Updated for Patch 3.23
Daggers are melee weapons associated with Intelligence and Dexterity much like Claws, but as Claws can often get you Life and Mana with Hits from their Implicit mods, Daggers provide you with Critical Strike Chance. They are used in Attack or Spell builds, it all depends on what are their mods and DPS. You will, however, see them in a lot of Spell builds as they can roll modifiers that increase all the Levels of particular Skill Gems, and almost all Spells can greatly benefit from increased Skill Gem Level. The fact that they're melee means you can use them with Cyclone which is the best Attack for most CoC builds. Attack builds will most likely seek a dagger with high DPS, Critical Strike mods if it's a Crit build, or DoT mods if it's a Poison, Bleed, or Ignite build.
Unique Daggers are rarely associated with one specific build, as is the case with Arakaali's Fang, and are more likely to be used in a broad selection of various build archetypes. Despite that, it's hard to find a Unique Dagger that's best in slot for a specific build. A Rare Dagger or outright a completely different type of weapon is most likely a better pick. Cold Iron Point, Arakaali's Fang, and Divinarius are the three most popular Daggers here, but the list we've put together should prompt you to explore the potential of all Daggers or explain how they work and why some builds use them.
Daggers | |
Goredrill - It's not a good weapon - it has low damage and the Bleeding Damage is not typically affected by Critical Strikes. It may only be good on low-level leveling characters. | |
Required Level: 5 30% increased Global Critical Strike Chance |
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Bloodplay - This one's good on low-level Bleed builds, but quickly falls behind other weapons in terms of damage. | |
Required Level: 15 30% increased Global Critical Strike Chance |
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Replica Bloodplay - It has a slightly worse Attack Speed than the original, but that's not a big issue in Bleed builds. Instead, it increases Crit Chance against Bleeding enemies. It's also not a good weapon. | |
Required Level: 15 30% increased Global Critical Strike Chance |
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Mightflay - It's a good dagger for a level-30 character - it has high Damage with Life on Hit to help withstand injuries. It works great with multi-hit Projectiles, such as Spectral Throw, to get more Life. | |
Required Level: 30 30% increased Global Critical Strike Chance |
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Goblinedge - To benefit from the bonus Attack Speed and Critical Strike Chance you would have to constantly gain and spend Frenzy Charges and keep your Power Charges constant - some sort of Flicker Strike build with fixed maximum/minimum Power Charges gain may find it useful to some extent. Its damage is still too low to use in any proper build so it's not a popular weapon. | |
Required Level: 60 30% increased Global Critical Strike Chance |
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Taproot - It's a Weapon for a Poison build, but its low damage combined with lack of any significant DoT modifiers make it mediocre for this role at best. Life and Mana Leech are usually gained from passives or other items. | |
Required Level: 60 30% increased Global Critical Strike Chance |
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The Hidden Blade - It has very low DPS. The damage on Unseen Strike is bad and hard to scale up too, even with the Squire Shield on. The unseen Strike can be used to trigger a Spell on Crit, but Trigger Gems are much more viable options in this case. | |
Required Level: 46 30% increased Global Critical Strike Chance |
Rune Daggers | |
Ungil's Gauche - It increases Attack Block Chance while Dual Wielding making it 27% with merely a second weapon, or 39% if you have two of these. If you plan to allocate Block Chance passives early it can make your character quite durable. It's good only in the early stages of the game. | |
Required Level: 20 30% increased Global Critical Strike Chance |
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Replica Ungil's Gauche - You can use the Replica version for the same purpose as the original, it's even better at Blocking Attacks. The Damage here is so low that we would rather use it with Spells, not Attacks. | |
Required Level: 20 30% increased Global Critical Strike Chance |
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Widowmaker - This dagger is bad. The modifiers on it are not particularly unique - you can find a Rare Weapon with better Stats. To level up a Spell Crit build we recommend the Storm Prison Wand instead. | |
Required Level: 44 30% increased Global Critical Strike Chance |
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Heartbreaker - It significantly hastens the start of your ES Recharge, grants some Spell Damage, and Culling Strike. Because of that, you may consider it for a low-level Spellcaster character that has no means of Recovering Energy Shield beyond the basic Recharge. This should be addressed at some point making Heartbreaker obsolete by then. | |
Required Level: 50 30% increased Global Critical Strike Chance |
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Replica Heartbreaker - It's one of the very few ways to Impale with Spells, but most such builds will go for Entropic Devastation Gloves instead for a 100% Chance to Impale with Critical Strikes. Impale is only good if you're using a Physical Skill with a 100% Chance of Impaling. You may use it on makeshift Ethereal Knives, Bladefall, or Reap builds. It's still pretty bad there. | |
Required Level: 50 30% increased Global Critical Strike Chance |
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Arakaali's Fang - It's used only for its immortal Spiders in various iterations of Arakaali's Fang Spider Minion builds. You can combine it with the Squire Shield to Support your Raise Spiders Skill with 3 additional Support Gems. | |
Required Level: 53 40% increased Global Critical Strike Chance |
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The Consuming Dark - It's very good in a Poison Detonate Dead Occultist. Fire Spells like Detonate Dead benefit greatly from increases to the Skill Gem Level, and as it's often found on Rare Weapons, the Damage Conversion and huge bonus Poison Chance cause this weapon to be much more convenient. | |
Required Level: 53 40% increased Global Critical Strike Chance |
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Cold Iron Point - The additional 3 levels to any Physical Spell will significantly improve your DPS. This weapon has to be used in a fully Physical or Chaos type of build as it disables Elemental Damage, which is why it's often seen in Poison builds. Spells like Blade Vortex, Seismic Trap, or Bladefall will make good use of it. | |
Required Level: 62 30% increased Global Critical Strike Chance |
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Replica Cold Iron Point - The Replica version of this weapon is excellent in Spell builds wing a Cold Spell to deal non-Cold Damage - it can be Converted to Fire or Chaos, or used to cause Ignite via Igniting Conflux or Elementalist's Shaper of Flames. | |
Required Level: 62 30% increased Global Critical Strike Chance |
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Mark of the Doubting Knight - It's really bad and not even that unique. It makes little sense to use it to cause Bleeding or Poison on Critical Strike as it has no DoT modifiers and low base damage. Chance to cause Bleeding or Poison can be easily gained from passives and other items. | |
Required Level: 64 50% increased Global Critical Strike Chance |
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Bino's Kitchen Knife - It's a fairly strong item for a Poison build that struggles with clear speed. Because of that, it's not used by Pathfinders as they already Proliferate their Poison with Master Toxicist passive. We recommend swapping this weapon as you clear maps using an Attack or Spell with a very poor clear speed like Viper Strike. It also increases your Crit Chance and Crit Multiplier and it may be good for a Perfect Agony and Toxic Delivery archetype. | |
Required Level: 65 30% increased Global Critical Strike Chance |
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Divinarius - Divinaruis is a very good weapon for any Critical Strike Spell build. Spell builds usually want an extra level or two to the specific Skill Gem on their weapon, while Attack build will most likely benefit more from a weapon with high DPS, so you will see Divinarius is generally used in builds in which Critical Strike Chance and Multiplier are especially important or hard to get. It's great in a Dark Pact Occultist as it scales better with your Maximum Life rather than Gem Level. | |
Required Level: 66 30% increased Global Critical Strike Chance |
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White Wind - Requires an empty off-hand to benefit from a major Spell Suppression bonus and increased Cold Damage. It's usually not worth sacrificing your off-hand slot for it, but you can still make good use of this weapon as we did in this Frost Blades Perma-freeze Raider. It has decent Cold Damage and a lot of Evasion, but an expensive Rare weapon will probably be preferable, not to mention a Shield will get you better defenses too, just not in these quantities. | |
Required Level: 66 30% increased Global Critical Strike Chance |
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Vulconus - It's sometimes used in Blade Blast, Bladefall, Blade Vortex, or even Blade Trap builds, but can be implemented in almost any Physical Damage build because it converts all that Damage into Fire (50% by default, and 50% from Avatar of Fire which is up only half the time). If the enemy is Bleeding and Ignited, the damage gets increased by 200%. You can cause Bleeding with Physical Damage if Avatar of Fire is off or with Reaper Minion if your Damage is always Converted, which it probably should be. The weapon grants a lot of Crit Chance and Armour too, but you need to be aware when you're affected by Avatar of Fire to fully benefit from it, and most players just don't like that playstyle. It's good in most Elemental/Fire Damage Crit builds - Spell or Attack ones, as long as you meet the conditions for extra damage. A good Rare is still better in most cases. | |
Required Level: 68 40% increased Global Critical Strike Chance |
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