Build

Daredevil - Vault Spammer

Platinum.png

The community gave this build a rating, making it top-tier: Great.

Last modified: 32 Days ago.

Focused on: Direct damageMobility.

Designed for:

Overview

A capable teamfighter/duelist with amazing AoE damage.

Skill bar

Steal
30Recharge.png
Steal
Shadowstep to your foe and steal from them.
Range.pngRange: 1,200
 
Skill.png
Staff
Healing
Utility
Elite
Staff Strike
½Activation.png
Staff Strike
Strike your enemies with your staff.
Damage.pngDamage: 215
Book.pngNumber of Targets: 3
Range.pngRange: 130
Weakening Charge
½Activation.png
3Initiative.png
Weakening Charge
Deliver multiple strikes, weakening foes.
Damage.pngDamage (3x): 822
Weakness.pngWeakness (2s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Book.pngNumber of Targets: 3
Combo.pngCombo Finisher: Whirl
Range.pngRange: 450
Debilitating Arc
4Initiative.png
Debilitating Arc
Strike enemies in front of you and roll backward, breaking immobilizing effects.
Damage.pngDamage: 391
Crippled.pngCrippled (6s): -50% Movement Speed
Immobilize.pngCondition Removed
Book.pngNumber of Targets: 3
Book.pngDistance: 400
Book.pngEvade: ½ seconds
Dust Strike
¾Activation.png
4Initiative.png
Dust Strike
Sweep the ground, blinding enemies in front of you.
Damage.pngDamage: 235
Blind.pngBlind (5s): Next outgoing attack misses.
Book.pngNumber of Impacts: 3
Book.pngNumber of Targets: 3
Range.pngRange: 600
Vault
¾Activation.png
5Initiative.png
Vault
Leap toward your destination, damaging foes upon impact.
Damage.pngDamage: 879
Book.pngNumber of Targets: 5
Combo.pngCombo Finisher: Leap
Radius.pngRadius: 180
Range.pngRange: 600
Channeled Vigor
Not usable underwater.png
¾Activation.png
20Recharge.png
Channeled Vigor
Physical. Channel your energy to gain endurance and health per pulse. Heal for more if your endurance is full.
Healing.pngHeal if Endurance is Full: 7,320
Healing.pngHealing: 5,520
Book.pngEndurance Regeneration Increase: 25%
Book.pngPulses: 3
Signet of Agility
30Recharge.png
Signet of Agility
Signet Passive: Grants increased precision.
Signet Active: Refill endurance and cure a condition for each nearby ally.
Signet of Agility.pngSignet of Agility: 180 Precision
Book.pngConditions Removed: 1
Book.pngEndurance Gained: 100
Book.pngNumber of Targets: 5
Radius.pngRadius: 360
Shadowstep
Not usable underwater.png
50Recharge.png
Shadowstep
Deception. Shadowstep to target area. Becomes Shadow Return, which returns you to your starting area and cures three conditions.
Breaks Stun.pngBreaks Stun
Range.pngRange: 1,200
Basilisk Venom
1Activation.png
40Recharge.png
Basilisk Venom
Venom. Your attacks turn foes to stone.
Basilisk Venom.pngBasilisk Venom (30s): Your attacks turn foes to stone.
Stun.pngStone Duration: 1 second
Duration.pngVenom Duration: 30 seconds
Book.pngUnblockable
Hook Strike
¾Activation.png
Hook Strike
Stealth Attack. Attack your foes with stealth, knocking enemies down.
Damage.pngDamage: 254
Knockdown.pngKnockdown: 2 seconds
Range.pngRange: 130
Short bow
Trick Shot
¼Activation.png
Trick Shot
Bounce an arrow between multiple nearby foes.
Damage.pngDamage: 196
Book.pngNumber of Bounces: 2
Combo.pngCombo Finisher: Physical Projectile (20% chance)
Range.pngRange: 900
Cluster Bomb
½Activation.png
3Initiative.png
Cluster Bomb
Fire a cluster bomb at target area. Detonate in midair for multiple explosions.
Damage.pngLarge Explosion: 487
Bleeding.pngBleeding (4s): 88 Damage
Book.pngNumber of Targets: 5
Combo.pngCombo Finisher: Blast
Radius.pngRadius: 240
Range.pngRange: 900
Disabling Shot
¼Activation.png
4Initiative.png
Disabling Shot
Do an evasive leap away from your foe while firing a crippling shot.
Damage.pngDamage: 168
Crippled.pngCrippled (2s): -50% Movement Speed
Book.pngEvade: ½ seconds
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900
Choking Gas
½Activation.png
4Initiative.png
Choking Gas
Fire an arrow that fills the target area with a poisonous cloud.
Damage.pngDamage: 79
Poison.pngPoison (2s): 67 Damage, -33% Healing Effectiveness
Book.pngNumber of Targets: 5
Book.pngPulses: 4
Duration.pngField Duration: 4 seconds
Combo.pngCombo Field: Poison
Book.pngUnblockable
Radius.pngRadius: 240
Range.pngRange: 900
Infiltrator's Arrow
6Initiative.png
Infiltrator's Arrow
Fire an arrow and shadowstep to the target area, blinding nearby foes.
Blind.pngBlind (5s): Next outgoing attack misses.
Book.pngNumber of Targets: 3
Radius.pngRadius: 120
Range.pngRange: 900
Surprise Shot
¼Activation.png
Surprise Shot
Stealth Attack. Shoot an arrow that immobilizes your foe.
Damage.pngDamage: 202
Immobilize.pngImmobilize (2s): Unable to move.
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900

Slot Changes

Optional slot:

  • Bandit's Defense Bandit's Defense
    Not usable underwater.png
    Activation.png
    15Recharge.png
    Bandit's Defense
    Physical. Briefly block incoming attacks. If you block an enemy in melee range, retaliate and knock enemies down.
    Duration.pngDuration: 1½ seconds
    Breaks Stun.pngBreaks Stun
    for a short CD stun breaker, block, and CC.
  • Blinding Powder Blinding Powder
    Not usable underwater.png
    40Recharge.png
    Blinding Powder
    Deception. Blind foes in the target area and grant stealth to nearby allies.
    Stealth.pngStealth (3s): Invisible to foes.
    Blind.pngBlind (5s): Next outgoing attack misses.
    Book.pngNumber of Targets: 5
    Radius.pngSmoke Bomb Radius: 240
    Combo.pngCombo Finisher: Blast
    provides on demand access to short AoE stealth.
  • Impairing Daggers Impairing Daggers
    ½Activation.png
    25Recharge.png
    Impairing Daggers
    Physical. Fling multiple daggers at a single enemy, inflicting conditions.
    Damage.pngDamage (3x): 1,332
    Poison.png3Poison (8s): 804 Damage, -33% Healing Effectiveness
    Slow.pngSlow (4s): Skills and actions are slower.
    Immobilize.pngImmobilize (2s): Unable to move.
    Range.pngRange: 900
    can root enemies into
    Vault Vault
    ¾Activation.png
    5Initiative.png
    Vault
    Leap toward your destination, damaging foes upon impact.
    Damage.pngDamage: 879
    Book.pngNumber of Targets: 5
    Combo.pngCombo Finisher: Leap
    Radius.pngRadius: 180
    Range.pngRange: 600
    (also deals decent damage).

Healing

  • Withdraw Withdraw
    18Recharge.png
    Withdraw
    Trick. Roll backward while healing and evade attacks. Cures immobilized, chilled, crippled, and torment.
    Healing.pngHealing: 4,344
    Book.pngEvade: ¾ seconds
    - instant cast healing/evasion.

Elite:

  • Impact Strike Impact Strike
    Not usable underwater.png
    ½Activation.png
    40Recharge.png
    Impact Strike
    Physical. Strike your enemy and daze them.
    Damage.pngDamage: 444
    Daze.pngDaze: 2 seconds
    Range.pngRange: 300
    - a unique way to finish opponents.

Specializations

Deadly Arts
Serpent's Touch
Serpent's Touch.pngSerpent's Touch
Stealing inflicts poison. While in the downed state, your attacks apply poison.
Poison.png2Poison (10s): 670 Damage, -33% Healing Effectiveness
Poison.pngPoison When Downed (2s): 67 Damage, -33% Healing Effectiveness
Dagger Training
Dagger Training.pngDagger Training
Dagger attacks have a chance to poison enemies.
Book.pngChance on Hit: 33%
Poison.pngPoison (2s): 67 Damage, -33% Healing Effectiveness

Mug
Mug.pngMug
Deal damage and gain life when stealing. This attack cannot critically hit enemies.
Damage.pngDamage: 370
Healing.pngHealing: 1,980

Trappers Respite
30Recharge.png
Trappers Respite.pngTrappers Respite
Drop a needle trap when you use a healing skill.
Lotus Poison
10Recharge.png
Lotus Poison.pngLotus Poison
Weaken targets when you poison them.
Weakness.pngWeakness (4s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Deadly Trapper
Deadly Trapper.pngDeadly Trapper
Traps apply vulnerability to enemies and grant you might. Trap recharges are reduced.
Vulnerability.png5Vulnerability (10s): 5% Incoming Damage, 5% Incoming Condition Damage
Might.png5Might (10s): +150 Power, +150 Condition Damage
Book.pngRecharge Reduced: 20%

Panic Strike
20Recharge.png
Panic Strike.pngPanic Strike
Striking a foe that is below the health threshold immobilizes them.
Radius.pngHealth Threshold: 50%
Immobilize.pngImmobilize (2½s): Unable to move.

Revealed Training
Revealed Training.pngRevealed Training
Gain extra power while you are revealed.
Revealed.pngRevealed: You cannot stealth.
Attribute bonus.pngPower: +200
Exposed Weakness
Exposed Weakness.pngExposed Weakness
Deal more damage if your target has a condition.
Damage.pngDamage Increase: 10%
Potent Poison
Potent Poison.pngPotent Poison
Increased poison duration. Poison deals increased damage.
Damage.pngDamage Increase: 33%
Radius.pngDuration Increase: 33%

Improvisation
Improvisation.pngImprovisation
You can use stolen items twice. One random skill category is immediately recharged when you steal.

Executioner
Executioner.pngExecutioner
Deal extra damage when your target is below the health threshold.
Damage.pngDamage Increase: 20%
Radius.pngHealth Threshold: 50%
Trickery
Kleptomaniac
Kleptomaniac.pngKleptomaniac
Stealing gives you initiative.
Book.pngInitiative: 2 seconds
Uncatchable
Uncatchable.pngUncatchable
Leave behind Caltrops when you dodge.

Flanking Strikes
Flanking Strikes.pngFlanking Strikes
Gain haste when attacking a foe from behind or from the side.

Thrill of the Crime
Thrill of the Crime.pngThrill of the Crime
When you Steal, you and all nearby allies gain fury, might, and swiftness for 10 seconds.
Fury.pngFury (10s): 20% Critical Chance
Might.pngMight (10s): +30 Power, +30 Condition Damage
Swiftness.pngSwiftness (10s): 33% Movement Speed
Book.pngNumber of Targets: 5
Radius.pngRadius: 360
Preparedness
Preparedness.pngPreparedness
Increases maximum initiative by 3.
Bountiful Theft
Bountiful Theft.pngBountiful Theft
Stealing grants you and all nearby allies vigor. You rip boons from your target and grant them to nearby allies.
Book.pngBoons Stolen: 3
Vigor.pngVigor (10s): +50% Endurance Regeneration
Book.pngNumber of Targets: 5
Radius.pngRadius: 240

Trickster
Trickster.pngTrickster
Reduces recharge on tricks. Tricks remove conditions.
Book.pngConditions Removed: 1
Book.pngRecharge Reduced: 20%

Pressure Striking
Pressure Striking.pngPressure Striking
Enemies you interrupt are inflicted with torment.
Torment.png3Torment (5s): 239 Damage, 477 Damage if Moving
Lead Attacks
Lead Attacks.pngLead Attacks
Increases damage and condition damage per initiative spent. Steal recharges faster.
Book.pngMaximum damage increase: 15%
Damage.pngDamage Increase: 1%
Book.pngRecharge Reduced: 15%
Quick Pockets
Quick Pockets.pngQuick Pockets
Gain initiative on swapping weapons while in combat.
Book.pngInitiative: 3

Sleight of Hand
Sleight of Hand.pngSleight of Hand
Stealing also dazes the target. Reduces the recharge of Steal.
Daze.pngDaze: 1 second
Book.pngRecharge Reduced: 20%

Bewildering Ambush
Bewildering Ambush.pngBewildering Ambush
Stealing also applies confusion.
Confusion.png5Confusion (5s): 248 Damage On Skill Use, 250 Damage
Daredevil
Physical Supremacy
Physical Supremacy.pngPhysical Supremacy
Gain access to the physical skill category and staff weapon type. Your maximum endurance threshold is increased.
Book.pngEndurance Threshold Increased: 50
Havoc Mastery
Havoc Mastery.pngHavoc Mastery
Grants the player bonus damage to enemies within range.
Damage.pngDamage Increase: 7%
Radius.pngRadius: 360

Weakening Strikes
10Recharge.png
Weakening Strikes.pngWeakening Strikes
Cause weakness to enemies you critically hit. Weakened enemies deal less damage to you.
Weakness.pngWeakness (5s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)

Brawler's Tenacity
Brawler's Tenacity.pngBrawler's Tenacity
Gain endurance when you first activate a physical skill. Physical skills have reduced cooldowns.
Book.pngEndurance Gained: 10
Book.pngRecharge Reduced: 20%
Driven Fortitude
1Recharge.png
Driven Fortitude.pngDriven Fortitude
Gain health when you successfully evade an attack
Healing.pngHealing: 456
Staff Master
Staff Master.pngStaff Master
While wielding a staff, gain endurance for each initiative point spent. Deal bonus damage when your endurance is not full while wielding a staff.
Damage.pngDamage Increase: 10%

Escapist's Absolution
1Recharge.png
Escapist's Absolution.pngEscapist's Absolution
Remove a condition whenever you evade an attack.
Book.pngConditions Removed: 1

Impacting Disruption
Impacting Disruption.pngImpacting Disruption
Enemies that you interrupt suffer a pulmonary impact.
Endurance Thief
Endurance Thief.pngEndurance Thief
Gain endurance when you successfully steal from an enemy.
Book.pngEndurance Gained: 50
Lotus Training
Lotus Training.pngLotus Training
Your dodge ability now uses Impaling Lotus, firing daggers at nearby enemies. Gain increased condition damage for a period of time after dodging.
Lotus Training.pngLotus Training (4s): 10% Condition Damage

Unhindered Combatant
Unhindered Combatant.pngUnhindered Combatant
Your dodge ability is replaced by a long-range dash that removes inhibiting conditions and grants swiftness when you dodge. Damage against you is reduced for a time after you dodge.
Unhindered Combatant.pngUnhindered Combatant (4s): -10% Incoming Damage, -10% Incoming Condition Damage

Bounding Dodger
Bounding Dodger.pngBounding Dodger
Your dodge ability is replaced by Bound, dealing damage to the area after you evade. Physical damage is increased for a period of time after you dodge.
Bounding Dodger.pngBounding Dodger (4s): 10% Damage

Variants

  • Grab
    Weakening Strikes Weakening Strikes
    10Recharge.png
    Weakening Strikes.pngWeakening Strikes
    Cause weakness to enemies you critically hit. Weakened enemies deal less damage to you.
    Weakness.pngWeakness (5s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
    for extra sustain.
  • Havoc Mastery Havoc Mastery
    Havoc Mastery.pngHavoc Mastery
    Grants the player bonus damage to enemies within range.
    Damage.pngDamage Increase: 7%
    Radius.pngRadius: 360
    offers higher burst for lower sustain (as you give up CD reduction on your heal).
  • Take
    Escapist's Absolution Escapist's Absolution
    1Recharge.png
    Escapist's Absolution.pngEscapist's Absolution
    Remove a condition whenever you evade an attack.
    Book.pngConditions Removed: 1
    should you need more condition cleansing.

Specialization Changes

For a more defensive/mobile build Deadly Arts can be replaced by Acrobatics:

Acrobatics
Expeditious Dodger
Expeditious Dodger.pngExpeditious Dodger
Gain swiftness upon dodging.
Swiftness.pngSwiftness (6s): 33% Movement Speed
Instant Reflexes
Instant Reflexes.pngInstant Reflexes
Gain evasion when struck while below the health treshold.
Radius.pngHealth Threshold: 50%
Instant Reflexes.pngInstant Reflexes (2s): Evade all attacks.

Vigorous Recovery
Vigorous Recovery.pngVigorous Recovery
Gain vigor when using a healing skill.
Vigor.pngVigor (10s): +50% Endurance Regeneration

Pain Response
16Recharge.png
Pain Response.pngPain Response
Gain regeneration and remove conditions when struck while your health is below the threshold.
Radius.pngHealth Threshold: 75%
Regeneration.pngRegeneration (10s): 1,300 Heal
Bleeding.pngRemoves Bleeding
Burning.pngRemoves Burning
Poison.pngRemoves Poison
Torment.pngRemoves Torment
Feline Grace
1Recharge.png
Feline Grace.pngFeline Grace
Gain vigor upon successfully evading an attack.
Vigor.pngVigor (5s): +50% Endurance Regeneration
Guarded Initiation
1Recharge.png
Guarded Initiation.pngGuarded Initiation
Remove conditions when striking an enemy while your health is above the threshold.
Radius.pngHealth Threshold: 75%
Vulnerability.pngVulnerability: 1% Incoming Damage, 1% Incoming Condition Damage
Weakness.pngWeakness: -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Slow.pngSlow: Skills and actions are slower.
Book.pngConditions Removed: 1

Swindler's Equilibrium
1Recharge.png
Swindler's Equilibrium.pngSwindler's Equilibrium
Successfully evading an attack while wielding a sword or spear recharges steal by a static amount. Swords and spears deal increased damage.
Book.pngRecharge Time Reduced: 1 second
Damage.pngDamage Increased: 7%:

Hard to Catch
30Recharge.png
Hard to Catch.pngHard to Catch
Break stun and refill endurance when you are stunned, dazed, knocked back, pulled, knocked down, sink, floated, launched, or inflicted with fear.
Book.pngEndurance Regeneration Increase: 100%
Breaks Stun.pngBreaks Stun
Endless Stamina
Endless Stamina.pngEndless Stamina
The effects of vigor on you are enhanced.
Book.pngEffectiveness Increased: 50%
Assassin's Reward
Assassin's Reward.pngAssassin's Reward
Heal yourself whenever you use a skill that uses initiative. Heal yourself for each point of initiative spent.
Healing.pngHealing: 69

Upper Hand
2Recharge.png
Upper Hand.pngUpper Hand
Gain initiative and regeneration when you evade an attack.
Book.pngInitiative: 1
Regeneration.pngRegeneration (5s): 650 Heal

Don't Stop
10Recharge.png
Don't Stop.pngDon't Stop
Cripple and chill applied to you have reduced effectiveness. Periodically ignore incoming immobilize effects, becoming crippled instead.
Immobilize.pngCrippled.pngImmobilize Converted to Cripple (4s): -50% Movement Speed
Crippled.pngCrippled: -50% Movement Speed
Chilled.pngChilled: -66% Skill Recharge Rate, -66% Movement Speed
Radius.pngEffectiveness Decreased: 50%

Equipment

Staff.png
I.png
Superior Sigil of Air
3Recharge.png
Superior Sigil of Air.pngSuperior Sigil of Air
50% Chance on Critical: Cause a Lightning Strike. (Cooldown: 3s)
Superior Sigil of Fire
5Recharge.png
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)
I.png
Shortbow.png
II.png
Superior Sigil of Bloodlust
Superior Sigil of Bloodlust.pngSuperior Sigil of Bloodlust
Gain a charge of +10 power each time you kill a foe, five if you kill an enemy player.
Superior Sigil of Leeching
9Recharge.png
Superior Sigil of Leeching.pngSuperior Sigil of Leeching
Your next attack after swapping to this weapon while in combat steals some health. (Cooldown: 9s)
II.png
Superior Rune of the Daredevil
Superior Rune of the Daredevil.pngSuperior Rune of the Daredevil
(1): +25 Power (2): +35 Toughness (3): +50 Power (4): +65 Toughness (5): +100 Power (6): Next attack is guaranteed to crit after completing a dodge roll while in combat.
Valkyrie Amulet
Valkyrie Amulet.pngValkyrie Amulet
+1200 Power +900 Vitality +900 Ferocity

Variants

Rune (these options are only for the Marauder Amulet variant)

  • Superior Rune of the Pack Superior Rune of the Pack
    Superior Rune of the Pack.pngSuperior Rune of the Pack
    (1): +25 Power (2): +10% Swiftness Duration (3): +50 Power (4): 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20s) (5): +100 Power (6): +125 Precision; +20% Swiftness Duration
  • Superior Rune of the Scholar Superior Rune of the Scholar
    Superior Rune of the Scholar.pngSuperior Rune of the Scholar
    (1): +25 Power (2): +35 Ferocity (3): +50 Power (4): +65 Ferocity (5): +100 Power (6): +10% damage while your health is above 90%.

Amulet

  • Marauder Amulet Marauder Amulet
    Marauder Amulet.pngMarauder Amulet
    +1050 Power +1050 Precision +560 Vitality +560 Ferocity
    - a more consistent option with less burst damage.

Usage

General

  • When an enemy dies, try to be on Shortbow in order to build up Bloodlust sigil stacks.


Staff

  • Bounding Dodger Bounding Dodger
    Bounding Dodger.pngBounding Dodger
    Your dodge ability is replaced by Bound, dealing damage to the area after you evade. Physical damage is increased for a period of time after you dodge.
    Bounding Dodger.pngBounding Dodger (4s): 10% Damage
    followed by a guaranteed critical
    Vault Vault
    ¾Activation.png
    5Initiative.png
    Vault
    Leap toward your destination, damaging foes upon impact.
    Damage.pngDamage: 879
    Book.pngNumber of Targets: 5
    Combo.pngCombo Finisher: Leap
    Radius.pngRadius: 180
    Range.pngRange: 600
    will be your main source of damage. Both are slow with obvious animations so try to predict where your enemy's going to be when you land and aim for that location.
  • Steal cannot be used while casting Vault, but it works with Bounding Dodger. If you want to do burst damage:
  1. Use
    Basilisk Venom Basilisk Venom
    1Activation.png
    40Recharge.png
    Basilisk Venom
    Venom. Your attacks turn foes to stone.
    Basilisk Venom.pngBasilisk Venom (30s): Your attacks turn foes to stone.
    Stun.pngStone Duration: 1 second
    Duration.pngVenom Duration: 30 seconds
    Book.pngUnblockable
  2. Start dodging (to proc
    Bounding Dodger Bounding Dodger
    Bounding Dodger.pngBounding Dodger
    Your dodge ability is replaced by Bound, dealing damage to the area after you evade. Physical damage is increased for a period of time after you dodge.
    Bounding Dodger.pngBounding Dodger (4s): 10% Damage
    and the 100% crit chance buff from the rune)
  3. Hit
    Steal Steal
    30Recharge.png
    Steal
    Shadowstep to your foe and steal from them.
    Range.pngRange: 1,200
    while dodging in order to close the gap and stun the target with the unblockable venom
  4. Follow up with
    Vault Vault
    ¾Activation.png
    5Initiative.png
    Vault
    Leap toward your destination, damaging foes upon impact.
    Damage.pngDamage: 879
    Book.pngNumber of Targets: 5
    Combo.pngCombo Finisher: Leap
    Radius.pngRadius: 180
    Range.pngRange: 600
  • Staff skills other than auto attack (for downed cleave while out of endurance/initiative or if the target doesn't have much HP left and you need a quick finish) and Vault are very situational and won't see much use.
    Debilitating Arc Debilitating Arc
    4Initiative.png
    Debilitating Arc
    Strike enemies in front of you and roll backward, breaking immobilizing effects.
    Damage.pngDamage: 391
    Crippled.pngCrippled (6s): -50% Movement Speed
    Immobilize.pngCondition Removed
    Book.pngNumber of Targets: 3
    Book.pngDistance: 400
    Book.pngEvade: ½ seconds
    will be useful for getting out of Immob and
    Dust Strike Dust Strike
    ¾Activation.png
    4Initiative.png
    Dust Strike
    Sweep the ground, blinding enemies in front of you.
    Damage.pngDamage: 235
    Blind.pngBlind (5s): Next outgoing attack misses.
    Book.pngNumber of Impacts: 3
    Book.pngNumber of Targets: 3
    Range.pngRange: 600
    can blind a couple of important skills.

Counters

  • Heavy CC and high burst builds (such as Dragonhunter).

Top Streamers

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10 Ratings
Gold Medal - Great
Kickerkiki said this build was great June 2016

Due to its high dmg you can carry better with it than on D/P in soloque. So if you are an experienced and good thief this is probably the best build for ladder. It misses group stealth and stealth in general so in team environments it is weaker than D/P.

Gold Medal - Great
Moozli said this build was great June 2016

Personally prefer taking Escapist's Absolution over Staff Master. You lose some damage, but gain a lot more sustain against AoE condis which are pretty common at the moment. Also, definitely Unhindered Combat over Bounding Dodger and Bandit's Defense is a fantastic utility. I also use DD runes and Paladin's amulet.

Gold Medal - Great
Jabberwock said this build was great May 2016

Replace deadly arts with acrobatics and you have one of the best solo q build I've found to date. You gain so much more endurance from perma-vigor (traited to give even more endurance than usual mind you), an extra initiative every 2 seconds when dodging (you are always dodging) so you can spam vault even more, and perma-swiftness from feline grace (so you don't lose as much going bounding dodger). Just the fact that you can perform so many more bounding dodges and vaults probably puts the sustained damage over the DA variant, while having extreme survivability and still great burst and teamfight presence. The combination of teamfight presence, 1v1 ability, and standard thief mobility/backcapping makes this a great carry build.

Other notable changes I'd make are channeled vigor coupled with brawler's tenacity for more dodges and strong heal on low cooldown, which is worth more than 7% damage boost imo. Bandit's defense also couples well for 10 endurance and 1.5s block/stunbreak on very low cooldown. Daredevil runes also suit the build.

7 More Ratings
Silver Medal - Good
MarcPaquete said this build was good April 2016

Looks like a really nice build to me. The only question I have is that if it's worth to be with Staff and D/P instead of shortbow. You may lose mobility but I think you'll gain a worthier burst with D/P.

Gold Medal - Great
Fast spide r said this build was great April 2016

This build was a bit too slow for me at first, but I made an acrobatics/trickery/daredevil variant that REALLY got me into it. The build does damage to high hell and is amazing at locking people down when running the impairing daggers. Not to mention the swiftness from acrobatics line helps with the movement problem. 9/10, nice build.

Gold Medal - Great
Hanz said this build was great March 2016

Messing around with Valkyrie, provides very decent AoE cleave for teamfights, some utility with blind and finishers, and has great mobility (but lower than a dash user). It's between D/P and S/D in viablity imo.

Silver Medal - Good
Xiiliea said this build was good January 2016

I have a few issues with this build.

1) Bounding Dodger makes you slower than my grandma. Anyone with low ping can see that coming and dodge it. It gives a tiny increase in damage for only 4 seconds, which means you have to keep using it very often. And if you keep using your dodges offensively, it means you don't have many left for defensive purposes. Dash is so much better in PvP. It allows you to catch up to anyone and be super annoying to deal with, dodging every aoe easily.

2) With Dash, you don't need Withdraw. Withdraw is a crappy heal (4.7k) compared to Channeled Vigor (5.5k minimum). Withdraw removes conditions like immobile and cripple, but with Dash, you don't need that. Channeled Vigor also regens 1.5 bars of Endurance, giving you more charges of dodge should you need to escape or catch up.

3) Why Improvisation over Executioner? Most Steal spells are pretty useless. The +20% extra damage from Executioner can burst down someone at low health really quick.

Silver Medal - Good
Blarghity said this build was good January 2016

Strengths:

Bound is able to deal a lot of damage and grants a very meaty 10% damage boost. Overall, the staff feels very fluid (minus Weakening Charge) and is very fun to play. Vault deals excellent AoE damage and is capable of doing a lot of work in teamfights, as well as keeping you alive due to its fairly good evade frames.

Weaknesses:

Unfortunately taking Bound means giving up Dash. It may ultimately end up being up to personal taste, but cleansing Chill, Cripple and Immobilize on dodge is an amazing utility. Another downside of this build, or rather with Staff, is that it does not have access to its stealth attack by itself, and while Vault does deal a lot of damage, it is very clearly telegraphed. Of course, on top of these, there are the usual thief weaknesses which are poor condition cleanse and low health.

In comparison with D/P:

Staff is definitely a more teamfight oriented build, but it loses effectiveness in duels against more skilled players.

Silver Medal - Good
Diederick04 said this build was good December 2015

Good survivability for a marauder build. Many evades and always able to disengage. Also the mobility is good, mainly because of shortbow. In some games unhindered combatants would be more viable than bounding dodger, but in most games bounding dodger is doing well in teamfights. This is not meant for 1v1, mainly for decapping and helping out in teamfights with great aoe damage.

Silver Medal - Good
Goruu said this build was good November 2015

Its feels like a monk. Its a good build.