In super smash mobs there are a few kits that are very unbalanced. Here are a few suggestions to fix them. Enderman: This is not considered unbalanced too often, and many people can disagree. The main reason it is unbalanced is because of the block toss. The block toss is like sulpher bomb except more damage and knockback. It has a very low cooldown and can do 3-4 hearts. Many players just have to run and spam the crap out of it. I think a way to balance this kit would be to decrease the cooldown to ~6 seconds. This will encourage players to use pvp and play more aggresively. Slime - This kit was a creative idea, and some even say it is a balanced kit. However, I think one simple fix should be added and the kit will be balanced. The slime rocket cooldown should start after the slime rocket is charged and released. This may butcher the kit and make the hitbox grow bigger, so to make it balanced again. The bar for the slime rocket can go slower when it regend to make the hitbox smaller for longer. Many people abuse slime by simply running and spamming slime rocket, so I think this can help make them play more aggresively. Blaze: The most annoying kit in my opinion, and one of the most unbalanced. To many people reading, this should be obvious. Many people abuse blaze by simply running jumping off and using firefly. I think a simple way to fix this is increasing the cooldown for firefly. This will make blaze players save the firefly as a recovery to save themself from falling off. Some say inferno is overpowered but I think if firefly's cooldown gets nerfed, it shouldnt be a problem. Creeper: The most commonly used kit due to how easy it is to learn and play. Most players tend to run and spam sulphur bomb. The lightning sheild also makes combos impossible for pvp based kits. A solution to this would be increasing sulphur bomb cooldown and the duration of the lightning sheild. Wolf: In my opinion wolf is the most broken kit in super smash mob due to its one passive ability. For those who don't know, ravage makes it so the damage adds up by 1 every hit and resets after 3 seconds. This damage has no cap. Because of wolfs leap, its wolf strike, and cub tacke with basically stunlocks the opponent, its not difficult to deal insane amounts of damage. I think the best solution is to remove ravage altogether, or at least give it a damage cap. This list was my opinion if you have any suggestions let me know. Also remind me if there is anything that I missed.