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Builds - Rogue - Rogue Squadron
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Rogue Squadron
by WikidFiz
Last updated 2025-09-24 13:59:11 Types: PVE, MM, Terminals, Cosmic, DPS, Mental, Physical, Summoner, EndGame, Raid, Hybrid, Danger Room | |
Description Comments (0)

Welcome to another build by DoomGodFiz! These guides are built and put together for enjoyment of the character and gameplay. These are not built for the 'meta' or for any TTK rankings. That said, all of my builds are viable for all content.

** Disclaimer **
My builds are put together while playing on the Council of Ancients server. This server offers boosted Exp gains, CoolDown reductions, higher drop rates, and a few other percs. It's a server designed to be fast paced for those that have lives outside of gaming. While they should also be viable on other servers out there, they are specifically designed for this server. So keep that in mind when referencing my builds.
I want you to meet one of my passion projects. A character that is so versatile, that she can literally do everything... and sometimes better than the original. Our beautiufl mutant commander, straight out of the Savage Lands... Rogue! A women so beautifullly deadly, that a single touch will kill you... she has control over all things, she is the leader of Rogue Squadron!
This Summoner build is surprisingly adaptable to any situation. I've cleared Cosmic Terms without issue, CMM without issue, she laughs at her Cosmic Trial, and holds her own in raid content. Running Muspelheim and don't know which path to take when fighting the sister? No problem, she can do any path where her talents are needed. So let's begin!
** Being that Rogue is unique in that 8 of her Powers and 3 of her Talents come from sapping other characters, I'll also be including a section on where to get the ones we will be using.
** Talents, Rotation, and Power Bar **
First, our Sapped Talents, these will focus on boosting our Squadron's offensive abilities overall.
- Destroyer's Vengeance (From the Team-Up Drax)
- That '-10%' Critical Hit Chance may scare you, but remember, with Hardened Leadership makes all of our Squadron Crit on every hit for 10 seconds.
- I AM GROOT! (From the Team-Up Groot)
- Overall boost to our both our summons health and our own. This also adds a base Damage bonus to our Melee attackers, and gives us a chance to call in more summons.
- Clobberin' Time! (From the Playable Hero Thing)
- So I played around with this one, going back and forth between this and Superior Tactician from Madame HYDRA (which I will also give my comments for in a moment). Clobberin' Time will almost always be active while you attack, and even during your summon rotation, this will only decay a small bit before you're back up to full. The Damage, Critical Hit Damage, Health Regen, and Attack & Move Speed ALSO benefit your summons. Which, when paired with the bonuses from Hardened Leadership being up almost always, this will give us more damge output than Superior Tactician.
Secondly, our natural Taletns. These focus on an overall boost to our ability in general.
- Psionic Recall
- This is our hotswap talent for when running Muspelheim. Our base, and normal would be Psionic Recall, making our Signature deal mental damage instead of energy while giving us a 20% spirit regen.
- Mimetic Mutation
- This give a flat 10% Base Damage bonus and 10% Spirit Cost Reduction to all of our stolen powers. Which, other than our Signature and Ultimate, ware the only powers we use.
- Loose Gloves
- Gloves off (one of our natural talents) is a beautiufl buff. Being able to activate it anytime we use our Signature (without it having to be on our Power Bar) is a huge boost in our overall offensive and defesnive capability.
Now, for our alternates... the first is purely preference, the other is a hotswap for the Sisters fight in Muspelheim.
- Superior Tactician (From Villain Madame HYDRA)
- Take this in place of Clobberin' Time for its flat +50% bonus to Base Damage and Health for Summon Powers.
- Total Recall
- During the Sisters fight in Muspelheim, the group is required to split off into one of three gropus. Each sister has a damage immunity. One is immune to Physical, another to Energy, and the last to Mental. Taking Total Recall lowers our signature cooldown while keeping its damage as Energy.
- Kinetic Recall
- During the Sisters fight in Muspelheim, the group is required to split off into one of three groups. Each sister has a damage immunity. One is immune to Physical, another to Energy, and the last to Mental. Taking Kinetic Recall gives our signature a 5% higher Critical Hit Chance while making the damage type Physical.
With the alternates, take what suits you best. I give options, not absolutes. The only thing I will say is that Level 7 S.H.I.E.L.D. Agent (From the Team-Up Agent Coulson) is NOT worth taking. On paper (or digital screen as the case may be) it looks like it could be powerful. However, it does not scale nearly as well as our other options.
The only talent changes needed is during the Sisters Fight in Muspelheim. I've listed those above.
The way I have the power bar set up, is the same as I have it when I play (as I do with all my builds). I'll go over the main rotation.
1. We open with Denizens of Otherplace (from the Team-Up Magik) brining out our Mental Damage Demons to begin our Squadron of destruction. We will be using this off Cool Down.
2. We follow up with Ice Golem (from the Playable Hero Ice Man) bringing out our Energy Damage brute.We will be using this off Cool Down.
3. Next we launch our friends from down under Call Moloids (From any of the Moloid Bounders or Hurlers found in the game) bringing out our Physical Damage beasts. We will be using this off Cool Down.
4. Unleash your inner demons from all those powers we have sapped and go into Recall Overload. Massive AoE damage, triggering Gloves Off, and getting ready to boost our next ability. We want to make sure we use this off Cool Down.
5. Target Lock (LMB) with Chaotic Hex (From the Playable Hero Scarlet Witch) launching maximized hexes at our target. This is also our main spender and filler ability.
6. As our signautre ends, all of our summons should be off Cool Down, so spawn them again and pick your target and activate Hardened Leadership (From the Playable Hero Nick Fury) to order our squadron to attack a single target and boosting damage output and gauranteed critical hits.
7. By this point we should be able to start our rotation again.
X. The last power on our bar is Psychic Domination (From the Playable Hero Emma Frost). This lets us permanently take control of any mob in the game so long as they are not a Boss, Mini-Boss, Robot, Summon, or Pet. I've toyed around with many options, and you can have discussions on which is the best minion to make submit to your awesomeness... but after hours and hours of toying around, I found that the Skrull Commander from the Cosmic Skrull Invasion terminal is the best overall option. Now lets break down our Commander shall we?
First and foremost, the Skrull Commander is also a summoner. During battle he will randomly spawn 6 Skrulls, sharing his affixes, comprised of the following:
- Skrull Infantry
- Skrull Infiltrator
- Skrull Judicator
- Skrull Reinforcer
Now we want our commander to be the best he can be, and as such, we want to find one that has 2 of the following affixes:
- Commanding (A MUST)
- This is a must as the auroa will give a 10% Base Damage bonus and a 20% Attack Speed bonus to all of our summons and to Rogue herself.
- Frenzied
- This gives the Commander a flat bonus to Attack Speed, Movement Speed, and his Base Damage
- Contagious (and my least favorite)
- This makes it so any enemy that the Commander defeats leaves behind a an AoE that damages and slows any other enemy that is in it.
Now, while it is possible to find one that contains all three of the above affixes, I've not personally seen one. The other option is farming Hell's Kitchen Rooftops from Chapter 10. The Mid-Boss has a chance to spawn a Yellow Elite Skrull Commander. However, he will only be level 60, while his Blue Elite Counterpart from the Cosmic Terminal will be level 63. Pick your poison and run with it!
So, when we go into Muspelheim, we may be asked to go down a path that our mental powers are not needed while fighting The Sisters. If so, we will need to swap out our LMB Power. I'll also include alternate options for our Mental LMB Power as well. My suggestions are as follows:
Energy: I have 3 options for you to choose from. I've tried all 3, and they all have their ups and downs.
- Electromagnetic Flux (From the Playable Hero Silver Surfer). This does have a higher Spirit Cost, but does decent direct and minor AoE Damage. It also rapidly gives us stacks for Clbberin' Time. This is my preference when going Energy.
- Ricochet Blast (From the Playable Hero Cyclops). This will do mid-range damage for a Basic Power, hit multiple enemies, and keep your Spirit under control. It will also rapidly fill our stacks for Clbberin' Time.
- Biospray (From the Team-Up Wasp). This one hits hard, hits a wide area, and has a managable Spirit cost. Its only draw back is that it will only give us stacks for Clbberin' Time on it's initial hit. Making the build up slower as we rely on our army to rack up the stacks for us.
Physical: This one is a bit harder to fill without forcing us to get into Melee range. Which can be a problem for our sassy Squad Leader.
- Focused Barrage (From the Team-Up Quake). This ability hits 4 times a second for decent damage. Has a minimal spirit cost. However, as with Wasp's ability, it only gives us stacks for Clbberin' Time on it's initial hit. This is my preference when going Physical.
- Elastic Barrage (From the Playable Hero Mr. Fantastic). This, like the other option here hits 4 times a second for decent damage. Has a minimal spirit cost. This also suffers from the same drawback where it only gives us stacks towards Clbberin' Time on it's initial hit.
- Rogue Smash! (From the Playable Hero Hulk). This is our final option in the physical department. It hits a wide area, does massive damage if fully charged, and gets Brutal Strike Chance and Damage bonuses based on our Max Spirit. Two downsides to this ability. First, like the others, it only gives us stacks for Clbberin' Time on it's inital hit and not per enemy hit. The other downside is that it is not an auto-cast. So you would have to activate it each time you use it.
Mental: There are two alternate powers you can consider in place of Chaotic Hex.
- Damnation (From the Raid Boss Lavaheart or from the Playable Hero Ghost Rider). This Power hits hard, leaves a 6second DoT, and has boosted damage if we are below 50% health. It's spirit cost is managable, and hits multiple targets at once. It's downside, like every other cone based attack is that it only gives us stacks for Clbberin' Time on the initial hit.
- Wrath of Muspelheim (From the Raid Boss Surtur). This power hits hard, applies a lingering DoT (even after they leave the area), and gives us a 6 second Damage buff. It's downsides however make it not as appealing. It has a 5 second Cool Down, and it's range is not nearly as far out as any of our other options. However, it's damage output makes it a great boss killer.
- Weaving Web (From the Team-Up Arachne). If you are having na issue getting the Sentinel Targeting Unit this is your option for applying Vulnerability. It hits for average damage, has a very managable Spirit cost, and hits multiple enemies. Each enemy hit and each cast also add to our stacks for Clbberin' Time.
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** Power Acquisition **
So Rogue gains most of her abilities from others, be it Team-Ups, Villains, or other Playable Heroes. Below is where you will find those powers outlines above. All powers and talents are absorbed by using your Drain Life power on them.
- Destroyer's Vengeance (From the Team-Up Drax)
- This one is easy enough, just pull out either one of your Drax Team-Ups, and hit em with your ol' special touch.
- I AM GROOT! (From the Team-Up Groot)
- This is another easy one, just pull out any of your Groot Team-Ups, and get cozy with a tree.
- Clobberin' Time! (From the Playable Hero Thing)
- This one is easy to get, just find someone playing as thing and hit em with a sapping touch. You can usually ask in chat for someone to come and do this for you (as well as the other playable Heroes).
- Superior Tactician (From the Villain Madame HYDRA)
- This one is the first on our list that cannot just be obtained from another player or Team-Up. She is located in a few places:
- Story Mode (Chapter 3 or 8)
- Your Cosmic Trial
- X-Defense
- Danger Room (Poison Glade)
- S.H.I.E.L.D. Holo-Sim
- This one is the first on our list that cannot just be obtained from another player or Team-Up. She is located in a few places:
- Denizens of Otherplace (From the Team-Up Magik)
- Another easy one, just pull out either of the two Magik Team-Ups
- Ice Golem (From the Playable Hero Ice Man
- Just find someone playing as Ice Man or ask in chat for someone to meet you in the tower
- Call Moloids (From any of the Moloid Bounders or Hurler found in the game)
- This one is probably the most difficult to find. This used to be tied to Mole-Man, a boss that was pulled from the game a long time ago due to issues with his spawn event. Since then, there was no real way to acquire this power. When this server went up, Admins could spawn the event allowing Rogue to gain the power that way. There has since been a patch put into place allowing Bounders and Hurlers to have the ability, but it's not a 100% acquisition, and it doesn't show up with the notification that you've gained a new power. So you will have to check to see if you've gained it.
- Bounders and Hurlers are located:
- Infested Mine Tunnels in the Wakanda One-Shot
- S.H.I.E.L.D. Holo-Sim
- Bounders and Hurlers are located:
- This one is probably the most difficult to find. This used to be tied to Mole-Man, a boss that was pulled from the game a long time ago due to issues with his spawn event. Since then, there was no real way to acquire this power. When this server went up, Admins could spawn the event allowing Rogue to gain the power that way. There has since been a patch put into place allowing Bounders and Hurlers to have the ability, but it's not a 100% acquisition, and it doesn't show up with the notification that you've gained a new power. So you will have to check to see if you've gained it.
- Chaotic Hex (From the Playable Hero Scarlet Witch)
- Another one where you just need to find someone playing as Scarlet Witch or ask in chat.
- Hardened Leadership (From the Playable Hero Nick Fury)
- Yup, just touch someone playing as Fury or ask in chat.
- Psychic Domination (From the Playable Heor Emma Frost)
- You guessed it, find someone playing as Emma or ask in chat.
- Electromagnetic Flux (From the Playable Hero Silver Surfer)
- Who'd have thought?!? Just ask in chat or find one roaming around.
- Ricochet Blast (From the Playable Hero Cyclops)
- Yup, another where we just find another player or ask in chat. I see a theme here...
- Biospray (From the Team-Up Wasp)
- Another easy one, just call out your Wasp Team-Up. Just don't get stung!
- Focused Barrage (From the Team-Up Quake)
- Just be prepared for after-shocks when you pull your Team-Up out.
- Elastic Barrage (From the Playable Hero Mr. Fantastic)
- This one you will probably have to ask in chat for. You don't see him out in the wild too often.
- Rogue Smash! (From the Playable Hero Hulk)
- Hulk Smash!
- Damnation (From the Raid Boss Lavaheart or the Playable Hero Ghost Rider)
- This power is actually in your list twice. Once from Lavaheart and once from Ghost Rider. They are the exact same thing, just released at different times.
- Lavaheart is located in Infernal Limbo
- Ghost Ridre (The Playable Hero, NOT the Team-Up) just ask in chat.
- Wrath of Muspelheim (From the Raid Boss Surtur)
- Surtur is the final boss in the Muspelheim Raid.
- Weaving Web (From the Team-Up Arachne)
- Just pull out your Team-Up and don't get bit by a spider.
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** Gear **
** The above items are by no means the end all be all for this character, they are simply what I find works best for my build. **
Our main stats with our favorite Southern Bell are Durability and Fighting, I tend to focus more on Fighting over Durability for the boost to our Critical Rating.
For those pesky RNG Affixes that we have no control over, I usually go for the following order:
- Damage Rating to Summon Powers
- Fighting
- Attack Speed
- Critical Rating
- Critical Damage Rating
- Brutal Rating
- Brutal Damage Rating
- Defense
ARTIFACTS: So what I have listed above is pretty much what I'm using regularlly. There are always alternate options, such as the following:
** For added fun, use any Artifact that gives a chance to summon something. Rouge with a following of beasties is always fun to see.
BLESSINGS: While most people would tell you to go all out with either 4x Blessing of Hela or Blessing of Frigga. A solid arguement can be made for going with 2 and 2 as well. However, with all my summoners, I like to have that bit of survivability as well. So I go with what I have listed above.
URU RUNEWORD: If you are having issues getting the Doop Runes for this, or having really bad rolls you can always go with:
MEDALLION: This is what I would consider BIS for a Rogue Summoner, however, fun is always had using Mr. Sinister Medallion.
RELIC: As a summoner, there really is no other solid Summoner relic. However Relic of Lemuria or Relic of Atlantis are solid alternatives.
LEGENDARY: Truly the best Summoner relic there is, and allows us to be versatile with Muspelheim without worry of our Legendary item going astray. However, The Warlock's Eye is a good option if you want to focus more on your own damage output.
RING: So, there are a few choices for your ring, and I'll list them here. Note that the ring in the build above is the one I'd go with.
- Bloodstone Demonband as always, a perfect one of these is your best option (max stat for Grade 63 Ring is given):
- +1 Fighting
- +15% Summoned Ally Damage
- +294 Brutal Strike Rating
- +989 Brutal Damage Rating
- +279 Mental Damage Rating
- Regenerate 63 Health when defeating a Demon
- Ring (offensive) a solid rolled Ring with 2 of the following (in order from most important to least):
- +3 Fighting (or Durability)
- +397 Damage Rating to Summon Powers
- +9% Attaack Speed
- +642 Brutal Strike Rating
- +1500 Brutal Damage Rating
- +900 Critical Damage Rating
- One of the Nine
All of the above rings are solid choices. The reason I prefer King Pin's ring is that it's easier to get your hands on a solid roll being you can buy it in Avenger's Tower, it gives us a solid boost to our Damage Rating to Summon Powers, and +1 to all of our Attributes.
UNIQUES: What's listed is, after lots of testing, the best all around option for Rogue Squadron. I'm open to other suggestions, but given the build, these work out well.
For our Enchants, we want ARMOR Damage Rating to Summon Powers in slots 1 and 5, and ARMOR Defense Rating in slots 2, 3, and 4.
For our Challenge Bonus, I go with +1 Fighting in all 5 slots.
CATALYST: If, and that's a big IF you happen to find one with both Durability and Fighting on it, that's your go to, hands down! The other two stats wouldn't matter, nor would the cosmic as the +6 to our core stats would outshine anything else. However, as I've only ever seen one Catalyst with a +3 to any two Attributes, in all the years I've played this game... we will want something close to what I have above.
INSIGNIA: We have a summoner, so of course we will be using this.
Our faithful pet (the Pet I have above is the optimal stats you'd want to have for each catagory).
- Green: Base Health
- Blue: Max Spirit or Spirit Regen per Second
- Purple: Damage Rating to Summon Powers (Brutal Strike Damage is also an option if you so choose)
- Yellow: Crit Damage / Attack Speed on Hit (I have yet to actually see this roll, I normally get Brutal Strike Dmg / Atk Speed)
- Orange: Fighting
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** INFINITY **
** How I have the Infinity Points spent is what I would consider the optimal route to take for this build. **
That being said, you would want to focus on the following:
Attack Speed
Crit Damage
Fighting
Brutal Strike
Signature Boost
Spirit
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** TEAM-UP **
** Team-Ups are by no means build breaking. Always use who you like, but I'll give the reasons why I choose whom I choose and some solid alternate options **
Rogue Squadron is all about having as many summons on the board as possible. Magik helps with that by bringing her own swarm of demons to the table. I almost always have her set to active, but passively she offers:
- +152 Damage Rating
- +10% Summon Power Base Damage
- Regenerate 33 Health on hit
- A Team-Up Away Power that deals heavy damage in an AoE
- A Team-Up Away Power that calls in a swarm of demons
For an Active Team-Up, it's really up to you as they all work out quite well, but two stand out in my opinion:

Agent Coulson takes the award for best Active DPS hands down.

Rescue is, in my opinion, the best Active Healing Support you can find. She also does quite well in a passive role for healing.
For a more passive approach, and those that like to keep their Team-Ups locked away, we have the following:

She is the award winner for best overall debuffing and crowd control support.
& 
These two fit the bill for solid support and healing, along with decent DPS.

Groot is going to be your option for devensive buffs and healing support. His healing falls short compared to Strange and Clea however.
Summoners, my favorite kind of build to play, and we have so many sweet options to choose from. All of these options can be used passively or actively offering different benefits on both sides.

Actively: She is a summoner that offers decent DPS and 2 summons of her own.
Passively: She offers +152 Damage Rating and +12% Summon Power Base Damage, along with activated summons and a Critical Hit buff.
& 
Actively: Our favorite Agents are summoners that bring a Turret and two summons to the table and offers mid range DPS.
Passively: He give us +152 Damage Rating and +12% Summon Power Base Damge, an activated Turret and Summon, along with an activated Defense and Deflect Rating buff.
As far as DPS goes, passively you'll want to find a Team-Up that supports your character either with an Attribute Bonus or Stat bonuses. There is however one unique option that I sometimes play with.

This Team-Up is unique in that it does not have an active setting. All of its powers are buffs and additions to when you call in an Air Strike by way of "summoning" your Team-Up.
In the Companion (Active-Left) Role it offers a +3% Damage Reduction
In the Assit (Away-Center) Role its Air Stirke gets a +50% Damage Bonus and a 10% Cooldown Reduction
In the Extreme Conditioning (Away-Right) Role it offers a flat +228 Damage Rating buff.
It's Air Strike can be used in any role, and the buffs that it gains from its powers apply to the Air Strike in any role.
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** Closing **
At the end of the day, this is a game, and games are all about having fun, so play around and enjoy! I want to thank you for taking the time to read throuhg my guide and I hope you check out my other builds. I'll eventually have one build for each character.
** Updates **
- 09/06/2025 - Build Finished and posted
- 09/18/2025 - General typo correction and formating updates
- 09/24/2025 - More formatting while I play with what I like, name change, and Doom!


