Researched from public sources, not tested in game. Some details come from Classic and may differ in Forever.

In this guide
  1. At a glance
  2. Leveling build
  3. Endgame builds by role
  4. Current Forever allocations
  5. What to look for on gear
  6. Poisons, consumables and utility
  7. PvP and common mistakes
Rogue talent calculator

At a glance

Rogue is a melee damage class using Energy, combo points, Stealth and poisons. You control a pull through Sap, interrupts and stuns, then deal damage from behind the target. Neither a shieldless emergency dodge nor a crowd-control build gives Rogue a normal tank or healing role.

Build examples use beta build 1.60.1.70425, snapshot 2026-10-16. This is public-source research, not an in-game test. The current beta cap is 30; level-60 allocations are higher-level plans. Without the Legacy Talented perk, class points begin at level 10. Dual Specialization unlocks at level 40. Visit a major-city class trainer to change talents.

Alliance Rogues include Human, Dwarf, Night Elf, Gnome and Skyborne; Horde includes Orc, Undead, Troll and Skyborne. Compare the revised racial abilities with your weapons and intended content.

Leveling build

Starting plan. Combat keeps Sinister Strike, Blade Flurry and Adrenaline Rush, but Precision is a three-rank talent covering poisons as well as attacks, and Hack and Slash replaces the individual weapon specializations. Flawless Execution is the new 16-point finisher talent. Rogues can learn one-handed axes. Improved Gouge is in Assassination; check the role allocation before adding control talents.

  1. Open from Stealth when the control or damage is worth the setup. Against ordinary weak enemies, running between every kill and repeatedly restealthing can cost more time than it saves.
  2. Build combo points with the weapon-appropriate attack. Maintain Slice and Dice on a durable fight, then use a damaging finisher when it will land before the target dies.
  3. Do not cap Energy while waiting for a perfect finisher. Leave enough Energy for Kick when an important cast is coming.
  4. Use Gouge or a stun to create a safe bandage window. Damage-over-time effects can break Gouge; inspect the target before relying on it.
  5. Train lockpicking and complete the class poison unlock. Carry Flash Powder for Vanish from level 22. Blind and its Blinding Powder arrive at level 34, beyond the current beta cap.

Endgame builds by role

Forever Assassination. Build around two daggers and Mutilate at 21 talent points, then invest in Seal Fate and reach Venom at 31 points. Cold Blood is available at 16 points. Mutilate requires a dagger in each hand and benefits from a poisoned target. Maintain both Slice and Dice and Venom before spending spare combo points on Rupture or Eviscerate. Do not confuse Venom, the new self-buff finisher, with later expansions' Envenom.

Forever Combat. Use a suitable main hand and the matching Hack and Slash effect. Keep Slice and Dice active, build with Sinister Strike or a supported Backstab build, and use Eviscerate or Rupture as the target and remaining duration justify. Flawless Execution discounts Eviscerate. Blade Flurry is valuable on two targets, but it also breaks nearby crowd control. Pair Adrenaline Rush with a window of uninterrupted melee contact and avoid wasting it while running away from a mechanic.

Forever Subtlety. Premeditation, Preparation, Hemorrhage and Thousand Cuts support a sustained bleed and control playstyle. Keep Rupture active on a durable, bleed-susceptible target to gain Thousand Cuts' Energy discount. Backstab builds use Cutthroat's Ambush opportunity; Sinister Strike or Hemorrhage builds can use Quietus against weakened enemies. Choose between sustained damage and control tools for the encounters you intend to play.

Damage priority across builds. Stay behind a tanked target, keep the correct maintenance buffs active and avoid losing melee time. Do not refresh a long finisher immediately before the target dies. Check your current combo points before switching targets; do not plan a finisher on a new target without verifying that its points are available.

Current Forever allocations

Choose a role below and open its checkpoint or full plan in the current Rogue calculator. Level-30 checkpoints spend 21 points; level-60 plans spend 51. The lists show every allocated rank.

These checkpoints and level ranges assume zero ranks in the Legacy Talented perk. Talented makes points available earlier, but the total remains capped at 51. Select your actual Talented rank in the calculator when using an earlier checkpoint. Follow the listed order; each number is additional points in that step, and omitted talents have zero points.

Combat Sinister Strike: 20/31/0. Slow hard-hitting main hand. Hack and Slash adapts to the equipped weapon; take a dagger-specific variant when Backstab is the main builder.

Level 30 checkpoint, 21 points: Improved Eviscerate 3 → Improved Sinister Strike 2 → Deflection 3 → Precision 2 → Riposte 1 → Precision 1 → Endurance 2 → Improved Sprint 1 → Flawless Execution 1 → Dual Wield Specialization 4 → Blade Flurry 1.

Levels 31-40: Dual Wield Specialization 1 → Hack and Slash 5 → Weapon Expertise 2 → Aggression 1 → Adrenaline Rush 1.

Levels 41-60: Malice 5 → Ruthlessness 3 → Murder 2 → Relentless Strikes 1 → Improved Slice and Dice 3 → Improved Expose Armor 1 → Lethality 5.

Level 60 plan, 51 points:

  • Combat, 31 points: Improved Eviscerate 3/3; Improved Sinister Strike 2/2; Deflection 3/3; Precision 3/3; Endurance 2/2; Riposte 1/1; Improved Sprint 1/2; Flawless Execution 1/1; Dual Wield Specialization 5/5; Blade Flurry 1/1; Hack and Slash 5/5; Weapon Expertise 2/2; Aggression 1/3; Adrenaline Rush 1/1.
  • Assassination, 20 points: Malice 5/5; Ruthlessness 3/3; Murder 2/2; Improved Slice and Dice 3/3; Relentless Strikes 1/1; Improved Expose Armor 1/2; Lethality 5/5.

Assassination dual daggers: 31/18/2. Dagger in each hand. Maintain Venom and Slice and Dice; the Combat filler does not override Mutilate as the main builder.

Level 30 checkpoint, 21 points: Malice 5 → Ruthlessness 3 → Improved Slice and Dice 2 → Relentless Strikes 1 → Improved Slice and Dice 1 → Lethality 3 → Cold Blood 1 → Lethality 2 → Vile Poisons 2 → Mutilate 1.

Levels 31-40: Vile Poisons 1 → Improved Poisons 3 → Seal Fate 5 → Venom 1.

Levels 41-60: Lightning Reflexes 5 → Puncturing Wounds 3 → Precision 3 → Endurance 2 → Improved Sprint 2 → Dual Wield Specialization 3 → Opportunity 2.

Level 60 plan, 51 points:

  • Assassination, 31 points: Malice 5/5; Ruthlessness 3/3; Improved Slice and Dice 3/3; Relentless Strikes 1/1; Lethality 5/5; Vile Poisons 3/5; Cold Blood 1/1; Improved Poisons 3/5; Mutilate 1/1; Seal Fate 5/5; Venom 1/1.
  • Combat, 18 points: Lightning Reflexes 5/5; Puncturing Wounds 3/3; Precision 3/3; Endurance 2/2; Improved Sprint 2/2; Dual Wield Specialization 3/5.
  • Subtlety, 2 points: Opportunity 2/2.

Subtlety dagger and bleed damage: 20/0/31. Dagger-oriented Cutthroat path with Rupture. Hemorrhage is available for control/bleed setup; choose a separate Quietus-heavy variant for non-daggers.

Level 30 checkpoint, 21 points: Camouflage 3 → Opportunity 2 → Elusiveness 2 → Dirty Tricks 2 → Improved Ambush 1 → Ghostly Strike 1 → Improved Ambush 2 → Initiative 2 → Premeditation 1 → Initiative 1 → Heightened Senses 1 → Serrated Blades 2 → Preparation 1.

Levels 31-40: Serrated Blades 1 → Hemorrhage 1 → Dirty Deeds 2 → Cutthroat 5 → Thousand Cuts 1.

Levels 41-60: Malice 5 → Ruthlessness 3 → Murder 2 → Relentless Strikes 1 → Improved Slice and Dice 3 → Improved Expose Armor 1 → Lethality 5.

Level 60 plan, 51 points:

  • Subtlety, 31 points: Camouflage 3/5; Opportunity 2/2; Elusiveness 2/2; Dirty Tricks 2/2; Improved Ambush 3/3; Initiative 3/3; Ghostly Strike 1/1; Heightened Senses 1/2; Premeditation 1/1; Serrated Blades 3/3; Dirty Deeds 2/2; Preparation 1/1; Hemorrhage 1/1; Cutthroat 5/5; Thousand Cuts 1/1.
  • Assassination, 20 points: Malice 5/5; Ruthlessness 3/3; Murder 2/2; Improved Slice and Dice 3/3; Relentless Strikes 1/1; Improved Expose Armor 1/2; Lethality 5/5.

What to look for on gear

Value weapon quality, Agility, Strength or Attack Power, hit and critical strike. Sinister Strike prefers a hard-hitting main hand; Backstab needs a dagger. Assassination's Forever Mutilate needs two. Armor and Stamina matter when unavoidable damage or PvP pressure would otherwise kill you.

Murder now affects only Humanoid and Giant targets. Do not count its listed damage bonus against Beasts, Dragonkin or Undead; those support points are creature-dependent choices in the examples.

Current Precision reaches 3% hit at three ranks. Weapon Expertise reduces the chance that attacks are dodged or parried, reaching 2% at two ranks; that is a separate effect from hit. Dual-wield autoattacks and abilities can have different miss behavior. Count the actual talents and target level before adopting a final equipment target.

Weapon skill and avoidance reduction solve different problems. Check the current Weapon Expertise and item effects. Compare the current item and talent text rather than treating an old skill item as automatically best.

Current dungeon examples. Viktor the Vile in Ruins of Lordaeron drops Vileblood Scimitar, a level-17 one-handed sword with 2.60 speed. The Baron drops Meathook Slicer, a level-15 dagger with 1.80 speed and 5 Stamina. Compare weapon damage and your actual builder: a sword supports Sinister Strike but cannot satisfy Backstab or Mutilate's dagger requirements. These are early route examples, not a claim that either remains the best weapon at the beta cap.

Poisons, consumables and utility

Use Instant Poison for direct damage where appropriate, Deadly Poison for targets that live long enough, Wound Poison against healing, Crippling Poison for control and Mind-numbing Poison against susceptible casters. Check immunities and raid debuff assignments. A poison that prevents a necessary Sap or Gouge is a tactical cost even if it adds damage.

Current first-rank learning levels are Instant and Crippling Poison at 20, Mind-numbing at 24, Deadly at 30 and Wound at 32. Wound therefore is not a level-30 beta option. For one first-rank craft, Instant needs 1 Dust of Decay and 1 Empty Vial; Crippling needs 1 Essence of Pain and 1 Empty Vial. Buy the ingredients, craft the selected poison and apply it to the intended equipped weapon; merely carrying a poison does not coat both weapons. Check each hand before leaving town.

Poisons can coexist with temporary weapon enchants such as sharpening stones under Forever's published rules. Their listed duration is 30 minutes, and charged poisons can run out sooner. Refresh the correct poison on each hand before a long encounter.

Carry Thistle Tea if available, healing potions, bandages and damage food. Time Tea and Adrenaline Rush so Energy is spent rather than wasted at the cap. Potential damage supplies include Elixir of the Mongoose and Strength consumables; bring encounter-specific protection potions when assigned.

Current utility learning levels include Kick at 12, Distract and Vanish at 22, and Disarm Trap at 30. Blind is learned at level 34, above the current beta cap; do not build a level-30 escape plan around it.

Sap the marked humanoid before combat, Distract a patrol when useful, and coordinate Kick with other interrupters. Forever's Sap no longer breaks Stealth. Feint reduces threat, while Vanish can recover a dangerous threat lead if it succeeds; neither excuses opening before the tank has control. Disarm traps and open locked objects when the group needs you, after checking that reaching them is safe.

PvP and common mistakes

Keep an interrupt or stun for the opponent's decisive heal, choose the right poison and avoid using every escape at once.

Do not stand in front of raid bosses, attack a trapped or sapped target, spend every combo point on damage while Slice and Dice falls off, or rely on Vanish through ongoing damage. Check Stealth detection, available reagents and the healer's position before trying to reset a fight.

Sources

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