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The Rogue can be a fun class to play with in Diablo 4.
A flexible choice capable of fighting melee or at range, the Rogue’s kit is all about penetrating enemies’ defences and resistances, all while evading dangerous attacks with finesse and fluid movements.
The one thing that the Rogue usually lacks is their durability, to compensate for their combat potency.
That being said, you can still be safe from enemy harm by demolishing them even before they can touch you, and the Rogue’s Penetrating Shot build is all about that – destroying targets from a distance!
This setup is particularly effective against Bosses and Elites in the game, requiring some early-game skills management, like so:
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Level 2 – Level 10
- Level 2: Puncture
- Level 3: Enhanced Puncture
- Level 4: Penetrating Shot
- Level 5: Fundamental Puncture
- Level 6: Enhanced Penetrating Shot
- Level 7: Advanced Penetrating Shot
- Level 8: Dash
- Level 9: Penetrating Shot 2
- Level 10: Penetrating Shot 3
For the first few skills, these are their primary breakdowns:
- Puncture (Basic Skill, Marksman)
- Generate: 1 Combo Point
- Lucky Hit Chance: 35%
- Deals 21% Damage
- 3rd hit or Critical Strike applies -20% Movement Speed to enemies for 2 seconds (Slow)
- Penetrating Shot (Core Skill, Imbue-able, Marksman)
- Cost: 35 Energy
- Lucky Hit Chance: 50%
- Deals 70% Damage (pierces enemies in a line)
- Combo Point enhancements:
- 1 Combo Point: 91% Damage, +10% Lucky Hit Chance
- 2 Combo Points: 112% Damage, +20% Lucky Hit Chance
- 3 Combo Points: 133% Damage, +30% Lucky Hit Chance
- Dash (Agility Skill, Imbue-able, Cutthroat)
- Charges: 2
- Cooldown: 12 seconds
- Lucky Hit Chance: 25%
- Deals 32% Damage (dash & slash)
Level 11 – Level 20
- Level 11: Penetrating Shot 4
- Level 12: Penetrating Shot 5
- Level 13: Concealment
- Level 14: Enhanced Stealth
- Level 15: Countering Stealth
- Level 16: Smoke Grenade
- Level 17: Enhanced Smoke Grenade
- Level 18: Countering Smoke Grenade
- Level 19: Shadow Imbuement
- Level 20: Enhanced Shadow Imbuement
The three (3) new skills that you will need to learn throughout these ten (10) levels are:
- Concealment (Subterfuge skill)
- Cooldown: 20 seconds
- 4-second invisibility
- Unstoppable
- +30% Movement Speed
- Smoke Grenade (Subterfuge skill, Grenade)
- Cooldown: 15 seconds
- Dazes enemies (4 seconds)
- Shadow Imbuement (Imbuement)
- Cooldown: 13 seconds
- Lucky Hit Chance: 33%
- Next 2 Imbue-able Skills deal Shadow Damage (6 seconds)
- Enemies hit explode upon death, dealing 40% Damage to other nearby enemies
- Enemies hit receive the 40% Damage if they don’t die after the effect expires
Level 21 – Level 30
- Level 21: Blended Shadow Imbuement
- Level 22: Shadow Crash
- Level 23: Consuming Shadows
- Level 24: Consuming Shadows 2
- Level 25: Consuming Shadows 3
- Level 26: Adrenaline Rush
- Level 27: Haste
- Level 28: Haste 2
- Level 29: Haste 3
- Level 30: Exploit
Between Level 21 and Level 30, five (5) new skills should be prioritised:
- Shadow Crash (Passive Skill)
- [Lucky Hit] Up to 10% Chance for Shadow Damage to Stun (5 seconds)
- Consuming Shadows (Passive Skill)
- Generate 10 Energy after killing an enemy using Shadow Damage
- Adrenaline Rush (Passive Skill)
- +5% Energy Regeneration while moving
- Haste (Passive Skill)
- At 50% Maximum Energy or above, +5% Movement Speed
- Below 50% Maximum Energy, +5% Attack Speed
- Exploit (Passive Skill)
- Deal +6% Damage to Healthy and Injured enemies
Level 31 – Level 40
- Level 31: Exploit 2
- Level 32: Exploit 3
- Level 33: Malice
- Level 34: Malice 2
- Level 35: Precision
- Level 36: Malice 3
- Level 37: Weapon Mastery
- Level 38: Weapon Mastery 2
- Level 39: Weapon Mastery 3
- Level 40: Enhanced Dash
These are the basic explanations of the next few skills:
- Malice (Passive Skill)
- Deal +3% Damage to Vulnerable enemies
- Precision (Passive Skill)
- Granted by Marksman Skills’ Critical Strikes (1 Precision stack per Critical Strike, up to 5 stacks)
- +4% Critical Strike Damage per Precision stack (capped at +20% at 5 Precision stacks)
- At 5 Precision stacks, next Marksman Skill is guaranteed a Critical Strike, dealing +40% Critical Strike Damage (consumes all Precision stacks, resetting them)
- Weapon Mastery (Passive Skill)
- Damage bonuses:
- Daggers: +5% Damage to Healthy enemies
- Swords: +3% Damage
- Bows: +4% Damage to Vulnerable enemies
- Crossbows: +5% Critical Strike Damage
- Damage bonuses:
Level 41 – Level 50
- Level 41: Disciplined Dash
- Level 42: Concussive
- Level 43: Trick Attacks
- Level 44: Concussive 2
- Level 45: Concussive 3
- Level 46: Stutter Step
- Level 47: Stutter Step 2
- Level 48: Stutter Step 3
- Level 49: Agile
- Level 50: Agile 2
For the final ten (10) levels up to Level 50, the last four (4) skills are as per:
- Concussive (Passive Skill)
- +4% Critical Strike Chance against Knocked Back or Knocked Down enemies (3 seconds)
- Trick Attacks (Passive Skill)
- A Critical Strike will Knock Down a Dazed enemy for 0.5 seconds
- Stutter Step (Passive Skill)
- +5% Movement Speed after triggering a Critical Strike (4 seconds)
- Agile (Passive Skill)
- +4% Dodge Chance when a skill is in cooldown (3 seconds)
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Bear in mind, this build is catered for Rogues up to Level 50 for World Tier 1: Adventurer and World Tier 2: Veteran, primarily aimed at new Diablo 4 players or to the franchise.
It’s still a good foundation for you to expand upon in subsequent Nightmare or Torrent difficulty, but that will fall into the endgame Penetrating Shot build instead.
Anyway, for this build’s damage rotation :
- Shadow Imbuement -> Smoke Grenade -> Dash -> Puncture 3x -> Penetrating Shot
You can change things around depending on the in-game circumstance, but this is the general way for you to clear mobs on screen.
In terms of Gems, these are what you should focus on:
- Weapon: Emerald (+Critical Strike Damage on Vulnerable enemies) or Skull (Life per kill)
- Armour: Ruby (+Maximum Life) or Diamond (+Barrier Generation)
- Jewellery: Diamond (+Resistance to all elements)
For a more thorough review of this build, you can find it here.
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