Dofus Forge

Rogue

Fire

Everything to build a Rogue in Dofus 3: the strongest sets for each element at every level range, the sets made for the Rogue, builds published by the community and every spell at its maximum level.

Rogue builds by element

The strongest sets of each element per level range, ranked by their full-set stats for that element (AP, MP, Range, Power, damage and the element’s characteristic), favoring sets focused on it over all-element ones.

Rogue sets

Sets whose items modify Rogue spells.

Rogue community builds

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Rogue spells

Base numbers at max spell level — actual damage in-game depends on your stats and gear.

Explobomb

Lvl 3 (max)

Places a Bomb that can inflict Fire damage in an area of effect when it explodes. On a target: applies the Bomb's effects in an area of effect. Does not affect the caster. If the target is one of their Bombs: also adds 1 Combo to the Bomb and makes it explode. The spell's AP cost increases by 1 for each of the caster's Explobombs present on the field.

AP 2Range 1–6

Grenado

Lvl 3 (max)

Places a Bomb that can inflict Air damage and remove MP depending on its Combo in an area of effect when it explodes. • Combo I to IV: -1 MP • Combo V to IX: -2 MP • Combo X to XV: -3 MP • Wall of Air: -2 MP On a target: applies the Bomb's effects in an area of effect. Does not affect the caster. If the target is one of their Bombs: also adds 1 Combo to the Bomb and makes it explode. The spell's AP cost increases by 1 for each of the caster's Grenados present on the field.

AP 2Range 1–6

Water Bomb

Lvl 3 (max)

Places a Bomb that can inflict Water damage and remove AP depending on its Combo in an area of effect when it explodes. • Combo I to IV: -0 AP • Combo V to IX: -1 AP • Combo X to XV: -2 AP On a target: applies the Bomb's effects in an area of effect. Does not affect the caster. If the target is one of their Bombs: also adds 1 Combo to the Bomb and makes it explode. The wall of Water Bombs only removes AP from entities that move through it or start their turn inside it. • Wall of Water: -2 AP The spell's AP cost increases by 1 for each of the caster's Water Bombs present on the field.

AP 2Range 1–6

Seismobomb

Lvl 3 (max)

Places a Bomb that can inflict Earth damage in an area of effect when it explodes. On a target: applies the Bomb's effects in an area of effect. Does not affect the caster. If the target is one of their Bombs: also adds 1 Combo to the Bomb and makes it explode. The spell's AP cost increases by 1 for each of the caster's Seismobombs present on the field.

AP 2Range 1–6

Detonator

Lvl 3 (max)

Adds 1 Combo to one of the caster's Bombs and makes it explode. Gives 1 AP back to the caster before the explosion.

AP 1Range 1–8

Pulsar

Lvl 3 (max)

Inflicts Fire damage on enemies and repels targets outwards in an area of effect. Does not affect the caster.

AP 3Range 0–6Damage (Fire) 27–29

Carbine

Lvl 3 (max)

Inflicts Air damage on enemies and repels targets outwards in an area of effect.

AP 3Range 1–8Damage (Air) 25–27

Kickback

Lvl 3 (max)

Applies a shield on the caster's Bombs and pushes them out from the centre in an area of effect. The closer the spell is cast to one of the caster's Bombs, the more it is pushed. Pushes other entities one cell only. Does not affect the caster.

AP 2Range 0–8

Stolen Goods

Lvl 3 (max)

Inflicts Water damage on enemies and attracts the target.

AP 3Range 1–6Damage (Water) 28–30

Bombard

Lvl 3 (max)

Inflicts Earth damage on enemies and repels the targets in an area of effect.

AP 3Range 1–6Damage (Earth) 26–28

Magnet

Lvl 3 (max)

Draws the caster's Bombs toward the centre and adds 1 Combo to them in an area of effect. The Combo is only applied once per Bomb per turn and only if the Bombs are moved. Attracts other entities one cell only. Does not affect the caster.

AP 2Range 0–7

Dirty Trick

Lvl 3 (max)

Adds 1 Combo to one of the caster's Bombs, switches positions with it and applies the Gravity to it. The effects are only applied if the position switch can occur. On an ally: only switches places with the target.

AP 3Range 1–6

Boombot

Lvl 3 (max)

Summons a controllable robot that can move or trigger the caster's Bombs. The robot is destroyed at the end of its turn.

AP 4Range 1

Boomerang Daggers

Lvl 3 (max)

Erodes the targets and inflicts Air damage in an area of effect.

AP 4Range 1–7Damage (Air) 16–18Damage (Air) 16–18

Roguery

Lvl 3 (max)

Applies a shield on all the caster's Bombs. Creates the caster's illusions and teleports the caster to the targeted cell. Ends the caster's current turn.

AP 3Range 1–6

Extraction

Lvl 3 (max)

Steals HP in the Fire element. The health steal is reduced by half on allies.

AP 3Range 1–8

Remission

Lvl 3 (max)

Applies the Remission state on the target: • Repels attackers if the target suffers close-combat damage. If cast on one of the caster's Bombs: reduces long-range damage suffered.

AP 2Range 0–8

Musket

Lvl 2 (max)

Inflicts Earth damage on enemies in an area of effect. Also adds 1 Combo to the caster's Bombs in an area of effect. The Combo is only applied once per Bomb per turn.

AP 2Range 1–6Damage (Earth) 19–21

Powder

Lvl 2 (max)

Makes one of the caster's Bombs Unmovable. Adds 2 Combos to the Bomb: • By causing it to explode if it is destroyed. • By removing the spell's effects if it is cast on another Bomb. The effects are removed if the Bomb is triggered by an explosion effect.

AP 1Range 1–8

Deception

Lvl 2 (max)

Inflicts Water damage and removes AP in the area of effect. Does not affect the caster. On the caster's Bombs: teleports them symmetrically in relation to the centre of the area of effect.

AP 4Range 0–2Damage (Water) 33–37Damage (Water) 33–37Damage (Water) 33–37

Last Breath

Lvl 2 (max)

Reduces the caster's maximum Vitality to temporarily add 3 Combos to their Bombs.

AP 2Range 0

Kaboom

Lvl 2 (max)

Applies the Kaboom state to allies in an area of effect. On the caster's Elemental Bombs: adds 1 Combo.

AP 3Range 0–5
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