Daredevil - Marauder S/P

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Focused on: Direct damage and Control

Designed for: PvP Conquest



A PvP Power Daredevil build revolving around stunlocking and bursting down targets using .

Skill Bar


Skill Variants


  • - better setup for burst, lower sustain.

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  • trades utility and better flexibility for making you better at finishing off low HP targets


  • provides better defense agains conditions. As you're giving up a trait which increases you HP, you should consider playing with this trait.



Equipment Variants



If you're playing with Marauder Amulet, consider taking either one of these runes:



  • Initiate fights either with (both to set up burst through Immobilize Immobilize and to create an escape route via ) or . This is one of the few builds where stealing is part of your burst rotation therefore can be used more freely.


Main weapon set. CC, burst damage, minor utility.

  • The bulk of your damage comes from (PW) which is the primary burst skill in the build, but can be rather hard to land. Use every too available to make it connect:
    • could root the target long enough if you immediately follow up with PW.
    • Striking a target from behind or the side may proc useful boons from once every minute, making it easier to land while also increasing its damage.
    • Precasting PW and using in the middle of the first part of the skill is a great way to not only teleport right to the target before stunning them, but also to rip defensive boons suchs as Stability Stability or Protection Protection thanks to the trait .
  • is a relatively cheap souce of moderate damage thanks to . Overall it's better to just spam PW instead, but its range and quick cast time makes it useful for harassing enemies from a safe distance and interrupting important skills.
  • is a low priority skill in this build, mainly to be used for stacking AoE Stealth Stealth out of combat by blasting it with and whatever blast finishers your allies might contribute.

Short bow

Utility weapon

  • being a spammable blast finisher has high value for your team when it comes to blasting fields for Stealth Stealth or healing (although they'll have to provide the fields).
    • Its chain skill is a solid cource of downed cleave, or even ranged burst if you pre-cast aimed at your feet, near the end of the animation and then detonate at your target.
  • provides cheap and spammable evasion in case you're being focused by the enemy team and your defensive skills are on CD. Remains usable even while Immobilize Immobilized.
  • Use on downed enemies especially if they are being revived - Poison decreases healing gained by 33% which affects resurrecting speed.
  • is the #1 skill for moving around the map in general, cuts down on travel time between capture points drastically.

Utilities & elite

  • 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.
  • 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.
  • has great versatility. If is not on cooldown you're allowed to use this stunbreak more freely, even for just the evasion or the initiative.
  • 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 whilst evading, which makes it great for pressuring melee targets in general with next to no risk.
    • Note: skills like or are able to interrupt Dagger Storm, so don't be completely careless.

Top Streamers


This build has a rating of 4 stars based on 6 votes.
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4 stars
Hanz gave this build 4 stars • August 2021
Nobody's favorite thief build still works just fine. Extremely easy to play and has good damage/cc/survivability/mobility. Not top tier but definitely playable.
3 stars
Baescons gave this build 3 stars • December 2020
good but with meta changes will just be good at best
5 stars
Acedia1092 gave this build 5 stars • November 2020
Has a lot of utility harrassing side noders and decap and really most things that all daredevil sets are good at, but it is significantly less dependent on stealth compared to its D/P counterpart, which helps it have more control on holding/not letting the opponent hold the point during a duel on point. In combination to its better damage output mentioned by other comments, I believe the build has high enough value to be ran over D/P variant even with the risk.
3 stars
Nathanel gave this build 3 stars • November 2019
Yeah a clear working build, not any better then sword dagger acro core but offers a somewhat different effective playstyle. This is one of the offmeta builds that can do it’s job just as good as most thief builds and not be a detriment to the team. Plus sindrener showed its effectiveness on stream and yt. All in all not bad.
5 stars
Saint Germain gave this build 5 stars • December 2017
been trying this out (rank plat) since it was posted; I lost a lot of matches at first with it because I focused too much on the lock, after I really figured out the ins and outs of the build, I realized that it’s equipped to handle just as many, if not more scenarios than DP and SD. Really is a fun build, and I’ve climbed back to where I peaked last season with DP using it. I’d rate it as meta, but I think it’s not quite accurate to say that the build focuses on the stunlock. I get off stunlocks against some classes, but most of the time, a single pistol whip combined with wearing down a foe and some well-placed headshots results in a kill. Also, swapping out DD for acro is viable. Not quite as fun without the pulms tho.
5 stars
Pwadigy gave this build 5 stars • November 2017
Solid build, the idea of using haste on the lowered cooldown from earlier this year makes the stunlock abusable. Definitely a lot of utility, and surprisingly isn't that gimmicky. I'd say it's a solid alternative to the sword/dagger builds, but it is overall definitely a lot more distinct than people think. The skill ceiling definitely comes in with the timing, as messing up pistolwhip is HEAVILY punishing. Also, what you do when you're not pistol-whip/stunlocking matters, which is the main thing I've learned testing this shit out. I'd say it has as much top-tier potential as the currently popular sword-dagger builds, and definitely brings more to team-fights (which is sorely needed in this meta) than DP.


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