Build

Daredevil - Vault Spammer

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Gold.png

The community gave this build a rating, making it second-tier: Good.

Focused on: Direct damageMobility.

Designed for:

Overview

A capable staff daredevil teamfighter/duelist with amazing AoE pressure.

Skill bar

 
 
StaffHealingUtilityElite
Short bow

Slot Changes

Utility:

  • - a powerful defensive tool on short CD.
  • - medium CD and much needed initiative to fuel
    .

Specializations

Variants

  • offers higher burst for lower sustain (as you give up CD reduction on your heal and a utility skill).
  • Take
    should you need more condition cleansing.

Specialization Changes

For a more offensive build Acrobatics can be replaced by Deadly Arts:

Equipment

Staff.png
I.png
Superior Sigil of Exploitation
Superior Sigil of Exploitation.pngSuperior Sigil of Exploitation
Deal 5% extra damage to targets below 50% health.
Superior Sigil of Courage
2Recharge.png
Superior Sigil of Courage.pngSuperior Sigil of Courage
On hit gain might for 10 seconds. (Cooldown: 2s)
I.png
Shortbow.png
II.png
Superior Sigil of Cleansing
9Recharge.png
Superior Sigil of Cleansing.pngSuperior Sigil of Cleansing
Remove 1 condition when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Energy
9Recharge.png
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (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

Staff

  • followed by a guaranteed critical
    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
  2. Start dodging (to proc
    and the 100% crit chance buff from the rune)
  3. Hit
    while dodging in order to close the gap and stun the target with the unblockable venom
  4. Follow up with
  • 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.
    will be useful for getting out of Immob and
    can blind a couple of important skills.

Counters

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

Top Streamers

Build rating: 87%
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11 Ratings
Silver Medal - Good
Kassy said this build was good 3 weeks ago

After the expansion this build seems to mostly be in the same place. It's not top tier, but if you're good with it and you jive with the playstyle you'll have success. Its main problems are the counterplay possibilities. Yea sure if you're good you can land all those vaults and bounds or if they're better they can dodge them. It makes it so that if you're punching up (which is going to happen sometimes, everyone has off games) you're going to have a harder time keeping up.

Lotus and Dash builds have less of a problem with this because Condi has some baseline effectiveness in can lean on and with Dash you can still be useful via decapping and being a speedy nuisance.

However if you're brave and you like adversity then what this build does do is provide a way to participate in teamfights without going condi. Stay a step ahead of your opponent and use your mobility to stay out of scourge AoEs and dodge full counter and you can actually do pretty well just by virtue of not having to play condition wars.

Silver Medal - Good
Hanz said this build was good May 2017

As a result of the recent balance patch, this build loses a tier. By now sustain, damage, and even initiative costs were nerfed. Still viable, but probably won't withstand another patch.

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.

8 More Ratings
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.

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.

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.