Outlaw Rogue · Patch 12.1.5 · Midnight Season 2 · as of 23 Oct 2026

New Raider's Guide

From "I press buttons" to "I know why I press them" in three steps. Pick the mode that matches how comfortable you feel, play it until it is boring, then move up one.

Start here

Easy

Six buttons in a fixed priority. No cooldown planning beyond Adrenaline Rush.

Move up when Roll the Bones never falls off and you never sit at full energy wondering what to press.

Intermediate

Adds Killing Spree, Blade Rush, Keep It Rolling, Pistol Shot procs and Blade Flurry for two or more targets. Plans around movement.

Move up when you stop dying to mechanics and your Adrenaline Rush uptime is near 40%.

Full Send

Preparation resets, Opportunity stack rules, stage-3 rerolls, AoE priority, burst-window lining.

For when you are comparing your logs to the top parses and want the last 10%.

Three rules apply in every mode:

  1. Stay alive. A dead rogue does zero damage. Any damage you lose stepping out of fire is tiny next to dying.
  2. Stay on the boss and keep pressing. Outlaw is a fast melee spec. Every second you are not in range, or standing there with full energy, is lost damage.
  3. Keep Roll the Bones up. It is the buff that makes every other button better. Without it, you are playing a weaker spec.

What to check in your logs

Open your character on Warcraft Logs after a raid night and look at these five things, in this order. They tell you more than the big DPS number does.

What to look atWhere it isWhat "good" looks like for a new player
Deaths per bossFight summary, Deaths tabZero. Every death is the single biggest DPS loss on the night.
Active timeDamage Done tab, Active column90% or higher. Below 85% means long gaps out of melee range or sitting on full energy.
Adrenaline Rush uptimeBuffs tabAround 40%, which Method says is normal for most fights. Far below means you are holding it.
Roll the Bones uptimeBuffs tabNear 100%. Any gap is a free buff you did not have.
Between the Eyes count vs Dispatch countCasts tabBetween the Eyes should be pressed every time it is up at 6 combo points. Dispatch fills the gaps. Far more Dispatch than the cooldown allows means Between the Eyes is being skipped.

Fix these in order. Deaths first, then active time, then Adrenaline Rush uptime, then Roll the Bones uptime, then finisher choice. Parse percentile climbs on its own once those are right.

Outlaw 101: the five ideas behind every button

Outlaw is a resource loop. You spend energy on builders that make combo points, spend combo points on finishers, and press cooldowns to make the whole loop spin faster. Learn these five ideas and every priority list below will make sense.

  1. Energy and combo points are your two currencies. Energy refills on its own, about 100 at most. Sinister Strike costs energy and gives combo points. Finishers like Dispatch spend combo points. Full energy means regeneration is wasted, so never sit at the cap.
  2. Roll the Bones is the engine. You press it and it rolls a number from 1 to 4. Higher is better, and each stage keeps the stages below it: 1 is more Opportunity procs, 2 makes Sinister Strike give an extra combo point, 3 makes your finishers cut more time off your cooldowns, 4 is more critical strikes. Reroll a 1. Keep a 3 or 4 for as long as you can.
  3. Between the Eyes and Dispatch are the payoff. Two finishers. Between the Eyes is on a short cooldown and hits very hard; press it whenever it is up at 6 or more combo points. Dispatch is what you press when Between the Eyes is cooling down.
  4. Finishers shorten your cooldowns. This is Restless Blades. Every combo point you spend cuts time off Adrenaline Rush, Killing Spree, Blade Flurry and friends. That is why Adrenaline Rush is up almost half the fight and why you never hold it.
  5. Blade Flurry copies your hits. Press it when two or more enemies are near you. For a while every hit on your target also hits the others. It is the whole AoE plan in one button.
Every button either builds combo points or spends them Build combo points Sinister Strike: the filler Pistol Shot: on Opportunity Blade Rush: on cooldown Killing Spree: after Rush Combo points Spend at 6 or more Never let the bar sit full Spend combo points Between the Eyes: when up Dispatch: the default Roll the Bones: reroll a 1 Each spend shortens cooldowns Cooldowns make the loop spin faster Adrenaline Rush: energy flows in, attacks and GCDs speed up Blade Flurry: every hit is copied onto nearby enemies
Read it left to right: builders feed the combo point bar, the bar feeds the finishers, and every finisher shortens the cooldowns that make the loop spin faster.

Easy Mode: six buttons, one order Mode 1

This is the whole rotation. Read the list top to bottom every time the global cooldown ends and press the first thing that is true. It uses the Trickster single-target build from the setup section. If you took Fatebound instead, the list is the same.

  1. Adrenaline Rush if it is off cooldown and you have 2 or fewer combo points. Press it at the start of the fight and every time it lights up again.
  2. Roll the Bones if the buff is missing or you rolled a 1. Check the buff on your bar.
  3. Slice and Dice if it is missing. Cast it once in the opener and again if it drops.
  4. Between the Eyes if it is off cooldown and you have 6 or more combo points.
  5. Dispatch if you have 6 or more combo points.
  6. Sinister Strike. When nothing above is true and you have the energy, press this. It is your filler and your main combo point builder.

That is it. Ignore Killing Spree, Blade Rush, Keep It Rolling, Preparation and Pistol Shot for now. They are a bonus, not the foundation.

The opener

Be behind the boss before the pull timer ends. At zero: Adrenaline Rush, Roll the Bones, Slice and Dice, then Sinister Strike until you have 6 combo points, Between the Eyes, and fall into the list above.

When you have to move

Roll the Bones and Slice and Dice can be pressed while you run. Otherwise just move. Energy keeps building while you run, so you lose less than a caster does. Grappling Hook back to the boss if it is up and the path is clear.

Poisons

Outlaw still uses poisons. Put a lethal poison on your weapons before every pull. They last an hour, so you will do this once or twice a night. Check both weapons at every ready check.

Done with Easy Mode when: you can run a whole boss fight without Roll the Bones falling off, you never sit at full energy, and you never stand still wondering what to press.

Intermediate Mode: three bonus buttons and a second target Mode 2

Same skeleton as Easy Mode, with Killing Spree, Blade Rush, Keep It Rolling and Pistol Shot slotted in. Each one is worth a few percent of your damage, and together they are the gap between a passable rogue and a solid one.

  1. Roll the Bones if the buff is missing or at stage 1.
  2. Keep It Rolling if your current Roll the Bones is stage 3 or higher. It extends the good roll by 30 seconds. On paper it is a 6-minute cooldown; with Restless Blades it comes back about every minute.
  3. Adrenaline Rush on cooldown at 2 or fewer combo points, then Killing Spree straight after it. Killing Spree is now your hardest-hitting finisher, and Adrenaline Rush makes it faster.
  4. Blade Rush on cooldown. It gives energy back and powers your tier set.
  5. Between the Eyes at 6 or more combo points.
  6. Dispatch at 6 or more combo points.
  7. Pistol Shot when Opportunity has 6 stacks, or when it has 3 stacks and you are at 1 to 3 combo points. It is instant and ranged, so it is also your best movement button.
  8. Sinister Strike at 5 or fewer combo points.

The opener

Adrenaline Rush, Roll the Bones, Slice and Dice, Keep It Rolling if you rolled a 3 or 4, Blade Rush, then Sinister Strike and Pistol Shot until 6 combo points, Between the Eyes with trinket and potion, Killing Spree. From there, use the list.

Blade Flurry: your second target

Any time two or more enemies are near you and live more than a few seconds, such as a boss plus a big add, Blade Flurry is the answer:

  • Press Blade Flurry when 2 or more targets are in range and it is not already running.
  • If you know a cleave moment is coming, press it just before, even pre-pull.
  • It copies hits from around you, so stand close to the adds, not at the edge of melee range.
  • Everything else in the list stays the same. You do not change targets or finishers.

Planning movement

Before the pull, ask the raid leader or read the boss guide for the two or three moments when everyone has to move. Walk into those moments with a few combo points and some Opportunity stacks so you can Pistol Shot on the way out. Save Grappling Hook for the way back. If the move is long, that is the time for Feint.

Done with Intermediate when: you press Adrenaline Rush and Killing Spree every time they come up, you never die to a known mechanic, and you can run a Blade Flurry window without the buff dropping.

Full Send Mode: the complete priority Mode 3

This is the Trickster single-target list as the top guides write it, plus the habits that separate a 70th-percentile parse from a 95th. Nothing here is new. It is the Intermediate list with tighter timing.

Single target

  1. Roll the Bones on cooldown if you are at stage 1 or have no buff.
  2. Keep It Rolling if a stage 3 or higher roll is active.
  3. Preparation whenever Between the Eyes, Adrenaline Rush, Killing Spree and Blade Rush are all on cooldown. It resets all of them.
  4. Adrenaline Rush on cooldown at 2 or fewer combo points, followed by Killing Spree.
  5. Dispatch whenever the 4-set tier bonus is active, regardless of combo points.
  6. Blade Rush on cooldown.
  7. Between the Eyes at 6 or more combo points.
  8. Dispatch at 6 or more combo points.
  9. Pistol Shot if Opportunity has 6 stacks, or has 3 stacks and you are at 1 to 3 combo points.
  10. Sinister Strike at 5 or fewer combo points.

Reroll discipline

Stages are cumulative, so a 3 already includes the 1 and 2 bonuses. Reroll only a 1 or an empty bar. A 2 is kept until it expires. A 3 or 4 is kept and then extended with Keep It Rolling. Maxroll's Fatebound list allows Keep It Rolling at stage 2; Method and Maxroll's Trickster list both say stage 3 or higher. As Trickster, wait for the 3.

Opportunity and energy

Pistol Shot is a free builder, but only when Opportunity tells you to press it. At 6 stacks you are about to waste procs, so fire it. At 3 stacks fire it only if you are at 1 to 3 combo points, so the extra points do not overflow the bar. Between those thresholds, Sinister Strike. Never sit at full energy waiting for a finisher cooldown; spend a Dispatch instead.

Lining up the burst window

On-use trinket, Light's Potential and racial all go into the opener's Adrenaline Rush and Killing Spree. Restless Blades means your cooldowns never land on a clean clock, so instead of waiting for a realignment, press them when they are up. Ask the raid leader when Bloodlust is coming and, if Adrenaline Rush will be back within 10 seconds of it, hold it. Preparation is your emergency button for a burn phase: if no casts are lost by holding it, save it for the moment the raid leader calls for damage.

AoE (3 or more targets)

  1. Blade Flurry if 2 or more targets are in range and it is not already active.
  2. If it is already active, recast Blade Flurry at 4 or fewer combo points when 4 or more targets are in range.
  3. Everything else follows the single-target list. Roll the Bones, Adrenaline Rush, Killing Spree and Between the Eyes all cleave through Blade Flurry.
  4. Stand in the middle of the pack. Blade Flurry copies hits from around you, not around your target.
  5. For dungeons, swap to the Cleave build so Blade Flurry lasts longer and hits more targets.

Two targets is the same Blade Flurry game. There is no separate two-target rotation.

Fight-specific habits

Before a progression night, open the boss guide and write down three things: when adds spawn (pre-cast Blade Flurry), when the raid has to move (bank Opportunity stacks), and when Bloodlust is called (hold or press Adrenaline Rush). Those three notes are worth more than any sim.

Method rates Trickster about 5% ahead of Fatebound for all content going into Season 2. Maxroll labels Trickster its recommended single-target build without a stated reason. No disagreement here. Trickster is recommended because both sources pick it and it adds no extra buttons.

Talents, consumables and setup

Import one of these talent strings and the guide above matches your bars. Open the talent window, click Import, paste, and save as a loadout. Both are from Method's talents page, updated 18 Oct 2026 for patch 12.1.5.

Use it forBuildImport string
Raid, single target (default)TricksterCQQAAAAAAAAAAAAAAAAAAAAAAAgx2MMzMmZmtZmZmZMmF4BmZbaZw2MAAAAAAbbzMzwMzMziZmZbAAAAYmBAjZxwQGYWYhWYjBYmBDMA
Cleave and Mythic+TricksterCQQAAAAAAAAAAAAAAAAAAAAAAAgx2MMzMjZmtZmZMzMzsAmZbaZw2MAAAAAAbbzMzwMzMziZmZbAAAAYmBAjZxwQGYWYhWYjBYmBDMA

Method lists no separate Mythic+ string; the Cleave build is the one it describes for dungeons, swapping Sleight of Hand and Summarily Dispatched for Dancing Steel and Grand Melee so Blade Flurry hits more targets and lasts longer. Both builds share Ace Up Your Sleeve, Keep It Rolling, Killing Spree and Preparation, so the lists above work with either.

Stat priority

Haste first, up to about 25%, then Critical Strike, then Versatility, Mastery last. Both Method and Maxroll agree on the 25% Haste target, because Adrenaline Rush's faster global cooldown depends on it. Once you are comfortable, run a Raidbots Top Gear sim with your own gear to find your exact Haste number. Until then, take the higher item level piece.

Consumables checklist

Bring these to every raid. Half of them are provided by the raid, but a new raider should carry their own.

Addons that matter

BigWigs for boss timers and Method Raid Tools for raid notes. Method's Outlaw page recommends no addons for Midnight; the built-in Cooldown Manager tracks Roll the Bones and your cooldowns. Nothing else is required to start.

Macros

Put these on your bars. The first throws Grappling Hook to wherever your mouse cursor is, with no second click. The second interrupts whatever your mouse is over, or your target if nothing is. The third stuns your focus target.

#showtooltip
/cast [@cursor] Grappling Hook
#showtooltip
/cast [@mouseover,harm,nodead][] Kick
#showtooltip
/cast [@focus][] Kidney Shot

Your utility kit

Damage is only half the job. Raid leaders remember the rogue who interrupts, uses Feint on every raid-wide hit, and Shrouds the group past trash, not the one who parses 5% higher. Rogues bring no battle resurrection, no Bloodlust, no raid buff and no dispel, so your utility is interrupts, stuns and staying alive. Cooldowns below are the base values. Talents shorten some of them, so trust your tooltip over this table.

AbilityBase cooldownWhat it doesWhen to press it
Kick15 secYour interrupt. Stops the enemy's cast and locks that spell school for a few seconds. Costs no energy.When the raid leader assigns you a kick, or when you see a cast bar on an add nobody is handling. Rogues have one of the shortest kicks in the game, so you will be asked often.
Feint15 secReduces area-of-effect damage taken by 40% for 6 seconds. Two charges when talented. With the Elusiveness talent it reduces all damage.Every time a raid-wide hit is coming. It is cheap and short, so use it constantly.
Cloak of Shadows2 minRemoves magic debuffs and makes you immune to spells for 5 seconds.Big magic hits, or to clear a dangerous magic debuff. Ask your raid leader which mechanics it cancels.
Evasion2 minDodge chance up for 10 seconds. Only works against melee and some frontal attacks.When an add is hitting you, or on a boss frontal you cannot avoid.
Crimson Vial30 secHeals you for a chunk of health over 4 seconds. Costs a little energy.Any time you drop below 70% health. It is nearly free. Use it every fight.
Cheat Death (talent)6 min (passive)A hit that would kill you leaves you at 7% health instead and reduces damage taken for a few seconds.Nothing to press. Know when it has already fired so you do not count on it twice.
Vanish2 minDrops you into Stealth instantly and resets threat.Your emergency threat drop, and a free Ambush out of Stealth. Not part of the core rotation in Method's list.
Grappling Hook45 secPulls you to a spot on the ground up to 40 yards away.Getting back to the boss after a mechanic, or crossing the room for a soak. Some debuffs can be cleared by the jump; ask your raid leader.
Sprint2 min70% movement speed for 8 seconds.Long runs across the room when Grappling Hook is down.
Tricks of the Trade30 secGives your threat to a friendly target for a few seconds.On the tank at the start of the pull and after a tank swap, so your opener does not pull the boss.
Shroud of Concealment6 minStealths the whole group near you for 15 seconds.Only when the raid leader asks for a skip. Everyone must stay in the circle.
Kidney Shot and Cheap Shot20 sec (Kidney)Kidney Shot stuns for up to 6 seconds depending on combo points. Cheap Shot stuns from Stealth.Dungeon adds that need stopping. Bosses are immune.
Gouge20 secIncapacitates one enemy in front of you for 4 seconds. Damage breaks it.A short stop on a dungeon caster when Kick is down. Tell the group so nobody breaks it early.
Blind and Sap2 min (Blind)Blind disorients one enemy for up to a minute. Sap puts a mob to sleep from Stealth.Rarely in raids. Useful in dungeons to remove a mob from a pull, but check with the tank first.

Two habits to build now:

  1. Set a focus target. Before the pull, target the add you are assigned to interrupt or stun and press your focus keybind. The Kidney Shot macro then works without ever leaving the boss, and the mouseover Kick covers everything else.
  2. Feint before every raid-wide hit. Watch BigWigs for the next big ability and press Feint a second before it lands. Healers notice the rogue who takes 40% less from every mechanic.

Reading your logs and what to practice next

After each raid night, open your character on Warcraft Logs and spend five minutes on one boss. Pick the longest single-target fight. Check the five items from the logs section, then do the one drill below that matches your mode.

ModeTen-minute drill at a target dummyPass mark
EasyRun the six-button list for 3 minutes without looking at your keyboard.Roll the Bones never drops. Energy never sits at the cap.
IntermediateAdd Killing Spree, Blade Rush and Keep It Rolling. Press each the instant it comes up for 3 minutes.Adrenaline Rush is active for at least a third of the 3 minutes and every stage-3 roll gets Keep It Rolling.
Full sendRun the full list and press Preparation the first time all four cooldowns are down.No Between the Eyes cooldown is wasted, and Opportunity never reaches 6 stacks without a Pistol Shot.

Three things to compare against a top log of the same boss (Warcraft Logs, Rankings tab, filter to Outlaw):

  1. Count their Between the Eyes casts and yours. If theirs is 50% higher on a fight of the same length, you are pressing Dispatch when Between the Eyes was ready, or sitting on combo points.
  2. Count their Adrenaline Rush casts and yours. The gap is almost always one missed cast at the start or end.
  3. Look at their Deaths and yours. If they have zero and you do not, that is the whole gap.

The Venomous Abyss is the current Midnight Season 2 raid, with eight bosses from Nek'zali the Soulcoiler through Ula'tek. Read the Icy Veins page for each boss before the night you first see it, and write down the three notes from Full Send Mode: when adds come, when you move, when Lust is called.