Daredevil - Trap Unload

The Official API is experiencing issues; skill, trait and item data cannot be loaded at the moment.
Note: Please note that builds will default to plain icons, these may not be as accurate. We apologize for the inconvenience.

Maybe it never coalesced into something brilliant. Maybe it never made it off the ground floor. Maybe we based our better ideas off of it. Basic builds are anywhere from downright bad to just shy of being good enough to showcase. These builds share the widest ratings and can lead to wildly differing levels of success.

Focused on: One-versus-one CombatHolding PointsHigh Single Target Damage.

Designed for:


This Pistol/Pistol build focuses on stunning/knocking down the target and then killing it as fast as possible using Haste/Unload.

Superior Sigil of Air
Superior Sigil of Air.pngSuperior Sigil of Air
50% Chance on Critical: Cause a Lightning Strike. (Cooldown: 3s)
Superior Sigil of Impact
Superior Sigil of Impact.pngSuperior Sigil of Impact
+10% damage vs stunned or knocked down foes.
Superior Sigil of Fire
Superior Sigil of Fire.pngSuperior Sigil of Fire
50% Chance on Critical: Trigger a Flame Blast for area of effect damage (240 radius). (Cooldown: 5s)
Superior Sigil of Leeching
Superior Sigil of Leeching.pngSuperior Sigil of Leeching
Your next attack after swapping to this weapon while in combat steals some health. (Cooldown: 9s)
Superior Rune of the Dragonhunter
Superior Rune of the Dragonhunter.pngSuperior Rune of the Dragonhunter
(1): +25 Ferocity (2): +35 Power (3): +50 Ferocity (4): +65 Power (5): +100 Ferocity (6): Apply 5 stacks of might for 8 seconds when you place a trap.
Marauder Amulet
Marauder Amulet.pngMarauder Amulet
+1050 Power +1050 Precision +560 Vitality +560 Ferocity



Utility Spells

  • - Stealth and Condition Clear while weilding Pistol/Pistol
  • - 3 Second Knockdown with relatively low cooldown. Used to trigger the Sigil of Impact and keeping the enemy down
  • - Stunbreak and 6 Seconds of quickness to speed up the unload. Also gives Fury for the
  • - Summons either a Dagger/Dagger or Pistol/Pistol Thief that disappears after 20 Seconds. The Pistol/Pistol thief uses
    , while the Dagger/Dagger thief uses
    to pull the enemy to himself.
Can be Exchanged for
  • - Always activate before initiating combat. Either it deletes the enemies stability, or they use their Stunbreaks, so the 3 second knockdown of the Trap will be applied with more safety. Also great for interrupting enemies from distance.



  • Put down
    , wait for an enemy to come, activate
    and use
    and then
    . If playing against a class that has little to no CC, use
    before Unloading to gain additional Damage.
  • While still being able to move quickly from point to point via Dodging (although a Shortbow build is better for that), this build has the capability of dealing more consistent damage, delivering more CC and being able to defeat even stronger Bunkers (Classes that are able to hold points like Engineers and Ranger), which becomes very useful in situations where the "far" point has to be capped while it is still protected.
  • is a good tool to hold your own points longer than an usual Thief could. Also
    makes it possible to distract the enemy and heal/shoot from range. If both traps trigger, you instantly gain 20 might (10 from
    and 10 from Rune of Dragonhunter ).
  • If the situation becomes risky (for example when the enemy activates a reflect shield), swap to Dagger/Dagger and use the Stealth and Evasion to either get away or kill the enemy fast in close combat.
  • You can activate
    and then
    to the enemy to instantly lay down a Trap next to them. Hard to time right, but when correctly executed, can be devastating (Can also be done while stealthed, you become revealed when stealing though).
  • Bigger teamfight potential because of the Thief summon, the CC and the Ranged DPS from

Against Other Classes

  • Dragonhunters - While you can easily dodge through all traps with one dodge, their reflects can make you kill yourself faster than you think.
  • Scrapper - Not too much of a counter, as long as you avoid shooting them while they have retaliation and/or their reflective bubble. You can dodge the reflected projectiles though.
  • Necromancer/Reaper - Projectiles get blocked by summons, and their Conditions get a problem very fast. If the necromancer is not Focusing you,
    melts their Shroud easily.
  • Condition Guardians - You simply don't have enough Condition Clears. Either kill them fast or try not to get caught in their AoE's.
  • Thief/Daredevil - Other Thieves don't have enough Stunbreaks, and as soon as they are knocked down or Stunned,
    instantly melts them down.
  • Warrior/Berserker If playing against a normal Greatsword Warrior, there shouldn't be a problem, as long as you keep your range to them. Same applies to Mace/Shield Warriors, don't waste your
    Stunbreak before the fight and use it when you get stunned.
Build rating: 0%
Only registered users can vote. Log in or Register. (It only takes a few seconds!)
2 Ratings
Bronze Medal - Basic
Forgotmypasswordlulz said this build was basic February 2017

What's with the horrible trap thief builds? Why are these posted? People should get out of bronze 1st before trying to make a build.

Bronze Medal - Basic
Hanz said this build was basic January 2017

There are so many things wrong with this build that I'll just make a list:

Sigil of Impact, no shortbow, hide in shadows, haste, tripwire, ambush, no trickery, dagger/dagger, pistol/pistol, deadly trapper, entire critical strikes line.

Trapper P/P with everything put into damage sounds fun, but unless you hate your team and want them to get 500-0 don't play this in ranked.

Remove ads

Remove all ads across the entire website for only $4.99! Click here for more info.