Rogue
The Rogue is a Melee tier 2 infantry unit in Symphony of War, and the most useful given their special traits.
Stealth Attacks will hit a target in the
back row of the enemy formation. If the enemy has soft targets, a critical hit will often kill them in 1 strike.
Additionally, their Thievery trait means that when they attack, you gain a bit of extra
gold. This is extraordinarily useful throughout the entire game, given there's no shortage of good things to buy: from
Conscripts to
Mercenaries (and Super-Unique Mercenaries),
Traits,
Items,
Resources, and
Artifacts.
Of course: this only gives ~20~40 gold per activation in a game were each story-chapter gives
~4,000 gold : but even at ~1/2% to ~1% increases in overall wealth: it doesn't take a lot of activations to add up, and the cheapest Artifact being
20 gold means each individual activation can result in a new asset.
Broadly speaking, the Rogues are one of the best damage-dealers early-game given their Stealth Attacks with boosted-accuracy from
Guerilla; and light-infantry units moving on a different attack-wave than most other squadmates.
The rogue itself is quite vulnerable, and isn't great at taking hits. Even by Light Infantry standards: they have less Skill to avoid attacks with than
Militia,
Skirmishers, or
Swordfighters. As such:
Rogues really don't like being in the
front row.
Stealth Attack and
Thievery also tends to make them the most valuable Light Infantry units to keep alive in tiers 1~2 as well.
Stats 
Stats | Base | Growth | Lvl 1 | Lvl 54 | From Tier1 | |||
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Med | Med | ~105 | ~308 | - ~ -50 | |||
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Med | Med | 18 | 79 | -2~12 | |||
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Low | Med | 5 | 40 | -5~45 | |||
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Med | High | ~22 | ~46 | - | |||
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Low | Low | ~12 | ~23 | - | |||
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Med | High | ~22 | ~46 | +5 | |||
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Med | Med | ~ | ~1458 | -162 |
Related Technologies 
Tech: | ||
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Martial Traditions | Gain Class Points 15% faster. | |
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Mixed Unit Tactic | Gains ![]() |
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Journeyman Leathercraft | ![]() |
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Behemoth Leather Armor | ![]() |
Battle Details 
Battle Details: | ||
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Extra Attack | ![]() ![]() |
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Other Details: | ||
Strategy 
Tactics
Rogues are all about leveraging Stealth Attack to take down key threats hiding in the back-lines of rival squads.
Magicians,
Firearms Units, and rival
Light Infantry Units themselves are all solid targets.
Functionally anything that isn't a Heavy Unit is a solid target to this end; though it's worth noting most
Support Units will automatically surrender if their squad is hit hard enough, and are only an issue if their squadmates can survive ~3+ combats and really cause healing to be a problem.
Also of note here: while the armor-stat of Light Infantry Units may as well not exist for front-line units; it certainly matters for the purposes of staving off 2~3
Stealth Attacks.
Squads
Rogue's main draw is Stealth Attack and
Thievery; both good traits for a wide range of squad-types: enabling them to really spread out damage and take on a rival squad from both ends; while also improving finances.
Guerilla is also a big help with accuracy; seeing as it gives a bonus to hit during player phase (and in rough terrain like Woodlands or Swamps all the time).
For being a solid addition to a variety of squads; it's also worth noting only the majority of units need to be Light Infantry to give the squad this movement type (and access to
Ambush), so in a squad of 5 only 3 are necessary. Given the frailty of
Light Infantry units as a whole (and the upsides of creating a strong mix of units), it's generally recommended to mix various unit archetypes together.
Added to this: it's also worth noting the "Light" and "Infantry" are two separate components of Rogue's movement type, were making a squad one of the best movement types in Light Cavalry can be accomplished almost entirely through Heavy Cavalry and Light Infantry units, with only 1 Light Cavalier being necessary to tip the scales. Quite useful early-game when Horses are difficult to come by and small squad sizes forces unit to be a little more adaptable to a wide range of circumstances.
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As Opponents:
Rogues really flip the script on how to build squads; given their Stealth Attacks turn the safety of the back-line into a perilous place.
As a result: it's best to place the most vulnerable units in the Middle Row, and either placing a very tanky unit in the back to absorb all the hits: or by trying to spread out the damage from
Stealth Attacks across a backrow of moderately durable units.
As melee units: it's also worth noting the Polearm Mastery tech will enable units with
Polearm Warrior to bolster the defense (and offense) of their adjacent allies vs. melee threats like Rogues.
Heavy Rearguard: | Spread the Damage: | |||||
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As opponents: Rogues will also frequently be in a Light Infantry squad capable of
Ambushing, which also makes it difficult to strike back with meaningful damage; given you're barred from delivering an entire attack volley. No 1st volley even delays
Oracle shields until the player's squad can act.
In this case: it can be beneficial to run enough Light Infantry and/or
Light Cavalry squads to run into Ambush Tiles hostile
Rogues are primed to
Ambush from; and take them out during player-phase with your own
Ambush.
Target leader is an especially good option when assaulting
Rogues in their natural habitat, given it's 35% Hit rate bonus in addition to the leader-targeting effect.
Of course: any appropriately durable squad capable of absorbing hits from the front and back can also bait multiple hostile Ambush squads out in the open, for the rest of your army to deal with the following turn.
Stealth Attacks also only happen for your opponent during the enemy phase, so taking out
Rogues on your own turn is another way to circumvent their most threatening tool.
Builds 
Traits
Challenger,
Executioner,
Lithe Assault, and
Assassin's Heart are good traits to improve their offense.
Warrior's Hubris and
Unassuming are good tools to improve their defenses, helping them survive large magical explosions and dissuading enemies from putting them in their epicenters.
Artifacts
Steelshatter and
Flame Saber are strong offensive options that will serve Rogues well throughout the game; and in spite of being Uncommon artifacts are the best offensive tools until Legendary items become available.
Trueshot Bow is one of the best
+Skill bumps available at +15.
Stealth Attacks really more on mechanics like Crit to secure kills than any other attack pattern; and
Rogue's
+5 Skill over a
Fighter can also suffer from some Hit% issues other
Light Infantry Units don't have to worry about (It's devastating to miss their
Stealth Attack). Added to these factors:
Thievery's
gold bonus is also reliant on and improved by more
Skill.
Blademaster's Armor and
Cyrene's Regalia are good options for increasing their bulk. Rogues don't have the armor class to reliably survive on the front-line; so they're main goal is mitigating a few big hits that wind up reaching them in the back (or from
Ambush survivors): were more HP is often the most effective strategy.
Dark Magic in particular can also be really nasty forRogues, as their low HP and low Magic gives them nothing to work with, were
Cyrene's Regalia offers a lot of HP, Magic, and 25% less Dark damage taken.
Blademaster's Armor is also noteworthy for improving their matchup vs. other Light Infantry squads, as player and rival
Ambush squads tend to gravitate towards the same spaces.
Affinity
Lightning Affinity is the best option for a physical glass-cannon, boosting
+STR and
+SKL. It's also the only Affinity that boosts SKL, which is generally important for promoting into tier 3 light infantry.
Boosted Skill is also nice for Firearms units once those are unlocked, seeing as SKL is one of the few stats they care about.
Fire and
Dark Affinities are also solid in bolstering strength and raw damage output; though given Rogues care more about Skill than any other light infantry unit: it's often best to use those affinities for a different class-line when the opportunity presents itself.
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