Tank
Unanimously the best kit in the game. In a fight against the Swordsman in which both parties land one hit back and forth, the Tank will win with around 2-3 hearts remaining. It is also the only kit in the game to be able to survive a fall from the main building in 'Classic', and the lighthouses in 'Kingdom'.
Changes:
-Change boot enchantment from Protection II to Protection I
-Change helmet enchantment from Protection II to Protection I
Archer
Has the weakest sword and third weakest armour set of all kits. Though it has a bow, it is limited to 64 arrows, and once they're depleted it is totally useless. The bow, though strong, will require you to fire roughly half your quiver into a Tank before killing it, assuming that many of the shots are uncharged and you miss a couple. It also dies in only eight hits to the Tank's sword, and even fewer if critical hits are landed or the Swordsman / Wizard kit is used. Once its resources have been depleted, it becomes the worst kit in the game and is 100% non-viable in every single circumstance.
Changes:
-Add Infinity I to the bow / Give the user six additional arrows per kill
-Add protection I to all pieces of armour
-Add Knockback I to its sword
Wizard
Though it is capable of killing the Swordsman kit if the Wizard is noticeably more skilled, the Wizard isn't likely to kill a Tank with the sword alone. The kit is very unfair in that the Speed II potions are Splash Potions, meaning that players can provide their team mates with Speed II. This is a problem because it allows multiple players to all benefit from the Assassin kit's perk whilst using a different kit,thus making the Assassin kit even less of an option. The kit is also useless once the potions have depleted, which is its greatest downside.
Changes:
-Add an additional Strength potion
-Add three additional Regeneration potions
-Add two additional Speed potions
-Change Speed potions to consumption rather than splash
-Increase the duration of the Poison potions by around 4 seconds
These changes will make the Wizard viable for longer, rather than actually improving its performance.
Assassin
Worst kit in the game, no doubt. Has a knockback sword, but is never given any instances where this benefits it. Has very low armour that allows it to be killed in two arrows, three diamond sword crits, or five ordinary diamond sword swings. Its sword does very minimal damage, and is counter-productive in that it will increase the distance from fleeing opponents, the only enemies that the kit does have a chance to kill.
Changes:
-Add Chain Leggings (Prot II)
-Add Chain Helmet (Prot II)
-Buff the Protection enchantment of the chestplate
-Add Feather Falling IV to the boots
Swordsman
The second best kit in the game. Sacrifices a lot of defence for higher damage output. No changes necessary.
Unanimously the best kit in the game. In a fight against the Swordsman in which both parties land one hit back and forth, the Tank will win with around 2-3 hearts remaining. It is also the only kit in the game to be able to survive a fall from the main building in 'Classic', and the lighthouses in 'Kingdom'.
Changes:
-Change boot enchantment from Protection II to Protection I
-Change helmet enchantment from Protection II to Protection I
Archer
Has the weakest sword and third weakest armour set of all kits. Though it has a bow, it is limited to 64 arrows, and once they're depleted it is totally useless. The bow, though strong, will require you to fire roughly half your quiver into a Tank before killing it, assuming that many of the shots are uncharged and you miss a couple. It also dies in only eight hits to the Tank's sword, and even fewer if critical hits are landed or the Swordsman / Wizard kit is used. Once its resources have been depleted, it becomes the worst kit in the game and is 100% non-viable in every single circumstance.
Changes:
-Add Infinity I to the bow / Give the user six additional arrows per kill
-Add protection I to all pieces of armour
-Add Knockback I to its sword
Wizard
Though it is capable of killing the Swordsman kit if the Wizard is noticeably more skilled, the Wizard isn't likely to kill a Tank with the sword alone. The kit is very unfair in that the Speed II potions are Splash Potions, meaning that players can provide their team mates with Speed II. This is a problem because it allows multiple players to all benefit from the Assassin kit's perk whilst using a different kit,thus making the Assassin kit even less of an option. The kit is also useless once the potions have depleted, which is its greatest downside.
Changes:
-Add an additional Strength potion
-Add three additional Regeneration potions
-Add two additional Speed potions
-Change Speed potions to consumption rather than splash
-Increase the duration of the Poison potions by around 4 seconds
These changes will make the Wizard viable for longer, rather than actually improving its performance.
Assassin
Worst kit in the game, no doubt. Has a knockback sword, but is never given any instances where this benefits it. Has very low armour that allows it to be killed in two arrows, three diamond sword crits, or five ordinary diamond sword swings. Its sword does very minimal damage, and is counter-productive in that it will increase the distance from fleeing opponents, the only enemies that the kit does have a chance to kill.
Changes:
-Add Chain Leggings (Prot II)
-Add Chain Helmet (Prot II)
-Buff the Protection enchantment of the chestplate
-Add Feather Falling IV to the boots
Swordsman
The second best kit in the game. Sacrifices a lot of defence for higher damage output. No changes necessary.