Basic Skills are spammable skills that only deal a small amount of damage, and are used to apply debuffs or to regenerate Energy. For Rogues who want to make good use of the Combo Points Specialization, using Basic Skills is the only way to generate said Combo Points.
Blade Shift
Lucky Hit Chance
50%
Damage Type
Physical
Description
Quickly stab your victim for [X%] and shift, making you Unhindered for 4 seconds. Moving through enemies refreshes the shift duration.
Modifiers
Description
Resistance (Group 1)
While Blade Shift is active, gain +10 and x20% Resistance to All Elements.
Energy (Group 1)
When you move through an enemy, gain 4 Energy.
Resolve (Group 2)
When you move through an enemy, gain 1 stack of Resolve.
Overpower (Group 2)
When you move through an enemy, gain 1 stack of Overpower.
Range of Motion (Group 3)
Blade Shift’s shift now lasts for 4 additional seconds and while active, grants you x15% increased Movement Speed. When you move through an enemy, Blade Shift is empowered to deal x75% increased damage while active.
Grenade Shift (Group 3)
Blade Shift now deals 56% damage and while Unhindered by Blade Shift, you drop 2 Stun Grenades that each deal 11% damage on the enemies you pass through.
Impossible Escape (Group 3)
Blade Shift now deals 56% Shadow damage and moving through an enemy while Unhindered by Blade Shift automatically attacks that enemy with Blade Shift.
Invigorating Strike
Lucky Hit Chance
50%
Damage Type
Physical
Description
Melee attack an enemy, dealing [X%] damage and also gain 3 Energy once every 1 second for 4 seconds.
Modifiers
Description
Energy (Group 1)
Gain 2 additional Energy once every 1 seconds after hitting an enemy with Invigorating Strike. If a Close enemy is Crowd Controlled, the additional Energy gain is increased to 4.
Cast Speed (Group 1)
Increases Invigorating Strike Cast Speed by 5% when hitting an enemy for the first time, up to 20%, for 4 seconds.
Healing (Group 2)
Heal for 2% of your Maximum Life once every 1 seconds for 4 seconds after hitting an enemy with Invigorating Strike.
Vulnerable (Group 2)
Hitting an enemy with Invigorating Strike makes them Vulnerable for 4 seconds.
Accumulating Strike (Group 3)
Invigorating Strike now deals 114% damage and every 3rd cast grants 1 stack of Resolve and 1 stack of Ferocity.
Quick Strike (Group 3)
Invigorating Strike is also a Mobility Skill. Casting Invigorating Strike now dashes you to the target, dealing 114% damage and granting x10% increased Movement Speed for 3 seconds.
Enervating Strike (Group 3)
Invigorating Strike now cleaves, dealing 85% Cold damage and Chilling enemies for 20% per attack.
Puncture
Lucky Hit Chance
35%
Damage Type
Physical
Description
Throw blades a short distance, dealing [X%] damage.
Modifiers
Description
Crowd Control (Group 1)
Puncture Slows enemies by 20% for 4 seconds. Critical Strikes will Immobilize enemies for 2 seconds.
Energy (Group 1)
Gain 3 Energy when Puncture damages an enemy and an additional 2 Energy if the enemy is Crowd Controlled.
Overpower (Group 2)
Every 3rd Puncture grants 1 stack of Overpower.
Pierce (Group 2)
Puncture pierces through 1 enemy and has its range increased by 50%.
Propulsion (Group 3)
Puncture now deals 56% damage and every 3rd Puncture will also ricochet up to 3 times. Hits against Slowed enemies will always ricochet.
Three of a Kind (Group 3)
Puncture becomes a Cutthroat Skill. Puncture now throws 3 blades in a spread, each dealing 60% of its Base damage. Hitting an enemy with all 3 blades at once makes them Vulnerable for 4 seconds.
Blight Burst (Group 3)
Puncture now also applies 25% of its Base damage as Poisoning damage over 6 seconds and also Poisons up to 2 enemies near your target. Enemies Poisoned this way are always pierced by Puncture and your Critical Strike Chance against them is increased by +10%.
Heartseeker
Lucky Hit Chance
50%
Damage Type
Physical
Description
Fire an arrow that seeks an enemy and pierces through its heart, dealing [X%] damage.
Modifiers
Description
Critical Strike Chance (Group 1)
When Heartseeker hits an enemy, your Critical Strike Chance against them is increased by +5% for 4 seconds, up to +20%.
Energy (Group 1)
Gain 3 Energy when Heartseeker hits an enemy.
Weakened (Group 2)
When Heartseeker hits an enemy, they become Weakened for 4 seconds.
Pierce (Group 2)
Heartseeker pierces through 1 additional enemy.
Procession (Group 3)
Heartseeker now has a 30% chance to fire an additional arrow. When Heartseeker Critically Strikes, it grants 1 stack of Overpower.
Devouring Arrow (Group 3)
Heartseeker now pierces up to 1 additional time and deals x10% increased damage against the enemy it hits for the next 4 seconds, up to x40%.
Confluence (Group 3)
Heartseeker now has a 10 second Cooldown and fires 2 additional arrows to your left and right dealing 30% damage. If at least 2 arrows hit the same enemy, surrounding enemies will be Pulled In.
Forceful Arrow
Lucky Hit Chance
50%
Damage Type
Physical
Description
Fire a powerful arrow at an enemy, dealing [X%] damage and Propelling Close enemies, Knock Back the enemy. Propel can occur once every 2 seconds per enemy.
Modifiers
Description
Vulnerable (Group 1)
Forceful Arrow causes enemies to become Vulnerable for 4 seconds.
Energy (Group 1)
Gain 3 Energy when Forceful Arrow damages an enemy and an additional 4 Energy after attempting to Propel an enemy.
Overpower (Group 2)
Forceful Arrow grants 1 stack of Overpower after attempting to Propel an enemy.
Ferocity (Group 2)
Forceful Arrow grants 1 stacks of Ferocity after attempting to Propel an enemy.
Pin (Group 3)
Forceful Arrow now Immobilizes Knocked Back enemies for 1 second and deals 88% damage. Forceful Arrow’s Knock Back range is increased by 50%.
Ender (Group 3)
Forceful Arrow pierces through the first enemy hit, deals 82% damage, and has a 30% chance to Execute enemies.
Cloudburst (Group 3)
Forceful Arrow’s Propel no longer Knocks Back Close enemies and instead creates an Arrow Storm every 3 arrows, dealing 113% damage and Slowing enemies hit by 50% for 2 seconds.
Rogue Core Skills
Despite costing a lot of Energy, Core Skills deal much more damage than Basic Skills and are more AoE (area of effect) based. These skills become especially powerful in combination with the Combo Points Specialization.
Twisting Blades
Energy Cost
30
Lucky Hit Chance
33%
Damage Type
Physical
Weapon Type
Requires Dual-Wielded Weapons
Description
Impale an enemy with your blades, dealing [X%] damage. After 1.5 seconds the blades return to you, piercing enemies for [X%] damage.
Combo Points Effect
Combo Points increase damage and grant a Movement Speed bonus. 1 Point: {#}% Damage, {#}% bonus. 2 Points: {#}% Damage, {#}% bonus. 3 Points: {#}% Damage, {#}% bonus.
Modifiers
Description
Damage Increase and Execute (Group 1)
Twisting Blades’ initial impale Executes enemies. Twisting Blades’ return damage is also increased by x20%.
Energy Cost Reduction (Group 1)
Twisting Blades’ Energy Cost is reduced to 24.
Resolve (Group 2)
When you impale an enemy with Twisting Blades, gain 1 stack of Resolve.
Crowd Controlled or Weakened (Group 2)
Twisting Blades deals x20% increased damage to Crowd Controlled or Weakened enemies.
Bladedancer (Group 3)
Twisting Blades now cleaves and spirals outward around you for a short time after they return, dealing 28% damage per hit.
Sleight of Hand (Group 3)
Enemies impaled by Twisting Blades are Dazed. When your Twisting Blades return, your active Cooldowns are reduced by 0.10 seconds per enemy they passed through, up to 2 seconds. Twisting Blades damage is increased by x75%.
Twisted Twin (Group 3)
Impaling an enemy with Twisting Blades also summons 1 Shade to strike a nearby target, dealing 23% damage on impale and 52% damage on returning.
Flurry
Energy Cost
25
Lucky Hit Chance
20%
Damage Type
Physical
Weapon Type
Requires Dual-Wielded Weapons
Description
Unleash a flurry of stabs and slashes, striking enemies in front of you 4 times and dealing a total of [X%] damage to each.
Fortify for 3% of your Maximum Life when Flurry hits an enemy for the first time.
Cast Speed (Group 1)
Flurry gains +20% increased Cast Speed.
Damage Increase (Group 2)
Casting Flurry increases its damage by x15%, up to x45%. This bonus resets after hitting the maximum.
Resolve (Group 2)
Casting Flurry grants 10% Dodge Chance for 4 seconds while you have Resolve.
Encircling Blades (Group 3)
Flurry now damages enemies in a circle around you and deals 54% damage.
Transporter (Group 3)
Flurry is also a Mobility Skill. Casting Flurry deals x75% increased damage, dashes you to the target, and grants x10% increased Movement Speed for 4 seconds.
Vehemence (Group 3)
Flurry’s size is increased by x50% and its Energy Cost is reduced to 15. Flurry now also gains x3% increased damage each time it hits an enemy, up to x75%, for 4 seconds.
Penetrating Shot
Energy Cost
35
Lucky Hit Chance
50%
Damage Type
Physical
Weapon Type
Ranged Weapon
Description
Fire an arrow that pierces through all enemies in a line, dealing [X%] damage.
Combo Points Effect
Combo Points increase Damage and Lucky Hit Chance.
Modifiers
Description
Damage Increase (Group 1)
Penetrating Shot’s arrows deal x25% increased damage. This bonus is reduced by x5% per enemy they pierce.
Slow (Group 1)
Penetrating Shot Slows enemies hit by 40% for 4 seconds.
Vulnerable (Group 2)
Penetrating Shot deals x20% increased damage to Vulnerable enemies.
Ferocity (Group 2)
Penetrating Shot deals x7% increased damage per stack of Ferocity.
Trick Shot (Group 3)
Whenever Penetrating Shot damages an enemy, 2 additional arrows split off to either side. These side arrows deal x50% of Penetrating Shot’s Base damage and do not split.
Shadow Shot (Group 3)
Penetrating Shot now summons 2 Shades that also fire at your target, each dealing 60% damage.
Ballista (Group 3)
Penetrating Shot takes 100% longer to fire, but shoots a larger, more powerful arrow dealing 525% damage.
Rapid Fire
Energy Cost
25
Lucky Hit Chance
20%
Damage Type
Physical
Weapon Type
Ranged Weapon
Description
Rapidly fire 7 arrows, each dealing [X%] damage and ricocheting 2 times.
Rapid Fire gains +10% increased Critical Strike Chance. Each subsequent arrow of Rapid Fire has +1% increased Critical Strike Chance, up to +7% on the 7th arrow.
Energy Gain (Group 1)
For each arrow, gain 1 Energy when they first hit a Vulnerable or Weakened target.
Additional Projectiles (Group 2)
Rapid Fire fires 1 additional arrow. Casting Rapid Fire consumes 1 stack of Overpower to fire 2 more additional arrow.
Ferocity (Group 2)
Rapid Fire deals x7% increased damage per stack of Ferocity.
Ruckus (Group 3)
Rapid Fire deals 48% damage and ricochets to 1 additional target.
Explosive Shot (Group 3)
Rapid Fire is also a Grenade Skill. Rapid Fire fires arrows tipped with grenades, causing them to no longer ricochet and instead explode, dealing 23% damage.
Breakneck Quiver (Group 3)
Rapid Fire gains +50% increased Cast Speed, and its Energy Cost is reduced to 15.
Barrage
Energy Cost
30
Lucky Hit Chance
40%
Damage Type
Physical
Weapon Type
Ranged Weapon
Description
Unleash a barrage of 5 arrows that expands outwards, each dealing [X%] damage and piercing up to 2 times. Arrows cannot hit the same target more than once.
Barrage deals x20% increased damage against Vulnerable or Weakened enemies.
Energy Cost Reduction (Group 1)
Barrage’s Energy Cost is reduced by 24.
Overpower (Group 2)
Casting Barrage consumes 1 stacks of Overpower to fire 2 additional arrows and all arrows to deal x20% increased damage.
Cast Speed (Group 2)
Barrage gains +20% increased Cast Speed.
Multishot (Group 3)
Barrage deals 170% damage and fires 2 additional arrows and all of its arrows now travel faster and pierce through 2 additional enemies.
Broadside (Group 3)
Barrage no longer pierces and fires 2 less arrows. Its arrows each drop 1 Stun Grenade that deals 25% damage.
Succession (Group 3)
Barrage fires arrows into the air, dealing 20% damage upon landing. Each arrow causes the enemy it hits to take x15% increased damage from Barrage for the next 4 seconds, up to x75%. Barrage now also creates an Arrow Storm, dealing 20% damage.
Dance of Knives
Energy Cost
25 per second
Lucky Hit Chance
33%
Damage Type
Physical
Description
Channel to launch knives at surrounding enemies with each knife dealing [X%] damage. Attack Speed increases damage done rather than number of knives thrown.
Modifiers
Description
Energy Cost Reduction (Group 1)
Dance of Knives’ Energy Cost is reduced to 20.
Slow and Movement Speed (Group 1)
Dance of Knives Slows enemies hit by 25% for 4 seconds and grants x12% Movement Speed while Channeling.
Pierce and Size (Group 2)
Dance of Knives’ knives has a 33% chance to pierce and grenades’ explosion area is increased by +25%.
Lucky Hit (Group 2)
Dance of Knives gains x20% increased Lucky Hit Chance.
Fan of Knives (Group 3)
Dance of Knives now throws a fan of 5 knives that each deal 55% damage.
Star Shards (Group 3)
Knives have a 50% chance to shatter into 6 shards of metal on hit, dealing 39% damage. Dance of Knives becomes a Marksman Skill.
Grenade Jumper (Group 3)
Dance of Knives now drops grenades instead of knives, each dealing 156%. Dance of Knives is also a Grenade Skill.
Rogue Agility Skills
Agility Skills allow the Rogue to move swiftly and develop a strategy for repositioning and engaging enemies. Dash is especially useful for fast-paced combat, and should be included in almost every Rogue build.
Shadow Step
Cooldown
9 seconds
Lucky Hit Chance
100%
Damage Type
Physical
Description
Quickly move through the shadows to stab your victim from behind for [X%] damage and Execute them. Gain 15% increased Movement Speed for 4 seconds afterwards.
Modifiers
Description
Vulnerable (Group 1)
Damaging an enemy with Shadow Step applies Vulnerable to them for 4 seconds.
Cooldown (Group 1)
Casting Shadow Step reduces its Cooldown by 3 seconds.
Cleave (Group 2)
Shadow Step’s stab now cleaves, dealing 10% of the original damage to the cleaved targets.
Unstoppable (Group 2)
Casting Shadow Step grants Unstoppable for 2 seconds.
Sight Unseen (Group 3)
Shadow Step has an additional Charge and refunds a Charge when it kills an enemy. Casting Shadow Step increases its damage by x15% for 5 seconds, up to x75%.
Safe Arrival (Group 3)
Shadow Step Dazes its primary target for 3 seconds and leaves 4 Stun Grenades at its feet that each deal 10% damage.
Artifice (Group 3)
Shadow Step no longer requires a target, and it leaves a decoy at your starting location that Taunts Nearby enemies and explodes after 2 seconds, dealing 72% Shadow damage. Shadow Step’s Cooldown is increased to 12 seconds.
Dash
Charges
2
Cooldown
12 seconds
Lucky Hit Chance
25%
Damage Type
Physical
Description
Dash forward and slash enemies for [X%] damage. Any enemies hit are Slowed by 30% for 4 seconds.
Modifiers
Description
Critical Strike Chance (Group 1)
Damaging enemies with Dash increases their chance to be Critically Struck by +10% for 8 seconds.
Weaken (Group 1)
Enemies you Dash through become Weakened for 4 seconds.
Resolve (Group 2)
At the end of Dash, gain 2 stack of Resolve.
Charges and Cooldown Reduction (Group 2)
Dash has 1 additional Charge and its Charge Cooldown is reduced by 3 seconds.
Shadow Play (Group 3)
A Shade Dashes after you, dealing 130% damage. Dash’s Cooldown is reduced by 1 second per enemy you hit, up to 5 seconds.
Detonation (Group 3)
Dash is also a Grenade Skill. At the end of Dash, explode and Knock Down surrounding enemies for 2 seconds, dealing 228% damage to them.
Primer (Group 3)
At the end of Dash, you enter Stealth for 4 seconds and gain 1 stack of Ferocity, increased by 1 per 5 Skill Ranks.
Caltrops
Charges
2
Cooldown
12 seconds
Lucky Hit Chance
25%
Damage Type
Physical
Description
Throw caltrops on the ground, dealing [X%] damage. Affected enemies take [X%] damage every second and are Slowed by 50%. Lasts 6 seconds.
Modifiers
Description
Duration (Group 1)
Caltrops’ duration is increased by 2 seconds.
Ferocity (Group 1)
Casting Caltrops grants 1 stack of Ferocity.
Size (Group 2)
Caltrops’ size is increased by 25%.
Critical Strike (Group 2)
You now have +10% Critical Strike Chance against enemies inside your Caltrops. Double this amount against Vulnerable enemies.
Catch Cold (Group 3)
Caltrops now deals Cold damage and Chills enemies for 15% per second.
Mired Sharpshooter (Group 3)
Caltrops no longer Slows enemies and instead is also a Marksman Skill that throws 24 piercing daggers over its duration, each dealing 6% Shadow damage. Enemies damaged by Caltrops become Vulnerable for 4 seconds.
Pernicious Poisons (Group 3)
Throw 3 smaller Caltrops that now deal Poison damage and 152% Poisoning damage over 6 seconds. Enemies affected by this Poisoning are Weakened
Rogue Subterfuge Skills
Subterfuge skills are a good addition to support any build, as they allow the Rogue to use various traps and tricks to escape even large groups of enemies.
Dark Shroud
Cooldown
20 seconds
Description
Surround yourself with up to 5 protective shadows. Gain + [X%] Resistance to All per active shadow. If you have the maximum amount of shadows, direct damage is reduced by 20%. Each time you take direct damage, a shadow is consumed.
Modifiers
Description
Movement Speed (Group 1)
Each active Dark Shroud shadow grants you x5% Movement Speed.
Critical Strike (Group 1)
While you have at least 1 active shadow from Dark Shroud, gain +10% Critical Strike Chance.
Healing (Group 2)
You Heal for 10% of your Maximum Life when a Dark Shroud shadow is consumed.
Consume Chance (Group 2)
Dark Shroud shadows have a 15% chance to not be consumed.
Shadow Dancer (Group 3)
Casting Dark Shroud increases your Dodge Chance by 50% for 2 seconds. While you have at least 1 active shadow from Dark Shroud, gain 10% Dodge Chance.
Overflow (Group 3)
Dark Shroud no longer grants Resistance to All Elements, but instead grants you x15% increased Energy Regeneration per shadow.
Best Served Cold (Group 3)
When a Dark Shroud shadow is consumed, it explodes in a frigid nova that deals 60% Cold damage to surrounding enemies and Chills them for 30%.
Smoke Grenade
Cooldown
10 seconds
Lucky Hit Chance
25%
Description
Throw a smoky concoction at enemies that deals [X%] damage and Dazes them for 4 seconds.
Smoke Grenade gains 1 Charge or costs 10 less Energy.
Vulnerable (Group 2)
Enemies hit by Smoke Grenade become Vulnerable for 4 seconds.
Poison Grenade (Group 3)
Smoke Grenade now deals Poison damage and applies another 90% Poisoning damage over 6 seconds.
Silhouette (Group 3)
Smoke Grenade no longer Dazes enemies and instead creates a cloud of shadows at your feet. While within the cloud, you gain +5% Critical Strike Chance and Stealth once every 1 second.
Shade Grenade (Group 3)
Smoke Grenade no longer Dazes and deals 90% Shadow damage. When your Smoke Grenade detonates, it also creates a Shade that leaves behind 1 grenade, dealing 67% damage. Smoke Grenade is now also a Core Skill that no longer has a Cooldown and costs 40 Energy.
Poison Trap
Cooldown
10 seconds
Lucky Hit Chance
25%
Damage Type
Poison
Description
Place a trap that arms after 1.25 seconds. It activates when an enemy moves within range, applying [X%] Poisoning damage over 9 seconds to enemies in the area.
Modifiers
Description
Knock Down (Group 1)
Poison Trap Knocks Down enemies for 2 seconds when it activates.
Vulnerable (Group 1)
Poison Trap makes enemies Vulnerable for 4 seconds when it activates.
Resolve (Group 2)
Casting Poison Trap grants 2 stacks of Resolve.
Charges (Group 2)
Poison Trap gains 1 Charge.
Contamination (Group 3)
Poison Trap bursts for an additional 162% damage when it triggers. Enemies hit by this burst take x40% increased damage from Poison Trap.
Infiltrator (Group 3)
Poison Trap’s Cooldown is reduced by 3 seconds. Poison Trap has no arm time, no longer breaks Stealth, and triggers no Cooldown while you are in Stealth. All Poison Traps activate when you exit Stealth and begin Poison Trap’s Cooldown.
Frostbite Trap (Group 3)
Poison Trap no longer deals Poisoning damage and instead deals 945% Frostbite damage and Chills enemies for 20% per second.
Concealment
Cooldown
16 seconds
Description
Vanish from sight, gaining an advanced form of Stealth for 5 seconds that will not be removed by taking damage. Concealment also makes you Unstoppable, grants +30% Movement Speed, and Unhindered for its duration. Using an attack Skill during Concealment will break Concealment.
Modifiers
Description
Energy (Group 1)
Casting Concealment generates 40 Energy.
Resolve (Group 1)
Casting Concealment grants 4 stacks of Resolve.
Ferocity (Group 2)
Gain 2 stacks of Ferocity after breaking Concealment when Cast.
Unstoppable (Group 2)
Unstoppable persists for 4 seconds after breaking Concealment when Cast.
Calculation (Group 3)
Casting Concealment grants 4 stacks of Overpower. After breaking Concealment, you gain +10% increased Critical Strike Chance for the next 6 seconds.
Recuperate (Group 3)
Entering Concealment Fortifies you for 20% of your Maximum Life over 5 seconds. Breaking Concealment Knocks Down Close enemies for 2 seconds.
Concealing Fate (Group 3)
When you break Concealment, all Nearby enemies are covered in a shadowy mist for 4 seconds, causing them to become Vulnerable and explode for 150% Shadow damage when it expires.
Rogue Imbuement Skills
Imbuement Skills add an extra effect to the next two weapon attacks of the Rogue. Imbuement Skills each have a cooldown and therefore work well with slower-paced playstyles, such as the Combo Points Specialization.
Poison Imbuement
Cooldown
13 seconds
Lucky Hit Chance
33%
Damage Type
Poison
Description
Imbue your weapons with lethal poison for 6 seconds. While Imbued, your Imbueable Skills deal Poison damage and apply [X%] of their Base damage as additional Poisoning damage over 6 seconds.
Modifiers
Description
Energy (Group 1)
Casting Poison Imbuement generates 30 Energy, increased by 2 for each Nearby Poisoned enemy.
Duration (Group 1)
Poison Imbuement’s duration is increased by 2 seconds. Casting Poison Imbuement consumes up to 2 stacks of Ferocity to further increase its duration by 2 per Ferocity spent.
Critical Strike (Group 2)
Critical Strikes with Poison Imbued Skills increase its Poisoning damage by x25%.
Cooldown (Group 2)
Lucky Hit: Poison Imbued Skills have up to a 30% chance to reduce the Cooldown of Poison Imbuement by 2 seconds.
Toxic Touch (Group 3)
Poison Imbuement gains x40% increased Potency. Each successive time an enemy is Poisoned by Poison Imbuement, the Potency of Poison Imbuement against the enemy is increased by x5%, up to x50%.
Sapper (Group 3)
Lucky Hit: Poison Imbued Skills have up to a 100% chance to Fortify you 2% of your Maximum Life. While imbued, your Fortify heals you 50% faster.
Corrosive Ring (Group 3)
Passive: Poison Imbuement corrodes enemies around you, dealing 25% Poisoning damage over 6 seconds. While imbued, the size of the corrosion is increased by +100%. Each enemy affected by Poison Imbuement increases your Energy Regeneration by x10%, up to x100%.
Shadow Imbuement
Cooldown
20 seconds
Lucky Hit Chance
33%
Damage Type
Shadow
Description
Imbue your weapons with festering shadows for 6 seconds. While imbued, your Imbueable Skills deal Shadow damage and infect enemies for 6 seconds. Infected enemies explode on death, dealing [X%] damage to all surrounding enemies. If the infection expires before the enemy dies, it will deal [X%] damage to only that enemy.
Modifiers
Description
Vulnerable (Group 1)
Shadow Imbued Skills and Shadow Imbuement makes enemies Vulnerable for 4 seconds.
Duration (Group 1)
When Shadow Imbuement’s infection expires, Shadow Imbuement’s duration is increased by 0.5 seconds, up to 5 seconds.
Overpower (Group 2)
Casting Shadow Imbuement grants 2 stacks of Overpower.
Ferocity (Group 2)
When Shadow Imbuement’s infection expires, you have a 25% chance to gain 1 stack of Ferocity.
Endemic (Group 3)
Passive: Shadow Imbuement’s Cooldown is reduced by 0.5 seconds each time you kill an enemy. Any enemies you infect with Shadow Imbuement take 40% damage every second until the infection ceases.
Dark Dance (Group 3)
Evading through an enemy infected by Shadow Imbuement grants Stealth for 4 seconds and explodes the infection for x50% increased damage.
Shadow Play (Group 3)
Lucky Hit: Shadow Imbued Skills have up to a 50% chance to create a Shade that explodes after 1 second, dealing 120% damage. This can only happen once every 0.42 seconds, affected by Attack Speed.
Cold Imbuement
Cooldown
20 seconds
Lucky Hit Chance
33%
Damage Type
Cold
Description
Imbue your weapons with frigid energies for 6 seconds. While Imbued, your Imbueable Skills deal Cold damage, Chill enemies for [X%] per hit, and Weaken enemies for 4 seconds.
Modifiers
Description
Energy (Group 1)
Cold Imbued Skills grant 4 Energy when hitting an enemy for the first time.
Cooldown (Group 1)
When Cold Imbuement Chills an enemy, Cold Imbuement’s Cooldown is reduced by 0.5 seconds.
Overpower (Group 2)
When you Freeze an enemy while Cold Imbued, gain 1 stack of Overpower.
Resolve (Group 2)
When Cold Imbuement Chills an enemy, you have a 25% chance to gain 1 stack of Resolve.
Frozen Heart (Group 3)
Cold Imbued Skills cause enemies to become Vulnerable for 4 seconds. Cold Imbuement’s Duration is increased by x50%.
Buffered Battery (Group 3)
Lucky Hit: Cold Imbued Skills have up to a 50% chance to encase you in a Barrier for 3% of your Maximum Life, up to 30%, for 6 seconds. This Barrier reduces your Energy costs by 20%.
Crystal Distillation (Group 3)
When Cold Imbuement is Cast it now also creates a frigid emanation around you for 6 seconds that deals 75% Cold damage and Chills any enemies within for 15% every 0.5 seconds.
Rogue Ultimate Skills
Ultimate Skills are powerful skills with an especially long cooldown. Ultimate Skills must be built around in order to be effective, and only one Ultimate Skill can be chosen at a time.
Shadow Clone
Cooldown
60 seconds
Damage Type
Physical
Description
Your shadow mimicks your actions for 15 seconds. This Shadow Clone deals [X%] of your damage.
Modifiers
Description
Unstoppable (Group 1)
Casting Shadow Clone grants Unstoppable for 4 seconds.
Weaken & Vulnerable (Group 1)
Casting Shadow Clone makes all Nearby enemies Weakened and Vulnerable for 6 seconds.
Resolve (Group 2)
Casting Shadow Clone grants 4 stacks of Resolve. While any Shadow Clone is active, you gain 1 Resolve per 1 second.
Cooldown (Group 2)
Shadow Clone’s Cooldown is reduced by 10 seconds.
Relentless (Group 3)
Minimum Ferocity is increased by 4 as long as Shadow Clone is present. Shadow Clone’s duration is increased by 5 seconds and deals x25% increased damage.
Awakening (Group 3)
Passive: After spending 100 Energy, your next Core Skill Cast becomes a Shade Skill and spawns a Shade that deals 40% of its damage. Shadow Clone is now also a Shade Skill and its duration is reduced by x50%.
Sentry (Group 3)
Shadow Clone becomes a Marksman Skill and now summons a stationary shadow that fires 3 piercing arrows every 1 seconds. Each arrow deals 20% damage. Shadow Clone gains 2 additional Charges, and its Cooldown is reduced by 20 seconds. You may have up to 3 Shadow Clones active at a time.
Death Trap
Cooldown
60 seconds
Lucky Hit Chance
15%
Damage Type
Shadow
Description
Place a trap that arms after 1.25 seconds. It activates once an enemy is within range, dealing a total of [X%] damage in the area.
Modifiers
Description
Cooldown (Group 1)
Killing an enemy or dealing damage to an Elite for the first time with Death Trap reduces its Cooldown by 1 second.
Dodge (Group 1)
Casting Death Trap grants you 50% Dodge Chance for 4 seconds.
Weaken (Group 2)
Death Trap makes enemies Weakened for 6 seconds.
Resolve (Group 2)
Death Trap’s damage is increased by x20% while you have Resolve.
Explosive Trigger (Group 3)
Death Trap is also a Grenade Skill. Death Trap also releases 16 Stun Grenades that each explode for 20% damage.
Death Pit (Group 3)
Death Trap Pulls In enemies and makes them Vulnerable and Knocked Down for 4 seconds. Death Trap gains 1 additional charge and has its Cooldown reduced by 15 seconds.
Sudden Death (Group 3)
Death Trap’s arm time is reduced by 50%, and it deals a total of 280% damage in the area. Casting Death Trap consumes 4 stack of Overpower to reduce arm time by 100% and increase its damage by x50%.
Rain of Arrows
Cooldown
50 seconds
Lucky Hit Chance
12%
Damage Type
Physical
Description
Arrows rain down over a large area dealing [X%] damage and Immobilizing enemies hit for 3 seconds.
Modifiers
Description
Cooldown (Group 1)
Rain of Arrows’ Cooldown is reduced by 10 seconds.
Double Damage (Group 1)
Rain of Arrows deals x20% increased damage and has a 25% chance to deal double damage.
Cast Speed and Lucky Hit (Group 2)
Rain of Arrows’ Cast Speed is increased by +50% and Lucky Hit Chance is increased by x50%.
Ferocity (Group 2)
Rain of Arrows’ damage is increased by x10% for every stack of Ferocity you have when Casting Rain of Arrows.
Monsoon (Group 3)
Rain of Arrows no longer Immobilizes, and instead, its first wave Knocks Down enemies for 3 seconds. Casting Rain of Arrows consumes 4 stacks of Overpower to send out 2 additional waves, each dealing 180% damage.
Flash Flood (Group 3)
Rain of Arrows also unleashes 5 Arrow Storms that target Nearby enemies, each dealing 90% damage.
Crashing Waves (Group 3)
Rain of Arrows now comes in from the sides in shorter waves and no longer Immobilizes, but instead deals 630% damage, Knocks Back enemies towards the center, and makes them Vulnerable for 4 seconds.
Rogue Dismount Skill
While mounted, the Rogue has access to a unique Dismount Skill that causes them to leap off their mount and shoot a rain of arrows in midair. Players who are struck by an enemy are automatically dismounted and are unable to use their Dismount Skill.