Daredevil dare devil dps leveling pve pvp
Guide by Crem Last update at Mar 9th 2014, 03:05

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Man Without Fear 1
1  60
After leveling DD beyond 50 I've decided I prefer using Sliding Strike as a primary movement skill and not invest points in Action Roll, even though it provides increased speed, knockdown duration and reduced spirit cost. Sliding Strike works well with the Electra Medallion in a constantly moving playstyle because of its damage and potential combo generation.

When maxing Devil's Due instead of Relentless Justice for increased DPS:
LM: Nunchuck Beatdown
A: Sliding Strike
S: Rebounding Club
D: Devil's Due
F: Street Sweeper
G: Spinning Hook Kick
E: Born Again
RM: Triple Strike (F2), Enter The Void (F1)

When maxing Relentless Justice to acquire high tenacity, you can select not to invest points in Enter The Void. Increased tenacity should reduce the effect of crowd control spells.

UPDATED FOR DAREDEVIL REWORK 2/21/14
MalfeanWW Lazy n00b Build – Daredevil - the Man without Derp
Q: What are MalfeanWW Lazy n00b Builds?

A: Builds designed to get you started with a character you have never played, or introduce a newer player to a coherent build. These guides are not at all concerned with optimization and theorycrafting-and should just give you a shopping list of powers/items to try and put points into/collect in order to make your experience easy at all levels, and let you enjoy the game before you get into the crazy math and such. Which MalfeanWW blows at. That's why he's lazy and plays these silly builds.

So without further ado:

The Man without Derp

"Oh you thought I was bad? That was so July 2013!"

Q: What does Daredevil do?

A: Daredevil was one of the starting heroes when the game initially came out in July 2013. He was made to be a fast-moving, hard hitting, crit/dodge based fighter to serve as an introduction for players to that general playstyle (probably) with the expectation that they'd move on to the likes of Spider-Man (who have more complex and varied playstyles). Daredevil was a great introduction to the game, but lacked some pretty significant oomf later on. Currently, as of January 2014, our Daredevil has the ability to:

a. Run really fast b. Club things to death really fast c. Throw clubs (this is amazin' and I love Gaz for it) d. Crit like its goin' out of style e. Summon dat Elektra, and make your screen crash-I mean go all pretty.

Q: What does Daredevil to bring to the table for solo players and group players?

A: Daredevil is a fairly easy solo experience. You'll run through trash mobs, dodge and evade attacks constantly, and always have a movement and attack speed buff thanks to your passives that lets you truck through content. You'll have a single target shredding spirit spender, some nice quality of life abilities-and you shouldn't find yourself getting murdered too hard. Some points in the game will be a bit more difficult than others, but you'll shine when you get your Uniques (since they are actually really good) and you'll be beating stuff up in no time!

In a group Daredevil is the kind of guy who helps you clear trash (like everyone else) but excels at not needing a lot of micromanagement from others (dodge/evade) and can really shred up on bosses. Get a DD with Triple Strike and a Luke Cage Dempsey Rolling a boss in X-Def and see how fast it goes down! Otherwise, however, DD has no significant group buffs/auras that we really need to worry about.

Q: What does this MalfeanWW Lazy Beginner Build focus on?

A: This build sees us utilizing DD as a powerhouse in the Dodge/Crit/Attack/Movement speed variety. We want to be hitting fast and often, and will spend most of our time in the Cane-Fu tree building up our actives and some time in the middle tree buying some of my favorite passives in the game. Daredevil's rework gave him some interesting tools and a combo point system, and we're going to sort of kind of use new stuff. You'll see.

As a result we're going to strongly consider supporting this game by purchasing Armored Daredevil. Or candy-canes. Because well, candy-canes. But mostly Armored Daredevil. Just buy it already.

Oh and since Daredevil is a lawyer or whatever we'll make some legal jokes along the way because Phoenix Wright has made that a thing now.

1. Build – The Man without Derp

Combo Points- Daredevil just got them (like Luke Cage) in his review. Basically you use attacks tagged as "Opener" and get combo points, and spend them with abilities tagged "finisher", fairly simple. This build is really simple, because it only uses a finisher for utility and relies upon other abilities for damage. Don't worry too much for this n00b guide about managing your combo points.

This Daredevil build should have you wrecking things in no time. You will enjoy a fairly active but not demanding style of play, and should be shredding mobs like the best of them in no time.

A. Nunchuck Beatdown/Staff Strike - Our new basics. Nunchuck attacks extremely fast, has great damage-and I use it despite the fact that it has lower damage than his Staff basic just because it attacks so fast. Since we'll be relying on spirit spending abilities with our Pym's, we probably won't need to basic much anyway. You can totally take Staff Strike, it doesn't really matter. Staff Strike get tons of crit and crit damage, so its really your call. MAX THIS ABILITY AT ALL TIMES

B. Triple Strike - Daredevil hits his target multiple times and does crazy damage. This is your single target shred and will absolutely wreck bosses. Please MAX THIS AT ALL TIMES for maximum pwnage and miniumum forum/chat crying about how Daredevil sucks. This power is still great post re-work, and is our best option for single target. MAX THIS ABILITY AT ALL TIMES

C. Rebounding Club - Basically one of the most fun, useful, abilities in the game. DD throws his club and it bounces-hitting a bunch of people before returning to him. While your club is in motion, you will need to be doing other things-because its not super spammable. Essentially, you end up with a brief cooldown while the club hits things and returns to you. This club will break destructibles if you throw it at them. Throw this and then run up to start mauling your opponents. This ability actually got better with our rework, and I see no reason not to abuse the crap out of it. MAX THIS ABILITY AT ALL TIMES

D. Relentless Justice - Movement speed passive with attack speed thrown in, def rating, tenacity -and we take 10% less damage after we roll. A must have as a point dump. PUT OUR EXTRA POINTS HERE.

E. Radar Sense - This passive gives us tons of dodge rating, Projectile Evasion chance..and after we enter combat or reach max combo points, we get a chance to Evade attacks for 8 seconds and Vulnerability (10% extra damage). Since we attack really fast, we'll have this buff up at basically 100% uptime. MAX THIS ABILITY AT ALL TIMES.

F. Enter the Void - Since we're melee and kinda weak, we hate CC. Like if Magneto does that dumb thing where he pulls us in and makes us stupid useless for a hot minute while Pyro is nuking us faster than a Showtime Rotisserie (see Exhibit A) and the Blob is making us into IHop pancakes (Exhibit B) we can just press this button and get out of it. PUT ONE POINT HERE

G. Devil of Hell's Kitchen - One of the most amazing passives ever. Once you get this ability into the mid 30's, its effectively a Gungir on its own. Crit damage and Crit rating in the most awesome of way-i.e. you have to do nothing to get it. I love you Devil of Hell's Kitchen with all my heart. Also a crap ton of melee damage. MAX THIS ABILITY AT ALL TIMES AS A SIGNIFICANT PRIORITY

H. Born Again - Our Finisher. We don't use a damaging finisher because we have other great damaging abilities. We do however use this ability to spend combo points that we have, since Radar Sense gives us the 8 second buffs when we arrive at 5 combo points. To keep that buff up we need to be spending them, and this ability gives us some health regen and healing based on max health. Pretty solid. PUT A FEW POINTS IN THIS ABILITY.

I. Action Roll - How we get around. Fairly cheap and gets us from point A to point B. Take one point here. TAKE ONE POINT IN THIS ABILITY

J. Devil's Due - Our new Signature. We're going to max this because its amazing, and it gets cooldown reduction (already a modest 20 seconds) whenever we use combo points for Born Again. Does a crap ton of damage to anything in the rather generous AOE. MAX THIS ABILITY AT ALL TIMES.

Anything else is at your discretion, but because of our passives we're going to be a-bit- point hungry. The flip side is we'll take basically 0 abilities in his right-most Acrobatics tree besides his Signature. As we play Daredevil we will make use of the following derptastic playstyle for maximum DKP gain and acquisition of puppies due to awesomeness.

Playstyle-

Hi you're Daredevil. We're going to murder everything with clubs because they are non-lethal and that's hysterical. Run towards mobs.
Throw a Rebounding Club. You're absolutely wrecking things apparently, but you don't have another club to throw. Blame KHAAAAAAAAAAAAAAN! and roll into combat.
Hu-I mean Daredevil Smash with Nunchuck Beatdown on normals or Triple Strike anything else.
Rebounding Club just came back-so obviously you throw it again and use your Signature.
Okay so now we're looting.
The end result is that everything is extremely dead and you're still alive. Why?

A. Rebounding Club most likely took out trash in one to two throws, leaving you with blues/elites/bosses. B. Well Triple Strike has been going to work on those guys like the Slap Chop (see Exhibit E) and we weave in our basic when it suits us. C. Our passives are making us even better at murdering stuff when we dodge, and just use Man without Fear when we need some health or Enter the Void to avoid CC. D. Our Signature is awesome, don't forget to use it!

2. Gear

Uniques:

Slot 1 – Hornhead's Handy Clubs (DD Unique) are so cool its not even funny. Great damage, + to our Martial Arts tree (so club powers), tons of crit damage (not so much in the +crit department but we'll take it), health, dodge, and a proc on dodge to deal damage to the enemy attacking you (its small, but we dodge super often). Sweet Christmas. Oh wait, check my Luke guide for that. USE THIS UNIQUE AND DONT LOOK BACK

Slot 2 – Matt Murdock's "Im not Daredevil" Sweater (DD Unique) - is interesting. Lots of health, spirit, a ton of Dodge (almost 4 Fandral's worth at 380ish), and a fairly considerable proc when hit to go invisible or gain invuln-with a modest +2 to all powers. I say take these, however, there are other options.

Option 1 - Unstable Carbonadium Warsuit - DD has fairly low stats so the +Fighting, +Speed aren't a waste even with a 2 stat core. We gain Dodge, attack speed, tons of Def, and more crit. The health reduction is the only real problem, however since we don't have a passive that grants us tons of health for free. There are other ways to get health however-and I rather like this option.

Option 2 - Eidolon Warwear - Makes you super tanky and regeny and gives you like an Apollo's Bow affix to damage on Rebounding Club. Catch is that it only benefits that skill.

How to pick - I say prioritize need. Do you need more power points? Murdock Sweater for the +2 since we have soooo many passives. Need crit/dodge/movement speed/stats? Carbonadium. Regen/health and MOOOAR Rebounding Club? Eidolon. Most people will likely troll my All-Hero Uniques but oh well.

Slot 3 – Blades of the Beast (DD Unique) Yeah you don't need to question these. Crit/Brutal Rating/Dodge, a sick bleed proc, a summon proc that can tank a bit for you-and +to two great skills (Triple Strike and our crit passive, Hell's Kitchen). USE THIS UNIQUE AND DONT LOOK BACK

Slot 4 – Deathstalker Treads (DD Unique-called Shadowstalker on the Unique thread) Another no brainer. A Gungir affix's worth of crit rating, some brutal, Movement Speed, and some +'s to mandatory skills and quality of life skills (our passives-middle tree) So the +Devil to Hell's Kitchen is great-and the others are places we wish we had points to dump and won't complain about.

Slot 5 – Shadowy Mask of the Hand (DD Unique) Yerrrrrrp. Take this guy too. Dodge/Spirit/Crit rating/Crit damage/Brutal rating/5 seconds invis whenever you drop below 30%....and then +points to our Signature and Roll. We'll use these.

Relics: Probs Lemurias. I know I recommend them in almost every guide, but its because I prefer the utility over marginal stat increases. Like a small stack of these is the Rank 5 Affix on an Excalibur, and goes a long way to keep you alive and well. But whatever you feel you need here.

Artifacts: FFoF is no longer super good. This build can be kind of spirit intensive at 60 when you really need the abilities to clear stuff, so we'll need a Pym's. We'll use:

Advanced Kung Fu Advanced Meta Hand of Doom (if not Xerogen) Pym's Shrinking to get Spirit back (thanks @fiendsly)

As per @fiendsly - consider taking a Pym's if you're running into spirit issues (shrinking serum) and As per @epicpopcorn - consider taking a Zigg for damage!

Blessings: Hela. This dude is a crit machine.

Costume: +1 Fighting +1 Strength. Possibly speed soon. DD has Speed 3 at level 60, which is underwhelming. The problem is we can't get him much higher unless we use All-Hero's like Carbonadium. As a result, I'd prioritize just the flat damage from Strength and the damage from Fighting.

Legendary: Gungir or Excalibur. The problem here is that Rebounding Club is tagged as ranged, and we can't really itemize for it. Since most of what we do is melee, and Daredevil is kind of squishy-I'd go with Excal. Possibly Norn Stones down the line, we might need the powers and stats. (Wait for stat rework if worried)

Insignia: O'Gradysaurus Rex with damage. Meh, your call really. I find with Insignias its hard to find stuff in the wild you want-and I wouldn't go out of my way in a lazy build to suggest you trade for "optimal".

Medallion: Bullseye is pretty sexy (Crit/Crit damage), Kingpin gives us some much needed health and Melee damage (but Rebounding Club doesn't really benefit).

3. Leveling Strategy

You start with Assault and Bettery, which is fine. It'll be awhile before we get all of our abilities-but we do unlock Rebounding Club pretty early, and we'll ride that for the first 30 or so levels. Honestly, you'll probably just need your Roll, Assault and Battery/Staff Strike, and Rebounding Club until you're ready to spec into your Signature. Triple Strike will carry you in bosses as you level doing Midtown/X-Def/Legendary Quests.

As always feel free to add questions or comments, and please tell me how I did. I'm new to guide writing but loving these so far! Feel free to send or post suggestions for the next guide as well.

Thanks!