★ Classes & Builds: Warrior, Mage, Rogue
★ Equipment: Weapons, Armor, and Accessories
★ All Major Choices and effects on the story
★ Romance Guides for each Companion
★ Beginner and Combat guides for starting out
★ Find all Treasure Chests and Wolf Statues
Rogue Skill Tree and priority for Dragon Age: The Veilguard. See a list of all rogue skills and which ones are the best to get!
Rogue Guides | ||
---|---|---|
Best Builds & Specializations |
Skill Tree & Priority |
All Equipment |
Duelist Builds |
Saboteur Builds |
Veil Ranger Builds |
Your skill priority really depends on what Specialization you want, but here's what we think are the top Rogue skills for each category.
Duelist | Veil Ranger |
Order | Skill |
---|---|
1 |
Riposte
Riposte After a successful Defend, you can now launch a powerful counterattack. |
2 |
Downfall
Downfall Jump attacks guarantee Critical hits if the target is Knocked Down. |
3 |
Hurricane of Blades
Hurricane of Blades Deals 350 Necrotic damage. Spin around in a ring of rapid strikes. Nearby enemies are hit up to 4 times. The final strike deals more damage. |
4 |
Staggering Blade
Staggering Blade Sword Stagger: +20% |
5 |
Necrotic Fog
Necrotic Fog Spending Momentum deals 150 Necrotic damage to enemies within 6 meters. |
6 |
Death's Blessing
Death's Blessing Necrotic damage: +10% |
7 |
Medium Armor Mastery
Medium Armor Mastery While wearing a Medium Helm and Armor: / Critical damage: +20% / Sword damage: +20% / Perfect Defense Momentum gained: +50% |
8 |
Poisoned Reply
Poisoned Reply Perfect Defense grants Necrotic Weapons. Necrotic Weapons deals 25% more damage. |
9 |
Insidious Rot
Insidious Rot Maximum Necrosis stacks: +1 |
10 |
Toxic Dash
Toxic Dash Dash toward your target to land a deadly blow. Applies Necrosis to the enemy. Applies Sundered. |
11 |
Arcane Defiance
Arcane Defiance Electric Resistance: +10% / Necrotic Resistance: +10% |
12 |
Adrenaline
Adrenaline Successfully striking targets 10 times without taking damage grants Adrenaline, causing your attacks to deal bonus damage and be more likely to disrupt enemies. Resets when taking damage or on combat end. |
13 |
Overwhelming Tactics
Overwhelming Tactics While your Momentum is 100 or higher: / Charged Light attacks apply Bleed if they are not already suffering from it. / Charged Heavy attacks apply Necrosis if they are not already suffering from it. |
14 |
Desolate Malady
Desolate Malady Affliction damage: +10% |
15 |
Blood Poisoning
Blood Poisoning Perfect Defense applies Bleeding to your attacker. If Necrotic Weapons is Active, this Ability applies Necrosis instead. |
16 |
Mighty Strike
Mighty Strike Strike Abilities deal 100% bonus Stagger vs. enemies suffering from an Affliction. |
17 |
Wrath
Wrath Critical damage: +10% |
18 |
Assassination
Assassination Strike Abilities now deal a guaranteed Critical hit if the enemy has Low Health. |
19 |
Decisive Finale
Decisive Finale Unleash a decisive Heavy Final attack after a Light Attack Chain. |
20 |
Murder of Crows
Murder of Crows Use your advanced agility to cut down enemies foolish enough to challenge an Antivan Crow. Your enemies will think you have wings as you leap rapidly between nearby targets, dealing damage with each strike. The final leap deals significant damage to any enemies near the strike zone. |
21 |
A Thousand Cuts
A Thousand Cuts Assume a duelist’s pose, then rapidly slice and dice your opponent. Deals damage up to 16 times with an especially devastating final blow. |
22 |
Noxious Presence
Noxious Presence Control Abilities release noxious fumes that apply Necrosis to nearby enemies. |
Order | Skill |
---|---|
1 |
Evasive Maneuvers
Evasive Maneuvers Use your speed to launch a powerful attack from an Extended Dodge. Also applies to recovering from being Knocked Down. |
2 |
Endure
Endure Lose 35% less Momentum when you take damage. |
3 |
Rain of Decay
Rain of Decay Rain death from above. Damage is inflicted each second to all enemies caught in the area of this attack. |
4 |
Enervation
Enervation Damage vs. Barrier: +20% |
5 |
Bated Breath
Bated Breath Your Bow can now be charged up an additional level. |
6 |
Debilitating Shocks
Debilitating Shocks Take 15% less damage from enemies who are Shocked. |
7 |
More is Better
More is Better Maximum Arrows: +2 |
8 |
Light Armor Mastery
Light Armor Mastery While wearing a Light Helm and Armor: / Maximum Momentum: +50 / Weak Point damage: +15% / Charged Bow show damage: +20% |
9 |
Poisonous Precision
Poisonous Precision Defeating an enemy by hitting their Weakpoint grants Necrotic Weapons. Necrotic Weapons lasts 50% longer. |
10 |
Strong Draw
Strong Draw Charged Bow damage: +10% |
11 |
Lightning Quiver
Lightning Quiver Unleash a storm of electric bolts that spread across the battlefield, peppering random enemies. Fires up to 7 bolts that randomly hit enemies across a large area. |
12 |
Salvaged Arrows
Salvaged Arrows Arrows gained after defeating an enemy: +2 |
13 |
Hunter's Focus
Hunter's Focus While Charging your Bow, pressing Lock On spends Momentum to temporarily sharpen your focus, slow down time, and let you aim with heightened accuracy. Aiming while airborne automatically triggers Hunter’s Focus. |
14 |
Archer's Strength
Archer's Strength Projectile Abilities deal 25% bonus damage to targets at least 20 meters away. |
15 |
Mortal Wounds
Mortal Wounds Weakpoint damage: +10% |
16 |
Breathing Room
Breathing Room The scope of Area Abilities is greatly increased. |
17 |
Determination
Determination Maximum Momentum: +50 |
18 |
Keen Eye
Keen Eye You generate 2 additional Momentum from Arrow hits. This bonus is doubled when hitting an enemy's Weakpoint. |
19 |
Burst of Speed
Burst of Speed Momentum generation: +10% |
20 |
Reeling Bolt
Reeling Bolt Nock your bow with a special arrow that shocks and disorients enemies. Deals very high Stagger and applies Shocked to the primary target. Nearby enemies are pulled toward the target. Applies Weakened. |
21 |
Twin Gifts of Arlathan
Twin Gifts of Arlathan Discovering bizarre relics means Veil Jumpers toy with more experimental approaches to combat. Throw two entangled relic fragments that rapidly bounce between targets. |
22 |
Storm's Path
Storm's Path A Veil Jumper makes their own path. It just requires some creativity… or a lot of violence. Fire a massive blast from your Bow, damaging all enemies in the way. Detonates Overwhelmed. |
The Rogue Skill Tree has 6 categories. Core, Sustain, Control, and Burst are generic skill tree areas, while the other three, usually named after a faction, unlock a Specialization.
Lord of Fortune unlocks Saboteur, Veil Jumper unlocks Veil Ranger, and Antivan Crows unlocks Duelist. You can refund skill points and respec for your desired Specialization at anytime.
COR | SUS | CON | BUR | LOF | VJU | ACR |
Skill | Description |
---|---|
Concussive Barrage | Remind your enemies that a rogue’s pockets are often filled with danger… and explosives. Fire a barrage of concussive bombs that deal increased Stagger. The duration of any Staggered condition from this Ability is increased by 200%. |
Downfall | Jump attacks guarantee Critical hits if the target is Knocked Down. |
Endure | Lose 35% less Momentum when you take damage. |
Evasive Maneuvers | Use your speed to launch a powerful attack from an Extended Dodge. Also applies to recovering from being Knocked Down. |
Exploding Arrow | Simultaneously performing a Light and Ranged attack attaches a sticky Arrow to a target in range. The Arrow explodes after a short delay. |
Powerful Rebuttal | Gain Precision after a successful Defend. |
Riposte | After a successful Defend, you can now launch a powerful counterattack. |
Static Strikes | Unleash twin bolts of lightning from your blades, shocking all enemies they strike. Fires 2 bolts, each dealing damage independently but traveling along the same path. Applies Weakened. |
COR | SUS | CON | BUR | LOF | VJU | ACR |
Skill | Description |
---|---|
Bag of Tricks | When you have Low Health, you do 25% more damage with Tool Abilities. |
Bloodsucker | Hitting enemies with a Tool Ability leeches 10% of the damage dealt. |
Bulwark | Physical Resistance: +10% |
Burst of Speed | Momentum generation: +10% |
Controlled Providence | Each active Advantage increases your Control Ability damage by 10%. |
Determination | Maximum Momentum: +50 |
Improved Health | Health: +100 |
Inspiring Control | Defeating an enemy with a control Ability grants Rally Party. |
Leaping Shot | Leap backward and fire an exploding Arrow into the ground. Deals damage over a small area around the point of impact. |
Lightning Flask | Throw down a flask of bottled lightning that explodes, unleashing a storm of pain on nearby enemies. Deals damage in a large area upon impact, while creating an aura that deals Electric damage and applies Shocked to nearby enemies. |
Necessary Steps | Primer duration: +20% |
Perseverance | While at Low Health, gain Deflect whenever you Perfect Dodge or perform Perfect Defense in response to an attack. |
Pilfer | Add insult to injury by swiping a Potion when you slice up an enemy. Applies Bleeding on hit. The Potion is automatically consumed after being stolen. Detonates Overwhelmed. |
Providence | Advantage duration: +20% |
Refract | Maximum Deflect stacks: +1 |
Rolling Momentum | Whenever you activate a Tool Ability, you gain 25 Momentum. |
Shattering Control | Control Abilities deal 75% more damage vs. Armor. |
Spill Blood | Maximum Bleeding stacks: +1 |
Swift Rebuke | Gain Momentum when you Perfect Dodge or perform a Perfect Defense. |
Tipped Arrowheads | Maximum Arrows: +2 |
COR | SUS | CON | BUR | LOF | VJU | ACR |
Skill | Description |
---|---|
A Timely Defense | Activating a Duration Ability grants Resistant. |
Amperage | Electric damage: +10% |
Bated Breath | Your Bow can now be charged up an additional level. |
Breathing Room | The scope of Area Abilities is greatly increased. |
Bulwark | Arrow regeneration: +20 |
Burst of Speed | Momentum generation: +10% |
Collateral Damage | Hitting multiple enemies with a single Area Ability deals 10% more damage for each enemy hit. |
Determination | Maximum Momentum: +50 |
Enervation | Damage vs. Barrier: +20% |
Heartseeker | Area Abilities deal 20% bonus damage vs health. |
Keen Eye | You generate 2 additional Momentum from Arrow hits. This bonus is doubled when hitting an enemy's Weakpoint. |
Killer Instinct | Stagger from Abilities: +20% |
Marked Target | Duration Abilities are Critical vs. enemies suffering from Bleeding. |
Mortal Wounds | Weakpoint damage: +10% |
Precise Power | Gain Enhanced Damage after defeating an enemy by hitting their Weakpoint. |
Rain of Decay | Rain death from above. Damage is inflicted each second to all enemies caught in the area of this attack. |
Reeling Bolt | Nock your bow with a special arrow that shocks and disorients enemies. Deals very high Stagger and applies Shocked to the primary target. Nearby enemies are pulled toward the target. Applies Weakened. |
Salvaged Arrows | Arrows gained after defeating an enemy: +2 |
Time Management | Effects of Duration Abilities are increased by 50%. |
Traumatize | Takedown damage: +15% |
COR | SUS | CON | BUR | LOF | VJU | ACR |
Skill | Description |
---|---|
Burst of Speed | Momentum generation: +10% |
Conductive Shot | Projectile Abilities deal 100 Electric damage to enemies within 8 meters. |
Daring Counter | Defeating an enemy with a Strike Ability grants Deflect. |
Decisive Finale | Unleash a decisive Heavy Final attack after a Light Attack Chain. |
Decisive Finish | Agile attack damage: +10% Charged attack damage: +10% Final attack damage: +10% |
Explosive Daggers | Unleash a barrage of sticky, explosive daggers. Fires 3 daggers that stick to their targets, then explode after a short time. Applies Sundered. |
Hurricane of Blades | Deals 350 Necrotic damage. Spin around in a ring of rapid strikes. Nearby enemies are hit up to 4 times. The final strike deals more damage. |
Momentous Occassion | Generate 25% more Momentum from Final attacks. The effect is doubled when you have Adrenaline. |
Physical Strikes | Strike Abilities now deal Physical damage. |
Piercing Strike | Strike Abilities grant 50% Penetration. |
Providence | Advantage duration: +20% |
Sharper Edge | Penetration: +15% |
Sniper's Precision | Damage from Projectile Abilities cannot be reduced while Precision is active. |
Staggering Blade | Sword Stagger: +20% |
Staggering Finale | Stagger from Final attacks: +20% |
Supercharged | Projectile Abilities deal 75% more damage vs. Barrier. |
Swift Death | Gain Quickened after defeating an enemy with a Critical hit. |
Traumatize | Takedown damage: +15% |
Underestimated | Light attacks deal 10% more Health damage. |
Wrath | Critical damage: +10% |
COR | SUS | CON | BUR | LOF | VJU | ACR |
Skill | Description |
---|---|
Bulwark | Physical Resistance: +10% |
Close Quarters Combat | Deal 15% more damage to all enemies within 10 meters. |
Desolate Malady | Affliction damage: +10% |
Eclectic Armorer | While wearing different classifications of Helm and Armor: Arrow maximum: +4 Weapon damage: +15% Stagger: +25% |
Enduring Reach | Duration Radius or Distance increases, depending on the Ability. |
Explosive Trap | Repurpose Antaam explosives for your own use. Throw down an explosive trap that detonates when enemies get too close. Highly likely to disrupt enemies. Detonates Overwhelmed. |
Fan of Arrows | Fire an arc of Arrows, up to your maximum of 5 Arrows. Requires at least 3 Arrows. |
Improvised Ammunition | When Tool Abilities expire or trigger, you gain 3 Arrows from the debris. |
Pounce | Gain 50 Momentum and regain 25% of your Arrows after performing a successful Takedown. |
Ready Shots | Arrow Regeneration: +20 |
Salt in the Wound | Hitting an enemy with a Duration Ability increases any existing Affliction stacks by 1. |
Sharper Edge | Penetration: +15% |
Shellbreaker | Damage vs. Armor: +20% |
Siege Breaker | Tool Abilities deal 25% more damage vs. Armor and Barrier. |
Some Motivation | Deal 4% more damage per your maximum Arrow count. |
Tipped Arrowheads | Bow damage: +10% |
Unending Quiver | Activating any Ability grants 2 more Arrows. |
Victory Rush | Defeating an enemy with a Takedown grants Necrotic Weapons. Your attacks also apply 25% bonus Stagger. |
COR | SUS | CON | BUR | LOF | VJU | ACR |
Skill | Description |
---|---|
Archer's Strength | Projectile Abilities deal 25% bonus damage to targets at least 20 meters away. |
Breathing Room | The scope of Area Abilities is greatly increased. |
Debilitating Shocks | Take 15% less damage from enemies who are Shocked. |
Defy the Elements | #{"Fire Resistance: 10%
Cold Resistance: 10%".gsub(" / "," ")} |
Hunter's Focus | While Charging your Bow, pressing Lock On spends Momentum to temporarily sharpen your focus, slow down time, and let you aim with heightened accuracy. Aiming while airborne automatically triggers Hunter’s Focus. |
Knock Out | Charged and charged bow attacks now deal a guaranteed Critical hit if the enemy has Low Health. |
Light Armor Mastery | While wearing a Light Helm and Armor: Maximum Momentum: +50 Weak Point damage: +15% Charged Bow show damage: +20% |
Lightning Quiver | Unleash a storm of electric bolts that spread across the battlefield, peppering random enemies. Fires up to 7 bolts that randomly hit enemies across a large area. |
More is Better | Maximum Arrows: +2 |
Mortal Wounds | Weakpoint damage: +10% |
Poisonous Precision | Defeating an enemy by hitting their Weakpoint grants Necrotic Weapons. Necrotic Weapons lasts 50% longer. |
Precision Shot | Dealing a Critical hit with a Projectile Ability grants Precision. |
Pump the Primer | Primers are 20% more effective. |
Salvaged Arrows | Arrows gained after defeating an enemy: +2 |
Shellbreaker | Damage vs. Armor: +20% |
Strong Draw | Charged Bow damage: +10% |
Triple Threat | Equipping an Ability of each damage type increases Ability damage by 25%. |
Underdog's Bite | Hitting 3 or more enemies with an Area Ability grants Enhanced Damage. |
COR | SUS | CON | BUR | LOF | VJU | ACR |
Skill | Description |
---|---|
Adrenaline | Successfully striking targets 10 times without taking damage grants Adrenaline, causing your attacks to deal bonus damage and be more likely to disrupt enemies. Resets when taking damage or on combat end. |
Arcane Defiance | Electric Resistance: +10% Necrotic Resistance: +10% |
Assassination | Strike Abilities now deal a guaranteed Critical hit if the enemy has Low Health. |
Battlefield Awareness | Control Abilities deal Critical hits vs. Knocked Down enemies. |
Blood Poisoning | Perfect Defense applies Bleeding to your attacker. If Necrotic Weapons is Active, this Ability applies Necrosis instead. |
Death's Blessing | Necrotic damage: +10% |
Desolate Malady | Affliction damage: +10% |
Insidious Rot | Maximum Necrosis stacks: +1 |
Medium Armor Mastery | While wearing a Medium Helm and Armor: Critical damage: +20% Sword damage: +20% Perfect Defense Momentum gained: +50% |
Mighty Strike | Strike Abilities deal 100% bonus Stagger vs. enemies suffering from an Affliction. |
Necessary Steps | Primer duration: +20% |
Necrotic Fog | Spending Momentum deals 150 Necrotic damage to enemies within 6 meters. |
Noxious Presence | Control Abilities release noxious fumes that apply Necrosis to nearby enemies. |
Overwhelming Tactics | While your Momentum is 100 or higher: Charged Light attacks apply Bleed if they are not already suffering from it. Charged Heavy attacks apply Necrosis if they are not already suffering from it. |
Poisoned Reply | Perfect Defense grants Necrotic Weapons. Necrotic Weapons deals 25% more damage. |
Sly Strike | Gain 250 health and 10% Ultimate by performing a successful Takedown. |
Toxic Dash | Dash toward your target to land a deadly blow. Applies Necrosis to the enemy. Applies Sundered. |
Wrath | Critical damage: +10% |
Rogue Skills | Warrior Skills | Mage Skills |
Abilities | Passives |
Traits | Ultimates |
Companion Skills |
Rogue Skill Tree and Best Skills
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