Daredevil - Acro Speardevil Roamer
This is a test build. You may comment and rate it.
Focused on: Strike damage, Mobility and Sustain
Designed for: WvW Roaming
Difficulty:
Hard
This build was last updated on January 27, 2025.
Overview
A Daredevil roaming build focused on evasion and solid damage pressure, featuring the new Spear weapon from Janthir Wilds. This build is focused on typical roaming activities with the perk of being able to brawl with with others more directly in solo fights. It can also assist in zerg clashes thanks to good survivability and plenty of access to boon strip with
on and (Spear 3.3).
Skillbar
Spear
Shortbow
Utility
Skill Variants
- Heal
- for better endurance upkeep and access to dodges but no condition cleansing. Longer cooldown than and can be interrupted.
- - more stealth access and a stronger heal but losing out on the condition cleansing and dodge of
- Utility
Swap
with:- for better stealth access but less block and CC.
- for evasion and initiative regen.
- for a funny surprise option and better lockdown for Spear's combos. Requires proper planning and baiting opponents.
- for a different stun break option. Loses 2s block, but the instant quickness synergizes with for quick executes that catches many off-guard.
- Elite
- ⇒ for better kill securing in engagements. Sacrifices the immunity and escape functionality of , though.
Template Code
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Specializations
- Variants
Regeneration and initiative recovery.
for slightly higher damage while sacrificing some of the utility of for condition cleanses (especially immobilize). Can take instead of to regain that cleansing, but that sacrifices access to
Specialization Variants
Acrobatics ⇒ Critical Strikes for higher damage at the cost of less survivability.
- instead of - gives more sustain, especially when paired with and precision infusions to get close to 100% crit chance.
Equipment
Head
Dragon
Shoulders
Dragon
Chest
Dragon
Hands
Dragon
Legs
Dragon
Feet
Dragon
Backpiece
Demolisher
Accessory
Demolisher
Accessory
Demolisher
Amulet
Demolisher
Ring
Demolisher
Ring
Demolisher
Spear
Dragon
Sigil
Sigil
Shortbow
Dragon
Sigil
Sigil
Rune
x7
Infusion
x14
Infusion
x10
Relic
Burstier Option
Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Marauder
Accessory
Marauder
Accessory
Marauder
Amulet
Marauder
Ring
Marauder
Ring
Marauder
Spear
Berserker
Sigil
Sigil
Shortbow
Berserker
Sigil
Sigil
Rune
x7
Infusion
x24
Relic
Stats
- Generally try to get at least 16k HP, then switch to Toughness to further increase survivability.
Dragon stats can be swapped with
Marauder stats based on personal preference of having higher Precision or Ferocity.
- Demolisher is a Toughness variant of
Marauder, granting overall better survivability than just running Vitality. If that isn't a concern, switch the stats of the trinkets to either
Marauder or
Dragon stats based on preference.
- Try to aim for around 70-80% Crit Chance when not running
Critical Strikes, filling in the rest of the damage stats with Power and/or Ferocity.
- When running
Critical Strikes with , the goal is to have 100% Crit Chance (or close to it) while under the effects of
Fury.
- When running
Relics
- for better condition cleansing if fighting a lot of condi builds. Sacrifices the damage boost of .
- when paired with high Ferocity for high burst and guaranteed triggering of and .
- for extra surprise burst when using .
Critical Strikes.
for extra healing, especially if run in combination with from
Sigils
- over for a burst of quickness when using , , and (if taken).
Runes
- for a bit higher Ferocity over Power.
Consumables
Food
- - good stats and passive damage mitigation; standard power food.
- - same stats as the above except with life steal instead of damage mitigation.
- - non-ascended version of the food above, without the sustain.
- - more dodging.
Utility
- or
Usage
General
- This build leverages the more acrobatics and dodging / evasion playstyle of Thief instead of leveraging stealth access - though (Spear 3.3) offers stealth access if successfully landed.
- Generally, this build is focused on mobility and dueling, as well as being able to escape when needed. and (Spear 3.1) are good disengage tools.
Spear Combos
- Thief spear is a complicated weapon that takes a bit more practice and trial and error to learn how to wield effectively than other weapons available for Thief to use. There are several combo strings to use, for example the most damaging string for a power build is as follows:
- (Spear 2.1)
- (Spear 3.2)
- (Spear 2.3)
- (Spear 4)
- (Spear 3.2)
- (Spear 2.3)
- Initiative costs for spear are higher than in PvE, so the more common combo to use to not run out as quickly is:
- (Spear 2.1)
- (Spear 3.2)
- (Spear 2.3)
- (Spear 4)
- (Spear 3.2)
- (Spear 3.3)
- (Stealth Attack)
General Spear Notes
- (Spear 1, ranged) and (Spear 4) both share a strange quirk - they can be thrown in any direction without needing to face the target. The auto-attack won't activate automatically when facing away from a target, but pressing the button will still throw the spear behind at the target and deal damage. Use this while running away or repositioning, for example.
(Spear 1) is a melee and ranged auto-attack, depending on proximity to the target. The ranged option is a considerable poke option and can whittle down opponents from distance. It can easily make a difference in a fight or chasing someone down, don't forget to use it.
- (Stealth Attack) regenerates initiative when the final stab hits, so make sure to hit at least that final poke.
- (Spear 2.1) and (Spear 2.3) are the main damaging skills of the spear. These should be prioritized when not needing to gap close, stealth, or rip boons from a target.
- (Spear 3.1) is the main gap closer for the build, other than . Really should only be used to stick to a target, otherwise prioritize .
- (Spear 3.2) is the main sustain for this build and should almost always be prioritized over (Spear 2.2). The lifesteal is significant at baseline without even factoring in Power, Healing Power, or taking .
Weakness, rip an additional boon from them.
Weakness, which can be applied through (Spear 3.2). Useful in duels and poking at zergs.
+ (Spear 3.3) allows Thief to rip a max of 5 boons from a single target in an instant, assuming the target is afflicted by
(Spear 3.3) is the source of stealth for spear, as well as ripping boons from the selected target. If the target is afflicted by
- (Spear 4) is a low cost, spammable interrupt if the target is crippled, while also granting the Thief a 7s buff to Damage and Condition Damage when used after a combo finisher (Spear 2.3 or Spear 3.3). Try to maintain it as much as possible, unless you are being heavily pressured and need to block or run.
- When used after a finishing combo (Spear 2.3 or Spear 3.3), it instead will block 3 attacks. The blocking animation can be cancelled to continue attacking while still maintaining the block - seen as a buff on the bar 24px Shadow Veil (effect).
(Spear 5) is a 2s block that only blocks a singular attack before ending, unlike that blocks every attack for its 2s duration. It can be useful in a pinch, especially when fighting higher damage pressure.
Shortbow
- WIP
Strengths, Weaknesses, and Counters
- WIP
Ratings
Comments
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