Daredevil - Carrion P/D

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Focused on: Condition damage

Designed for: PvP Conquest



A Daredevil version of the Core P/D Condition build for sPvP, designed to roam the map and quickly overwhelm targets with a wide variety of conditions. Compared to the core version, this build trades the extra stealth and utilites granted by Shadow Arts for better mobility and survival out of stealth.

Skill Bar


Skill Bar Variants


Other viable choices:

  • - a bursty option and a replacement for the nerfed .
  • - could be used to gain extra sustain, mask group movements, cloak downed allies, or disengage safely.
  • - an excellent projectile denial and smoke field to set up combos and stealth allies.


This slot largely depends on personal preferences:

  • makes it easier to land your burst and can be shared with your allies.
  • is a bit of a meme option, but if you share with them their combined burst could catch people offguard.

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  • For a less Poison Poison focused build you could take . This is going to cost you some damage but adds more utility to the build through CD resets and an additional charge of stolen skills.





  • Share your venom(s) with as many allies as possible, including pets and minions.
  • Use to move between capture points. Your job is to roam the map and +1 fights by bursting down targets who have no cleansing / no cooldowns left.


  • is replaced by which inherits all the traits from Steal, but has half the range. To compensate for that, Swipe is unblockable! We'll still be referring to this profession mechanic as steal/stealing for most of the guide.
  • is going to be used more freely here compared to other builds as it's not an interrupt in this build. Steal applies various cover conditions such as Vulnerability Vulnerability from or Bleeding Bleeding from , fitting nicely into your burst combos.
  • teleports you into melee range so you can follow that up with Shadow Strike and Repeater, in addition, it provides extra initiative.
    • Note: Swipe has a much shorter range than from the Core version of the build, making it more ideal to use in middle of combat. can be used instead as the gap closer.


  • Most of the damage in this build comes from the chain and the occasional . You should spend most of your initiative on these skills.
    • Once you have access to it's possible to spam this skill 2 times in a row without having to refresh with Shadow Strike.
  • is more of a niche skill. It could be useful for rooting targets in place, making it easier to land Shadow Strike, but you should try to do it without Bola Shot to save initiative whenever possible. Another thing you could do is root targets in place to make sure your brust doesn't miss, or that they don't catch up to you while spamming Repeater.
  • is okay for some ranged poking vs multiple targets if you can't get in range for Shadow Strike and don't want to switch to bow just yet.
  • provides relatively easy stealth access which could be followed up with . However doing is generally better as it's more damage and SS has a way shorter cast time than CnD, making it easier to pull off (especially under pressure). This is more of a niche defensive/utility skill, allowing you to catch a break while under attack or safestomp downed enemies.
    • This is often used on AI (clones, pets, minions) because this skill is all about the stealth, not the damage, and AI won't dodge it therefore the odds of getting a successful CnD off becomes higher.


Utility weapon, secondary set

  • is a bit of a weak filler skill in this build that you can spam when weapon swap is on CD and you're out of initiative.
  • being a spammable blast finisher has high value for your team when it comes to blasting fields for AoE Stealth Stealth.
    • Its chain skill is a solid source of downed cleave.
  • provides access to some evasion in case you're being focused by the enemy team and your defensive skills are on CD. Remains usable even while Immobilize Immobilized, but it's somewhat expensive.
  • Use on downed enemies especially if they are being revived - Poison decreases healing received by 33% which affects resurrecting speed and the initial strike interrupts foes.
  • is the #1 skill for moving around the map in general, cuts down on travel time between capture points drastically.


  • 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 fairly simple. This is your second stun breaker, and another source of stealth. This skill can be used offensively as stealth allows you to use in case you run out of initiative.
  • is your primary gap closer, allowing you to instantly set up from 1200 range distance. Unlike steal, this skill teleports you to the target's direction even when out of range, allowing you to chase for 1800 range distance in total when combined with .
  • is both a defensive and offensive 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. On the other hand the skill deals heavy AoE damage especially when comboed with , which makes it great for pressuring melee targets in general with next to no risk.
    • Skills like or are able to interrupt Dagger Storm, so don't be completely careless.

Related Builds


This build has a rating of 4 stars based on 5 votes.
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4 stars
Emforay gave this build 4 stars • November 2022
This build usurps the current meta a little bit due to its unexpected varied and high condi pressure, especially due to many of the other good condi builds being heavily nerfed and you just don't see condi as a whole too much right now. Your main condi skill applies 3 different fat condis which is amazing. It also inherently kites on top of that. I've had matches where i've killed player after player in mid due to them simply not having the means to deal with the condi pressure I was dishing. This build does however suffer from the same problem that DE faces, which is auramancer tempest. This build can at least poison bomb to help a little in team fights, but honestly I would take thieves' guild since you're gonna need to be a pseudo duelist in this scenario and thieves' guild is very good for 1v1s. Also, I highly recommend taking sleight of hand over deadly ambush, it'll be your only interrupt and deadly ambush makes much less of an impact than potent poison (which I never recommend taking out). If you really want to take improvision though, definitely keep deadly ambush though your condi damage already took a huge blow but in that scenario where you have to 1v1 most of the game improvision could be a gamechanger.
4 stars
Ethan gave this build 4 stars • August 2022
Honestly this build still feels really good for me with all the EoD specs running around. I thing it’s worth trying if you have a hard time on D/P thief but still want that playstyle, but with all the support tempests in the meta locking down projectiles it can feel pretty bad at times.
3 stars
Barnacle Ed gave this build 3 stars • June 2022
There's 2 big things that hold this build back in my opinion. First is the current meta which is squarely focused on brief burst windows of absurdly powerful damage, and Carrion builds just have a tough time competing with that. Second is a lack of Shadow Arts in this build - it's really difficult to justify dropping either Trickery or Deadly Arts here, so personally I found that condi core thief worked better pre-EoD (and was worth dropping the wonderful Unhindered Combatant) especially in 1v1s. Maybe after the balance changes later this month there will be room for a condi DD somewhere, but I feel that it will continue to ultimately be inferior to core thief.
5 stars
Eowen Alice gave this build 5 stars • June 2022
Move fast and kill fast. Lot's of evades and a couple of stealth. Great for 1v1 and against most of metabuilds rn.
5 stars
RedAvenged gave this build 5 stars • November 2021
Drd p/d is actually really very solid, more so than core p/d for sure. Its not as versatile in 1v1s versus d/p thief, but its actually more versatile in 1v1s in general. nice solid dmg and good sustain, overall great for ranked. as far as the build it self though- deadly arts is the way to go as the build needs to poke, SA doesnt give any damage for poking infiltrator signet isnt good, the only utility that should fill that slot is smoke screen. I dont get why you wouldnt take panic strike, it makes bola shot one of your strongest poke skills, which is the point of this build lynx is useless, you have perma swiftness and dash- try thorns, adventure, aristocracy etc.


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