DIABLO IV · FIELD MANUAL

ROGUE

THE COMPLETE BUILD GUIDE
SEASON 14 · DEATH AWAKENING◆PATCH 3.1.3◆LAST VERIFIED AUG 17, 2026

Two knives and a crossbow you never seem to swap, three little dots over the skill bar, weapons dripping poison for exactly two attacks, an eyeball floating over one enemy in the pack. This chapter answers the questions a new Rogue actually has — which weapon am I even using, what are the dots for, and what the hell is the eye? — then gives you four complete builds, every skill point from level 2 to 70, respecs included.

MARKSMAN CUTTHROAT POISONER TRAPPER

GUIDE UPDATED AUG 21, 2026 · RESEARCH VERIFIED AUG 17, 2026

◄ ROGUE COVER
▶ PART I Understanding the Rogue 10 MIN · START HERE

THE CLASS IN FIVE IDEAS

1 · THREE WEAPONS, ZERO SWAP BUTTONS
Two one-handers and a bow or crossbow, all equipped at once. The SKILL picks the weapon automatically — and the ones you never swing still contribute their stats and Aspects full-time. Part II is the whole doctrine.
2 · SPECIALIZATIONS — THE CLASS MECHANIC
A level-15 quest unlocks three combat rhythms — Combo Points, Inner Sight, Preparation — one active at a time. They change how you PLAY, not what you own. Part III teaches all three.
3 · ENERGY — FAST IN, FAST OUT
Your resource refills quickly on its own; Basics top it up; Core skills drain it in bursts. The class is throughput, not hoarding — and every build here names the exact point where its Energy problem ends.
4 · IMBUEMENTS — DIP THE BLADES
Press Poison, Shadow or Cold and your next two eligible attacks carry the element. Same skills, three different builds — Part IV maps what consumes a charge and what never does.
5 · POSITION IS A STAT
The game constantly tracks Close and Distant; daggers pay Close, bows pay Distant, and half your gear votes on where you stand. Every build chapter has a WHERE YOU STAND panel — because on this class, footwork is an affix you cannot temper.

ROGUE, BARBARIAN OR SORCERER?

TL;DR
Three damage-dealers. The Rogue is the one that fights with position and timing: fast, fragile, playing both melee and ranged from the same bar, killing with setups rather than trades. The Barbarian argues with his health bar; the Sorcerer argues from the back row; the Rogue declines the argument and files an accident report.
ROGUE
BARBARIAN
SORCERER
THEME
Knives, bows, poison, patience
Rage, iron, volume
The elements, from a safe seat
HOW IT KILLS
Setups: lines, marks, traps, returns
Trades: hit harder than you get hit
Casts: freeze it, then delete it
CLASS MECHANIC
Specializations — three combat rhythms
Arsenal — a weapon per skill
Enchantments
RESOURCE
Energy — fast in, fast out
Fury — decays; aggression is upkeep
Mana, self-refilling
RANGE
Both, on one bar, auto-switched
Melee with thrown moments
Ranged, full stop
DEFENCE
Not being there: dodges, stealth, distance
A mountain of Life and Fortify
Barriers, immunity, teleport
FRAGILITY
High on paper, footwork-shaped in practice
Low
Highest in the game
THIS SEASON
Top of the class tier lists
Right beside it
Mid-tier, comfortable
BEGINNER DIFFICULTY
Easy start (Build I), deep endgame
Easy
Moderate

THE QUESTIONS EVERYONE ASKS FIRST

Is Rogue melee or ranged? Yes. The class carries both at all times and the skill picks the weapon. Build I is fully ranged, II and III are fully melee, IV fights from a vantage and lets traps do the touching.
Do I ever swap weapons myself? Never — no swap button exists. If that sentence surprises you, Part II will save you a week of confusion.
What are the three dots over my bar? Combo Points — the first Specialization. Basics bank them, your Core skill spends them. Part III prints the rhythm.
What is the eyeball on that enemy? Inner Sight's mark. Hitting the marked enemy fills a meter; full meter = ~4 seconds of unlimited Energy. Build III is built on it.
Why are my weapons dripping green? A primed Imbuement — your next two eligible attacks carry the element. What counts as eligible is the most useful table in Part IV.
Is Rogue fragile? Statistically, yes — cloth and daggers. Practically, it has the best mobility in the game and half its kit removes you from danger. Fragile, not helpless: every build names its escape button.
Is Rogue beginner-friendly? Build I genuinely is — one rhythm, one line, level 15 and it's rolling. IV is the hard one; it is also the strongest thing this class does this season.
What is the class bad at? Standing still, taking hits on purpose, and doing anything before its unlocks land (quest at 15, Preparation at 30). Its weaknesses are all patience-shaped.

READING THE SKILL TREE

The budget. 69 points from levelling (one per level, 2 through 70) plus 14 bonus points — Season Rank on a seasonal character, Renown on Eternal. Total 83. Every build accounts for all 83; none ends with "spend the rest wherever".
No Key Passive slot. The Lord of Hatred tree format removed capstones across all classes — the old Rogue key passives (Victimize, Momentum era) live on as ordinary passive nodes. The class's real "key passive" is the Specialization panel, which costs zero points.
Upgrades per skill. Each active carries MAJOR variants (one active at a time — they often rewrite the skill) and MINOR riders. Every filled diamond in these trees is explained; the deliberately skipped ones are named.
Categories: Basic, Core, Agility, Subterfuge, Imbuement, Ultimate — plus the big passive clusters these builds budget as blocks (the tree offers them in whatever order; the chapters say what to read for).
The class's real trap: tag-blindness. Marksman gear does nothing for Cutthroat skills, Close bonuses do nothing at range, and an Imbuement charge wasted on a non-imbueable button is simply gone. The tags are printed on every skill card in this codex precisely because the game prints them in a tooltip nobody reads.

WHAT DOES THIS WORD MEAN?

The terms this codex leans on. The same definitions appear as hover tooltips everywhere else on the page — on mobile, tap them.

Energy
The Rogue’s resource bar (~100 base). It regenerates quickly on its own; Basic Skills add more per hit. Core skills spend it.
WHY IT MATTERS · Every "my Rogue stopped attacking" moment is an empty Energy bar. Unlike Fury or Faith, Energy refills fast — the game is about spending it in bursts, not hoarding it.
Combo Points
The first Specialization: Basic Skills bank up to 3 points (the pips over your bar); your next Core skill SPENDS all of them for bonus damage and effects per point.
WHY IT MATTERS · It turns the Rogue into a rhythm instrument: three cheap hits, one enormous one.
Inner Sight
The second Specialization: the game marks one enemy with an eye icon. Hitting the MARKED enemy fills a meter; when full, you get ~4 seconds of UNLIMITED Energy.
WHY IT MATTERS · Free-casting windows: for four seconds your spender has no cost, so you unload.
Preparation
The third Specialization: spending Energy shaves seconds off your Ultimate’s cooldown (roughly 5s per 75 spent), and casting your Ultimate RESETS your other cooldowns.
WHY IT MATTERS · It converts your resource into cooldown time — the engine of every Ultimate-centric Rogue.
Specialization
The Rogue’s class mechanic: Combo Points, Inner Sight or Preparation — one active at a time, unlocked by the level-15 class quest (True Potential), with the other two arriving at 20 and 30.
WHY IT MATTERS · It decides your combat rhythm — build-and-spend, mark-and-unload, or spend-to-reset. Same skills, three different hands.
Imbuement
A skill category that PRIMES your weapons: press it, and your next two Imbueable attacks carry the element (Poison, Shadow or Cold) plus a large damage conversion.
WHY IT MATTERS · Imbuements are the Rogue’s damage-type dial — the same Core skill becomes a poisoner, a pack-detonator or a freezer depending on the bottle you dip it in.
Shadow Imbuement
Imbued attacks INFECT enemies: if an infected enemy dies within a few seconds, it explodes for Shadow damage to everything nearby.
WHY IT MATTERS · The pack-deleter — one kill chains into a screen of violet explosions.
Poison Imbuement
Imbued attacks convert part of their damage to Poison and apply the rest as poisoning over time — the green ticks.
WHY IT MATTERS · The single-target king: the ticks keep eating while you reposition, and poison stacks.
Cold Imbuement
Imbued attacks Chill (stacking slow) toward a full Freeze, with bonus damage to Crowd-Controlled enemies.
WHY IT MATTERS · Control as damage: a frozen pack stands inside whatever you do next.
Marksman
The skill tag for ranged Rogue skills — they automatically attack with your BOW or CROSSBOW.
WHY IT MATTERS · Tags decide the weapon, and the weapon decides the damage numbers and implicit that apply.
Cutthroat
The skill tag for melee Rogue skills — they automatically attack with your two one-handers.
WHY IT MATTERS · Same rule as Marksman, opposite direction: the tag picks the blades.
Stat Stick
A weapon you never visibly attack with, worn anyway — because EVERY equipped weapon contributes its stats, affixes and Aspect at all times.
WHY IT MATTERS · It is why a pure archer still cares deeply about two daggers, and why a knife-fighter shops for crossbows.
Close / Distant
Two range brackets the game tracks constantly: CLOSE (melee-ish ring around you) and DISTANT (beyond it). Gear and implicits pay bonuses against one or the other.
WHY IT MATTERS · It is the positioning stat: dagger implicits pay Close, bow implicits pay Distant — your gear votes on where you should stand.
Vulnerable
A debuff: Vulnerable enemies take 20% more damage from everything. The purple flash under the health bar.
WHY IT MATTERS · The Rogue is the game’s premier Vulnerable machine — half its kit applies it for free.
Critical Strike
A chance for a hit to land much harder. Chance says how often; Damage says how much extra.
WHY IT MATTERS · Fast multi-hit skills roll the dice constantly — crit is the Rogue’s native language.
Lucky Hit
A hidden dice roll on hits. Gear reads "Lucky Hit: up to X% chance…" — the skill’s own Lucky Hit Chance decides how often dice are thrown; the affix decides what a success does.
WHY IT MATTERS · Multi-hit Rogue skills throw dice in fistfuls — proc effects feel permanent on Barrage or Dance of Knives.
Trap
Placed devices — Caltrops, Poison Trap, Death Trap — that arm after a short delay, then trigger on the first enemy contact.
WHY IT MATTERS · Traps let the Rogue decide WHERE the fight happens, then be somewhere else when it does.
Grenades
A damage-and-stun tag that mostly arrives through GEAR: aspects and uniques that fling stun grenades when you do something else (evade, Shadow Step, cast cores during Inner Sight).
WHY IT MATTERS · Free damage stapled to actions you already take — the Rogue’s quietest scaling lane.
Concealment
A Subterfuge skill: vanish into stealth — untargetable, Unstoppable, movement speed — until you attack; your next attack out of it is a guaranteed Critical Strike.
WHY IT MATTERS · It is three buttons in one: an escape, a stun-break and a crit setup.
Crowd Control
Anything that takes an enemy’s turn away: Stun, Daze, Freeze, Knockdown, Slow, Immobilize.
WHY IT MATTERS · A controlled enemy is a free hit — and half the Rogue’s gear pays bonuses against controlled targets.
Stagger (bosses)
Bosses can’t be Stunned or Frozen. Your CC fills their yellow Stagger bar instead; full = the boss is held and takes bonus damage for several seconds.
WHY IT MATTERS · Boss fights are a rhythm: build Stagger, burst the window, survive the gap.
Unstoppable
Immunity to crowd control — and it breaks whatever currently holds you. Gold glow.
WHY IT MATTERS · Rogues die stunned. Unstoppable is the escape hatch on a class with no armor to hide behind.
×multipliers vs +bonuses
Bonuses marked ×[x] are MULTIPLIERS — they multiply your total. Plain +% bonuses are ADDITIVE — one big pile that dilutes itself.
WHY IT MATTERS · A new ×25% multiplier usually beats +100% added to an already-huge additive pile.
Legendary Aspect
The orange power on a Legendary item. Extract it (or unlock it in the Codex of Power) and imprint it onto other gear at the Occultist.
WHY IT MATTERS · Aspects are half your build; the item underneath barely matters.
Tempering
A Blacksmith craft that adds one or two affixes you choose from themed manuals — how a random drop becomes your item.
WHY IT MATTERS · The Rogue’s manuals carry the good stuff: imbuement charges, trap cooldown, Core damage by tag, grenade damage.
Mythic
The top item tier: every roll maxed, the unique power amplified.
WHY IT MATTERS · Season 14 lets you UPGRADE almost any Unique into a Mythic at the Horadric Cube — your build’s key item is a project, not a lottery.
Glyph
A socketed stone on a Paragon board that supercharges the nodes around it.
WHY IT MATTERS · Glyphs, not raw Paragon points, are where post-70 power comes from.
Runeword
Two Runes socketed in one item: a condition rune charges; an effect rune spends.
WHY IT MATTERS · Cheap, huge, and mostly automatic once slotted.
Talisman
A Lord of Hatred system: a Seal that holds Charms, with set bonuses when the Charms match.
WHY IT MATTERS · Charm sets are among the largest multipliers in the game — each build chapter names its set.
The Pit
The timed endgame dungeon ladder. Clearing tiers levels your Glyphs and unlocks Torment difficulties.
WHY IT MATTERS · It is the gate between "level 70" and "endgame character".
▶ PART II Why Am I Carrying Three Weapons? THE PART EVERY NEW ROGUE NEEDS
BEGINNER TL;DR
Every Rogue carries three weapons at once: two one-handers (swords or daggers, any mix) and one ranged weapon (bow or crossbow). You never press a swap button — the SKILL picks the weapon. This chapter exists because the most common new-Rogue question is some version of “wait, which weapon am I using?”
YOU PRESS A SKILL
any skill, any time
➤
CUTTHROAT TAG → THE BLADES SWING
melee skills always use your two one-handers
➤
MARKSMAN TAG → THE BOW FIRES
ranged skills always use the ranged slot
➤
NO SWAP BUTTON EXISTS
the switch is automatic, instant, free
➤
ALL THREE CONTRIBUTE ANYWAY
stats, tempers and Aspects on every equipped weapon apply at all times
➤
Are all three weapons active at once? For STATS, yes — affixes, tempers and Aspects on all three apply permanently. For ATTACKS, only the weapon the current skill's tag selects: Cutthroat skills swing the one-handers, Marksman skills fire the ranged weapon.
Do I ever manually switch? Never. There is no swap keybind and no stance. If a guide tells you to “weapon swap”, it is describing a different game.
Which weapon decides a skill's damage number? The one it attacks with: Twisting Blades reads your daggers' damage and speed; Penetrating Shot reads the bow's. The OTHER weapons' raw damage and attack speed contribute nothing to that cast.
So why care about weapons I don't attack with? Because their affixes, tempers and Aspects never turn off — that is the Stat Stick doctrine below. A melee Rogue with an empty-headed crossbow is fighting two aspects short.
Do implicits carry over? No — the implicit belongs to the weapon's own attacks: dagger +Close damage, sword +Crit damage, bow +Distant damage, crossbow +Vulnerable damage. Pick the attacking weapon partly FOR its implicit; ignore implicits on stat sticks.
Sword + dagger, two daggers, two swords? Any mix. Two daggers = fastest hits and Close bonuses (proc machines love this). Two swords = biggest crits. A mix splits the difference. The melee builds here state their pick and why.

THE STAT STICK — A WEAPON YOU NEVER SWING

A WEAPON YOU NEVER SWING
▼
ITS AFFIXES APPLY — always
▼
ITS TEMPERS APPLY — always
▼
ITS ASPECT APPLIES — always
▼
ITS WEAPON DAMAGE / SPEED / IMPLICIT DO NOT
▼
→ SHOP IT FOR THE ASPECT, NOT THE DPS NUMBER
▼
THE DOCTRINE
The ranged slot is the crown jewel of stat-stickery: bows and crossbows are TWO-HANDED, so an Aspect imprinted there rolls at DOUBLE strength. Melee builds park their single biggest ×multiplier on a bow they never draw. Ranged builds return the favour with Condemnation — a dagger that generates Combo Points from its scabbard.
BOW vs CROSSBOW
BOW
CROSSBOW
ATTACK SPEED
Faster — smoother Combo rhythm, more Lucky Hit rolls
Slower, heavier per shot
PER-HIT DAMAGE
Lower
Higher — fewer, meaner shots
IMPLICIT
+Damage to Distant enemies
+Vulnerable Damage
LOVES
Multi-hit skills, proc fishing, kiting archers
One big pierce, Vulnerable-centric scaling
IN THIS CODEX
Build I's pick — Pen Shot wants the Distant bonus and the cadence
The stat-stick standard for II · III · IV (Vulnerable implicit is wasted on a stick — pick by Aspect roll instead)
DAGGERS vs SWORDS
DAGGERS
SWORDS
SPEED
Fast — more hits, more procs, more poison applications
Slower
IMPLICIT
+Damage to Close enemies
+Critical Strike Damage
LOVES
Twisting Blades, Dance of Knives, anything per-hit
Big single swings and crit-damage stacking
IN THIS CODEX
II and III dual-dagger
Stat-stick swords appear where a build wants the crit implicit on its OWN attacks only — so: rarely
DEXTERITY
Main stat: scales all skill damage, plus a little Critical Strike Chance and Dodge.
On every piece. The one stat all four builds share.
STRENGTH
Armor.
Defence filler — the Rogue's armor budget lives here and on gear rolls.
INTELLIGENCE
All Resistances.
Precious at high Torment (resistance penalties); ignorable before it.
WILLPOWER
Resource generation and healing received.
Low priority. Skills and gear affixes provide more useful Energy generation.
▶ PART III Specializations — Three Rhythms THE CLASS MECHANIC
BEGINNER TL;DR
One short quest at level 15, then a choice of three combat RHYTHMS — build-and-spend, mark-and-unload, or spend-to-reset. It does not change which skills you own; it changes what your hands do with them. Free to switch out of combat, forever. Pick the rhythm your build's chapter names, and switch ON SCHEDULE — two of this codex's builds change theirs at 20 and 30.
LEVEL 15
quest: TRUE POTENTIAL — short, easy, easy to miss
➤
COMBO POINTS UNLOCK
Basics bank up to 3 pips; Cores spend them
➤
LEVEL 20 · INNER SIGHT
marked enemy fills a meter → ~4s unlimited Energy
➤
LEVEL 30 · PREPARATION
Energy spent shortens your Ultimate; the Ultimate resets your cooldowns
➤
ONE ACTIVE AT A TIME
free to change out of combat, forever
➤
What are Specializations? The Rogue's class mechanic: three combat rhythms — Combo Points, Inner Sight, Preparation — of which exactly ONE is active. They change how your existing skills behave, not which skills you own.
When and how do I unlock them? The class quest TRUE POTENTIAL appears at level 15 (a short errand — go do it the level it appears). It unlocks the system with Combo Points; Inner Sight joins at 20 and Preparation at 30, automatically.
Where do I switch? The Specialization panel on the character screen, next to Skills. Free, instant, out of combat — like the Paladin's Oath, it is a respec-grade decision with zero respec cost.
Can I run two at once? No. One rhythm at a time — which is why each build chapter commits loudly to one and prints what your hands do differently under it.
Do Specializations cost skill points? None. They are free configuration on top of your tree — the tree decides WHAT you cast, the Specialization decides the rhythm you cast it in.
Do items care which one I run? Several are built around one: Condemnation supercharges Combo Points, Scoundrel's Leathers only functions during Inner Sight windows, and the Preparation loop exists to feed Ultimate-centric uniques like Eyes in the Dark.
Which should a first Rogue take? Combo Points — it is unlocked first, it teaches the class's build-and-spend heartbeat, and two of this codex's four builds keep it to level 70. Switch later only if your build's chapter says so.
Is one of them 'best'? No — they map to build archetypes. Spender-rhythm builds want Combo Points, channel-hungry builds want Inner Sight's free-cast windows, Ultimate builds want Preparation. The table below is the honest decision aid.

THE THREE RHYTHMS — WHAT YOUR HANDS ACTUALLY DO

COMBO POINTS
BASIC → BASIC → BASIC → CORE
Basic Skills generate a point per cast (3 maximum — the pips over your bar). Your next CORE skill consumes all of them for bonus damage and effects per point.
THE MECHANIC · Every Core skill's tooltip lists its per-point bonus — more damage, more projectiles, longer effects. Three points roughly doubles a spender.
YOUR HANDS · A drummer's rhythm: three cheap strokes, one heavy one. You will count to three for the rest of your Rogue career.
WHAT IT ASKS OF YOU · Rhythm discipline — spending at 1–2 points wastes the system, and channelled skills that skip Basics starve it.
USED BY · Build I (Pen Shot) and Build II (Twisting Blades)
INNER SIGHT
HIT THE MARK → METER FILLS → UNLIMITED ENERGY → UNLOAD
The game marks one enemy with an eye icon. Damaging the MARKED enemy fills a meter; when full, you gain roughly 4 seconds of UNLIMITED Energy.
THE MECHANIC · The mark jumps when its owner dies; bosses stay marked permanently. The window turns your spender free — cost stops existing.
YOUR HANDS · Prioritize the marked enemy, then use your most expensive attacks during the unlimited-Energy window.
WHAT IT ASKS OF YOU · No burst on demand — the meter fills when it fills. Between windows you are on ordinary Energy manners.
USED BY · Build III (Dance of Knives) — the channel never stops inside a window
PREPARATION
SPEND ENERGY → ULTIMATE SOONER → CAST IT → COOLDOWNS RESET
Spending Energy shaves seconds off your Ultimate's cooldown (~5s per 75 spent), and casting your Ultimate RESETS your other skill cooldowns.
THE MECHANIC · Your resource becomes cooldown time. Ultimate-centric builds stop treating the Ultimate as a treat and start treating it as the rotation.
YOUR HANDS · Spend aggressively — hoarded Energy is a slower Ultimate. Then the Ultimate hands your whole bar back and the cycle restarts.
WHAT IT ASKS OF YOU · Worthless without an Ultimate worth resetting toward — and the published per-Energy figures vary slightly by source; the loop matters, the decimals don't.
USED BY · Build IV (Death Trap) — the reset IS the build
COMBO POINTS
INNER SIGHT
PREPARATION
COMPLEXITY
Low — count to three
Medium — watch the mark and the meter
Medium — spend-tempo management
BEST FOR
Spender-rhythm builds
Channels and Energy-hungry spam
Ultimate-centric builds
RESOURCE IMPACT
Basics refill while they bank points
Free-cast windows, dry spells between
Spending is literally rewarded
BURST
On demand, every 3 Basics
Huge but scheduled by the meter
Huge, on the Ultimate's clock
BOSSING
Steady — the rhythm never changes
Strong — bosses stay marked forever
Best — Stagger windows eat Ultimates
LEVELLING
Available first (15), smoothest
From 20 — fine
From 30 — pointless before your Ultimate exists
IN THIS CODEX
I · II
III
IV
THE SIMPLE RULE · The simple rule: your main damage skill is a CORE spender you cast rhythmically → Combo Points. It is a CHANNEL or an Energy hog you want to free-cast → Inner Sight. It is your ULTIMATE → Preparation. Undecided → Combo Points until a chapter tells you otherwise.
▶ PART IV Energy, Imbuements & Field Craft EVERY MECHANIC, PLAINLY

UNDERSTANDING ENERGY

What is it? The yellow bar (~100 base). Unlike Fury or Essence it regenerates FAST on its own — the Rogue's question is never “will it come back” but “can I spend faster than it refills”.
What generates it? Time (quick natural regen), Basic Skills on hit (Puncture, Blade Shift, Forceful Arrow), Inner Sight's unlimited windows, and Lucky Hit: Energy affixes — which roll per enemy hit, so pierces and channels refund in crowds.
What spends it? Core skills (Pen Shot 35, Twisting Blades 30, Dance of Knives 25/knife-volley) and a few Agility skills. Traps, Imbuements, Subterfuge and Ultimates cost cooldowns, not Energy.
Why does my levelling Rogue constantly run dry? Because early on you have the spender but not the engine — the refund passives, the Lucky Hit affixes and the Specialization arrive across levels 15–40. Every chapter names the exact point where its Energy problem ends. It is a phase, not the class.
Why does the finished build seem infinite? Stacked refunds: Exposed Flesh (Vulnerable hits refund big), Inner Sight windows, Ravager-style regen aspects, and cost-reduction tempers. Endgame Rogues are throughput machines — the bar dips, never empties.
Maximum Energy — worth rolling? Rarely. You are limited by refill rate, not pool size. Cost Reduction, Energy-per-second and Lucky Hit: Energy outperform Maximum Energy on every build here — one deliberate exception would be a burst-dump build this codex doesn't run.

UNDERSTANDING IMBUEMENTS

What happens when I press an Imbuement? Nothing visible yet — your weapons are PRIMED. The next TWO Imbueable attacks you cast carry the element: part of their damage converts to it, plus the element's rider (poisoning, infection, chill).
Which skills consume a charge? Only skills whose tooltip says IMBUEABLE — Core skills and some Agility skills. Basics never do, traps never do, Ultimates never do. Every button list in this codex flags IMBUEABLE per skill so you never guess.
One charge per cast or per enemy? Per CAST. An imbued Pen Shot that pierces eight enemies poisons all eight and spends one charge. Multi-hit casts are how imbuements get cheap.
Can I stack two Imbuements? Not on one attack — priming a second element overwrites the first's remaining charges. You CAN alternate: imbue, spend two casts, imbue the other. Build IV runs Cold on a control clock exactly this way.
How do I know charges remain? The buff icon shows the count, and your weapons visibly drip the element. When it fades, you are firing plain steel until the cooldown returns.
When do I press it? Just before your spender, not on cooldown reflexively — a charge wasted on a Basic-range poke is a charge not on your 8-enemy pierce. Exception: bosses, where every eligible cast should be imbued and the cooldown IS the rotation.
ONE IMBUEMENT, START TO FINISH — ONE PICTURE
PRESS THE IMBUEMENT — weapons primed, 2 charges
▼
CAST AN IMBUEABLE SKILL
▼
ELEMENT APPLIED — conversion + rider, every enemy hit
▼
CHARGE 1 SPENT
▼
CAST ANOTHER ELIGIBLE SKILL → CHARGE 2 SPENT
▼
PLAIN STEEL AGAIN — until the cooldown returns
▼
COOLDOWN BACK → PRIME AGAIN (tempers add charges; CDR shortens the gap)
▼

THE THREE BOTTLES — SHADOW · POISON · COLD

SHADOW
THE RIDER · Infects enemies for a few seconds. Infected enemies that DIE explode for Shadow damage to everything nearby — and the explosion can re-infect.
IN PACKS · The pack-deleter: tag ten, kill one, watch the chain.
ON BOSSES · Flat — nothing dies next to a lone boss, so the rider never triggers. Use it for the conversion only, or swap element on boss days.
WHAT SCALES IT · +Shadow damage, imbued-skill potency (Aspect of Corruption), crit on the applying hit.
USED BY · Build II
POISON
THE RIDER · Converts part of the hit AND applies the rest again as poisoning over several seconds — the green ticks keep eating while you reposition.
IN PACKS · Excellent — everything you touched is still dying as you leave.
ON BOSSES · The single-target king: ticks stack, refresh and compound. Am I killing it or is the poison? Both — on purpose.
WHAT SCALES IT · +Poison damage, Damage Over Time, imbued potency; crit scales the APPLYING hit (ticks themselves never crit).
USED BY · Builds I and III
COLD
THE RIDER · Chills per application, stacking to a full FREEZE. Bonus damage to Crowd-Controlled enemies; on bosses the chill feeds Stagger instead.
IN PACKS · Control as damage — a frozen pack stands politely inside whatever you planned.
ON BOSSES · No freeze, but the Stagger bar drinks it — Cold is how Build IV schedules its burst windows.
WHAT SCALES IT · +Cold damage, damage to CC'd enemies, crit. The freeze itself scales with application count, not damage.
USED BY · Build IV

MARKSMAN vs CUTTHROAT

Are the tags just 'ranged vs melee'? Nearly — Marksman skills fire the ranged weapon, Cutthroat skills swing the one-handers. The tags matter because PASSIVES, ASPECTS and PARAGON nodes read them: '+Marksman damage' does nothing for Twisting Blades.
Any exceptions? A few skills are neither (traps, most Subterfuge, Ultimates like Death Trap) — they carry their own tags and use no weapon at all. The button lists label every skill so the exceptions can't ambush you.
Can a hybrid use both? Mechanically yes — the auto-switch makes it seamless — but your gear can only vote once: tag-specific affixes, implicits and Close/Distant bonuses pull opposite directions. All four builds here commit to one tag for DAMAGE and borrow the other tag for UTILITY only.
Every skill card in the build chapters carries its weapon flag — 🏹 RANGED or 🗡 MELEE — plus an IMBUEABLE flag. The two most useful labels in the codex.

CROWD CONTROL & BOSS STAGGER

YOU APPLY CC — chill · stun grenade · trap pull · freeze
▼
TRASH & ELITES: they stop playing — free hits (elites break out via their own Unstoppable after ~5s)
▼
BOSSES: immune to the stop — the YELLOW STAGGER BAR fills instead
▼
BAR FULL → BOSS STAGGERED — held, taking bonus damage, several seconds
▼
THAT WINDOW IS THE PLAN — Ultimates, imbued dumps and Combo bursts belong inside it
▼

VULNERABLE · CRITICAL STRIKE · LUCKY HIT

VULNERABLE
How does Rogue apply it? Constantly and for free: Puncture's third hit, crossbow implicits, Trickshot-style pierces, trap upgrades. No build here presses a button 'for Vulnerable' — it falls out of the rotation.
How important is it now? A flat ×1.2 that multiplies with everything — apply it reliably, then stop thinking about it. The old 'stack Vulnerable Damage first' advice is a launch-era fossil; crit affixes outearn it on every build here.
How do I see it? The purple flash under the enemy health bar. If you never see purple, your applicator point is missing — each chapter names it.
CRITICAL STRIKE
Why do Rogues love crit? Volume: multi-hit skills roll the dice constantly, Dexterity adds chance natively, and guaranteed-crit tools (Concealment's exit shot, Skyhunter's opener) anchor the average.
Chance or Damage first? Keep them balanced — they multiply each other. The classic error is 300% Crit Damage at 15% chance.
Does poison crit? The TICKS never crit; the APPLYING hit does, and a critical application poisons harder. That one rule explains most 'my poison feels random' confusion.
LUCKY HIT, WITHOUT THE NONSENSE
The simple version? Some gear says 'Lucky Hit: up to X% chance to…'. Each HIT rolls a hidden die; the skill's Lucky Hit % sets how often the die is even thrown, the affix's % what a success does.
The worked example? Pen Shot (50% Lucky Hit) through 5 enemies with a 20% Energy-refund affix: 5 rolls × 0.5 × 0.2 = an expected half-proc per cast — one refund every two casts in crowds, almost never on a lone boss. That asymmetry is the stat.
Who cares about it? High-volume builds (III's knife storm, I's pierces) treat Lucky Hit affixes as reliable engines; slow-cast builds shouldn't chase them.

WHERE SHOULD I ACTUALLY STAND?

DISTANT · BUILD I
Fight from beyond the Close ring — the bow implicit and half your gear pay Distant bonuses. Point-blank archery silently switches those bonuses OFF: if enemies reach you, Dash out THEN fire, not the reverse.
CLOSE · BUILDS II & III
Inside the pack, always moving through it rather than standing in it. Dagger implicits and Close bonuses pay here; the escape budget (one movement charge, always) is what makes it survivable.
THE VANTAGE · BUILD IV
You stand where the fight ISN'T: place the trap on the path, pull or lure onto it, and keep a screen between you and the arming circle. Your position is a lie you tell the pack.
MOBILITY — ENGAGE vs ESCAPE
DashENGAGE + ESCAPE
Two charges. Offensive entries are fine WHILE one charge stays banked — the codex rule: never spend the last Dash going toward enemies.
Shadow StepENGAGE (mostly)
Teleports BEHIND the target through walls and bodies, Unstoppable during — an entry that doubles as a stun-break. It ends next to something angry: know your exit before you press it.
ConcealmentESCAPE + SETUP
Vanish: untargetable, Unstoppable, faster — until you attack, and the attack that breaks it is a guaranteed crit. Escape first, crit second; greeding the crit inside a boss puddle is the classic Rogue death.
Evade (everyone's)ESCAPE
The universal dodge-roll. Gear can weaponise it (grenades on evade), but its day job is the same as everyone's: not being where the slam lands.
TRAPS — AND WHERE TO PUT THE THING
How do traps behave? Placed at the cursor, arm after ~1 second, trigger on first enemy contact, then do their thing (Caltrops: slow field · Poison Trap: poison field · Death Trap: pull + detonation). The arming second is the skill expression — lead the pack like a duck hunter.
Do they work on bosses? Yes — bosses trigger them, take the damage, and the CC portion feeds the Stagger bar instead of stunning. Build IV's boss rotation is literally a trap schedule.
Where do I PUT the thing? Packs: on their path, one step ahead. Elites: under yourself, then Dash away as it arms — you are the bait. Bosses: under the boss during a Stagger or a stationary cast. Mobile boss: wait for the animation lock; a trap dropped on a moving boss is a donation.
Enemy walked out / around? Caltrops' slow field is your leash — layer it over the damage trap. And remember the arming delay: a trap placed ON enemies triggers later than one placed AHEAD of them.
PART V · CHOOSE YOUR PATH

FOUR ROGUES

Four genuinely different characters, not four flavours of one list. One kills whole corridors with a single arrow, one carves packs with blades that come back, one is a walking poison storm, and one schedules accidents for a living. Each chapter is complete: every point 2 → 70, respecs printed, Specialization and Imbuement by level, gear with honest "until then" answers.

BUILD I · EASY
Penetrating Shot
Count to three, find the line, put one poisoned arrow through everything on it. The easiest Rogue — and an S-tier clear.
COMBO POINTS ➤
BUILD II · MODERATE
Flurry
Plant blades, dash through, let the return trip carve the pack. The best feel in the codex, and it speeds itself up.
COMBO POINTS ➤
BUILD III · MODERATE
Dance of Knives
Become a moving storm of poisoned knives, funded by free-Energy windows. The payload keeps working after you leave.
INNER SIGHT ➤
BUILD IV · ADVANCED
Rapid Fire
Place the trap, freeze the room, spring it, reset everything. The hardest start — and the strongest Rogue this season.
PREPARATION ➤
▶ BUILD I Penetrating Shot · SOURCE-LOCKED SEASON 14 BUILD EASY · COMBO POINTS
ONE-SCREEN VERSION EVERYTHING BELOW IS OPTIONAL DETAIL
YOUR JOB
Build toward this exact source tree without purchasing any node before its published unlock.
PRESS
1Heartseeker — Generate Combo Point: 1 Lucky Hit Chance: 50% Fire an arrow that seeks an enemy and pierces through its heart, dealing 50% damage.
2Penetrating Shot — Energy Cost: 35 Lucky Hit Chance: 50% Fire an arrow that pierces through all enemies in a line, dealing 150% damage. Combo Points increase damage and improve Lucky Hit Chance:1 Point: 195% damage, 10% [+] chance2 Points: 240% damage, 20% [+] chance3 Points: 285% damage, 30% [+] chance
3Shadow Step — Cooldown: 9 seconds Lucky Hit Chance: 100% Quickly move through the shadows to stab your victim from behind for 80% damage and Execute them. Gain 15% increased Movement Speed for 4 seconds afterwards.
4Concealment — Cooldown: 16 seconds Vanish from sight, gaining an advanced form of Stealth for 5 seconds that will not be removed by taking damage. Concealment also makes you Unstoppable, grants 30% [+] Movement Speed, and Unhindered for its duration. Using an attack Skill during Concealment will break Concealment.
5Dark Shroud — Cooldown: 20 seconds Surround yourself with up to 5 protective shadows. Gain 8.0% [+] Resistance to All Elements per active shadow. If you have the maximum amount of shadows, direct damage is reduced by 20.0%. Each time you take direct damage, a shadow is consumed.
6Cold Imbuement — Cooldown: 20 seconds Lucky Hit Chance: 33% Imbue your weapons with frigid energies for 6 seconds. While imbued, your Imbueable Skills deal Cold damage, Chill enemies for 50% per hit, and Weaken enemies for 4 seconds.
YOUR CLASS SETUP
WHO DEALS THE DAMAGE
PENETRATING SHOT
PRIMARY · Penetrating Shot — a piercing arrow strengthened by three Combo Points
SECONDARY · Poison damage over time from the arrow
SUPPORTING · Caltrops’ slowing field · Rain of Arrows against elites
MAIN DEFENCE · SEE THE LINKED SOURCE GUIDE
MOST IMPORTANT STAT · SEE THE LINKED SOURCE GUIDE
NO ENERGY? · Puncture refunds while it banks. Dry on a boss? Two Puncture cycles per arrow — the rhythm IS the budget.
WATCH FOR · SEE THE LINKED SOURCE GUIDE
ABOUT TO DIE? · SEE THE LINKED SOURCE GUIDE
DON'T WORRY ABOUT YET · At 70, complete the exact final source tree shown here.
BUILD I · COMBO POINTS

PENETRATING SHOT

DIFFICULTY · EASY
SOURCE-LOCKED SEASON 14 BUILD

This build is for you if you want One distinct source build from level 1 through its exact final tree and six-button bar.

WHAT IT FEELS LIKE

Codex preserves the source build and schedules its own nodes only after their source-published unlock levels.

MAIN DAMAGE SOURCE · Use the linked final guide's published rotation; no unsupported damage claim is added here.
MAIN DEFENSIVE MECHANIC · Use the linked final guide's published defensive setup; no unsupported claim is added here.
RESOURCE ENGINE · Consult the linked source guide for the resource loop.
WEAPON SETUP · BOW for the attacks (+Distant implicit) · two daggers as pure stat sticks — Condemnation eventually makes one of them generate Combo Points from its scabbard.
YOU MAINTAIN · Combo rhythm (CRITICAL) · Distant positioning (CRITICAL) · poison charges on the big casts (IMPORTANT)
BIGGEST STRENGTH · Not independently scored by Codex.
BIGGEST WEAKNESS · Not independently scored by Codex.
RATINGS
SOURCE LOCK★★★★★
BEST FOR
Distinct Season 14 source buildLegal level-gated point orderExact final tree and bar
THE SIX BUTTONS — WEAPON, IMBUE FLAG, AND WHETHER TO SPAM IT
LMB
HeartseekerSEE SOURCE ROTATIONREAD THE CURRENT IN-GAME TOOLTIP
Generate Combo Point: 1 Lucky Hit Chance: 50% Fire an arrow that seeks an enemy and pierces through its heart, dealing 50% damage.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
RMB
Penetrating ShotSEE SOURCE ROTATIONREAD THE CURRENT IN-GAME TOOLTIP
Energy Cost: 35 Lucky Hit Chance: 50% Fire an arrow that pierces through all enemies in a line, dealing 150% damage. Combo Points increase damage and improve Lucky Hit Chance:1 Point: 195% damage, 10% [+] chance2 Points: 240% damage, 20% [+] chance3 Points: 285% damage, 30% [+] chance
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
1
Shadow StepSEE SOURCE ROTATIONREAD THE CURRENT IN-GAME TOOLTIP
Cooldown: 9 seconds Lucky Hit Chance: 100% Quickly move through the shadows to stab your victim from behind for 80% damage and Execute them. Gain 15% increased Movement Speed for 4 seconds afterwards.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
2
ConcealmentSEE SOURCE ROTATIONREAD THE CURRENT IN-GAME TOOLTIP
Cooldown: 16 seconds Vanish from sight, gaining an advanced form of Stealth for 5 seconds that will not be removed by taking damage. Concealment also makes you Unstoppable, grants 30% [+] Movement Speed, and Unhindered for its duration. Using an attack Skill during Concealment will break Concealment.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
3
Dark ShroudSEE SOURCE ROTATIONREAD THE CURRENT IN-GAME TOOLTIP
Cooldown: 20 seconds Surround yourself with up to 5 protective shadows. Gain 8.0% [+] Resistance to All Elements per active shadow. If you have the maximum amount of shadows, direct damage is reduced by 20.0%. Each time you take direct damage, a shadow is consumed.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
4
Cold ImbuementSEE SOURCE ROTATIONREAD THE CURRENT IN-GAME TOOLTIP
Cooldown: 20 seconds Lucky Hit Chance: 33% Imbue your weapons with frigid energies for 6 seconds. While imbued, your Imbueable Skills deal Cold damage, Chill enemies for 50% per hit, and Weaken enemies for 4 seconds.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
YOUR CLASS SETUP — SPECIALIZATION · IMBUEMENT · WEAPONS
Specialization changes are free and instant out of combat — the level selector below tracks when each piece of this setup arrives on the way up.
MAINTAIN THIS — THE STATES THAT CAN ACTUALLY LAPSE

EVERY POINT, LEVEL BY LEVEL

One point per level-up, 2 → 70, plus 14 bonus points at the end. Set your level to see exactly what you should own at that moment, what to buy next, and where your Specialization, Imbuement and weapons stand.

LEVEL
LVL 70 · 83 PTS
SPECIALIZATION
System not unlocked yet
IMBUEMENT
No imbuement on the bar yet
WEAPONS
Any weapons — item power wins
NEXT IMPORTANT UNLOCK
Nothing left to unlock — cap Armor (1,000) and Resistances (70%+), then climb
REMOVE ·
ADD ·
SPEND YOUR NEXT POINT HERE ➤
◆ WHAT CHANGED:
PUBLISHED SIX-SKILL BAR
Heartseeker 5/15
COREBASIC
Penetrating Shot 15/15
CORECORE
Shadow Step 1/15
COREAGILITY
Concealment 15/15
CORESUBTERFUGE
Dark Shroud 15/15
CORESUBTERFUGE
Cold Imbuement 15/15
COREIMBUEMENT
SELECTED SUPPORT NODES
Frozen Heart 1/1
IMPORTANTIMBUEMENT
Ballista 1/1
IMPORTANTCORE
Confluence 1/1
IMPORTANTBASIC
Artifice 1/1
IMPORTANTAGILITY
Calculation 1/1
IMPORTANTSUBTERFUGE
Shadow Dancer 1/1
IMPORTANTSUBTERFUGE
Energy 1/1
IMPORTANTBASIC
Weakened 1/1
IMPORTANTBASIC
Damage Increase 1/1
IMPORTANTCORE
Ferocity 1/1
IMPORTANTCORE
Unstoppable 1/1
IMPORTANTAGILITY
Ferocity 1/1
IMPORTANTSUBTERFUGE
Resolve 1/1
IMPORTANTSUBTERFUGE
Consume Chance 1/1
IMPORTANTSUBTERFUGE
Critical Strike 1/1
IMPORTANTSUBTERFUGE
Resolve 1/1
IMPORTANTIMBUEMENT
Energy 1/1
IMPORTANTIMBUEMENT
+14 BONUS POINTS (SEASON RANK · OR RENOWN ON ETERNAL) — SPEND AS THEY ARRIVE
· +7 Cold Imbuement — One of the exact final source tree's 14 account/renown point allocations.
· +1 Energy — One of the exact final source tree's 14 account/renown point allocations.
· +1 Frozen Heart — One of the exact final source tree's 14 account/renown point allocations.
· +4 Heartseeker — One of the exact final source tree's 14 account/renown point allocations.
· +1 Resolve — One of the exact final source tree's 14 account/renown point allocations.
YOUR BAR AT LEVEL 70
Heartseeker
Penetrating Shot
Shadow Step
Concealment
Dark Shroud
Cold Imbuement
Exact six-skill bar published by the linked source guide.
QUEST · SPEC · GEAR PLAN BY LEVEL 70
L2 · Begin building Penetrating Shot — https://www.icy-veins.com/d4/guides/penetrating-shot-rogue-build/
L70 · Complete Penetrating Shot — https://www.icy-veins.com/d4/guides/penetrating-shot-rogue-build/
▶THE LEVELLING STORY, 2 → 70 (READ ONCE BEFORE YOU START)
1–69
BUILD-SPECIFIC PROGRESSION
Only nodes from Penetrating Shot – Rogue Build for Diablo 4 (Season 14), deferred until their published unlock levels.
70–70
FINAL SOURCE BUILD
Exact 83-point tree and six-skill bar from Penetrating Shot – Rogue Build for Diablo 4 (Season 14).

LEVELLING → ENDGAME

The same character, before and after. When a build "feels wrong", the usual reason is that it's still being played as the left-hand column.

LEVELLING BUILD
Build only toward Penetrating Shot – Rogue Build for Diablo 4 (Season 14) through level 69.
➤
ENDGAME BUILD
Complete Penetrating Shot – Rogue Build for Diablo 4 (Season 14) at level 70.
THE BUILD COMES ONLINE HERE ➤ LEVEL 70 · SOURCE BUILD COMPLETE
The displayed tree and bar match the final source record.

YOUR ENERGY ENGINE

What pays for this build, what its second currency is, and the loop. If your rotation feels broken, it is nearly always one of these paragraphs.

ENERGY — HOW THIS BUILD PAYS FOR ITSELF
IF IT STILL RUNS DRY
See the linked source guide: https://www.icy-veins.com/d4/guides/penetrating-shot-rogue-build/
See the linked source guide: https://www.icy-veins.com/d4/guides/penetrating-shot-rogue-build/
▼

HOW THIS BUILD SURVIVES

Four jobs, and what on this bar does each of them.

STAT PRIORITY

In order, with what each one actually affects. Stats not listed are not worth a roll on this build.

GEAR — AND WHAT TO DO UNTIL IT DROPS

Every slot has a best answer and an honest "until then" answer — including all three weapon slots. No build in this codex requires a unique item to reach level 70.

Ranged Weapon 1. Critical Strike Damage Multiplier · 2. Dexterity, Maximum Life, Cold Damage Multiplier, All Damage Multiplier, Weapon Damage · 3. Resource Cost Reduction, Lucky Hit Chance to Restore Primary Resource
TEMPERING — Weapon: Critical Strike Chance or Attack Speed (both stats cap at 100%)
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Dual-Wielded Weapons The Dual-Wielded Weapons are not used in any attacks, so their DPS does not matter. · 1. Critical Strike Damage Multiplier · 2. Dexterity, Maximum Life, Cold Damage Multiplier, All Damage Multiplier · 3. Resource Cost Reduction, Lucky Hit Chance to Restore Primary Resource
TEMPERING — Weapon: Critical Strike Chance or Attack Speed (both stats cap at 100%)
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Helm 1. Cooldown Reduction, Resource Cost Reduction · 2. Dexterity, Maximum Life, Resistances, Armor
TEMPERING — Defensive: Maximum Life
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Chest 1. Dexterity, Maximum Life, Resistances, Armor
TEMPERING — Defensive: Maximum Life
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Gloves 1. Ranks to Penetrating Shot, Critical Strike Chance, Attack Speed, Critical Strike Damage Multiplier · 2. Vulnerable Damage Multiplier, Cold Damage Multiplier · 3. Dexterity, Maximum Life, Resistances, Armor
TEMPERING — Offensive: Critical Strike Damage
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Pants 1. Dexterity, Maximum Life, Resistances, Armor
TEMPERING — Defensive: Maximum Life
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Boots 1. Movement Speed · 2. Dexterity, Maximum Life, Resistances, Armor
TEMPERING — Mobility: Movement Speed
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Amulet 1. Ranks to Marksman/Core/All Skills, Critical Strike Chance, Attack Speed, Critical Strike Damage Multiplier · 2. Vulnerable Damage Multiplier, Cold Damage Multiplier
TEMPERING — Resource: Cooldown Reduction
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Rings 1. Critical Strike Chance, Attack Speed, Cooldown Reduction, Critical Strike Damage Multiplier · 2. Vulnerable Damage Multiplier, Cold Damage Multiplier
TEMPERING — Resource: Cooldown Reduction
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.

Legendary Aspects

Edgemaster’s AspectSOURCE LISTED
Ranged Weapon (replaced by Eaglehorn)
Skills deal up to x [40 – 60%] increased damage based on your available Primary Resource when cast, receiving the maximum benefit while you have full Primary Resource.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of SynergySOURCE LISTED
Amulet
Using an Agility Skill reduces the Cooldown of a random Subterfuge Skill by [5 – 7.5] seconds, and vice versa.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of Frozen MemoriesSOURCE LISTED
Dual-Wielded Weapon Slot #1
Cold damage deals x [30 – 45%] increased Damage to Chilled enemies. This bonus is tripled against Frozen enemies.
WITHOUT IT · No Codex-authored fallback is substituted.
High Velocity AspectSOURCE LISTED
Dual-Wielded Weapon Slot #2 (replaced by Azurewrath)
Marksman Skills deal x [40 – 55%] increased damage. This bonus increases to x [58 – 80%] against Healthy enemies.
WITHOUT IT · No Codex-authored fallback is substituted.
Shivering AspectSOURCE LISTED
Gloves
Enemies take up to x [60 – 90%] increased damage based on how much Chilled or Staggered they have built up.
WITHOUT IT · No Codex-authored fallback is substituted.
Ferocious AspectSOURCE LISTED
Ring Slot #1
Your Maximum Ferocity stacks are increased by [4 – 6].
WITHOUT IT · No Codex-authored fallback is substituted.
Vanquishing AspectSOURCE LISTED
Ring Slot #2 (replaced by Ring of Starless Skies)
You deal x [60 – 90%] more damage to Incapacitated enemies.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of Debilitating ToxinsSOURCE LISTED
Helm (Harlequin Crest optional)
You gain [20 – 30%] Damage Reduction, and Poisoned enemies deal 15% less damage to you.Note: Poison is not utilized in this build.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of MightSOURCE LISTED
Chest
Basic Skills grant [20 – 30%] Damage Reduction for 4 seconds.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of Heavenly StrengthSOURCE LISTED
Pants
While wielding a Two-Handed Weapon, gain [30 – 40%] Damage Reduction.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of Biting ColdSOURCE LISTED
Boots
Cold damage is increased by [15 – 20%] and makes enemies Vulnerable for 4 seconds.
WITHOUT IT · No Codex-authored fallback is substituted.

Uniques — With & Without

EaglehornHIGHLY RECOMMENDED
WITH · This item is listed in the linked source guide.
WITHOUT · No fallback is claimed unless the linked source publishes one.
Harlequin CrestOPTIONAL
WITH · This item is listed in the linked source guide.
WITHOUT · No fallback is claimed unless the linked source publishes one.
Ring of Starless SkiesRECOMMENDED
WITH · This item is listed in the linked source guide.
WITHOUT · No fallback is claimed unless the linked source publishes one.
AzurewrathRECOMMENDED
WITH · This item is listed in the linked source guide.
WITHOUT · No fallback is claimed unless the linked source publishes one.
El’Druin, Sword of JusticeOPTIONAL
WITH · This item is listed in the linked source guide.
WITHOUT · No fallback is claimed unless the linked source publishes one.

"I don't have that"

WHAT DO I ACTUALLY PRESS?

NORMAL ENEMIES
1SOURCE ROTATION · SOURCE STEP 1 — Dark Shroud
2SOURCE ROTATION · SOURCE STEP 2 — Concealment → Shadow Step
3SOURCE ROTATION · SOURCE STEP 3 — Heartseeker
4SOURCE ROTATION · SOURCE STEP 4 — Cold Imbuement
5SOURCE ROTATION · SOURCE STEP 5 — Penetrating Shot
ELITES
BOSSES
IF THINGS GO WRONG

WHY IS THIS BUILD GOOD?

The engine, start to finish. Break any link and the damage sags — which is how the troubleshooting below diagnoses it.

No Codex-authored rotation is substituted for the linked source.
▼

TROUBLESHOOTING

▶"Why is some build detail brief?"
Only structured source facts are imported. Missing recommendations are linked, not invented.
PARAGON, AFTER 70
Board order:
Glyphs:
Paragon advice is withheld until separately source-locked.
▶RESEARCH & SOURCES FOR THIS BUILD
Verified against current sources: Icy Veins — Penetrating Shot – Rogue Build for Diablo 4 (Season 14) (https://www.icy-veins.com/d4/guides/penetrating-shot-rogue-build/). The saved tree, node graph, unlock gates, final distribution, and published bar were locked 2026-08-26T13:19:35Z.
Synthesized (my ordering and framing): No skill, rank total, bar choice, item, or final allocation is invented. Level ordering is mechanically derived from the same source tree and its published unlock gates.
Flagged as uncertain: The source does not always publish a narrative leveling order. Codex preserves its node edit priority while deferring locked nodes; unsupported timing prose and Paragon advice stay suppressed.
▶ BUILD II Flurry · SOURCE-LOCKED SEASON 14 BUILD MODERATE · COMBO POINTS
ONE-SCREEN VERSION EVERYTHING BELOW IS OPTIONAL DETAIL
YOUR JOB
Build toward this exact source tree without purchasing any node before its published unlock.
PRESS
1Invigorating Strike — Generate Combo Point: 1 Lucky Hit Chance: 50% Melee attack an enemy, dealing 65% damage and also gain 3 Energy once every 1.0 seconds for 4 seconds.
2Flurry — Energy Cost: 25 Lucky Hit Chance: 20% Unleash a flurry of stabs and slashes, striking enemies in front of you 4 times and dealing a total of 140% damage to each. Combo Points increase damage and grant an Attack Speed bonus for 3 seconds.1 Point: 175% damage, 15% [+] bonus2 Points: 210% damage, 30% [+] bonus3 Points: 245% damage, 45% [+] bonus
3Dash — Charges: 2 Charge Cooldown: 12 seconds Lucky Hit Chance: 25% Dash forward and slash enemies for 65% damage. Any enemies hit are Slowed by 30% for 4 seconds.
4Dark Shroud — Cooldown: 20 seconds Surround yourself with up to 5 protective shadows. Gain 8.0% [+] Resistance to All Elements per active shadow. If you have the maximum amount of shadows, direct damage is reduced by 20.0%. Each time you take direct damage, a shadow is consumed.
5Cold Imbuement — Cooldown: 20 seconds Lucky Hit Chance: 33% Imbue your weapons with frigid energies for 6 seconds. While imbued, your Imbueable Skills deal Cold damage, Chill enemies for 50% per hit, and Weaken enemies for 4 seconds.
6Shadow Clone — Cooldown: 60 seconds Summon a shadow that mimics your actions for 15 seconds. This Shadow Clone deals 40% of your damage.
YOUR CLASS SETUP
WHO DEALS THE DAMAGE
TWISTING BLADES
PRIMARY · Twisting Blades — impales a target, then returns through other enemies
SECONDARY · Shadow explosions triggered by defeated enemies
SUPPORTING · Shadow Clone repeats your attacks · Dark Shroud deals contact damage
MAIN DEFENCE · SEE THE LINKED SOURCE GUIDE
MOST IMPORTANT STAT · SEE THE LINKED SOURCE GUIDE
NO ENERGY? · Blade Shift refunds while banking. Dry means you are impaling off-rhythm — three shifts, one impale.
WATCH FOR · SEE THE LINKED SOURCE GUIDE
ABOUT TO DIE? · SEE THE LINKED SOURCE GUIDE
DON'T WORRY ABOUT YET · At 70, complete the exact final source tree shown here.
BUILD II · COMBO POINTS

FLURRY

DIFFICULTY · MODERATE
SOURCE-LOCKED SEASON 14 BUILD

This build is for you if you want One distinct source build from level 1 through its exact final tree and six-button bar.

WHAT IT FEELS LIKE

Codex preserves the source build and schedules its own nodes only after their source-published unlock levels.

MAIN DAMAGE SOURCE · Use the linked final guide's published rotation; no unsupported damage claim is added here.
MAIN DEFENSIVE MECHANIC · Use the linked final guide's published defensive setup; no unsupported claim is added here.
RESOURCE ENGINE · Consult the linked source guide for the resource loop.
WEAPON SETUP · Two DAGGERS for the attacks (+Close implicit) · a crossbow that never fires — it exists to carry Bladedancer’s Aspect at the two-handed double roll.
YOU MAINTAIN · Combo rhythm (CRITICAL) · Dark Shroud shadows (IMPORTANT) · dash-through-the-return (the skill)
BIGGEST STRENGTH · Not independently scored by Codex.
BIGGEST WEAKNESS · Not independently scored by Codex.
RATINGS
SOURCE LOCK★★★★★
BEST FOR
Distinct Season 14 source buildLegal level-gated point orderExact final tree and bar
THE SIX BUTTONS — WEAPON, IMBUE FLAG, AND WHETHER TO SPAM IT
LMB
Invigorating StrikeSEE SOURCE ROTATIONREAD THE CURRENT IN-GAME TOOLTIP
Generate Combo Point: 1 Lucky Hit Chance: 50% Melee attack an enemy, dealing 65% damage and also gain 3 Energy once every 1.0 seconds for 4 seconds.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
RMB
FlurrySEE SOURCE ROTATIONREAD THE CURRENT IN-GAME TOOLTIP
Energy Cost: 25 Lucky Hit Chance: 20% Unleash a flurry of stabs and slashes, striking enemies in front of you 4 times and dealing a total of 140% damage to each. Combo Points increase damage and grant an Attack Speed bonus for 3 seconds.1 Point: 175% damage, 15% [+] bonus2 Points: 210% damage, 30% [+] bonus3 Points: 245% damage, 45% [+] bonus
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
1
DashSEE SOURCE ROTATIONREAD THE CURRENT IN-GAME TOOLTIP
Charges: 2 Charge Cooldown: 12 seconds Lucky Hit Chance: 25% Dash forward and slash enemies for 65% damage. Any enemies hit are Slowed by 30% for 4 seconds.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
2
Dark ShroudSEE SOURCE ROTATIONREAD THE CURRENT IN-GAME TOOLTIP
Cooldown: 20 seconds Surround yourself with up to 5 protective shadows. Gain 8.0% [+] Resistance to All Elements per active shadow. If you have the maximum amount of shadows, direct damage is reduced by 20.0%. Each time you take direct damage, a shadow is consumed.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
3
Cold ImbuementSEE SOURCE ROTATIONREAD THE CURRENT IN-GAME TOOLTIP
Cooldown: 20 seconds Lucky Hit Chance: 33% Imbue your weapons with frigid energies for 6 seconds. While imbued, your Imbueable Skills deal Cold damage, Chill enemies for 50% per hit, and Weaken enemies for 4 seconds.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
4
Shadow CloneSEE SOURCE ROTATIONREAD THE CURRENT IN-GAME TOOLTIP
Cooldown: 60 seconds Summon a shadow that mimics your actions for 15 seconds. This Shadow Clone deals 40% of your damage.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
YOUR CLASS SETUP — SPECIALIZATION · IMBUEMENT · WEAPONS
Specialization changes are free and instant out of combat — the level selector below tracks when each piece of this setup arrives on the way up.
MAINTAIN THIS — THE STATES THAT CAN ACTUALLY LAPSE

EVERY POINT, LEVEL BY LEVEL

One point per level-up, 2 → 70, plus 14 bonus points at the end. Set your level to see exactly what you should own at that moment, what to buy next, and where your Specialization, Imbuement and weapons stand.

LEVEL
LVL 70 · 83 PTS
SPECIALIZATION
System not unlocked yet
IMBUEMENT
No imbuement on the bar yet
WEAPONS
Any weapons — item power wins
NEXT IMPORTANT UNLOCK
Nothing left to unlock — cap Armor (1,000) and Resistances (70%+), then climb
RESPEC — DONE AT LEVEL 70 (reflected in the tree below)
LEVEL 70 · COMPLETE THE EXACT SOURCE TREE
Refund only source-recorded temporary points and move them into the same source build before applying the 14 account/renown points.
REMOVE · Invigorating Strike −11 · Transporter −1
ADD · Cold Imbuement +5 · Cooldown +1 · Resolve +1 · Frozen Heart +1 · Shadow Clone +4
SPEND YOUR NEXT POINT HERE ➤
◆ WHAT CHANGED:
PUBLISHED SIX-SKILL BAR
Invigorating Strike 4/15
COREBASIC
Flurry 15/15
CORECORE
Dash 1/15
COREAGILITY
Dark Shroud 15/15
CORESUBTERFUGE
Cold Imbuement 15/15
COREIMBUEMENT
Shadow Clone 15/15
COREULTIMATE
SELECTED SUPPORT NODES
Encircling Blades 1/1
IMPORTANTCORE
Frozen Heart 1/1
IMPORTANTIMBUEMENT
Overflow 1/1
IMPORTANTSUBTERFUGE
Detonation 1/1
IMPORTANTAGILITY
Quick Strike 1/1
IMPORTANTBASIC
Transporter 0/1
IMPORTANTCORE
Relentless 1/1
IMPORTANTULTIMATE
Healing 1/1
IMPORTANTBASIC
Energy 1/1
IMPORTANTBASIC
Cast Speed 1/1
IMPORTANTCORE
Damage Increase 1/1
IMPORTANTCORE
Critical Strike Chance 1/1
IMPORTANTAGILITY
Charges and Cooldown Reduction 1/1
IMPORTANTAGILITY
Consume Chance 1/1
IMPORTANTSUBTERFUGE
Movement Speed 1/1
IMPORTANTSUBTERFUGE
Resolve 1/1
IMPORTANTIMBUEMENT
Cooldown 1/1
IMPORTANTIMBUEMENT
Cooldown 1/1
IMPORTANTULTIMATE
Unstoppable 1/1
IMPORTANTULTIMATE
Weaken & Vulnerable 0/1
IMPORTANTULTIMATE
+14 BONUS POINTS (SEASON RANK · OR RENOWN ON ETERNAL) — SPEND AS THEY ARRIVE
· +1 Cooldown — One of the exact final source tree's 14 account/renown point allocations.
· +1 Relentless — One of the exact final source tree's 14 account/renown point allocations.
· +11 Shadow Clone — One of the exact final source tree's 14 account/renown point allocations.
· +1 Unstoppable — One of the exact final source tree's 14 account/renown point allocations.
YOUR BAR AT LEVEL 70
Invigorating Strike
Flurry
Dash
Dark Shroud
Cold Imbuement
Shadow Clone
Exact six-skill bar published by the linked source guide.
QUEST · SPEC · GEAR PLAN BY LEVEL 70
L2 · Begin building Flurry — https://www.icy-veins.com/d4/guides/flurry-rogue-build/
L70 · Complete Flurry — https://www.icy-veins.com/d4/guides/flurry-rogue-build/
▶THE LEVELLING STORY, 2 → 70 (READ ONCE BEFORE YOU START)
1–69
BUILD-SPECIFIC PROGRESSION
Only nodes from Flurry – Rogue Build for Diablo 4 (Season 14), deferred until their published unlock levels.
70–70
FINAL SOURCE BUILD
Exact 83-point tree and six-skill bar from Flurry – Rogue Build for Diablo 4 (Season 14).

LEVELLING → ENDGAME

The same character, before and after. When a build "feels wrong", the usual reason is that it's still being played as the left-hand column.

LEVELLING BUILD
Build only toward Flurry – Rogue Build for Diablo 4 (Season 14) through level 69.
➤
ENDGAME BUILD
Complete Flurry – Rogue Build for Diablo 4 (Season 14) at level 70.
THE BUILD COMES ONLINE HERE ➤ LEVEL 70 · SOURCE BUILD COMPLETE
The displayed tree and bar match the final source record.

YOUR ENERGY ENGINE

What pays for this build, what its second currency is, and the loop. If your rotation feels broken, it is nearly always one of these paragraphs.

ENERGY — HOW THIS BUILD PAYS FOR ITSELF
IF IT STILL RUNS DRY
See the linked source guide: https://www.icy-veins.com/d4/guides/flurry-rogue-build/
See the linked source guide: https://www.icy-veins.com/d4/guides/flurry-rogue-build/
▼

HOW THIS BUILD SURVIVES

Four jobs, and what on this bar does each of them.

STAT PRIORITY

In order, with what each one actually affects. Stats not listed are not worth a roll on this build.

GEAR — AND WHAT TO DO UNTIL IT DROPS

Every slot has a best answer and an honest "until then" answer — including all three weapon slots. No build in this codex requires a unique item to reach level 70.

Ranged Weapon The Ranged Weapon is not used in any attacks, so its DPS does not matter. · 1. Critical Strike Damage Multiplier · 2. Dexterity, Maximum Life, Cold Damage Multiplier, All Damage Multiplier · 3. Resource Cost Reduction, Lucky Hit Chance to Restore Primary Resource
TEMPERING — Weapon: Critical Strike Chance or Attack Speed (both stats cap at 100%)
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Dual-Wielded Weapons 1. Critical Strike Damage Multiplier · 2. Dexterity, Maximum Life, Cold Damage Multiplier, All Damage Multiplier, Weapon Damage · 3. Resource Cost Reduction, Lucky Hit Chance to Restore Primary Resource
TEMPERING — Weapon: Critical Strike Chance or Attack Speed (both stats cap at 100%)
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Helm 1. Cooldown Reduction, Resource Cost Reduction · 2. Dexterity, Maximum Life, Resistances, Armor
TEMPERING — Defensive: Maximum Life
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Chest 1. Resource Cost Reduction · 2. Dexterity, Maximum Life, Resistances, Armor
TEMPERING — Defensive: Maximum Life
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Gloves 1. Ranks to Flurry, Critical Strike Chance, Attack Speed, Critical Strike Damage Multiplier · 2. Vulnerable Damage Multiplier, Cold Damage Multiplier · 3. Dexterity, Maximum Life, Resistances, Armor
TEMPERING — Offensive: Critical Strike Damage
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Pants 1. Dexterity, Maximum Life, Resistances, Armor
TEMPERING — Defensive: Maximum Life
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Boots 1. Movement Speed · 2. Dexterity, Maximum Life, Resistances, Armor
TEMPERING — Mobility: Movement Speed
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Amulet 1. Ranks to Cutthroat/Core/All Skills, Critical Strike Chance, Attack Speed, Critical Strike Damage Multiplier · 2. Vulnerable Damage Multiplier, Cold Damage Multiplier
TEMPERING — Resource: Cooldown Reduction
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Rings 1. Critical Strike Chance, Attack Speed, Cooldown Reduction, Critical Strike Damage Multiplier · 2. Vulnerable Damage Multiplier, Cold Damage Multiplier
TEMPERING — Resource: Cooldown Reduction
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.

Legendary Aspects

Aspect of Frozen MemoriesSOURCE LISTED
Ranged Weapon (+100% bonus effect)
Cold damage deals x [30 – 45%] increased Damage to Chilled enemies. This bonus is tripled against Frozen enemies.
WITHOUT IT · No Codex-authored fallback is substituted.
Shivering AspectSOURCE LISTED
Amulet (+50 bonus effect)
Enemies take up to x [60 – 90%] increased damage based on how much Chilled or Staggered they have built up.
WITHOUT IT · No Codex-authored fallback is substituted.
Edgemaster’s AspectSOURCE LISTED
Dual-Wielded Weapon Slot #1 (replaced by Condemnation)
Skills deal up to x [40 – 60%] increased damage based on your available Primary Resource when cast, receiving the maximum benefit while you have full Primary Resource.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of Encircling BladesSOURCE LISTED
Dual-Wielded Weapon Slot #2 (El’Druin, Sword of Justice optional)
Cutthroat Skills deal x [40 – 55%] increased damage. This bonus increases to x [51 – 70%] against Injured enemies.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of Imitated ImbuementSOURCE LISTED
Gloves
You Shadow Clones and Shades also mimic the Imbuements applied to your Skills.Casting an Imbuement Skill increases your Non-physical damage by x [40 – 60%] increased damage for 9 seconds.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of the Orange HeraldSOURCE LISTED
Ring Slot #1
Cast Core Skill damage reduces the Cooldown of one of your Skills by [0.7 – 1] second.
WITHOUT IT · No Codex-authored fallback is substituted.
Vanquishing AspectSOURCE LISTED
Ring Slot #2 (replaced by Ring of Starless Skies)
You deal x [60 – 90%] more damage to Incapacitated enemies.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of Glynn’s AnvilSOURCE LISTED
Helm (replaced by Deathmask of Nirmitruq)
Your maximum Resolve is increased by 2 and you gain [3 – 4%] Damage Reduction per Resolve.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of MightSOURCE LISTED
Chest
Basic Skills grant [20 – 30%] Damage Reduction for 4 seconds.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of Debilitating ToxinsSOURCE LISTED
Pants
You gain [20 – 30%] Damage Reduction, and Poisoned enemies deal 15% less damage to you.Note: Poison is not utilized in this build.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of Forward MomentumSOURCE LISTED
Boots
You Knock Back and Pull effects grant you x [25 – 35%] Movement Speed for 4 seconds.
WITHOUT IT · No Codex-authored fallback is substituted.

Uniques — With & Without

CondemnationRECOMMENDED
WITH · This item is listed in the linked source guide.
WITHOUT · No fallback is claimed unless the linked source publishes one.
Deathmask of NirmitruqRECOMMENDED
WITH · This item is listed in the linked source guide.
WITHOUT · No fallback is claimed unless the linked source publishes one.
AzurewrathRECOMMENDED
WITH · This item is listed in the linked source guide.
WITHOUT · No fallback is claimed unless the linked source publishes one.
El’Druin, Sword of JusticeOPTIONAL
WITH · This item is listed in the linked source guide.
WITHOUT · No fallback is claimed unless the linked source publishes one.

"I don't have that"

WHAT DO I ACTUALLY PRESS?

NORMAL ENEMIES
1SOURCE ROTATION · SOURCE STEP 1 — Dark Shroud → Shadow Clone → Dash
2SOURCE ROTATION · SOURCE STEP 2 — Shadow Clone
3SOURCE ROTATION · SOURCE STEP 3 — Dash
4SOURCE ROTATION · SOURCE STEP 4 — Cold Imbuement
5SOURCE ROTATION · SOURCE STEP 5 — Invigorating Strike → Flurry
ELITES
BOSSES
IF THINGS GO WRONG

WHY IS THIS BUILD GOOD?

The engine, start to finish. Break any link and the damage sags — which is how the troubleshooting below diagnoses it.

No Codex-authored rotation is substituted for the linked source.
▼

TROUBLESHOOTING

▶"Why is some build detail brief?"
Only structured source facts are imported. Missing recommendations are linked, not invented.
PARAGON, AFTER 70
Board order:
Glyphs:
Paragon advice is withheld until separately source-locked.
▶RESEARCH & SOURCES FOR THIS BUILD
Verified against current sources: Icy Veins — Flurry – Rogue Build for Diablo 4 (Season 14) (https://www.icy-veins.com/d4/guides/flurry-rogue-build/). The saved tree, node graph, unlock gates, final distribution, and published bar were locked 2026-08-26T13:19:35Z.
Synthesized (my ordering and framing): No skill, rank total, bar choice, item, or final allocation is invented. Level ordering is mechanically derived from the same source tree and its published unlock gates.
Flagged as uncertain: The source does not always publish a narrative leveling order. Codex preserves its node edit priority while deferring locked nodes; unsupported timing prose and Paragon advice stay suppressed.
▶ BUILD III Dance of Knives · SOURCE-LOCKED SEASON 14 BUILD MODERATE · INNER SIGHT
ONE-SCREEN VERSION EVERYTHING BELOW IS OPTIONAL DETAIL
YOUR JOB
Build toward this exact source tree without purchasing any node before its published unlock.
PRESS
1Blade Shift — Generate Combo Point: 1 Lucky Hit Chance: 50% Quickly stab your victim for 45% damage and shift, making you Unhindered for 4 seconds. Moving through enemies refreshes the shift duration.
2Dance of Knives — Energy Cost: 25 per second Lucky Hit Chance: 35% Channel to launch knives at surrounding enemies with each knife dealing 65% damage. Attack Speed increases damage done rather than number of knives thrown. Combo Points increase damage and grant a Movement Speed bonus for 4 seconds.1 Point: 85% damage, 5% [+] movement2 Points: 104% damage, 10% [+] movement3 Points: 123% damage, 15% [+] movement
3Dark Shroud — Cooldown: 20 seconds Surround yourself with up to 5 protective shadows. Gain 8.0% [+] Resistance to All Elements per active shadow. If you have the maximum amount of shadows, direct damage is reduced by 20.0%. Each time you take direct damage, a shadow is consumed.
4Shadow Imbuement — Cooldown: 20 seconds Lucky Hit Chance: 33% Imbue your weapons with festering shadows for 6 seconds. While imbued, your Imbueable Skills deal Shadow damage and infect enemies for 6 seconds. Infected enemies explode on death, dealing 80% damage to all surrounding enemies. If the infection expires before the enemy dies, it will deal 120% damage to only that enemy.
5Shadow Clone — Cooldown: 60 seconds Summon a shadow that mimics your actions for 15 seconds. This Shadow Clone deals 40% of your damage.
6Concealment — Cooldown: 16 seconds Vanish from sight, gaining an advanced form of Stealth for 5 seconds that will not be removed by taking damage. Concealment also makes you Unstoppable, grants 30% [+] Movement Speed, and Unhindered for its duration. Using an attack Skill during Concealment will break Concealment.
YOUR CLASS SETUP
WHO DEALS THE DAMAGE
POISON
PRIMARY · Poison applied by each knife, which continues dealing damage after you move away
SECONDARY · Dance of Knives
SUPPORTING · Stun grenades from Scoundrel’s · Toxic Alchemist explosions · attacks repeated by Shadow Clone
MAIN DEFENCE · SEE THE LINKED SOURCE GUIDE
MOST IMPORTANT STAT · SEE THE LINKED SOURCE GUIDE
NO ENERGY? · The meter IS the resource: prioritise the marked enemy always. Between windows, sip — don’t chug.
WATCH FOR · SEE THE LINKED SOURCE GUIDE
ABOUT TO DIE? · SEE THE LINKED SOURCE GUIDE
DON'T WORRY ABOUT YET · At 70, complete the exact final source tree shown here.
BUILD III · INNER SIGHT

DANCE OF KNIVES

DIFFICULTY · MODERATE
SOURCE-LOCKED SEASON 14 BUILD

This build is for you if you want One distinct source build from level 1 through its exact final tree and six-button bar.

WHAT IT FEELS LIKE

Codex preserves the source build and schedules its own nodes only after their source-published unlock levels.

MAIN DAMAGE SOURCE · Use the linked final guide's published rotation; no unsupported damage claim is added here.
MAIN DEFENSIVE MECHANIC · Use the linked final guide's published defensive setup; no unsupported claim is added here.
RESOURCE ENGINE · Consult the linked source guide for the resource loop.
WEAPON SETUP · Two DAGGERS (+Close implicit — the storm is short-ranged) · a crossbow stat stick carrying Toxic Alchemist’s at the two-handed double roll.
YOU MAINTAIN · The marked target (CRITICAL) · poison charges on windows (IMPORTANT) · charge budget between windows
BIGGEST STRENGTH · Not independently scored by Codex.
BIGGEST WEAKNESS · Not independently scored by Codex.
RATINGS
SOURCE LOCK★★★★★
BEST FOR
Distinct Season 14 source buildLegal level-gated point orderExact final tree and bar
THE SIX BUTTONS — WEAPON, IMBUE FLAG, AND WHETHER TO SPAM IT
LMB
Blade ShiftSEE SOURCE ROTATIONREAD THE CURRENT IN-GAME TOOLTIP
Generate Combo Point: 1 Lucky Hit Chance: 50% Quickly stab your victim for 45% damage and shift, making you Unhindered for 4 seconds. Moving through enemies refreshes the shift duration.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
RMB
Dance of KnivesSEE SOURCE ROTATIONREAD THE CURRENT IN-GAME TOOLTIP
Energy Cost: 25 per second Lucky Hit Chance: 35% Channel to launch knives at surrounding enemies with each knife dealing 65% damage. Attack Speed increases damage done rather than number of knives thrown. Combo Points increase damage and grant a Movement Speed bonus for 4 seconds.1 Point: 85% damage, 5% [+] movement2 Points: 104% damage, 10% [+] movement3 Points: 123% damage, 15% [+] movement
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
1
Dark ShroudSEE SOURCE ROTATIONREAD THE CURRENT IN-GAME TOOLTIP
Cooldown: 20 seconds Surround yourself with up to 5 protective shadows. Gain 8.0% [+] Resistance to All Elements per active shadow. If you have the maximum amount of shadows, direct damage is reduced by 20.0%. Each time you take direct damage, a shadow is consumed.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
2
Shadow ImbuementSEE SOURCE ROTATIONREAD THE CURRENT IN-GAME TOOLTIP
Cooldown: 20 seconds Lucky Hit Chance: 33% Imbue your weapons with festering shadows for 6 seconds. While imbued, your Imbueable Skills deal Shadow damage and infect enemies for 6 seconds. Infected enemies explode on death, dealing 80% damage to all surrounding enemies. If the infection expires before the enemy dies, it will deal 120% damage to only that enemy.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
3
Shadow CloneSEE SOURCE ROTATIONREAD THE CURRENT IN-GAME TOOLTIP
Cooldown: 60 seconds Summon a shadow that mimics your actions for 15 seconds. This Shadow Clone deals 40% of your damage.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
4
ConcealmentSEE SOURCE ROTATIONREAD THE CURRENT IN-GAME TOOLTIP
Cooldown: 16 seconds Vanish from sight, gaining an advanced form of Stealth for 5 seconds that will not be removed by taking damage. Concealment also makes you Unstoppable, grants 30% [+] Movement Speed, and Unhindered for its duration. Using an attack Skill during Concealment will break Concealment.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
YOUR CLASS SETUP — SPECIALIZATION · IMBUEMENT · WEAPONS
Specialization changes are free and instant out of combat — the level selector below tracks when each piece of this setup arrives on the way up.
MAINTAIN THIS — THE STATES THAT CAN ACTUALLY LAPSE

EVERY POINT, LEVEL BY LEVEL

One point per level-up, 2 → 70, plus 14 bonus points at the end. Set your level to see exactly what you should own at that moment, what to buy next, and where your Specialization, Imbuement and weapons stand.

LEVEL
LVL 70 · 83 PTS
SPECIALIZATION
System not unlocked yet
IMBUEMENT
No imbuement on the bar yet
WEAPONS
Any weapons — item power wins
NEXT IMPORTANT UNLOCK
Nothing left to unlock — cap Armor (1,000) and Resistances (70%+), then climb
REMOVE ·
ADD ·
SPEND YOUR NEXT POINT HERE ➤
◆ WHAT CHANGED:
PUBLISHED SIX-SKILL BAR
Blade Shift 1/15
COREBASIC
Dance of Knives 15/15
CORECORE
Dark Shroud 15/15
CORESUBTERFUGE
Shadow Imbuement 15/15
COREIMBUEMENT
Shadow Clone 15/15
COREULTIMATE
Concealment 4/15
CORESUBTERFUGE
SELECTED SUPPORT NODES
Overflow 1/1
IMPORTANTSUBTERFUGE
Endemic 1/1
IMPORTANTIMBUEMENT
Fan of Knives 1/1
IMPORTANTCORE
Range of Motion 1/1
IMPORTANTBASIC
Calculation 1/1
IMPORTANTSUBTERFUGE
Relentless 1/1
IMPORTANTULTIMATE
Overpower 1/1
IMPORTANTBASIC
Energy 1/1
IMPORTANTBASIC
Pierce and Size 1/1
IMPORTANTCORE
Energy Cost Reduction 1/1
IMPORTANTCORE
Ferocity 1/1
IMPORTANTSUBTERFUGE
Resolve 1/1
IMPORTANTSUBTERFUGE
Consume Chance 1/1
IMPORTANTSUBTERFUGE
Movement Speed 1/1
IMPORTANTSUBTERFUGE
Vulnerable 1/1
IMPORTANTIMBUEMENT
Overpower 1/1
IMPORTANTIMBUEMENT
Cooldown 1/1
IMPORTANTULTIMATE
Weaken & Vulnerable 1/1
IMPORTANTULTIMATE
+14 BONUS POINTS (SEASON RANK · OR RENOWN ON ETERNAL) — SPEND AS THEY ARRIVE
· +3 Concealment — One of the exact final source tree's 14 account/renown point allocations.
· +11 Shadow Clone — One of the exact final source tree's 14 account/renown point allocations.
YOUR BAR AT LEVEL 70
Blade Shift
Dance of Knives
Dark Shroud
Shadow Imbuement
Shadow Clone
Concealment
Exact six-skill bar published by the linked source guide.
QUEST · SPEC · GEAR PLAN BY LEVEL 70
L2 · Begin building Dance of Knives — https://www.icy-veins.com/d4/guides/dance-of-knives-rogue-leveling-build/
L70 · Complete Dance of Knives — https://www.icy-veins.com/d4/guides/dance-of-knives-rogue-leveling-build/
▶THE LEVELLING STORY, 2 → 70 (READ ONCE BEFORE YOU START)
1–69
BUILD-SPECIFIC PROGRESSION
Only nodes from Dance of Knives – Rogue Leveling Build for Diablo 4 (Season 14), deferred until their published unlock levels.
70–70
FINAL SOURCE BUILD
Exact 83-point tree and six-skill bar from Dance of Knives – Rogue Leveling Build for Diablo 4 (Season 14).

LEVELLING → ENDGAME

The same character, before and after. When a build "feels wrong", the usual reason is that it's still being played as the left-hand column.

LEVELLING BUILD
Build only toward Dance of Knives – Rogue Leveling Build for Diablo 4 (Season 14) through level 69.
➤
ENDGAME BUILD
Complete Dance of Knives – Rogue Leveling Build for Diablo 4 (Season 14) at level 70.
THE BUILD COMES ONLINE HERE ➤ LEVEL 70 · SOURCE BUILD COMPLETE
The displayed tree and bar match the final source record.

YOUR ENERGY ENGINE

What pays for this build, what its second currency is, and the loop. If your rotation feels broken, it is nearly always one of these paragraphs.

ENERGY — HOW THIS BUILD PAYS FOR ITSELF
IF IT STILL RUNS DRY
See the linked source guide: https://www.icy-veins.com/d4/guides/dance-of-knives-rogue-leveling-build/
See the linked source guide: https://www.icy-veins.com/d4/guides/dance-of-knives-rogue-leveling-build/
▼

HOW THIS BUILD SURVIVES

Four jobs, and what on this bar does each of them.

STAT PRIORITY

In order, with what each one actually affects. Stats not listed are not worth a roll on this build.

GEAR — AND WHAT TO DO UNTIL IT DROPS

Every slot has a best answer and an honest "until then" answer — including all three weapon slots. No build in this codex requires a unique item to reach level 70.

Ranged Weapon The Ranged Weapon is not used in any attacks, so its DPS does not matter. · 1. Shadow Damage Multiplier, All Damage Multiplier · 2. Dexterity, Maximum Life · 3. Resource Cost Reduction, Lucky Hit Chance to Restore Primary Resource
TEMPERING — Weapon: Attack Speed
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Dual-Wielded Weapons 1. Weapon Damage, Shadow Damage Multiplier, All Damage Multiplier · 2. Dexterity, Maximum Life · 3. Resource Cost Reduction, Lucky Hit Chance to Restore Primary Resource
TEMPERING — Weapon: Attack Speed
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Helm 1. Cooldown Reduction, Resource Cost Reduction · 2. Dexterity, Maximum Life, Resistances, Armor
TEMPERING — Defensive: Maximum Life
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Chest 1. Resource Cost Reduction · 2. Intelligence, Maximum Life, Resistances, Armor
TEMPERING — Defensive: Maximum Life
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Gloves 1. Ranks to Dance of Knives · 2. Critical Strike Chance, Attack Speed, Vulnerable Damage Multiplier, Shadow Damage Multiplier · 3. Dexterity, Maximum Life, Resistances, Armor
TEMPERING — Offensive: Shadow or Cutthroat Skill Damage
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Pants 1. Dexterity, Maximum Life, Resistances, Armor
TEMPERING — Defensive: Maximum Life
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Boots 1. Movement Speed · 2. Dexterity, Maximum Life, Resistances, Armor
TEMPERING — Mobility: Movement Speed
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Amulet 1. Ranks to Cutthroat/Core/All Skills · 2. Critical Strike Chance, Attack Speed, Cooldown Reduction, Vulnerable Damage Multiplier, Shadow Damage Multiplier, Movement Speed · 3. Intelligence, Maximum Life, Resistances, Armor
TEMPERING — Resource: Resource Cost Reduction or Cooldown Reduction
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Rings 1. Critical Strike Chance, Attack Speed, Cooldown Reduction, Vulnerable Damage Multiplier, Shadow Damage Multiplier · 2. Intelligence, Maximum Life, Resistances, Armor
TEMPERING — Resource: Resource Cost Reduction or Cooldown Reduction
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.

Legendary Aspects

Aspect of Imitated ImbuementSOURCE LISTED
SLOT NOT SPECIFIED BY SOURCE
You Shadow Clones and Shades also mimic the Imbuements applied to your Skills.Casting an Imbuement Skill increases your Non-physical damage by x [40 – 60%] increased damage for 9 seconds.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of ChannelingSOURCE LISTED
SLOT NOT SPECIFIED BY SOURCE
While channeling a Skill, all damage is increased by x [50 – 70%].
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of Encircling BladesSOURCE LISTED
SLOT NOT SPECIFIED BY SOURCE
Cutthroat Skills deal x [40 – 55%] increased damage. This bonus increases to x [51 – 70%] against Injured enemies.
WITHOUT IT · No Codex-authored fallback is substituted.
Edgemaster’s AspectSOURCE LISTED
SLOT NOT SPECIFIED BY SOURCE
Skills deal up to x [40 – 60%] increased damage based on your available Primary Resource when cast, receiving the maximum benefit while you have full Primary Resource.
WITHOUT IT · No Codex-authored fallback is substituted.
Breakneck Bandit’s AspectSOURCE LISTED
SLOT NOT SPECIFIED BY SOURCE
Lucky Hit: Cutthroat Skills have up to a 50% chance to Execute enemies. Cutthroat Skills deal x [40 – 55%] increased damage.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of MaliceSOURCE LISTED
SLOT NOT SPECIFIED BY SOURCE
You deal x [40 – 55%] increased damage to Vulnerable enemies, and x [15 – 20] increased damage to Knocked Down enemies.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of Alchemical AdvantageSOURCE LISTED
SLOT NOT SPECIFIED BY SOURCE
Dealing Non-Physical damage increases your Attack Speed and Lucky Hit Chance by + [4 – 6%] for 8 seconds, up to + [40 – 60%].
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of Stolen VigorSOURCE LISTED
SLOT NOT SPECIFIED BY SOURCE
Weakening or Crowd Controlling enemies increases your Cutthroat Skill damage by x [40 – 60%] for 6 seconds.
WITHOUT IT · No Codex-authored fallback is substituted.
Neurotoxic AspectSOURCE LISTED
SLOT NOT SPECIFIED BY SOURCE
You deal x [40 – 60%] increased Non-Physical damage to enemies that are Hindered or Weakened.
WITHOUT IT · No Codex-authored fallback is substituted.
Ravenous AspectSOURCE LISTED
SLOT NOT SPECIFIED BY SOURCE
Killing a Vulnerable or Weakened enemy grants you x [75 – 115] increased Energy Regeneration for 4 seconds.
WITHOUT IT · No Codex-authored fallback is substituted.
Duelist’s AspectSOURCE LISTED
SLOT NOT SPECIFIED BY SOURCE
While using a One-Handed weapon, your Attack Speed is increased by + [30 – 50%].
WITHOUT IT · No Codex-authored fallback is substituted.
Cheat’s AspectSOURCE LISTED
SLOT NOT SPECIFIED BY SOURCE
You gain + [15 – 20%] Damage Reduction and +10% increased Movement Speed. These bonuses are doubled while below 50% Maximum Life.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of Debilitating ToxinsSOURCE LISTED
SLOT NOT SPECIFIED BY SOURCE
You gain [20 – 30%] Damage Reduction, and Poisoned enemies deal 15% less damage to you.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of SlaughterSOURCE LISTED
SLOT NOT SPECIFIED BY SOURCE
You gain + [30 – 45%] increased Movement Speed. Taking damage from Close enemies Slows you by 30% for 2 seconds.
WITHOUT IT · No Codex-authored fallback is substituted.
Wind Striker AspectSOURCE LISTED
SLOT NOT SPECIFIED BY SOURCE
Critical Strikes grant + [30 – 50%] Movement Speed for 1 second, up to 6 seconds.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of Nebulous BrewsSOURCE LISTED
SLOT NOT SPECIFIED BY SOURCE
Healing Potions grant x [20 – 30%] Movement Speed for 8 seconds. Every 80 meters you travel refills a Healing Potion.
WITHOUT IT · No Codex-authored fallback is substituted.

Uniques — With & Without

"I don't have that"

WHAT DO I ACTUALLY PRESS?

NORMAL ENEMIES
1SOURCE ROTATION · SOURCE STEP 1 — Dark Shroud
2SOURCE ROTATION · SOURCE STEP 2 — Concealment
3SOURCE ROTATION · SOURCE STEP 3 — Blade Shift
4SOURCE ROTATION · SOURCE STEP 4 — Dance of Knives
5SOURCE ROTATION · SOURCE STEP 5 — Shadow Imbuement
6SOURCE ROTATION · SOURCE STEP 6 — Blade Shift
7SOURCE ROTATION · SOURCE STEP 7 — Shadow Clone
ELITES
BOSSES
IF THINGS GO WRONG

WHY IS THIS BUILD GOOD?

The engine, start to finish. Break any link and the damage sags — which is how the troubleshooting below diagnoses it.

No Codex-authored rotation is substituted for the linked source.
▼

TROUBLESHOOTING

▶"Why is some build detail brief?"
Only structured source facts are imported. Missing recommendations are linked, not invented.
PARAGON, AFTER 70
Board order:
Glyphs:
Paragon advice is withheld until separately source-locked.
▶RESEARCH & SOURCES FOR THIS BUILD
Verified against current sources: Icy Veins — Dance of Knives – Rogue Leveling Build for Diablo 4 (Season 14) (https://www.icy-veins.com/d4/guides/dance-of-knives-rogue-leveling-build/). The saved tree, node graph, unlock gates, final distribution, and published bar were locked 2026-08-26T13:19:35Z.
Synthesized (my ordering and framing): No skill, rank total, bar choice, item, or final allocation is invented. Level ordering is mechanically derived from the same source tree and its published unlock gates.
Flagged as uncertain: The source does not always publish a narrative leveling order. Codex preserves its node edit priority while deferring locked nodes; unsupported timing prose and Paragon advice stay suppressed.
▶ BUILD IV Rapid Fire · SOURCE-LOCKED SEASON 14 BUILD ADVANCED · PREPARATION
ONE-SCREEN VERSION EVERYTHING BELOW IS OPTIONAL DETAIL
YOUR JOB
Build toward this exact source tree without purchasing any node before its published unlock.
PRESS
1Heartseeker — Generate Combo Point: 1 Lucky Hit Chance: 50% Fire an arrow that seeks an enemy and pierces through its heart, dealing 50% damage.
2Rapid Fire — Energy Cost: 25 Lucky Hit Chance: 20% Rapidly fire 7 arrows, each dealing 30% damage and ricocheting 2 times. Combo Points increase damage and arrows fired:1 Point: 33% damage, 8 arrows2 Points: 37% damage, 9 arrows3 Points: 42% damage, 10 arrows
3Dash — Charges: 2 Charge Cooldown: 12 seconds Lucky Hit Chance: 25% Dash forward and slash enemies for 65% damage. Any enemies hit are Slowed by 30% for 4 seconds.
4Dark Shroud — Cooldown: 20 seconds Surround yourself with up to 5 protective shadows. Gain 8.0% [+] Resistance to All Elements per active shadow. If you have the maximum amount of shadows, direct damage is reduced by 20.0%. Each time you take direct damage, a shadow is consumed.
5Cold Imbuement — Cooldown: 20 seconds Lucky Hit Chance: 33% Imbue your weapons with frigid energies for 6 seconds. While imbued, your Imbueable Skills deal Cold damage, Chill enemies for 50% per hit, and Weaken enemies for 4 seconds.
6Shadow Clone — Cooldown: 60 seconds Summon a shadow that mimics your actions for 15 seconds. This Shadow Clone deals 40% of your damage.
YOUR CLASS SETUP
WHO DEALS THE DAMAGE
DEATH TRAP
PRIMARY · Death Trap — pulls enemies to one point and detonates
SECONDARY · Rapid Fire — spending Energy reduces Death Trap’s cooldown
SUPPORTING · Poison Trap · Trickery decoys · frozen shrapnel
MAIN DEFENCE · SEE THE LINKED SOURCE GUIDE
MOST IMPORTANT STAT · SEE THE LINKED SOURCE GUIDE
NO ENERGY? · Spend it — hoarded Energy is a slower trap. Every 75 spent is ~5 seconds off Death Trap.
WATCH FOR · SEE THE LINKED SOURCE GUIDE
ABOUT TO DIE? · SEE THE LINKED SOURCE GUIDE
DON'T WORRY ABOUT YET · At 70, complete the exact final source tree shown here.
BUILD IV · PREPARATION

RAPID FIRE

DIFFICULTY · ADVANCED
SOURCE-LOCKED SEASON 14 BUILD

This build is for you if you want One distinct source build from level 1 through its exact final tree and six-button bar.

WHAT IT FEELS LIKE

Codex preserves the source build and schedules its own nodes only after their source-published unlock levels.

MAIN DAMAGE SOURCE · Use the linked final guide's published rotation; no unsupported damage claim is added here.
MAIN DEFENSIVE MECHANIC · Use the linked final guide's published defensive setup; no unsupported claim is added here.
RESOURCE ENGINE · Consult the linked source guide for the resource loop.
WEAPON SETUP · Crossbow for Rapid Fire (+Vulnerable implicit) · two dagger stat sticks — traps use no weapon at all, so two whole slots are pure Aspect real estate.
YOU MAINTAIN · Death Trap timing (CRITICAL) · Cold Imbuement charges before each pull (IMPORTANT) · Save Concealment for escapes
BIGGEST STRENGTH · Not independently scored by Codex.
BIGGEST WEAKNESS · Not independently scored by Codex.
RATINGS
SOURCE LOCK★★★★★
BEST FOR
Distinct Season 14 source buildLegal level-gated point orderExact final tree and bar
THE SIX BUTTONS — WEAPON, IMBUE FLAG, AND WHETHER TO SPAM IT
LMB
HeartseekerSEE SOURCE ROTATIONREAD THE CURRENT IN-GAME TOOLTIP
Generate Combo Point: 1 Lucky Hit Chance: 50% Fire an arrow that seeks an enemy and pierces through its heart, dealing 50% damage.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
RMB
Rapid FireSEE SOURCE ROTATIONREAD THE CURRENT IN-GAME TOOLTIP
Energy Cost: 25 Lucky Hit Chance: 20% Rapidly fire 7 arrows, each dealing 30% damage and ricocheting 2 times. Combo Points increase damage and arrows fired:1 Point: 33% damage, 8 arrows2 Points: 37% damage, 9 arrows3 Points: 42% damage, 10 arrows
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
1
DashSEE SOURCE ROTATIONREAD THE CURRENT IN-GAME TOOLTIP
Charges: 2 Charge Cooldown: 12 seconds Lucky Hit Chance: 25% Dash forward and slash enemies for 65% damage. Any enemies hit are Slowed by 30% for 4 seconds.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
2
Dark ShroudSEE SOURCE ROTATIONREAD THE CURRENT IN-GAME TOOLTIP
Cooldown: 20 seconds Surround yourself with up to 5 protective shadows. Gain 8.0% [+] Resistance to All Elements per active shadow. If you have the maximum amount of shadows, direct damage is reduced by 20.0%. Each time you take direct damage, a shadow is consumed.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
3
Cold ImbuementSEE SOURCE ROTATIONREAD THE CURRENT IN-GAME TOOLTIP
Cooldown: 20 seconds Lucky Hit Chance: 33% Imbue your weapons with frigid energies for 6 seconds. While imbued, your Imbueable Skills deal Cold damage, Chill enemies for 50% per hit, and Weaken enemies for 4 seconds.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
4
Shadow CloneSEE SOURCE ROTATIONREAD THE CURRENT IN-GAME TOOLTIP
Cooldown: 60 seconds Summon a shadow that mimics your actions for 15 seconds. This Shadow Clone deals 40% of your damage.
WHEN · Use according to the linked source guide's rotation; Codex does not invent timing.
WHY IT'S ON THE BAR · This exact selection appears on the source-published final bar.
SYNERGISES WITH · Exact source tree and bar lock.
BEFORE YOU UNLOCK IT · Earlier levels build toward this same source-published final bar.
YOUR CLASS SETUP — SPECIALIZATION · IMBUEMENT · WEAPONS
Specialization changes are free and instant out of combat — the level selector below tracks when each piece of this setup arrives on the way up.
MAINTAIN THIS — THE STATES THAT CAN ACTUALLY LAPSE

EVERY POINT, LEVEL BY LEVEL

One point per level-up, 2 → 70, plus 14 bonus points at the end. Set your level to see exactly what you should own at that moment, what to buy next, and where your Specialization, Imbuement and weapons stand.

LEVEL
LVL 70 · 83 PTS
SPECIALIZATION
System not unlocked yet
IMBUEMENT
No imbuement on the bar yet
WEAPONS
Any weapons — item power wins
NEXT IMPORTANT UNLOCK
Nothing left to unlock — cap Armor (1,000) and Resistances (70%+), then climb
RESPEC — DONE AT LEVEL 70 (reflected in the tree below)
LEVEL 70 · COMPLETE THE EXACT SOURCE TREE
Refund only source-recorded temporary points and move them into the same source build before applying the 14 account/renown points.
REMOVE · Heartseeker −11
ADD · Cold Imbuement +4 · Cooldown +1 · Resolve +1 · Frozen Heart +1 · Shadow Clone +4
SPEND YOUR NEXT POINT HERE ➤
◆ WHAT CHANGED:
PUBLISHED SIX-SKILL BAR
Heartseeker 4/15
COREBASIC
Rapid Fire 15/15
CORECORE
Dash 1/15
COREAGILITY
Dark Shroud 15/15
CORESUBTERFUGE
Cold Imbuement 15/15
COREIMBUEMENT
Shadow Clone 15/15
COREULTIMATE
SELECTED SUPPORT NODES
Frozen Heart 1/1
IMPORTANTIMBUEMENT
Overflow 1/1
IMPORTANTSUBTERFUGE
Detonation 1/1
IMPORTANTAGILITY
Ruckus 1/1
IMPORTANTCORE
Confluence 1/1
IMPORTANTBASIC
Relentless 1/1
IMPORTANTULTIMATE
Energy 1/1
IMPORTANTBASIC
Weakened 1/1
IMPORTANTBASIC
Critical Strike 1/1
IMPORTANTCORE
Ferocity 1/1
IMPORTANTCORE
Critical Strike Chance 1/1
IMPORTANTAGILITY
Charges and Cooldown Reduction 1/1
IMPORTANTAGILITY
Consume Chance 1/1
IMPORTANTSUBTERFUGE
Movement Speed 1/1
IMPORTANTSUBTERFUGE
Resolve 1/1
IMPORTANTIMBUEMENT
Cooldown 1/1
IMPORTANTIMBUEMENT
Cooldown 1/1
IMPORTANTULTIMATE
Unstoppable 1/1
IMPORTANTULTIMATE
Weaken & Vulnerable 0/1
IMPORTANTULTIMATE
+14 BONUS POINTS (SEASON RANK · OR RENOWN ON ETERNAL) — SPEND AS THEY ARRIVE
· +1 Cooldown — One of the exact final source tree's 14 account/renown point allocations.
· +1 Relentless — One of the exact final source tree's 14 account/renown point allocations.
· +11 Shadow Clone — One of the exact final source tree's 14 account/renown point allocations.
· +1 Unstoppable — One of the exact final source tree's 14 account/renown point allocations.
YOUR BAR AT LEVEL 70
Heartseeker
Rapid Fire
Dash
Dark Shroud
Cold Imbuement
Shadow Clone
Exact six-skill bar published by the linked source guide.
QUEST · SPEC · GEAR PLAN BY LEVEL 70
L2 · Begin building Rapid Fire — https://www.icy-veins.com/d4/guides/rapid-fire-rogue-build/
L70 · Complete Rapid Fire — https://www.icy-veins.com/d4/guides/rapid-fire-rogue-build/
▶THE LEVELLING STORY, 2 → 70 (READ ONCE BEFORE YOU START)
1–69
BUILD-SPECIFIC PROGRESSION
Only nodes from Rapid Fire – Rogue Build for Diablo 4 (Season 14), deferred until their published unlock levels.
70–70
FINAL SOURCE BUILD
Exact 83-point tree and six-skill bar from Rapid Fire – Rogue Build for Diablo 4 (Season 14).

LEVELLING → ENDGAME

The same character, before and after. When a build "feels wrong", the usual reason is that it's still being played as the left-hand column.

LEVELLING BUILD
Build only toward Rapid Fire – Rogue Build for Diablo 4 (Season 14) through level 69.
➤
ENDGAME BUILD
Complete Rapid Fire – Rogue Build for Diablo 4 (Season 14) at level 70.
THE BUILD COMES ONLINE HERE ➤ LEVEL 70 · SOURCE BUILD COMPLETE
The displayed tree and bar match the final source record.

YOUR ENERGY ENGINE

What pays for this build, what its second currency is, and the loop. If your rotation feels broken, it is nearly always one of these paragraphs.

ENERGY — HOW THIS BUILD PAYS FOR ITSELF
IF IT STILL RUNS DRY
See the linked source guide: https://www.icy-veins.com/d4/guides/rapid-fire-rogue-build/
See the linked source guide: https://www.icy-veins.com/d4/guides/rapid-fire-rogue-build/
▼

HOW THIS BUILD SURVIVES

Four jobs, and what on this bar does each of them.

STAT PRIORITY

In order, with what each one actually affects. Stats not listed are not worth a roll on this build.

GEAR — AND WHAT TO DO UNTIL IT DROPS

Every slot has a best answer and an honest "until then" answer — including all three weapon slots. No build in this codex requires a unique item to reach level 70.

Ranged Weapon 1. Critical Strike Damage Multiplier · 2. Dexterity, Maximum Life, Cold Damage Multiplier, All Damage Multiplier, Weapon Damage · 3. Resource Cost Reduction, Lucky Hit Chance to Restore Primary Resource
TEMPERING — Weapon: Critical Strike Chance or Attack Speed (both stats cap at 100%)
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Dual-Wielded Weapons The Dual-Wielded Weapons are not used in any attacks, so their DPS does not matter. · 1. Critical Strike Damage Multiplier · 2. Dexterity, Maximum Life, Cold Damage Multiplier, All Damage Multiplier · 3. Resource Cost Reduction, Lucky Hit Chance to Restore Primary Resource
TEMPERING — Weapon: Critical Strike Chance or Attack Speed (both stats cap at 100%)
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Helm 1. Cooldown Reduction, Resource Cost Reduction · 2. Dexterity, Maximum Life, Resistances, Armor
TEMPERING — Defensive: Maximum Life
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Chest 1. Dexterity, Maximum Life, Resistances, Armor
TEMPERING — Defensive: Maximum Life
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Gloves 1. Ranks to Rapid Fire, Critical Strike Chance, Attack Speed, Critical Strike Damage Multiplier · 2. Vulnerable Damage Multiplier, Cold Damage Multiplier · 3. Dexterity, Maximum Life, Resistances, Armor
TEMPERING — Offensive: Critical Strike Damage
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Pants 1. Dexterity, Maximum Life, Resistances, Armor
TEMPERING — Defensive: Maximum Life
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Boots 1. Movement Speed · 2. Dexterity, Maximum Life, Resistances, Armor
TEMPERING — Mobility: Movement Speed
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Amulet 1. Ranks to Marksman/Core/All Skills, Critical Strike Chance, Attack Speed, Critical Strike Damage Multiplier · 2. Vulnerable Damage Multiplier, Cold Damage Multiplier
TEMPERING — Resource: Cooldown Reduction
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.
Rings 1. Critical Strike Chance, Attack Speed, Cooldown Reduction, Critical Strike Damage Multiplier · 2. Vulnerable Damage Multiplier, Cold Damage Multiplier
TEMPERING — Resource: Cooldown Reduction
Slot, affix order, and tempering text are taken from the linked source table.
UNTIL THEN · No fallback is substituted when the source row does not publish one.

Legendary Aspects

Edgemaster’s AspectSOURCE LISTED
Ranged Weapon (replaced by Skyhunter)
Skills deal up to x [40 – 60%] increased damage based on your available Primary Resource when cast, receiving the maximum benefit while you have full Primary Resource.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of Frozen MemoriesSOURCE LISTED
Amulet (+50% bonus effect)
Cold damage deals x [30 – 45%] increased Damage to Chilled enemies. This bonus is tripled against Frozen enemies.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of Imitated ImbuementSOURCE LISTED
Dual-Wielded Weapon Slot #1
You Shadow Clones and Shades also mimic the Imbuements applied to your Skills.Casting an Imbuement Skill increases your Non-physical damage by x [40 – 60%] increased damage for 9 seconds.
WITHOUT IT · No Codex-authored fallback is substituted.
High Velocity AspectSOURCE LISTED
Dual-Wielded Weapon Slot #2 (El’Druin, Sword of Justice optional)
Marksman Skills deal x [40 – 55%] increased damage. This bonus increases to x [58 – 80%] against Healthy enemies.
WITHOUT IT · No Codex-authored fallback is substituted.
Shivering AspectSOURCE LISTED
Gloves
Enemies take up to x [60 – 90%] increased damage based on how much Chilled or Staggered they have built up.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of the Orange HeraldSOURCE LISTED
Ring Slot #1
Cast Core Skill damage reduces the Cooldown of one of your Skills by [0.7 – 1] second.
WITHOUT IT · No Codex-authored fallback is substituted.
Vanquishing AspectSOURCE LISTED
Ring Slot #2 (replaced by Ring of Starless Skies)
You deal x [60 – 90%] more damage to Incapacitated enemies.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of Debilitating ToxinsSOURCE LISTED
Helm (Harlequin Crest optional)
You gain [20 – 30%] Damage Reduction, and Poisoned enemies deal 15% less damage to you.Note: Poison is not utilized in this build.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of MightSOURCE LISTED
Chest
Basic Skills grant [20 – 30%] Damage Reduction for 4 seconds.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of Heavenly StrengthSOURCE LISTED
Pants
While wielding a Two-Handed Weapon, gain [30 – 40%] Damage Reduction.
WITHOUT IT · No Codex-authored fallback is substituted.
Aspect of Forward MomentumSOURCE LISTED
Boots
You Knock Back and Pull effects grant you x [25 – 35%] Movement Speed for 4 seconds.
WITHOUT IT · No Codex-authored fallback is substituted.

Uniques — With & Without

SkyhunterHIGHLY RECOMMENDED
WITH · This item is listed in the linked source guide.
WITHOUT · No fallback is claimed unless the linked source publishes one.
Harlequin CrestOPTIONAL
WITH · This item is listed in the linked source guide.
WITHOUT · No fallback is claimed unless the linked source publishes one.
Ring of Starless SkiesRECOMMENDED
WITH · This item is listed in the linked source guide.
WITHOUT · No fallback is claimed unless the linked source publishes one.
AzurewrathRECOMMENDED
WITH · This item is listed in the linked source guide.
WITHOUT · No fallback is claimed unless the linked source publishes one.
El’Druin, Sword of JusticeOPTIONAL
WITH · This item is listed in the linked source guide.
WITHOUT · No fallback is claimed unless the linked source publishes one.

"I don't have that"

WHAT DO I ACTUALLY PRESS?

NORMAL ENEMIES
1SOURCE ROTATION · SOURCE STEP 1 — Dark Shroud → Heartseeker → Shadow Clone
2SOURCE ROTATION · SOURCE STEP 2 — Shadow Clone
3SOURCE ROTATION · SOURCE STEP 3 — Dash
4SOURCE ROTATION · SOURCE STEP 4 — Heartseeker
5SOURCE ROTATION · SOURCE STEP 5 — Cold Imbuement
6SOURCE ROTATION · SOURCE STEP 6 — Rapid Fire
ELITES
BOSSES
IF THINGS GO WRONG

WHY IS THIS BUILD GOOD?

The engine, start to finish. Break any link and the damage sags — which is how the troubleshooting below diagnoses it.

No Codex-authored rotation is substituted for the linked source.
▼

TROUBLESHOOTING

▶"Why is some build detail brief?"
Only structured source facts are imported. Missing recommendations are linked, not invented.
PARAGON, AFTER 70
Board order:
Glyphs:
Paragon advice is withheld until separately source-locked.
▶RESEARCH & SOURCES FOR THIS BUILD
Verified against current sources: Icy Veins — Rapid Fire – Rogue Build for Diablo 4 (Season 14) (https://www.icy-veins.com/d4/guides/rapid-fire-rogue-build/). The saved tree, node graph, unlock gates, final distribution, and published bar were locked 2026-08-26T13:19:35Z.
Synthesized (my ordering and framing): No skill, rank total, bar choice, item, or final allocation is invented. Level ordering is mechanically derived from the same source tree and its published unlock gates.
Flagged as uncertain: The source does not always publish a narrative leveling order. Codex preserves its node edit priority while deferring locked nodes; unsupported timing prose and Paragon advice stay suppressed.
▶ DECIDE Which Rogue Is Mine? SIDE BY SIDE · 1 MIN
I · THE NEEDLE
II · THE SHADOW WALTZ
III · THE APOTHECARY
IV · THE SNARE
SPECIALIZATION
Combo Points
Combo Points
Inner Sight (from 20)
Preparation (from 30)
IMBUEMENT
Poison
Shadow
Poison
Cold
ATTACKING WEAPON
🏹 Bow
🗡 Daggers
🗡 Daggers (thrown)
🏹 Crossbow + traps
WHO DEALS THE DAMAGE
One arrow, whole line
The blades’ return trip
The poison payload
The floor
DIFFICULTY
Easy
Moderate
Moderate
Advanced
MAIN BUTTON
Penetrating Shot
Twisting Blades
Dance of Knives (held)
Death Trap
DAMAGE
Very good — S-tier clear
Very good
Very good in density
Best — the S(+) ceiling
AOE
Best in corridors
Best in packs
Best sustained
One pile at a time
BOSSING
Fair — poison carries
Good
Good
Best in the codex
WHERE YOU STAND
Distant, always
Inside, moving
Inside, drifting
The vantage
ENERGY DIFFICULTY
Mild
Mild
The meter IS the game
Inverted — spending is the point
RESPEC PRINTED?
None needed
None needed
Spec switch at 20
Yes — level 33 (crutch off)
GEAR DEPENDENCY
Low
Lowest — two Codex aspects
Moderate — Scoundrel’s Leathers
High — CDR + Eyes in the Dark
COMES ONLINE
Level 15
Level 15
Level 20
Levels 28–33
BEGINNER FRIENDLY
Yes — start here
Mostly
Mostly
No — second Rogue material
◆ I want to use a bow → Build I · The Needle
◆ I want to stab things → Build II · The Shadow Waltz
◆ I want poison → Build III · The Apothecary (Build I carries it too, at range)
◆ I want traps → Build IV · The Snare
◆ I want the least button-intensive Rogue → Build III — hold one button and steer (with I right behind it)
◆ I want the easiest Rogue → Build I, without hesitation
◆ I want the strongest current endgame Rogue → Build IV · Death Trap — the cross-site consensus top build this patch, with Poison Pen Shot the S-tier runner-up
Honesty note ×2: the Rogue sits at the TOP of the class tier lists this season (Barbarian beside it) — and Death Trap's very top end rides an Eyes-in-the-Dark interaction that is community-reported as bugged, with hotfix risk. Build IV is written to be S-tier without it. Both readings were checked in August 2026.
▶ PART VI Unlocks, Paragon & The Endgame Map TORMENT · PARAGON · TALISMANS
CLASS UNLOCKS — DO NOT MISS THESE
LEVEL 2
First skill point. Energy exists from the start and refills fast — the class is throughput from minute one.
LEVEL 15 · TRUE POTENTIAL
The Specialization quest — short, easy, easy to miss. Do it the level it appears; Combo Points unlock with it.
LEVEL 20 · INNER SIGHT
The second rhythm joins the panel automatically. Build III switches to it here — its chapter prints the reminder twice.
LEVELS 25–30 · ULTIMATES + PREPARATION
Ultimates land through the late 20s, and Preparation completes the panel at 30 — the level Build IV becomes itself.
LEVEL ~48 · THE CHASE ERA
Scoundrel's Leathers, Eyes in the Dark and Cube crafting come into reach — two builds print their texture-change here.
LEVEL 60 · TALISMAN SEAL
A Legendary Seal with +1 Charm Slot: six slots fits a five-piece set plus one Unique Charm.
LEVEL 70 · THE PIT
Paragon, glyph levelling and Torment climbing start. Your build doesn't change; your items do — and your 14 bonus points land.
THE LADDER
Difficulty runs Normal → Hard → Expert → Penitent, then Torment 1–12. Torment is where endgame loot lives.
The Pit (unlocks at 70) is the gate: clear around tier 10 to open Torment 1, then keep climbing as your glyphs grow.
Each Torment tier applies a resistance penalty — Armor 1,000 and all Resistances 70%+ before damage shopping, even on the dodge-flavored class. Positioning is a defence; it is not a resistance.
PARAGON — BEGINNER VERSION
Past 70, XP becomes Paragon points, shared across your realm's characters. You attach up to five boards; each exists to reach a Legendary node and socket a Glyph.
First board: Starter. First path: straight at the Legendary node, ignoring everything else. First glyph: whichever reads your build — Combat (crit), Exploit (Vulnerable), Control (vs-CC) or Chip (traps).
What Paragon is doing for you: the boards ARE your late multipliers — each chapter names its board order and the rare nodes worth detouring for.
ADVANCED PARAGON & GLYPHS
Per board: Legendary node → glyph socket → rare nodes inside the glyph radius → filler. A board with no glyph is worth roughly half of one with.
Level Glyphs by clearing The Pit — radius grows with rank and a Legendary Bonus unlocks near max; attempts can fail, so upgrade at tiers you clear comfortably.
The Rogue's working set: Combat, Exploit, Control, Chip, Versatility, Canny. Tag-specific beats generic, always: a Marksman glyph does nothing for a knife storm.
TALISMAN · TEMPER · MASTERWORK
Talisman: the Rogue sets that matter — Sicarai's Aim (Marksman · I), Vhezan's Waltz (Cutthroat · II), Vitriol Vials (poison · III), Mechanist's Web (traps · IV). Seal with +1 Charm Slot first, always; Condemnation and Skyhunter work as Unique Charms.
Tempering: the golden manuals are +skill ranks to your Core, imbuement charges/CDR, trap cooldown and tag damage. Temper cheap items early; a respec can strand a tag temper — re-read before crying nerf.
Masterworking: +ranks to everything, big bonus every fourth step. Aim crits at each chapter's first-listed stat (I: crit pair · IV: CDR), only on keepers.
SEASON 14 NOTES — WHAT CHANGED FOR ROGUE
Top of the class lists — the Rogue leads the Season 14 tier boards with the widest spread of viable builds in the game (Barbarian beside it)
Death Trap S(+) — the consensus #1 Rogue build; its very top end rides an Eyes-in-the-Dark re-arm interaction reported as bugged, with hotfix risk. Build IV assumes the honest version
Poison Pen Shot S-tier — the season's premier levelling-into-endgame line; Build I is its teaching cut
Dance of Knives & Twisting Blades A-tier — both comfortably endgame-viable; Builds II and III
Mobility untouched — Dash, Shadow Step and Concealment remain the best movement kit in the game; no balance changes this patch
Mythic 3.0 — craft chase Uniques with Pandemonium Fragments (4 per upgrade since 3.1.1): Skyhunter, Asheara's Khanjar, Andariel's, Eyes in the Dark are the usual first crafts
Patches 3.1.1–3.1.3 — 3.1.1 (July 14) was the last balance pass; 3.1.2 and 3.1.3 are bug-fix only. A build verified early in the season is still current, and this codex is dated 3.1.3 out loud
Old-guide hazard — launch-era Rogue advice (Vulnerable-stacking above all, key-passive builds, manual weapon-swap myths) predates the Lord of Hatred tree format entirely
▶ PART VII Research & Sources WHAT'S VERIFIED, WHAT ISN'T

Everything here targets Season 14 · Death Awakening · patch 3.1.3, checked against live sources on August 17, 2026. The Rogue is a launch class with three years of reworks behind it — most guides a search returns describe a Rogue that no longer exists.

THE BIGGEST STALENESS RISKS · Three of them. (1) Launch-era Vulnerable dogma — "stack Vulnerable Damage first" predates two rebalances; apply-then-crit is the current order. (2) Key-passive builds — the Lord of Hatred tree format removed capstones; guides built around Victimize-the-capstone describe a dead tree. (3) Weapon-swap myths — no manual swap has ever existed, yet the advice persists; Part II is the antidote.
OFFICIAL / PATCH-LEVEL · Season and patch baseline (Season 14 · Death Awakening · 3.1.3), the 69 + 14 skill-point budget, Specialization unlock levels (quest at 15 · Inner Sight 20 · Preparation 30), Mythic 3.0 and Pandemonium crafting, and the 3.1.1–3.1.3 patch cadence.
CURRENT BUILD SOURCES · Icy Veins' and Maxroll's Season 14 Rogue guides (Penetrating Shot, Twisting Blades, Dance of Knives, Death Trap — updated June–August 2026), Mobalytics' S14 Rogue builds, and the cross-site tier consensus that places the Rogue atop the class lists with Death Trap S(+) and Poison Pen Shot S — used for bars, Specialization picks, gear, sets, rotations and tier placements.
MECHANICS REFERENCE · The three-weapon rules (auto-selection by tag; stats/tempers/Aspects always active; weapon damage, speed and implicits NOT shared; 2H double-roll on the ranged slot), Specialization mechanics (3-pip Combo, Inner Sight's mark/meter/~4s window, Preparation's spend-to-shave + full reset), Imbuement charge rules (2 base, per-cast consumption, eligibility tags), Energy generation figures, implicit table (dagger Close · sword Crit · bow Distant · crossbow Vulnerable), and skill databases for base costs.
MINE, NOT TRANSCRIBED · The level-by-level point orders (no published guide gives one; each sums to 69 + 14 and reaches the sourced final tree), Build IV's temporary Barrage setup and level-33 respec, the specialization switches (III at 20 · IV at 30), the teaching explanations, priority labels, star ratings, engine diagrams, maintenance panels, troubleshooting, and equipment fallbacks.
UNCERTAIN · FIVE HONEST GAPS · (1) Preparation's exact figures — published as both "5s per 75 Energy" and "4s per 100"; the loop is verified, the decimals are not. (2) The Eyes-in-the-Dark interaction behind Pit-150 clears is COMMUNITY-REPORTED as bugged with hotfix risk — Build IV assumes the honest version. (3) Charm-set bonuses (Sicarai's, Vhezan's, Vitriol, Mechanist's) are each quoted from one source. (4) Dance of Knives' base charge count is listed as 12 and 14 in different databases. (5) Advanced Twisting Blades' shave is printed at 0.25s/enemy; one database still shows the launch 0.1s.
CODEX OF SANCTUARY
THE WANDERER’S GUIDE TO DIABLO IV

Codex of Sanctuary is an independent, unofficial Diablo IV fan resource and is not affiliated with or endorsed by Blizzard Entertainment.

Research and verification notes live in each chapter’s Sources part. Season 14 · Patch 3.1.3 · Last verified AUG 17, 2026.

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ADVANCED ·