Daryl (Hero)

Daryl is a playable Hero Character in The Walking Dead: No Man's Land. Daryl is unlocked only through acquiring 50 of his specific Hero tokens. When unlocked, he starts at 1 star.
He is of the Hunter class and has the Hero Leader trait of Silent Shot. He also has Marksman, Retaliate, Dodge and Defensive Stance.
==Leader Trait — Silent Shot (changed in update 6.4)==
Daryl's attacks do not attract more walkers {0}% of the time, and are {1}% more likely to be Critical Hits.
Every silent shot he makes has a {2}% chance of giving him {3} Charge Point(s). His Critical Hit deals +{4}% total damage.
As a leader, these bonuses apply to Assault, Hunter, and Shooter Survivors. Total critical chance cannot exceed 90%. All the chance based figures are amplified by Lucky.
Level	% Silenced Chance	+ Critical Chance	Charge chance	Charge Points	Critical Hit Total Damage
1 	32% 	20% 	40% 	1 	15%
2 	35% 	25% 	45% 	1 	20%
3 	37% 	30% 	50% 	1 	25%
4 	40% 	35% 	55% 	1 	30%
5 	42% 	40% 	55% 	1 	35%
6 	45% 	43% 	60% 	1 	40%
7 	47% 	45% 	60% 	2 	45%
8 	50% 	48% 	65% 	2 	50%
9 	52% 	50% 	70% 	2 	55%
10 	55% 	53% 	75% 	2 	60%
== How to use Daryl ==
With the new Leader Trait in update 6.4 and his Heirloom, Daryl has become one of the best hunters in the game, and works especially well in the team member role. He is still not as good as Sasha in getting Mercer charged, but even as a leader he works quite well.
Daryl works best in the normal Hunter role and should be badged with 3 Damage badges and 3 Critical Damage badges. His traits should be rerolled to Critical Aim, Ruthless and Lucky while Marksman can remain of his default traits.
=== Daryl's Leader Trait "Silent Shot" ===
The chance for Daryl to get charge points is a bit complicated, but the main gist of it is that it is one roll only, even if the description makes it sound like the silent part and getting the charge point parts are separate rolls. They are not. So assuming a LT at lvl 7, his chance to get 2 charge points is 47% x 60 % x lucky. Note that it's one roll per attack, not per walker hit. Note that this means it's not possible to get a silent shot on a charge attack. 
You can greatly increase Daryl's chance of getting charged by using a weapon with the silenced weapon trait. In this case the formula is ((Silenced chance + Silenced weapon trait * lucky)) * Charge Chance * Lucky. 
If the "Silent Shot" roll is successful, the chance of the hit being critical is increased, similarly to how Sure Shot works. If the hit is a bodyshot this improvement in chance is wasted, so consider equipping Daryl with a Piercing weapon.
Secondly, if the "Silent Shot" roll is successful, Daryl has a very good chance of gaining one or two charge points, gaining two starting from LT level 7. With 65% lucky, this will be guaranteed already from LT lvl 8, so when Daryl is maxed at LT lvl 10 and with 65% luck he will gain 2 charge points from any normal attack over 90% of the time.
Finally, any Critical Hit will get its damage boosted (regardless of Silen Shot activation). Also this part of his LT incentivices you to use a weapon with Piercing.
Note that Daryl's LT is rolled for only on his normal attacks. It can not trigger on overwatch, revenge, or other attacks triggered by events.
Note:
* Daryl's LT only applies to ranged survivors and will have no effect on melee survivors
* Daryl's Heirloom also gives a small increase to Lucky (up to 7.5%) and can give additional charge points
* Silent Shot can not activate on overwatch, nor on Firing Squad attacks (Yumiko's LT)
* Note that Silent Shot is a completely different trait from the weapon trait Silenced, and each will be rolled separately. If the Silenced from the weapon trait is successful, the Silenced icon will pop up, while the text "Silent" will mean that Daryl's LT activated.
Category:Preparation
Category:Survivors
Category:Heroes