preparation,
Evasion, etc., which you can use
to keep yourself alive. See our section about survival
cooldowns for more information.
5. Optional Read: Mastering Your Assassination Rogue↑top
The Assassination specialisation is rather easy to play. The information given above will yield good results. However, being aware of the few subtleties that we detail in the rest of this page will enable you to play your Assassination Rogue to its full potential.
In particular, poisons do most of the damage of an Assassination Rogue, therefore it is important to understand the synergy they have with your various abilities.
5.1. Combo Points, Energy, and Anticipation
As an Assassination Rogue, most of your abilities need Energy to be used. Your Energy
bar has a capacity of 120 Energy (135 with
Venom Rush chosen as your Tier 7 talent)
and refills at a rate of 10 Energy per second.
Your Energy regeneration is increased by:
- your melee haste (Haste + haste-enhancing buffs);
- your
Relentless Strikes passive ability, which grants your Finishing Moves a
20% chance per Combo Point to restore 25 Energy; - your
Rupture periodic damage ticks, which
restore 10 Energy (you also get some Energy when the target dies with Rupture active on it);
Venom Rush, if chosen as your Tier 7 talent.
The faster you regenerate Energy, the more Combo Points you generate, and
the more casts of
Envenom with 5 Combo Points you can fit in your rotation.
This maintains a virtuous circle, thanks to
Relentless Strikes, more Energy means
more Combo Points, and more Combo Points means more Energy.
You should never be Energy capped (i.e., never let your Energy reach its maximum). If you find yourself at your maximum Energy, then you are losing DPS, because any Energy you generate is wasted.
Some abilities add one or several Combo Points on your target, up to a maximum
of 5 Combo Points (10 with
Anticipation). Other abilities, called
Finishing Moves, consume up to 5 Combo Points on your target. The more
Combo Points a Finishing Move consumes, the more powerful
its effect is. Your Combo Point generation is increased by
Seal Fate, which causes your critical hits with
Mutilate and
Dispatch to add an additional Combo Point on your target.
In a similar fashion as with Energy, you should never waste Combo Points by
forgetting to spend them when you are at the maximum.
Anticipation gives
you extra storage room for Combo Points, which makes Combo Point management
much easier (hence why this talent is so great). The implication of Anticipation
is that you will never want to cast
Mutilate after 3 stacks of
Anticipation or
Dispatch after 4 stacks of Anticipation (because of the
potential extra Combo Point from
Seal Fate). When playing without
Anticipation, you can however let this extra Combo Point be lost and
cast Mutilate at 3 Combo Points. Never use it at 4 Combo Points though.
5.2. Envenom and Energy Pooling
Envenom is your hardest hitting ability. It also gives
you a temporary buff that increases your chance to apply your Poison
by 30% for 1 second plus an additional second per Combo Point used.
The buff that
Envenom gives you acts like a DoT, in the sense
that when you refresh it, whatever duration was left on the buff (up to a limit
of 30% of the original duration) is added to the
new one. In the case of a 5-Combo Point Envenom, it means that if you refresh
the buff when it has 1.8 second or less remaining, you will not lose any uptime.
So, you simply need to always delay Envenom so that you cast it when
the previous buff has dropped or has less than 1.8 second left. Doing so
has two beneficial consequences.
- You get a higher uptime on your
Envenom buff. - While you wait for your previous buff of
Envenom to drop or
have less than 1.8 second left, your Energy
will pool, and you will be able to perform more casts of
Mutilate and
Dispatch after re-applying your
Envenom buff. This will results
in more poison applications and thus more damage.
Note that the
Envenom buff
is applied on you before Envenom deals its damage, therefore
Envenom will always benefit from its own buff, even
if it is parried or dodged.
Refreshing the
Envenom buff before it has 1.8 second left is not always a DPS loss.
Capping Energy is a much higher DPS loss than clipping Envenom, so if your
Energy is about to cap, you should cast Envenom even if the previous
Envenom buff is still active.
This happens mostly when you benefit from haste buffs such as
Bloodlust,
Heroism, or
Time Warp, trinket procs or set bonuses.
Pooling Energy is also useful in other situations than
Envenom
management, for example when you expect a damage increase (trinket procs,
cooldowns, encounter-specific buff, etc.). The idea is that pooling Energy
is not a magical DPS gain by itself. It allows you to slightly adjust the
timing of your abilities so that you fit more attacks during periods of
increased damage (provided you can properly identify when such periods
are going to come).
5.3. Rupture
The DoT left by
Rupture does not deal much damage by
itself, but if your target is poisoned (which it should always be,
if you did not forget to coat your weapons with
Deadly Poison),
each tick will deal extra Nature damage (through
Venomous Wounds,
which benefits from your
Mastery: Potent Poisons) and grants you 10
Energy.
The Energy granted by Rupture's ticks and the extra Nature damage they do on poisoned targets is the reason why you want to maintain Rupture up on your target.
When you refresh Rupture before it expires, the duration that was left is added to the new Rupture DoT, up to a maximum of 30% of the original duration. So, you can safely refresh a 5-Combo Point Rupture when it has 7.2 seconds or less remaining.
5.4. Dispatch and Blindside
When your target is below 35% health,
Dispatch becomes
available and it replaces
Mutilate as your Combo Point
builder. Dispatch costs roughly half as much as
Mutilate, gives less Combo Points, but does slightly more damage.
When you are using
Mutilate,
Blindside
grants you a 30% chance per hit to trigger an Energy-free
Dispatch
that you can use even if the target is above 35 health.
You need to watch
out for procs of
Blindside, so that you never cast
Mutilate
before first consuming your Blindside proc with
Dispatch
(otherwise, you run the risk of wasting the proc, by overriding it
with a new proc). If you have to choose between
Dispatch and a
Finishing Move, cast your Finishing Move first.
5.5. Opening Sequence
There are several possible opening sequences for Assassination and none has been proven to be significantly better than the others, in terms of final DPS output. The opening sequence that we present you below is the one our reviewer uses.
- 1 second before the pull, get in Stealth and use your
Draenic Agility Potion. - When the boss is pulled:
Shadowstep it if the boss is far away,
if you have picked this talent, and if you will not need it in the next 24 seconds;
Sprint to reach the boss if it is far away and you cannot use Shadowstep;- otherwise, simply run to the boss and continue your opening sequence.
- Cast
Mutilate to get out of Stealth. - Cast
Dispatch, if Mutilate gave you a
Blindside proc.
Mutilate your way to 5 Combo Points, consuming every
Blindside proc.- Cast
Rupture. - Cast your macro for
Shadow Reflection +
Vendetta. - Start your rotation.
5.6. Survival Cooldowns
One of the greatest strengths of Rogues is their survivability, which they owe to a large number of powerful survival cooldowns.
Feint (with
Glyph of Feint) reduces your damage taken from AoE
attacks by 50% for 7 seconds. With the Tier 3 talent
Elusiveness, damage
taken from AoE attacks is reduced by 65% and damage taken from all other types
of damage attacks is reduced by 30%. Feint has a very low Energy cost and
has no cooldown, which makes it your primary survival tool (as you can use it
whenever you need).
Cloak of Shadows removes all harmful spell effects on you and makes
you resist all spells for 5 seconds, on a 1-minute cooldown. This 5-second
window consists of 1 seconds of immunity against spells (both damage
and application of harmful effects) followed by 4 seconds during which
spells will miss you. Some fight mechanics can only be bypassed during the
1-second window (e.g.,
Ionization against
Jin'rokh the Breaker in Heroic mode).
Evasion increases your dodge chance by 100% for 10 seconds, on a
2-minute cooldown. It should be used whenever you receive physical damage that
can be dodged (e.g., Ji-Kun's
Quills or
Sha of Fear's
Death Blossom) or
when you have to tank an add. The cooldown of
Evasion can be reset with
Preparation.
Combat Readiness causes you to take 50% less damage from melee attacks.
The damage reduction builds up gradually by stacks of 10%, until you have 5 stacks.
Each enemy hit grants you a stack. The effect lasts 20 seconds, but it is removed
after 10 seconds without receiving melee attacks.
Smoke Bomb reduces damage taken by your raid by 10% on a 8 yard radius
during 5 seconds (7 seconds with
Glyph of Smoke Bomb). It is the only raid
cooldown you have. You can use Smoke Bomb to force ranged enemies to come to melee
range or to prevent those inside the smoke to be targeted by mechanics.
6. Changelog↑top
- 15 Dec. 2014: Spazzo's update to the single-target and multiple-target priority.
- 14 Nov. 2014: Updated for Level 100.

