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Produced by players and for players, this guide is designed to help those who've chosen the Rogue path to maximize their class and regather all the Dofus. Before you start reading, be sure to visit the official page on Rogues, which contains any additional information you might need.

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Playing a Rogue


For a Rogue, gameplay is centered entirely around bombs. A maximum of three bombs can be deployed at once, and whenever they are aligned, of the same color, and no more than six cells apart from one another, they form "walls." Any enemy or ally who crosses the wall, or starts or finishes their turn inside it, will take damage. The longer the bombs are on the field, the more damage they deal.

Playing a Rogue therefore takes time and requires you to plan the game out several turns in advance. Your goal is to keep your bombs alive, so where you place them is very important. They need to be close enough to enemies to ensnare them, but far enough away to keep from dying.

A Rogue can also detonate their bombs (as with walls, the amount of damage inflicted depends on the bombs' size and how long they've been on the field). Such an explosion can inflict massive damage, making the Rogue able to deal the most damage in a single turn out of all classes.

Starting Characteristics

  • 55 health points (HP)
  • 6 action points (AP)
  • 3 movement points (MP)
  • 0 Initiative
  • 100 Prospecting


The most useful items for the Rogue: the Explosive Set
 

Panoplie Explosive
 
  • Enig Mittens allow your Rogue to get a power boost more often thanks to a reduced cooldown for the spell Kaboom. At this spell's highest level, it's even possible to be continuously under its effect. And with a reduced AP cost for Boomerang Daggers, the Air Rogue can find very good combos for 11 AP.
  • Hoodwink Headgear makes it possible for a Rogue to launch an Explobomb without line of sight, which is quite useful for creating walls! What's more, the spell Magnet will then use 1 AP, allowing for much more gameplay variation.
  • Doc Post-Martems are powerful friends for the Rogue, as they enable Grenados to be launched without line of sight. Remission and Kickback then require 1 AP, providing the Rogue with a much bigger field of action. This makes it easier to wear down enemies using the increased range of Blunderbuss.

Essential Elements


The Water Rogue


✔ Pros
The Water path allows you to reduce AP using bombs and the spell Deception, and also wear down enemies with the spell Blunderbuss. Two very significant abilities make this type of Rogue an ideal fighter. Their attacks are area-of-effect spells, allowing a Rogue to single-handedly take out groups of monsters.

✘ Cons

A crucial lack of range for the Rogue's two spells (3 Range max for Deception and 5 Range max for Blunderbuss) requires the player to spend points in Vitality to be able to hold out as long as possible in close combat. This shortcoming can be costly when fighting enemies that try to run away.


The Fire Rogue



Pros
Fire-type bombs do the greatest base damage. The Fire branch allows for the most damage with walls and explosions. A Rogue can also equip a healing weapon like the Boogey Wand, the Roc Hammer, or the Archetypal Bow in order to fill the healer role.


Cons
It's harder to move around on your own as this Rogue type, because the spells tend to limit mobility (cast in a line for Extraction; using MP reduces damage for Pulsar), which is a necessary feature of Rogues. What's more, many monsters have Fire resistance, which naturally hinders your freedom of movement when fighting solo.


The Air Rogue


Pros
The Air Rogue is definitely the most versatile. This Rogue type has long-range – sometimes very long-range – spells, such as Boomerang Daggers and Carbine, making it easier to manage solo combat versus monsters. Grenados, and walls made thereof, remove MP – quite a useful feature. This Rogue's agility also allows them to get out of bad situations and lock enemies to keep them in walls.

Cons

Past a certain level, spell damage (excluding walls and explosions) starts to wane. As a result, combat can go on for a while.


The Multi-Element Rogue


While certainly less well-known and less represented than Rogues focusing on a single element, the multi-element Rogue is nevertheless quite suitable, especially in PvP. In point of fact, the longer a bomb remains in the field, the more powerful it becomes. And since this Rogue plays with three bombs, these can be placed on the first turn to allow for a more powerful combo much sooner.

This play style is therefore based around quick and frequent explosions. Starting on the third (or even second) turn, the multi-element Rogue can deal major damage. Combined with the spell Kaboom, they can receive frequent boosts. On the other hand, this type of Rogue does little to no wall damage, and their spells are naturally less powerful than in the single-element branches.


You alone can decide how you're going to play your class. This brief introduction to the elements is only here to point you in the right direction should you have doubts.
 

Rogue Synergies - PvP


A Rogue does well when allied with a...


Pandawa

A duo consisting of a Rogue and a Pandawa has enhanced positioning capacity, which allows for a strategy designed to place enemies in bomb walls in the best possible way. The Rogue can thus drop bombs while retreating and then boost them, and the Pandawa can throw the bombs when the time is right to blow everything up.

Iop

As one of the game's damage-dealing classes, a Iop does quite well with a Rogue. Besides dealing damage, the Iop's positioning capability pairs well with a Rogue because they're able to place enemies in the Rogue's bombs or move bombs to shape walls, and then blow everything up using area-of-effect spells.

Sram

The Sram class is by far the most closely associated with the Rogue. This duo is formidable as they can literally overrun the map with traps and bomb walls, suitably forcing their opponents to move in a certain direction. Both classes also have an array of very useful movement spells, which can quickly show their great potential.
 

A Rogue could have trouble fighting a....


Cra

Cras are the Rogue's most feared opponents; this is because they have greater range than Rogues. A Cra can stay far enough away from a Rogue while destroying the Rogue's bombs with area-of-effect spells. Without range and without bombs, the Rogue can thus lose control and easily run into problems.

Iop

Although strong as an ally to Rogues, the Iop is an even stronger rival owing to massive area-of-effect damage. It's easy to place bomb walls when up against Iops, but the difficulty lies in keeping the bombs alive long enough to inflict significant damage. That's because Iops can use their damage to very easily destroy bombs while continuing to focus on their enemy.

Sacrier

Sacriers can easily get close to Rogues with the use of their various positioning spells, and the effect is quite debilitating. They'll also gain a boost from wall and bomb damage. If need be, a Sacrier can kill bombs while self-healing and easily break walls using the spells Attraction and Swap. Worse yet, they can use a Rogue's own bombs against them, blocking them.
 

Rogue Synergies - PvM


Team of Four - Small Stuff First


In four-player PvM combat, the Rogue's go-to companions are the Pandawa, the Iop, and the Foggernaut. What makes this foursome so effective is its positioning capability, which enables the Rogue to demonstrate their explosive potential. The Foggernaut fulfills a support role, while the Iop and Pandawa deal damage and position enemies in bomb walls. This team's offensive and defensive potential are highly valued because it suits them at close and long range alike, always with the same devastating power.


Team of Six - Great Power


By adding another two classes, such as the Sacrier and the Masqueraider, a team will gain massive potential for positioning as well as increased protection. The Iop and Pandawa can now take more risks by approaching monsters at closer range, with support from the Masqueraider's shields and the Sacrier tank. The Rogue and Foggernaut, meanwhile, can maintain a safe distance and support their allies with bombs and turrets. The rest of the team has the role of positioning monsters as best they can to optimize damage.


Team of Eight - Great Responsibilities


With eight players, the classes Eniripsa and Enutrof are a perfect addition to the team, filling support roles. Again with the aim of controlling the monsters and where they're positioned as much as possible, the Enutrof provides crucial assistance by reducing MP and Range, while the Eniripsa allows the frontline classes to receive substantial healing. At this point the team is perfectly balanced in terms of protection, healing, positioning, damage, and binding.
 

The Path to Wisdom


Due to having little knowledge about the game or the different in-game areas, players often want to advance quickly, but soon discover that leveling a character is no easy feat. The following short guide will show any self-respecting Rogue how to use skullduggery and craftiness to fully maximize any situation. Here are a few good areas to explore in order to make quick and effective progress. 


Starting Out - Levels 1 to 50


Incarnam is the ideal area to gain XP in the beginning. Small groups are the main source of progression, so their use is recommended as long as you're alone. Take advantage of the various areas and lairs up to a decent level, as the area is perfectly tailored and you'll collect all the equipment you need. The dungeon on the floating continent also provides a hefty amount of experience. It's recommended that you complete this in a group. After progressing enough, the cradle of the Amaknian continent, Tainela, will be sufficiently profitable for you to stay a good while. Once you're done there, Otomai Island presents another phase of progression, where Coral Beach is bursting with small groups offering a nice amount of experience. Enough to keep you hanging around, even past level 50…

The Road to Progress - Levels 50 to 100


Once you've reached level 50, the Kolossium is where you should head next. If you like PvP, this is the ideal place to progress. Otherwise, Coral Beach is still the most profitable place, but you'll have to find a group if you want to go up faster. Wabbit Island is full of unexplored places where you can easily find groups with a few stars. Once there, completing the Cawwot Dofus quest and achievements will give you, in addition to tons of XP, access to a Dofus that enables you to increase your Wisdom. After leveling up enough in this spot, your best bet is to travel to the land of the Blops, followed by the Dark Treechnid Forest or Koalak Mountain.

At the Base of the Mountain - Levels 100 to 150


After completing a series of epic battles, it's time to visit the Trools hiding in their Eltneg Wood lairs. These will offer precious resources for you to easily create very useful equipment. You can also go visit Lord Crow and Royal Mastogob, whose resources and experience will be just as useful to you. Also take advantage of event islands. For quest lovers, there are the following daily quests: "Protect and Scourge" from Captain Amakna at [0,0]; "Kerub's Crib" from Kerub at [6,-16]; and "An Excessive Baker's Dozen" from any member of the Pull family in the class temples.

Climbing to the Top - Levels 150 to 200


The levels rise and it's time for a change of air, so make your way to the frozen Frigost Island. The Lonesome Pine Trails are the first destination for moving forward. It is now recommended that you take on enemies while in a group, as the monsters are more aggressive and versatile in their moves. The island is divided up into areas, and you must tackle the dungeons in each area before moving on to the next one. This is another opportunity to gain XP: head to Royal Mastogob's Greenhouse and Royal Pingwin's Excavation. Alma's Cradle becomes accessible, so you might as well stop there and kill monsters for a while, and then continue climbing up by defeating Buck Anear and the Obsidemon in their respective dungeons. From there, it's possible to experience a large portion of Frigost. No point quitting while you're ahead – keep on doing dungeons and killing monsters in each area. Level 200 is waiting for you, spirited Rogue!
 

We'd like to thank bigzdelh for contributing to this guide.