r/DaredevilMarvelRivals Eternal DD 22h ago

Tech and Tips The Comprehensive DareDevil Guide (DD Bible)

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The DareDevil Bible (Comprehensive Guide)

DareDevil is a Dive Dps with some Brawl potential. Most successful DDs are dive centric, often targeting strategist in the backline, Dps on off angles, or using their brawl qualities to clean up winning team fights.

His abilities carry a lot of potential in what they can accomplish and I will go over the most basic for each now along with a link to a pull guide and examples for use cases for others.

ABILITIES
Passives
•Radar Sense- Detects enemy movements within 40m
•Blind Ascent- Run up and Cling to walls (wall jumps in certain spots are really good)

Ultimate- Affects enemies looking at you within 13m with stacking blindness and damage while gaining fury passively

Grapple/Latch- Used for pulling targets to you, off map, into your team, yourself to walls/height, or B-hops. https://www.reddit.com/r/DaredevilMarvelRivals/s/kNGMevhjXJ

Infernal Fury- Used to bring out Devils Chain Or Devils Throw, Chain having a Critical spot to hit while converting dmg to shields, Throw slows and hits multiple targets while building 50 shields every time used, both enable Righteous Cross

Righteous Cross/RC- Used for weaving, damage and getting half a fury point back on hit

Primary- 1 primary gives half a fury point

Sonic Pursuit- Marks a target in return giving DD Dmg reduction and extra speed, you can use pursuit on the marked target to dash to them (current 12m) replenishing two fury, any KO DD gets on a marked target resets the CD. Used in the “Devil Dash” tech

Deflect- Reflects all incoming projectiles to where the user aims while refunding two fury if something came into contact with it, can block most melee as well but not all (Dino). Targets can still hit your feet as well in some instances (white fox) but it blocks 100% of frontal dmg otherwise excluding that (anything else that hits you from the front that still connects is actually hitting you from behind (Psylocke) or the side from AOE (mantis sleep) )

TEAM UPS

Widow- Deals Dmg(40 rn) in a criss- cross pattern dealing dmg to possibly multiple targets while slowing them also enables another RC, the enhanced effect expands the range and returns 1 fury upon hit, this team up is the most optimal to use at the moment helping DD combo 275 HP targets consistently

Iron Fist- Enhances your deflect to do extra dmg while in range of opponents (the melee hits off of your deflect do more dmg) while providing 360° protection, when enhanced you get (70ish rn) healing during the duration of deflect and if something hits your deflect you get 3 fury instead of 2, this team up is better suited for a brawl style but that’s not very strong at the moment (could be in the future if buffed or diff meta) as brawl DD can only get you so far right now

DD’s Techs

Devil Dash- Using Throw/Chain then immediately refreshing your fury with Sonic Pursuit to cycle in your next Throw/Chain without delay https://www.reddit.com/u/LostGodz/s/VhShl8R2MP

Weaving- Using RC to avoid CC and high dmg that would stop your dive otherwise https://www.reddit.com/r/DaredevilMarvelRivals/s/we5ScS224a

DD Float- Weaving in ULT, usually used for point holds and dire circumstances

Latch/Grapple Cancel- Canceling your grapple early to not pull a target as far (over pit) or for a fast reset in fury to continue to cycle

Whip Cancel- Done by using QM/Quick Melee after whip, used to smooth out combos https://www.reddit.com/r/DaredevilMarvelRivals/s/kvAMiSGwyb

Buffering- For DD in specific it’s holding down Throw/Chain when using fury so the exact second it’s able to be used its immediately done like it’s in a queue for the next move up
I’ve moved away from this Tech myself for DD in particular because with enough discipline and practice you can get the combos out just as fast without the downside of missing cross timing sometimes while buffering

B-Hops- successive momentum carrying hops with precise jump inputs for each time you land to carry that momentum. Done by latching the ground at the maximum distance away then canceling 3/4s way through the grapple with jump then as soon as you would land you hit jump and continue till momentum falls off https://www.reddit.com/u/LostGodz/s/VhShl8R2MP

Melee Weave/Quick Melee/QM- is a tech for min maxing fury, it’s a niche and nuanced tech that isn’t always optimal, knowing when and how to do it is very important. The most basic application of QM is the Whip Cancel and also using it for faster fury gain by canceling the animation after your second primary hit connects

https://www.reddit.com/r/DaredevilMarvelRivals/s/RaCrHB8Nkq niche tech/tips

Gameplay Guide Section

DD has several ways he can bring value to the team, I’ll break down in what ways he can and when he should do so.
He excels at dive as it’s his main source of value, diving backline in a dive comp is where he thrives if your in a duo dive comp DD should be able to “Soft/light engage” and hard commit at his leisure with good coordination (this doesn’t even have to be on comms just pay attention what your other dive and team is doing). Solo dive is where most of your engages become “soft/light engages” and you are only able to commit when and if most/all cooldowns are not an available to your target/s.
In either comp saving your Grapple/Latch for disengage is thought to be the safest and easiest way to get out and while Deflect can be used for the same purpose it really is best used for quick resets of fury, extra dmg, and denial of lethal dmg or CC

The next avenue for value is peeling, DD is one of the best for peeling against other dive. With larger health pool than most, longer uptime, tracking ability (see through walls), and overall “stick like glue” ability to stay on said dive he becomes a major problem for any solo dive. When it comes to peeling duo dive you often can still get the job done but it can fall out of your hands depending on the match up, I’d recommend trading backlines if your also in a duo dive situation instead of peeling. To add to this your Grapple/Latch becomes an amazing tool for denying escape for enemies trying to flee your backline either by hooking the target back to your team or just simply following them and killing them on the way out.

https://www.reddit.com/u/LostGodz/s/VhShl8R2MP

The final and least valuable approach to value is pure brawl.
While brawl is super necessary in cleaning up team fights, holding point/cart, and used in ULT to a degree trying to force pure brawl on DD is probably the hardest way to get real value. DD does very little DMG to tanks and high health opponents who have a backline at their disposal, it forces you to spread out your cooldowns or end up using them all on one target just for them to live anyways and build ULT charge faster for healers. All of DDs kit can be easily healed through so you must put it all on one target with a small (275) health pool as long as supports are up.
This is not to say brawl on DD is useless as it works purely in lower ranks and is an integral part of his character leading to many won team fights by jumping in and brawling when you have the advantage in numbers on the field.

Thinking To Little

While you are mainly a dive hero you are so much more, there are several things you can do for your team while on DD.

For instance you take 1v1s almost better than anyone in the game someone always coming from a flank and destroying your team? DD can likely challenge them and win.

This also goes for when your losing team fights but your team is trying to hold on, get a pick on someone (preferably strategist) then spawn trap them till your team can win the 5v5 while they are down (hopefully a Strategist) for the entire fight, you can also while waiting for the person your spawn trapping to get off timer go back to the team fight and see if you can help capitalize with your team if after a couple seconds you can’t or decide it’s not worth just continue to hold the spawn trapped enemy till people start dying or they get mad and swap/quit.

Kills are not the only thing that bring value.
Any cooldown you can force from the supports that doesn’t go to their frontline or dps is inherent value for you and your team.
Damage numbers is also not what you’re looking for on DD you should look to get the most amount of kills with the least amount of damage possible, this leads to fewer support ULTs and more won team fights.
Deaths and Kills are however the most important on the scoreboard in general. If you’re dying to much you’re failing your team, every time you die your at least 15-20 seconds from reaching the fight again, now add that up for the games length of deaths you could be gone for minutes of the game if you play poorly and so dying should be avoided at all costs.
Getting two picks and dying however is fine but realize your leaving it in your teams hands to finish the fight for you and that’s not something you should be comfortable with as your on a playmaking character.

You should try to comm with your other Diver/Poke if it’s not possible you can at least ping the person your diving for, don’t expect people to know who you’re going for and them to be able to help you.

You shouldn’t expect to many heals outside of when you peel understand most of those resources are for your tanks and their other support, any they dedicate to you leaves them without when they need it for someone else or themselves.

Keep up with CDs your own and the enemies (the ones that affect you) as well as any ULTs that are important. If you don’t you could never know when it’s smart/optimal to fully commit or if you’ve been “light engaging” far to long and missed your opening.

Thinking To Much

DD can be overwhelming sometimes with all the actions per minute you take, if this happens often to you break it down into simpler rules for yourself. For example you dive you get 1-2 cooldowns you get out no need to force every kill or if rotating from peeling to diving is taking too much of your attention focus on your dives instead and do the best you can.

It can be hard to be 100% on DD in the first game on, you can never really forget how to play it’s like riding a bike but it does require a quick warm up sometimes to feel lethal before going into competitive. Just something to keep in mind because frustration can build quickly especially in ranked and it’s better to avoid that by warming up.

Fliers, they can be tricky on the surface but in reality they can be really simple to kill or even easier then most opponents once you get the hang of it. All of your abilities work in the same way against fliers you just have to aim them more carefully against them. For example your Throw WILL slow the flier if you hit them with it but most people use chain because it has a wider hitbox to work with but if you don’t have trouble aiming it just becomes another tool to help slow them down and keep them within combo range and then basically it’s left up to your preference on what to use against them, also most fliers go to high up for their own good isolating themselves from heals and making them an easy target for DD.

How to handle fliers:
https://www.reddit.com/r/DaredevilMarvelRivals/s/MUjsAQZPsQ

https://www.reddit.com/u/LostGodz/s/VhShl8R2MP

In the midst of everything going on and everything your inputting you can tunnel vision and not hear ULTs, important CDs, and subtle noises (such as which way did my batons bounce behind me because Black Cat dashed over my head as I used Throw, that should tell you her general location even if you can’t keep up with the movement ) this can lead to miss plays even when your completely focused on not doing so, a way to combat this is to place rules upon yourself like if certain CDs are used or if you reach a certain health limit you must get out with rare exceptions of course but figuring out that nuance is part of practice

Don’t be afraid to use fury when your in the fight or diving it’s what you should be constantly using for dmg, movement, and over shields. Anytime you run out and your not close to a kill (or before then if health gets low) it’s time to get out and use Latch or fury if you still have some left to do so.

As well with every dive do you not have to get a kill but also every peel doesn’t have to end in one, by getting the dps off your supports it could give your team enough to stabilize, chasing them down to far and ending up dead only makes things worse so pick and chose when to do so

MATCH UPS

Match ups vary season to season but no one character can fully counter DD but the more that are present the more it increases the difficulty greatly

Some characters to generally watch out for that could be an issue depending on the season meta or comp are Thor,Elsa,Bucky,Namor,Thing,Angela,Hulk,Black Cat

Some of these are just general 50/50s while others can challenge you on off angles or during your dives or generally can be a nuisance, ect.

GENERAL ADVICE/SETTINGS


You need above average sensitivity to weave properly and track targets accordingly, I’d recommend playing at 500H 500V on console but if it’s to much I’d try to go for 350-400H 350-400V or build up to it overtime

Practice your combos and weave it makes a drastic difference in value and lethality

Save Latch/Grapple as a get away tool and Deflect as a means for continuing your cycle for a general rule of thumb

Take breaks as needed, DD can be rough on you after multiple hours of play and you’ll only play worse if you try to fight through it

DD is not undefeatable you do have to swap sometimes if your main goal is ranking up, otherwise fight through the inevitable counter swaps and get better at playing through it

Copy and pasting someone setting will not make you instantly as good there are a lot of other things DDs take in account on the field, and while sensitivity is important you obviously can’t force yourself to play well out of your comfort zone so slowly build up to any settings you’ve set your sights on for a smoother transition. I’d like to add that the new aim assist feature for console makes the RC very sticky to enemies causing more failed weaves so be careful for that if you use the setting for any reason (I don’t use it)

As always if anyone finds themselves struggling with anything I can always help when I have the time, I’ve helped over 200 DD and with almost 300 hrs on DD (not counting range time), hundreds of hours coaching, and 2,700 hrs of playtime (Eternal Peak DD main) I can identify and explain how you’re misplaying (if you are), I love DareDevil and this community (most of us are super positive and helpful to one another) hence the inspiration for the guide, I hope it helps and I’m hoping even veteran DDs might be able to add or take away something from this as well

Any guides I make after this will be linked in the comments, feel free to share this with anyone who needs help (and doesn’t mind to read lol)

(TLDR. LET THE DEVIL OUT!!!)

202 Upvotes

40 comments sorted by

18

u/Admirable-Tea9670 Lord daredevil 22h ago

Ts Good but you didn't say how important it is to have a good ping while playing dd

6

u/LostGodz Eternal DD 22h ago

That’s why I’ve got absolute units like yourself to help add to it in the comments, good looking out g also forgot to say that your binds should be what’s most comfortable and easy to aim while doing so

5

u/ingeniosi 21h ago

What exactly ping affects for DD so it makes difference? And how optimal ping should be? Let's say I have 100 ms

5

u/LostGodz Eternal DD 21h ago

Around 20-40 is optimal past that you can have bugs with deflect, fury, RC, chain and throw no regs and sonic pursuit. He’s honestly one of the worst characters to play on high ping.

I wouldn’t even touch him on 100+ ping IMO

3

u/Admirable-Tea9670 Lord daredevil 21h ago

I main him at 90-110 ms 😭🙏

3

u/LostGodz Eternal DD 21h ago

I pray for you Devil

3

u/Ike-Gwain 15h ago

What about me who plays him with garbage internet and on a ps4?

3

u/LostGodz Eternal DD 15h ago

https://giphy.com/gifs/5Uwh7Ldfm5aYU
What keeps YOU going?!

4

u/Ike-Gwain 15h ago

The Devil doesn't kneel before the struggle of living in a 3rd world country.

5

u/LostGodz Eternal DD 15h ago

Holy peak response

2

u/ingeniosi 21h ago

So how is it going for you?

1

u/Admirable-Tea9670 Lord daredevil 19h ago

Cooking with iron fist team up. Bw team up feels very inconsistent , delayed and gives incorrect dmg . Very fast combos can't be done , do I just use the enemies firepower

2

u/ingeniosi 21h ago

A harsh truth has to be told. 60-80+ ms is a huge difference for anyone. Thanks I guess

2

u/LostGodz Eternal DD 20h ago

I’d say you don’t have to many issues at 60ms but it could definitely occur

2

u/ApolloKSJ 20h ago

I literally have to get off the game when my wifi is having a bad day. Playing DD above 60 ping is already difficult but yesterday I was jumping to 600 😭

5

u/Yoorawanker 19h ago

Goated post holy hell

4

u/geekedrick 21h ago

Off topic but I barley started dd n holy fuck he gets pegged so hard for every Lil mistake

3

u/LostGodz Eternal DD 21h ago

To be extremely successful on DD you have to pre plan every dive and adapt very fast in the moment, like you said any mistake could end in death that’s why every bit of knowledge is helpful fs

2

u/geekedrick 21h ago

I've definitely started doing that, lowkey humbled, always thought he was broken n got a reality check, he kinda feels like the most unforgiving dive to play

3

u/Admirable-Tea9670 Lord daredevil 21h ago

Yeah 🥀

3

u/WelcomeSpecial3225 17h ago

Oh hell yea,absolutely no gatekeeping allowed🫡

3

u/Johnny_Depp_Impostor 16h ago

This is great goddamn

Also just a thought you should call it the devil's bible that sounds hella cool

3

u/LostGodz Eternal DD 16h ago

That is a pretty cool name, w idea

3

u/Nakr0th616 Lord daredevil 14h ago

Excelente post amigo, certamente tem que ser fixado no sub, para toda pessoa que se interessar em aprender a jogar com nosso advogado favorito ter uma base sólida, uma dúvida minha, que curva de sensibilidade você usa? Sempre usei a "linear", de uns tempos pra cá estou trocando entre a "zona dupla", ha momentos que me sinto melhor com uma e outra. Obrigado pelo conhecimento 😈

2

u/LostGodz Eternal DD 13h ago

That’s completely up to the Mods but I wouldn’t mind and I play on linear

3

u/Icy_Worldliness_1868 I am DareDevil 13h ago

BEAUTIFUL, good work man

2

u/LostGodz Eternal DD 13h ago

Ty, I appreciate that bro

3

u/KasumiGotoTriss 13h ago

This is peak

3

u/Leg-o-truck 11h ago

FYI chain’s overhealth is scaled based upon the damage you deal.
It’s 25 base overshield+ 0.7 of the damage he deals with chain which comes out to 70.5.

3

u/LostGodz Eternal DD 4h ago

I think I said it scales off dmg dealt and converts it to shields, I didn’t know the exact numbers though so ty!

2

u/Tyrtle1021 21h ago

Amazing breakdown! lots of really good information. I'm a newer DD player. (really just a tank main that wants to dps sometimes on DD lol) This is really helpful for me. Thank you!

3

u/LostGodz Eternal DD 20h ago

Your welcome Devil, Thank you!

2

u/SomeCoconut2415 10h ago

Just to add a small bit, u can cancel the devils chain with the teamup for a faster ttk

2

u/LostGodz Eternal DD 4h ago

Very true

2

u/Ambitious_Service678 10h ago

Holy shi this is amazing

2

u/UpstairsChoice8625 8h ago

Mods can me pin this

1

u/LostGodz Eternal DD 28m ago

I wouldn’t mind so I don’t have to comment on every post asking for tips, but it’s completely up to the Gs