Outlaw Rogue DPS Rotation, Cooldowns, and Abilities — Midnight Pre-Patch (12.0)
On this page, you will learn how to optimize the rotation of your Outlaw Rogue in both single-target and multiple-target situations. We also have advanced sections about cooldowns, procs, etc. in order to minmax your DPS. All our content is updated for World of Warcraft — Midnight Pre-Patch (12.0).
Outlaw Rogue Rotation in The War Within
Welcome to our Rotation page for Outlaw Rogues. Here you will find out more about your rotational priorities in both single-target and multi-target situations, which you will apply in both Raiding and Mythic+ scenarios.
Each of the sections below explain the rotation for different environments. Click the boxes to switch to the desired situation.
Roll the Bones Rework
After years of
Roll the Bones working the same, the ability was reworked. It is such an important
change, that we are listing it ahead of the rotational priorities. The ability is much more consistent
now, and when using RtB, you will gain a certain stage:
- Stage 1
Sinister Strike has a 20% increased chance to strike twice and grant Opportunity. - Stage 2
Sinister Strike and Ambush generate 1 additional combo points and deal 15% increased damage. - Stage 3
Restless Blades cooldown reduction increased by 30%. - Stage 4
Critical strike chance increased by 10%.
Depending on which stage you enter, you will also receive all the buffs of the previous stages. For example, if you gain Stage 3, you will not only gain the cooldown reduction increase from Restless Blades, but also gain the bonuses to Sinister Strike and Ambush from Stages 1 and 2.
This serves to normalize the rotational flow quite a bit, by moving most of the power into the first two stages, which you can get the most often, while the rarer outcomes do not offer as many benefits that feel required for rotational fluidity, yet still offer nice bonuses you want to gain.
The current odds of receiving the buffs seem to be 55% chance to gain Stage 1, 30% chance to gain Stage 2, 10% chance to gain Stage 3, and a 5% chance to gain Stage 4.
Outlaw Rogue Rotations
Simplified Outlaw Rotation
- Use
Roll the Bones when it isn't active or you are only in Stage 1. - Use
Adrenaline Rush,
Killing Spree, and
Blade Rush on cooldown. Use
Preparation to refresh their CD. - Use
Sinister Strike as your main builde, and
Pistol Shot when
you have an
Opportunity proc. - Use
Blade Flurry whenever there is more than 1 target to hit. - Cast
Between the Eyes on cooldown with 6+ CP. - Use
Dispatch as your main finisher with 5+ CP. - Use
Keep It Rolling when you are at Stage 2 or higher. Use
Roll the Bones
immediately after.
You will want to use finishing moves at 6+ Combo Points or higher, or 5+ if you are in Subterfuge or have an Opportunity or Audacity proc available.
Do not use
Vanish if
Between the Eyes is off cooldown, to benefit
from the cooldown refresh on BtE after using Vanish. Only
Vanish when
Adrenaline Rush is active.
Fatebound Single-Target Ability Priority List for Outlaw Rogue
This is the general priority list on how to use your abilities. This is NOT a list that should be followed step by step; it simply serves as a good idea of which things to prioritize in your moment-to-moment gameplay, as you will often be faced with multiple choices on which buttons to press. The priority list simply highlights which buttons are more important than others. You can find a sample opener sequence further below on this page.
- Use
Roll the Bones on cooldown unless you are already in Stage 2 or higher,
in those cases you want to wait out the buff until Pandemic. - Use
Keep It Rolling when you are in Stage 2 or higher. If
your next RtB will be buffed by
Loaded Dice, you can hold onto KIR and hope
to get into Stage 3 or 4. Use KIR immediately even if you only land in Stage 2. - Use
Adrenaline Rush on cooldown, at low Combo Points. - Cast
Dispatch as your first finisher with 5+ CP if
Slice and Dice is not active. - Cast
Between the Eyes on cooldown with 6+ CP. - Use
Blade Rush on cooldown as if it were a regular builder. - Cast
Dispatch as your main finisher with 5+ CP. - Cast
Pistol Shot at low CP if you have an
Opportunity proc and 6
stacks of
Fan the Hammer. Do not overcap FtH stacks. You can use it with 3 stacks
if you are at 1-3 CP. - Cast
Sinister Strike to generate Combo Points. - Use
Vanish with an
Ambush right after on cooldown.
Trickster Single-Target Ability Priority List for Outlaw Rogue
This is the general priority list on how to use your abilities. This is NOT a list that should be followed step by step; it simply serves as a good idea of which things to prioritize in your moment-to-moment gameplay, as you will often be faced with multiple choices on which buttons to press. The priority list simply highlights which buttons are more important than others. You can find a sample opener sequence further below on this page.
- Use
Roll the Bones on cooldown unless you are already in Stage 2 or higher,
in those cases you want to wait out the buff until Pandemic. - Use
Keep It Rolling when you are in Stage 2 or higher. If
your next RtB will be buffed by
Loaded Dice, you can hold onto KIR and hope
to get into Stage 3 or 4. Use KIR immediately even if you only land in Stage 2. - Use
Adrenaline Rush on cooldown, at low Combo Points. - Use
Killing Spree on cooldown, at 5+ Combo Points. - Cast
Dispatch as your main finisher with 5+ CP, if it is buffed by
Coup de Grace. - Cast
Between the Eyes on cooldown with 6+ CP. - Use
Blade Rush on cooldown as if it were a regular builder. - Cast
Dispatch as your main finisher with 5+ CP. - Cast
Pistol Shot at low CP if you have an
Opportunity proc and 6
stacks of
Fan the Hammer. Do not overcap FtH stacks. You can use it with 3 stacks
if you are at 1-3 CP. - Cast
Sinister Strike to generate Combo Points. - Use
Vanish with an
Ambush right after on cooldown.
Fatebound Multi-Target Ability Priority List for Outlaw Rogue
- Use
Roll the Bones on cooldown unless you are already in Stage 2 or higher,
in those cases you want to wait out the buff until Pandemic. - Maintain
Blade Flurry, try to use it at low Combo Points due to
Deft Maneuvers. - If talented: Use
Keep It Rolling when you have 4+ buffs already. If
you are still missing
Broadside, wait until the last second of your
lowest duration RtB buff to use KIR in the hopes of getting Broadside as well. - Use
Adrenaline Rush on cooldown, at low Combo Points. - Cast
Between the Eyes on cooldown with 6+ CP. - Use
Blade Rush on cooldown as if it were a regular builder. - Cast
Dispatch as your main finisher at 5+ CP. - Cast
Pistol Shot at low CP if you have an
Opportunity proc and 6
stacks of
Fan the Hammer. Do not overcap FtH stacks. You can use it with 3 stacks
if you are at 1-3 CP. - Cast
Sinister Strike to generate Combo Points. - Use
Vanish with an
Ambush right after on cooldown.
Trickster Multi-Target Ability Priority List for Outlaw Rogue
- Use
Roll the Bones on cooldown unless you are already in Stage 2 or higher,
in those cases you want to wait out the buff until Pandemic. - Maintain
Blade Flurry, try to use it at low Combo Points due to
Deft Maneuvers. - If talented: Use
Keep It Rolling when you have 4+ buffs already. If
you are still missing
Broadside, wait until the last second of your
lowest duration RtB buff to use KIR in the hopes of getting Broadside as well. - Use
Adrenaline Rush on cooldown, at low Combo Points. - Use
Killing Spree on cooldown, at 5+ Combo Points. - Cast
Dispatch as your main finisher with 5+ CP, if it is buffed by
Coup de Grace. - Cast
Between the Eyes on cooldown with 6+ CP. - Use
Blade Rush on cooldown as if it were a regular builder. - Cast
Dispatch as your main finisher at 5+ CP. - Cast
Pistol Shot at low CP if you have an
Opportunity proc and 6
stacks of
Fan the Hammer. Do not overcap FtH stacks. You can use it with 3 stacks
if you are at 1-3 CP. - Cast
Sinister Strike to generate Combo Points. - Use
Vanish with an
Ambush right after on cooldown.
Assisted Highlight & Single-Button Assistant for Outlaw Rogue
Sadly the Assisted Combat system is of little use to Outlaw for a multitude of reasons. By far the biggest issue is the increase of the Global Cooldown. Since the spec relies quite heavily on reducing its GCD, with our GCD being 0.8 seconds during Adrenaline Rush (provided we have ~20% Haste), the added delay to the button presses causes a significant DPS loss by itself. This alone drops its performance by ~25-30%.
On top of this, it also fails to properly use certain high-impact cooldowns correctly, making it an even bigger DPS loss compared to even the simplified rotation. As such it is not recommended to use the Combat Assist for Outlaw at this time.
Opener Sequence for Outlaw Rogue
This is your opener:
- Open with
Ambush. - Cast
Adrenaline Rush. - Cast
Roll the Bones. - If in AoE: Use
Blade Flurry here. - Use
Blade Rush. - Build Combo Points with
Ambush (if available) or
Sinister Strike. - Use
Killing Spree at 5+ CP (if talented). - Build Combo Points with
Ambush (if available) or
Sinister Strike. - Use
Between the Eyes at 6+ CP. - Use
Preparation.
Once you have refreshed your cooldowns after using BTE, you simply follow the regular rotational priorities.
Outlaw Rogue Gameplay Mechanics
In order to better explain the specific usage and benefits of the Assassination Rogue kit, we have compiled a more detailed explanation on individual parts of our rotation, from important rotational mechanics that you need to pay attention to, to cooldowns and how to use them, so you can reach your full potential when playing Assassination.
Assassination Rogue Mechanics
Roll the Bones
After years of
Roll the Bones working the same, the ability was reworked. It is such an important
change, that we are listing it ahead of the rotational priorities. The ability is much more consistent
now, and when using RtB, you will gain a certain stage:
- Stage 1
Sinister Strike has a 20% increased chance to strike twice and grant Opportunity. - Stage 2
Sinister Strike and Ambush generate 1 additional combo points and deal 15% increased damage. - Stage 3
Restless Blades cooldown reduction increased by 30%. - Stage 4
Critical strike chance increased by 10%.
Depending on which stage you enter, you will also receive all the buffs of the previous stages. I.e. if you gain Stage 3, you will not only gain the cooldown reduction increase from Restless Blades, but also gain the bonuses to Sinister Strike and Ambush from Stages 1 and 2.
This serves to normalize the rotational flow quite a bit, by moving most of the power into the first two stages, which you can get the most often, while the rarer outcomes do not offer as many benefits that feel required for rotational fluidity, yet still offer nice bonuses you want to gain.
The current odds of receiving the buffs seem to be 55% chance to gain Stage 1, 30% chance to gain Stage 2, 10% chance to gain Stage 3, and a 5% chance to gain Stage 4.
Energy Pooling
It can be very beneficial to "pool" your Energy and Combo Points, which involves auto-attacking while your Energy regenerates. The advantage this provides is variable, meaning that pooling does not always result in damage gained. Situations where pooling Energy and Combo Points is beneficial include:
- before an important add spawns, so that you can apply as much instant pressure as possible;
- an encounter-specific buff or damage phase is imminent.
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 happen.
Coup de Grace
When playing the
Trickster Hero Talent tree, you will be playing around
your
Coup de Grace procs. Coup de Grace enhances your next
Dispatch
by making it much stronger, casting it as if you had used 5 additional CP. These additional CP
count towards our cooldown reduction from Restless Blades, so you will want to use this as soon
as possible.
Fan the Hammer
Fan the Hammer is a talent that dramatically increases your ability to use
Opportunity-buffed
Pistol Shots. It also lets you build multiple stacks of the buff, and consumes 2 stacks of the proc
instead of 1. This means that every Opportunity PS you cast generated 4 Combo Points, and you will want to
pay attention that you do not overcap on stacks at any point. Ideally you also avoid overcapping CP as a result of this,
but it is more important to not overcap on stacks, than to not overcap on CP.
Outlaw Rogue Major Cooldowns
Adrenaline Rush
Adrenaline Rush increases your Energy regen, maximum Energy, and attack speed dramatically.
It is not uncommon to overcap while it is active, and you may end up wasting a lot of resources. That is normal.
There is also a hidden effect that is not mentioned in the tooltip: While AR is active, your Global Cooldown
is reduced by your Haste value, up to a reduction to 0.8 seconds (down from 1 second baseline). Reaching enough
Haste to benefit from this is almost always recommended, and you will want around 20-30% Haste to do so (accounting
for procs and other Haste sources).
Roll the Bones
After years of
Roll the Bones working the same, the ability was reworked. It is such an important
change, that we are listing it ahead of the rotational priorities. The ability is much more consistent
now, and when using RtB, you will gain a certain stage:
- Stage 1
Sinister Strike has a 20% increased chance to strike twice and grant Opportunity. - Stage 2
Sinister Strike and Ambush generate 1 additional combo points and deal 15% increased damage. - Stage 3
Restless Blades cooldown reduction increased by 30%. - Stage 4
Critical strike chance increased by 10%.
Depending on which stage you enter, you will also receive all the buffs of the previous stages. I.e. if you gain Stage 3, you will not only gain the cooldown reduction increase from Restless Blades, but also gain the bonuses to Sinister Strike and Ambush from Stages 1 and 2.
This serves to normalize the rotational flow quite a bit, by moving most of the power into the first two stages, which you can get the most often, while the rarer outcomes do not offer as many benefits that feel required for rotational fluidity, yet still offer nice bonuses you want to gain.
The current odds of receiving the buffs seem to be 55% chance to gain Stage 1, 30% chance to gain Stage 2, 10% chance to gain Stage 3, and a 5% chance to gain Stage 4.
Between the Eyes
Between the Eyes is your main finisher to deal damage, and it increases the damage you
deal with all your abilities for each use. Each cast has its down duration though, so the amount of increased
damage will ebb and flow depending on your procs on CP generation and cooldown reduction. Make sure to use this
ability on cooldown!
Keep It Rolling
Keep It Rolling extends the duration of your current
Roll the Bones by 30 seconds,
and is particularly potent when used on a RTB that is in Stage 3 or even 4. You will generally want to use KIR
on cooldown, but if you have a
Loaded Dice proc ready or it you will soon gain it by casting another
Adrenaline Rush, you may want to hold on to Keep It Rolling-
Since Loaded Dice grants you +1 Stage, it is very likely that you will end up with a Stage 3, or possibly 4, RtB, which you can then immediately extend with Keep It Rolling. Even if you do not end up getting a good RtB roll, use KIR immediately after, as it has a very high cooldown and you do not want to miss out on one of its uses.
Blind
Blind is not part of our DPS kit, but still has some interesting use-cases in Mythic+ that may
not be immediately apparent. While
Sap allows a player to safely pass a CC-ed creature without getting
into combat, a blinded enemy will walk around confused and still get into combat with the first player that
gets close to it. Once the Blind debuff ends, it will engage said player. It will not, however, get into combat
with any other player that gets close to it.
You can still make great use of Blind to pass enemies by abusing the fact that only one player
gets into combat with it. The best and easiest way to do this, is to ensure that after blinding the target, you
get close enough to enter combat with it, and then you and your entire group can pass the enemy. Once you
are far enough away from it, you can safely
Vanish, drop combat, and skip the enemy.
This is particularly useful in situations where an entire pack of enemy is in your way that you would
like to skip, but one or two enemies are too close to pass by without body-pulling them. As a Rogue, you can
Sap one, and then use the above trick for the other, allowing you to skip past enemies that would either
detect you if you were to use
Shroud of Concealment, or if Shroud is on cooldown.
The War Within Pre-Patch Tier Set
The Tier Set from Manaforge Omega is a simple damage% increase with the Midnight Pre-Patch:
- 2-Set:
Rogue - Midnight PrePatch - 11.2 Class Set 4pc
- 4-Set:
Rogue - Midnight PrePatch - 11.2 Class Set 4pc
Academic Information for Outlaw Rogue
Combo Points and Energy
As a Rogue, most of your abilities need Energy to be used. Your Energy
bar has a capacity of 100 Energy (200 with
Vigor chosen as a talent,
and 250 during
Adrenaline Rush) and refills at a base rate of
10 Energy per second. Your Energy regeneration is increased by:
- Melee Haste (Haste + Haste-enhancing buffs);
- the
Combat Potency passive, which increases your Energy regen by
25%; - your
Adrenaline Rush cooldown, which temporarily increases your
Energy regeneration by 60%;
Vigor, if talented.
The faster you regenerate Energy, the more finishers you can cast, which
(via
True Bearing and
Restless Blades) will result in
higher
Adrenaline Rush uptimes.
Letting your Energy reach its maximum is something you want to avoid. You
should always try to spend your Energy by (literally) spamming your buttons.
Unlike Subtlety and Assassination Rogues, Outlaw Rogues generally do not
benefit from Energy pooling. There are many situations when you will generate
more Energy than you can spend (Haste trinket procs,
Bloodlust /
Heroism /
Time Warp, etc.), and you should spam your
buttons even harder than usual during such times.
Combo Point generation is increased by a variety of factors, such as:
Opportunity procs when talented into
Quick Draw;
Improved Ambush or
Fan the Hammer, if talented.
Sinister Strike striking twice;
Roll the Bones buffs such as
Broadside;- your
Ruthlessness passive ability, which grants your finishers
a 20% chance per Combo Point consumed to grant a Combo Point; - Energy regeneration, allowing you to cast more generators.
You should never waste Combo Points. Never cast a Combo Point-generating
ability when you are at maximum Combo Points. Be aware of situations where you
are guaranteed to generate 2 Combo Points with your generators, for example,
during
Broadside or when using
Pistol Shot with an Opportunity
proc when talented into
Quick Draw.
Adrenaline Rush
Adrenaline Rush increases your Energy regeneration, maximum Energy,
and your attack speed. It should be used on cooldown.
Do not hesitate to stack it with
Bloodlust,
Heroism, or
Time Warp as you will still benefit from the increased attack speed,
though you will likely Energy cap (this is not a problem).
Adrenaline Rush has a 3-minute cooldown, but this can be reduced by
the
True Bearing buff and
Restless Blades.
It also reduces your global cooldown based on your Haste value, capped at a 0.8second GCD.
Outlaw Cooldown Reduction
Restless Blades reduces the cooldowns of the following abilities by
1 second per Combo Point consumed by a finisher (increased by 30% if you are in Roll the
Bones stage 3):
Adrenaline Rush
Between the Eyes
Blade Flurry
Blade Rush
Grappling Hook
Keep It Rolling
Killing Spree
Roll the Bones
Sprint
Blade Flurry
It is worth reiterating that the source of
Blade Flurry cleave
is you, not the target. Therefore, you can stand with one mob in front
and another one behind you, and your
Blade Flurry will
still hit behind you, even if the mobs are further than 8y apart, as you are
the source of the cleave.
Defensive Utility
All Rogues come ready-made with a dizzying phalanx of defensive cooldowns, which make them the best candidate for soaking required mechanics and dealing with heavy incoming damage.
Feint reduces AoE damage taken by 40% for 6 seconds for only 35
Energy. When talented into
Elusiveness, it also reduces all other
damage by 20% and grants
Evasion a 10% damage mitigation. This is one
of the most overpowered abilities in the game and a huge asset in fights with
heavy raid damage.
Cloak of Shadows provides magic immunity for a second, followed
by 4 seconds where all spells will miss. This spell is mostly used for clearing
debuffs that might otherwise force you out of melee range. Cloak of Shadows is
also a fantastic tool for soaking abilities that do not pierce immunities.
Cheat Death is a talent that allows you to escape lethal damage
once every 6 minutes. The damage cannot exceed more than twice your maximum
health. Cheat Death is great for soaking mechanics that pierce
immunities and damage reductions, as it guarantees your survival. It is also
great for encounters with bursty damage that might take you by surprise, as you
get a get-out-of-jail-free card once every 6 minutes.
Crimson Vial provides a respectable amount of healing on a very
short cooldown. Use this often in boss encounters.
Evasion provides a 100% increased chance to dodge enemy attacks
as long as you are facing them. This can sometimes be used to avoid physical
spells as well.
Poisons
Your Lethal Poison should always be
Instant Poison.
You have two choices for your non-lethal Poison,
Crippling Poison and
Numbing Poison or
Atrophic Poison. For raiding, you will
generally use Atrophic Poison unless your raid wants you to slow a specific group
of targets. For Mythic+, you will want to use the Poison that best suits your tank or
groups needs. Crippling Poison allows your tank to more easily kite enemies,
whereas Numbing Poison slows their attack speed instead. Atrophic Poison reduces
damage to the group, not just the tank, albeit at significantly lower values.
Changelog
- 19 Jan. 2026: Page updated for Midnight Pre-Patch.
- 30 Nov. 2025: Page was reviewed for Patch 11.2.7 and no changes were required.
- 05 Oct. 2025: Page was reviewed for Patch 11.2.5 and no changes were required.
- 06 Sep. 2025: Page updated with minor simplified rotation changes.
- 04 Aug. 2025: Pages updated for Patch 11.2, added tags for Talent recommendations with and without the new Tier set.
- 15 Jun. 2025: Added information for Combat Assist feature.
- 21 Apr. 2025: Page was reviewed for Patch 11.1.5 and no changes were required.
- 24 Feb. 2025: Page has been reviewed and updated for TWW Patch 11.1.
- 15 Dec. 2024: Page has been reviewed for Patch 11.0.7.
- 21 Oct. 2024: Updated Rotational and RtB priorities for The War Within Patch 11.0.5.
- 09 Sep. 2024: Reviewed for The War Within Season 1.
- 21 Aug. 2024: Updated for The War Within.
- 23 Jul. 2024: Updated for The War Within Pre-Patch.
- 07 May 2024: Reviewed for 10.2.7.
- 22 Apr. 2024: Page has been reviewed and updated for Dragonflight Season 4.
- 21 Mar. 2024: Page has been reviewed for Patch 10.2.6, no changes were necessary.
- 15 Jan. 2024: Page has been reviewed and updated for Patch 10.2.5.
- 06 Nov. 2023: Page updated for the Patch 10.2 Rogue rework.
- 04 Sep. 2023: Page was reviewed for Patch 10.1.7 and no changes were necessary.
- 16 Jul. 2023: Updated RtB priorities.
- 10 Jul. 2023: Added BF conditional while GM is active.
- 01 May 2023: No rotational changes are required for Patch 10.1. Added Rotation Quick Guide.
- 20 Mar. 2023: Updated for Patch 10.0.7.
- 24 Jan. 2023: Reviewed for Patch 10.0.5.
- 18 Jan. 2023: Updated rotational priorities for HO build and RtB priority.
- 11 Dec. 2022: Updated for Dragonflight Season 1.
- 28 Nov. 2022: Updated for Dragonflight launch.
- 25 Oct. 2022: Updated for Dragonflight pre-patch.
More Rogue Guides
Guides from Other Classes
This guide has been written and reviewed by Seliathan, who has been playing Rogue for over two decades since the very first day of Vanilla WoW. After decades of raiding within the Top 100 and numerous Rank 1 Mythic+ runs in previous expansions, he has now set his sights on sharing his experience through guides and other content.
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