Daredevil - Vault Spammer

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Ratings

This build has a rating of 5 stars based on 11 votes.
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5 stars
Kassy gave this build 5 stars • October 2017
After the expansion this build seems to mostly be in the same place. It's not top tier, but if you're good with it and you jive with the playstyle you'll have success. Its main problems are the counterplay possibilities. Yea sure if you're good you can land all those vaults and bounds or if they're better they can dodge them. It makes it so that if you're punching up (which is going to happen sometimes, everyone has off games) you're going to have a harder time keeping up. Lotus and Dash builds have less of a problem with this because Condi has some baseline effectiveness in can lean on and with Dash you can still be useful via decapping and being a speedy nuisance. However if you're brave and you like adversity then what this build does do is provide a way to participate in teamfights without going condi. Stay a step ahead of your opponent and use your mobility to stay out of scourge AoEs and dodge full counter and you can actually do pretty well just by virtue of not having to play condition wars.
5 stars
Hanz gave this build 5 stars • May 2017
As a result of the recent balance patch, this build loses a tier. By now sustain, damage, and even initiative costs were nerfed. Still viable, but probably won't withstand another patch.
5 stars
Kickerkiki gave this build 5 stars • June 2016
Due to its high dmg you can carry better with it than on D/P in soloque. So if you are an experienced and good thief this is probably the best build for ladder. It misses group stealth and stealth in general so in team environments it is weaker than D/P.
5 stars
Moozli gave this build 5 stars • June 2016
Personally prefer taking Escapist's Absolution over Staff Master. You lose some damage, but gain a lot more sustain against AoE condis which are pretty common at the moment. Also, definitely Unhindered Combat over Bounding Dodger and Bandit's Defense is a fantastic utility. I also use DD runes and Paladin's amulet.
5 stars
Jabberwock gave this build 5 stars • May 2016
Replace deadly arts with acrobatics and you have one of the best solo q build I've found to date. You gain so much more endurance from perma-vigor (traited to give even more endurance than usual mind you), an extra initiative every 2 seconds when dodging (you are always dodging) so you can spam vault even more, and perma-swiftness from feline grace (so you don't lose as much going bounding dodger). Just the fact that you can perform so many more bounding dodges and vaults probably puts the sustained damage over the DA variant, while having extreme survivability and still great burst and teamfight presence. The combination of teamfight presence, 1v1 ability, and standard thief mobility/backcapping makes this a great carry build. Other notable changes I'd make are channeled vigor coupled with brawler's tenacity for more dodges and strong heal on low cooldown, which is worth more than 7% damage boost imo. Bandit's defense also couples well for 10 endurance and 1.5s block/stunbreak on very low cooldown. Daredevil runes also suit the build.
5 stars
MarcPaquete gave this build 5 stars • April 2016
Looks like a really nice build to me. The only question I have is that if it's worth to be with Staff and D/P instead of shortbow. You may lose mobility but I think you'll gain a worthier burst with D/P.
5 stars
Fast spide r gave this build 5 stars • April 2016
This build was a bit too slow for me at first, but I made an acrobatics/trickery/daredevil variant that REALLY got me into it. The build does damage to high hell and is amazing at locking people down when running the impairing daggers. Not to mention the swiftness from acrobatics line helps with the movement problem. 9/10, nice build.
5 stars
Xiiliea gave this build 5 stars • January 2016
I have a few issues with this build. 1) Bounding Dodger makes you slower than my grandma. Anyone with low ping can see that coming and dodge it. It gives a tiny increase in damage for only 4 seconds, which means you have to keep using it very often. And if you keep using your dodges offensively, it means you don't have many left for defensive purposes. Dash is so much better in PvP. It allows you to catch up to anyone and be super annoying to deal with, dodging every aoe easily. 2) With Dash, you don't need Withdraw. Withdraw is a crappy heal (4.7k) compared to Channeled Vigor (5.5k minimum). Withdraw removes conditions like immobile and cripple, but with Dash, you don't need that. Channeled Vigor also regens 1.5 bars of Endurance, giving you more charges of dodge should you need to escape or catch up. 3) Why Improvisation over Executioner? Most Steal spells are pretty useless. The +20% extra damage from Executioner can burst down someone at low health really quick.
5 stars
Blarghity gave this build 5 stars • January 2016
Strengths: Bound is able to deal a lot of damage and grants a very meaty 10% damage boost. Overall, the staff feels very fluid (minus Weakening Charge) and is very fun to play. Vault deals excellent AoE damage and is capable of doing a lot of work in teamfights, as well as keeping you alive due to its fairly good evade frames. Weaknesses: Unfortunately taking Bound means giving up Dash. It may ultimately end up being up to personal taste, but cleansing Chill, Cripple and Immobilize on dodge is an amazing utility. Another downside of this build, or rather with Staff, is that it does not have access to its stealth attack by itself, and while Vault does deal a lot of damage, it is very clearly telegraphed. Of course, on top of these, there are the usual thief weaknesses which are poor condition cleanse and low health. In comparison with D/P: Staff is definitely a more teamfight oriented build, but it loses effectiveness in duels against more skilled players.
5 stars
Diederick04 gave this build 5 stars • December 2015
Good survivability for a marauder build. Many evades and always able to disengage. Also the mobility is good, mainly because of shortbow. In some games unhindered combatants would be more viable than bounding dodger, but in most games bounding dodger is doing well in teamfights. This is not meant for 1v1, mainly for decapping and helping out in teamfights with great aoe damage.
5 stars
Goruu gave this build 5 stars • November 2015
Its feels like a monk. Its a good build.

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