Rogue

* Cannot wear armor
* Cannot use a bow/crossbow
* Cannot use shields
* Arrows do not stick in body

* Holding the cloak either in your main or offhand will automatically recloak you
* Leave noticeable particles that linger
* Get Invisibility for 6 sec
* Move 20% faster for 6 sec
* Get Resistance I for 6 sec
* Cloaking reduces the duration of any glowing effect to 2 seconds (if lower than 2 seconds it will not doing anything)
* Melee hits while cloaked will cause you to re-cloak
* While cloaked, can only collect items while sneaking

#### **Decloak Upon**

* Taking damage
	+ Leaves a trail of particles while cloaked for 2 second after decloaking from taking damage
* Invisibility duration ending

### **Dagger**

* Get a Dagger the first time you collect a golden sword
* Has Fire Aspect II
* Grants Speed I for 5 sec on successful hit
* Does not lose durability

## **Strategy**

Rogue is a quiet killer, performing calculated attacks and relying on their wits and careful planning rather than brute strength. Due to their near-complete lack of resistances, Rogue is easily the most fragile class. For this reason, Rogue is not generally recommended for players that are new to UHCC.

Facing enemies head-on tends to be suicide, forcing you to rely on your Invisibility and the element of surprise to get off attacks successfully. Cloaking makes an armor equipping sound and leaves behind distinctive, long-lasting particles. If a player that is somewhat aware of their surroundings sees these particles, they will likely be on high-alert, swinging at the air and shooting at nothing in hopes of getting a hit off. Reduce the amount of times you cloak and try to cloak out of sight to remain undetected.

If a Rogue is caught, they, more than any other class, can be rushed down and killed incredibly quickly. When being rushed down, not only does the damage they take compile, but it prevents them from staying cloaked to make a stealthy escape.

The Rogue's Dagger is their best tool when it comes to clean getaways and sneaky assaults. By working in a Dagger hit on an enemy, it forces them to either quickly put out the fire from the Dagger's Fire Aspect, or try to hit the Rogue that attacked them before they escape. For the enemy, neither option is ideal, while the former tends to be the safer. Experienced players will be quick to put out the fire with their water bucket, but the fire still provides an opening, however small, to either escape or follow-up with an additional attack.

The Dagger also works as a way to counter being rushed down, as not only will it set the enemy on fire, possibly causing them to give up the chase for you, but it grants Speed I for 3 seconds upon successful hit. This brief Speed effect is not cleared upon uncloaking, allowing the Rogue to continue putting distance between themselves and their enemy, even if they are hit again in their escape. The 20% increased movement speed from cloaking also stacks with this Speed, giving a total movement speed increase of 40% while cloaked, which is equivalent to Speed II.

## **Tips**

* Sprinting creates particles under your feet that enemies can use to track you down. Instead, try using your movement speed increase from your cloak to move out of harm’s way.

* Mobs will not detect you while you are invisible. This allows you to evade mobs more easily than any other class, provided you maintain your cloak.

* Take care not to have items in your mainhand or offhand when approaching enemies, or else they may spot you based on what will appear to them to be a floating item.

* Since your Dagger has Fire Aspect, all meat obtained with it will drop pre-cooked. This can save time, and, paired with a Pirate's auto-smelting, could result in there being very few situations where your team needs to utilize a furnace or smoker.

* When you set an enemy on fire, consider holding back and waiting until the moment they put themselves out to immediately set them on fire again, wasting more of their time and health.

* Consider using a lava bucket on melee classes if you’re able to get in close. Lava buckets can be devastating if not dealt with effectively, and Rogue excels at getting close enough to their enemies to make full use of them.

* You are entirely invisible while cloaked and not holding anything, and successful hits will recloak you. This means you can hit someone with your hand to refresh your cloak if your opponents are on especially high-alert. Be careful though, as you still will leave lingering particles upon recloaking.

* If fighting enemies at night, consider waiting until they are distracted fighting mobs to get off a sneaky Dagger hit, as they will need to both focus on the mobs, putting out fire, and you.

* Swimming creates bubbles that will reveal your location to perceptive enemies.

## **Notable Matchups**

### **Cavalry**

While the Cavalry is on their horse, they are invulnerable, meaning that killing their horse is a top priority. Rogue is well-equipped for this, as hitting players on horseback can often be quite difficult in general, making Rogue's evasiveness even more effective. Rogue's Dagger can also be used to great effect, dealing consistent damage to the Cavalry's horse if they don't put out the fire, which can often be hard to do on a horse. You may even consider hitting the Cavalry themselves with the Dagger as, despite their invulnerability, having fire covering your screen can often be quite disorienting.

### **Knight**

A Knight that is aware of your existence will often be quite hard to hit. Try to walk behind them to get off hits angled past their shield. Alternatively, a more risky play involves baiting a Knight to chase you and hitting them when they make themselves vulnerable. With this you are relying on their low speed, made even lower after they are hit and are granted Slowness II, to keep them from getting to you. If they are slow to react to the fire from your Dagger, the Knight can constantly take damage which will refresh their Slowness II duration on every tick of damage.

### **Marksman**

The Marksman is potentially the most dangerous class for the Rogue to face. Stay out of the edge of the range of Marksman’s fireworks, which is about 28 blocks, at all costs, as at this range, the rockets will explode in air. The splash damage of the rockets allows them to have a much higher chance of hitting and revealing you. Getting close to a Marksman means you can force them to either commit to a slow reload of their crossbow, which will often leave an opening for you to hit them, or switch to their sword. While not ideal for maintaining your health, a Marksman that fires a firework close enough to themselves will also take self-damage.

### **Paladin**

The Paladin is especially susceptible to the Fire Aspect on your Dagger after hit as they have varying effects based on how much health they have, meaning even chip damage can prove disastrous for them. However, at 20 hearts, they are able to resist the first hit of damage they take, which is indicated by them emitting blue flame particles. You can waste the Paladin's resisted hit without revealing your exact location by hitting them without holding an item. It's also worth considering a hit with your Dagger, as while the initial damage will be resisted, the subsequent fire damage will not.

### **Pirate**

When Pirate's bloodlust is satiated, their melee attacks recharge instantly and they are granted Speed I. This allows them to spam-attack around them if they suspect you are nearby with little risk to themselves. Their Speed also allows them to match your Cloak's movement speed increase and potentially catch up to you. In general, you will want to get in more quick attacks rather than fewer big attacks to avoid staying within the Pirate's dangerous melee range. The Speed your Dagger grants on successful hits can also help in escaping if the Pirate is in pursuit.

### **Scout**

The Scout is one of the best equipped classes to reveal your location. While sneaking, Scout grants all enemies within 100 blocks of them the Glowing effect, letting them see you even through walls. While this effect does not apply to you while you are already invisible, if you uncloak at any point while the Scout is sneaking, you will gain the effect. Not only this, but the Scout shoots spectral arrows which grant you Glowing. Use your Invisibility to sneak up on a Scout, watching to see where they will land with their Elytra.

### **Trickster**

When the Trickster Arrows land, they create Spikes which deal a 1/2 heart of poison damage when within their pickup range. An experienced Trickster can create a minefield of Spikes, forcing you to pick one up and reveal yourself. Consider waiting 8 seconds for the Spikes to detonate and disappear before moving in, but take care not to stand within their detonation range, to avoid being inflicted with Blindness from the smoke cloud.

### **Warlock**

If you become uncloaked around Warlock’s summoned Imp, it will begin tracking your location. Once locked on, the Imp will maintain its chase, even if you cloak. For this reason, take great care around Imps, and consider taking them out before confronting the Warlock themself.