Disclaimer: I don’t own Rogue, so my analyse is based on what I’ve seen and the tests I made in the loaner node of SHIELD Training.
I remember Jarvind saying that he wished Rogue was a powerful 5*, and I replied that maybe she’s going to be a very powerful 4*. Of course, I was biased, because she’s one of my favorite X-Men since I was a child, and I’ve set my mind to favorite her in MPQ, no matter how she looks power-wise. Now, that I’ve seen and played a little with her in the loner node of SHIELD Training, I think that favoring her is a no-brainer, since I feel she will break the top 5 in tier list.
New mechanic: color blocking
First off, any top tier must have a distinctive mechanic that would gain advantages no other (or few other) character(s) would bring. And Rogue has such a thing with her green: Power Siphon.
For only 5 AP, you can Power Siphon the enemy in front, and her ability transforms into a passive of the target’s strong color. It last until you gain 14AP and deal damage to the target, or indefinitely is you consume the AP with other powers. That means you can color block the enemy team for as long as you want, especially if you have a rainbow team, and gain double/triple AP during that time.
This opens the door for so many strategic plays, and I will give 2 examples of usage:
1. Bl4de
You can shut down blade by simply Power Siphoning him, so the enemy team will not gain any red, thus Bloodlust will never activate.
Of course, not all characters have strong colors in their best abilities (Rulk, for instance), and that’s where example 2 comes in.
2. Vulture & Cloak-Dagger
You can shut down a team with both Vulture and C&D, by simply Power Siphoning Vulture. Vulture, won’t be able to gather black anymore. But you affect C&D as well, because all black they create will benefit only yourself. Or you can shut down Rulk if the enemy has a green strong color user, by Power Siphoning that character.
So there’s a wide variety of teams or opponents this power is good against. And the fun part is that if you’ve killed your target, you can let it deal damage, turning back to normal, and Power Siphon someone else, thus changing the color you’re blocking (having 5 green after a couple of turn of keeping the passive in play is more than likely, since you have enough time to collect green again). From my knowledge, this is the only ability in game that can transform in any color you want. Lockjow is close with his teleport, but you’re dependent on the board to switch the color.
Good tank
Another talking point is the tanking option. We have few tanks in game, and even fewer good tanks. Having the potential to block 50% of power damage is huge, if you’re able to keep her in front. Having played a lot with & against Colossus in the past, I know how good a 50% damage reduction can be. Being a passive, Rogue’s tanking has the potential to be as resistive as you manage to keep her in the fray of fight.
Role(s) in the team
What makes a character great is not necessarily his/her power, but the role(s) in the team. Medusa is a support that also enhance the damage you deal. Cloak & Dagger is a support with battery potential and consistent damage output. Carol is a strike tile creator and a CD resolver. Rulk or Iceman are AoE-centric heroes. Peggy is a damage dealer with lots of utility. So where do Rogue sits ?
Well, she is a tank & a color blocker, but what stands out is that she is a Counter-hero.
People usually ask, what is the best team for character X ? While this could be a valid question for Rogue as well, the better question for her is “who she’s good against” ? The other hero I might think like so, is Peggy. But other than that, few heroes in MPQ have this counter role. When I’m using Carol my only thought is to kick some arse. I rarely think who to fight against. With Rogue this question will be more prominent, and more rewarding to anwser.
Build
So how do we build Rogue? I’ve never talked about her red in this post, and with good reason. Even though it allows you to choose what block of tiles to destroy and it will also generate AP, I think the cost is too high, and damage too low to be worth investing in the power, unless you pair her with charge tile creators and plan on destroying those to gather AP. Still 12 red for this seems too much for me, especially since there are better red users in 4* land.
Only future testing will tell if I’m wrong about this, but as I see her now 5-3-5 is her desired build. It’s just hard to pass the damage reduction which comes with yellow covers 4 and 5.