



Flanker
Daredevil
Duelist
Flanker
Daredevil functions as a dive Duelist built around target marking, wall-based mobility, and Fury-driven burst. His value comes from isolating backline targets, using Radar Sense to scout rotations, and chaining picks through Sonic Pursuit resets. He fits aggressive dive comps that want early information, fast collapses, and constant pressure on vulnerable supports or snipers.

Hero Dimensions
Combat Profile
Burst Damage
8 / 10
Sustained Damage
5 / 10
Effective Range
3 / 10
Burst Healing
1 / 10
Sustained Healing
1 / 10
Self Sustain
6 / 10
Effective Health Pool
5 / 10
Self Preservation
7 / 10
Invulnerability
5 / 10
Ally Protection
1 / 10
Threat Presence
8 / 10
Space Control
3 / 10
Enemy Debuff
6 / 10
Interruption
2 / 10
Displacement
5 / 10
Movement Speed
8 / 10
Verticality
8 / 10
Rapid Relocation
8 / 10
Team Buff
2 / 10
Information Gathering
9 / 10
Team Enablement
5 / 10
Fight Winning
7 / 10
Combo Potential
8 / 10
Ultimate Economy
7 / 10
Objectives
- Initiate Ultimate
- Punish Ultimate
- Bait Cooldowns
- Initiate Dive
- Follow Up Dive
- Coordinate Dive
- Solo Dive
- Disrupt Backline
- Disrupt Marksman
- Disrupt Artillery
- Focus Fire
- Focus Support
- Focus Marksman
- Focus Artillery
- Focus Flanker
- Focus Skirmisher
- Remove Threats From High Ground
- Chase Down Flanker
- Chase Down Skirmisher
- Prevent Escape
- Enable Dive
- Secure Pick
- Confirm Elimination
- Clear Angle
- Punish Rotation
- Apply Debuffs
- Scout Enemy Position
- Mark Priority Target
Strengths
- Elite 1v1 pressure against isolated backline targets
- Radar Sense gives strong pre-fight scouting and flank timing
- Sonic Pursuit enables fast collapses and chase-down pressure
- Can snowball fights through target resets after eliminations
- Strong vertical access through wall climb and wall cling
- Objection gives strong outplay potential into frontal burst and projectiles
- Blind and Slow make him disruptive even when he does not instantly kill
- Fury system rewards clean combos and aggressive tempo control
Weaknesses
- Highly cooldown and Fury dependent
- Weak when forced to disengage without resources
- Limited ranged threat compared to poke Duelists
- Can be punished hard by peel, chain CC, mines, turrets, and anti-dive setups
- Ultimate is line-of-sight dependent and reveals his location
- Struggles into disciplined teams that stack support cooldowns
- True fliers and open sightlines can kite him
- Requires strong mechanics, target selection, and timing to avoid feeding
Synergies
Strong Against
Hard Counters
Soft Counters
Strong Maps
Detailed notes for this section are coming soon.
Weak Maps
Detailed notes for this section are coming soon.
Recommended Comps
Detailed notes for this section are coming soon.