Daredevil - Acro Staffdevil
This is a test build. You may comment and rate it.
Focused on: Strike damage and Mobility
Designed for: PvP Conquest
Difficulty:
Easy
This build was last updated on January 05, 2026.
Overview
A Power Daredevil build for PvP that focuses on spamming and dodges for AoE damage and high evasion uptime, further enhanced by Acrobatics.
Skill Bar
Staff
Staff
Utility
Skill Variants
Utility
Keep on your bar at all times. The other skills can be replaced by:
- - adds more burst damage to the build. Consider using right before the first projectile goes off in order to cut down on travel time/distance, making the skill harder to avoid.
- - you become weaker in combat but gain an extremely powerful mobility tool that turns you into a decap machine.
Weapons
- Shortbow over Staff - better vertical mobility in case you don't have a target to port to. It's better for moving around the map in general. Also adds some ranged poking to the build and a spammable Blast finisher to use for combos with your team. Your single target damage will suffer as a result though, as will your condi cleansing. You're also losing unblockable attacks and boon removal, but gain an unblockable AoE CC at least.
Template Code
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Specializations
Equipment
Staff
Sigil
Sigil
Staff
Sigil
Sigil
Rune
Amulet
Relic
Equipment Variants
Relics
- - higher burst potential, but lower consistency.
Usage
General
- The thief's role is to almost constantly keep moving. Decap unguarded capture points, +1 fights (rotate to outnumber the enemy team on a point, quickly ending the fight and then move on), interrupt foes with stability by landing , and gank targets in teamfights.
- Dodge if you need
Swiftness or extra mobility in general while moving between capture points.
- The many dodges and evasions on weapon sets provide decent survivability for an otherwise very squishy profession.
- Dodging and evading attacks proc , and the procs can stack. This is important because a stack of the proc might get consumed by the landing damage you deal with , giving it a bit of "anti-synergy" with the build as the main goal of the relic would be to boost skills like and that you use after dodging. However as the relic also procs upon evading attacks, it's possible to get 2 stacks from a single dodge - one from the act of dodging and one from evading an incoming attack. In this case you'll still have 1 stack remaining when you use an attack skill like Vault as a followup. Not to mention that Vault itself evades attacks, so it can proc the relic as it's being used, no setup required.
Steal
- is the most powerful tool in a thief's kit and should not be wasted! Do not start fights with steal, keep it for the right moment (mainly to interupt important skills such as heals or elites).
- Steal refills some endurance, grants initiative, strips boons and provides a variety of boons for you and your team. Its most important function however is the instant, unblockable interrupt.
- Steal procs the damage bonus of (if taken), creating a burst window for you.
Staff
Main set
- The general gameplay loop mostly consists of spamming and dodging inbetween. Spending initiative on other skills is highly situational and usually a waste of resources.
- is good for getting rid of
Immobilize. The
Daze follow up can be useful when paired with . Can be cancelled for faster usage by using
Weapon Swap.
- does good damage if you don't have initiative for Vault but need to deal damage right then and there. Otherwise just wait for initiative to build up.
- can sometimes be used to negate/reflect important projectiles like , this is your best skill after Vault. The damage is moderate but when used at melee range it will apply 3 blinds in just 3/4 seconds, this ability can be used or spammed to partially/completely negate deadly bursts. Be mindful of opponents with
Resistance or
Unblockable skills.
Weapon Swap
Weapon Swap swaps back into another staff rather than an alternative weapon.
This can be used to:
- Gain 25 Energy
- Cleanse 1 Condition
- Gain 2 Initiative
- Animation Cancel Staff 3
Consistently
Weapon Swap during fights to improve your effectiveness.
Utilities & elite
- is easily the most versatile and one of the strongest skills in the build. It has 2 parts:
- The first half is a stun break and teleport, which already has countless applications. A few applications include teleport to safety while pressured, extending your reach in combat, or using the instant mobility boost to decap enemy points before using the 2nd part of the skill to leave just as fast.
- The second half is called . This skill becomes available for 10 seconds after using Shadowstep, and cures 3 conditions in addition to breaking stun again before returning you to your starting location.
- These can also be combined to safe stomp targets: begin stomping, away to safety, and then follow up with at the end of the animation in order to finish the target.
- is a defensive elite. The rather lengthy evade frame with increased movement speed makes it an excellent panic button when you're being focused by the enemy team.
- Note: skills like or are able to interrupt Dagger Storm, so don't be completely careless.
- If taken is a situational skill. The evade can be used proactively to avoid damage, the stunbreak is a reactive part that breaks stun if you do get hit, and the initiative refill even gives it some offensive capabilities - you may choose to get greedy and use this skill to gain initiative so you can maintain the pressure on enemies.
- Keep this ready for defensive purposes if no other stunbreak is available at the time, otherwise you can get more creative with its uses.
- If taken is your best souce of cleansing, as it instantly removes 3 conditions. In addition to that, this also gives an entire dodge roll's worth of endurance which can be used as a last resort option for squeezing out more dodges when you're out of endurance and don't have time to heal. Keep in mind that the active portion of this skill is AoE! Try to use it near allies whenever possible.
Ratings
A niche build echoing Vault spam Thieves of old, this one is particularly effective against builds reliant on projectiles and, bluntly, players who don't understand it. Most of its damage comes from telegraphed single hits that struggle to hit moving targets so it's counterable by a number of common methods and its plan B isn't amazing. Blind is annoying with no resistance so I prefer to play with Guarded Initiation. For those who enjoy the evasive playstyle staff brings, this build is still perfectly serviceable and will be playable until higher ELOs where players have better movement and awareness. I'd be lying if I said I haven't been whopped by this build because I simply didn't respect it enough. I'd give it a 3.5 if I could.
Comments
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