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Best build I've found is Explorer, Earth Master, Elf. Rogue needs all the edges it can get for holding land, and most of its lategame siege engine is airborne and weak to magic anyway, and earthquake has a tendancy to kill all the game's readily available sources of elemental damage instantly.
Draconian has very little real synergy with rogue, scoundrels have fast healing innately, their archers conflict with the rogue's heavy melee focus, their irregulars end up dual wielding the two easiest to defend against elements in the game, and generally, they don't work well together.
Humans, orcs, and dwarves are actually very strong rogue candidates, due to having access to innate healing on their supports in human/dwarf case and amazing irregulars in the orc case. Humans tend towards having "Armored" units, which maks them very strong. Civic guards are weaker scoundrels, but human healing and defensive ability allows them quite a bit of leverage. Dwarves have access to firstborn, who are Infantry, who get access to the rogue global buffs, who ascend to outright godhood when they're scoring backstabs. Orc irregulars have shields, innate durability, and generally high damage.
A goblin anything will be killed fast. Goblins have reduced unit costs as a result. when you factor the rogue's tendancy to expand like wildfire into the equation, and mix destruction magic in, goblin rogues can very easily drown their enemies in blood.
I'd argue rogue is less weak, and more "Difficult, but Awesome", in that they really do have an answer in unit form to most anything, are able to break hero cap, can easily raise the largest army, and have massive expansion and sabotage advantages, but happen to require alot of systems knowledge and race mixing to really excel at. Seeing a 45 gold cost irregular swing for lethal on a hero on its own makes it worth it every time though.
A gold ranked dwarven firstborn with rogue buffs will literally disembowel anything it attacks.