Rogue

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Rogue Squad.png The Rogue is a Melee tier 2 infantry unit in Symphony of War, and the most useful given their special traits.

Stealth Attack.png Stealth Attacks will hit a target in the Back Row 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.png Thievery trait means that when they attack, you gain a bit of extra gold gold. This is extraordinarily useful throughout the entire game, given there's no shortage of good things to buy: from Conscripts Conscripts to Mercenaries Mercenaries (and Super-Unique Mercenaries), TraitsTraits, Mint Leaves of Magic.pngItems, Pyrocite.pngResources, and ArtifactsArtifacts.
Of course: this only gives gold~20~40 gold per activation in a game were each story-chapter gives gold~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 gold20 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 Attack.png Stealth Attacks with boosted-accuracy from Guerilla.png 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 SKL.png Skill to avoid attacks with than Militia Militia, Skirmisher Skirmishers, or Swordfighter Swordfighters. As such: Rogue Rogues really don't like being in the Front Row front row.
Stealth Attack.png Stealth Attack and Thievery.png Thievery also tends to make them the most valuable Light Infantry units to keep alive in tiers 1~2 as well.


Rogue Stats Rogue

Stats Base Growth Lvl 1 Lvl 54 From Tier1
HP Med Med ~105 ~308 - ~ -50
Weapon Med Med 18 79 -2~12
Armor Low Med 5 40 -5~45
Strength Med High ~22 ~46 -
Magic Low Low ~12 ~23 -
Skill Med High ~22 ~46 +5
Threat Rating Med Med ~ ~1458 -162


Rogue Related Technologies Rogue

Tech:

Martial Traditions Alpha.png

Martial Traditions Gain Class Points 15% faster.
Mixed Unit Tactic Alpha.png Mixed Unit Tactic Gains Weapon.png +3 weapon power for each different archetype of unit added to the squad, starting from the second.
Journeyman Leathercraft Alpha.png Journeyman Leathercraft Armor +5 Armor
Behemoth Leather Armor Alpha.png Behemoth Leather Armor Armor +5 Armor (+10 total)


Rogue Battle Details Rogue

Battle Details:
Player Phase:
Enemy Phase:
Round 1 Stealth Attack (Targeting is blocked and Covered by melee, cannot strike up or down walls, Hits the backline) Stealth Attack, Light Light Volley (9th), at 1 range. Melee Attack (Targeting is blocked and Covered by melee, cannot strike up or down walls) Melee Attack, Light Light Volley (9th), at 1 range.
Round 2 Melee Attack (Targeting is blocked and Covered by melee, cannot strike up or down walls) Melee Attack, Light Light Volley (9th), at 1 range. Melee Attack (Targeting is blocked and Covered by melee, cannot strike up or down walls) Melee Attack, Light Light Volley (9th), at 1 range.
Extra Attack Stealth Attack (Targeting is blocked and Covered by melee, cannot strike up or down walls, Hits the backline) Stealth Attack, Light Light Volley (9th), at 1 range. Melee Attack (Targeting is blocked and Covered by melee, cannot strike up or down walls) Melee Attack, Light Light Volley (9th), at 1 range.
Other Details:
  • Guerilla.png Guerilla grants bonus Hit and Avoid during player-phase, or any phase when on Ambush tiles.
  • Thievery.png Thievery Skill based chance of obtaining gold when attacking.


Rogue Strategy Rogue

Rogue Tactics

Rogues are all about leveraging Stealth Attack.png Stealth Attack to take down key threats hiding in the back-lines of rival squads. Magicians Magicians, Firearms Units Firearms Units, and rival Minimap Rogue.png Light Infantry Units themselves are all solid targets.


Functionally anything that isn't a Minimap Soldier.png Heavy Unit is a solid target to this end; though it's worth noting most Minimap Priestess.png 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 Minimap Rogue.png Light Infantry Units may as well not exist for front-line units; it certainly matters for the purposes of staving off 2~3 Stealth Attack.png Stealth Attacks.


Rogue Squads

Rogue's main draw is Stealth Attack.png Stealth Attack and Thievery.png 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.png 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 Light Infantry to give the squad this movement type (and access to linkBattle (SoW1)#Ambush Ambush), so in a squad of 5 only 3 are necessary. Given the frailty of Light Infantry 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 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.


Light Infantry Light Infantry Squad: Light Cavalry Light Cavalry Squad: Heavy Infantry Backline DPS:
Minimap Priestess.png

Minimap Rogue.png
Minimap Skirmisher.png
Minimap Spearman.png
07b Swordfighter.png
Minimap Rogue.png
Minimap Rogue.png
Minimap Cavalier.png
Minimap Scout.png
Minimap Cavalier.png
Minimap Priestess.png

Minimap Rogue.png
Minimap Spearman.png
Minimap Spearman.png
Minimap Spearman.png


Rogue As Opponents:

Rogues really flip the script on how to build squads; given their Stealth Attack.png 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 AoE Middle Row Green.png 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 Attack.png Stealth Attacks across a backrow of moderately durable units.


As melee units: it's also worth noting the Polearm Mastery Alpha.png Polearm Mastery tech will enable units with Polearm Warrior.png Polearm Warrior to bolster the defense (and offense) of their adjacent allies vs. melee threats like Rogues.


Heavy Rearguard: Spread the Damage:
Minimap Soldier.png Minimap Priestess.png Minimap Soldier.png
Minimap Spearman.png
Minimap Soldier.png
Minimap Scout.png
Minimap Scout.png
Minimap Priestess.png Minimap Cavalier.png
Minimap Scout.png
Minimap Cavalier.png


As opponents: Rogues will also frequently be in a Light Infantry Light Infantry squad capable of linkBattle (SoW1)#Ambush 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 Minimap Oracle.png Oracle shields until the player's squad can act.


In this case: it can be beneficial to run enough Light Infantry Light Infantry and/or Light Cavalry Light Cavalry squads to run into Ambush Tiles hostile Rogue Rogues are primed to linkBattle (SoW1)#Ambush Ambush from; and take them out during player-phase with your own linkBattle (SoW1)#Ambush Ambush.


Target leader Target leader is an especially good option when assaulting Rogue 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 linkBattle (SoW1)#Ambush Ambush squads out in the open, for the rest of your army to deal with the following turn. Stealth Attack.png Stealth Attacks also only happen for your opponent during the enemy phase, so taking out Rogue Rogues on your own turn is another way to circumvent their most threatening tool.

Rogue Builds Rogue

Rogue Traits


  • Warrior's Hubris.png Warrior's Hubris and Unassuming.png Unassuming are good tools to improve their defenses, helping them survive large magical explosions and dissuading enemies from putting them in their epicenters.


Rogue Artifacts

  • Steelshatter.png Steelshatter and Flame Saber.png 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.png Trueshot Bow is one of the best Skill +Skill bumps available at +15.
    Stealth Attack.png Stealth Attacks really more on mechanics like Crit to secure kills than any other attack pattern; and Rogue Rogue's Skill +5 Skill over a Minimap Fighter.png Fighter can also suffer from some Hit% issues other Light Infantry Light Infantry Units don't have to worry about (It's devastating to miss their Stealth Attack.png Stealth Attack). Added to these factors: Thievery.png Thievery's Gold gold bonus is also reliant on and improved by more Skill Skill.


  • Blademaster's Armor.png Blademaster's Armor and Cyrene's Regalia.png 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 linkBattle (SoW1)#AmbushAmbush survivors): were more HP is often the most effective strategy.
    Dark Magic in particular can also be really nasty for Rogue Rogues, as their low HP and low Magic gives them nothing to work with, were Cyrene's Regalia.png Cyrene's Regalia offers a lot of HP, Magic, and 25% less Dark damage taken.
    Blademaster's Armor.png Blademaster's Armor is also noteworthy for improving their matchup vs. other Light Infantry squads, as player and rival linkBattle (SoW1)#AmbushAmbush squads tend to gravitate towards the same spaces.


Rogue Affinity

Lightning Affinity.png Lightning Affinity is the best option for a physical glass-cannon, boosting Strength +STR and Skill +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 Affinity.png Fire and Dark Affinity.png 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.


Rogue Squad.png Gallery

Rogue

Rogue Rogue Rogue

Rogue Enemy Sprite.png Rogue.png Rogue Ally Sprite.png