Pros +
- Excellent evasion
- Fast cleave and mobility
- Strong breakbar access
- Viper equipment profile
- Raids ready
Cons −
- Initiative is easy to overspend
- Damage falls when unable to stay in melee
- Timing still affects performance

Raids · Thief build dossier
Daredevil condition dps variation for Raids, reviewed against current community recommendations and tuned for the mode's equipment, utility, and encounter priorities.
Maintained and reviewed by House of Dragonz against current mode guidance and community references. How we review builds →
The displayed weapon plan was checked against the current Snow Crows raid directory. Gear, traits, utility choices, and rotation notes remain House of Dragonz editorial guidance and should be reviewed encounter by encounter.
Build context
Loadout
Viper armor · Trapper runes · Bursting and Earth sigils. This loadout is arranged by equipment group so every stat, upgrade, and weapon set is easy to scan.
Viper's Backpiece+52 Power+52 Condition Damage+28 Precision+28 ExpertiseAd InfinitumAccount BoundAscended · BackpieceViper's Backpiece
Viper's Accessory+92 Power+92 Condition Damage+49 Precision+49 ExpertiseBlack Ice EarringAccount BoundAscended · AccessoryViper's Accessory
Viper's Accessory+92 Power+92 Condition Damage+49 Precision+49 ExpertiseSparking Petrified WoodAccount BoundAscended · AccessoryViper's Accessory
Viper's Amulet+133 Power+133 Condition Damage+71 Precision+71 ExpertiseBlood Ruby PendantAccount BoundAscended · AmuletViper's Amulet
Viper's Ring+106 Power+106 Condition Damage+56 Precision+56 ExpertiseBlack Ice BandAccount BoundAscended · RingViper's Ring
Viper's Ring+106 Power+106 Condition Damage+56 Precision+56 ExpertiseBlood Ruby BandAccount BoundAscended · RingViper's Ring


Combat configuration
Skill notes
Use Fist Flurry after the condition stack is established, then place Impacting Disruption inside the longest safe damage window. Keep Signet of Agility for recovery.
Hover the skill icons for complete Guild Wars 2 effect details.Combat execution
Use initiative for the weapon sequence only when the target will stay in range long enough to finish it.
Time dodges for pressure, evasion, or a planned breakbar instead of spending all endurance as movement.
Keep one evade or initiative reserve for forced movement and encounter damage.