Rogue

Core Mechanics

Escapist

This passive converts all melee mastery to distance mastery, increases the damage of elemental spells and bombs (triggered by elemental spells) by 50% and causes elemental spells to become ranged only.

Sneaky

This passive converts all distance mastery to melee mastery, reduces the cost of elemental spells by 1 AP, and restricts the range of all elemental spells to adjacent targets

Bombs & Powder

Bombs deal indirect damage which means all the damage dealt goes straight through armor. Powder is the resource that allow rogues to summon bombs. Single target elemental spells cast on an empty cell will summon a bomb with a cost 1 Powder per AP. For example, the powder cost of summoning a bomb using Slap Shot is 2 Powder because the spell costs 2 AP. If you had at least 2 Powder, casting Slap Shot on an empty cell would summon a Level 2 bomb. If you only had 1 powder, casting slap shot on an empty cell would subtract the difference and summon a Level 1 bomb. If you had no Powder, casting Slap Shot on an empty cell would do nothing. Aim to have enough powder to summon the strongest bomb you can.

Primary Stats

Intelligence:

  • Health Points are a priority stat because it increases the health of the player, bombs and boombot.
  • Elemental Resistance decreases the amount of damage the rogue, bombs, and boombot receive.

Strength

  • Distance Mastery and Melee Mastery are both able to be fully utilized thanks to the Escapist and Sneaky passives.

Agility

  • Dodge increases our ability to maneuver around our opponents more easily.
  • Force of Will is useful in situations where you have a comfortable amount of dodge and want resistance to AP and MP reduction.

Fortune

  • Critical Hit % is an overall damage increase unless you are using equipment with negative critical strike chance.
  • Critical Mastery is a good investment for those that prefer a burst play style because elemental spells and bombs can critically strike increasing their damage by 25%.
  • Rear Mastery is a good investment for those who prefer consistently high damage albeit with a risky approach thanks to Ruse, Cheating, Claw and Evanescence all granting reliable access to backstab range.

Major

  • Action Points is an overall damage increase
  • Movement Points and Damage is an overall damage with an added bonus to maneuvering around the map
  • Range and Damage is an overall damage increase with an added bonus to reaching distance targets
  • Damage Inflicted is an overall damage increase
  • Elemental Resistance is an overall damage taken reduction

Abilities

Barbed Fire

Barbed Fire deals low fire damage and pulls the target 1 cell closer. If cast on an empty cell, you will summon and bomb and attract all aligned targets within 3 cells to the bomb. This spell is best utilized to pull targets into the explosion radius of bombs or move allies/yourself out of harms way.

Sticky Bomb

Sticky Bomb deals high fire damage in 2 cell aoe when the target dies or 3 turns pass. If used on a bomb, the bomb is stabilized and will explode upon taking damage. This spell is best utilized when placed on a bomb that will likely be damaged to trigger the explosion or on a monster that you or a teammate is about to kill.

Execution

Execution deals high fire damage and grants 4 Powder when its target is killed. This is the only way to generate powder during your turn and allows for additional and larger bombs to be summoned throughout the fight. This spell is best utilized in fights where weak units are summoned.

Crosswise

Crosswise deals moderate fire damage and pulls all aligned bombs to the target. This spell is best utilized to deal damage and move bombs into position.

Perforation

Perforation deals high fire damage and deals additional damage if the target has armor. The additional damage to armor is dealt first followed by the rest of the damage. This spell is best utilized against targets that have armor or targets that need to be burst down.

Machine Gun

Machine Gun deals moderate earth damage and causes the rogue to slide back 2 cells. If cast on a bomb, the bomb is teleported 2 cells away and will switch places with a target if the cell is occupied. This spell is best utilized to disengage from melee, maintain distance at range or teleport a target.

Blunderbuss

Blunderbuss deals moderate earth damage and pushes the target back 2 cells. If used on a bomb, the effects are applied in a 1 cell cross AoE. This spell is best utilized when attacking 2 targets or when wanting to push targets into range of a bomb explosion.

Encumbering Shot

Encumbering Shot deals high earth damage and drains 4 MP from the target. If cast on a bomb, the effects are applied in a 2 cell line AoE. This spell is best utilized to drain MP from slow moving targets or deal strong earth damage to multiple aligned targets.

Boomerang Dagger

In Escapist mode, Boomerang Dagger deal moderate earth damage in an AoE and triggers all "dagger return" states on the field. In Sneaky mode, boomerang dagger deals moderate single target damage and applies "dagger return".

Pulsar

Pulsar deals high earth damage and can be used on yourself to increase the damage of your next Pulsar by 100%. This spell is best utilized to burst targets and store AP between turns.

Slap Shot

Slap Shot deals low air damage and grants the rogue +1 MP. This spell is best utilized when you are needing extra mobility in a fight. In Sneaky mode, this spell only costs 1 AP and serves as a strong filler for combos.

Cheating

Cheating deals low earth damage and lifesteals for 100% damage inflicted. If cast on a bomb, the rogue trades places with it. This spell is best utilized to deal damage and heal or reposition immediately in a fight.

Carbine

Carbine deals high air damage and deals 10% increased damage if a bomb is used for a rebound. This spell is best utilized when a bomb can be used to ricochet or 3 targets can be hit. This spell can also be used to summon a bomb.

Longsword

Longsword deals moderate damage and applies a state to the target that deals the same damage. If in sneaky mode, longesword applies the "Sneaky Blade" state which deals damage if the rogue ends their turn 6 or more cells from the target. This spell is best utilized when you can easily dodge or disengage from a target and end your turn 6 or more cells away in Escapist mode.

Obliteration

Obliteration deals high air damage in a 3 cell line and teleports enemies 3 cells away. This spell is best utilized to deal damage to multiple aligned enemies and keep them away.

Passives

I'm working on it :I

Combos