Marvel Rivals Daredevil Hero Tips

Marvel Rivals Daredevil Hero Tips

The Season 4.5 update for Marvel Rivals has arrived, adding another new hero to the ever-growing roster. Daredevil joins the roster, adding to the massive selection of Duelists on the Marvel Rivals roster. While he might not have the same explosiveness as Black Panther or Magik, Daredevil is a dive powerhouse in his own right, and his radar sense can keep your team from getting flanked.

Daredevil overview

Daredevil is on the beefier end of Duelists, with a base HP of 300, allowing him to take some hits as he closes the distance on opponents. While playing Daredevil, you will have to deal with a pinkish outline of the map and enemies, with the “normal” vision limited to relatively close. Daredevil can see enemies that are moving through walls within a certain distance, whom he can tag with his Sonic Pursuit ability. This gives Daredevil a speed boost when closing in on the target and allows for a dash once they are within range that blinds.

As for attacks, Daredevil wields his Billy Clubs, which have a close-range attack pattern and build Fury upon attacking enemies. Daredevil also has the Devil’s Latch, which is another movement ability, grappling Daredevil towards either his target or whatever part of the environment he hits, also building Fury. Fury can be used to activate his Infernal Fury, which lets you either use the Devil’s Chain, a close-range attack that grants bonus health based on damage dealt, or Devil’s Throw, a ranged ability that can ricochet and slow hit enemies. His ultimate, which creates a large AoE, damages enemies within Daredevil’s sight and blinds them, while constantly building Daredevil’s Fury meter.

Daredevil abilities and team-ups

Justice Jab (primary): Swing Billy Clubs forward. Gain Fury on hit.

Righteous Cross: Cross your Billy Clubs and surge forward. Gain Fury on hit.

Objection!: Whirl Billy clubs in a tight guard to block frontal damage and reflect projectiles, becoming immune to all incoming harm during this stance and gain Fury.

Devil’s Latch: Fire a grappling line that reels Daredevil and his target toward each other. On completion, gain Fury and temporarily enable Cross Interrogation.

Infernal Fury: Expend Fury to unleash Devil’s Chain or Devil’s Throw. Devil’s Chain converts damage into Bonus Health, while Devil’s Throw Slows enemies on hit and temporarily enables Cross Interrogation.

Sonic Pursuit: Locks onto a target, gaining increased Speed and Damage Reduction when attacked. While in range, dash to the target, Blinding them and restore Fury.

Radar Sense (passive): Detect enemy movements within a set radius.

Blind Ascent: Run along walls and spring off them to reposition.

Let The Devil Out (ultimate): Embrace the Beast within. Enemies in Daredevil’s line of sight take damage and suffer a ramping Blind effect. Continually gain Fury while active.

Blind Verdict (team-up): Daredevil shares the location of his Sonic Pursuit target with The Punisher. At the same time, The Punisher can launch a devil-infused shock grenade to damage and blind enemies.

Hand-to-hand combat

Outside of Daredevil’s ultimate and the occasional favorable ricochet from Devil’s Throw, he excels in one-on-one combat the best. The attack combo follows a relatively simple flow. Start with the Sonic Pursuit, use the dash to get in close, and start wailing on them with Infernal Fury into Devil’s Chain. In between uses, you’ll need to rebuild Fury with basic attacks, but continually using Devil’s Chain will give you bonus health, which should make it easy to win a one-on-one fight against most non-Vanguard enemies. If an enemy starts to run, close the distance with Devil’s Latch or finish them off with a Devil’s throw.

A master of defense

Despite being designed with a dive playstyle in mind, Daredevil works well as a defensive counter to a dive-heavy opponent. Because Daredevil can see nearby enemies through walls–as long as they are moving–he can play defense for your Strategists on the backline, intercepting incoming attackers before they have a chance to take out your supports. While he won’t replace anti-dive Duelists like Namor fully, he can run enough interference to keep your team moving forward on offense.

Let the devil out

Daredevil’s ultimate ability, Let The Devil Out, is as much about crowd control as it is about finishing off opponents. It does a low amount of damage continuously to enemies within his vision, so it can be used to take out escaping opponents or to take out a bunch of enemies that are low. Since it has a large AoE effect that is visible to opponents, most people will try to flee out of range once you use it, which can be used to push enemies back or to get them off an objective. The damage by itself isn’t going to take out enemies by itself, so you will need to keep beating down with your Billy Clubs, but it’s enough damage to throw your opponents off temporarily.

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