Little hard data is to be had on the Daredevil's exact origin, but it is believed that Guardian Angel engineers created it to serve as a defensive complement to the Cartel's Dramiel frigate. In both flair and utility it closely resembles its counterpart, but it eschews offensive capabilities in favor of greater defensive potential and stronger armor plating. A tough nut to crack.
The Daredevil is effectively a Navy Comet with one important difference - a 10% bonus to the velocity reduction of webs per level. This means that a single meta 4 web on a Daredevil will reduce its opponent's speed by 90%! Like the Comet, the Daredevil gets 3/3/4 slot layout with 2 turrets. It doesn't get any drones or a tracking bonus (although with a 90% web, tracking is no real concern), however the turret bonus is a fixed 200% (for 6 effective turrets, compared to the Comet's 4). This leaves the Daredevil with better damage output than the Comet, and additionally all of its damage output can be overheated - something which can't be said for drones.
The weakness of the Daredevil lies in its tank - or lack thereof. As with the Comet and Taranis, a light active tank combined with a natural structure buffer is the most common option (sometimes supported by a nos in the spare high slot) and a buffer tank is quite difficult to fit effectively. While a lot of Daredevil pilots fit MWDs (after all, who needs the range control of an afterburner when you've got a 90% web?) they're typically almost impossible to control range against short of jamming them. Even if you're able to do so, a falloff bonus means that they're actually fairly flexible even with blasters. As with the Dramiel, your best bet is to simply have a stronger combination of gank and tank than the Daredevil does, and to do what you can to prevent it from escaping once the fight turns your way (a process which thankfully should take longer than it does for the Dramiel).
As with some of the other 3 mid slot hybrid boats, a rail Daredevil can also be effective. Due to the massive damage bonus it receives, you can expect incoming damage still comparable to (if not higher than) that which the other faction frigs but out with close range weapon systems, and with a 90% web the Daredevil can handily hold you at whatever range it chooses. Since it only has 3 mid slots the rail Daredevil isn't able to reduce your own range in the same way as ships like the Helios can, so another ship with comparable range may be able to nullify this advantage. Of course thanks to the daredevil's strong damage output you'll probably find that even that will be an uphill struggle, and without a stiff tank you're unlikely to succeed.
As with the Comet, explosive is generally the damage type of choice (even if filled by a rig, it's barely higher than thermal and kinetic).
Source: http://altruist.azual.co.uk/2011/07/know-your-enemy-faction-frigates.html —-
Gallente Frigate Skill Bonuses (Per Skill Level):
Minmatar Frigate Skill Bonuses (Per Skill Level):
Role Bonus:
[Daredevil, LowSec Solo PvP 1%CPU] Light Neutron Blaster II Light Neutron Blaster II Initiated Compact Warp Scrambler Fleeting Compact Stasis Webifier 1MN Afterburner II Small Ancillary Armor Repairer Magnetic Field Stabilizer II Damage Control II Magnetic Field Stabilizer II Small Transverse Bulkhead II Small Transverse Bulkhead II Small Transverse Bulkhead II Null S x1000 Void S x1000 Caldari Navy Antimatter Charge S x1000 Zainou 'Gypsy' CPU Management EE-601 x1
[Daredevil, MWD Polarized Brawler] Polarized Light Neutron Blaster Polarized Light Neutron Blaster Republic Fleet Medium Shield Extender 5MN Y-T8 Compact Microwarpdrive Stasis Webifier II Micro Auxiliary Power Core I Magnetic Field Stabilizer II Magnetic Field Stabilizer II Nanofiber Internal Structure II Small Core Defense Field Extender II Small Core Defense Field Extender II Small Core Defense Field Extender II