RogueCombatDPSDungeon levelingLevels 20–40
Melee Cleave 5-man: Combat Rogue Blade Flurry talents (levels 20–40)
TheorycraftUpdated Oct 24, 2026
Published Sep 15, 2026 · 391 views
Combat Rogue build for melee cleave dungeon leveling: Blade Flurry on packs, Improved Kick on casters, Flawless Execution for cheaper Eviscerates and Adrenaline Rush at 40.
Suggested group
Pick a group member to see their talents and when to learn each point.
Combat Rogue talents
The build this guide is about. Rogue leveling
Assassination0 pts
Hover or tap a talent to see what it does.
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- 1.Improved Sinister Strike1/2Lv 10
- 2.Improved Sinister Strike2/2Lv 11
- 3.Improved Eviscerate1/3Lv 12
- 4.Improved Eviscerate2/3Lv 13
- 5.Improved Eviscerate3/3Lv 14
- 6.Precision1/3Lv 15
- 7.Precision2/3Lv 16
- 8.Precision3/3Lv 17
- 9.Deflection1/3Lv 18
- 10.Deflection2/3Lv 19
- 11.Deflection3/3Lv 20
- 12.Endurance1/2Lv 21
- 13.Endurance2/2Lv 22
- 14.Lightning Reflexes1/5Lv 23
- 15.Lightning Reflexes2/5Lv 24
- 16.Dual Wield Specialization1/5Lv 25
- 17.Dual Wield Specialization2/5Lv 26
- 18.Dual Wield Specialization3/5Lv 27
- 19.Dual Wield Specialization4/5Lv 28
- 20.Dual Wield Specialization5/5Lv 29
- 21.Blade Flurry1/1Lv 30
- 22.Improved Kick1/2Lv 31
- 23.Improved Kick2/2Lv 32
- 24.Flawless Execution1/1Lv 33
- 25.Hack and Slash1/5Lv 34
- 26.Aggression1/3Lv 35
- 27.Aggression2/3Lv 36
- 28.Aggression3/3Lv 37
- 29.Weapon Expertise1/2Lv 38
- 30.Weapon Expertise2/2Lv 39
- 31.Adrenaline Rush1/1Lv 40
Feral Combat Druid talents
The build this guide recommends for the Feral Combat Druid in your group. Druid leveling
- Balance (0)
- Feral Combat (31): Ferocity 5/5, Heart of the Wild 2/5, Feral Instinct 3/3, Thick Hide 3/3, Savage Fury 2/2, Feral Charge 1/1, Sharpened Claws 2/2, Primal Bite 1/1, Predatory Strikes 3/3, Blood Frenzy 2/2, Leader of the Pack 1/1, Natural Reaction 5/5, Berserk 1/1
- Restoration (0)
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- Lv 10: Ferocity 1/5
- Lv 11: Ferocity 2/5
- Lv 12: Ferocity 3/5
- Lv 13: Ferocity 4/5
- Lv 14: Ferocity 5/5
- Lv 15: Feral Instinct 1/3
- Lv 16: Feral Instinct 2/3
- Lv 17: Feral Instinct 3/3
- Lv 18: Thick Hide 1/3
- Lv 19: Thick Hide 2/3
- Lv 20: Feral Charge 1/1
- Lv 21: Savage Fury 1/2
- Lv 22: Savage Fury 2/2
- Lv 23: Sharpened Claws 1/2
- Lv 24: Sharpened Claws 2/2
- Lv 25: Primal Bite 1/1
- Lv 26: Blood Frenzy 1/2
- Lv 27: Blood Frenzy 2/2
- Lv 28: Predatory Strikes 1/3
- Lv 29: Predatory Strikes 2/3
- Lv 30: Leader of the Pack 1/1
- Lv 31: Predatory Strikes 3/3
- Lv 32: Thick Hide 3/3
- Lv 33: Heart of the Wild 1/5
- Lv 34: Heart of the Wild 2/5
- Lv 35: Natural Reaction 1/5
- Lv 36: Natural Reaction 2/5
- Lv 37: Natural Reaction 3/5
- Lv 38: Natural Reaction 4/5
- Lv 39: Natural Reaction 5/5
- Lv 40: Berserk 1/1
Arms Warrior talents
The build this guide recommends for the Arms Warrior in your group. Warrior leveling
- Arms (31): Improved Heroic Strike 2/3, Deflection 3/5, Improved Rend 3/3, Improved Charge 2/2, Improved Tactical Mastery 5/5, Anger Management 1/1, Deep Wounds 3/3, Two-Handed Weapon Specialization 3/3, Impale 2/2, Sweeping Strikes 1/1, Weaponmaster 5/5, Mortal Strike 1/1
- Fury (0)
- Protection (0)
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- Lv 10: Improved Heroic Strike 1/3
- Lv 11: Improved Heroic Strike 2/3
- Lv 12: Improved Rend 1/3
- Lv 13: Improved Rend 2/3
- Lv 14: Improved Rend 3/3
- Lv 15: Improved Charge 1/2
- Lv 16: Improved Charge 2/2
- Lv 17: Improved Tactical Mastery 1/5
- Lv 18: Improved Tactical Mastery 2/5
- Lv 19: Improved Tactical Mastery 3/5
- Lv 20: Deep Wounds 1/3
- Lv 21: Deep Wounds 2/3
- Lv 22: Deep Wounds 3/3
- Lv 23: Improved Tactical Mastery 4/5
- Lv 24: Improved Tactical Mastery 5/5
- Lv 25: Two-Handed Weapon Specialization 1/3
- Lv 26: Two-Handed Weapon Specialization 2/3
- Lv 27: Two-Handed Weapon Specialization 3/3
- Lv 28: Anger Management 1/1
- Lv 29: Impale 1/2
- Lv 30: Sweeping Strikes 1/1
- Lv 31: Impale 2/2
- Lv 32: Weaponmaster 1/5
- Lv 33: Weaponmaster 2/5
- Lv 34: Weaponmaster 3/5
- Lv 35: Weaponmaster 4/5
- Lv 36: Weaponmaster 5/5
- Lv 37: Deflection 1/5
- Lv 38: Deflection 2/5
- Lv 39: Deflection 3/5
- Lv 40: Mortal Strike 1/1
Arms Warrior talents
The build this guide recommends for the Arms Warrior in your group. Warrior leveling
- Arms (31): Improved Heroic Strike 2/3, Deflection 3/5, Improved Rend 3/3, Improved Charge 2/2, Improved Tactical Mastery 5/5, Anger Management 1/1, Deep Wounds 3/3, Two-Handed Weapon Specialization 3/3, Impale 2/2, Sweeping Strikes 1/1, Weaponmaster 5/5, Mortal Strike 1/1
- Fury (0)
- Protection (0)
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- Lv 10: Improved Heroic Strike 1/3
- Lv 11: Improved Heroic Strike 2/3
- Lv 12: Improved Rend 1/3
- Lv 13: Improved Rend 2/3
- Lv 14: Improved Rend 3/3
- Lv 15: Improved Charge 1/2
- Lv 16: Improved Charge 2/2
- Lv 17: Improved Tactical Mastery 1/5
- Lv 18: Improved Tactical Mastery 2/5
- Lv 19: Improved Tactical Mastery 3/5
- Lv 20: Deep Wounds 1/3
- Lv 21: Deep Wounds 2/3
- Lv 22: Deep Wounds 3/3
- Lv 23: Improved Tactical Mastery 4/5
- Lv 24: Improved Tactical Mastery 5/5
- Lv 25: Two-Handed Weapon Specialization 1/3
- Lv 26: Two-Handed Weapon Specialization 2/3
- Lv 27: Two-Handed Weapon Specialization 3/3
- Lv 28: Anger Management 1/1
- Lv 29: Impale 1/2
- Lv 30: Sweeping Strikes 1/1
- Lv 31: Impale 2/2
- Lv 32: Weaponmaster 1/5
- Lv 33: Weaponmaster 2/5
- Lv 34: Weaponmaster 3/5
- Lv 35: Weaponmaster 4/5
- Lv 36: Weaponmaster 5/5
- Lv 37: Deflection 1/5
- Lv 38: Deflection 2/5
- Lv 39: Deflection 3/5
- Lv 40: Mortal Strike 1/1
Restoration Shaman talents
The build this guide recommends for the Restoration Shaman in your group. Shaman leveling
- Elemental (0)
- Enhancement (0)
- Restoration (31): Improved Healing Wave 5/5, Tidal Focus 5/5, Natural Grace 1/3, Totemic Focus 2/5, Healing Focus 3/3, Water Shield 1/1, Restorative Totems 3/5, Mana Tide Totem 1/1, Healing Way 3/3, Nature's Swiftness 1/1, Purification 5/5, Riptide 1/1
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- Lv 10: Improved Healing Wave 1/5
- Lv 11: Improved Healing Wave 2/5
- Lv 12: Improved Healing Wave 3/5
- Lv 13: Improved Healing Wave 4/5
- Lv 14: Improved Healing Wave 5/5
- Lv 15: Tidal Focus 1/5
- Lv 16: Tidal Focus 2/5
- Lv 17: Tidal Focus 3/5
- Lv 18: Tidal Focus 4/5
- Lv 19: Tidal Focus 5/5
- Lv 20: Healing Focus 1/3
- Lv 21: Healing Focus 2/3
- Lv 22: Healing Focus 3/3
- Lv 23: Water Shield 1/1
- Lv 24: Natural Grace 1/3
- Lv 25: Totemic Focus 1/5
- Lv 26: Totemic Focus 2/5
- Lv 27: Mana Tide Totem 1/1
- Lv 28: Restorative Totems 1/5
- Lv 29: Restorative Totems 2/5
- Lv 30: Healing Way 1/3
- Lv 31: Healing Way 2/3
- Lv 32: Healing Way 3/3
- Lv 33: Nature's Swiftness 1/1
- Lv 34: Restorative Totems 3/5
- Lv 35: Purification 1/5
- Lv 36: Purification 2/5
- Lv 37: Purification 3/5
- Lv 38: Purification 4/5
- Lv 39: Purification 5/5
- Lv 40: Riptide 1/1
Experience changes that affect this route
The beta changed the leveling maths twice in October, so advice written in September no longer holds. Each entry is what Blizzard wrote, with our reading of it marked separately. Last change .
- Dungeon kill experience was being paid at the group's highest level, fixed October 8Live in a build
Aggrend confirmed that experience per kill inside a dungeon was calculated from the highest-level character in the group instead of your own. His example: a level 20 in the Deadmines with four other level 20s and one level 25 earns very little per kill. The October 8 build fixed it, so kill experience uses your own level against the mob's. A party member far above the mob's level still means no one gets experience.
What it means for your route: Every XP-per-hour number testers posted from a mixed-level group before October 8 was measuring this bug as well as the nerf, so treat those older dungeon-speed claims as unusable.
Source: Blizzard Entertainment · The bug and the fix
- Base kill experience in dungeons goes up about 20%Live in a build
Shipped in the October 8 build alongside the bug fix. Blizzard says the two together should make dungeon runs feel better and more even.
What it means for your route: Trash pulls pay more than they did, which favours full clears over quest-only runs that skip packs.
Source: Blizzard Entertainment · The bug and the fix
- The target is parity with questing, not Classic Era dungeon speedAnnounced, not in a build yet
Blizzard's stated aim: after these changes, perfect experience-per-hour dungeon play should land very close to, if not equal to, optimal questing. It also said dungeon experience will not return to Classic Era levels, because dungeon spam being the optimal path fails its design pillars.
What it means for your route: Plan a mixed route. Dungeons are for the levels where an instance sits on your path and the group is close to your level; questing carries the levels in between. A pure dungeon run to 60 is being balanced out of the game on purpose.
Source: Blizzard Entertainment (Aggrend) · Blizzard's reasoning
- Dungeon quests give 50% less bonus experienceLive in a build
In the level 30 build Blizzard cut the extra experience dungeon quests award beyond normal quest values by half, and recalibrated some quest rewards. Normal quest experience and experience from killing things in a dungeon were not touched.
What it means for your route: Chaining dungeon quests is still worth doing on the first run of an instance, but it no longer beats a good quest chain outside by the margin it did in September.
Source: Blizzard Entertainment · What the level 30 build changed
Legacy Points while you level
UnconfirmedWhere to spend Rogue Legacy Points for dungeon leveling, in the order the points arrive. A character can spend 16, and an account can earn 65 at launch. Stop wherever your total is — the list is cumulative. Effects are quoted from the Beta client 1.60.1.70532 data.
- 1.1 point · 1/16
Well Restedrank 1 · Adventure
Your rested experience accumulates 4% faster and your rested experience cap is increased by 4%.
Only one point here for now — it is the prerequisite for Talented, and rested experience is worth having while you are at it.
- 2.5 points · 6/16
Talentedrank 5 · Adventure
You gain talent points every level starting at level 5 instead of starting at level 10, but you still may not have more than 51 total talent points.
The strongest leveling node in the tree: talent points from level 5 instead of 10, so you reach your first real build five levels sooner.
- 3.5 points · 11/16
Reinforcerank 5 · Resourcefulness
You take 40% less durability loss when you die.
Wipes cost durability. This is the only node that makes dying cheaper.
- 4.2 points · 13/16
The Quick and the Deadrank 2 · Resourcefulness
Increases movement speed while dead by 10% and your helpful spells and abilities cost no resources for 2 min after being resurrected or until you enter combat.
Faster corpse runs and free heals for two minutes after a resurrection — exactly the state you are in after a wipe.
- 5.2 points · 15/16
Field Guiderank 2 · Adventure
Reduces your cooldown on adding Camp features by 17%
Your class buys no vendor reagents, so Reagent Economy would do nothing; these two points shorten the wait between camp features instead.
- 6.1 point · 16/16
Gourmandrank 1 · Resourcefulness
Increases the duration of beneficial effects from eating food by 33%.
The last point. Longer food buffs are the only thing left that does anything between pulls.
What to skip, and why
- Thrill of Adventure: The client says it is ineffective in dungeons, raids and battlegrounds — zero value in an instance.
- Frequent Flier: Worth it if you fly between instances; skip it while the group finder is sending you straight in.
- For Great Honor, Diplomat: PvP and reputation nodes, neither of which speeds up a dungeon run.
Variants
- If you gather while you level, one or two points in Bountiful Harvest (20% more scarce materials per rank, Mining, Herbalism and Skinning) pay for your mounts; take them out of the last picks on this list.
- Questing between runs? Thrill of Adventure works outdoors, so the solo plan on a solo leveling guide is the one to follow for those levels.
- Your class buys no reagents, and Reagent Economy no longer makes camp features free, so it is left out of this plan.
Legacy values are datamined from the beta client and can change. Plan your own spread in the Legacy planner, see where points come from inLegacy Points, or read the Legacy system guide. The order above is our recommendation; the effects are game data.
Contents
The group at a glance
Melee Cleave for levels 20–40: a Feral Druid bear, two Arms Warriors, a Combat Rogue and a Restoration Shaman.
Melee cleave kills packs with multi-target attacks: Sweeping Strikes, Blade Flurry, Swipe and Berserk. All five stand on one spot, so totems and buffs reach everyone. It comes online at level 30.
| Role | Spec | Job in the pull |
|---|---|---|
| Tank | Feral Combat Druid | Gathers with Swipe, Leader of the Pack aura |
| DPS | Arms Warrior | Sweeping Strikes, Cleave and Whirlwind on packs |
| DPS | Arms Warrior | Sweeping Strikes, Mortal Strike on elites |
| DPS | Combat Rogue | Blade Flurry, kicks and stuns casters |
| Healer | Restoration Shaman | Heals the stack, totems, Mana Tide Totem |
Every spec in the table links to its own guide with talents for that slot.
How the melee cleave plays
- Levels 20–29: a normal group with slightly larger pulls; the bear holds with Swipe while the warriors Cleave.
- From level 30: Sweeping Strikes, Blade Flurry and Leader of the Pack arrive, so the bear gathers two packs.
- Burst windows: both warriors and the rogue use their cleave cooldowns on the same big pull, then pull smaller.
Your job as Combat Rogue
The bear holds and the warriors cleave, but nobody else in this group can stop a caster that refuses to walk into melee. That is your first job: Kick it, and with Improved Kick the target is also silenced for 2 sec, or Gouge it and kill it before it finishes a heal. Your second job is cleaving. Blade Flurry adds 20% attack speed and copies every hit to a second mob for 15 sec, and Dual Wield Specialization makes the off-hand hits it copies stronger. Open only after the bear has Swiped twice.
Pull by pull
- Before the pull: agree which caster is yours, and do not sap anything the group plans to cleave.
- Opener: wait for two bear Swipes, then go straight to the marked caster and Kick its first cast.
- Stacked pack: Blade Flurry together with the warriors’ Sweeping Strikes, Sinister Strike to build combo points.
- Finishers: Eviscerate at 4–5 combo points; each one shortens Blade Flurry, Adrenaline Rush and Evasion.
- Energy spike: Adrenaline Rush from 40 inside the Blade Flurry window.
- Pack turns on you: Evasion, which Endurance keeps on a short cooldown.
Resources and cooldowns
Energy decides your damage, and Improved Sinister Strike trims 5 off every builder. Keep Kick Energy in reserve: a caster that finishes a heal or a volley costs the group more than one Sinister Strike earns. Stack Blade Flurry and Adrenaline Rush on the big pull. Evasion and Sprint are your panic buttons, and Endurance cuts both cooldowns by 60%.
Mistakes that wipe the group
- Opening before the bear has threat: Lightning Reflexes does not save you from a whole pack.
- Blade Flurry next to crowd control: the copied hits break a sap or a sheep.
- Chasing damage while a caster casts: the Kick matters more than your next finisher.
- Slice and Dice instead of Eviscerate during Blade Flurry is a waste of the cleave window: Eviscerate is cheap with Flawless Execution.
Talent order by level
One point per level from level 10. The talent tree above shows the finished level 40 build; use the level slider to see it at any level.
- Levels 10–11 · Improved Sinister Strike 2/2 — 5 less Energy per builder, so a Kick is always affordable.
- Levels 12–14 · Improved Eviscerate 3/3 — +20% Eviscerate, your damaging finisher.
- Levels 15–17 · Precision 3/3 — +3% hit and the gate to Dual Wield Specialization; a missed Kick costs the group a cast.
- Levels 18–20 · Deflection 3/3 — +6% parry for the moments a mob turns on you before the bear’s Swipe catches it.
- Levels 21–22 · Endurance 2/2 — 60% shorter Evasion and Sprint cooldowns: a defensive for most gathers instead of a few.
- Levels 23–24 · Lightning Reflexes 2/5 — +2% dodge. It will not save an early opener, but it softens hits from a pack that turns.
- Levels 25–29 · Dual Wield Specialization 5/5 — +25% off-hand damage, taken before Blade Flurry because Flurry copies those off-hand hits.
- Level 30 · Blade Flurry 1/1 — 20% attack speed and every hit copied to a nearby mob for 15 sec: your share of the cleave.
- Levels 31–32 · Improved Kick 2/2 — Kick silences for 2 sec. These are the points to keep no matter what else moves.
- Level 33 · Flawless Execution 1/1 — Eviscerate costs 10 Energy less.
- Level 34 · Hack and Slash 1/5 — Pick the bonus that matches your main hand; sword and axe extra attacks are copied by Blade Flurry too.
- Levels 35–37 · Aggression 3/3 — +6% Sinister Strike and Eviscerate damage: the cheapest extra damage if pulls die slowly.
- Levels 38–39 · Weapon Expertise 2/2 — 2% less dodge and parry, useful because you often hit a caster from the front while kicking it.
- Level 40 · Adrenaline Rush 1/1 — Double Energy regeneration for 15 sec, stacked with Blade Flurry on the level 40 gather.
Dungeons by level
Every WoW Forever dungeon that overlaps levels 20–40. Dungeons marked New were added in WoW Forever; the rest are the original Classic dungeons.
| Levels | Dungeon | Notes |
|---|---|---|
| 15–20 | Ruins of Lordaeron (New) | Scourge forces in the ruined city. |
| 18–24 | The Deadmines | Classic. |
| 19–25 | Wailing Caverns | Classic. |
| 23–29 | Shadowfang Keep | Classic. |
| 24–29 | Excavation Site (New) | Rogue Titan constructs above Whelgar’s Excavation in the Wetlands. |
| 25–31 | Blackfathom Deeps | Classic. |
| 26–32 | The Stockade | Classic. |
| 28–33 | City of Dalaran (New) | Constructs, broken enchantments and demons; a wider city layout. |
| 30–36 | Razorfen Kraul | Classic. |
| 31–37 | Scarlet Monastery Graveyard | Classic. |
| 31–37 | Gnomeregan | Classic. |
| 34–40 | Scarlet Monastery Library | Classic. |
| 35–40 | The Drowned City (New) | Trolls, naga and pirates off the Stranglethorn coast. |
| 37–43 | Scarlet Monastery Armory | Classic. |
| 38–44 | Razorfen Downs | Classic. |
| 39–45 | Scarlet Monastery Cathedral | Classic. |
| 40–55 | Krol’dok Stronghold (New) | New in Forever. |
Hall of Thanes and Ruins of Lordaeron are below this group’s range. Start in the Excavation Site and City of Dalaran, and push big pulls in The Drowned City after level 30.
Where the group struggles for a Combat Rogue
- Casters that will not come in are your problem more than anyone’s. Kick, silence, then kill; the bear’s Feral Charge covers a second one.
- Healers in the pack outlast the cleave. Kill them first, and Gouge their heal if Kick is on cooldown.
- Two-mob pulls waste Blade Flurry. Spend it on the big gather and Sinister Strike the small ones.
- Bosses give Blade Flurry no second target. Save it for adds and let Adrenaline Rush carry your single-target damage.