Build

Thief - D/P Critical Strikes

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 damageUtilityMobility.

Designed for:

Overview

D/P Thief provides superior single target burst shutdowns at the price of low self-sustain. Good at pushing far in the beginning of the match. Great at spiking down the squishier builds such as Shatter Mesmers or Eles with Berserker Amulets. Does not fare well against conditions and is hard-countered by DPS Medi Guards.

Skill Bar

First Weapon Set

Dagger/Pistol
Utility
Elite
Double Strike
Double Strike
Chain. Strike your foe twice.
Damage.png2Damage: 138
Book.pngNumber of Targets: 2
Range.pngRange: 130
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
Shadow Shot
4Initiative.png
Shadow Shot
Dual Wield. Fire an unblockable shot shot at your foe, which blinds them, and then shadowstep to them for a dagger strike.
Damage.pngDamage: 304
Blind.pngBlindness (5s): Next outgoing attack misses.
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900
Unblockable.pngUnblockable
Headshot
4Initiative.png
Headshot
Daze your foe with a head shot.
Damage.pngDamage: 61
Daze.pngDaze (¼s): Unable to use skills.
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900
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
Hide in Shadows
1Activation.png
30Recharge.png
Hide in Shadows
Deception. Vanish in stealth and gain regeneration. Cures burning, poison and bleeding.
Heal.pngHealing: 5,240
Stealth.pngStealth (3s): Invisible to foes.
Regeneration.pngRegen (4s): 520 Heal
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
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
Optional.png
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

Second Weapon Set

Shortbow
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
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
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
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
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

Slot Changes

For the Optional.png (utility skill) slot you have 2 viable choices:

  • Blinding Powder Blinding Powder
    40Recharge.png
    Blinding Powder
    Deception. Blind foes in the target area and grant stealth to nearby allies.
    Stealth.pngStealth (3s): Invisible to foes.
    Blind.pngBlindness (5s): Next outgoing attack misses.
    Radius.pngSmoke Bomb Radius: 240
    Combo.pngCombo Finisher: Blast
    for access to stealth that is un-interruptable.
  • 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
    for a stun-breaker or gap closer.

Specializations

Critical StrikesAdeptMasterGrandmaster

Can't find such trait "Thief"! Can't find such trait "Thief"! Can't find such trait "Thief"! Can't find such trait "Thief"! Can't find such trait "Thief"!

Trait Variants

  • These can be swapped for either or both Critical Strikes Adept and Master traits depending on play style:
  • Side Strike Side Strike
    Side Strike
    Gain bonus critical-hit chance when hitting a foe from behind or the side.
    Stat-Icon-Precision.pngCritical Chance Increase: 7%
  • Signets of Power Signets of Power
    Signets of Power
    Gain might when activating a signet.
    Might.png5Might (10s): 150 Power, 150 Condition Damage
  • Furious Retaliation Furious Retaliation
    30Recharge.png
    Furious Retaliation
    Gain fury when your target falls below the health threshold.
    Radius.pngHealth Threshold: 50%
    Fury.pngFury (10s): 20% Critical Chance

Weapons

First Weapon Set
  • Main Hand
Dagger
Superior Sigil of Air Superior Sigil of Air
3Recharge.png
Superior Sigil of Air.pngSuperior Sigil of Air
50% Chance on Critical: Cause a Lightning Strike. (Cooldown: 3s)
  • Off Hand
Pistol
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)
Second Weapon Set
  • Main Hand
Shortbow
Superior Sigil of Air 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 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)

Sigil Variants

Dagger/Pistol

  • 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)
    only when using the Panic Strikes version of the build.
  • 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
    Superior Sigil of Air Superior Sigil of Air
    3Recharge.png
    Superior Sigil of Air.pngSuperior Sigil of Air
    50% Chance on Critical: Cause a Lightning Strike. (Cooldown: 3s)
    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 either sigil. (Recall that there is also
    Shadow's Embrace Shadow's Embrace
    Shadow's Embrace
    Remove conditions periodically while in stealth.
    Book.pngConditions Removed: 1
    Radius.pngInterval: 3 seconds
    for the Panic Strikes variant).

Equipment

Rune:
Superior Rune of the Pack 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

Amulet:
Berserker Amulet Berserker Amulet
Berserker Amulet.pngBerserker Amulet
+1200 Power +900 Precision +900 Ferocity

Equipment Variants

  • Superior Rune of the Pack 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
  • Superior Rune of the Ogre Superior Rune of the Ogre
    Superior Rune of the Ogre.pngSuperior Rune of the Ogre
    (1): +25 Power (2): +35 Ferocity (3): +50 Power (4): 25% chance when struck to summon a rock dog. (Cooldown: 90s) (5): +100 Power (6): +4% Damage
  • Superior Rune of Vampirism Superior Rune of Vampirism
    Superior Rune of Vampirism.pngSuperior Rune of Vampirism
    (1): +25 Power (2): 15% chance when struck to cause your next attack to steal life. (Cooldown: 25s) (3): +50 Power (4): After using a healing skill, your next attack steals health. (Cooldown: 10s) (5): +100 Power (6): When struck below 25% health, you steal health from nearby foes. (Cooldown: 40s)

Usage

There are many intricacies and combos to using D/P 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/Pistol

  • 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.
  • Shadow Shot Shadow Shot
    4Initiative.png
    Shadow Shot
    Dual Wield. Fire an unblockable shot shot at your foe, which blinds them, and then shadowstep to them for a dagger strike.
    Damage.pngDamage: 304
    Blind.pngBlindness (5s): Next outgoing attack misses.
    Combo.pngCombo Finisher: Physical Projectile
    Range.pngRange: 900
    Unblockable.pngUnblockable
    blinds and teleports to a foe. Does decent damage.
  • Headshot Headshot
    4Initiative.png
    Headshot
    Daze your foe with a head shot.
    Damage.pngDamage: 61
    Daze.pngDaze (¼s): Unable to use skills.
    Combo.pngCombo Finisher: Physical Projectile
    Range.pngRange: 900
    is an incredibly fast, but short daze. Use it to stop players from healing, ressing, or finishing.
  • 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
    blinds foes with each pulse. Counts as a smoke field. Useful against downed foes and stealthing yourself or your allies.

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.
  • Disablind 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.

Advanced

  • Learn your cooldowns. Many thieves will abuse steal and
    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
    at inopportune moments when
    Shadow Shot Shadow Shot
    4Initiative.png
    Shadow Shot
    Dual Wield. Fire an unblockable shot shot at your foe, which blinds them, and then shadowstep to them for a dagger strike.
    Damage.pngDamage: 304
    Blind.pngBlindness (5s): Next outgoing attack misses.
    Combo.pngCombo Finisher: Physical Projectile
    Range.pngRange: 900
    Unblockable.pngUnblockable
    can do the same thing on a 4 second cooldown. You regain initiative at 1 per second.
  • 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.
  • Blinding Powder Blinding Powder
    40Recharge.png
    Blinding Powder
    Deception. Blind foes in the target area and grant stealth to nearby allies.
    Stealth.pngStealth (3s): Invisible to foes.
    Blind.pngBlindness (5s): Next outgoing attack misses.
    Radius.pngSmoke Bomb Radius: 240
    Combo.pngCombo Finisher: Blast
    in a
    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
    ensures you enter stealth. At higher level of play, ranged foes will start to try and interrupt your
    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
    . That can place you at a severe disadvantage. If further stacking stealth using
    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
    , learn to de-target and
    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
    away from the enemy (even if your
    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
    begins near an enemy it can reveal you, learn the distance of damage through the leap on golems).
  • Learn to stack stealth four times in a
    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
    . Look down on your character and strafe left or right while using
    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
    in a smoke field. YouTube:
    Video Guide
  • Blinding Powder Blinding Powder
    40Recharge.png
    Blinding Powder
    Deception. Blind foes in the target area and grant stealth to nearby allies.
    Stealth.pngStealth (3s): Invisible to foes.
    Blind.pngBlindness (5s): Next outgoing attack misses.
    Radius.pngSmoke Bomb Radius: 240
    Combo.pngCombo Finisher: Blast
    >
    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
    lets you enter stealth after heartseeker's damage is applied. If used within leaping range it can do strong damage in addition to the backstab.
  • Blinding Powder Blinding Powder
    40Recharge.png
    Blinding Powder
    Deception. Blind foes in the target area and grant stealth to nearby allies.
    Stealth.pngStealth (3s): Invisible to foes.
    Blind.pngBlindness (5s): Next outgoing attack misses.
    Radius.pngSmoke Bomb Radius: 240
    Combo.pngCombo Finisher: Blast
    >
    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
    > Teleport >
    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
    : This only works if you use the teleport during the leap portion of the heartseeker. Practice it on golems (both the activation as well as the range you can teleport from). If done correctly you may see upwards of 12k damage via mug, sigil procs, and all skills listed on a light armored target.
  • Stealth >
    Shadow Shot Shadow Shot
    4Initiative.png
    Shadow Shot
    Dual Wield. Fire an unblockable shot shot at your foe, which blinds them, and then shadowstep to them for a dagger strike.
    Damage.pngDamage: 304
    Blind.pngBlindness (5s): Next outgoing attack misses.
    Combo.pngCombo Finisher: Physical Projectile
    Range.pngRange: 900
    Unblockable.pngUnblockable
    >
    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
    : It is possible to close a gap with
    Shadow Shot Shadow Shot
    4Initiative.png
    Shadow Shot
    Dual Wield. Fire an unblockable shot shot at your foe, which blinds them, and then shadowstep to them for a dagger strike.
    Damage.pngDamage: 304
    Blind.pngBlindness (5s): Next outgoing attack misses.
    Combo.pngCombo Finisher: Physical Projectile
    Range.pngRange: 900
    Unblockable.pngUnblockable
    and still
    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
    the opponent. The key to doing this is to spam
    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
    activation while the pistol shot reaches the target.
  • 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
    >
    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
    : Provides aoe stealth. If you are the only person capable of stopping a friendly from being stomped by an enemy with stability and your shadow refuge is on cooldown, this is a viable option. Can be followed up with Blinding Powder for extra stealth (~8 seconds total).
  • 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
    >
    Whirling Axe Whirling Axe
    Activation.png
    15Recharge.png
    Whirling Axe
    Spin and attack nearby foes. You can move while spinning.
    Damage.png15Damage: 1,290
    Damage.png15Damage: 1,005
    Radius.pngRadius: 130
    Combo.pngCombo Finisher: Whirl
    : Blind all foes around you, effective against downed players being stomped/ressed
  • 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/Pistol
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.
Shadow Shot Shadow Shot
4Initiative.png
Shadow Shot
Dual Wield. Fire an unblockable shot shot at your foe, which blinds them, and then shadowstep to them for a dagger strike.
Damage.pngDamage: 304
Blind.pngBlindness (5s): Next outgoing attack misses.
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900
Unblockable.pngUnblockable
can teleport you 900 units. Blinds foe. Does decent damage. Should be used if you need to close a further gap than heartseeker or when trying to teleport to a target. Can also be used to blind big attacks like hammer swings on warrior.
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/Pistol
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.
Headshot Headshot
4Initiative.png
Headshot
Daze your foe with a head shot.
Damage.pngDamage: 61
Daze.pngDaze (¼s): Unable to use skills.
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900
is an incredibly fast short daze. It can be used during duels to "confuse" players. If an ele was about to attune swap and you dazed them, they may fuddle their keys and fail to swap. Can be used very effectively to stop heals. Very good against big healers like Ranger's Troll Unguent, Engi's A.E.D., Thief's Hide in Shadows, Mesmer's Ether Feast, and Ele's Ether Renewal. Can be used when you see an Engi drop Healing Turret to interrupt further actions or confuse them on whether or not it was activated. Is great to use on player's reviving enemies or finishing team-mates. Will not work against players with stability.
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
is a well known method to blind targets. It can be used to safely stomp many foes (esp. less experienced players that don't know how to counter it with a channeled attack). Works well to provide a field to stealth with. Leap for self-stealth; Blast for area-stealth.
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
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
is a strong stun. This prevents enemy players from moving or activating any skills aside from a stun breaker.

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.
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 to break stuns on a decent cooldown.

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.
  • 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
    functions similarly to aforementioned
    Shadow Shot Shadow Shot
    4Initiative.png
    Shadow Shot
    Dual Wield. Fire an unblockable shot shot at your foe, which blinds them, and then shadowstep to them for a dagger strike.
    Damage.pngDamage: 304
    Blind.pngBlindness (5s): Next outgoing attack misses.
    Combo.pngCombo Finisher: Physical Projectile
    Range.pngRange: 900
    Unblockable.pngUnblockable
    . (900 units; teleport to target)
  • 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).

  • 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
    >
    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
    : Enters stealth after heartseeker's damage is applied. If used within leaping range it can do strong damage in addition to backstab.
  • 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
    >
    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
    > teleport >
    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
    : This only works if you use the teleport during the leap portion of the
    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
    . Practice it on golems (both the activation as well as the range you can teleport from). If done correctly you may see upwards of 12k damage via mug, sigil procs, and all skills listed on a light armored target.
  • Stealth > Shadow Shot >
    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
    : It is possible to close a gap with shadow shot and still
    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
    the opponent. The key to doing this is to spam backstab activation while the pistol shot reaches the target.
  • 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
    >
    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
    : Provides aoe stealth. If you are the only person capable of stopping a friendly from being stomped by an enemy with stability and your
    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 on cooldown, this is a viable option.
  • 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
    > whirling axe: Blind all foes around you, effective against downed players being stomped/ressed
  • 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.

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:

  • 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
    blinds many professions's downed interrupting skills. It can also be used to mitigate their downed damage, especially if you are low on health.
  • 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
    x2 will make it very hard for guardian's to interrupt your stomp. This is very initiative heavy and should be avoided. In a 1v1 situation, it might be better to simply dodge the interrupt instead of laying down another black powder.
  • Stealth Stealth Stomp 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
    in Black Powder. This is useful against Rangers.
  • 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 or shadow shot 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.

Counterplay

The thief is a natural predator against squishy classes like mesmer. However due to its low condition clear it is naturally countered by D/D Ele's and most meta Warrior builds using Longbow. The CS variant is esp. weak against conditions. The PS variant brings extremely helpful condi cleanse, softening this build's hard counters.

Counters

  • Heavy Condition pressure
  • DPS Guardians

Streamers

Build rating: Not Rated
Only registered users can vote. Log in or Register. (It only takes a few seconds!)
Be the first to rate.