How to gain Combat Advantage

When encounter starts throw a dagger at enemy that hasn't acted yet. Keep out of the way.

Judging by the rules you get Combat Advantage against any enemy that is suprised - so that may be a first sneak attack - but then you also get First Strike which may only apply to Initiative Order of the 1st round (not counting suprise) so you would get another sneak attack. Don't know if this is true, however.


Whenever you engage in melee keep an escape route. Don't get boxed in. Keep mobile by keeping light inventory, pick feats abd abilities that give the ability to shift/teleport/move quickly and avoid OPs.

The rogue has lots of attacks that can move enemies. If you feel the need to disengage the enemy use an ability to push them away and then use your movement to get out of there without provoking an OP (they will be too far away.)

Ally engages with enemy. Rush up behind for flank and attack. When the enemy has been smashed or you feel you have to get out of there use tumble to avoid OPs.

With Artful Dodger(Rogue) and Nimble Reaction(Halfling) you get +5 to AC against OPs anyway.

Look out for enemies that get:
BLINDED,
DAZED,
DOMINATED (which causes Dazed),
DYING (finish them off),
HELPLESS,
knocked PRONE,
RESTRAINED,
STUNNED,
SUPRISED,
UNCONSCIOUS.

All these grant combat advantage - almost every condition.

There is no reason you cannot cause some of these conditions yourself.
 
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I'd imagine that there are also quite a few rogue powers as you climb up the chain that deal damage and cause one of those conditions. Probably not at-will powers, but still. Also note that the rogue doesn't have to flank in order to gain combat advantage; a creature that is flanked grants combat advantage to everyone, so the rogue just has to target someone who's flanked. My money is on that being the most likely candidate for frequent combat advantage, and really supports the whole team-play dynamic that they seem to be going for in 4E.
 

Zelgadas said:
Also note that the rogue doesn't have to flank in order to gain combat advantage; a creature that is flanked grants combat advantage to everyone, so the rogue just has to target someone who's flanked.

Upon further research, I think I'm wrong on this one. My mistake.
 

If you get boxed in:

BAIT AND SWITCH Rogue Attack 3
'You strike and weave, causing you foe to lurch forward so that you can duck around him and slip into his space.'
ENCOUNTER
Attack: (dex?) vs Will
Hit: 2W+(dex?) (possible +2d8 sneak attack) In addition, you switch places with the target and then can shift up to 3 squares.

4-24 +mods damage before getting out of there is nice.
 
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Zelgadas said:
\ Also note that the rogue doesn't have to flank in order to gain combat advantage; a creature that is flanked grants combat advantage to everyone, so the rogue just has to target someone who's flanked.

got a source? I could believe they went that route, but haven't seen anything to confirm it.
 

Just thought OPs are only Basic Attacks. It would be better to risk one of those getting away than suffering a Daily power by hanging around for it.

RUNNING: Another thing that provokes Combat Advantage.
 
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Prone enemies grant combat advantage, so coordinate with the fighter. Delay until after his turn, and when he uses Spinning Sweep on the big bad, Profit.
 

Cleric's power Daunting Light causes radiant damage but also gives Combat Advantage on that target to one ally they choose that they can see.

So if you have a Cleric get them to choose you for the Combat Advantage when using Daunting Light.

Don't forget the wizard's Sleep spell. I'm pretty sure Sleeping gives Combat Advantage.
 
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This is why Rogues want Stealth. ;)

I can't tell you how many Sneak Attacks I've set up simply by hiding behind obstacles on the field, moving into position while still hidden, and then tossing something nice and sharp.
 

Mouseferatu said:
This is why Rogues want Stealth. ;)

I can't tell you how many Sneak Attacks I've set up simply by hiding behind obstacles on the field, moving into position while still hidden, and then tossing something nice and sharp.
Speaking of throwing something nice and sharp, rogues apparently cause shuriken to do a die-higher in damage.

So what's the base damage of a shuriken?

Or perhaps a better question: Why would I want to use shuriken over daggers, since daggers can be thrown and do some nice damage, as well as offer melee capacity?
 

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