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Daredevil - Power S/D

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The community gave this build a rating, making it second-tier: Good.

Focused on: Direct damageMobility.

Designed for:


Overview

A direct damage based Daredevil take on the already slippery Sword/Dagger playstyle. This build mixes high mobility with evade chains, boon stealing, and consistent damage output to get the job done.


Skill Bar

 
 
Sword/DaggerHealingUtilityElite
Short bow

Template Code

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Specializations


Variants

  • is also a viable option. By taking this trait you gain better access to both boons and boon removal, but sacrifice a CD reduction and some cleansing on several skills that are crucial for your sustain.



Equipment

Sword.png
Dagger.png
I.png
Superior Sigil of Exploitation
Superior Sigil of Exploitation.pngSuperior Sigil of Exploitation
Deal 5% extra damage to targets below 50% health.
Superior Sigil of Compounding
Superior Sigil of Compounding.pngSuperior Sigil of Compounding
Deal 1% extra damage per condition on your foe.
I.png
Shortbow.png
II.png
Superior Sigil of Cleansing
9Recharge.png
Superior Sigil of Cleansing.pngSuperior Sigil of Cleansing
Remove 1 condition when you swap to this weapon while in combat. (Cooldown: 9s)
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 Divinity
Superior Rune of Divinity.pngSuperior Rune of Divinity
(1): +8 All Stats (2): +10 All Stats (3): +12 All Stats (4): +14 All Stats (5): +16 All Stats (6): +18 All Stats, +10% Maximum Health
Berserker Amulet
Berserker Amulet.pngBerserker Amulet
+1200 Power +900 Precision +900 Ferocity

Equipment Changes

Amulet

  • Marauder Amulet Marauder Amulet
    Marauder Amulet.pngMarauder Amulet
    +1050 Power +1050 Precision +560 Vitality +560 Ferocity
    - a more defensive choice. Slightly lower damage, but allows you to take on Daredevil and a different rune, like .

Usage

General

  • is replaced by which inherits all the traits from Steal, but has half the range. To compensate for that, Swipe is unblockable! We're still going to refer to this profession mechanic as steal/stealing for most of the guide.
  • The thief's role is to almost constantly keep moving.
    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
    and other shadowsteps make this build incredibly mobile. 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
    Steal Steal
    30Recharge.png
    Steal
    Shadowstep to your foe and steal from them.
    Range.pngRange: 1,200
    , and gank targets in team fights.
  • Dodge if you need Swiftness 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.


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 endurance, grants initiative, inflicts Poison Poison, does damage, heals for ~2k, and provides a variety of boons for you and your team. Its most important function however is the instant, unblockable interrupt.
    • When playing with the instant boonstrip prioritizes Stability Stability, which goes off before the Daze Daze does, allowing you to interrupt targets with Stability with just one button!


Sword/Dagger

The main set of the build

  • Most of the damage will come from a combination of autoattacks and the chain.
  • is an excellent skill for initiating fights or just closing gaps. It's recommended that you start fights with this skill from a place that break line of sight (LoS), like a wall or a pillar. This leaves you with an escape route via in case you get focused, and IR even provides some minor cleansing.
  • Don't spam mindlessly. You will become easily predictible and locked in an animation while your enemy can set up burst. Find a balance between your autoattacks and flanking strike. Both this skill and its chain are unblockable. Larcenous Strike will be your main source of burst damage.
  • is merely a filler for ranged poking in case going into melee range would be too dangerous and Short bow is on CD, or if you want to get rid of Aegis Aegis / Blind Blind before jumping in. The bouncing attacks however aren't all that bad when it comes to clearing Mesmer clones.
  • - although rarely used - is strong in its own right. Being the only source of Stealth Stealth in the build, this grants access to which can help with interrupting important casts (heal, stomp, etc.) when is on cooldown, and the stealth in general can help you lose aggro for a short while or even leave the fight entirely without being chased. Its high cost and long cast time however makes it a very situational skill.
    • 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.


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 Cluster Bomb Cluster Bomb aimed at your feet, Steal Steal 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.
  • 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.

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Build rating - 4 stars
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2 Ratings
3 stars
Hanz gave this build 3 stars 21 hours ago

Nowhere to be seen these days, everyone plays DP or PD. That being said, it still works.

5 stars
Baescons gave this build 5 stars April 2020

edited as my last post was too long. S/d is maybe the least nerfed set and since many teams are running bunkers it can really do well, especially on NA where there are so many bunkers you will most likely want this build, but some teams are just skipping thief's at this point so not gonna argue as meta just as a great thief build.

Also as far as build most of the time in ranked id run marauders w/ EF for one it stops dp thiefs from countering with blind, but the zerker works really well iff you dont have to worry about thiefs. Bountiful theft and panic strike are still really common too

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