Rogues have a plethora of incredible Unique weapons and armor in Diablo 4, and while some of them have changed, there are also new ones to use in powerful builds. Whether new or old, they can be used in some of the top-tier builds for this agile class. Sadly, Rogue’s not on top of the food chain in Season 13, they can still deliver incredible damage, while keeping themselves safe across Sanctuary.
If you want to know all of your options as a Rogue, for Uniques in Diablo 4 as of Season 13, we’re here to help. However, this doesn’t cover generic Uniques and Mythic Uniques. This only includes gear that exclusively can be equipped by Rogues.
All Rogue Uniques currently available in Diablo 4 (Season 13)
There are 32 Uniques specifically for Rogues in Diablo 4, and many of them have been included in top-tier builds over the years. We’re highlight these Uniques today, and while they may no longer feature specific, set stats like previous seasons, each one does have a specific Unique Affix that you can look forward to.
If you want to know where these items drop, we’ve got you covered as well, because our Diablo 4 Boss drop loot table also includes every Rogue Unique. Here’s every single currently available Unique for Rogues:
All Uniques for Rogues
- Asheara’s Khanjar (Dagger): HIts with this weapon increase your Attack Speed by [3.5-50]%[+] and damage by [11.7-16.7]%[x] for 4 seconds, up to [10.5-150]%[+] and [35.0-50.0]%[x] respectively.
- Assassin’s Stride (Boots): Mobility Skills are always Shadow Imbued with[45-60]%[x] increased potency. Lucky Hit: Damaging an Elite or Boss with a Mobility SKill has up to a [45-60]% chance to instantly trigger a free Shadow Imbuement explosion.
- Bands of Ichorous Rose (Ring): Lucky Hit: Poison or Cold Imbued SKills have up to a 35% chance to deploy a Poison Trap while it is equipped, depending on your equipped Poison Trap’s element. Poison Trap gains the Infiltrator Variant for free and deals [75-90]%[x] increased damage.
- Beastfall Boots (Boots): When you Cast a non-Channeled Ultimate Skill, it Consumes all of your Energy and deals [0.60-0.75]%[x] increased damage per Energy Consumed. Using a Cooldown restores 25 Energy.
- Cassia’s Grace (Bow): Your Arrow Storms last 2 seconds shorter, deal [60-90]%[x] increased damage, and, when created, have a 50% chance to create an additional Arrow Storm on a nearby target.
- Condemnation (Dagger): Your Core Skills deal [45-60]%[x] increased damage for 0 seconds when Consuming 3 Combo Points. Casting Basic Skills always generates 3 Combo Points.
- Cowl of the Nameless (Helm): Lucky Hit: Imbued Skills have up to a 40% chance to trigger a large explosion, dealing 75% of the damage dealt and applying the Imbuement effect to each enemy it hits with [120-150]%[x] Potency.
- Death’s Pavane (Pants): Dance of Knives drops knives from enemies hit. Picking them up grants you 25 Energy and increases your Dance of Knives damage by [25.0-30.0]%[x] for 5 seconds, stacking up to 3 times.
- Deathmask of Nirmitruq (Helm): You can now overexert yourself while Casting Flurry, spending 3% life when you don’t have enough Energy. Spending life to Cast Flurry increases its damage by [45.0-60.0]%[x] and your Attack Speed by 50% for 5 seconds.
- Desperate March (Boots): Evading leaves behind Caltrops. Caltrops gain 50%[+] increased Size and deal [75-90]%[x] increased damage.
- Eaglehorn (Bow): Penetrating Shot bounces off walls and deals [60-70]%[x] more damage.
- Etna’s Lost Dagger (Dagger): Dealing 2 different types of Non-Physical damage increases the Potency of your Imbuement Skills by [45-60]%[x] and Non-Physical damage by [45-60]%[x] for 8 seconds. Basic Skills are now Imbueable.
- Eyes in the Dark (Pants): Death Trap deals [75-90]%[x] increased damage and will rearm itself after activating, once every 10 seconds.
- Fist of the Iron Rose (Gloves): Damaging a Close enemy with marksman or Cutthroat Skills each grant a 15%[+] Attack Speed bonus for 8 seconds. While both Attack Speed bonuses are active, you deal [45.0-60.0]%[x] increased damage to Close enemies.
- Gladiator’s Triumph (Gloves): The first direct damage you deal to an enemy is a guaranteed Critical Strike. When a Marksman Skill first Critically Strikes, it gains [90-120]%[x] increased damage, and you gain 1 Overpower. This can stack up to 4 over your Maximum Overpower.
- Grasp of Shadow (Gloves): Casting a Marksman or Cutthroat Skill has a [45-60]% chance to Summon a Shadow Clone that mimics that Skill.
- Misericorde (Sword): Lucky Hit: Dealing damage to an enemy affected by a Trap Skill has up to a 40% chance to: Reduce the active Cooldowns of your Trap Skills by 30%. Increase your Trap Skill damage by [9.0-12.0]%[x] for 10 seconds, up to [45-60]% [x].
- Orphan Maker (Crossbow): Basic and Core Skills that use this weapon now Reload. Reload Skills deal [40-50]%[x] increased damage and every second Reload Skill increases this bonus by 100%[x] for 2 seconds.
- Pitfighter’s Gull (Ring): Smoke Grenade bounces and detonates a second time. Smoke Grenade’s damage is increased by [7.5-10.0]%[x] and Duration is increased by [7.5-10]%[x].
- Rustbitten Dirk (Dagger): Deal [90-120]%[x] increased damage to isolated enemies.
- Saboteur’s Signet (Ring): Your Grenades gain 50%[+] increased Size and deal [75-90]%[x] increased damage. Enemies damaged by Grenade Skills become either Vulnerable or Weakened for 4 seconds.
- Scoundrel’s Kiss (Ring): Gain 1 Ferocity every 2 seconds as long as no enemies are Close to you. Your Marksman Skills deal [12.0-15.0]%[x] increased damage per stack of Ferocity.
- Scoundrel’s Leathers (Pants): Your Trap Skills can be thrown and deal [45-60]%[x] increased damage.
- Sea Lord’s Fine Gloves (Gloves): Casting or Channeling a Cutthroat Skill grants a stack of Momentum, up to 10. Casting a Marksman Skill removes a stack of Momentum. For each stack of Momentum, you gain [2.50-3.00]% Maximum Energy, [2.50-3.00]%[x] Energy Regeneration, [5.00-6.00]%[x] increased damage.
- Shroud of Khanduras (Chest): Casting Dark Shroud makes you Immune for 2 seconds, but your Evade Cooldown is increased by [3.0-4.0] seconds. Evading while Dark Shroud is active leaves behind an explosion that deals [450-600] Shadow damage and Pulls In enemies.
- Shrouded Gift (Pants): Whenever you gain Stealth, you also gain Concealment. Gain [25-30]% increased Damage Reduction while Stealthed and for 8 seconds after breaking it.
- Skyhunter (Bow): Every consecutive Cast of Rapid Fire increases the amount of arrows it fires by 2, up to 6. Rapid Fire deals [40-50]%[x] increased damage.
- The Maestro (Dagger): Twisting Blades impales an extra set of blades into its target, dealing [24-30]%[x] increased damage and creating additional blades that return to you.
- The Umbracrux (Dagger): Your Subterfuge Skills create an attackable Shade Totem for [6.0-8.0] seconds. Any base damage it takes is replicated onto surrounding enemies at 50% effectiveness. This effect is treated as a Trap Skill. You may only have 1 Shade Totem active at a time.
- Windforce (Bow): Hits of Barrage have a [25-30]% chance to deal triple damage and Knock Down enemies.
- Word of Hakan (Amulet): Your Rain of Arrows is always Imbued with all Imbuements and deals [75-90]%[x] increased damage to Distant enemies.
- Writhing Band of Trickery (Ring): Your Subterfuge Skills create a Decoy Trap that Taunts lures enemies, dealing [900-1200] Corrupting damage over 6 seconds. This counts as a Trap SKill and only one Decoy can be active at a time.
The great thing about these Diablo 4 Rogue Uniques, is that they all benefit the player in one way or another. For example, if you’re running Penetrating Shot builds, you’ll probably want Eaglehorn and Shrouded Gift, among other Uniques.
Sea Lord’s Fine Gloves also work well with Death Trap builds, and Dance of Knives builds want Cowl of the Nameless, and The Umbracrux. There’s really something for everyone, and while Rogues might not be the top DPS right now, that will definitely change as time goes on.
Check out our other Diablo 4 guides and features
Edited by Jason Parker
