Roger is a Fighter/Marksman finisher who pokes in human form, transforms only when a target is vulnerable, and uses wolf form to clean up lost-HP enemies. Pick him when your team can lower or pin the back line; avoid forcing him into heavy anti-dash control or a draft that cannot give him a safe first target.

Roger can freely switch between human and wolf forms. In human form, Roger's Basic Attack and skills deal additional damage equal to 4% of the target's current HP. In wolf form, Roger's Basic Attack and skills deal additional damage equal to 4% of the target's lost HP. This effect can only deal up to 60 additional damage against Creeps.
When: Use human form against healthy targets and wolf form when missing HP makes the execute pressure stronger.
Do not: Do not transform only for style; the passive rewards choosing the form that matches the target's health.


Roger fires two quick shots in the target direction, dealing 250 (+125% Total Physical Attack) Physical Damage in total to the enemy hit. The first shot is a hunter net that slows the enemy by 80% for 1.5s, while the second is a bullet that reduces the enemy's Physical Defense by 10 for 5s.
When: Open with the net-and-bullet pair to slow the target and reduce Physical Defense before the wolf entry.
Do not: Do not shoot through the frontline if the debuff must land on the carry Roger intends to chase.


Roger gains 20% Movement Speed and 20% Attack Speed for 2.5s.
When: Use the short speed window to find the Open Fire angle, clear faster, or reposition without spending the transformation.
Do not: Do not activate it too early and arrive after the attack-speed window expires.


Roger lunges in the target direction and turns into wolf form, dealing 150 (+100% Extra Physical Attack) Physical Damage to enemies hit and slowing them by 90% for 0.8s. Passive: In wolf form, Roger gains 20 Physical & Magic Defense and 25 Movement Speed.
When: Transform through the edge of the target after control is committed; the lunge slows and grants wolf-form defenses and speed.
Do not: Do not dive first into Minsitthar or Khufra when their movement restriction is still available.

Upgrade Open Fire at level 1, prioritize Open Fire, use Hunter's Steps as the backup upgrade, and level Wolf Transformation whenever available. This matches the local official-data priority and strengthens the slow plus Physical Defense reduction that prepares Roger's finishing entry.





Why: Open Fire chips and debuffs from range, Hunter's Steps maintains the angle, Wolf Transformation reaches the back line after both teams engage, Bloodthirsty Howl accelerates the wolf attacks, and Lycan Pounce secures the low-health target.
Do not: Do not transform before the target is softened or while hard movement control is waiting.






Why: Hunter's Steps creates the firing angle, Open Fire slows and lowers Physical Defense, Wolf Transformation closes the gap, Bloodthirsty Howl boosts attack speed, Basic Attacks reduce the target, and Lycan Pounce finishes.
Do not: Do not spend the last mobility skill before confirming the kill or escape route.
Use human-form range to clear safely, protect the first buff rotation, and reach level 4 without taking a low-value duel. Open Fire should soften both camps and contesting heroes before Roger commits.
Move with a control-heavy teammate, mark the least mobile damage dealer, and enter in wolf form only after Open Fire or allied damage creates lost-HP pressure. Convert the first kill into Turtle, Lord, or an invaded buff.
Stay human while vision is incomplete. Wait for Minsitthar, Khufra, or similar control to be spent, then transform across a short angle. If no safe carry exists, help finish the frontline instead of donating a deep dive.
Human form pressures current HP; wolf form punishes lost HP. Swap when that damage profile changes.
The slow and Physical Defense reduction make the entry safer and the follow-up stronger.
Minsitthar and Khufra can stop the form-based approach. Wait, flank, or choose a nearer target.
Golden Staff belongs to an on-hit route; Berserker's Fury belongs to a critical route. Copy the logic, not a random item row.
Keep the leap for the secure, dodge, or final gap unless the first cast is guaranteed to reset the fight.
Assassin Emblem: Rupture, Seasoned Hunter, and Killing Spree. Rupture improves early penetration, Seasoned Hunter supports jungle and objective tempo, and Killing Spree restores HP and movement after a kill. Battle Spell: Retribution, which is also visible across the current in-game Pro Setup sample.
Do not: take Retribution when Roger is not assigned to jungle.
Use Assassin Emblem with Thrill, Master Assassin, and Quantum Charge when Roger is played as a lane duelist. Purify can answer control-heavy drafts; Inspire is an aggressive option only when the lane and team composition allow uninterrupted Basic Attacks.
References: Roger jungle build, Roger hyper-carry guide, and Roger Gold Lane guide; accessed August 9, 2026.
These five ranked rows are a current in-game build sample observed on August 9, 2026. Win rate, matches, power, player name, and six-item order are snapshots rather than permanent rankings.
| Rank | Player shown | WR / Matches / Power | Six-item order | When to copy | When not to |
|---|---|---|---|---|---|
| 1 | SIWA | 66% / 480 / 10253 | Tough Boots → Windtalker → Sky Piercer → Haas' Claws → Great Dragon Spear → Berserker's Fury | Roger can snowball and needs the critical finish plus Sky Piercer execute pressure. | The match is even or Roger cannot safely reach low-health targets. |
| 2 | Kyoka Suigetsu | 59% / 827 / 10007 | Tough Boots → Windtalker → Haas' Claws → Golden Staff → Sea Halberd → Great Dragon Spear | The enemy has sustain or extra-HP frontliners and an on-hit route can attack continuously. | Burst windows are short and a critical finish is more reliable than Golden Staff. |
| 3 | Ali mhdi | 59% / 601 / 9042 | Tough Boots → Windtalker → Golden Staff → Haas' Claws → Great Dragon Spear → Malefic Roar | A balanced on-hit path needs Sea Halberd's anti-heal and Malefic Roar into armor. | The enemy has little sustain or armor and Roger needs a survival slot. |
| 4 | Dreyb | 63% / 348 / 8990 | Tough Boots → Windtalker → Golden Staff → Haas' Claws → Berserker's Fury → Malefic Roar | Roger can maintain Basic Attacks and wants Golden Staff before a critical or penetration finish. | The draft interrupts attack chains or demands anti-heal immediately. |
| 5 | 7/Retri God | 60% / 432 / 8644 | Tough Boots → Windtalker → Sky Piercer → Haas' Claws → Great Dragon Spear → Berserker's Fury | The standard snowball route is working and Roger can finish before defensive items are required. | Roger is behind or is being stopped before Haas' Claws can sustain him. |


| Item | Observed effect | When to buy | When to skip | Appears in setups |
|---|---|---|---|---|
Tough Boots | +40 Movement Speed +18 Magic Defense Unique Passive - Fortitude: CC and Slow Duration reduced by 25%. | Use into magic burst, slows, or control that can interrupt the form swap and first wolf attack. | Switch to physical-defense boots only when the early jungle and lane threats are overwhelmingly physical. | rank 1, rank 2, rank 3, rank 4, rank 5 |
Windtalker | +35% Attack Speed +20% Crit Chance +20 Movement Speed Unique Passive - Typhoon: Every 5–2 seconds (reduced by 0.2 seconds for each Basic Attack), the next Basic Attack will hit up to 3 enemy units for 150–362 Magic Damage. (This attack can Crit and the damage increases to 200% against Minions.) | Use for fast clears, rotation speed, and repeated Basic Attacks after the first transformation. | Delay when the enemy can burst Roger before he completes a wolf-form attack cycle. | rank 1, rank 2, rank 3, rank 4, rank 5 |
Sky Piercer | +60 Adaptive Attack +15 Movement Speed Unique Passive - Lethality: After dealing damage to an enemy hero, executes the hero if their HP is lower than 4%. Gains 10 stack(s) of Lethality for each kill and loses 30% current stack(s) for each death. Each stack of Lethality increases the HP threshold of the execute effect by 0.1%, stacking up 80 times. | Use when Roger is already reaching low-health targets and can repeatedly convert them into kills. | Do not buy from behind when sustain, attack speed, or penetration is needed just to enter the fight. | rank 1, rank 5 |
Haas' Claws | +40 Physical Attack +15% Attack Speed +20% Crit Chance Unique Attribute: +20% Lifesteal Unique Passive - Frenzy: Critical strikes grant 20% extra Attack Speed for 2 seconds. | Use when sustained Basic Attacks and critical hits can keep Roger healthy through the second target. | Skip a greedy lifesteal timing when anti-heal and burst make a defensive or penetration slot more urgent. | rank 1, rank 2, rank 3, rank 4, rank 5 |
Great Dragon Spear | +70 Physical Attack +10% Cooldown Reduction +20% Crit Chance Unique Passive - Supreme Warrior: After casting an Ultimate, increase Movement Speed by 30% for 7.5 seconds. This effect has a 15 seconds cooldown. | Use the movement burst after an Ultimate cast to stay on a fleeing carry or rotate out of danger. | Do not treat movement speed as immunity to hard crowd control or a substitute for a safe entry. | rank 1, rank 2, rank 3, rank 5 |
Berserker's Fury | +60 Physical Attack +25% Crit Chance Unique Attribute: +30% Crit Damage Unique Passive - Doom: When Basic Attacks Crit, they deal extra True Damage equal to 12% of the damage before reduction. | Use when the attack-speed core is online and Roger can safely convert critical strikes into finishing damage. | Delay when the enemy has stacked armor or Roger cannot survive long enough to Basic Attack. | rank 1, rank 4, rank 5 |
Golden Staff | +55 Physical Attack +15% Attack Speed Unique Passive - Swift: Every 1% extra Crit Chance gained is converted into 1% extra Attack Speed. Unique Passive - Endless Strike: After every 2 non-Crit Basic Attacks, the Attack Speed of the next Basic Attack is increased by 80% (and Attack Speed cap is increased to 500%) and triggers Attack Effects an additional 2 time(s). | Use for an on-hit route that values rapid Basic Attack triggers instead of a full critical-damage finish. | Do not mix it blindly with a critical build whose value depends on critical strikes. | rank 2, rank 3, rank 4 |
Sea Halberd | +80 Physical Attack +20% Attack Speed Unique Passive - Lifebane: Dealing damage to a target will reduce the Shield and HP Regen effects on them to 60% of normal for 3 seconds. Unique Passive - Punish: Increase damage by 8% against enemy heroes with higher extra HP. | Use into high extra-HP frontliners, shields, or regeneration that must be reduced while Roger attacks. | Skip when the enemy has little sustain and direct penetration or survivability answers the draft better. | rank 2 |
Malefic Roar | +60 Physical Attack Unique Passive - Armor Buster: Increase Physical Penetration by 30%. Unique Passive - Breaker: When attacking an enemy, gains 0.1% extra Physical Penetration for each point of the enemy's Physical Defense, capped at 30%. | Use when physical defense stops Roger from finishing after the wolf-form entry. | Do not rush penetration before the clear-speed and sustain core unless armor is already the main obstacle. | rank 3, rank 4 |
Pharsa and Vexana lower several enemies at once, creating the missing-HP states Roger needs to finish. Stay human during their first cast, then transform toward the exposed target.
Minsitthar and Khufra restrict the form-swap approach and punish a direct leap. Wait for their control, flank from fog, or finish a nearer target.
Hanabi and Odette have limited escape options once their protection is gone. Open Fire first so the transformation lands after the slow and defense reduction.
Hanzo often wants the same jungle resources while his remote-body pattern may not provide the immediate area damage or control Roger needs. Clarify roles before the match and avoid duplicate jungle assignments.
These unmodified level-one values were observed in-game on August 9, 2026; no skin, equipment, emblem, or match bonuses are included.
| Stat | Value |
|---|---|
| HP | 2530 |
| HP Regen | 7.2 |
| Physical ATK | 128 |
| Physical DEF | 22 |
| Attack Speed | 1.05 |
| Attack Speed Ratio | 100% |
| Mana | 500 |
| Mana Regen | 4 |
| Magic Power | 0 |
| Magic DEF | 15 |
| Movement SPD | 240 |
Shop availability and prices were observed in-game on August 9, 2026; the recorded server time was 08/09/2026 00:47. Starlight, tournament, Prime, collaboration, event, and special labels are dated availability snapshots, not guaranteed permanent purchase options.
| Skin preview | Skin | Tag | Availability note |
|---|---|---|---|
![]() | Phantom Hunter | Epic | 899 Diamonds; Purchase visible |
![]() | Dark Gent | Basic | 269 Diamonds; Purchase visible |
![]() | Cyborg Werewolf | Epic | Limited-time Event |
![]() | Dr Beast | Luckybox | Limited-time Event |
![]() | Anubis | Starlight | 02/2018 Starlight Member |
![]() | Phantom Ranger | M3 | Limited-time Event |
![]() | Fiend Haunter | Prime | Limited-time Event |
![]() | Grimlock | Transformers | Limited-time Event |
![]() | Invoker's Restraint | Metro Zero | Limited-time Event |
![]() | Ashbone Gunslinger | Special | Limited-time Event |
Roger was once a hunter who protected people from the wolves of the Dark Forest. A cursed bite forced him to live with a werewolf form, so he left ordinary life behind and began wandering while pursuing revenge and control over the beast within. This summary follows the current in-game Story panels observed August 9, 2026.
Retribution is mandatory for the default jungle assignment. Purify can answer heavy control in Gold Lane, while Inspire is an aggressive lane option only when Roger can attack safely.
Prioritize Open Fire, use Hunter's Steps as the backup upgrade, and level Wolf Transformation whenever available.
Transform after Open Fire or allied damage lowers the target and after the most dangerous anti-mobility control is spent.
Golden Staff supports an on-hit attack-speed route; Berserker's Fury supports a critical route. Use the path whose damage engine matches the rest of the build.
Minsitthar and Khufra are major threats because they restrict the mobility Roger needs to enter, finish, and switch forms safely.
Roger wins by changing forms for a reason. Use human range against healthy targets, land Open Fire before the entry, transform when missing HP turns wolf form into a finisher, and refuse dives that begin inside ready anti-mobility control.
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