The Death Trap Rogue Build Guide teaches you about Gear, Skills, Paragon, Playstyle & Seasonal Mechanics in Diablo 4.
Death Trap is a versatile skill that pulls in enemies and deals great damage.
The Death Trap Rogue Build Guide teaches you about Gear, Skills, Paragon, Playstyle & Seasonal Mechanics in Diablo 4.
Death Trap is a versatile skill that pulls in enemies and deals great damage.



























0 (0)Weapon Mastery is not taken as it doesn't work with Death Trap. You must have Shroud of False Death, else you need 1 Point in Aftermath.
No Glyphs Installed
Stats
When monster density is high and your gear is still low you have to spam Poison Trap + Death Trap. Eventually, you can get away with just Death Trap after you place your initial Poison Trap. Sometimes you will need to cast Barrage when your Poison Trap and Death Trap are on Cooldown, but it won't happen often.
Against, Bosses you will very likely have to include Barrage in your normal rotation.
This build works by getting the right combination of Cooldown Reduction, Ranks of Death Trap and Energy expenditure, allowing you to endlessly spam Death Trap.
Death Trap Rogue's power comes from Scoundrel's Leather making it a Core Skill and Beastfall Boots allowing you to reset the Cooldown fully after every cast.
The way this works is that Death Trap is considered an Ultimate and a Core Skill at the same time. This allows it to fulfill both Beastfall Boot Requirements. In combination with Preparation, and 150+ Maximum Energy, every Death Trap cast lowers your Death Trap's Cooldown by 10 seconds. When you manage to lower your Death Trap's Cooldown below 10 seconds you will then be able to cast it indefinitely, given you restore at least 150 Energy.
Refer to my Video about it and this Sheet to calc it out for yourself.
You can't really level with this build as you need Scoundrel's Leather, tight Tempers & Masterworks and Mythic Uniques. I would recommend you level with the following Dance of Knives Leveling guide.
The Cooldown of Death Trap is affected by Ranks to Death Trap and our Cooldown Reduction. Because of this Vehement Brawler reduces your Cooldown.
You can use THIS Sheet to calculate your Death Trap Cooldown by making a Copy.
You require a 10 second Death Trap Cooldown.
In order to sustain your energy you need to recover all your Energy after every Death Trap cast.
Energy is replenished through Beastfall Boots (+25), Aftermath (+35), the unique Chaos Perk A Beast Cornered (~45) and a Casting an Ultimate Skill restores X Energy Temper on one of your rings. All these values are added together and multiplier by your Resource Generation stat, which usually sits at around 15% with 500 Strength. That means a factor of 1.15. With all of these active, you should have no trouble restoring 150 Energy.
With a +35 Restore on Ultimate Cast Temper, you need at least 21.6% Res Gen from Shroud of False Death (2 MW Crits or a GA) and 1000 Strength to restore 150 Energy.
Refer to my Video about it and this Sheet by Ava to calc it out for yourself.
We use Raheir with Shield Charge as it makes it much easier for you to cap your Armor and also provides Fortify. Provoke provides you with more damage. Alternatively and especially so when Speedfarming, you can use Subo with Share a Drink for more Potions to sustain Crazy Brew and his map-reveal.
Varyana with Earth Breaker is used to Knockdown, which also increases the damage you get from the Malice passive.
You want:
These 3 can be swapped to depending on how/where you drop them. Just keep in mind that you want the 1.2x multiplier on the unique effect that is only provided if the Chaos Unique is not in its regular slot.
It's important to run Elixirs and Incenses at all times. Not only because they increase your Experience gain but also because they provide very strong combat boosts.
For Elixirs you will use Elixir of Resourcefulness for Maximum Energy, which will increase your Beastfall Boots Damage Multiplier.
For Incenses you will use Spiral Morning for Dexterity, Song of the Mountain for Armor and Soothing Spices for All Resistances and more Armor.
Because the game's server operates in frames (images), Skills can only be cast in a whole number of frames. This means, for example, that you can't cast a Skill in 10.2 frames. To extend this example further, that means that all Attack Speed values that lead to a cast time of 10.01 to 10.99 frames would mean you end up casting at 11 frames, effectively wasting all Attack Speed gains from 11 frames to 10.01.
In order to avoid wasting Attack Speed, you can calculate the Attack Speed Breakpoints for your skills using THIS SHEET.
You might be wondering how frames translate into actual Cast Speed. Because the server runs at 60 frames per second the way we translate frames into Cast Speed is with the formula: 60 / Frames = Casts per Second.
For Season 10, the Chaos Perk Crazy Brews allows us to almost max out our attack speed entirely and therefore we stick to Crossbows and 1 Dagger & 1 Sword.
Masterworking (MW) enhances an item's stats. Each MW rank boosts all affixes by 5%. Ranks 4,8,12 give a 25% bonus to a random affix (MW Crit).
In this planner, the color blue on an item denotes that the affix got one MW Crit, the color yellow denotes that the item got two MW crits and the color orange denotes that the item got three MW crits.
For future reference the amount of MW Crits on an affix will be denoted by 1MW, 2MW, 3MW.
Greater Affixes (GA) on an item force the affix to roll at the top of it's range of possible values and then applies a 50% increase to its value. GA increases are additive with Masterworking increases.
In this planner, the yellow star to the left of an affix denotes that is a GA.
To put it all in to practice, let's calculate what stat increase a GA Affix on a 12/12 Masterworked item with 2 MW Crits gets:
Ranks 1-3, 5-7, 9-11 all give 5% -> 9 * 5% = 45%
Two MW Crits -> 2 * 25% = 50%
GA = 50%
Total = 45% + 50% + 50% = 145%
Unless a certain amount of a stat is required and no more, like in the case of Attack Speed Breakpoints, Armor and Resistances, GA and MW priority should be easy to follow.
Guides, which follow a Starter -> Midgame -> Endgame progression, are structured such that the difficulty of the MWing outcome and amount of GAs on items also progresses as expected.
For example, a Starter variant will generally have 1GA items with three 1MW affixes. A Midgame variant will generally have 2GA items with a 2MW Affix and a 1MW affix. An Endgame variant will generally have 2GA/3GA items with a 3MW affix.
From this you can derive that the GA on the starter version is the most important, the second GA added is the second most important and the third GA added is the third most important affix.
In the case of Masterworking, 3MW = most important affix, the 1MW in the Midgame variant is the second most important affix and from the Starter variant with three 1 MW affixes you can know which is the third most important affix.
When GA and MW don't align you are most likely in the presence of a stat with a certain threshold you have to meet or a cap and those will be explicitly stated in the guide anyways.
In the case of Uniques GA and MW, progression standards are generally shifted by one as they are easier to MW because they have 4 affixes and also easier to acquire with multiple GAs.
Because Death Trap gets the Non-Basic/Core tag which means it still works.
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