Daredevil - Marauder D/D

The Official API is experiencing issues; skill, trait and item data cannot be loaded at the moment.
Note: Please note that builds will default to plain icons, these may not be as accurate. We apologize for the inconvenience.
Basic.png

Welcome to the Builds Archive. See the ones that gathered dust, were orphaned by their original writers, or became obsolete by balance patches. We keep the orphan builds together and salute the veteran builds that held a position in the good, great, or meta categories.

Focused on: Direct damageMobility.

Designed for:

Overview

D/D Daredevil Thief provides superior single target burst and great access to AoE stealthing and offers very high dodges and evades.

In general try to avoid outnumbered duels, gank squishy or low HP targets in teamfights, rotate to skirmishes in order to +1 (outnumber) your opponent and quickly end the fight, revive allies/prevent stomps with Stealth, and decap unguarded capture points in Conquest using the mobility offered by

Infiltrator's Arrow Infiltrator's Arrow
6Initiative.png
Infiltrator's Arrow
Fire an arrow and shadowstep to the target area, blinding nearby foes.
Blind.pngBlindness (5s): Next outgoing attack misses.
Book.pngNumber of Targets: 3
Radius.pngRadius: 120
Range.pngRange: 900

.

Skill Bar

 
 
Dagger/DaggerHealingUtilityElite
Short bow

Specializations




Equipment

Dagger.png
Dagger.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 Air
3Recharge.png
Superior Sigil of Air.pngSuperior Sigil of Air
50% Chance on Critical: Cause a Lightning Strike. (Cooldown: 3s)
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 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
Marauder Amulet
Marauder Amulet.pngMarauder Amulet
+1050 Power +1050 Precision +560 Vitality +560 Ferocity

Variants

Dagger/Dagger

  • Superior Sigil of Rage Superior Sigil of Rage
    30Recharge.png
    Superior Sigil of Rage.pngSuperior Sigil of Rage
    50% Chance on Critical: Gain Quickness (3 seconds). (Cooldown: 30s)
    over
    Superior Sigil of Fire 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)
    .
  • Superior Sigil of Blood Superior Sigil of Blood
    5Recharge.png
    Superior Sigil of Blood.pngSuperior Sigil of Blood
    50% Chance on Critical: Steal Health. (Cooldown: 5s)
    over
    Superior Sigil of Fire 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)
    for the extra healing and armor ignoring damage.

Shortbow

  • Superior Sigil of Fire 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)
    over Air if your role is team-play based and not far-point assault.
  • Superior Sigil of Generosity Superior Sigil of Generosity
    9Recharge.png
    Superior Sigil of Generosity.pngSuperior Sigil of Generosity
    60% chance to transfer a condition to your foe on a critical hit. (Cooldown: 9s)
    over Air.
  • Superior Sigil of Bloodlust 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.
    over Air.

Usage

There are many intricacies and combos to using D/D on Thief, however the main role of the build is to win 1v1 duels and finish weak players in team fights. Scroll down to the 'in-depth' section for more information, examples, and combos.

Concise

Dagger/Dagger

  • Use
    Backstab Backstab
    ¼Activation.png
    Backstab
    Stealth Attack. Attack your foe from the shadow, striking for double damage if you hit from behind.
    Damage.pngFront damage: 292
    Damage.pngBack Damage: 585
    Range.pngRange: 130
    out of stealth to spike foes down. (Works from any flanking position).
  • Dagger auto has good DPS, restores endurance, and applies poison to limit your foes healing potential. (Very important against classes that rely on regeneration).
  • Heartseeker Heartseeker
    3Initiative.png
    ¾Activation.png
    Heartseeker
    Leap and strike your foe. The less health your target has, the more damage you cause.
    Damage.pngAbove 50%: 244
    Damage.pngBelow 50%: 365
    Damage.pngBelow 25%: 487
    Combo.pngCombo Finisher: Leap
    Range.pngRange: 450
    does more damage the less health the foe has and closes gaps.
  • Dancing Dagger Dancing Dagger
    3Initiative.png
    ¼Activation.png
    Dancing Dagger
    Throw a dagger that cripples nearby foes and returns to you.
    Damage.pngDamage: 122
    Cripple.pngCripple (3s): -50% Movement Speed
    Book.pngNumber of Bounces: 3
    Combo.pngCombo Finisher: Physical Projectile
    Range.pngRange: 900
    allows for catching up to fleeing enemies to finish after a burst
  • Death Blossom Death Blossom
    4Initiative.png
    ½Activation.png
    Death Blossom
    Dual Wield. Do an evasive attack over your target, striking nearby foes three times. Each hit causes bleeding.
    Damage.png3Damage: 147
    Bleed.png3Bleeding (10s): 1,275 Damage
    Book.pngEvade: 0.25 seconds
    Combo.pngCombo Finisher: Whirl
    Range.pngRange: 130
    is good for a short evade to dodge a hard hit and can also stack bleeding but don't spam as it becomes easy to predict
  • Cloak and Dagger Cloak and Dagger
    6Initiative.png
    ½Activation.png
    Cloak and Dagger
    Stab your foe and vanish in stealth, leaving them vulnerable.
    Damage.pngDamage: 444
    Stealth.pngStealth (3s): Invisible to foes.
    Vulnerability.png3Vulnerability (5s): 3% Incoming Damage
    Range.pngRange: 130
    gives a cheap source of cloak which can be used on pets or minions. However, requires a target, unlike
    Black Powder Black Powder
    6Initiative.png
    ½Activation.png
    Black Powder
    Fire a black powder shot, blinding nearby foes with the smoke cloud.
    Damage.pngDamage: 62
    Blind.pngBlindness (2s): Next outgoing attack misses.
    Book.pngNumber of Targets: 5
    Book.pngPulses: 3
    Duration.pngDuration: 4 seconds
    Radius.pngInterval: 2 seconds
    Radius.pngRadius: 120
    Combo.pngCombo Field: Smoke
    Combo.pngCombo Finisher: Physical Projectile
    Range.pngRange: 900
    with
    Heartseeker Heartseeker
    3Initiative.png
    ¾Activation.png
    Heartseeker
    Leap and strike your foe. The less health your target has, the more damage you cause.
    Damage.pngAbove 50%: 244
    Damage.pngBelow 50%: 365
    Damage.pngBelow 25%: 487
    Combo.pngCombo Finisher: Leap
    Range.pngRange: 450

Shortbow

  • Surprise Shot Surprise Shot
    ¼Activation.png
    Surprise Shot
    Stealth Attack. Shoot an arrow that immobilizes your foe.
    Damage.pngDamage: 146
    Immobilize.pngImmobilize (2s): Unable to move.
    Combo.pngCombo Finisher: Physical Projectile
    Range.pngRange: 900
    out of stealth will immobilize your foe.
  • Trick Shot Trick Shot
    ¼Activation.png
    Trick Shot
    Bounce an arrow between multiple nearby foes.
    Damage.pngDamage: 134
    Book.pngNumber of Bounces: 2
    Combo.pngCombo Finisher: Physical Projectile
    Range.pngRange: 900
    does better damage the more targets there are. Good in team fights or against foes with pets/minions.
  • Cluster Bomb Cluster Bomb
    3Initiative.png
    ½Activation.png
    Cluster Bomb
    Fire a cluster bomb at the target area. Detonate in midair for multiple explosions.
    Damage.pngLarge Explosion: 353
    Bleed.pngBleeding (4s): 170 Damage
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Combo.pngCombo Finisher: Blast
    Range.pngRange: 900
    is good AoE damage (5 targets) and counts as a blast finisher. Detonating this will hit 3-9 times and cause bleeding, but removes the blast finisher.
  • Disabling Shot helps you evade away and cripples the enemy.
  • Choking Gas Choking Gas
    4Initiative.png
    ½Activation.png
    Choking Gas
    Fire an arrow that fills the target area with a poisonous cloud.
    Damage.pngDamage: 71
    Poison.pngPoison (2s): 67 Damage, -33% Heal Effectiveness
    Book.pngNumber of Targets: 5
    Book.pngPulses: 4
    Duration.pngField Duration: 4 seconds
    Radius.pngRadius: 240
    Combo.pngCombo Field: Poison
    Range.pngRange: 900
    Unblockable.pngUnblockable
    applies a pulsing AoE poison. Useful on downed enemies.

Steal

  • Bait your opponent to waste their dodges to help land this skill.
  • Strips two boons from target and shares them with you and your party.
  • Dazes target (after prioritizing the Stability boon strip).
  • Applies poison.
  • Applies boons to yourself and allies even if used without a target. (If nobody gives swiftness at the beginning of a match, Steal can improve mobility).

Utility and Elite

  • Shadow Refuge Shadow Refuge
    ¼Activation.png
    60Recharge.png
    Shadow Refuge
    Deception. Create a pulsing refuge at the target area that heals allies and cloaks them in stealth.
    Heal.pngHealing: 1,775
    Stealth.pngStealth (3s): Invisible to foes.
    Book.pngPulses: 5
    Duration.pngDuration: 4 seconds
    Radius.pngRadius: 240
    Combo.pngCombo Field: Dark
    Range.pngRange: 600
    can be used on downed party members to prevent a finish.
  • Infiltrator's Signet Infiltrator's Signet
    30Recharge.png
    Infiltrator's Signet
    Signet Passive: Regenerate one extra initiative every ten seconds.
    Signet Active: Shadowstep to your foe.
    Book.pngInitiative Gain every 10 seconds: 1
    Stun-Break.pngBreaks stun
    Range.pngRange: 900
    can be used as a gap closer (like steal) or as a stun breaker (does not require target).
  • Basilisk Venom Basilisk Venom
    1Activation.png
    40Recharge.png
    Basilisk Venom
    Venom. Your attacks turn foes to stone.
    Basilisk Venom.png2Basilisk Venom (30s): Your attacks turn foes to stone.
    Stun.pngStone Duration: 1 second
    Duration.pngVenom Duration: 30 seconds
    applies a strong stun.
  • Impact Strike Impact Strike
    ½Activation.png
    40Recharge.png
    Impact Strike
    Physical. Strike your enemy and stun them.
    Damage.pngDamage: 199
    Daze.pngDaze: 2 seconds
    Range.pngRange: 300
    can be used to knock away reviving players and down the enemy in one move.

Advanced

  • Withdraw Withdraw
    18Recharge.png
    Withdraw
    Trick. Roll backward while healing and evade attacks. Cures immobilization, chill, and crippling.
    Heal.pngHealing: 4,344
    Book.pngEvade: 0.75 seconds
    is exceptional because of it's high healing per second value. It should be used off cooldown. (Be sure to enter stealth to remove poison). If you're fighting a mesmer with a sword or a ranger that has yet to use
    Entangle Entangle
    ¾Activation.png
    60Recharge.png
    Entangle
    Survival. Entagle foes around you with vines. Entagled foes bleed and are immobilized until the vines are destroyed.
    Damage.png4Damage: 508
    Bleed.png5Bleeding (8s): 4,760 Damage
    Immobilize.png5Immobilize (1s): Unable to move.
    Book.pngNumber of Targets: 5
    Duration.pngDuration: 5 seconds
    Radius.pngRadius: 600
    Unblockable.pngUnblockable
    , be sure to try and have your
    Withdraw Withdraw
    18Recharge.png
    Withdraw
    Trick. Roll backward while healing and evade attacks. Cures immobilization, chill, and crippling.
    Heal.pngHealing: 4,344
    Book.pngEvade: 0.75 seconds
    ready.
  • Abuse stealth when needed. You can often beat a mesmer by outstealthing them. You can often reset your heal and other powerful cooldowns while removing conditions and still keeping your enemy in combat. Be patient if you're playing on the defensive and stay in stealth as long as you can.
  • Shadow Refuge Shadow Refuge
    ¼Activation.png
    60Recharge.png
    Shadow Refuge
    Deception. Create a pulsing refuge at the target area that heals allies and cloaks them in stealth.
    Heal.pngHealing: 1,775
    Stealth.pngStealth (3s): Invisible to foes.
    Book.pngPulses: 5
    Duration.pngDuration: 4 seconds
    Radius.pngRadius: 240
    Combo.pngCombo Field: Dark
    Range.pngRange: 600
    > SB 1 > Damage > Stealth: The arrow fired from shadow refuge will not only immobilize the target but also leech some health from them. Lead up with strong damage from detonating cluster bomb or swap to dagger for strong damage. Right before your reveal comes off cooldown your SR will pulse and grant you 3s of stealth again. Again practice on golems to get an idea of how quickly after SR you must reveal yourself.
  • Shadowstep Shadowstep
    50Recharge.png
    Shadowstep
    Deception. Shadowstep to target area. Becomes Shadow Return which returns you to your starting area and cures three conditions.
    Stun-Break.pngBreaks stun
    Range.pngRange: 1,200
    > Stealth > Return: There are many methods to stealth. However this particular method can cause the enemy to think you've gone further ahead, when in reality you've returned to your original position. Inexperienced players will be off point long enough for you to decap it with this juke. Experienced players will notice the circle has disappeared and that you have returned in stealth.

In Depth

Damage

Dagger/Dagger
Backstab Backstab
¼Activation.png
Backstab
Stealth Attack. Attack your foe from the shadow, striking for double damage if you hit from behind.
Damage.pngFront damage: 292
Damage.pngBack Damage: 585
Range.pngRange: 130
does bonus damage from the back or the sides, also known as "flanking" positions.
Double Strike
Double Strike
Chain. Strike your foe twice.
Damage.png2Damage: 138
Book.pngNumber of Targets: 2
Range.pngRange: 130
Wild Strike
Wild Strike
Chain. Strike your foe again. Gain endurance with a sucessful strike.
Damage.pngDamage: 209
Book.pngNumber of Targets: 2
Book.pngEndurance Gain: 10
Range.pngRange: 130
Lotus Strike
¼Activation.png
Lotus Strike
Strike your foe and inflict poison.
Damage.pngDamage: 302
Poison.pngPoison (6s): 201 Damage, -33% Heal Effectiveness
Book.pngNumber of Targets: 2
Range.pngRange: 130
The dagger auto-attack does very good damage. It can be cancelled during any part of the chain to restart the auto-attack. Each successive hit in the chain does less damage, however the second one restores endurance, and the third one applies poison (see 'control' section below).
Heartseeker Heartseeker
3Initiative.png
¾Activation.png
Heartseeker
Leap and strike your foe. The less health your target has, the more damage you cause.
Damage.pngAbove 50%: 244
Damage.pngBelow 50%: 365
Damage.pngBelow 25%: 487
Combo.pngCombo Finisher: Leap
Range.pngRange: 450
is not only a great source of damage for foes below 50% health, it is also a gap closer. If you can catch up to your opponent and do damage at the same time it's a win/win. Counts as a leap finisher.
Shortbow
Trick Shot Trick Shot
¼Activation.png
Trick Shot
Bounce an arrow between multiple nearby foes.
Damage.pngDamage: 134
Book.pngNumber of Bounces: 2
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900
does below average damage in 1v1s. However it's not bad against players with minions or pets. Is very good damage in team fights and allows you to stay further back.
Cluster Bomb Cluster Bomb
3Initiative.png
½Activation.png
Cluster Bomb
Fire a cluster bomb at the target area. Detonate in midair for multiple explosions.
Damage.pngLarge Explosion: 353
Bleed.pngBleeding (4s): 170 Damage
Book.pngNumber of Targets: 5
Radius.pngRadius: 240
Combo.pngCombo Finisher: Blast
Range.pngRange: 900
does very good AoE damage (hits up to 5) and counts as a blast finisher.
Detonate Cluster Detonate Cluster
1Recharge.png
Detonate Cluster
Detonate your cluster bomb in mid-air.
Damage.pngSmall Explosion: 122
Bleed.pngBleeding (4s): 170 Damage
Book.pngNumber of Impacts: 3
Book.pngMaximum Targets per Impact: 3
Radius.pngRadius: 240
does very good AoE damage (hits up to 3-9) and applies bleeds (but does not count as a finisher).

Control

Profession Mechanic
Steal Steal
30Recharge.png
Steal
Shadowstep to your foe and steal from them.
Range.pngRange: 1,200
will strip and share two boons from the enemy to yourself and nearby players. It will also daze the target. And it does not break the current action (though it can interrupt certain skill activations). It is useful to daze players under stability. E.g. D/D Ele's channeling ether renewal, Warrior/Guardian stomping a team-mate, or Power Necros using Lich Form. It can be used while finishing a target on another foe that is reviving the enemy. In addition it also does apply poison, which you can read the next point on.
Dagger/Dagger
Lotus Strike Lotus Strike
¼Activation.png
Lotus Strike
Strike your foe and inflict poison.
Damage.pngDamage: 302
Poison.pngPoison (6s): 201 Damage, -33% Heal Effectiveness
Book.pngNumber of Targets: 2
Range.pngRange: 130
, the dagger auto-attack's third hit, will apply poison, which is very helpful against targets that "regen" health such as warriors with healing signet and adrenaline heal trait or ranger's that have activated Troll Unguent. In general players that have the regeneration boon will suffer a 33% reduction in healing. This is a great skill to use on downed players as it reduces the efficacy of enemy team-mates ressing their downed. See 'Choking Gas' below for a ranged poison.
Dancing Dagger Dancing Dagger
3Initiative.png
¼Activation.png
Dancing Dagger
Throw a dagger that cripples nearby foes and returns to you.
Damage.pngDamage: 122
Cripple.pngCripple (3s): -50% Movement Speed
Book.pngNumber of Bounces: 3
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900
is a skill used to prevent players from escaping, as long as they don't blink away
Cloak and Dagger Cloak and Dagger
6Initiative.png
½Activation.png
Cloak and Dagger
Stab your foe and vanish in stealth, leaving them vulnerable.
Damage.pngDamage: 444
Stealth.pngStealth (3s): Invisible to foes.
Vulnerability.png3Vulnerability (5s): 3% Incoming Damage
Range.pngRange: 130
is a easy method to go into stealth, especially as it can be used on pets or minions. Use
Shadowstep Shadowstep
50Recharge.png
Shadowstep
Deception. Shadowstep to target area. Becomes Shadow Return which returns you to your starting area and cures three conditions.
Stun-Break.pngBreaks stun
Range.pngRange: 1,200
and follow through with
Cloak and Dagger Cloak and Dagger
6Initiative.png
½Activation.png
Cloak and Dagger
Stab your foe and vanish in stealth, leaving them vulnerable.
Damage.pngDamage: 444
Stealth.pngStealth (3s): Invisible to foes.
Vulnerability.png3Vulnerability (5s): 3% Incoming Damage
Range.pngRange: 130
can allow for an easy
Backstab Backstab
¼Activation.png
Backstab
Stealth Attack. Attack your foe from the shadow, striking for double damage if you hit from behind.
Damage.pngFront damage: 292
Damage.pngBack Damage: 585
Range.pngRange: 130
Shortbow
Surprise Shot Surprise Shot
¼Activation.png
Surprise Shot
Stealth Attack. Shoot an arrow that immobilizes your foe.
Damage.pngDamage: 146
Immobilize.pngImmobilize (2s): Unable to move.
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900
can be used on the Shortbow out of stealth to immobilize a target. This can be led up with cluster bomb / detonate cluster combo. It can also be used to help land powerful attacks like heartseeker. Immobilized enemies cannot "turn". So staying on a flanking position is a good idea.
Disabling Shot Disabling Shot
4Initiative.png
¼Activation.png
Disabling Shot
Do an evasive leap away from your foe while firing a crippling shot.
Damage.pngDamage: 122
Cripple.pngCripple (2s): -50% Movement Speed
Book.pngEvade: 0.5 seconds
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900
is helpful to evade well telegraphed attacks while crippling the target.
Choking Gas Choking Gas
4Initiative.png
½Activation.png
Choking Gas
Fire an arrow that fills the target area with a poisonous cloud.
Damage.pngDamage: 71
Poison.pngPoison (2s): 67 Damage, -33% Heal Effectiveness
Book.pngNumber of Targets: 5
Book.pngPulses: 4
Duration.pngField Duration: 4 seconds
Radius.pngRadius: 240
Combo.pngCombo Field: Poison
Range.pngRange: 900
Unblockable.pngUnblockable
is helpful because it applies AoE poison. But in addition it can be blasted to provide AoE weakness (reduce cleaving damage on downed team mates) and can be leaped through to apply a longer duration single-target weakness against power strong opponents. Since this skill 'pulses' it is a strong choice to use on downed players. If the enemy attempts to cleanse the poison and the skill continues to pulse they will have wasted a skill.
Elite
Impact Strike Impact Strike
½Activation.png
40Recharge.png
Impact Strike
Physical. Strike your enemy and stun them.
Damage.pngDamage: 199
Daze.pngDaze: 2 seconds
Range.pngRange: 300
is a strong stun. This prevents enemy players from reviving downed teammates and can instantly finish downed foes. Also allows for giving yourself space and interrupting big attacks from other players.

Support

Profession Mechanic
Again
Steal Steal
30Recharge.png
Steal
Shadowstep to your foe and steal from them.
Range.pngRange: 1,200
is one of two primary methods through which a thief can support it's party members. It can be used at the beginning of a match to provide a short amount of swiftness (ideally use it before the gates open, perhaps around 3-4 seconds so there is some swiftness but it can also come off cool-down in time for an encounter). This skill not only provides strong boons for your party members by stripping it from the opponent, but also provides vigor and fury. Fury provides a strong boost to damage for team mates.
Utilities
Shadow Refuge Shadow Refuge
¼Activation.png
60Recharge.png
Shadow Refuge
Deception. Create a pulsing refuge at the target area that heals allies and cloaks them in stealth.
Heal.pngHealing: 1,775
Stealth.pngStealth (3s): Invisible to foes.
Book.pngPulses: 5
Duration.pngDuration: 4 seconds
Radius.pngRadius: 240
Combo.pngCombo Field: Dark
Range.pngRange: 600
is the second way through which thieves support party members and themselves. It can be used on downed players to prevent a "finish" (though it will not negate cleave damage). It can be used at the start of a match (5+ seconds on timer) to dis-orient the other team on your team's position. It also provides some healing and a dark field. Projectiles and whirl finishers used inside a dark field will leech enemy health to you.
Shadowstep Shadowstep
50Recharge.png
Shadowstep
Deception. Shadowstep to target area. Becomes Shadow Return which returns you to your starting area and cures three conditions.
Stun-Break.pngBreaks stun
Range.pngRange: 1,200
is not only for the stun-break teleport but also for the triple condi cleanse on return. This only applies to the thief, but can be crucial in 1v1s where you are condi-spammed and must remain on point (very difficult or a thief) or to quickly cleanse condis against a longbow warrior's burning if they are close to being finished. Otherwise it should be used to create a gap between you and the damage source or to break a stun.
Impairing Daggers Impairing Daggers
25Recharge.png
Impairing Daggers
Physical. Fling multiple immobilizing daggers at a single enemy.
Damage.pngDamage (3x): 597
Poison.png3Poison (8s): 1,149 Damage, -33% Heal Effectiveness
Slow.pngSlow (4s): Skills and actions are slower.
Immobilize.pngImmobilize (2s): Unable to move.
Combo.pngPhysical Projectile
Range.pngRange: 900
is used as a good opener for a burst as it inflicts Slow Slow as well as Poison Poison

Mobility

  • Infiltrator's Arrow Infiltrator's Arrow
    6Initiative.png
    Infiltrator's Arrow
    Fire an arrow and shadowstep to the target area, blinding nearby foes.
    Blind.pngBlindness (5s): Next outgoing attack misses.
    Book.pngNumber of Targets: 3
    Radius.pngRadius: 120
    Range.pngRange: 900
    is an incredibly useful teleport. It can be aimed at any object and can be used to do many of the same teleports that a mesmer's blink can offer. Since this can be used repeatedly it allows a thief to quickly decap a point and come back to the team fight. Arguably it should not be done if your team will lose the point in your absence, but can be helpful when you know you will lose the point and can quickly fortify a new position or if you're sure it will pull a respawning character to their home point (leaving them out of the team fight for longer) fast enough. Very effective on Khylo, with it's shorter distances and excellent teleport positions. This skill on it's very own is why the Thief meta has used a swap Shortbow since quite possibly the very first meta in open-beta. (900 units; teleport)
  • Shadowstep Shadowstep
    50Recharge.png
    Shadowstep
    Deception. Shadowstep to target area. Becomes Shadow Return which returns you to your starting area and cures three conditions.
    Stun-Break.pngBreaks stun
    Range.pngRange: 1,200
    works similarly to Infiltrator's arrow but can travel 1200 units. It should not be spam clicked, as a second activation will return you to the original position.
  • Heartseeker Heartseeker
    3Initiative.png
    ¾Activation.png
    Heartseeker
    Leap and strike your foe. The less health your target has, the more damage you cause.
    Damage.pngAbove 50%: 244
    Damage.pngBelow 50%: 365
    Damage.pngBelow 25%: 487
    Combo.pngCombo Finisher: Leap
    Range.pngRange: 450
    is already mentioned as a good gap-closer. (450 units; leap)

Stealing & Stolen Skills

Steal will prioritize stripping defensive boons. Stability is top of the list, followed by Aegis and Protection. Might is often very low on the list of things stolen and it is helpful to wait for the opponent to lose some of their other boons before attempting to steal their large stacks of might. Boon stripping is complicated and has few "hard-set" rules aside from Stability comes off first. Depending on whom you're stealing from and what skill they activated it is possible to get a different array of boons. Practice makes perfect here.

The skills stolen by a thief have a strong correlation with countering their foe's meta build (with the exception of Engineer). However be creative and use them for multiple scenarios. E.g. Steal to a warrior and reflect a ranger's longbow burst, Steal to a necromancer to fear foes away from stomping your team mate, Steal to a Mesmer for stability, which can itself be used for many purposes.

  • Warrior: Whirling Axe. This does very good AoE damage and reflects projectiles (thus making it suitable for a duo finisher, where you reflect their downed skills and another player successfully stomps them). Will work very well in fields
  • Smoke: Blinding bolts
  • Water: Healing bolts
  • Dark: Leeching bolts
  • Poison: Poison bolts
  • Ethereal: Confounding bolts
  • Fire: Burning bolts
  • Light: Cleansing bolts (will not cleanse you, but your team-mates, can help clear poison off downed players being ressed)
  • Ice: Chilling bolts
  • Lightning: Brutal bolts (applies vulnerability)
  • Guardian: Mace Head Crack. Amazing 4s daze with good damage.
  • Engineer: Throw Gunk. Not very good damage. Provides an Ethereal field which can provide chaos armor for you or your allies. Should be utilized with leap finishers when possible, but not mandatory to position around.
  • Ranger: Healing Seed. This is incredible for healing and removing conditions. You will get 3s of Regen and remove a condition for each of six pulses. In addition it acts as a water field and can be leaped through or blasted for healing. Be careful to not attempt a leap stealth by placing a black powder second on top of this field (it will not work) as the bottom most field will take precedence.
  • Thief: Blinding Tuft. Primarily used to enter stealth. Though it does apply a short blind it is very rarely used for that purpose (if at all).
  • Elementalist: Ice Shard Stab. Does good damage like the Guardian's stolen skill, but more importantly applies an 11s chill on your opponents. Really strong against d/d eles that like to spam a lot of skills at once, tripling their remaining cooldown. Also slows movement speed against foes that like to leap away.
  • Mesmer: Consume Plasma. Provides most boons for about 10 seconds, retaliation for 5s, and stability for 3s. (Note: Protection reduces direct damage taken by 33%).
  • Necromancer: Skull Fear. It will cause targets closer to you to flee for a greater duration. They will always run away from you, so if you try to backstab them, they will continually turn away from you. However this can be used to make people walk off edges by fearing them from one position and then moving to another to turn them away.
  • 0 to 200: 3.25s
  • 200 - 400: 2.25s
  • 400 - 600: 1s

Jukes & Combos

Juking is the act of positioning enemy players in a way that benefits you or confusing them about your whereabouts to pull off a decap/cap or res/finish. Combos may help you maximize damage and control. (Note: for all combos be aware of "haste" which speeds up the activation of many skills).

  • Shadow Refuge Shadow Refuge
    ¼Activation.png
    60Recharge.png
    Shadow Refuge
    Deception. Create a pulsing refuge at the target area that heals allies and cloaks them in stealth.
    Heal.pngHealing: 1,775
    Stealth.pngStealth (3s): Invisible to foes.
    Book.pngPulses: 5
    Duration.pngDuration: 4 seconds
    Radius.pngRadius: 240
    Combo.pngCombo Field: Dark
    Range.pngRange: 600
    > sb 1 > damage > stealth: The arrow fired from
    Shadow Refuge Shadow Refuge
    ¼Activation.png
    60Recharge.png
    Shadow Refuge
    Deception. Create a pulsing refuge at the target area that heals allies and cloaks them in stealth.
    Heal.pngHealing: 1,775
    Stealth.pngStealth (3s): Invisible to foes.
    Book.pngPulses: 5
    Duration.pngDuration: 4 seconds
    Radius.pngRadius: 240
    Combo.pngCombo Field: Dark
    Range.pngRange: 600
    will not only immobilize the target but also leech some health from them. Lead up with strong damage from detonating cluster bomb or swap to dagger for strong damage. Right before your reveal comes off cooldown your SR will pulse and grant you 3s of stealth.
  • Shadowstep Shadowstep
    50Recharge.png
    Shadowstep
    Deception. Shadowstep to target area. Becomes Shadow Return which returns you to your starting area and cures three conditions.
    Stun-Break.pngBreaks stun
    Range.pngRange: 1,200
    > stealth > Return: There are many methods to stealth. However this particular method can cause the enemy to think you've gone further ahead, when in reality you've returned to your original position. Inexperienced players will be off point long enough for you to decap it with this juke.
  • Daredevil traits allow 3 dodges, as well as curing movement inhibiting CC as well as giving swiftness. This is good for escaping but also for pushing through heavy CC

Stomping

In general it is good enough to drop a black powder for your team mates to safely stomp. However, if it ends up falling to you here are some helpful tips:

  • In the very worst of situations (dire need to res a bunker that has "tagged" a nearby downed enemy) it is possible to Shadowstep 900-1200 units after initiating the stomp and activating Shadow Return prior to finishing the stomp.
  • Use your teleports to help stomp Thieves. This can actually be used on well timed stomps against Mesmers and Eles as well (Initiating a split second before they activate).
  • It is possible to
    Heartseeker Heartseeker
    3Initiative.png
    ¾Activation.png
    Heartseeker
    Leap and strike your foe. The less health your target has, the more damage you cause.
    Damage.pngAbove 50%: 244
    Damage.pngBelow 50%: 365
    Damage.pngBelow 25%: 487
    Combo.pngCombo Finisher: Leap
    Range.pngRange: 450
    to invisible mesmers. Initiate a split second before they go invisible and it will take you to the correct downed body. Continue to cleave and apply poison or to simply increase your awareness of their whereabouts sooner.
  • Use
    Impact Strike Impact Strike
    ½Activation.png
    40Recharge.png
    Impact Strike
    Physical. Strike your enemy and stun them.
    Damage.pngDamage: 199
    Daze.pngDaze: 2 seconds
    Range.pngRange: 300
    to knock away players reviving and instantly finish the downed enemy.

Counters

  • DPS guardian
  • Celestial elementalists
Build rating - 4 stars
Only registered users can vote. Log in or Register. (It only takes a few seconds!)
6 Ratings
5 stars
CGSN gave this build 5 stars November 2015

Honestly, the build isn't bad and the page is well written, but every part of me is screaming to vote this as "bad" because an off-hand pistol is so, so much better in almost every circumstance you would find yourself using this build in. The strengths are that of the typical Dagger builds with the nice mobility and evasion of Daredevil as a bonus instead of the stealth bonuses from the shadow arts line (which aren't missed). If this was D/P, I'd be happy to vote "Great". It might honestly be better than the meta D/P if it were D/P. But it's not. I'll honor it with a "good", because it is "good". But the build could be so much better with such a small change. And that makes me sad.

5 stars
Marethyu gave this build 5 stars November 2015

The off-hand dagger is great. Combined with the dash plus swiftness, it's so easy to catch up enemies or run away from a crowd. Dancing Dagger also does good damage in a crowd such as when aiming for far points with the bounces. Impairing daggers is great but it's single target so I use it for 1v1s. Signet of Agility should probably replace this though as the endurance refill helps and so does the extra precision for the Backstabs. Death Blossom helps with that as well with the extra evade and bleeding. Cloak and Dagger is situational for 1v1s but Shadow Refuge is there for the out of combat stealth. This build is absolutely brilliant for Spirit Watch though. You can just dash with the orb to wherever and cripple anyone pursuing. It fits supply runs and early lord rushing for Battle of Champion's Dusk as well. Also, I used this build to wreck everyone in Forest of Niflhel. You can dash between points fast and run for team support in other smaller maps. The interrupt is rarely needed with Steal covering for a bit and the dash for escape. Overall, this is probably the best build for Thieves who want movement over single target focus.

5 stars
Goruu gave this build 5 stars October 2015

I like this build because I felt a lot like a ninja with it. The best part is that it works.

3 More Ratings
0 stars
Hanz gave this build 0 stars October 2015

It's a DD build, that says it all. Impact actually summed up why there's no point at using this, same with Goruu on the talk page. We do not store inferior builds that serve no purpose other than variety.

5 stars
Impact.2780 gave this build 5 stars October 2015

Just lacks the utility and advantages of offhand pistol. Offhand pistol overshadows everything with out of combat stealth, AoE stealth without SR, deceptive capability, and an on-demand interrupt. And shadow shot is of course 10x better than death blossom.

5 stars
Phasma Extravaganza gave this build 5 stars October 2015

This build follows somewhere along the lines of the older D/D builds, however it offers much more anti-crowd control and the new elite skill allows finishing enemies to be more efficient. Currently, it has the ability to avoid large bursts before dealing back equally strong bursts. It’s great in not only duels, but in larger teamfights as well.

Premium Membership

Upgrade to premium membership and take advantage of all the premium benefits, including complete ad removal across the entire website, for only $8.99 per year! Click here for more info.