Produced by players and for players, this guide is designed to help those who've chosen the Rogue path to maximize their class and regather all the Dofus. Before you start reading, be sure to visit the official page on Rogues, which contains any additional information you might need.
Playing a Rogue
For a Rogue, gameplay is centered entirely around bombs. A maximum of three bombs can be deployed at once, and whenever they are aligned, of the same color, and no more than six cells apart from one another, they form "walls." Any enemy or ally who crosses the wall, or starts or finishes their turn inside it, will take damage. The longer the bombs are on the field, the more damage they deal.
Playing a Rogue therefore takes time and requires you to plan the game out several turns in advance. Your goal is to keep your bombs alive, so where you place them is very important. They need to be close enough to enemies to ensnare them, but far enough away to keep from dying.
A Rogue can also detonate their bombs (as with walls, the amount of damage inflicted depends on the bombs' size and how long they've been on the field). Such an explosion can inflict massive damage, making the Rogue able to deal the most damage in a single turn out of all classes.
Starting Characteristics
- 55 health points (HP)
- 6 action points (AP)
- 3 movement points (MP)
- 0 Initiative
- 100 Prospecting
The most useful items for the Rogue: the Explosive Set
- Enig Mittens allow your Rogue to get a power boost more often thanks to a reduced cooldown for the spell Kaboom. At this spell's highest level, it's even possible to be continuously under its effect. And with a reduced AP cost for Boomerang Daggers, the Air Rogue can find very good combos for 11 AP.
- Hoodwink Headgear makes it possible for a Rogue to launch an Explobomb without line of sight, which is quite useful for creating walls! What's more, the spell Magnet will then use 1 AP, allowing for much more gameplay variation.
- Doc Post-Martems are powerful friends for the Rogue, as they enable Grenados to be launched without line of sight. Remission and Kickback then require 1 AP, providing the Rogue with a much bigger field of action. This makes it easier to wear down enemies using the increased range of Blunderbuss.
Essential Elements
The Water Rogue
✔ Pros
The Water path allows you to reduce AP using bombs and the spell Deception, and also wear down enemies with the spell Blunderbuss. Two very significant abilities make this type of Rogue an ideal fighter. Their attacks are area-of-effect spells, allowing a Rogue to single-handedly take out groups of monsters.
✘ Cons
A crucial lack of range for the Rogue's two spells (3 Range max for Deception and 5 Range max for Blunderbuss) requires the player to spend points in Vitality to be able to hold out as long as possible in close combat. This shortcoming can be costly when fighting enemies that try to run away.
The Fire Rogue
✔ Pros
Fire-type bombs do the greatest base damage. The Fire branch allows for the most damage with walls and explosions. A Rogue can also equip a healing weapon like the Boogey Wand, the Roc Hammer, or the Archetypal Bow in order to fill the healer role.
✘ Cons
It's harder to move around on your own as this Rogue type, because the spells tend to limit mobility (cast in a line for Extraction; using MP reduces damage for Pulsar), which is a necessary feature of Rogues. What's more, many monsters have Fire resistance, which naturally hinders your freedom of movement when fighting solo.
The Air Rogue
✔ Pros
The Air Rogue is definitely the most versatile. This Rogue type has long-range – sometimes very long-range – spells, such as Boomerang Daggers and Carbine, making it easier to manage solo combat versus monsters. Grenados, and walls made thereof, remove MP – quite a useful feature. This Rogue's agility also allows them to get out of bad situations and lock enemies to keep them in walls.
✘ Cons
Past a certain level, spell damage (excluding walls and explosions) starts to wane. As a result, combat can go on for a while.
The Multi-Element Rogue
While certainly less well-known and less represented than Rogues focusing on a single element, the multi-element Rogue is nevertheless quite suitable, especially in PvP. In point of fact, the longer a bomb remains in the field, the more powerful it becomes. And since this Rogue plays with three bombs, these can be placed on the first turn to allow for a more powerful combo much sooner.
This play style is therefore based around quick and frequent explosions. Starting on the third (or even second) turn, the multi-element Rogue can deal major damage. Combined with the spell Kaboom, they can receive frequent boosts. On the other hand, this type of Rogue does little to no wall damage, and their spells are naturally less powerful than in the single-element branches.
You alone can decide how you're going to play your class. This brief introduction to the elements is only here to point you in the right direction should you have doubts.
Rogue Synergies - PvP
A Rogue does well when allied with a...
Pandawa
A duo consisting of a Rogue and a Pandawa has enhanced positioning capacity, which allows for a strategy designed to place enemies in bomb walls in the best possible way. The Rogue can thus drop bombs while retreating and then boost them, and the Pandawa can throw the bombs when the time is right to blow everything up.
Iop
As one of the game's damage-dealing classes, a Iop does quite well with a Rogue. Besides dealing damage, the Iop's positioning capability pairs well with a Rogue because they're able to place enemies in the Rogue's bombs or move bombs to shape walls, and then blow everything up using area-of-effect spells.
Sram
The Sram class is by far the most closely associated with the Rogue. This duo is formidable as they can literally overrun the map with traps and bomb walls, suitably forcing their opponents to move in a certain direction. Both classes also have an array of very useful movement spells, which can quickly show their great potential.
A Rogue could have trouble fighting a....
Cra
Cras are the Rogue's most feared opponents; this is because they have greater range than Rogues. A Cra can stay far enough away from a Rogue while destroying the Rogue's bombs with area-of-effect spells. Without range and without bombs, the Rogue can thus lose control and easily run into problems.
Iop
Although strong as an ally to Rogues, the Iop is an even stronger rival owing to massive area-of-effect damage. It's easy to place bomb walls when up against Iops, but the difficulty lies in keeping the bombs alive long enough to inflict significant damage. That's because Iops can use their damage to very easily destroy bombs while continuing to focus on their enemy.
Sacrier
Sacriers can easily get close to Rogues with the use of their various positioning spells, and the effect is quite debilitating. They'll also gain a boost from wall and bomb damage. If need be, a Sacrier can kill bombs while self-healing and easily break walls using the spells Attraction and Swap. Worse yet, they can use a Rogue's own bombs against them, blocking them.
Rogue Synergies - PvM
Team of Four - Small Stuff First
In four-player PvM combat, the Rogue's go-to companions are the Pandawa, the Iop, and the Foggernaut. What makes this foursome so effective is its positioning capability, which enables the Rogue to demonstrate their explosive potential. The Foggernaut fulfills a support role, while the Iop and Pandawa deal damage and position enemies in bomb walls. This team's offensive and defensive potential are highly valued because it suits them at close and long range alike, always with the same devastating power.
Team of Six - Great Power
By adding another two classes, such as the Sacrier and the Masqueraider, a team will gain massive potential for positioning as well as increased protection. The Iop and Pandawa can now take more risks by approaching monsters at closer range, with support from the Masqueraider's shields and the Sacrier tank. The Rogue and Foggernaut, meanwhile, can maintain a safe distance and support their allies with bombs and turrets. The rest of the team has the role of positioning monsters as best they can to optimize damage.
Team of Eight - Great Responsibilities
With eight players, the classes Eniripsa and Enutrof are a perfect addition to the team, filling support roles. Again with the aim of controlling the monsters and where they're positioned as much as possible, the Enutrof provides crucial assistance by reducing MP and Range, while the Eniripsa allows the frontline classes to receive substantial healing. At this point the team is perfectly balanced in terms of protection, healing, positioning, damage, and binding.
The Path to Wisdom
Due to having little knowledge about the game or the different in-game areas, players often want to advance quickly, but soon discover that leveling a character is no easy feat. The following short guide will show any self-respecting Rogue how to use skullduggery and craftiness to fully maximize any situation. Here are a few good areas to explore in order to make quick and effective progress.
Starting Out - Levels 1 to 50
The Road to Progress - Levels 50 to 100
At the Base of the Mountain - Levels 100 to 150
Climbing to the Top - Levels 150 to 200
We'd like to thank bigzdelh for contributing to this guide.