Difference between revisions of "Deadeye - Marauder Rifle"

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| specialization = Deadeye
 
| specialization = Deadeye
 
| designed for = Conquest
 
| designed for = Conquest
| rating = good
+
| rating = great
| focus = direct damage, mobility
+
| focus = strike damage, mobility
 +
| difficulty = 2
 +
| meta = y
 
}}
 
}}
  
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| weapon1 = rifle
 
| weapon1 = rifle
 
| weapon2 =  
 
| weapon2 =  
| weapon3 = dagger
+
| weapon3 = sword
| weapon4 = pistol
+
| weapon4 = dagger
 
| healing = Withdraw
 
| healing = Withdraw
 
| utility1 = Mercy
 
| utility1 = Mercy
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}}
 
}}
  
===Slot Changes===
+
 
'''Utility:'''
+
===Skill Variants===
 +
'''Utility'''
  
 
For the optional slot:
 
For the optional slot:
 +
* {{Skill|Shadow Gust}} - another {{Tooltip|Stealth}} access and an AoE CC.
 +
 
* {{Skill|Binding Shadow}} - better burst setup. In the burst combo use it before {{Skill|Deadeye's Mark}}.
 
* {{Skill|Binding Shadow}} - better burst setup. In the burst combo use it before {{Skill|Deadeye's Mark}}.
  
* {{Skill|Shadow Gust}} - another {{Tooltip|Stealth}} access and an AoE CC.
+
* {{Skill|Signet of Agility}} - better cleansing, {{Trait|Silent Scope}} synergy and passive crit chance.
 +
 
 +
* {{Skill|Blinding Powder}} - great on-demand Stealth access and a stun break.
 +
 
 +
'''Heal'''
 +
* {{Skill|Hide in Shadows}} - adds more stealth access to the build but it's a harder healing skill to pull off under pressure.
 +
 
 +
'''Elite'''
 +
* {{Skill|Dagger Storm}} - similar to {{Skill|Withdraw}}, acts as a panic button that can help you avoid damage when pressured but gives up another stealth access in exchange. Dagger Storm is especially useful if you expect the enemy team to have builds with {{Tooltip|Revealed}} access like {{Skill|"Sic 'Em!"}} Soulbeasts or {{Trait|Lock On}} Engineers which would deny you stealth access, leaving you quite vulnerable and unable to use {{Skill|Shadow Meld}} under pressure.
 +
 
  
* {{Skill|Signet of Agility}} - better cleansing and more {{Trait|Silent Scope}} synergy.
 
<!--
 
 
'''Weapons:'''
 
'''Weapons:'''
  
The secondary set can be changed based on personal preferences, there are several alternatives to '''Sword/Pistol''':
+
Rifle's set in stone but the secondary set can be changed based on personal preferences, there are several alternatives to '''Sword/Dagger''':
 
* '''Dagger/Pistol,''' which has a great leap finisher for {{Skill|Sniper's Cover}} or {{Skill|Black Powder}} synergy plus {{Skill|Malicious Backstab}} can substitute {{Skill|Death's Judgment}} if there's some anti-projecile field in the way.  
 
* '''Dagger/Pistol,''' which has a great leap finisher for {{Skill|Sniper's Cover}} or {{Skill|Black Powder}} synergy plus {{Skill|Malicious Backstab}} can substitute {{Skill|Death's Judgment}} if there's some anti-projecile field in the way.  
** Replace Sigil of '''Savagery''' with '''Exploitation'''.
+
 
* '''Sword/Dagger''' brings its own very diverse kit to the table which mixes damage, mobility, and survivability (among other things).
+
* '''Sword/Pistol''' keeps some the utility value of both mainhand Sword and offhand Pistol with a strong (albeit expensive) skill #3 that stuns enemies and does high damage whilst evading attacks.
** Take Sigil of '''Courage''' and '''Exploitation'''.-->
 
  
  
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQUUKiwnOiUKAYUAIBcAAFgAAADkFgAAPRYAAAAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQUUKiwnOicKAYUAIBcAAFgAAAAfFgAAPRYAAAAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
}}
  
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==Specializations==
 
==Specializations==
 
{{Specialization|Shadow Arts|mid|mid|mid}}
 
{{Specialization|Shadow Arts|mid|mid|mid}}
 +
'''Variants'''
 +
* {{Trait|Cloaked in Shadow}} is also a viable option.
 
{{Specialization|Trickery|bot|top|mid}}
 
{{Specialization|Trickery|bot|top|mid}}
{{Specialization|Deadeye|top|top|mid}}
+
{{Specialization|Deadeye|bot|top|mid}}
 +
'''Variants'''
 +
* {{Trait|Malicious Intent}} can save you initiative by making you reach the Malice cap with fewer attacks, but less access to stolen skills also means less {{Tooltip|Stealth}}.
 +
 
  
<!--
 
 
===Specialization Changes===
 
===Specialization Changes===
 +
{{Tooltip|Deadly Arts}} could replace {{Tooltip|Shadow Arts}}, giving up survivability and initiative regen for more pressure:
 
{{Specialization|Deadly Arts|mid|top|mid|variant=y}}
 
{{Specialization|Deadly Arts|mid|top|mid|variant=y}}
 
'''Variants'''
 
'''Variants'''
 
* {{Trait|Executioner}} is also a viable option if you value raw damage more than utility.
 
* {{Trait|Executioner}} is also a viable option if you value raw damage more than utility.
-->
+
 
  
 
==Equipment==
 
==Equipment==
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| weapon1 = rifle
 
| weapon1 = rifle
 
| weapon2 =
 
| weapon2 =
| weapon3 = dagger
+
| weapon3 = sword
| weapon4 = pistol
+
| weapon4 = dagger
| sigil1 = Separation
+
| sigil1 = Opportunity
 
| sigil2 = Energy
 
| sigil2 = Energy
 
| sigil3 = Escape
 
| sigil3 = Escape
 
| sigil4 = Cleansing
 
| sigil4 = Cleansing
| rune = Scholar
+
| rune = Warrior
| amulet = Marauder
+
| amulet = Berserker
 +
| relic = Relic of Fireworks
 
}}
 
}}
  
  
 
===Equipment Variants===
 
===Equipment Variants===
'''Rune'''
+
'''Sigil'''
* {{Rune|Divinity}} - versatile rune which also provides better sustain making it a bit more beginner friendly.
+
* {{Sigil|Separation}} over {{Sigil|Opportunity}} - the same damage bonus but instead of relying on the {{Tooltip|Cripple}} from {{Skill|Skirmisher's Shot}} you rely on having a big enough gap between you and the target. Which one of these sigils you use is entirely up to you.
 +
<!--'''Amulets'''
 +
* {{Amulet|Berserker}} - higher risk/reward option that more experienced players could consider. Take {{Rune|Warrior}} to compensate for some of the lost health.
 +
 
 +
'''Runes'''
 +
* {{Rune|Holosmith}} - gives up some damage for more health, makes the build a bit more forgiving to play.-->
 +
 
 +
'''Relics'''
 +
* {{Relic|Relic of Antitoxin}} - better cleansing.
 +
 
 +
* {{Relic|Relic of the Deadeye}} - slightly higher burst damage, worth considering especially when playing with at least 2 utility Cantrips.
  
  
Line 100: Line 127:
  
 
*Start fights with {{Skill|Deadeye's Mark}} to begin passively building Malice.
 
*Start fights with {{Skill|Deadeye's Mark}} to begin passively building Malice.
 +
** This skill also procs the damage bonus of {{Relic|Relic of Fireworks}}, creating a burst window for you.
  
 
*{{Trait|Silent Scope}} provides '''easy stealth access''' on rifle, the only limiting factor will be endurance.
 
*{{Trait|Silent Scope}} provides '''easy stealth access''' on rifle, the only limiting factor will be endurance.
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*Rifle technically has 10 skills, but most of them won't be used much or at all.
 
*Rifle technically has 10 skills, but most of them won't be used much or at all.
  
*The basic game plan is the following: spam {{Skill|Skirmisher's Shot}} until you reach the Malice cap, then enter stealth and follow up with a {{Skill|Death's Judgment}}.
+
*The basic game plan is the following: {{Skill|Deadeye's Mark}} your target, spam {{Skill|Skirmisher's Shot}} until you reach the Malice cap, then enter stealth and follow up with a {{Skill|Death's Judgment}}.
  
*{{Skill|Kneel}} swaps your rifle skills for more powerful ones, but makes you stationary (this can be cancelled with the same button). You can still dodge roll, teleport, and {{Skill|Withdraw}} without breaking kneel. Kneeling is a very greedy playstyle and most of the time you won't have the luxury to use these skills, so stick to your {{Skill|Skirmisher's Shot}} spam. If you do get the chance to use it, build Malice with either of the following skills:
+
*{{Skill|Kneel}} swaps your rifle skills for more powerful ones but limits your mobility. The cost usually doesn't justify the payoff, so stick to your {{Skill|Skirmisher's Shot}} spam. The only real reason most people ever use Kneel is to drop a smoke field with skill #4 which is a combo field your team can use for stealth stacking and grants access to {{Skill|Death's Advance}} (while standing inside the field) for instant stealth access and some mobility.
**{{Skill|Three Round Burst}} (TRB) will be the main skill to spam on the weapon, this is where most of your damage comes from, not to mention {{Tooltip|Might}} and Malice stacking.
+
** Kneel skills have longer range, in niche situations you may end up using skills 2-3 to stack Malice but only if you're out of range with Spotter's Shot.
**{{Skill|Spotter's Shot}} can be used either to set up burst with the {{Tooltip|Immobilize}}, or as a cheaper way to reach the Malice cap (Spotter costs 3 Initiative and gives the same amount of Malice as the 6 initiative TRB). The boons provided are also quite good.
+
** The {{Skill|Sniper's Cover}} {{to}} {{Skill|Death's Advance}} chain allows you to move around the map undetected in stealth, and you can do this for extended periods of time as {{Trait|Shadow's Rejuvenation}} refunds much of the initiative cost. Don't forget to cancel {{Skill|Kneel}} after using Death's Advance for improved mobility. It's a great chain to fall back on if you're getting focused by the enemy team as well, especially following a dodge which already gives you a brief amount of stealth plus some initiative refill.
  
 
*{{Skill|Death's Retreat}} is basically the {{Skill|Infiltrator's Arrow}} of this build when it comes to mobility, but that's just one aspect of it. In combat this serves as a spammable condition cleanse or even combo tool for stealth access when used in a smoke field.
 
*{{Skill|Death's Retreat}} is basically the {{Skill|Infiltrator's Arrow}} of this build when it comes to mobility, but that's just one aspect of it. In combat this serves as a spammable condition cleanse or even combo tool for stealth access when used in a smoke field.
** We recommend that you set up a bind for "about face" (Options ⇒ Control Options ⇒ Movement). This makes it easier to teleport '''forward''' with this skill using the following sequence: about face {{to}} {{Skill|Death's Retreat}} {{to}} about face.  
+
** We recommend that you set up a bind for "about face" (Options ⇒ Control Options ⇒ Movement). This makes it easier to teleport '''forward''' with this skill using the following sequence: about face {{to}} {{Skill|Death's Retreat}} {{to}} about face.
 +
** You may decide to throw in a dodge or any other stealth source to proc {{Trait|Shadow's Rejuvenation}}, restoring initiative and allowing you to spam {{Skill|Death's Retreat}} more. This burns more resources than the {{Skill|Death's Advance}} chain and you remain targetable for most of it, but offers better mobility.
  
 
*At maximum (5 stacks) of Malice you should enter stealth and do a {{Skill|Death's Judgment}}. Exceptions include targets at very low health, in that canse it may be quicker to just spam them down with other skills.
 
*At maximum (5 stacks) of Malice you should enter stealth and do a {{Skill|Death's Judgment}}. Exceptions include targets at very low health, in that canse it may be quicker to just spam them down with other skills.
 
** At maximum Malice '''prioritize using stolen skills for stealth''' access, don't waste dodges if you don't have to!
 
** At maximum Malice '''prioritize using stolen skills for stealth''' access, don't waste dodges if you don't have to!
  
*{{Skill|Sniper's Cover}} could be useful against other ranged specs, but a more common application of it is stealth stacking. It's a combo field which can be utilized by you or your team. After dropping SC at your feet, cancel kneeling and use {{Skill|Death's Retreat}} to combo stealth (the two skills are also tied to the same button).
+
*{{Skill|Sniper's Cover}} could be useful against other ranged specs, but a more common application of it is stealth stacking. It's a combo field which can be utilized by you or your team. After dropping SC at your feet, either cancel kneeling and use {{Skill|Death's Retreat}} to combo stealth (the two skills are also tied to the same button), or use its chain skill {{Skill|Death's Advance}} which is cheaper but doesn't cleanse conditions (and teleports you in the opposite direction).
  
 
*{{Sigil|Energy}} is taken for {{Trait|Silent Scope}} synergy.  
 
*{{Sigil|Energy}} is taken for {{Trait|Silent Scope}} synergy.  
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Rifle burst rotation example:
 
Rifle burst rotation example:
# {{Skill|Deadeye's Mark}}, which already puts you at 1/5 Malice with {{Trait|Malicious Intent}}
+
# ''If taken'' Open with {{Skill|Binding Shadow}}. This skill has a delay so timing is key! If you immediately follow up with Deadeye's Mark, BS should land a split second after the mark has been applied.
# {{Skill|Skirmisher's Shot}} x2
+
# {{Skill|Deadeye's Mark}} (which already puts you at 1/5 Malice ''IF'' you're using {{Trait|Malicious Intent}})
 +
# {{Skill|Skirmisher's Shot}} x3 (enough to do it x2 when playing with Malicious Intent)
 
# Stealth up using either a stolen skill or a dodge if you can, or any of your stealth CDs if you can't
 
# Stealth up using either a stolen skill or a dodge if you can, or any of your stealth CDs if you can't
 
#{{Skill|Death's Judgment}}
 
#{{Skill|Death's Judgment}}
  
  
'''Dagger/Pistol'''
+
<!--'''Dagger/Pistol'''
  
 
''Secondary set, melee, great stealth access and a spammable interrupt''
 
''Secondary set, melee, great stealth access and a spammable interrupt''
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** The skill has 2 parts - an unblockable teleport which Blinds but does no damage and a melee hit which deals damage. If you stow your weapon at the right moment just after the teleport the damage won't go off. This could be useful in {{Tooltip|Stealth}} as you can teleport to the target withut being revealed and then follow up with a {{Skill|Backstab}} for burst damage.
 
** The skill has 2 parts - an unblockable teleport which Blinds but does no damage and a melee hit which deals damage. If you stow your weapon at the right moment just after the teleport the damage won't go off. This could be useful in {{Tooltip|Stealth}} as you can teleport to the target withut being revealed and then follow up with a {{Skill|Backstab}} for burst damage.
  
* {{Skill|Black Powder}} is a defensive/utility skill. Provides some sustain against melee and a combo field for Stealthing yourself or your team.
+
* {{Skill|Black Powder}} is a defensive/utility skill. Provides some sustain against melee and a combo field for Stealthing yourself or your team.-->
<!--'''Sword/Dagger'''
+
'''Sword/Dagger'''
  
 
''This is the secondary set. Good for cleaving downed targets, defending yourself vs melee, or finishing off targets who have projectile denial.
 
''This is the secondary set. Good for cleaving downed targets, defending yourself vs melee, or finishing off targets who have projectile denial.
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*{{Skill|Dancing Dagger}} is sort of a filler skill, won't be used much unless you're stuck on S/D but can't afford to go into melee range.
 
*{{Skill|Dancing Dagger}} is sort of a filler skill, won't be used much unless you're stuck on S/D but can't afford to go into melee range.
  
*{{Skill|Cloak and Dagger}} is a very niche skill that won't see much play. It's mostly used for disangaging or stealth stomping.
+
*{{Skill|Cloak and Dagger}} does good damage and the {{Tooltip|Stealth}} lets you follow up with a {{Skill|Malicious Tactical Strike}} for even more damage plus a CC. At 5 Initiative this isn't cheap, but {{Trait|Shadow's Rejuvenation}} refunds much of the cost.
** Using this skill on targets that can't dodge would be a good idea, such as Mesmer clones or Ranger pets. You want the stealth, not the damage, and it's too expensive to risk getting nothing out of it.
+
** This could be used on AI (clones, pets, minions) if all you need is stealth not the damage, as AI won't dodge it therefore the odds of getting a successful CnD off becomes higher.
Opener/combo example:
+
<!--Opener/combo example:
 
# {{Skill|Deadeye's Mark}}
 
# {{Skill|Deadeye's Mark}}
 
# {{Skill|Infiltrator's Strike}}  
 
# {{Skill|Infiltrator's Strike}}  
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== Top Streamers ==
 
== Top Streamers ==
 +
* Twitch: [https://www.twitch.tv/sindrener Sindrener]
 +
 +
* Twitch: [https://www.twitch.tv/azzardome Azzardome]
 +
 
* Twitch: [https://www.twitch.tv/dduff Faeleth]
 
* Twitch: [https://www.twitch.tv/dduff Faeleth]
* Twitch: [https://www.twitch.tv/azzardome Azzardome]
+
 
 +
 
 +
== Videos ==
 +
{{#ev:youtube|vCwCQrRbDGM|640x360}}
  
  
 
==Related Builds==
 
==Related Builds==
 
* [[Build:Deadeye_-_SA_Rifle_Roamer|SA Rifle Roamer]] - the WvW Roaming version of this Deadeye PvP build.
 
* [[Build:Deadeye_-_SA_Rifle_Roamer|SA Rifle Roamer]] - the WvW Roaming version of this Deadeye PvP build.

Latest revision as of 08:15, 3 February 2024

Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great

Focused on: Strike damage and Mobility

Designed for: PvP Conquest

Difficulty:
Normal
This build was last updated on February 03, 2024 and is up to date for the March 19, 2024 patch.

Overview

This PvP Deadeye Rifle build takes Thief's role of outnumbering to the extreme, potentially bursting targets down in mere seconds.


Skill Bar

Rifle
Sword/Dagger
Utility


Skill Variants

Utility

For the optional slot:

  • - another Stealth Stealth access and an AoE CC.
  • - better burst setup. In the burst combo use it before .
  • - better cleansing, synergy and passive crit chance.
  • - great on-demand Stealth access and a stun break.

Heal

  • - adds more stealth access to the build but it's a harder healing skill to pull off under pressure.

Elite

  • - similar to , acts as a panic button that can help you avoid damage when pressured but gives up another stealth access in exchange. Dagger Storm is especially useful if you expect the enemy team to have builds with Revealed Revealed access like Soulbeasts or Engineers which would deny you stealth access, leaving you quite vulnerable and unable to use under pressure.


Weapons:

Rifle's set in stone but the secondary set can be changed based on personal preferences, there are several alternatives to Sword/Dagger:

  • Dagger/Pistol, which has a great leap finisher for or synergy plus can substitute if there's some anti-projecile field in the way.
  • Sword/Pistol keeps some the utility value of both mainhand Sword and offhand Pistol with a strong (albeit expensive) skill #3 that stuns enemies and does high damage whilst evading attacks.


Template Code

[&DQUUKiwnOicKAYUAIBcAAFgAAAAfFgAAPRYAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations

Variants

  • is also a viable option.

Variants

  • can save you initiative by making you reach the Malice cap with fewer attacks, but less access to stolen skills also means less Stealth Stealth.


Specialization Changes

Deadly Arts Deadly Arts could replace Shadow Arts Shadow Arts, giving up survivability and initiative regen for more pressure:

Variants

  • is also a viable option if you value raw damage more than utility.


Equipment

Rifle
Sigil
Sigil
Sword
Dagger
Sigil
Sigil
Rune
Amulet
Relic


Equipment Variants

Sigil

  • over - the same damage bonus but instead of relying on the Cripple Cripple from you rely on having a big enough gap between you and the target. Which one of these sigils you use is entirely up to you.

Relics

  • - better cleansing.
  • - slightly higher burst damage, worth considering especially when playing with at least 2 utility Cantrips.


Usage

Elite specialization basics

  • is replaced by , which has greater range but also a cast time. We're still going to refer to this as steal.
  • Stolen skills are also replaced by new ones for each profession, although these are much less situational and can be used more freely. One thing to note is that you cannot pick the target freely for the new stolen skills, they will always be used on your marked target (even if they are in stealth, which can be useful for finishing off low HP stealthed targets).
  • If you want to know more about these skills, here's a list of them from the official wiki.
  • Your specialization resource is called Malice. It's built using attack skills with initiative cost on your marked target and you can have up to 5 stacks of Malice, each increasing your damage by 3%. Stealth attacks such as consume Malice and are further empowered based on the number of Malice stacks.
  • At the 5 Malice threshold stolen skills such as grant Stealth Stealth on activation, which is going to be their primary purpose - but be wary that they also do damage, so if you were already in stealth these will reveal you instead. There is a workaround for this however: stolen skills need line of sight (LoS) to deliver damage, if you intentionally break LoS then you can use them for the stealth without drawbacks.


General

  • Start fights with to begin passively building Malice.
    • This skill also procs the damage bonus of , creating a burst window for you.
  • provides easy stealth access on rifle, the only limiting factor will be endurance.
  • recharges . Use it when you either run out of initiative, have to switch targets, or need to interrupt via .
  • is easily the most versatile skill in the build. Couple of applications include:
    • Extending the reach of rifle by 1200 range instantly.
    • Escaping from melee, and then doing it again with when they get close.
    • Stomping downed opponents with Shadowstep Shadow Return.
    • Breaking stun and cleansing conditions.
  • and offer a steady stream of cleansing and Initiative in combat, having great synergy with and other sources of Stealth Stealth.
  • is great at countering Revealed Revealed which would otherwise prevent you from stealthing. In general this is just a free stealth access to be used whenever you see fit.


Rifle

Main weapon set. Burst, mobility, easy stealth access.

  • Rifle technically has 10 skills, but most of them won't be used much or at all.
  • The basic game plan is the following: your target, spam until you reach the Malice cap, then enter stealth and follow up with a .
  • swaps your rifle skills for more powerful ones but limits your mobility. The cost usually doesn't justify the payoff, so stick to your spam. The only real reason most people ever use Kneel is to drop a smoke field with skill #4 which is a combo field your team can use for stealth stacking and grants access to (while standing inside the field) for instant stealth access and some mobility.
    • Kneel skills have longer range, in niche situations you may end up using skills 2-3 to stack Malice but only if you're out of range with Spotter's Shot.
    • The chain allows you to move around the map undetected in stealth, and you can do this for extended periods of time as refunds much of the initiative cost. Don't forget to cancel after using Death's Advance for improved mobility. It's a great chain to fall back on if you're getting focused by the enemy team as well, especially following a dodge which already gives you a brief amount of stealth plus some initiative refill.
  • is basically the of this build when it comes to mobility, but that's just one aspect of it. In combat this serves as a spammable condition cleanse or even combo tool for stealth access when used in a smoke field.
    • We recommend that you set up a bind for "about face" (Options ⇒ Control Options ⇒ Movement). This makes it easier to teleport forward with this skill using the following sequence: about face about face.
    • You may decide to throw in a dodge or any other stealth source to proc , restoring initiative and allowing you to spam more. This burns more resources than the chain and you remain targetable for most of it, but offers better mobility.
  • At maximum (5 stacks) of Malice you should enter stealth and do a . Exceptions include targets at very low health, in that canse it may be quicker to just spam them down with other skills.
    • At maximum Malice prioritize using stolen skills for stealth access, don't waste dodges if you don't have to!
  • could be useful against other ranged specs, but a more common application of it is stealth stacking. It's a combo field which can be utilized by you or your team. After dropping SC at your feet, either cancel kneeling and use to combo stealth (the two skills are also tied to the same button), or use its chain skill which is cheaper but doesn't cleanse conditions (and teleports you in the opposite direction).
  • is taken for synergy.


Rifle burst rotation example:

  1. If taken Open with . This skill has a delay so timing is key! If you immediately follow up with Deadeye's Mark, BS should land a split second after the mark has been applied.
  2. (which already puts you at 1/5 Malice IF you're using )
  3. x3 (enough to do it x2 when playing with Malicious Intent)
  4. Stealth up using either a stolen skill or a dodge if you can, or any of your stealth CDs if you can't


Sword/Dagger

This is the secondary set. Good for cleaving downed targets, defending yourself vs melee, or finishing off targets who have projectile denial.

  • Most of the damage here comes from weaving together autoattacks with the + chain. Try not to spam skill 3 too many times in a row because it's very predictable and thus often a waste of initiative.
    • There are exceptions of course. For example spamming without a target (and without hitting anything) could be used to buy a few extra seconds for your CDs to come back up under heavy pressure, as it evades attacks.
  • Most of the time you should initiate combat with from a safe distance, preferably also behind something that breaks line of sight. This way you'll always have an escape route via .
  • is sort of a filler skill, won't be used much unless you're stuck on S/D but can't afford to go into melee range.
  • does good damage and the Stealth Stealth lets you follow up with a for even more damage plus a CC. At 5 Initiative this isn't cheap, but refunds much of the cost.
    • This could be used on AI (clones, pets, minions) if all you need is stealth not the damage, as AI won't dodge it therefore the odds of getting a successful CnD off becomes higher.


Top Streamers


Videos


Related Builds


Ratings

This build has a rating of 5 stars based on 14 votes.
Log in or register to rate this build.
5 stars
Hanz gave this build 5 stars • January 2024
Saw a surge in popularity recently, enough to get it receive nerfs later his month. The initiative increase on Rifle 4 is well deserved, right now it can virtually be spammed for free with the help of SA. High damage, low downtime, very hard to catch when played right.
4 stars
Ethan gave this build 4 stars • August 2022
It’s a good build with good damage/escape/sustain but gets absolutely wrecked by projectile denial, and with tempest being meta support right now with focus 4 and magnetic aura…it isn’t very fun, also an issue when playing against an untamed.
4 stars
Emforay gave this build 4 stars • August 2022
Updating this, my point about it performing only well with a good team still stands mostly, and against pros you'd probably get easily dispatched. However, for gold and lower this build is actually pretty phenomenal if you learn not to spam skirm shot when you shouldn't spam it.
3 stars
Csev gave this build 3 stars • August 2021
Obviously great single target burst, but in my view the window of opportunity is too narrow and easy to counter, especially where LoS can easily be broken. I find it too inflexible compared to D/P daredevil which provides far more options of play.
5 stars
Baescons gave this build 5 stars • December 2020
Deadeye is definitely a hard carry in ranked but it’s not super fun or effective in tournament/organized play since you have to use all your cds to be effective and are counter able with reveal and projectile block that’s stacked in those premade teams
4 stars
Lil’ rookie gave this build 4 stars • September 2019
So while doing damage is great it loses some use without a proper steal. This build adds huge damage at the cost of functionality such as losing mobility with rifle. With the meta as it is- lots of revs and condi thieves this build seems to need new rating since it’s powery burst may stand out. The thing is most thieves can put plus1 but if they are much less experienced they might just be farmed. Hence why it may seem good- for now rating 4 (or maybe 4.5)stars since I don’t think it’s quiet ranked meta yet.
5 stars
Ryanjt123 gave this build 5 stars • August 2019
This build is very easy to learn but also very easy to die with if you don't know how to use the mobility and weapon swaps
5 stars
Nebo grey gave this build 5 stars • August 2019
This build has great Mobility hard to deal with in the right hands has more than one style letting you use s/d d/p if you like and can do everything a theif can and sometimes more
5 stars
DDuff gave this build 5 stars • May 2019
Proper usage of evade from pwhip and daggerstorm on top of good mobility won't let you be farmed. 1500 distance on rifle and in and out on s/p in general will keep opponents moving places in attempts to catch you. https://www.twitch.tv/videos/421283054
4 stars
Daxx gave this build 4 stars • March 2019
Will get farmed if people close the gap but it can be very annoying, critting someone for their full health bar may be a bit busted though.
5 stars
Soller gave this build 5 stars • January 2019
On the rise since last season, this is something of a solo ranked meta now. Most matches have a deadeye and it's kinda busted. Only way to die is to overextend, if someone's patient enough and gets a feel for the build this is an immortal roamer with crazy spikes from maximum range. Fun to play, nightmare to play against.
5 stars
MurkWan gave this build 5 stars • January 2019
Traditionally considered to be a meme build, but in the right hands, this build is stupid OP. If you know your rotations, time your bursts and couple it with Assassin's Signet, you would be the most annoying piece of work the opponent has to deal with. Knowing the map to kite and deploy your stealth skills (which never runs out tbh) makes you harder to catch and focus target. Use it wisely.
4 stars
Zeirio gave this build 4 stars • September 2018
Kind of a cheese build, but with the damage output it has and lack of focus in soloq, it can be really effective. However, it gets pressured out pretty easily if focused. In more coordinated play it doesn't offer enough outside of it's insane burst damage to really see much use. 4 star soloq 2 star at
5 stars
Auser gave this build 5 stars • September 2018
Great finishing abilities in teamfights, s/p completely removes any issues it had against melee pressure and the unblockable deaths judgement is godly.

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