Daredevil is a combo-oriented dive Duelist who trades raw health for mobility, sustain, and information. His whole kit runs on one resource — Fury — and the heroes who play him well treat every charge like a commitment: spend it to open a fight, rebuild it mid-combo, and never enter a team fight empty. His Radar Sense passive makes him blind at range but able to see every enemy through walls, which turns him into one of the game’s best anti-dive and tracking heroes when you use voice chat or pings.
Role and difficulty
Duelist. 150 health plus a 150-point regenerative shield, difficulty 3/5. He is not a burst-mage style Duelist — he wins by cycling abilities inside a single engagement and bouncing between isolated targets.
Abilities and what they actually do
- Justice Jab (primary): a melee strike that builds 0.5 Fury per hit. Weaving in the default quick melee between jabs restores Fury faster than spamming the primary alone.
- Righteous Cross: a lunging heavy strike unlocked for a 5-second window after Devil’s Latch or Infernal Fury. It builds another 0.5 Fury on hit, which is what makes his combos self-sustaining.
- Objection (right click): a defensive stance that whirls the billy clubs to deflect attacks and projectiles from the front. The wiki lists the duration as up to 1.5 seconds in the ability overview and 1.2 seconds in the strategy section — plan around roughly a second and a quarter. If you deflect at least one attack, you restore 2 Fury when it ends, enough to immediately re-enter Infernal Fury.
- Devil’s Latch (shift): a grapple that builds 1 Fury on completion and enables Righteous Cross. Hitting an enemy reels them in and builds 2 Fury instead, so the grapple is both your gap-closer and your fastest Fury generator.
- Infernal Fury (E): spends 2 Fury to cast either Devil’s Chain — a close-range slam that grants 25 bonus health on use plus more based on damage dealt, with a strikespot at the end of its range that nearly doubles damage — or Devil’s Throw, which hurls bouncing batons that slow and grant 50 bonus health. Chain is your committed-fight sustain; Throw is your opener from range. Both enable Righteous Cross.
- Sonic Pursuit (F): marks an enemy, granting a movement speed boost and damage reduction that decay the farther you are from the mark. Dashing to a marked target blinds them and restores 2 Fury, and eliminating a marked target resets the dash cooldown — this reset is how you chain kills without running dry.
- Let The Devil Out (ultimate): raises a visible dome that ramps damage-over-time and blindness on enemies in line of sight while you passively regain Fury. It reveals your position, so it is a commitment, not a panic button.
The Fury loop
Fury is the entire hero. You hold up to three charges, and every ability is built around spending two at a time while the combo refunds them:
- Justice Jab and quick melee are your neutral Fury builders — never stand still at full Fury waiting for a fight.
- Devil’s Latch into an enemy (2 Fury) plus the Righteous Cross it enables (0.5) means a single grapple-hit sets up most of your Infernal Fury budget.
- Objection is a Fury battery, not just a block: one deflected attack refunds 2 Fury and puts Infernal Fury back on the table.
- The No Fury combo exists for a reason: Devil’s Latch → Righteous Cross → quick melee → Devil’s Chain → Righteous Cross keeps pressure up while you rebuild.
How to play Daredevil
- Open from range with Devil’s Throw through Infernal Fury, or grapple an isolated target with Devil’s Latch when you are already close.
- Mark with Sonic Pursuit only as you commit — marking early alerts the target that you are nearby. The speed boost scales with distance, so marking from far away is fine for closing in.
- Dash through the marked enemy to blind them and refund 2 Fury, then spend Infernal Fury on Devil’s Chain for the one-on-one sustain.
- Chain the combo with Righteous Cross after every Latch or Fury cast, weaving quick melee to keep Fury flowing.
- Kill the marked target to reset the dash cooldown, then immediately look for the next isolated hero — bouncing is the playstyle, not chasing.
- Hold Objection for the one-shot or crowd-control projectile you actually need to block; it is also your retreat tool at low health.
Matchups
Daredevil is a one-on-one specialist: isolated supports and Duelists lose to his combo cycle, and Radar Sense lets you call out and punish dive attempts before they land. His hard counters are earthbound effects, which disrupt Devil’s Latch and Sonic Pursuit before they complete and deny the Fury they would have generated — when the enemy has reliable grounding, fight on your terms near cover instead of grappling into their front line. Long-range stun-lock punishes his all-in commitment, so enter after the crowd control is spent, not before.
Team-ups
- Comprehensive Defense (Iron Fist): Objection is upgraded to damage all enemies in range while deflecting projectiles from every direction, and each deflection recovers Fury. Teamed with Iron Fist, Daredevil passively recovers health for the ability’s full duration.
- Devilish Affair (Black Widow): Devil’s Chain swings in a criss-cross pattern that damages and slows enemies in front. With Black Widow, the radius expands and hits recover Fury — this is the team-up that shows up in his highest-health combo chains.
Related guides
- Heroes Database — full hero roster with roles and health values
- How To Play Flank Routes — high ground and off-angles
- How To Play Iron Fist — Comprehensive Defense partner
- How To Play Black Widow — Devilish Affair partner
Common mistakes
- Entering fights at zero Fury — his damage and sustain both live in Infernal Fury
- Grappling or marking into an earthbound ability, which cancels the animation and the Fury with it
- Using Let The Devil Out while your team is nowhere nearby — the dome reveals you and invites a focus fire
- Chasing a fleeing enemy instead of using the Sonic Pursuit dash reset to bounce to the next target
- Holding Objection at full duration when a single deflected attack already refunded your Fury