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Last Epoch S-Tier Rogue Build Carry works around the fact that no other class changes this much depending on which mastery you settle on. Bladedancer, Marksman, and Falconer all start from the same Physical and Poison foundation and the same Shadow mechanic, but the moment you commit to one at level 20, the character in front of you plays like a completely different class.
|
Mastery |
Core Playstyle |
Signature Skills |
|---|---|---|
|
Bladedancer |
Fast melee dual-wielder relying on Dodge and Glancing Blow to survive high-risk dagger combos |
Dancing Strikes, Lethal Mirage |
|
Marksman |
The only mastery that wields a bow, kiting enemies at range with Shift for mobility |
Hail of Arrows, Detonating Arrow |
|
Falconer |
Trap-based tactician fighting alongside a permanent Falcon companion, melee or ranged |
Falconry, Aerial Assault, Dive Bomb |
Buy Last Epoch S-Tier Rogue Build and skip the guesswork of figuring out which of these three suits how you want to play. We gear and Bless the character around your chosen mastery specifically, so instead of leveling three separate Rogues to find out which one clicks, you log into one that’s already performing at full strength.
Shadow creates a temporary copy of your character that mirrors the next skill you use, effectively doubling the output of that one action without any extra input from you. It’s a base Rogue mechanic available to all three masteries, though how much value it adds depends on how well your specific skill setup benefits from a repeated cast. We factor Shadow uptime into the gear and passives we choose so it’s pulling real weight in your finished build, not sitting there as a wasted passive point.
Yes, weapon choice is mastery-locked in a meaningful way: Marksman is the only Rogue mastery that can use a bow at all, while Bladedancer leans on dual-wielded daggers for its melee combos, and Falconer can go either route depending on how you want to lean the build. We match weapon type to your chosen mastery automatically as part of the Best-in-Slot gearing, so this isn’t something you need to specify unless you already have a strong preference in mind.
Marksman is the clear answer here, since her entire kit is built around keeping distance and kiting rather than trading blows directly. Bladedancer sits at the opposite end, since her highest damage output comes from committing to melee range and leaning on Dodge and Glancing Blow to survive the exchange. Falconer lands somewhere in between, letting you lean toward whichever side of that spectrum feels more comfortable while the Falcon itself keeps contributing damage regardless.