Assassination Rogue DPS Rotation, Cooldowns, and Abilities — 12.0.5
On this page, you will learn how to optimize the rotation of your Assassination Rogue in both single-target and multi-target situations. We also have advanced sections about cooldowns, procs, etc. in order to minmax your DPS. All our content is updated for World of Warcraft Patch 12.0.5.
Assassination Rogue Gameplay and Rotation Guide
Welcome to our Rotation page for Assassination Rogues. Here you will find out more about your rotational priorities in both single-target and multi-target situations, which you will apply in both Raiding and Mythic+ scenarios.
Each of the sections below explains the rotation and openers for different environments. Click the boxes to switch to the desired situation and Hero Talent choice.
Deathstalker
Fatebound
Fatebound Single-Target Opener
Deathstalker Single-Target Opener
Always make sure to open from
Stealth, and to have
Deadly Poison and
Amplifying Poison active.
- Open from Stealth with
Garrote - Use
Mutilate until you're at 5+ Combo Points - Cast
Rupture with 5+ Combo Points - Cast
Garrote to extend your
Improved Garrote - Build up to 5+ Combo Points with
Mutilate - Cast
Envenom - Use your
Algeth'ar Puzzle Box trinket here, if you are wearing one. - Cast
Deathmark, and use any potions or racials here. If you are not playing Puzzlebox, use your on-use trinket here as well. - Cast
Kingsbane - Continue casting
Envenom at 5+ CP, and use
Mutilate to build CP. - Continue casting
Envenom at 5+ CP, and use
Mutilate to build CP. Make sure to cast Envenom at 7 CP when
Darkest Night is active.
This completes your opener, and you then follow with your regular rotational priority.
Fatebound Single-Target Rotation
This is the general priority list on how to use your abilities. This is NOT a list that should be followed step by step; it simply serves as a good idea of which things to prioritize in your moment-to-moment gameplay, as you will often be faced with multiple choices on which buttons to press. The priority list simply highlights which buttons are more important than others.
- Maintain
Garrote. Use it from
Vanish when possible (before every Deathmark). - Maintain
Rupture with 5+ Combo Points. - Activate
Deathmark when available. - Use
Kingsbane on cooldown. Make sure to sync it with Deathmark. - Cast
Envenom with 5+ Combo Points. - Cast
Ambush to generate Combo Points whenever it is usable. - Cast
Mutilate to generate Combo Points. - Use
Thistle Tea alongside
Kingsbane.
Deathstalker Single-Target Rotation
This is the general priority list on how to use your abilities. This is NOT a list that should be followed step by step; it simply serves as a good idea of which things to prioritize in your moment-to-moment gameplay, as you will often be faced with multiple choices on which buttons to press. The priority list simply highlights which buttons are more important than others.
- Make sure to use
Garrote to apply
Deathstalker's Mark. - Swap your
Deathstalker's Mark with
Mark for Death if you need to swap targets
and are still multiple finishers away from a
Darkest Night proc. - Maintain
Garrote, casted from
Vanish when possible (before every Deathmark). - Maintain
Rupture with 5+ Combo Points. - Activate
Deathmark when available. - Use
Kingsbane on cooldown. Make sure to sync it with Deathmark. - Cast
Envenom with 5+ Combo Points. Cast it with 7 CP
when
Darkest Night is active. - Cast
Ambush to generate Combo Points whenever it is usable. - Cast
Mutilate to generate Combo Points. - Use
Thistle Tea alongside
Kingsbane. - You can use
Shiv if at 6 CP and
Darkest Night is available.
Fatebound AoE Opener
Deathstalker AoE Opener
Always make sure to open from
Stealth, and to have
Deadly Poison and
Amplifying Poison active.
- Open from Stealth with
Garrote. Cast it twice for maximum Pandemic value on
Improved Garrote - Cast
Fan of Knives to generate Combo Points - Cast
Rupture with 5+ Combo Points - Use your
Algeth'ar Puzzle Box trinket here, if you are wearing one. - Cast
Deathmark, and use any potions or racials here. If you are not playing Puzzlebox, use your on-use trinket here as well. - Cast
Kingsbane - Cast
Envenom at 5+ Combo Points - Cast
Crimson Tempest repeatedly to spread your bleeds to all targets. Stop at 5+ CP or when all targets have all bleeds. - Continue casting
Envenom at 5+ CP, and use
Fan of Knives to build CP. - Continue casting
Envenom at 5+ CP, and use
Fan of Knives to build CP. Make sure to cast Envenom at 7 CP when
Darkest Night is active.
Remember to use
Crimson Tempest instead of
Fan of Knives to build Combo Points in AoE, if not all of the targets have all your bleeds active yet. Once your opener is finished, follow the regular AoE rotational priority.
Deathstalker Multi-Target Rotation
Fatebound Multi-Target Rotation
- Make sure to use
Garrote to apply
Deathstalker's Mark. Cast it twice to extend the
Improved Garrote to its max duration on opener. - Swap your
Deathstalker's Mark with
Mark for Death if you need to swap targets
and are still multiple finishers away from a
Darkest Night proc. - Cast
Garrote, ideally from
Stealth, and cast
Rupture with 5+ CP. - Maintain
Garrote and
Rupture on all targets by using
Crimson Tempest
as your AoE builder. - Use
Crimson Tempest as your AoE builder to spread bleeds. If all targets have bleeds already,
use
Fan of Knives instead. - Activate
Deathmark when available. - Use
Kingsbane (if talented) on cooldown. Make sure to sync it with Deathmark if it is ready. - Use
Vanish to re-apply
Garrotes buffed by
Improved Garrote if
your initial set of DoTs are close to running out, and the pack is going to live
for another ~20+ seconds. - Cast
Envenom with 5+ Combo Points. - Cast
Envenom with 5+ Combo Points. Cast it with 7 CP
when
Darkest Night is active. - Use
Thistle Tea alongside
Kingsbane. - You can use
Shiv if at 6 CP and
Darkest Night is available.
Midnight Season 1 Tier Set
The Midnight Season 1 Tier Set,
Rogue Assassination 12.0 Class Set 2pc and
Rogue Assassination 12.0 Class Set 4pc, has no effect on our rotation whatsoever. It simply boosts
our damage output, so there are no changes in gameplay once you acquire it.
Class and Spec Mechanics Explained
In order to better explain the specific usage and benefits of the Assassination Rogue kit, we have compiled a more detailed explanation on individual parts of our rotation, from important rotational mechanics that you need to pay attention to, to cooldowns and how to use them, so you can reach your full potential when playing Assassination.
Envenom Chaining
Chaining
Envenoms is a core aspect of Assassination Rogue gameplay.
This refers to the mechanic of casting Envenoms while the previous one is still active,
instead of letting the short-duration buff from Envenom fall off before casting a new one.
Assassination has a variety of talents and passives that boost your DPS when casting Envenoms
while the previous one is still active, but you will want to take
special care to not do so too early.
Some of the talents supporting this playstyle are:
Inspiring Strike
A new choice-node talent at the bottom of the tree, that boosts all of our class-damage when chaining Envenoms.
Poisoner's Drive
The alternative talent to Inspiring Strike, which grants 1 Combo Point instead when chaining properly.
Rapid Injection
This talent was massively buffed to grant 30% increased Envenom damage when chaining.
Implacable
Our upcoming Apex Talent in Midnight, which grants powerful bonuses once the Envenom chain falls off.
Apex Talent: Implacable
Midnight offers us a new type of talent, the Apex Talent(s). This is a 4-point talent that
lets you allocate multiple points in it, providing different effects based on how many
talent points you put into it. Assassination gains the
Implacable talent, which
does the following:
- First Point:
Implacable will grant you bonus Energy recharge
after your Envenom drops, based on how often you chained your Envenoms. - Second and Third Point::
Implacable will grant you additional
Bleed and Nature damage. - Fourth Point:
Implacable will cause additional damage when using
Kingsbane and you will also generate 5 Combo Points passively in the next
second.
Our Apex talent softens our weaknesses a little bit, letting us recharge Energy faster
once we run out of Energy, similar to what
Thistle Tea already does, which smooths
out our rotation so we do not spend long periods of time without any buttons to press. The
Kingsbane bonus is also quite nice, letting us quickly generate maximum Combo Points
after using KB, without having to waste another GCD on a Combo Point builder.
Overall this is a solid set of talents that aims to make our weaknesses less pronounced, instead of further boosting our strengths.
Dropping Implacable on Purpose
There is a small min-max for a minor DPS gain, that is built around optimizing your Implacable benefits. Once you hit the final stage of the buff, which grants an 80% increased Energy regeneration rate when Envenom expires, you do not extend your Envenom anymore.
Instead, you let it fall off on purpose, even if you still have Energy left to use,
to gain the full benefits of the debuff. You
Envenom immediately after it falls
off, and then build up to maximum stacks again.
Pandemic
Pandemic is a game-wide mechanic that applies to all kinds of buffs and debuffs
that have a duration. When you refresh
Rupture,
Garrote,
or
Slice and Dice before they expire, the remaining
duration is added to the newly applied effect, up to 30% of the newly applied
base duration.
Example — You can safely refresh a 5-Combo Point Rupture when it
has 7.2 seconds or less remaining because its base duration is 24 seconds.
Deeper Stratagem allows for 6 Combo Point Ruptures, which last 28
seconds. 6-Combo Point Ruptures can be refreshed safely when they have 8.4
seconds or less remaining. With
Sanguine Stratagem and 7 maximum
Combo Points, this changes to 9.6 seconds.
Safe Pandemic refresh timing is based on the newly applied base duration and not the original length of the effect. Therefore, a 2 Combo Point Rupture can still benefit from full Pandemic if it is refreshed by a 5 to 7 Combo Point Rupture.
This is an important mechanic to pay attention to throughout your gameplay, as letting your bleeds drop entirely will make you lose out on Energy, while chaining Envenoms is a huge boost to your DPS, as explained in the previous section.
Energy Pooling
It can be very beneficial to "pool" your Energy and Combo Points, which involves auto-attacking while your Energy regenerates. The advantage this provides is variable, meaning that pooling does not always result in damage gained. Situations where pooling Energy and Combo Points is beneficial include:
- After your Envenom-chain drops, you will want to wait until high Energy before beginning the process anew
- Before an important add spawns, so that you can apply as much instant pressure as possible
- An encounter-specific buff or damage phase is imminent
Pooling Energy is not a magical DPS gain by itself. It allows you to slightly adjust the timing of your abilities so that you fit more attacks during periods of increased damage, provided you can properly identify when such periods are going to happen.
Deathstalker's Mark
When playing the
Deathstalker Hero Talent tree, you will be playing around
your
Deathstalker's Mark and
Darkest Night debuff and buff. The Mark
applies to a single enemy, and whenever you finish you lower its count by one. Once consumed,
you will be granted Darkest Night which massively boosts the damage of your next
Envenom,
while also re-applying the Mark to the target you cast it on.
You need to make sure that your uptime on Deathstalker's Mark is close to 100%. For example, while Energy pooling is an important aspect of your gameplay, do not do so if it means your Mark is not active for a prolonged period of time.
There is also an added layer of difficulty to
Deathstalker on encounters
where you frequently have to switch targets, or bosses end up submerging without clearing their debuffs.
In order to still benefit from your Hero Talent choice, you need to ensure that you get a
Darkest Night proc before the boss disappears or a new target spawns, so you can
quickly transfer the Mark to the new target. On encounters where this is very difficult to
accomplish, your may be better off playing
Fatebound instead.
You can swap your Mark with the
Mark for Death ability that you will learn automatically
as you talent into Deathstalker. This is useful to change marks when you're still multiple
finishers away from getting a Darkest Night proc, or when an add spawn surprises you.
Snapshotting
The damage buff from
Improved Garrote is removed when you overwrite the bleed you
empowered by re-applying an unempowered one. Therefore, it is best to let the DoT run
its full duration before refreshing it. This bonus damage gets doubled
during
Deathmark.

Important Cooldowns for Assassination Rogue
Deathmark
Deathmark is our main cooldown, available every 2 minutes. It grants
increased damage to your bleeds and duplicates your Poison procs, allowing for much
quicker build-up of your
Kingsbane stacks. It is paramount to ensure that
you use Deathmark on targets that do not die during its duration.
Sometimes it can be beneficial to not use Deathmark the moment it comes up. You may want to pool a little Energy before doing so, to ensure you can use every Global Cooldown during its duration, and you want to pay attention to upcoming boss mechanics that might force you out of melee. Since it is a 2-minute cooldown, you can safely delay Deathmark, provided you do not lose out a full use of it over the course of a fight or dungeon run.
i.e. On a 7-minute encounter, it makes no difference if you use DM on pull, and then every 2 minutes, or if you end up delaying a cast, and instead use it on pull, 2:30, 4:30, and 6:30 into the fight. The amount of DM casts is the same.
The same applies for situations where delaying the CD would make it line
up with the enemy's HP threshold for
Zoldyck Recipe. Try to avoid using DM at 40% boss HP, when
you can delay it a little to get the full Execute benefit — as long as
you do not lose out a cast at the end of the fight.
Kingsbane
Kingsbane is a 1-minute cooldown that we want to use on CD as much as possible.
It deals up-front damage, and then damage-over-time, and its DoT tick-rate does not scale with Haste.
The damage over time increases with each Poison proc, up to a cap, which makes it synergize exceptionally
well with Deathmark thanks to its Poison duplication effect. It is absolutely paramount that you maintain
100% melee uptime and 100%
Envenom uptime while Kingsbane is running. Similar to Deathmark,
delaying KB can be beneficial, but as it is on a 1-minute cooldown, it is challenging to do so without
losing out on a full cast of it.
This is where our incredible survivability kit comes into play. Skills like
Evasion or
Cloak of Shadows allow us to ignore certain mechanics without getting hit or affected by
them, and where other Melee DPS may have to run away from the boss to avoid taking lethal damage,
we can safely maintain uptime to further boost our DPS. This makes these defensive abilities act
as DPS boosts in certain encounters, and planning around their usage to potentially overlap with
dangerous boss mechanics is what separates a good from a great Assassination Rogue.
Thistle Tea
Thistle Tea is a multi-charge ability, generating one charge a minute. It grants
Energy on use, and can be very useful to maintain Envenom Chains during
damage amplification phases on a boss, or to ensure you use every GCD during your
Deathmark.
It auto-activates at below 30 Energy, and there's no benefit to trying to play around it manually.
Blind
Blind is not part of our DPS kit, but still has some interesting use-cases in Mythic+ that may
not be immediately apparent. While
Sap allows a player to safely pass a CC-ed creature without getting
into combat, a blinded enemy will walk around confused and still get into combat with the first player that
gets close to it. Once the Blind debuff ends, it will engage said player. It will not, however, get into combat
with any other player that gets close to it.
You can still make great use of Blind to pass enemies by abusing the fact that only one player
gets into combat with it. The best and easiest way to do this, is to ensure that after blinding the target, you
get close enough to enter combat with it, and then you and your entire group can pass the enemy. Once you
are far enough away from it, you can safely
Vanish, drop combat, and skip the enemy.
This is particularly useful in situations where an entire pack of enemy is in your way that you would
like to skip, but one or two enemies are too close to pass by without body-pulling them. As a Rogue, you can
Sap one, and then use the above trick for the other, allowing you to skip past enemies that would either
detect you if you were to use
Shroud of Concealment, or if Shroud is on cooldown.
Defensive Utility
All Rogues have a solid number of defensive cooldowns, making them the best candidate for soaking required mechanics and dealing with heavy incoming damage.
Feint reduces AoE damage taken by 40% for 6 seconds for only 35
Energy. When talented into
Elusiveness, it also reduces all other
damage by 20% and grants
Evasion a 20% damage mitigation. This is one
of the most overpowered abilities in the game and a huge asset in fights with
heavy raid damage.
Cloak of Shadows provides magic immunity for 1 second, followed
by 4 seconds where all spells will miss you. Cloak of Shadows has a variety of
uses, both pre-emptive and reactive, such as solo soaking mechanics or clearing
debuffs that would force you out of melee range.
Evasion increases your Dodge chance by 100% for 10 seconds.
This can be useful if you have to tank some adds or the boss for a few
seconds. In rare cases, it can be used to negate physical ranged attacks or
spells.
Cheat Death is a talent that allows you to escape lethal damage
once every 6 minutes. The damage cannot exceed more than twice your maximum
health. Cheat Death is great for soaking mechanics that pierce
immunities and damage reductions, as it guarantees your survival. It is also
great for encounters with bursty damage that might take you by surprise, as
you get a free get-out-of-jail-free card at least once in the encounter.
Crimson Vial provides a respectable amount of healing on a 30-second
cooldown.
Do not forget about this defensive toolkit, as it can be a major asset for both individual and raid-wide survivability, or even used to stay in dangerous areas to do slightly more damage.
Poisons
Your Lethal Poison should always be
Deadly Poison and
Amplifying Poison.
You have three choices for your non-lethal Poison;
Crippling Poison,
Atrophic Poison, and
Numbing Poison. For raiding, you will
want to use Atrophic Poison
unless your raid wants you to slow a specific group of targets. For
Mythic+, you will want to use the Poison that best suits your tank's needs.
Crippling Poison allows your tank to more easily kite enemies,
whereas Numbing Poison slows their attack speed instead, while Atrophic Poison
reduces the damage the group takes from enemy attacks and spells.
Changelog
- 20 Apr. 2026: Updated for Patch 12.0.5.
- 31 Mar. 2026: Updated Opener for Garrote Snapshot.
- 16 Mar. 2026: Updated for Midnight Season 1.
- 26 Feb. 2026: Updated for Midnight.
- 10 Feb. 2026: Page updated for Pre-Patch.
- 30 Nov. 2025: Page was reviewed for Patch 11.2.7 and no changes were required.
- 05 Oct. 2025: Page was reviewed for Patch 11.2.5 and no changes were required.
- 06 Sep. 2025: Page updated with minor simplified rotation changes.
- 03 Sep. 2025: Clarified Fatebound Shiv usage.
- 18 Aug. 2025: Clarified Deathstalker AoE rotation if Kingsbane is not talented.
- 04 Aug. 2025: Page updated for Patch 11.2 with detailed information on Fatebound and Deathstalker tier-set impacts.
- 15 Jun. 2025: Added information for Combat Assist feature.
- 21 Apr. 2025: Page was reviewed for Patch 11.1.5 and no changes were required.
- 25 Mar. 2025: Updated rotational priorities for class changes from March 25th.
- 24 Feb. 2025: Page has been reviewed and updated for TWW Patch 11.1.
- 15 Dec. 2024: Page has been reviewed for Patch 11.0.7.
- 21 Oct. 2024: Updated for the gameplay changes in Patch 11.0.5.
- 09 Sep. 2024: Reviewed for The War Within Season 1.
- 21 Aug. 2024: Updated for The War Within.
- 23 Jul. 2024: Updated for The War Within Pre-Patch.
- 07 May 2024: Reviewed for 10.2.7.
- 22 Apr. 2024: Page has been reviewed and updated for Dragonflight Season 4.
- 21 Mar. 2024: Page has been reviewed for Patch 10.2.6, no changes were necessary.
- 15 Jan. 2024: Page has been reviewed and updated for Patch 10.2.5.
- 14 Nov. 2023: Updated with newly optimized Opener on single-target.
- 06 Nov. 2023: Page updated for the Patch 10.2 Rogue rework.
- 04 Sep. 2023: Page was reviewed for Patch 10.1.7 and no changes were necessary.
- 10 Jul. 2023: Page was reviewed for Patch 10.1.5 and no changes were necessary as Assassination received no changes for the Patch.
- 06 Jun. 2023: Updated Sepsis gameplay information.
- 01 May 2023: No rotational changes are required for Patch 10.1. Added Rotation Quick Guide.
- 20 Mar. 2023: Reviewed for Patch 10.0.7.
- 24 Jan. 2023: Updated for Dragonflight Patch 10.0.5 changes.
- 04 Jan. 2023: Updated rotational priorities for DTB and Kingsbane builds.
- 11 Dec. 2022: Updated for Dragonflight Season 1.
- 28 Nov. 2022: Updated for Dragonflight launch.
- 25 Oct. 2022: Updated for Dragonflight pre-patch.