Rogue

* Regular
* Police

A soldier who stuns any opponent

* Rogue
* Riot Policeman

 **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 13.

## Functionality

### Basics

Rogue is a fighter, meaning he will attack enemies and the barricade at close range.

Rogue is an expendable unit, having fairly high base health among units in the fighter class, only surpassed by Cashier. He also has good movement speed for a low courage cost with only a moderate preparation time. His attack speed is decent, although it is noticeably slower compared to other units within the same class, and he has very low agility. His base damage is the highest among all the fighter units. He also has a significant amount of Charisma and Valor, equal to Specops.

### Perks and Abilities

Rogue's attacks stun enemies on critical hits. Repeated stuns will reset its duration, allowing Rogue to potentially stun-lock an enemy forever until it inevitably dies. This is a rather unlikely outcome since enemies mostly attack in groups, so he will frequently need support from other melee or ranged units since Rogue works much better alongside others to take full advantage of his stun with him, however it should be noted with the high base damage it is a possible occurrence as he may simply kill his target without further interference.

As a TMF unit, Rogue will not turn into a zombie when killed, though he lacks their standard bullet/poison resistance by default.

At level 13, Rogue unlocks his special ability which grants him bullet resistance equal to 90% of his agility stat. With his base agility at an unusually low 45, his value starts at 40.5% and goes up to 90% at 100 agility. This ability sees more use in Skirmish and events than the main campaign due to how late Rogue usually is unlocked.

## Gameplay

### Main Campaign

Rogue, due to his very high unlock cost, is outclassed by early game fighters like Mechanic and Private Rodriguez, but becomes worth the price for later locations such as Stage 6/7/8. His preparation time doesn't allow him to be the most effective spam unit and his stun perk is also a bit underwhelming at some points in the later stages of the game, though overall he is still effective against tougher enemies due to his high damage.

Rogue is a very powerful melee unit thanks to his highest base damage among all the fighter units. With proper upgrades, he can exceed the damage of Mechanic's sledgehammer and Cashier's critical attack while using the Fury buff. This makes Rogue one of the most damaging units in the game, which combined with his stun perk can easily ravage enemies, as he will stun lock them consistently with his critical attack while his brute strength bashes them into oblivion.

Aside from his extremely powerful offensive capabilities, Rogue's strengths also lie within his playability. Rogue's courage cost is actually good for what he does, and does compensate for his preparation time. Unlike most fighter units, Rogue does not offer suffer from the fear debuff significantly due to his high Valor and can support other units through his high Charisma making him all the more powerful.

Rogue is often considered an improved Jailer with stun and disposability as highlights. He in particular has much greater health and damage, doesn't turn into a zombie when slain, can gain bullet resistance, and does not cost real currency. Jailer, however, does have a higher critical hit chance and agility, differentiating him from Rogue as a stun-centered unit with more consistency. Even so, Rogue remains far superior, as his high stats can simply kill enemies outright, while other weak fighters can do damage just as well as Jailer. It is still possible to use both, but considering their moderately long preparation time, it is unlikely to yield any meaningful results, as there are far better options for supporting Rogue.

Unlike the the other TMF units, Rogue lacks both poison and bullet resistance by default. However, these are rather negligible downsides in practice for the Main Campaign, as ranged enemies appear only up to mid-game (Stage 3), while poison is only used by Epidemiologist and Slob (which become uncommon enemies beyond stage 3). Given his late-game availability and status as an expandable unit, such resistances are practically irrelevant, and he remains an excellent unit overall.

### Skrimish

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

Rogue works quite clearly best with Gentleman set which is easy to obtain early on, as the damage provided after a critical hit will become extremely helpful for the unit as the main goal of it will always be to gain critical hits to stun enemies as much as possible, and with the extreme damage output of the unit he can demolish anything if a single crit lands. Fitness is great for getting around his agility issues, but bear in mind his special ability does not work with the set bonus due to it only accounting for base values, preventing him from gaining additional bullet resistance. Boss would also be suitable and it’s less demanding for skirmish uses, since it benefits the team as whole and Rogue’s damage is already high enough damage to dispatch any unit that’s not designed to counter him.

+ Agility watches are almost essential for success of the unit given his very low base agility, which would otherwise have the unit standing still for so long that anything can get past him or kill him with eases. +% Crit Chance books can also prove extremely useful for him, as high amounts of crits will lead to higher stun time likely benefiting the team more often and increasing his survivability. Likewise +%Crit Damage items can amazing towards his overall DPS, otherwise +% Melee Damage works well for Rogue should the player decide to rely on pure damage instead of critical hits. Prep Time decreasing substats also work well for him given his longer preparation time, allowing him to become a somewhat more spammable unit, and can work well if Rogue obtains enough agility bonuses through subsets. It is recommended to avoid + Valor, as it is ultimately negligible in practice.

## Skins and Synergies

Rogue, along with his respective skins, is a part of two teams: TMF and Police.

 Team

In both teams, Rogue is an excellent option. He is the core unit of the both teams thanks to his versatility, able to make the most out of various synergies and successfully supplements his team. For TMF, Rogue benefits significantly from the 2/2 and 5/5 synergies in particular, able to take great advantage of occasional explosion immunity and cost reduction. In the Police team, he 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 damage directly through 5/5, destroying tough foes like Crank with terrifying ease.

## Trivia

* Rogue is one of the five members of the Toxic Military Lab Forces, the others being Cap, Flamethrower, Soldier, and Swat.
	+ Unlike them, he is the only one out of the five who can be purchased with coins, with the highest price tag out of all coin units in the game at 35,000. He also lacks poison/bullet resist by default.
* 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.
* In a recent 18/11/2022, due to the abuse of Rogue's bullet resistance in Corn Farm Event, the special ability was adjusted/nerfed to instead only convert 90% of the unit's agility as bullet resistance, prior to its previous version which converts 100% of the unit's agility as bullet resistance.

## Gallery

Rogue seen in Update 3.3.0 trailer along with other added units.

 Humans
 TMF Squad