Diablo 4 Guide – Complete Rogue Skill Tree

A complete list of all Rogue skills.

The Rogue is an all-round class, effectively dealing death at both melee and range. The Rogue’s 23 skills focus on poison and imbuement of weapons with other elemental damage types.

Rogues wield an array of melee weapons as well as bows and crossbows.

The Rogue’s preferred skills enhance the attack of melee and ranged weapons, like Heartseeker, Barrage, Rapid Fire, and Flurry. To offset their relatively low HP, the Rogue has a selection of mobility skills such as Blade Shift, and Shadow Step. Lacking in area of effect attacks for the most part, Rain of Arrows is the go-to for the Rogue.

The Rogue’s complete skill tree is listed below, with recommendations marked with an asterisk:

Basic Node

Blade Shift (5) *

Active | Cutthroat | Physical Damage | Requires Dual Wielded weapons

Lucky Hit: 35%

Quickly stab your victim for [21%] damage and shift, allowing you to move freely through enemies for 3 seconds.

Enhanced Blade Shift (1)

Damaging an enemy with Blade Shift grants +5% Movement Speed while Blade Shift is active, up to +20%.

Fundamental Blade Shift (1)

Moving through enemies while Blade Shift is active refreshes its duration. After moving through enemies 5 times, your next Blade Shift will Daze enemies for 2 seconds.

Primary Blade Shift (1)

While Blade Shift is active, you gain 15% to all Non-Physical Resistances and reduce the duration of incoming Control Imparing Effects by 20%.

Forceful Arrow (5)

Active | Marksman | Physical Damage | Requires a Ranged weapon

Lucky Hit: 40%

Fire a powerful arrow at an enemy, dealing [28%] damage. Every 3rd cast makes the enemy Vulnerable for 2 seconds.

Enhanced Forceful Arrow (1)

Every 3rd cast of Forceful Arrow additionally has a 15% increased Critical Strike Chance.

Fundamental Forceful Arrow (1)

Forceful Arrow Knocks Back Non-Elite enemies if they are Close. If they collide with another enemy, both or Knocked Down for 1.5 seconds.

Primary Forceful Arrow (1)

Forceful Arrows pierces through Vulnerable enemies.

Heartseeker (5) *

Active | Marksman | Physical Damage | Requires a Ranged weapon

Lucky Hit: 50%

Fire an arrow that seeks an enemy, dealing [31%] damage and increasing your Critical Strike Chance against them by 3% for 4 seconds, up to 15%.

Enhanced Heartseeker (1)

When Heartseeker Critically Strikes, gain +8% Attack Speed for 4 seconds. Double this amount if the enemy is Vulnerable.

Fundamental Heartseeker (1)

Heartseeker also increases the Critical Strike Damage the enemy takes from you by x5% for 4 seconds, up to x25%.

Primary Heartseeker (1)

Heartseeker ricochets to an additonal enemy, dealing 30% of the original damage.

Invigorating Strike (5)

Active | Cutthroat | Physical Damage | Requires Dual Wielded weapons

Lucky Hit: 50%

Melee attack an enemy, dealing [32%] damage and increasing Energy Regeneration by 20% for 3 seconds.

Enhanced Invigorating Strike (1)

Damaging a Crowd Controlled or Injured enemy with Invigorating Strike increases its Energy Regeneration bonus to 30%.

Fundamental Invigorating Strike (1)

Hitting an enemy with Invigorating Strike while you are below 50% Energy makes them Vulnerable for 3 seconds.

Primary Invigorating Strike (1)

Invigorating Strike additionally grants 8% Lucky Hit Chance. Hitting a Crowd Controlled or Injured enemy increases this bonus to 16% Lucky Hit Chance.

Puncture (5)

Active | Marksman | Physical Damage | Requires Dual Wielded weapons

Lucky Hit: 35%

Throw blades a short distance, dealing [29%] damage. Every 3rd cast Slows enemies by 20% for 2 seconds. Critical Strikes will always Slow.

Enhanced Puncture (1)

Gain 2 Energy when Puncture damages a Crowd Controlled enemy.

Fundamental Puncture (1)

Punture now throws 3 blades in a spread, each dealing 35% of its Base damage. Hitting an enemy with at least 2 blades at once makes them Vulnerable for 2 seconds.

Primary Puncture (1)

Every 3rd cast of Puncture will also ricochet up to 2 times. Critical Strikes will always ricochet.

Core Node

Barrage (5) *

Active | Imbueable | Marksman | Physical Damage | Requires a Ranged weapon

Energy Cost: 30

Lucky Hit: 16%

Unleash a barrage of 5 arrows that expands outwards, each dealing [29%] damage. Each arrows has a 20% chance to ricochet off an enemy up to 1 time. Ricochets deal 40% of the arrow’s Base damage.

Enhanced Barrage (1)

Barrage’s ricochet chance is increased to 100% for arrows that damage a Vulnerable enemy or Critical Strike an enemy.

Advanced Barrage (1)

Whenever a single cast of Barrage ricochets at least 4 times, your next cast gains 20% increased Critical Strike Chance.

Improved Barrage (1)

Every 3rd cast of Barrage makes enemies Vulnerable for 2 seconds.

Flurry (5) *

Active | Imbueable | Cutthroat | Physical Damage | Requires Dual Wielded weapons

Energy Cost: 25

Lucky Hit: 10%

Unleash a flurry of stabs and slashes, striking enemies in front of you 4 times and dealing [84%] damage to each.

Enhanced Flurry (1)

Each time Flurry damages a Crowd Controlled or Vulnerable enemy, you are Healed for 1% of your Maximum Life, up to 12% Maximum Life per cast.

Advanced Flurry (1)

Evading through an enemy will cause your next Flurry to Stun enemies for 2.5 seconds.

Improved Flurry (1)

If Flurry hits any Vulnerable enemy it will make all enemies hit by that cast Vulnerable for 3 seconds.

Penetrating Shot (5)

Active | Imbueable | Marksman | Physical Damage | Requires a Ranged weapon

Energy Cost: 35

Lucky Hit: 50%

Fire an arrow that pierces through all enemies in a line, dealing [98%] damage.

Enhanced Penetrating Shot (1)

Penetrating Shot deals x10% increased damage per enemy it pierces.

Advanced Penetrating Shot (1)

When cast with full Energy, Penetrating Shot will Slow all enemies hit by 50% for 3 seconds. Elite enemies will also be Knocked Down for 1.5 seconds.

Improved Penetrating Shot (1)

If Penetrating Shot damages at least 3 enemies, your next Penetrating Shot has a 20% increased Critical Strike Chance.

Rapid Fire (5) *

Active | Imbueable | Marksman | Physical Damage | Requires a Ranged weapon

Energy Cost: 25

Lucky Hit: 20%

Rapidly fire 5 arrows, each dealing [42%] damage.

Enhanced Rapid Fire (1)

Each subsequent arrow from Rapid Fire has 5% increased Critical Strike Chance, up to 40% for the 8th arrow.

Advanced Rapid Fire (1)

Rapid Fire deals x30% increased Critical Strike Damage for 3 seconds after you Evade.

Improved Rapid Fire (1)

Gain 15 Energy per cast of Rapid Fire when it damages a Vulnerable enemy.

Twisting Blades (5)

Active | Imbueable | Cutthroat | Physical Damage | Requires Dual Wielded weapons

Energy Cost: 30

Lucky Hit: 33%

Impale an enemy with your blades, dealing [63%] damage and making them take x8% increased damage from you while impaled. After 1.5 seconds, the blades return to you, piercing enemies for [101%] damage.

Enhanced Twisting Blades (1)

Twisting Blades deals x30% increased damage when returning.

Advanced Twisting Blades (1)

When your Twisting Blades return, your active Cooldowns are reduced by 0.1 second per enemy they passed through, up to 2 seconds.

Improved Twisting Blades (1)

Enemies are Dazed while impaled with Twisting Blade.

Stutter Step (3)

Passive

Critically Striking an enemy grants +5%/+10%/+15% Movement Speed for 4 seconds.

Sturdy (3)

Passive

You gain x4%/x8%/x12% Close Damage Reduction.

Siphoning Strikes (3)

Passive

Heal for 1%/2%/3% of your Maximum Life when you Critically Strike Close enemies.

Agility Node

Caltrops (5)

Active | Trap | Physical Damage

Charges: 2

Charge Cooldown: 12 seconds

Lucky Hit: 25%

Leap backwards and throw caltrops on the ground, dealing [56%] damage and Slowing enemies by [62%] . Lasts 6 seconds.

Enhanced Caltrops (1)

Enemies take x3% increased damage from you each second they are in Caltrops.

Methodical Caltrops (1)

Caltrops now deal Cold damage and Chills enemies for 20% per second.

Disciplined Caltrops (1)

You have 5% Critical Strike Chance against enemies inside your Caltrops. Double this amount against Vulnerable enemies.

Dash (5)

Active | Imbueable | Cutthroat | Physical Damage | Requires Dual Wielded weapons

Charges: 2

Charge Cooldown: [9.8] seconds

Lucky Hit: 25%

Dash forward and slash enemies for [52%] damage.

Enhanced Dash (1)

Enemies damaged by Dash take x15% increased Critical Strike Damage from you for 5 seconds.

Methodical Dash (1)

Dealing damage to Crowd Controlled enemies with Dash reduces its Charge Cooldown by 0.5 seconds, up to 3 seconds per cast.

Disciplined Dash (1)

Dash Slows enemies hit by 30% for 3 seconds. Any enemy already Slowed will be Dazed for 2 seconds instead.

Shadow Step (5) *

Active | Imbueable | Cutthroat | Physical Damage | Requires Dual Wielded weapons

Cooldown: 9 seconds

Lucky Hit: 100%

Become Unstoppable and quickly move through the shadows to stab your victim from behind for [101%] damage. Gain +50% increased Movement Speed for 2 seconds afterwards.

Enhanced Shadow Step (1)

Damaging an enemy with Shadow Step increases your Critical Strike Chance against them by 8% for 3 seconds.

Methodical Shadow Step (1)

Enemies damaged by Shadow Step are Stunned for 2 seconds.

Disciplined Shadow Step (1)

Shadow Step’s Cooldown is reduced by 3 seconds when it damages an enemy you have not hit with Shadow Step in the last 4 seconds.

Concussive (3)

Passive

After Knocking Back or Knocking Down an enemy, you gain +5%/+10%/+15% increased Critical Strike Chance against them for 3 seconds.

Rapid Gambits (3)

Passive

Your Evade Cooldown is reduced by 0.5 seconds when you Daze an enemy.

Dazed enemies cannot attack or use Skills but are still able to move.

Trick Attacks (3)

Passive

Lucky Hit: Up to a 5%/10%/15% chance to apply a random equipped Imbuement Skill effect when dealing direct damage.

Rugged (3)

Passive

Gain x5%/x10%/x15% Damage Reduction against Damage Over Time effects.

Reactive Defense (3)

Passive

Gain x4.5%/x9%/13.5% Damage Reduction while inflicted with Control Impairing Effects.

Weapon Mastery (3)

Passive

Gain a bonus when attacking based on weapon type:

  • Daggers: x5%/x10%/x15% increased damage to Healthy enemies.
  • Swords: x3%/x6%/x9% increased damage.
  • Bows: x4%/x8%/x12% increased damage to Vulnerable enemies.
  • Crossbows: x5%/x10%/x15% increased Critical Strike Damage.

Subterfuge Node

Concealment (5)

Active

Cooldown: [16] seconds

Vanishes from sight, gaining an advanced form of Stealth for 4 seconds that will not be removed by taking damage.

Concealment also makes you Unstoppable, grants +30% Movement Speed, and allows you to move freely through enemies for its duration.

Using an attack Skill during Concealment will break Concealment.

Enhanced Concealment (1)

You gain 40 Energy when you enter Concealment.

Countering Concealment (1)

The Skill that breaks Concealment will always be a guaranteed Critical Strike.

Subverting Concealment (1)

The Skill that breaks Concealment always makes enemies Vulnerable for 6 seconds.

Dark Shroud (5)

Active

Cooldown: 20 seconds

Surround yourself with up to 5 protective shadows. Gain [9.6%] Damage Reduction per active shadow. Each time you take direct damage, that damage is reduced and a shadow is consumed.

Enhanced Dark Shroud (1)

Dark Shroud’s shadows have a 10% chance to not be consumed.

Countering Dark Shroud (1)

While you have at least 4 active shadows from Dark Shroud, gain 8% Critical Strike Chance.

Subverting Dark Shroud (1)

Each active shadow from Dark Shroud grants you +4% increased Movement Speed.

Poison Trap (5)

Active | Trap | Poison Damage

Cooldown: 10 seconds

Lucky Hit: 20%

Place a trap that arms after 1.25 seconds. It activates when an enemy moves within range, applying [482%] Poisoning damage over 9 seconds to enemies in the area.

You can have 4 armed traps out at once.

Enhanced Poison Trap (1)

Pọison Trap Knocks Down enemies for 1.5 seconds when it activates.

Countering Poison Trap (1)

Pọison Trap has a 30% chance to reset your Imbuement Skill Cooldowns when activated.

Subverting Poison Trap (1)

You deal 10% increased Poison Damage to enemies standing inside your Pọison Trap.

Smoke Grenade (5) *

Active | Grenade

Cooldown: 15 seconds

Throw a smoky concoction at enemies that Dazes them for [5.6] seconds.

Enhanced Smoke Grenade (1)

Enemies affected by Smoke Grenade take x15% increased damage from you.

Countering Smoke Grenade (1)

Lucky Hit: Dealing direct damage to enemies affected by Smoke Grenade has up to a 25% chance to reduce its Cooldown by 1 second, or by 3 seconds instead if the enemy is Vulnerable.

Subverting Smoke Grenade (1)

If an enemy is Vulnerable, Slowed, or Chilled then Smoke Grenade will Daze them for 20% longer.

Agile (3)

Passive

Using a Cooldown increases your Dodge Chance by x3%/x6%/x9% for 2 seconds.

Mending Obscurity (3)

Passive

While Stealthed, you Heal for 1% Maximum Life per second.

Stealthed characters cannot be directly targeted by enemies. Using an attack or taking damage will instantly remove Stealth.

Exploit (3)

Passive

You deal x6%/x12%/x18% increased damage to Healthy and Injured enemies.

Malice (3)

Passive

You deal x3%/x6%/x9% increased damage to Vulnerable enemies.

Imbuement Node

Cold Imbuement (5)

Active

Cooldown: 13 seconds

Imbue your weapons with frigid energies. Your next 2 Imbueable Skills deal Cold damage and Chill enemies for [35%] per hit.

Enhanced Cold Imbuement (1)

Lucky Hit: Cold Imbued Skills have up to a 30% chance to make enemies Vulnerable for 3 seconds.

Blended Cold Imbuement (1)

Lucky Hit: Critical Strikes with Cold Imbued Skills have up to a 20% chance to instantly Freeze enemies for 3 seconds.

Mixed Cold Imbuement (1)

Cold Imbued Skills deal 20% damage to Crowd Controlled enemies. Double this bonus against Frozen enemies.

Poison Imbuement (5) *

Active | Poison Damage

Cooldown: 13 seconds

Lucky Hit: 33%

Imbue your weapons with lethal poison. Your next 2 Imbueable Skills deal Poison damage and apply [140%] of their Base damage as additional Poisoning damage over 5 seconds.

Enhanced Poison Imbuement (1)

Pọison Imbuement’s Poisoning Duration is increased by 1 second.

Blended Poison Imbuement (1)

Critical Strikes with Pọison Imbued Skills deal 75% increased Poisoning damage.

Mixed Poison Imbuement (1)

Lucky Hit: Pọison Imbued Skills have up to a 30% chance to apply double the amount of Poisoning damage over time.

Shadow Imbuement (5)

Active | Shadow Damage

Cooldown: 13 seconds

Lucky Hit: 33%

Imbue your weapons with festering shadows. Your next 2 Imbueable Skills deal Shadow damage and infect enemies for 6 seconds. Infected enemies explode on death, dealing [56%] damage to all surrounding enemies.

If the infection expires before the enemy dies, it will deal [56%] damage to only that enemy.

Enhanced Shadow Imbuement (1)

You have 15% increased Critical Strike Chance against Injured enemies infected by Shadow Imbuement.

Blended Shadow Imbuement (1)

Shadow Imbuement’s primary explosion makes enemies Vulnerable for 2 seconds.

Mixed Shadow Imbuement (1)

Enemies infected by Shadow Imbuement take 12% increased Non-Physical damage from you for 8 seconds.

Precision Imbuement (3)

Passive

Imbued Skills gain +5%/+10%/+15% increased Critical Strike Chance.

Shadow Crash (3)

Passive

Lucky Hit: Shadow damage has up to a 10% chance to Stun for 0.5/1/1.5 seconds.

Consuming Shadows (3)

Passive

Each time you kill an enemy with Shadow Damage, you generate 10/20/30 Energy.

Deadly Venom (3)

Passive

You deal x3%/x6%/x9% increased Poisoning damage.

Debilitating Toxins (3)

Passive

Poisoned enemies deal 5%/10%/15% less damage.

Alchemical Advantage (3)

Passive

You gain +1%/+2%/+3% increased Attack Speed for each enemy you’ve Poisoned, up to +15%.

Frigid Finesse (3)

Passive

You deal x5%/x10%/x15% increased damage to Chilled enemies. This bonus increases to x10%/x20%/x30% against Frozen enemies.

Chilling Weight (3)

Passive

Chilled enemies have their Movement Speed further reduced by up to 10%/20%/30%.

Ultimate Node

Death Trap (1)

Active | Trap | Shadow Damage

Cooldown: 50 seconds

Lucky Hit: 4%

Place a trap that arms after 1.25 seconds. It activates when an enemy moves within range, dealing 250% damage to each enemy in the area.

Prime Death Trap (1)

Enemies are Pulled into Death Trap when it activates.

Supreme Death Trap (1)

If Death Trap kills an enemy, its Cooldown is reduced by 10 seconds.

Rain of Arrows (1) *

Active | Imbueable | Marksman | Physical Damage | Requires a Ranged weapon

Cooldown: 60 seconds

Lucky Hit: 2%

Arrows rain down over a large area 2 times, each wave dealing 100% damage.

Prime Rain of Arrows (1)

lmbuement Skill effects applied by Rain of Arrows have 20% increased potency.

Supreme Rain of Arrows (1)

Rain of Arrows’ second wave Knocks Down enemies for 3 seconds.

Shadow Clone (1)

Active | Physical Damage

Cooldown: 60 seconds

Your shadow mimicks your actions for 15 seconds.

This Shadow Clone deals 60% of your damage.

Prime Shadow Clone (1)

You are Unstoppable for 5 seconds after casting Shadow Clone.

Supreme Shadow Clone (1)

Your Shadow Clone deals an additional 20% of your damage.

Innervation (3)

Passive

Lucky Hit: Up to a 10%/20%/30% chance to gain 8 Energy.

Second Wind (3)

Passive

Every 100 Energy you spend grants you +5%/+10%/+15% increased Lucky Hit Chance for 5 seconds.

Alchemist’s Fortune (3)

Passive

Non-Physical damage you deal has a +5%/+10%/+15% increased Lucky Hit Chance.

Trap Mastery (3)

Passive

When Poison Trap or Death Trap activates, you gain +4%/+8%/+12% increased Critical Strike Chance against Vulnerable and Crowd Controlled enemies for 4 seconds.

Aftermath (3)

Passive

After using an Ultimate Skill, restore 25/50/75 Energy.

Adrenaline Rush (3)

Passive

While moving, you gain x5%/x10%/x15% increased Energy Regeneration.

Impetus (3)

Passive

After moving 15 meters, your next attack deals x7%/x14%/x21% increased damage.

Haste (3)

Passive

While at or above 50% maximum Energy, gain +5%/+10%/+15% increased Movement Speed. While below 50% maximum Energy, gain +5%/+10%/+15% increased Attack Speed.

Key Passives Node

Momentum (1) *

Passive

Cutthroat Skills grant a stack of Momentum for 8 seconds if they either:

  • Hit a Stunned, Dazed, or Frozen enemy.
  • Hit any enemy from behind.

While at 3 stacks of Momentum you gain:

  • 20% increased Damage Reduction
  • 30% increased Energy Regeneration
  • 15% increased Movement Speed

Close Quarters Combat (1)

Passive

Damaging a Close enemy with Marksman or Cutthroat Skills each grant a 10% Attack Speed bonus for 8 seconds.

While both Attack Speed bonuses are active, you deal 20% increased damage against Crowd Controlled enemies.

Precision (1)

Passive

Critical Strikes with Marksman Skills grant you Precision. You gain 4% increased Critical Strike Damage per stack of Precision, up to a maximum of 20%.

When you reach maximum Precision, your next Marksman Skill is a guaranteed Critical Strike that deals 40% increased Critical Strike Damage, then consumes all stacks of Precision.

Victimize (1) *

Passive

Lucky Hit: Dealing direct damage to a Vulnerable enemy has up to a 30% chance to cause an explosion, dealing 23% of the original damage to them and surrounding enemies.

Exposure (1)

Passive

Lucky Hit: Dealing direct damage to an enemy affected by a Trap Skill has up to a 25% chance to:

  • Reduce the active Cooldowns of your Trap Skills by 20%
  • Drop a cluster of exploding Stun Grenades that deal 40% total Physical damage and Stun enemies for 0.50 seconds

That is every active and passive skill in the Rogue skill tree in Diablo 4.

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