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Score : 568

Rogue Builds

By fikoko December 23, 2010, 18:16:48
- intelligence
One of the stronger builds, pure damage going on with this one.


• Intelligence boosts healing therefor extraction is going to be useful
• Great spells like pulsar available for you.


• Extraction range is awful (second cell from up, down, left and right. even when leveled first cell is not available to cast on)
• Pulsar removes all your mp and the more mp it uses the bigger the damage ratio. However you might want to move at some point when close combat
monsters are starting to get pissed.
• Finding an intelligence based sword is going to be a walk in the pa- MAZE get ready to never find the exit.

No matter what you do, you will need to max these spells as soon as possible.

- the higher the level the more range you get for it. (if you level kickback before this one you'll end up kicking bombs out of detonating range)

- you might want to level this after detonator. 25+ damage and pushes the bomb 5 cells ahead. Although at the moment you can't decide how far you wish to kick this spell..
Which means maxing it will also have its penalties. (for example you might walk 3 cells away from a close range monster. You summon your bomb and attempt to kick it, but it has the same penalty as pushing a monster when he's already against a wall. A 'pushback penalty' as I'd like to call it. Might destroy your bomb and do minimum damage (if any damage).

- 10 to 12 steal when maxed to level 5. It is a spell you should definately start leveling.
Seeing as how you can combine it with kickback when a locked. It skips one cell north, south, east and west of you and is also linear. Increases range each level.

- the funny thing is leveling this spell only increases its range, which is to some extent pretty essential for the making of a fire wall. THIS SPELL DOES NOT INCREASE BOMB HEALTH WHEN LEVELED the bomb health is influenced by your vitality. Although if you go for the bomb-kickback strategy do not bother leveling this, invest your points elsewhere.

you can use this spell to pull back a bomb and heal its health. Although most monsters tend to attack your bomb instead of walking past it. So pulling it back might not prove very useful. Also healing it may not be that essential since you blow them up anyways.

- I've seen loads of rogue's loving this spell and I can see why. Place a bomb, kick it as far as possible and with maxed dirty trick you can switch places with the bomb you have just kicked it meaning you just increased its damage. however in combination of placing/kicking/switching/detonating you'd need 9 AP. placing/kicking and switching however takes 7 ap and could be done with a Gobbal set. It is THE spell to have.

- 40 to 45 damage when maxed to level 5. however has a penalty of minus all mp you have. The more mp you invested in the spell the more the damage. Very powerful and 3 - 6 range.
The pinnacle of your build.

- ankama somewhat fixed the range issue of linked bombs by adding this spell. Its a range of 6 cells in a plus form ( + ) it lasts for 2 turns however and can only be cast once in 4 turns when maxed to level 5. Linking it however does not mean the entire space between the two bombs linked together will also share the impact of the explosion. Do not bother with this spell unless you have found a use for it.

- alot of people were complaining about bombs being low on health and easily destroyed. This spell was most likely invented by the wise and ever so vigilant ankama to help you fix this issue, anything attacking the spells target from an adjacent cell is pushed back. Making it a reliable support spell.

- Not a ranged spell it is cast upon thyself and has a circle of 8 cells when maxed to level 5. Ankama is yet again helping you with your rogue problems. Increasing the damage by 18% at level 5. However lowering your vitality by 50%. Since its a circle of 8 cells you better avoid being in the impact range of your bombs. It might be fatal. It lasts for 1 turn (including the 50% off of your vitality) IF you level this be sure to get it to level 5 so you have a bigger range around you. We wouldn't want you to have to increase your bomb's damage, lower your vitality and then not be able to get out of your bombs range now would we?

- This spell is in my opinion definitely worth it at level 5 it is roughly +90 damage. AND could really help you in butchering your close ranged enemies. Place it, put a countdown on it. Run for it and await a close range monster to attack it. A turn passed, send another bomb next to it. Sit down and enjoy the show. Marvelous fireworks show and for some reason red colored rain.

- Increases the damage of your bomb when attacked. Could prove useful to some extent.

- you enter the kaboom state which means you have an explosion immunity. Leveling this spell only affects range and decreases the cooldown.

Strategy tips
• Use the bomb as shield, pulsar your enemies. (I noticed alot of people go for this strategy style)
• Use your bomb as a portal (with the use of dirty trick) and pulsar your enemes/detonate the bomb.
• Use the bomb as an actual bomb, kick it and detonate it. (for low leveled rogue's the best strategy)
• Even when a three bombs are placed and have just created a wall of damage, -mp or -ap most monsters attack bombs head on.
Imagine a wall, there is one passage way through the middle, place two bombs with a space in the middle against the wall near the passage way.
place the third one away from the mob and voilla. (its what a feca would do, glyph near a passageway while attacking monsters)
Reactions 41
Score : 568
- Agility
Pure tactical build.

• Better at dodgeroll
• your bomb removes mp
• you have 2 combat spells.

• Lesser damage inflicted in relation to intelligence build
• Your 2 combat spells are ranged but have an awkward combination of possible cells to cast it on.

(all of the supportive spells seen on the intelligence build can be leveled up even for this build)

- Your bomb spell, can create a wall of mp extraction (if placed like so; x = bomb o = space) x o x o x (o's have been turned into spiral shaped mp extracting cloud).

your first combat spell, inflicts moderate damage. And has an arc shaped area of effect. (meaning your area of effect is also boomerang shaped)

- Your final combat spell. Diagonal shaped. Alot of complaints about it being diagonally cast but it is nor better nor worse than linear spells.

Strategy tips

• Use your bomb as a shield/mp extractor while using ranged attacks on your enemy (osamodas tactics)
• Use your bomb as an mp extracting wall while ranging your enemies from behind it.
Score : 568
- Chance build.
Xelor-ish build..


• Your enemies find you to be extremely annoying in combat. (because of the AP extraction)
• Your bombs remove AP.

• The pinnacle of your build is a spell you gain when you reach level 90 (I kid you not)
• Chance builds are difficult to develop (because there aren't any good chance sets for starters)
• Almost no sword (I believe) has chance based attacks..

(you'll need your supportive spells as shown in the intelligence build)

Start by leveling your first combat spell, has a ring shaped zone of damage and does moderate damage. You'll be able to kill faster and therefor level faster.

- your bomb spell, extracts AP from the target (1 only) and when you align three of them you'll create an AP extracting wall.

- Your best combat spell. It debuffs your enemy (increased permanent damage) this means the target can't heal back up the 25% of total hp lost by your teammates or you. This debuff is only available for 1 turn per cast..

strategy tips

• Using bomb as shield is not going to help you much since your first combat spell is going to be close ranged. So I would suggest leveling the water bomb spell so you can place it further away from yourself, detonate it, substract AP and then use your combat spells to substract more AP.

• Kick your bomb and substract AP and HP until it gets closer then start using your close ranged combat skill.

Score : 568
Picture below shows the correct way of creating a wall of fire/wind/water.
As long as it has a space in between each other it can not go wrong.

Important: people can NOT shoot you over or through this wall it is a 100% defensive wall right there.
Score : 5191
fikoko|2010-12-23 20:47:00
Important: people can NOT shoot you over or through this wall it is a 100% defensive wall right there.

Plaguing arrow?
Score : 568
As brightly noticed by the user above, the non ranged spells are not included.
Score : 3230
This is really useful info. I look forward to the Rogue buff, will make them a seriously decent class to play!

Score : 5191
fikoko|2010-12-23 21:49:00
As brightly noticed by the user above, the non ranged spells are not included.

You mean the non LoS spells.

Are bombs modifiable range?
Score : 568
Are bombs modifiable range?

if you mean bombs having range - yes. The higher the level the more ranged placing of bombs.
a lot of high leveled rogue's seem to go for this so they can create walls and detonate bombs much more efficiently.
the kick spells effectiveness wears out after level 30

while my girlfriend and me were playing dofus she started telling me that she couldn't hit through my fire wall laid out by bombs.
I double checked and it was right, she couldn't use her strong intelligence spells to hit through my wall. even though I was standing diagonal to her and no bomb was blocking this. The firewall is like a solid wall. And only spells like that plaque arrow can apparently hit a rogue through it..
Score : 7278
No, "modifiable range" means that the range of a spell can be increased with +range equipment and buffs (and decreased by -range debuffs). Some spells (Bluff, for example, and most spells with a range of 1) can't have their range affected by +range or -range.

And, according to the Wiki, the answer is "no". Bomb placement (for any of the three bombs) is not affected by range modifiers.
Score : 10987
weird a feca friend of mine can hit though the wall with natural attack.
Score : 568
maybe its a glitch then? I'm not sure but my girlfriend was 100% sure she couldn't hit through it.
Score : 10987
It seems that most people can hit through them however I noticed that it's not possibble with some spells likewith leek pie so it must be a glitch.
Score : 1502
Oy, so much wrong with this.

One, there's a total lack of other spells to consider, leek pie and release naming the two most important.

Two, the wall isn't impenetrable, it acts as a glyph/trap combo. It activates both on movement and on turn beginnings.

Three, Kaboom apparently increases your damage according to the description. Haven't got it yet, but that's what it says.

Four, extraction range increases up to 6 at level 5 and 7 at level 6 meaning it's range ISN'T horrible, it's just more like Xelor's Sandglass than most traditional spells.

Now I'm going to elaborate more on one, which needs to be said for all Rogues. Leek pie can be used to increase the damage via overload, I'm sure. Similar to OLD school sac buffing. Release at level 4 + Pulsar makes for ease in terms of putting your enemy in range so long as they are not against a wall. Regardless, Rogues need to put a little space between them and enemies and release helps in that endeavor.

As for walls being impregnable, I've never seen any data at all that would suggest this.
Score : 329
btw, i know its a little obvious, but ice kwak sword is chance based. im lvl 44 and i drop out 140 dmg per swing smile it works well for me, and although this weapon is a heavy gamble, ykulf bow does 1-30 chance dmg. 5 ap, good range and a high critical hit ratio.
Score : 43
I want to add a bit to my thoughts on the rogue builds, please pick away at what is wrong with what i said if you think so cause i want to become better at it.
(the 3 lines below are disregarding the bomb)
Int rogue = short mid range(not sure how else to describe it since the spells are okay range but not range modified), higher damage, single hitter
Agi rogue = small aoe ,long range to me, since their spells are range modified and the diagonal range can be about as far as a blop can reach with blyph
Chance rogue = short range aoe

Also on Detonator, I think is fine at 3, it has 1-5 range at 3 which is the level 5 bomb's range.. I would say increase it to 5 if you plan to throw/kick a bomb away and abandon it before blowing it up, but the bomb's dont have the hp to do that -since getting that much +vit gear and still maintaining your element isnt too easy- and most monsters take away range either.. but it is range modified -- by the way, bombs hp is "Your vitality divided by 5 +10"

Also on countdown.. I still leveled it, but it is really hard to use since it will blow up at the start of your 2nd turn that it had it on. So say you used the bomb and countdown, end your turn, its your turn again now, do your stuff, end your turn, when you start this turn it blows up and you can do whatever again-- is disappointingly hard to have a monster near the bomb when it explodes without being near it or the monster popping it. Make it work for when i try blitzkrieg and am fighting blops (being agi rogue)

In my experience so far with my rogue, leveling non damage spells to 3, give or take a level, is better then getting them to 5 till you get to a higher level

I dont recall seeing the "Roguery" spell either, which i personally think is a really good spell. At level 5 it has a 0-5 teleport range, not range modified, requires a LoS and free cell to be on with a 6 turn cool down, but when trying to run away from being trapped in monsters, its quite useful because the monsters wont figure out which one is you 100% of the time
The class spell "boombot" is useful.. mostly for moving people around rather then messing with bombs imo though

Another thing is, the idea on how to use an agi rogue I dont think are best (from my current level 1-72ish leveling experience). You should use your agility to your advantage when fighting enemies, you can usually lock monsters you solo on, and cant take away an MP unless you have a lot of wisdom. Before you get boomerang daggers, you will most likely be killing monsters with low enough damage output, mushd for me, you can link your bombs together and make sure the enemies get hit. After you get Boomerang daggers you wont need to be near the monsters unless you want to aoe them with exploding your Bomnado. When you get Carbine, you wont normally be anywhere close enough to use Bomnado on enemies, unless you are in a group, let alone the damage difference.

To sum my thoughts up are, once you get your attack spells you wont be close to enemies, I suggest considering getting some +mp items

Thoughts? -this is probably my longest post on these forums ever-
Score : 17
Thanks for all these informations, now I can really think about what rogue I will do wink
Score : 2234
I have a very simple question for you. I have a level 20 rogue and i am very disappointed by her so far. Is it worth leveling and buying gear for her below level 100 or are rogues really useless until they reach high levels? I also heard they can't run solo. :t

Thanks in advance :3
Score : 43
I do believe the bombs are very weak, and their first attack spell is farely weak, normally 2nd attack spell is decent.
but what do you mean by they can't run solo xD?
if you mean like leveling self, I cant say for chance or intel rogues but my agi rogue solo's way better then this guy did. Example is he can solo many kaniger easily without getting hit.
Score : 329
i have a chance build, and i love it. i have akwadala set. im lvl 57 and i have many of the weapon spell scrolls as well as spells like release, the class spell, and summoning of chauferfu. i do have to say, i destroy opponets in close combat with this build. heavy dmg up close, and ive leveled my skills in such a way that i can fight from long range if need be. kickback to knock my foes into my deception range and then take a step back and throwing a water bomb for 40-65 dmg is fun (btw deception for me hits for about 95-110). plus the ap drain is nice. my only regret is that the ap reduction isnt guranteed or at least removes more ap. because cra have that ice arrow that can eat up to 2 ap and they can cast that twice sleep. only thing about being a rogue ive found is that we suck at pvp...especially vs cra...God i hate cra's bat's eye. it ruins about 1/3 of the spells rogue have. but another plus ive found is that crit hit rates on many rogue spells are quite high. and in addition to that, the bomb placing spells CANNOT critical fail. they are a guranteed cast.

CloudyMind|2011-01-16 09:51:07
I have a very simple question for you. I have a level 20 rogue and i am very disappointed by her so far. Is it worth leveling and buying gear for her below level 100 or are rogues really useless until they reach high levels? I also heard they can't run solo. :t

Thanks in advance :3

 btw, all i do is solo. i fight fungi master mobs as well as kani mobs. people are usually very surprised to see that a close combat/ ranged build integrated works so well as a rogue. im lvl 58 from all my soloing efforts too btw wink
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