A soldier who stuns any opponent

Health
520

Melee Damage
420

Crit. Chance
15%

Crit. Damage
10%

Speed
15

Prepare Time
15

Courage Cost
20
Agility
45
Aggression
80
Detection Range
80
Charisma
500
Valor
600

Special Ability
Gains 0.9% bullet resistance for each point of unit's agility.
Price
35,000

Rogue is a TMF scout specializing in close-range combat. He is armed with a stun baton and dressed in a black full-body armor suit, a black gas mask with red lenses, a brown-green cape, and a black combat helmet. His armor has two strips of blue tape forming an X on his shoulder pad.
Riot Policeman is Rogue's exclusive skin. He is armed with a stun baton and dressed in a dark blue full-body riot suit with a black Kevlar vest sporting shoulder pads and kneepads placed over, a police tool belt, a black balaclava, and a black riot helmet with a clear face shield.
He can be unlocked for 35,000 coins after reaching player level 20.
Overview
Rogue is a Fighter. He has abnormally high health and damage for his class, but also extremely low agility. His attack speed is overall moderate.
Rogue's critical hits stun enemies, freezing them briefly. He will not turn into a zombie when killed.
Special Ability
Rogue's special ability grants him bullet resistance equal to 90% of his agility level. With his base agility of 45, he is guaranteed to have at least 40.5% resistance. The maximum achievable value is 90%.
This ability mainly proves useful for making Rogue viable for Skirmish, as bullet resistance makes him a more reliable unit in context of that mode. Outside of it, however, it's a negligible upside.
Gameplay
Main Campaign
Despite his classification and cost, Rogue's stats are more in line with Damagers, and even that is an understatement since he exceeds them in almost all aspects. Primarily held back by his very high unlock cost, he easily compensates with his stunning critical hits that deliver equally extreme impact, sometimes bashing enemies into oblivion well before they could retaliate or at the very least inflict severe damage. Unlike most fighter units, Rogue has a longer preparation time, but does not offer suffer from the fear debuff significantly due to his high Valor and can support other units through his great Charisma value. He most certainly won't work alone, but does enjoy the company of ranged units that help him batter down threats from afar if he doesn't manage to stun threats in time. Rogue's lack of poison immunity is at best a minor weakness and doesn't hinder his utility much since by the point he is avaliable, poison threats are generally out of the picture.
Rogue is often compared to Jailer, and in general proves to be superior as he doesn't require real currency to purchase and achieves better consistency with his brute strength, whereas Jailer's higher critical chance and lower cost makes him more of a supportive fighter.
Skirmish
In League, Rogue actually finds great success despite being a Fighter unit due to his special ability, making him the cheapest unit with it and one of the fastest and bulkiest on units with similar roles such as Guard. In fact, aside from poor agility and a different team synergy that does not matter, Rogue is better than Guard and Builder (similar roles but mostly used for the synergy) in every aspect. Even Turbo, who is fast and fully resistant to bullets, is outshined by Rogue due to how cheap and how offensive he is, and the prevalence of Tactical Set items allowing ranged units to shred bulletproof units anyways. His high damage allows him to kill many enemy units on a single hit if given the opportunity, even with a non-critical hit. Should he perform a critical hit, even the heaviest of units such as Soldier can be crippled, allowing any ranged unit to quickly finish them even if the team's firepower is lacking. This can make him a bulletproof unit destroyer for teams, capable of dispatching Turbo easily thanks to his faster critical hit speed. In addition, his stun perk will leave the enemy unit helpless, essentially waiting to be finished off by a friendly unit. His speed also makes him a menace to deal with. While not necessarily the highest out of all of the units, compared to the many heavy hitting melee units it can be downright terrifying and can easily cause a sweep if the other team doesn't have a wall such as Policeman Diaz to properly counter a melee push. Rogue is a fantastic unit in almost every deck, and can greatly hurt the enemy if they get unlucky or a proper counter is not ran in their deck.
Item Sets
Gentleman proves to be an all-around best choice for Rogue, as it allows him to deal greater damage while still taking advantage of his stuns. In case you want to focus entirely on the debuff, then Gambling is a better choice, as it allows Rogue to reach crit. rate as high as 70% with properly upgraded items. Boss can prove useful in some gimmicky strategies, but Rogue is far from the best fighter to give this set to. Once his SA is unlocked, equipping Rogue with Lucky Guy allows to accentuate his meat shielding potential in skirmish. If Rogue were to have the Ice Breaker set, it could be quite the benefactor, mainly with a horde of Rogues that can be acquired through a 3/3 or 5/5 of TMF and lowering his costs and keeping up with his Prep. Time, can be quite devastating towards enemies like Crank and even Tough Blue.
Because of his extremely low base agility, equipping Rogue with a respective watch is almost a necessity. It's also a safe option if you are only planning to use him in PvP modes. However, it's acceptablee to equip Rogue with a prep. time watch too, as long as you have multiple legendary items that provide at least 20 agility through extra buffs.
Regardless of what stat you aim for, once his level is in double digits, percentage buffs become the better option for Rogue. Prior to that, flat boosts are more preferable. While boosting Rogue's health is useful, it only truly matters in PvP modes and Corn Farm. Should you decide to make him tanky like this, a +% health book is a good choice. If you want to accentuate Rogue's criticals, a crit. chance book becomes a necessity. Getting extra boosts to that stat is only recommended if you want to turn him into a stunlocker. Otherwise, +% crit. damage buffs are more valuable. At the same time, Rogue's melee damage shouldn't be neglected either. In case you don't care for his stuns, it's acceptable to focus entirely on his regular swings, and give him respective buffs along with a +% melee book.
Skins and Synergies
Rogue, along with his respective skin, is part of two teams: TMF and Police.
Name
|
Rogue
|
Riot Policeman
|
Skin
|
|
|
Unlock Req.
|
Player Lvl. 20 35,000
|
300 / 5000
|
Team
|
TMF
|
Police
|
In all of his teams, Rogue is an excellent option. He proves to be an invaluable member thanks to his versatility, fulfilling certain niches and being able to take advantage of most of the powers. For TMF, Rogue benefits significantly from the 2/2 and 5/5 synergies in particular, able to get most out of occasional explosion immunity and cost reduction. In Police, Policeman can act as filler for the 2/2 power to assist ranged units supporting him, survive longer to deal even more damage with the shield points provided by 3/3, or boost his teammates' damage through 5/5.
Trivia
- Rogue possesses the highest base melee attack in the game among all units.
- Rogue has the lowest base agility among all units in the game.
- When it was first added, Rogue's special ability granted him 1% of bullet resistance for each point of agility, meaning that 100 agility would grant him full immunity. This was patched on November 18th, 2022, when Corn Farm event came back in rotation for the first time after the special's introduction.
- Internally, Rogue is referred to as "Shocker".
Gallery
Rogue seen in Update 3.3.0 trailer along with other added units.