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WoW Forever Rogue Talent Calculator

Plan your Rogue talents with the new Forever trees: Assassination, Combat, Subtlety. Spend points, scrub through the levels and share your build with one link.

51points left
000
No points spent
60

Assassination

0

Combat

0

Subtlety

0

Beta data from the WoW Forever beta client, values can change until launch. Talent tree data: talentsforever.com (CC BY 4.0)

All Rogue talents

Every talent with its maximum rank, from the WoW Forever beta client.

Assassination
Improved Gouge 3 · Row 1, needs 0 points
Increases the duration of your Gouge ability by 1.5 sec.
Remorseless Attacks 2 · Row 1, needs 0 points
After killing a non-trivial enemy, gives you a 40% increased critical strike chance on your next Sinister Strike, Backstab, Ambush, Mutilate, or Ghostly Strike. Lasts 20 sec.
Malice 5 · Row 1, needs 0 points
Increases your critical strike chance with all attacks and Poisons by 5%.
Ruthlessness 3 · Row 2, needs 5 points
Gives your finishing moves a 60% chance to add a Combo Point to your target.
Murder 2 · Row 2, needs 5 points
Increases all damage dealt by 4% against Humanoid and Giant targets.
Improved Slice and Dice 3 · Row 2, needs 5 points
Increases the duration of your Slice and Dice ability by 45%.
Relentless Strikes 1 · Row 3, needs 10 points
Your finishing moves have a 20% chance per Combo Point to restore 25 Energy.
Improved Expose Armor 2 · Row 3, needs 10 points
Reduces the Energy cost of your Expose Armor ability by 10, and refunds 2 Combo Points when cast with 5 Combo Points.
Lethality 5 · Row 3, needs 10 points
Increases the critical strike damage bonus of your Sinister Strike, Gouge, Backstab, Mutilate, Ghostly Strike, and Hemorrhage abilities by 20%.
Vile Poisons 5 · Row 4, needs 15 points
Increases the damage dealt by your poisons by 20% and gives your poisons an additional 40% chance to resist dispel effects.
Cold Blood 1 · Row 4, needs 15 points
When activated, increases the critical strike chance of your next Sinister Strike, Backstab, Ambush, Eviscerate, or Mutilate by 100%.
Improved Poisons 5 · Row 4, needs 15 points
Increases the chance to apply Poisons to your target by 10%, and gives Poison applications a 50% chance to not consume a charge.
Vigor 2 · Row 5, needs 20 points
Increases your maximum Energy by 10.
Mutilate 1 · Row 5, needs 20 points
Instantly attacks with both weapons for 75% weapon damage plus an additional 13 with each weapon. Damage increased by 20% against Poisoned targets. Awards 2 Combo Points.
Improved Kidney Shot 2 · Row 5, needs 20 points
Enemies Stunned by your Kidney Shot ability take 10% increased damage from your poisons and attacks.
Seal Fate 5 · Row 6, needs 25 points
Your critical strikes from abilities that add Combo Points have a 100% chance to add an additional Combo Point.
Venom 1 · Row 7, needs 30 points
Finishing move that increases the damage of your Poisons by 30% and your chance to apply Poisons by 10%. Lasts longer per combo point: 1 point : 9 seconds 2 points: 12 seconds 3 points: 15 seconds 4 points: 18 seconds 5 points: 21 seconds
Combat
Improved Eviscerate 3 · Row 1, needs 0 points
Increases the damage done by your Eviscerate ability by 20%.
Improved Sinister Strike 2 · Row 1, needs 0 points
Reduces the Energy cost of your Sinister Strike ability by 5.
Lightning Reflexes 5 · Row 1, needs 0 points
Increases your Dodge chance by 5%.
Puncturing Wounds 3 · Row 2, needs 5 points
Increases the critical strike chance of your Backstab by 30% and your Mutilate by 15%, and gives Backstab a 45% chance to add an additional Combo Point.
Deflection 3 · Row 2, needs 5 points
Increases your Parry chance by 6%.
Precision 3 · Row 2, needs 5 points
Improves your chance to hit by 3%.
Endurance 2 · Row 3, needs 10 points
Reduces the cooldown of your Sprint and Evasion abilities by 60%.
Riposte 1 · Row 3, needs 10 points
A strike that becomes active after parrying an opponent's attack. This attack deals 150% weapon damage and disarms the target for 6 sec.
Improved Sprint 2 · Row 3, needs 10 points
Gives a 100% chance to remove all movement impairing effects when you activate your Sprint ability.
Improved Kick 2 · Row 4, needs 15 points
Gives your Kick ability a 100% chance to Silence the target for 2 sec.
Flawless Execution 1 · Row 4, needs 15 points
Reduces the Energy cost of your Eviscerate ability by 10.
Dual Wield Specialization 5 · Row 4, needs 15 points
Increases the damage done by your off-hand weapon by 25%.
Blade Flurry 1 · Row 5, needs 20 points
Increases your melee attack speed by 20% and your melee attacks strike an additional nearby opponent. Lasts 15 sec.
Hack and Slash 5 · Row 5, needs 20 points
Gives your melee weapon attacks a benefit depending on the weapon. Axe/Sword: Your successful melee attacks have a 5% chance to trigger an extra attack on the target. Dagger/Fist: Increases your critical strike chance by 5%. Mace: Your attacks ignore 15% of your target's armor.
Weapon Expertise 2 · Row 6, needs 25 points
Reduces the chance for your attacks to be Dodged or Parried by 2%.
Aggression 3 · Row 6, needs 25 points
Increases the damage of your Sinister Strike, Backstab, and Eviscerate abilities by 6%.
Adrenaline Rush 1 · Row 7, needs 30 points
Increases your Energy regeneration rate by 100% for 15 sec.
Subtlety
Camouflage 5 · Row 1, needs 0 points
Reduces your speed penalty from your Stealth ability by 15% and reduces its cooldown by 6 sec.
Master of Deception 3 · Row 1, needs 0 points
Reduces the chance enemies have to detect you while in Stealth mode as if you were 3 levels higher.
Opportunity 2 · Row 1, needs 0 points
Increases the damage dealt by your Backstab, Garrote, Ambush, and Mutilate abilities by 10%.
Setup 3 · Row 2, needs 5 points
Gives you a 100% chance to add a Combo Point to your target after Dodging an attack or fully resisting a spell.
Elusiveness 2 · Row 2, needs 5 points
Reduces the cooldown of your Vanish and Blind abilities by 90 sec.
Dirty Tricks 2 · Row 2, needs 5 points
Reduces the Energy cost of your Sap and Blind abilities by 50%.
Improved Ambush 3 · Row 2, needs 5 points
Increases the critical strike chance of your Ambush ability by 45%.
Initiative 3 · Row 3, needs 10 points
Gives you a 100% chance to add an additional combo point to your target when using your Ambush, Garrote, or Cheap Shot ability.
Ghostly Strike 1 · Row 3, needs 10 points
A strike that deals 125% (180% if a Dagger is equipped in your Main Hand) weapon damage and increases your chance to dodge by 15% for 7 sec. Awards 1 combo point.
Improved Distract 2 · Row 3, needs 10 points
Increases the radius of your Distract ability by 5 yds, and further reduces the Stealth detection of distracted enemies as though they were an additional 2 levels lower.
Heightened Senses 2 · Row 4, needs 15 points
Increases your Stealth detection as if you were 3 levels higher and reduces your chance to be hit by spells and ranged attacks by 4%.
Premeditation 1 · Row 4, needs 15 points
Adds 2 Combo Points to your target. You must add to or use those combo points within 20 sec or the combo points are lost.
Serrated Blades 3 · Row 4, needs 15 points
Causes your attacks to ignore 9% of your target's Armor and increases the damage dealt by your Rupture ability by 30%.
Dirty Deeds 2 · Row 5, needs 20 points
Reduces the Energy cost of your Cheap Shot and Garrote abilities by 20, and your Garrote ability no longer requires you to be behind your target.
Preparation 1 · Row 5, needs 20 points
When activated, this ability immediately finishes the cooldown on your other Rogue abilities.
Hemorrhage 1 · Row 5, needs 20 points
An instant strike that deals 100% weapon damage (145% if a Dagger is equipped) and causes the target to take 15% increased Rupture damage from the Rogue. Lasts 15 sec. Awards 1 Combo Point.
Quietus 5 · Row 6, needs 25 points
Your Sinister Strike, Ghostly Strike, and Hemorrhage abilities cause 10% more damage against targets below 35% health.
Cutthroat 5 · Row 6, needs 25 points
Your Backstab has a 15% chance to cause your next Ambush within 10 sec to not require Stealth.
Thousand Cuts 1 · Row 7, needs 30 points
When your Rupture ability deals periodic damage, the Energy cost of your next Hemorrhage or Backstab ability within 10 sec is reduced by 3, stacking up to 5 times.

FAQ

How many talent points does a Rogue get in WoW Forever?

You have 51 points at level 60. The first one comes at level 10, then one per level. The Legacy talent Talented from the Adventure tree gives you the first point up to five levels earlier, the total stays 51.

What changed in the Rogue talents compared to Classic?

9 of 53 talents are new in Forever and 31 were changed or moved. Turn on "Show changes from Classic" and the calculator marks them right in the trees.

Which Rogue build should I use for leveling?

Open the Talent Path: pick your goal and your spec, and see which talent to take at every level plus the stats that matter. One click opens the build here in the calculator.

Can I import a build from Wowhead?

Yes. Open More, choose Import a link and paste a link from the Wowhead Forever talent calculator. Open in Wowhead works the other way round.

Are the talents final?

No. The trees come from the WoW Forever beta client (as of 2026-09-20). Values can still change until launch, and the calculator is updated when they do.

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