Puzzle Quest: Immortal Guide | Rogue Spells Tier List & Best Build Tips

High-impact picks, how they work, and when to use each Rogue spell.

Game Guide by Faviyan Mustafiz on  Oct 02, 2025

The Rogue thrives on disruptive magic, board control, and efficient finishers. This guide preserves the original spell evaluations and comments while presenting them for quick reference, highlighting what each spell does, how it recharges, its rating, and when it delivers the most value.

Spell Ratings & Usage

Hide (unlocked at level 4) — Rating: 4/5

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Effect: Gain a buff to double your skull damage. The buff lasts until you take damage.

Recharge: 1 turn.

Comment: it can help boost your damage a lot, particularly if you also use Thief’s Cowl. However, this spell is lacking because too many times you will receive damage and lose the buff before benefiting from it (and it makes enemy lucky cascades feel even more frustrating). 

It becomes better if you have skull converting spells to get a benefit right away after using it, but using the Chameleon Ring is much more consistent and effective than this spell. It is powerful when used well, though consistency issues make it a secondary pick.

Scavenge (unlocked at level 5) — Rating: 2/5

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Effect: Destroy all gold coins.

Recharge: 2 turns.

Comment: useful in the early game to get some extra gold and sometimes it will help you shuffling the board and getting some extra value. However, earning gold becomes less important as you progress and become able to farm cities, and you will get a better gold removal spell.

Poison Blade (unlocked at level 6) — Rating: 4/5

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Effect: Deal 4 damage, then inflict poison on your enemy for 5 turns, plus 1 turn for every 5 blue mana. [Poison deals 1 damage at the start of your turn.]

Recharge: 1 turn.

Comment: this is a great spell that can do tons of damage for a cheap mana cost. The main issue and the reason it doesn’t have a 5 rating is that the damage is delayed through the poison effect, so you will have to be patient to get all the damage done. 

However, if you don’t mind waiting for it and you have a defensive build this is a fantastic spell. Just cast it 4 times (the max limit for poison effects on the enemy) and then focus on defense and incapacitating your opponent while they lose 4 life points per turn until they die.

Confuse (unlocked at level 7) — Rating: 3/5

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Effect: Leech half of your enemy’s blue mana, then reduce their remaining blue mana to zero.

Recharge: 1 turn.

Comment: when used against enemies that depend on blue mana and have high amounts of it, this is a fantastic spell. However, it becomes much weaker against enemies that don’t use blue mana and is worthless if they have no blue mana. It can be powerful against the right enemy.

Darkness (unlocked at level 8) — Rating: 4/5

Effect: Halve all your enemy’s colored mana. You get a bonus move if your blue mana is 12 or more.

Recharge: 4 turns.

Comment: strong, broad denial that sets opponents back across the board, with bonus-turn potential when your blue mana is high.

How to Use These Spells Together

Open with Poison Blade stacks to create inevitable pressure, then protect the lead with Darkness or Confuse against blue-dependent foes. Use Hide only when you can immediately translate the doubled skull damage into safe hits, ideally after converting the board to guarantee skull matches. Scavenge is a situational early-game tool for gold and occasional reshuffles; replace it once better options are available.

Also, check our other guides below:

 

Faviyan Mustafiz

Contributor, NoobFeed

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