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Rogue abilities are used in order to both deal damage and attempt to avoid it.

The majority of rogue abilities fall into one of three categories: Opening moves - Openers are what every rogue should begin a fight with. These powerful attacks are only usable while [Stealthed] and break the Stealth effect upon use. A common tactic for burst damage is to open on the enemy, [Vanish], and open again. A few examples are [Ambush], [Cheap Shot], and [Garrote].

Combo moves - These moves are the bread and butter of a rogue. Combo moves generate Combo points, which are required to use a finishing move. They deal the majority of your damage and fill the void between your openers and your finishers. A few examples are [Sinister Strike], [Mutilate], and [Hemorrhage].

Finishing moves - These are the rogue's strongest attacks. They require Combo points to use and increase in effect depending upon the number of Combo points you have on the target. A good rogue will need to learn to use the right finishers at the right time, as there are a lot of them. A few examples are [Eviscerate], [Envenom], and [Rupture].

In addition to these combat moves, rogues have a number of other abilities, such as [Distract], [Stealth], [Pick Lock], and [Pick Pocket].

Core abilities

Note: Players technically start in Assassination spec; if a player chooses another specialization at level 10, Outlaw and Subtlety rogues lose Sinister Strike; Outlaw rogues also lose Eviscerate.


Ability Min Level
Sinister Strike Start
Eviscerate 3
Stealth 5
Cheap Shot 8
Pick Pocket 13
Sap 14
Crimson Vial 16
Kick 18
Blind 24
Pick Lock 24
Ability Min Level
Sprint 32
Distract 38
Feint 44
Vanish 48
Fleet Footed 58
Sprint (2) 66
Shroud of Concealment 68
Tricks of the Trade 70
Cloak of Shadows 80