Guide to the agile, close-ranged rogue
Then the rogue is for you. Of all the starting classes, she’s considered the hardest to play, due to short range and being dependent on energy. That said, she has received buffs, as such, she’s no longer a nightmare for beginners to play. If you follow this guide, you might find some insight which allows you to become a better Rogue player.
-Backstabs. The dagger can backstab, dealing 10 extra damage, which in total adds up to 17 damage with rogue basic dagger. Several enemies that normally take 3 hits with dagger can die in one hit with backstab, so it’s crucial for her to find opportunities to deal backstabs so she can kill enemies much quicker. A backstabbing Rogue can deal huge amount of DPS, which means faster time killing midbosses as well as bosses.
-Kick. The kick stuns and knocks over most mobs, and a dagger hit against a stunned/blinded enemy is always a backstab. This is very useful when dealing with crowds as well as for backstabbing an enemy that is tricky to backstab. Even if the enemy doesn’t get stunned, it’s still in general knocks them back, which is useful for crowd control.
-Having no ammo pickup abilities means that every crate drops a consumable, which allows her to use them way more often than any other class (except Spellword, who also has dash, albeit weaker).
-Bombs. Bombs can stun, blind, or even poison enemies, while she has access to invisibility potion which allows you to deal backstabs in every direction. Several emberforge upgraded evem gives bonuses such as hsste on invisibility/flash bomb.
-High HP. With upgrades, her HP is only lower to warrior and paladin, and both are greatsword wielders, which are slow to swing. The rogue has 39 HP with upgrades, and she has dash to further boost survivability by dodging attacks. To add insult to injury, she has an emberforge upgrade that gives damage reduction as well as poison melee attackers, which makes her very durable class.
-Arguably the best boss-killer in the game. The rogue dash is handy against bosses, who have predictable but wide attacks. The rogue also can backstab boss, which allows her to kill boss in a very quick amount of time. This makes her arguably the easiest character to beat gauntlet, since she deals easily with the bosses, which many of other classes struggle.
-Daggers have very low arc, as such she has hard time dealing against multiple enemies, who can overwhelm her quickly.
-Energy dependent. The rogue needs energy not only to kick, but also dash, while her methods of restoring energy is limited. As such she needs to use her dash sparingly so that she has enough energy to dash/kick.
-Daggers only deal 7 damage if it’s not backstab, as such it can take more hits for enemies to die, and this means more time for enemies to attack her.
Your dash now hurts up to 2 enemies, dealing 7 damage. 7 damage doesn’t sound a lot, but it adds up against higher HP enemies and the dash also can interrupt weaker enemies attacks. The dash is also perfect against low HP enemies such as bats, who can be one-shot with the dash. Level 2 allows you to hurt 3 enemies.
Your dashes can grant you stealth on chance. Random stealth isn’t very reliable, but you can spam dash outside of the room and then have stealth, which is a reliable if clunky way to gain stealth, in exchange you pretty much have an on-demand stealth without being limited by supplies. Level 2 have greater chance to give stealth, making it more reliable.
Blind Eye Skean
Gives you 20% crit chance against spellcasters and allows you to absorb energy from them. On paper, this weapon is only useful against spellcasters. However, the energy-absorb allows you to dash more, so by killing mages, which is very easy with your massive crit bonus against them, you can drain energy which is then used to dodge melee enemies.Level 2 increase crit chance against mages into 35%. With full upgrades, you can have up to 48% crit chance against mages, which is massive to say the least.
Increase energy regeneration and reduce kick cost. Useful, not only for spamming dashes, but also for spamming power attacks, since rogue don’t have an upgrade for energy regeneration. Level 2 further increase energy regeneration and power attack energy cost reduction.
Grants you a chance to poison enemies, which deals damage over time and can stun. Stunned enemies are free backstabs, and poison can be useful for dealing with high health enemies, although it”s not reliable. Level 2 increase the chance to poison enemies.
Extra range and plus 2 damage, but slower attack speed. The slower attack speed is noticeable, but it still attacks pretty fast, although you now need to be more careful when attacking because your attacks have more lag. The extra range and plus 2 damage really helps rogue against fast and fragile enemies such as thorned assassins and mages, and also helps alot against hordes of enemies, where your extra range allows you to poke without risk of getting hit. Level 2 removes attack speed penalty, turning this dagger into a DPS boost.
Grants higher knockback and interrupts large enemies attacks. The knockback is useful for separating enemies, and knockbacked enemies also deals damage to others if they collide, making it useful against crowds as well. The interrupt is handy, since it allows you to cancel their attacks, which is useful since some of them have attacks that are very difficult to dodge. Level 2 increase knockback further.
Killing tough enemies grant you stealth. This allows you to become invisible without having to use stealth potions, and most rooms have at least one tough enemy, although certain rooms and themes only contain weaker enemies. Level 2 makes the stealth last longer.
Your kick becomes a charge that deals 10 damage but no longer stuns. You no longer have any stuns, instead relying on your more deadly charge which can be spammed easily. Your charge also acts as a dash, which means that this is essentially a more offensive form of dodging. Level 2 increase the damage by 5, allowing it to one shot certain enemies.
Your kick is now a short-ranged spinning kick that reflects projectiles. This is great for dealing with crowds as well as mages, since your spin kick reflects magic back into their faces, and can even one shot mages who spews tons of bullets. Level 2 kick lasts longer, which means longer distance covered.
Your kick is now a slide that can pass through enemies, but doesn’t knock them back. The kick leaves you exposed, since it doesn’t knock back enemies, as such it must be used with care so you don’t end up in crowds. Having no knockback means that you have less distance from enemies, which means more chances to deal backstab. Level 2 have longer distance
Your kick doesn’t stun, but instead place a timed charge on enemy which will explode in 5 seconds and stuns and removes projectiles. The stun is considered ranged, as such it can stun tough enemies reliably. This attack is powerful, but requires you to play more defensively, since you need to wait 5 seconds before the explosion happens, although dead enemies can still explode. The explosion is however useful against necromancers, since the explosion can deny resurrection. Level 2 makes AoE larger.
Makes you move faster. Not very noticeable at first, but becomes noticeable when you restart, since the movement speed gives you slight edge in dodging attacks as well as general running through the floor. Stacking movement speed with another movement speed increase such as haste and pets allows your character to become a speed demon. Level 2 increase movement speed further
Black Cat Braces
When you get hit, gives you invisibility. The invisibility sometimes de-aggros other enemies, giving you breathing space to plan your next moves. The real dillema is choosing this or the other straps which gives you haste, which I’ll explain further below. Level 2 extends the invinsibility granted from getting hit.
Increase crit chance by 4%. Since the rogue don’t have other crit-boosting item (unless you count skean as crit boost) , you can’t have rogue that’s focused on giving crits. Still, 4% crit from a gear without any drawbacks is good when you care only about DPS or the other items don’t interest you. Level 2 increase crit chance into 7%, and with cultist gift and fully upgraded crit chance, your rogue has 20% crit chance, which is decent and allows your frontstabs to be a bit more deadly.
Absorbs one projectile per floor. The absorption works, but absorbed attacks don’t give you invincibility frames, so multi-shooters still can hit you and rogue can dash through projectiles anyway. However, a single hit might be the difference between being dead and alive, so you might consider this, although toadskin in general is more powerful. Level 2 allows you to absorb two magic attacks per floor, making it twice as effective.
Melee attackers gets poisoned and you take reduced damage. This allows her to become the second most durable class in the game, outside of steel plate warrior. The rogue short range means she might get hit a lot, but with toadskin and your high HP (39 when upgraded, 41 with paladin gift), she becomes very hard to kill and can even exploit this by poisoning melee attackers. Level 2 makes the poison stronger, making dealing with melee enemies easier than before.
Stealth grants haste for half of the duration. This now grants a dillema for stealth build: Do I want more chances to be in stealth, or do I want to turn stealth into a speed boost? The answer is, for builds with other stealth-granting item, this upgrade is far more powerful. With stealth dagger, spamming dash allows you to have an on-demand haste, with some RNG sprinkled, which is fantastic for speed-running as well as speed-killing enemies. Level 2 makes the haste last longer
Healing potion. Drops very rarely, but is one of the few sources of healing in the game. Try to save a healing potion, since they can be a lifesaver, but don’t hoard too much, because your other consumables have far more potential in preventing damage
Gives you haste, which increase movement speed and energy regen. Haste also makes your dash longer, so it allows you to quickly rush through the floor.
Protects you from projectiles and other magic, and also slows down enemies. Not as essential for rogue, since she can dash through projectiles, but slowing down melee enemies is still useful.
Poisons your next attack, allowing you to deal a potent damage over time that can stun. I don’t have the damage numbers for poison, but from my experience, a single attack plus the poison allows you to kill 20 hp enemies overtime. You can apply poison not only through dagger, but also your kick as well, as such AoE kicks such as Whirlwhip Greaves works very well in conjuction with venom, since you can apply venom to multiple enemies
Blinds nearby enemies and gives you invisibility that lasts until you attack. The flash also removes nearby magic.Blinded enemies are auto-backstabs, and invinsibility gives you a single free backstab, as such best used by attacking a non-blinded enemy with backstab and then backstab all those blinded foes for free without fear of retaliation.
Stuns all foes in sight and clears all magic. This is simply a flash bomb that’s better on 99% of situation, since it can stun from a large area. Do note that tougher enemies recovers from stuns quicker, so either backstab all the weaker enemies first, or take out the huge guy first, it depends on the situation as well as your other gear.
Become invisible for 10 seconds, allowing you to deal rapid series of backstabs. This type of invisibilty doesn’t break on attack, so it’s advised to attack each enemy 1 on 1, since the only enemies that can attack you are certain enemies and enemies that you hit while invisible. The DPS boost gained from this also becomes handy against boss, but rogue is arguably the best boss killer in the game already though.
Fake Out: First dash leaves an image behind you that confuses enemies
Dagger Toes: Power attack deals more damage
Keen Survivor: Recovers more health
High Stakes: Increase crit chance
Low Blow: Defeating tough enemies grants your next dagger attack stun and recovers energy
Varoisian Moxie: Increased maximum health
Gift of the Savvy: All class use less energy for attacks and abilities