Hey, So the topic of this post is ranging the kits from best to worst. If you disagree that's fine, obviously not everything's going to be perfect (Though that's my strive). If you wish to, you may leave a comment and I'll get back to relatively fast. I'm going to try and justify why I placed all the kits where they are so you can know my reasoning. Note, I'm not really pointing out if a kit is op, but rather why it's placed so high. Tier List S: Archer, Axeman, Knight A: Bomber, Barbarian, Necromancer, Beastmaster, Brawler B: C: Warlock, Assassin Archer: - Arrows deal too much damage in a game where armor isn't very strong. - Arrows are too numerous on certain maps such as Wild West, Fallout, etc. This may not seem relevant but because the user also receives arrows that potentially adds to the total damage the user could deal with their bow alone. - Barrage almost guarantees you land an arrow. Axeman: - Short cooldown stacks total damage more and more over time. - Running away is difficult since you're opponent can chuck axes at you while maintaining your speed, unlike the bow. - If timed well Axe Thrower can help assist with landing combos. Knight: - Extremely well-balanced kit. - Damage reduction allows user to tank damage a little more. - Hilt Smash messes players up allowing for the user to land hits. - Hilt Smash has a bug where an enemy will be sent upwards (And in some cases even towards the user) allowing for the user to land more hits on the enemy. Bomber: - Extremely well-balanced kit. - The kit is only as good as you make it. Depending on your creativity, Bomber can be a really good kit to use. - Excels at chasing and running away. - Can turn the tide of a battle with 1 good placed TNT. - Most weak during Endgame when movement is more restricted. Barbarian: - Blade Vortex is too powerful, sucking all players around you within 5 blocks. - Cleave will take care of cross-teamers if you can place both enemies near each other. - Blade Vortex by itself excels in many areas similar to Bomber making it really good. Necromancer: - Very top-heavy kit. - The kit is good when you have 3-5 skeletons active and gets overpowered at 6+. - Skeletons don't work correctly in which they attack almost randomly. - Great for blocking arrows. - Skeletons aren't effected by Explosive Arrows. - Kit is absolute junk with no skeletons. Beastmaster: - The kit would be as good as Knight if the Wolf landed attacks more consistently (This is a general Minecraft bug). - The dog can essentially make a fight a 2v1 if the placement is good. - Cub Tackle is basically a ranged Hilt Smash. - This kit is only as good as you make it. Depending on your creativity, Beastmaster can still be a good kit to use. - Good at cornering/trapping enemies. - If the dog is dead you're going to be dead if you fight (Unless you don't need the dog in the fight). Brawler: - Good at trading since the user receives less knockback and deals more essentially being able to get some combos. - Knockback bonus isn't very strong. - Ground Pound by itself excels in many areas many areas similar to Bomber making it good. - Deals a lot of fall damage if the enemy was really close to the epicenter of the attack. - Taking less knockback can work against you if you're trying to run away as you may get double hit. Warlock: - Good for running or trying to regain a little hp during a fight. - Repel can hit multiple enemies. - Cooldown is way too long. Assassin: - Sneak-attacks are more effective as you deal more damage while you're landing the first few hits. - Fall damage can come in handy if you want to jump off of cliffs to run from an enemy. - Kit is practically useless at Endgame. - Sneak-attacks are hard to do when your username is visible. Dang this took long!