Talent Tree
Assassination Rogue Talents
The full Assassination Rogue talent tree from the current game data: class, specialization, and hero talents with icons, ranks, and tooltips.
About the Assassination Rogue talent tree
The Assassination Rogue talent tree below is read straight from the current World of Warcraft client build. It is grouped the way the in-game talent UI presents it - the shared class talents, the Assassination specialization talents, and the hero talent trees this spec can choose from. Each talent shows its icon and how many points it can take; click any talent to open its spell page for the full tooltip resolved from the game data. Use the calculator above to build and share a spec.
Interactive: click a talent to spend a point, right-click to remove, and import or export a build string that works in-game.
Class Talents 44
Attack with your poisoned blades, dealing $sw1 Physical damage, dispelling all enrage effects and applying a concentrated form of your $?a3408[Crippling Poison, reducing movement speed by 70% for 5 sec.]?a5761[Numbing Poison, reducing casting speed by 25% for 5 sec.][]$?(!a3408&!a5761)[active Non-Lethal poison.][]$?(a319032&a400783)[ Your Nature and Bleed ]?a319032[ Your Nature ]?a400783[ Your Bleed ][]$?(a400783|a319032)[damage done to the target is increased by 30% for 8 sec.][] The target's healing received is reduced by 30% for 8 sec. Awards 1 combo points.
Blinds the target, causing it to wander disoriented for 1 min. Damage may interrupt the effect. Limit 1.
Provides a moment of magic immunity, instantly removing all harmful spell effects. The cloak lingers, causing you to resist harmful spells for 5 sec.
Shiv's Energy cost is reduced by 20, its cooldown is reduced by 15 sec, and its range is increased by 3 yds.
Movement speed increased by 15%.
Gouges the eyes of an enemy target, incapacitating for 4 sec. Damage may interrupt the effect. Must be in front of your target. Awards 1 combo points.
Blind has 50% reduced cooldown, 70% reduced duration, and applies to all nearby enemies.
Grappling Hook has 1 additional charge.
While Stealth or Shadow Dance is active, you move 20% faster.
Increases the non-damaging effects of your weapon poisons by 20%.
Evasion also reduces damage taken by 20%, and Feint also reduces non-area-of-effect damage taken by 20%.
Fatal attacks instead reduce you to 7% of your maximum health. For 3 sec afterward, you take 85% reduced damage. Cannot trigger more often than once per 6 min.
Increases the target's damage by $221622m1%, and redirects all threat you cause to the targeted party or raid member, beginning with your next damaging attack within the next 30 sec and lasting 6 sec.
Enemies have 30% reduced damage and healing for 6 sec after Blind or Sap's effect on them ends.
Wound Poison can now stack 2 additional times.
Energy cost of Feint and Crimson Vial reduced by 10.
Physical damage taken reduced by 5%.
Increases your Agility by 3%.
Reduces the cooldown of Sprint by sec.
Crippling Poison reduces movement speed by an additional 10%.
Increases your dodge chance by 100% for 10 sec. Dodging an attack while Evasion is active will trigger Mastery: Main Gauche.
Increases the healing you receive from Crimson Vial, healing potions, and healthstones by 25%.
Increases the damage of your weapon poisons by 10%.
Shroud of Concealment has 50% reduced cooldown.
Feint has $m1 additional charges.
Sprint increases movement speed by an additional 30% and has 4 sec increased duration.
Coats your weapons with a Non-Lethal Poison that lasts for 60 min. Each strike has a $5761h% chance of poisoning the enemy, clouding their mind and slowing their attack and casting speed by 15% for 10 sec.
Coats your weapons with a Non-Lethal Poison that lasts for 60 min. Each strike has a $h% chance of poisoning the enemy, reducing their damage by 3.1% for 10 sec.
Increases the critical strike chance of your attacks that generate combo points by 5%.
When you deal the killing blow to a target that yields experience or honor, the cooldown of Crimson Vial is reduced by 15 sec and your next use heals 5% of your health instantly.
Your finishing moves deal 6% increased damage.
Reduces the duration of movement slowing effects 30%.
You have a 20% chance to partially evade any damage dealt to you, reducing the damage it deals by 20%.
Slice and Dice grants additional attack speed equal to 100% of your Haste.
Shadowstrike damage increased by 8%.
Energy cost of finishing moves reduced by 6%.
Adds a Leeching effect to your Lethal poisons, granting you 3.1% Leech.
Critical strike chance increased by 1%. Critical strike damage bonus of your attacks that generate combo points increased by 10%.
Slice and Dice heals you for up to 1% of your maximum health per 3 sec sec.
Haste increased by 1.5.1%.
You are healed for% of your maximum health over 6 sec after activating Vanish.
Increases your maximum Energy by 50 and Energy regeneration by 5%.
$?a137035[Shadow Dance]?a137036[Adrenaline Rush][Kingsbane] supercharges $m1 combo points. Damaging finishing moves consume a supercharged combo point to function as if they spent $m2 additional combo points.
Abilities requiring Stealth can be used for 2 sec after Stealth breaks. Combat benefits requiring Stealth persist for an additional 2 sec after Stealth breaks.
Restore 100 Energy. When your Energy is reduced below 30, drink a Thistle Tea.
Critically striking with an attack that generates combo points increases the critical strike chance of your next finishing move by 10%.
After consuming a supercharged combo point, your next $?s200758[Gloomblade]?a137035[Backstab]?a137036[Sinister Strike][Mutilate] also strikes the target with an Echoing Reprimand dealing Physical damage.
Increase the bonus granted when a damaging finishing move consumes a supercharged combo point by 1.
Gain 1 additional max combo point. Your finishing moves that consume more than 5 combo points have increased effects, and your finishing moves deal 5% increased damage.
Vanish has 1 additional charges.
Assassination Talents 38
Coats your weapons with a Lethal Poison that lasts for 60 min. Each strike has a $h% chance to poison the enemy for Nature damage over 12 sec. Subsequent poison applications will instantly deal Nature damage.
Increases your Energy regeneration by 20%.
Increases the application chance of your weapon poisons by 5%.
Increases maximum Energy by 50.
Slash all enemies within yds dealing damage. Deals reduced damage beyond 5 targets. Copy the longest Garrote and Rupture on the enemies you hit onto up to 2 other enemies. Awards 1 combo points.
Increases Critical Strike chance by 2%.
Kidney Shot and Rupture also apply Internal Bleeding, dealing up to Bleed damage over 6 sec, based on combo points spent.
Garrote deals 50% increased damage and has no cooldown when used from Stealth and for 6 sec after breaking Stealth.
Fan of Knives has 5% increased critical strike chance and its critical strikes always apply your weapon poisons.
Critical strikes with attacks that generate combo points grant an additional combo point per critical strike.
Mutilate deals an additional 25% Bleed damage over sec.
Garrote lasts 6 sec longer.
Garrote and Rupture damage increased by 15%.
Carve a deathmark into an enemy, dealing Bleed damage and restoring 80 Energy to you over 16 sec. Damage dealt to the target by your Garrote, Rupture, and Lethal Poisons is increased by 100%. Each time you apply a Lethal Poison to the target, apply it twice.
Envenom or Kingsbane apply Caustic Spatter for 10 sec. Limit 1. Caustic Spatter causes 20% of your Nature damage dealt to splash onto other nearby enemies, reduced beyond 5 targets.
Gain 1 additional max combo point. Your finishing moves that consume more than 5 combo points have increased effects, and your finishing moves deal 5% increased damage.
Shadowstep's cooldown is reduced by 33.3333% when used on a target afflicted by your Garrote.
Garrote silences the target for 5 sec when used from Stealth. Enemies silenced by Garrote deal 15% reduced damage for 5 sec.
Increases the damage of your weapon poisons by 20%.
All damage you deal is increased by 10% while Deathmark is active.
If the target of your Deathmark dies, Deathmark jumps to a nearby enemy combatant for its remaining duration.
Your weapon poisons and Nature or Bleed damage over time abilities deal 1% increased damage to targets for each of your lethal poison or damage over time effects on them.
Fan of Knives has its radius increased to 12 yds, deals 20% more damage, and an additional 10% when striking 5 or more targets.
When you apply a Weapon Poison with a single-target attack, you have a 50% chance to strike a nearby enemy for Physical damage and apply the same Weapon Poison to them.
Envenom has a% chance per combo point spent to smash a vial of poison at the target's location, creating a pool of acidic death that deals Nature damage over 2 sec to all enemies within it.
Garrote increases the damage of Ambush and Mutilate on the target by 30%.
You regain 3 Energy each time your Garrote or Rupture deal Bleed damage to a target affected by your weapon poisons. Energy gain is reduced for bleeds beyond the first. If an enemy dies while afflicted by your Rupture, you regain energy based on its remaining duration.
Coats your weapons with a Lethal Poison that lasts for 60 min. Each strike has a $h% chance to poison the enemy, dealing Nature damage and applying Amplifying Poison for 12 sec. Envenom can consume 10 stacks of Amplifying Poison to deal 35% increased damage. Max $383414u stacks.
Ambush and Mutilate have a 15% chance to make your next Ambush free and usable without Stealth. Chance increased to 30% if the target is under 35% health.
Release a powerful poison from your weapons and inject it into your target, dealing Nature damage instantly and an additional Nature damage over 14 sec. Each time you apply a Lethal Poison to a target affected by Kingsbane, Kingsbane damage increases by 20%, up to%. Awards 1 combo points.
Envenom's effect increases the damage of Envenom by 15%.
Garrote damage increased by 20%. Garrote generates 2 additional combo points when used from Stealth.
Rupture damage increased by 20%.
Your Bleed, weapon poison, and other Nature damage is increased by 15% against targets below 35% health.
When Kingsbane ends, gain 2% haste for every 5 stacks of increased Kingsbane damage that you had, decreasing by 2% every 2 sec sec.
Applying Envenom while Envenom is already active causes it to increase all damage you deal by 5% in addition to increasing your poison application chance.
Applying Envenom while Envenom is already active restores 1 combo point.
Finishing moves have a 3% chance per combo point spent to increase your chance to critically strike by 6% for 6 sec.
Each enemy afflicted by your Rupture increases your Agility by 2%, up to a maximum of $394080u%.
Envenom's effect also increases the critical strike chance of your weapon poisons by 5%, and their critical strikes generate 1 Energy.
You may apply 1 additional Lethal and Non-Lethal Poison to your weapons, but they have 30% less application chance.
Bleed damage increased by 10%. Targets below 35% health instantly bleed out and take fatal damage when the remaining Bleed damage you would deal to them exceeds 150% of their remaining health.
Nothing will save your target from you. Envenom damage increased by 10%. When your Envenom bonus expires, gain 20% increased Energy generation for 5 sec. Gain an additional 15% increased Energy generation for each Envenom you used while Envenom's bonus was active, up to 80% total.
Your Nature and Bleed ability damage is increased by 10%.
After striking with Kingsbane, rapidly strike that target 5 times over 1 sec for Physical and Nature damage. Each strike applies the Lethal Poisons on your weapons and generates a combo point.
Deathstalker 14
Choose two hero trees is a Midnight/TWW feature; the trees below are the ones this spec can pick from.
Garrote applies 3 stacks of Deathstalker's Mark to your target, unless Deathstalker's Mark is already active. You learn Mark for Death. When you spend 5 or more combo points on attacks against a Marked target you consume an application of Deathstalker's Mark, dealing Plague damage. $@spellicon1293340 $@spellname1293340 Move your active Deathstalker's Mark to your target.
Fan of Knives damage increased by 60%.
Auto-attacks against Marked targets deal an additional Plague damage.
Damage dealt to targets other than your Marked target deals 5% Plague damage to your Marked target.
Critical strike damage bonus increased by 20%.
Deathstalker's Mark has a 30% chance to immediately consume a stack when applied.
When you consume an application of Deathstalker's Mark, the damage of your next $?c1[Ambush or Mutilate]?s200758[Gloomblade][Backstab] is increased by 50%.
Rupture damage increased by 20%.
After Deathmark expires, gain 30% increased Nature damage for 30 sec.
$?a137037 [Kingsbane][Shadow Dance] additionally increases the damage of your next $?a137037 [two Envenoms][Eviscerate or Black Powder] by 18%.
Cloak of Shadows duration increased by 2 sec.
Evasion reduces magical damage taken by 15%. Cloak of Shadows reduces physical damage taken by 20%.
If you have critically struck with Fan of Knives, increase the critical strike chance of Fan of Knives and Crimson Tempest by 10% and critical strike damage by 20% for 8 sec.
Fan of Knives and Crimson Tempest deal 30% additional damage while 2 or more enemies are afflicted with Rupture.
Each time you consume a stack of Deathstalker's Mark, reduce the cooldown of Shadowstep by 3 sec.
Shroud of Concealment duration increased by 5 sec.
Deathstalker's Mark deals 40% of its normal damage to all other enemies within 8 yds that are afflicted by Rupture.
When you consume the final Deathstalker's Mark from a target or your target dies, gain 30 Energy and Darkest Night, causing your next Envenom cast with 5 or more combo points to critically strike, deal 35% additional damage, and apply 3 stacks of Deathstalker's Mark to the target if no other Deathstalker's Mark is active. Envenom cast with Darkest Night does not consume a stack of active Deathstalker's Marks.
Fatebound 14
Choose two hero trees is a Midnight/TWW feature; the trees below are the ones this spec can pick from.
Flip a Fatebound Coin each time a finishing move consumes 5 or more combo points. Heads increases the damage of your attacks by 10%, lasting 15 sec or until you flip Tails. Tails deals Cosmic damage to your target. For each time the same face is flipped in a row, Heads increases damage by an additional 2% and Tails increases its damage by 10%.
Flipping a Fatebound Coin restores health.
You have a 30% chance to absorb 10% of any damage taken.
Fatebound Coins flipped by Dispatch are 33% more likely to match the same face as the last flip.
You cannot be slowed below 70% of normal movement speed while your Fatebound Coin flips have an active streak of at least 2 flips matching the same face.
Shadowstep may be used a second time within 3 sec with no cooldown, but its total cooldown is increased by 5 sec.
Critical strike chance increased by 3%.
$?a383281[Sinister Strike and Ambush generate]?a137036[Sinister Strike generates][Mutilate, Ambush, and Fan of Knives generate] 1 additional combo point $?a383281[when they grant Opportunity]?a137036[when it grants Opportunity][when they trigger Seal Fate].
Caustic Spatter causes an additional 5% of Nature damage dealt to be dealt to affected enemies.
Activating Adrenaline Rush flips a Fatebound Coin and causes it to land on its edge, counting as both Heads and Tails.
After flipping a Fatebound Coin that ends a streak of 4 or more, flip another that matches the same face.
Envenom deals 5% more damage when it consumes 5 or more combo points.
Dispatch has a 4% chance to flip 3 Fatebound Coins.
Weapon poisons have 5% increased application chance and your Fatebound Coins flipped have an additional 5% chance to match the same face as the last flip.
Gain 5 Energy every time you flip a Fatebound Coin. Gain 15 Energy for Coins that land on their edge.
Flipping Heads increases damage by an additional 4%. Damage dealt by flipping Tails is increased by 12%.
Every 7 coin flips, keep a lucky coin that bends you towards your fate for 12 sec. Your Agility is increased by 4%, the damage and bonuses of Fatebound Coins are increased by 50%, and coin flips are 15% more likely to match the same face as the last flip. Coin flips do not count toward finding a lucky coin while you have a lucky coin.