1Lock when
The lobby needs this job
Forcing short-range brawl pressure when the enemy team has already spent distance or control tools.

Anna Marie possesses the Mutant ability to absorb the powers of others with a touch. Her ever-adaptable arsenal of superhuman abilities helps turn the tide of any fight. After touching Raw Chronovium, Rogue's strength soared to new heights, allowing her to overwhelm enemies with unstoppable force!
Queue briefing
1Lock when
Forcing short-range brawl pressure when the enemy team has already spent distance or control tools.
2Swap when
Swap or wait longer if each engage begins into full control, setup, and open sightlines.
3Practice first
Enter only after your team creates pressure, then use the nearest cover as the reset point before chasing.
Pocket Rivals ranked read
Rogue: Anchor space first, then spend cooldowns to start or stop a fight when your team can follow.
Editorial note: this section is Pocket Rivals advice for everyday ranked lobbies. Use the official source panel for canonical ability text, then use this ranked read to decide what to practice next.
Pair with a second Vanguard or a durable Duelist who can hold space when you reset.
Do not spend every cooldown crossing empty space. Arrive with at least one tool left.
Hero-specific editorial
Forcing short-range brawl pressure when the enemy team has already spent distance or control tools.
Kiting support tools, prepared setup zones, and ranged burst before the objective fight starts.
Swap or wait longer if each engage begins into full control, setup, and open sightlines.
Starting the fight from too far away, then spending the whole cooldown cycle just reaching the enemy.
Enter only after your team creates pressure, then use the nearest cover as the reset point before chasing.
Early practical read based on Pocket Rivals counter notes for Mantis kiting, Peni Parker setup, and Hela ranged pressure into Rogue.
Official details
Official article date: 2025/12/12
Rogue's Mutant power to absorb any superhuman ability with a simple touch left her isolated for years, until she met her true love: fellow X-Man, Gambit.
Traveling the galaxy together and helping lost Mutants find their way home to Krakoa seemed like a perfect honeymoon. But when they reached the Grandmaster's Garden, Rogue discovered Gambit's secret plan... and the energy she absorbed from his Chronovium die made her powers go haywire! Now, Rogue and Gambit are the Universe's Most Wanted and must fight side-by-side to escape the Elders' cosmic domain.
Skills

Normal Attack
Punch forward with both fists

Ability
Absorb nearby projectiles and reduce incoming damage; absorbed damage powers up your next Southern Brawl

Normal Attack
While in Defensive Stance, dash forward and slam enemies in front, dealing area damage

Ability
Dash forward and launch the enemy, entering flight; activate again to Knock Down nearby enemies. Your next two Power Surge Punch attacks become ranged, piercing enemies and granting Bonus Health

Ability
Dash forward. Press again to unleash a burst of Chronovium Power, dealing continuous damage to nearby foes; after a delay, the energy retracts, pulling all enemies towards Rogue

Ability
Dash forward to knock down your target and absorb their energy; after absorbing, replace Ability Absorption with one of their abilities or refresh Fatal Attraction. Also absorb Health and stats based on their role

Ability
Continuously absorb Ultimate Ability Energy from nearby enemies and steal stats based on their role

Ability
Gambit shares kinetic energy with Magneto and Rogue. When Magneto activates this ability, Iron Volley is replaced with Ace Greatsword, which detonates upon striking enemies. The explosion leaves residual kinetic energy within the target, inflicting secondary damage after a brief delay. When Rogue activates the ability, each of her attacks causes a kinetic explosion that damages nearby enemies and heals nearby allies
Hero handoff
Leave with one matchup rule instead of a whole new checklist.
Read official details, then turn the hero into one job, one matchup rule, and one avoid call.