#Hit
1 messages · Page 5 of 1
ok so then you are prio killingthem and farming lol
Listen, this argument should pretty much be void, he's complaining about players not the character hit
You will always have bad players in your game, nothing that can be done about that
ye
yeah and I'm talking about those who only goes for the kill, if they use a DPS character for that, that would be reasonable
damage characters was built only for that
Exactly player not character, this is a discussion about the character not the player
to chase down players and kill bosses straightly
and for tank and tech, they can focus less on killing enemies to give more attention to gods of destruction
since there's 2 DPS in your team, they can handle the enemies by themselves
it's a objective trade in the team
2 damage characters to kill everything while tank and tech kill but takes advantage of the enemy's defense too, destroying the gods and assisting teammates to kill other players and bosses
but that's the point, there are players here trying to explain why is better to do what they do instead of doing strategies in game
using the character we are talking about
which he wasn't made specially for that only
summing up, using Hit as a DPS which is controversial
but it is better to kill people than mindlessly running at the tower
its better to win and better for the team
Yeah especially right before boss fights. I love getting a nice lil double kill right before the boss spawns. Makes killing the boss all the more easier
.
I didn't say anywhere that Hit must focus only on attacking towers
I said that leave the DPS do their jobs, and while you kill and help them to kill too, they will leave you and tank to damage the towers more than they will by themselves
everyone must do everything, but damage characters must focus more on killing than doing the other things
while tech must kill too, but damage the towers too since 2 DPS are busy killing
.
it doesn't matter what you focus only, it's still a dumb way to play the game
kill only won't make you win, nor focusing only on gods nor bosses
what are you even arguing for or against bro
everyone do everything
didn't you say that "is better to kill people than mindlessly running at the tower"?
Dude i don't even know anymore, it's all over the place. Like he's talking about having a clear objective in a game but because hit is so versatile there is no clear cut objective
yes, because you cant mindlessly run at the tower lol
bro you must be ragebaiting, you can't be that serious
idk you seem to be argueing by yourself bro
I'll make it simpler again
yeah make it simpler so you can understand 😂
Killing people makes taking gods and bosses easier, therefore you kill people
if i can help my teamate get a snowball stack, i will kill with pleasure. If i make a nappa fight into a 3v2 then i will solo ult the top lane with pleasure eventually killing one or both of them
you and daniel: focus only to kill people as Hit is the best way, it doesn't matter the towers nor the bosses
bro i do everything lol but the best is to beat people mechanically
you cant just bot the tower
No, bosses and towers are important too. You have to kill people at just the right time
what I'm saying: Hit can't just focus on killing only, you have to kill bosses and take out the towers
not only kill
you can say the same about every character and role lol
then why are you implying that I said it's better to focus only on towers after I said that we have to do everything not only one thing?
lol
Not unless you're bardock and you just rush straight to the gods 
now it's about time? okay 👍
idk man you guys seem to be strugglering on hit and having mental gymnastics lol
@reef dagger what build do you run usually broski
yo fr! i just wanted to defend the hit is countered hard by aoe character allegations and then it became a "what's the best strat for playing hit" argument 😭
lol
Snowball, barrier, and double vanish. Tho sometimes i swap the barrier for giant slayer if i'm feeling cracked out of my mind
then the roles are useless and works for nothing, nice thinking bro! 😂
hell yeah
Wbu? @upbeat glacier
idk man i do work on hit lol
I'll just play as Hit as a DPS for now
usually snowball/strat escape, prepare to die then backstab
dont worry bro one day youll get good enough to play hit
for tank and dps, I'll be guarding towers
this man is a SS rank tier, look out boys
he knows what he says
bro this game is tiny and is nothing compared to other games ive played
Do you play up close against aoe characters on backstab? Cuz i've tried running backstab but i feel like i'm too aggresive and need my double vanish for the escape, otherwise i get cooked alive by aoe
but it is just a get good moment
i see people crying about other chars in other discussions
"they are weak"
lol
vanish gives immunity man
i think backstab is better for killing people
you s3 s1 s2 and its up in 2 seconds
No yeah, i've tried it before but i think i play waaaaaay too aggressive to utilize backstab well. Like i like to just pop in on keflas with s1 era and dip out immediately after
Just to scare em and mark them so they can't wipe my team 😭
Hmmmm 🤔, i'll try it out some more today then
ye buddy
I've tried it out and i'm sold, i like backstab way more than double vanish lol
I just never run out of abilities and its just so easy to kill people now
Btw, i think i can safely say that keflas are actually like easy kills for me, like i be bullying them like crazy every game
The only aoe character i feel is hardest to deal with is boujack camping in his god
Besides him, everyone else is pretty easy to kill, ppl like broly, keflas, and sometime vegitos too
Lmao you cannot even get close to Vegito
Nah, if you find vegito away from mobs alone like after farming and heading back to protect the god you can start an s1 s2 combo and immediately dash away to let him use his AoE and then re-engage cuz you’ll have s2 available with backstab
And then just s2 near a cloud/bush so that you can get era and then dash away again.
And then just go another round of s1 and 2 and he should be either dead or 1 hp taking him out of the fight
people try engage on vegitos while not invis iguess lol
been telling people lol
Yo, what skills do you max first?
1, get 2 points in all skills first, ult is last
if you go damage
Personally I prefer to lvl s3 (dimensional infiltration) to max because the just having the extra bit of invis can allow you to be more patient and allow for a better ambush
Guys, what are the best cards for solo Q ?
Im having problems to carry
With snowball works fine but hit turrets Is really hard
I don't have enough dmg to that
Im using 2 builds
One with snowball and the other with the one to destroy turrets
Depending on the enemies I go dmg to low hp enemies or scape
And third card Is obvious
Snowball/strat escape, prepare to die, backstab for fighting hit
Strat escape, solid barrier, limit breaking jump for tower hit
Should be in a bush or time your invis better
I got rank A before reading this, but Is what im using mostly, the escape strat changes a bit because I like to have the three blue cards and Im mixing usually with prepare to die sometimes and backstab to put more preasure and be able to fight and splitpush
barrier is a smart choice to evade burst and make you able to escape, but Im not sure if it is the best option in this meta
I'll test it, but it should be very usefull against most of the instant damage characters
Bushes can be destroyed and being able to go invis for longer in teamfight can go a long way to avoid detection.
Not to mention you get longer tp range at the start so you can dodge or catch up easier
Is the stealth rush attack bugged? I can't seem to hit necks when stealth or in Dimensional Infiltration.
obviously late game you have max 3 or 2 points at least
but you need to max 1 to do any kind of dmg
you dont need your 3 to be invisible for longer you need your 3 to start your fear of damage passive
does anyone know the best oprder to get hits abilities. i'm a nw hit and need some help
Skill 1 > Skill 3 > skill 2 > Ult if your hungry for kills otherwise Skill 3 > Skill 1 > Skill 3 > Skill 2 > Skill 2 then finish out ult
am i tripping or does Hit’s stealth rush do multiple hits now
Go into training mode and make a clip you can check the damage numbers
no reason to ever upgrade ult as the range is massive
Me who got in this chat Cuz im tired of getting killed by Hits trying to find a weakness lmao
Equip shu and play kid/ult gohan defensively when theres a boss and aggressively if no one but hit is on towers (hit is a terrible defender) save your shu placements for towers/bosses (go to boss place shu then go back to defending)
Also stay away from bushes or just destroy them early game. Late game you can easily just destroy them or attack from a safe distance
If youre playing a dps with decent aoe just spam it at your feet and retreat and you should be good. For tanks most tanks have great aoe so hjt isnt rlly a problems. Hes weakest against a baby
Also if you equip that fat yellow dude as an assist as dps on tower hit cant attack the god
Wait the bushes are destroyable?
Damn i didnt know
just destroy the wall it's near and it should disappear
i looked at some old gameplay and apparently it does multi hit, just never noticed
not sure if any of you hit mains have realized this but if your skill 3 is maxed. you can stay invisible forever aslong as you dont get hit. meaning if youre alone and have the dragon ball shell infront of you aswell as the entire enemy team, you can stay invisible, use your skill 1 on the dragon ball shell, reuse skill 3, rinse and repeat until the shell is broken and grab the dragon ball WHILE invisible. Works 90% of the time

Woah really?
yeah
just be sure to move away from where you previously attacked because if they have more than a single thought in their brain, theyll shoot in the area you skilled from
Busted asf hero
LMAO. Oh man, I should feel bad after that Hit game, but I just don't. Hit with that giant ball divine draw is literal comedy
Wait, fr?
Yeah, it's not "forever" it's just a much longer time.
it is forever
at level max you can use s3 again and keep invisible
It just literally ran out during my last game and I wasn't touched at the time
it's not literally forever, but technically forever because the skill have a cooldown like any other else
but the fact is that 0.5 milliseconds before the cooldown ends, you can use s3 again
in other words, you can use s3 right before the invisible effect ends, you can try it by yourself
I mean, you did say forever
i was able to stay invisible forever, you just have to time it
unless theyve tinkered with the cooldowns in the new patch
Hit mains, I haven't tried, but would it actually be worth starting with S3 and S2 to help your lane partner with some early easy stuns?
Works but sk3 & sk1 always gurantees that first attk
No the beam and stealth are just better starting the fight
Oh damn, the beam and steal. I've been starting beam and stun
Good to know
s1 also decreases s3's cooldown, so it is better if you use s3 and keep shooting em plus normal attack while invisible to inflict double damage at once
you can basically spam attacks with this method in a shorter time better than s1 + s2
both hits skills decrease s3 cooldown, so does rush attack
How we feeling about the random Hit nerf? Personally I don't think it makes any sense, but it's still not the right thing he needed a nerf on. Granted he was able to cheese the S2 divine draw with it, but it's like Buu or Gammas got any nerfs for how easily they can abuse it. They refuse to nerf his perma-invis which is weird to me, but then nerf an unrelated, relatively balanced move based on an RNG divine draw.
If anything this is just gonna make his ability to fight worse due to the amount of energy AOE attacks that will knock him out of stealth before the enemy even gets stunned. And this nerf won't make him stun less it literally is just a range change, so in the best case scenario he can still speak it in S2 divine draw 😭. I'm beginning to think the devs don't play their own game.
Oh one more thing I should mention is that this now makes Hit unable to stun without using S3 first. So this breaks his general gameplan as well 🙃
obviously
??????? wtf is this nerf
they should have just touched S2 CDs during that divine draw or something
why did they do this
pain
Lol they nerfed him
😔
Unfortunate
He was my main tech
Yay
Was? He should still be
he got nerfed due to the amount of crybabies complaining about being killed from a Hit player
imo Hit is a balanced character, he doesn't need any new buff or nerf
if he was broken, he could destroy 85% of the matches without that much difficulty
Hit is not even a good character for new players, he's kinda hard to deal with and understand his mechanics
I actually had a hard time to fully understand how to play and create strategies for him
it depends of the player, not the character
as I said, Hit is not an easy character to play as
Hit will be insane if you know how to play well with him and know how to use his skills correctly at the right time and moment
even more if you know what cards makes him better
look at SS Vegeta: the random divine cards that the game automatically gives you fits him well, almost likely any cards fits him
he's resistent, has easy skills and gameplay
you just have to attack, literally
As a hit main that can play him perfectly that was one of the worst nerf he could ever get his stuns damage chasing and combo potential all got lowered with this one bs anyway most hit players are sooo bad and useless like why nerfing hit so bad when 90% of the players are useless with this character 😂 he needed other nerfs like ult or idk not this crap he is still the goat for me but yeah unnecessary nerf
I play hit a lot, I mainly use him for ratting
It's clear you guys have not seen the abe clip where he literally stun locked and killed a zamasu who literally couldn't do anything he went from full ho to zero with the gekishin card so no damage cards.
I literally did the same thing a few hours after that clip it was insanely easy to do.
Tbh that zamasu was not even a real player most likely a bot
And he played on low ranks
Like thats no reason he needed this skill 2 nerf😂
I am learning to play hit
Any tips you guys can give
I am currently going escape> barrier > backstab
Since i am not good so offensive card are not for me now
but like that's like an issue with the divine draw
not hit himself
he outright has to use S3 or a bush now for S2 stun compared to before where you could do stuff like
S3 > S1 > rush > move away S2
or just anything that involves using S2 outside of their view while they have FoD
this messes with FoD damage consistency too due to this
it just seems unnecessary to mess up an entire character's kit because 1 divine draw was broken
the game literally says that the character difficulty is all 5 stars, these players might didn't even play a lot as Hit before
he's good for a lot of things if you know how to play him well, and I mean by playing a lot, not by just attacking enemies out of nowhere without any game sense
the only thing that he's not good enough is to guard towers, he need to be invisible to hit and inflict more damage, but while that, the enemy can hit the tower
Gekishin card? isn't that for increasing damage on towers?
but anyway, the issue is still not the character, that would be the divine card itself
I think his point was he wasn't running a red card or something
oh I get it
so like unlike normal where a red card would help with the damage he could just run gekishin high and still kill a tank on his own solo
I'm hoping they either revert it later on or give buffs to compensate later
this really feels like more of a emergency patch
than a actual intended nerf
if it was SS Vegeta or Bardock with that defense card to 15 stacks, that would be reasonable
two of Zamasu's attacks isn't even AoE
his main hp is low, without the regen gauge, he can easily be killed like a normal Kai
I'm just gonna assume the S2 stun thing was like
near infinite with no actual counterplay
like ur actually stuck there or something cause backstab
Zamasu slowly regenerates himself, too
they ruined the character fr
one said that he was playing in low rank
definitely Zamasu didn't attack back
yeah I found that very broken
bro can keep spamming s2 a lot
and it's a perfect shot
it stuns and inflict more damage
it doesn't matter if they have AoE stuns directly cancel the skill and put it on cooldown it doesn't even matter if you get hit it had a 2s cooldown that can directly remove your ability to fight back
you talking about s2 with divine draw cooldown reduction or not?
because yeah, that's really broken
Hit can spam and stun almost every time constantly
yes before the divine draw hit was balanced around the average cooldown of his 2 skills that allowed him to loop his skills on a single enemy but gave them a chance to fight back
yeah I agree
well, this nerf is more unreasonable than I thought, then
~~i am pretty sure you can still do it btw haven't tried it today but i am almost certain you can ~~ yeah this nerf is truly sad for all hits
okay i just tried it and that range decrease is gross but it's def possible
The devs created a stupid divine draw and then nerfed a character that benefits from it even when the character is ok with every other draw
Nice Logic
Cases like this show that they dont put any thougts in the new divine draws to see how they interact with the pre-existing characters
kefla is untouched btw
I know Hit can be annoying, but he certainly didn’t deserve this nerf, holy moly.
Its an indirect Kefla buff because now hit cant counter her as efficiently
or at least they do, but very poorly
but yeah, that's what a company does: implement new ideas without taking everything into account nor consequences
they're in a hurry of making people want to play the game more and keep playing, the game clearly had a decrease in the amount of players in real time due to these new updates, bugs and contents
thinking of something new fast, trying to hit the target
Fr
NGL all this is doing is making hit resort to his most hated playstyle
I don't know man, at high A to S rank basically every Hit I run into knew how to stagger loop me, the skill varied but whether it was early game with super start or late he's probably the scariest Technical for me personally to deal with if the guy playing him is decent.
Can't speak on whether it was the best change moving forward though, super start in general can make some characters obnoxious.
My question to Hit mains, what would y'all consider to be a 'fair' balance adjustment to him over the skill 2 range nerf?
Give the skill 2 range back (5.5 or sum) and nerf skill 3
🤔 So giving the skill 2 the range back but nerfing the skill 3 would still reward you for landing staggers but would force you to maybe try and get some/more skills off from cover as opposed to looping skill 3 and just getting to maintain his loop?
Yeah
Valid.
It's so funny because you look at Ulthan's rebalance and I'd say they overall understood the assignment with that guy.
and then you look at hit and, i'm not the hit's number one fan, but this is the opposite of a skill expression nerf.
just return to his latest version
the character is hard to dominate, he's not broken
#✨game-moments message
hits range now
I already thought the nerf was detrimental but now that im experiencing it first hand…. Yeah your just forced to play hit as a rat now making the problem 1000x worse not solving it
so is hit harder to play now after the nerf?
Yeah bcuz you cant combo anymore so you are just forced to wait and rat…the main thing ppl were complaining about
You NEED a bush to combo now
is his skill prio still skill 3 > skill 1> and super? havent used hit since season 3
i just feel like there r other characters that they could randomly nerf INSTEAD of hit
Right now in a to s rank lobbys most hits i see were like really bad never having 5 snowballs never doing kills or making ppl low or taking every tower rarely i see like reallyyy good hit last season the same in s rank Lobbys most hits are trash but yeah a good nerf would have been nerfing the ult or nerfing his cooldowns lot of ppl hate his 3 skill but i dont know most ppl i see playing hit rarely do like really great stuff with him or dont support no one in group fights so i dont see a need to nerf skill 3 and yeah i think they shouldve never buffed him after season 1 he didnt need no buff
i wish i could post videos here bcuz i have a PERFECT example of how bad the hit nerf is
Its on game moments rn
You might have to search for it tho
Yeah with the nerf it takes longer to wipe teams and secure kills
He is still extremely strong
Yeah but the MAIN reason i loved playing hit was the combos
Its just that I lost all will to play him
Yeah the combos and kills are statisfying now the feeling is not the same
Just tried a few games after not playing for a long time and it's crazy how horribble Hit has become as well as the game
i dont even want to try it out, they ruined one of the most funniest character to play as in this game
dw bro its only till the end of the season
theyre only due to the divine draw and while they affect hit somewhat theyre not THAT crazy, because i usually stun off of S3
still they made hit weird to play
The only actual Hit nerf that was 100% necessary was a nerf to perma-invis. At least force him to wait 2-3 seconds to use invis again. Either that or lower the stun duration of S2 slightly, like they did with SSJ4 Vegeta's S2.
aren't we like barely a third into the season tho...
pain
No its troll you will never kill anyone
I mean, post nerf, sure.
Prenerf too
How are you going to do anything at level 1 not proccing your passive on people?
If you played hit you would understand this
Just lose lane for what? Lol
just started playing hit what moves should i start lvling up first?
all of them except ult
might be mainly preference but I do S1 > S3 > S2
but yeah don't level ult
S2 level 2 is prob preference idrk
got it thanks
Np
Is there any way to permanently remove the hud from going dark everytime i'm invis? It keeps bugging out on me and confusing me cuz i can't tell if i'm invis or not
At this point its better to just remove the entire thing
What cards should i use for this guy
solid barrier and backstab is the only cards you always use on hit first slot depends on if your ratting then gekishin high if you want to help kill enemies then snowball
What’s his best helper?
lol
Best super start s3?
uuh deathblow
Imo, Shu
For counter hit play and for scouting
WE yes WE are all copping the suit for hit
How do u get the suit for hit?
never mind, bots can use it i heard
The suit made want to play Hit
Gentlemen what build do you use for him
Snowball and blues?
I use strat escape barrier & backstab/2x vanish
Snowball/gekishin high, solid barrier and backstab the first 2 are interchangeable but you never take off the last 2 cards
Thanks for the guides gentlemen
Every one has his own opinion
I am still winning with him
he's still playable tho but weaker, unfortunately
I like his unique gameplay
me too
Others are mostly straight attack no mind needed
except Frieza
Thats what i always say fr
there is no bad characters
Theres the ones u know how to play with and the ones u dont
I must say, Hit does require skills. However, he has slightly become weaker with reason debuff to his range on Vital Point.
The point of Hit is to attack from the shadows. But, with Vital points range nerfed, it becomes way more risky to land that move due to how close you need to get. Resulting in your hit box getting hit by the opponent attack without their intention to hit you. What they should have done is reduce range on lvl 1 and 2. And keep the range on 3. Since on 2, you get Shockwave. So on level 3, you would get range.
the worst thing I found for Hit was that damn vision nerf
enemies vision after hitting while invisible isn't too closed anymore
it makes Hit almost useless
because, if the vision range is higher now, what's the point for Hit being invisible then?
Yeah, if they buff the vision debuff. It would justify the nerf to his Vital point range. But, Hit is still strong. Just much much much more difficult to use. Making it a character only a limited amout of people can use perfeclty
soon as he gets out of his inv effect or grass, he will be visible anyways
yeah
but I thought he would be unplayable after that nerf fr
but I'm still winning a lot with him tho
that's bizarre for me
Not unplayable. Very difficult to play, yes
because he's so weak now compared to his last version
for new players, yes
not so difficult for me
But I still enjoy Hit. I am tired of super overpowered character that requiers no skills. Just point and shoot and they die
the only difference is that I will have to hide more and keep such distance from enemies
What will always help with Hit, to make him strong. Is always run backstab
he's a very interesting playable character, man
his gameplay is the best one, for me
Since landing a stack of fear of death decreases the CD on s3. Using backstab together with it, makes it come back instantly
no doubt devs will ruin that divine card fr
Nah, they will just nerf the character it effect. Look what they did to Hit when they dropped the divine draw S2 CD boost
he's a hard character to dominate, not a boss
yeah
I hope so, but it's like what I said
I have no doubt about that
they will find out
Nah, you should not have hope they nerf a character because of a divine draw or divine card. That type of mindset will ruin the game in the long run. Because those things can change globably for everyone if you nerf cards or remove a divine draw. Then comes the question, will they revert the nerf they did when they remove the divine draw or nerf a card?
wdym? a character being nerfed is inevitable bro, it's better to expect a character to be nerfed rather than a card
that's what I am saying
because backstab helps Hit a lot
and it's not by a "mindset" that will break the game or such, this doesn't make any sense
the devs themselves are unpredictable
so you better not dream that a specific card will never be touched
Can’t wait for ult cooldown divine draw
I am not saying a card will never be touched. What I mean is, if you nerf a character because of a card or specific modifyer that is random. Then the game will start collapsing. You should nerf a character after what their base kit bring to the table UNAFFECTED by divine draw or divine cards. Hit's S2 got nerfed because of the Divine Draw S2 CD boost combined with backstab. Yet, we still have a bunch of characters that abusses the S2 CD boost divine draw like GVegeta, GGoku, Bardock, Kefla, Dabura, Krillen, etc.
If the S2 CD boost is making so many characters so strong with their S2 skill. Perhaps it would be better to nerf the divine draw and maybe apply that the CD Boost apply once in a while.
Would a free for all gamemode be nice? Like a mode where everyone can play any role at the same time
that would be crazy, in a good sense
what the game should be or should do is not of my concern, but for the devs
it's pointless to keep complaining about that for me
unfortunately we won't know what they will do, but surely they will even change something that doesn't have anything to do
Am i the only hit that absolutely hates cloud takeover?
Like its a stupid divine draw that should've been removed instead of the more clouds one
I think the hammer is worse. If you accidentally pick up a hammer, you won't due the special rush attack when in stealth
The hammer sucks for other reasons, that is one of the smaller reasons...
Oh yeah, hammer suck in general. But if you playing Hit, it sucks even more, since you can't do the stealth hit
Yeah on hammers you generally change plan and just get hammer and hit tower
That's abt it
And hit you should not even use it tbh in it
Yet, there is those accidentally when you try to move around or run away and you ACCIDENTALLY run into the hammer and pick it up
And even worse when you don't realize it
same
that damn cloud just ruins my invisible effect
I gotta evade those clouds just so I can approach a god of destruction to destroy without being attacked first
I be doing the same thing, like if i'm trying to get away after ratting or sneaking up on someone it sucks that clouds are no longer an option for me because all they do is reveal my position
You sure about that ?
You tested It ?
I always had that question since the cloud
I think that if you are invisible even having a cloud in they can't see you
Unless Im playing with blind guys
wdym?? the main point of Hit is being invisible
if you pick that cloud, they will see you anyways
they will not identify you at first, but they'll still see a walking cloud flying around them
you don't have to test anything to know about that
when you're almost dying, what you gonna do as Hit? take a cloud to run away?
with that divine draw, there will be a lot of clouds in the way, and to sneak through enemies you cannot be seen no matter what
so you do have to evade those clouds as Hit
You didn't answered my question
if you're below B4 rank, yeah you might be playin with bots
Im rank S...
Ye, I know
Is faster than spamming the third abilitie ?
I mean flying
I think It is
No cloud needed
But just after being safe
That was a stupid question, but mental games with "Who Is in the cloud ?"
well, if they are chasing you and there's a lot of clouds around, it's easier to use s3 to "blink" and be invisible so they won't see you where you are going
s3 works like vanish step, but better and invisible
so you'll make a distance between you and the enemies
while with a cloud, they may tp to you like 3ku's s2
I have tried before to make sure, and as I remember, I didn't lose that cloud of me
The dash makes you lose it
The cloud just make you invisible in the map
With hit Is a bit pointless
But the attack by being invisible Is so strong
but it is pointless, Hit can already be invisible for himself
Depends a lot of the enemy character
you get a free stealth attack so it's really strong
You can use the cloud for that hit + dash and s1
yeah I was just going to say that
that's a good point of it
And after that you still having 3 abilites to keep trying to scape
but for running away and being invisible, it makes it harder
If I wear a cloud and I use s3, they know Im there ?
they know
I was discovered a lot of times doing that
Ok
like I said, they see a walking cloud and they will automatically attack to see who is it
most of the times when it's lefting 1 god to destroy, I wanted to sneak in and a lot of times that cloud ruined it
Ye, but you can use them for be faster and have 1 more hit to the god of destruction
Is just pointless when enemies can see you, then you start using s3
If you are In you could use cloud for a Max gekishin
Is a worst s3
But you are faster
The more I think about the cloud the most useless It is
Gekishin max machine and some mental games
yeah another good thing of it
I did that last time
but anyway, I would prefer those clouds removed from the game
plus that medical machine
Actually, you usually do lose the cloud after using s3 but with ping, server lag, or dropping in frame rate you won’t in fact lose your cloud and will still be very much so visible for everyone around you
I’ve ran over invis hits with clouds so it counts in a way as a form of “testing.” When you have a cloud on while invis, ppl still see the cloud. If they run past you and remove their cloud, then the hit that was invis stays invis. So in a way it looks like it was a floating cloud with no one below it to control it’s motion
I don't have any lag nor low frame rate and still sometimes that cloud doesn't get out of me after using s3
Then it’s server side, as in the game’s server themselves are lagging or just has issues
Cuz I’ve definitely played games where I invis out of the cloud using s3 and lose the enemies on my tail
And I’ve also seen hit’s on the other team lose the cloud after s3
Is he weak
I'd say he's still really strong, but it depends on who's playing hit and how good the enemy team is at prioritizing hit
How do I not suck
All survivability build and only go for tower
You’ll average 100k tower damage every lost
gekishin high, solid barrier, and limit breaking jump or backstab and always go for towers NEVER USE YOUR STEALTH MOVE ON TOWER and you will always get away if you use your brain
I normally go for Gekishin high, broly card and backstab. The broly card is mostly so I can do damage as well to help the team.
why would you ever do broly card when snowball or backstab is right there?
Because technically, I am meant to do damage to tower. If I happen to see someone half health, I can use my moves to finish them off. I question it too when I saw other people use it, so I try it and it's pretty solid.
broly card does nothing if they are lower then 50% bro
No no, it kicks in if they lower then 50%
Is giant slayer that does nothing if they lower then 80%
I even fact checked it just now and it say:
"When attack hits enemy hero with 50% or less total HP, boost damage to them by a small amount until battle ends. (Effect greatly boosted if target lasts at least 2 sec)
oooohh i forgot broly was for that card sorry
No worries, is easy to mix them up when both are related to how much HP the opponent has
it's a nice divine card btw, it helps a lot
I use it with snowball and when enemies are below 50% of hp they die so fast with one hit or too
I mostly have it on since the DPS is supposed to do damage. I am just there to help finish the job
it's even impressive of how massive damage Hit implies with that card
mhm
Actually I go snowball giant slayer and backstab, so that I can get an s1 s2 combo on a dps and chip them down to half or even kill em in one go. It’s pretty good for early boss fights or when their dps is destroying my team
Which also, 4 or 5 snowball stacks and giant slayer, s1 s2 combo can get a godgeta down to half and if you’re next to a bush or just play it smart… you can actually kill godgeta 😅
Which i find really crazy
I mean it works
I used to use him giant slayer but felt awkward bcs of skill 2 nerf range
It's much smaller and my invis is more risky bcs it can break more easily
That's why I opted for solid barrier atm
I killed a godgeta a lot of times so quick and I can say that broly card does way better than giant slayer, it makes way more a lot of difference than that card
with snowball, broly card and backstab, godgeta will receive a lot of damage the more his hp goes down, which will optimize your time better than using giant slayer, it's faster
while using giant slayer, godgeta will receive some damage right in the start, like it says in 80% of hp
but when his hp gets lower than that, this card won't do anything more than that and while that, godgeta will recover is hp when his gauge is full, which will increase your time to kill him and make it more difficult for you
Actually i thought the way these cards worked was it gave a buff for a set amount of time but it only gets procced after landing a hit on an enemy based on what it says
So like giant slayer proccs after hitting an enemy with 80% hp or more and will continue to stay in effect for like 5 secs (not sure on the exact duration specifics)
And prepare to die is the same too, it proccs once an enemy has 50% hp or less
But I didn’t test this myself, I only heard someone else say this because they tested it themselves
it procs once you hit someone above 80% and lasts the entire duration of the fight
yes
and as you can see, 100% - 80% is so short
while 50% to 0% holds a lot of time
you can try it by youself later
i recommend it
I just did and it’s quite weird, they both don’t really feel all that different from eachother
in due time you will notice
it's not that quick
I’ve noticed that the damage buff only starts to take into effect after you’ve landed the first hit. It doesn’t start upon the first hit
And the buff lasts for pretty much the whole fight
Even if it means waiting for your invis s3 cooldown to come back and then using your abilities, the damage buff stays in effect
So you could honestly go either giant slayer or prepare to die (broly) cards they’re both the same
Prepare to die probably just has more uses to confirm the kill on ppl
But I would still opt for giant slayer because I’m the type of player that initiates fights with ppl to drop them below max health or preferably kill them from full so that it helps my team kill them faster in big team fights, so then I can go back door
This isn’t that accurate. Like yes the window is smaller but the buff stays in effect the whole fight, even when the enemy’s health has gone down past 80% you just won’t re trigger the buff if you leave the fight and come back and the enemy’s health is below 80%
But if you’re “in the fight” the whole time the buff stays in effect
but it only works until 80%, i dont get why that would be more useful rather than prepare to die
like yeah you'll get a damage buff in the very start of the fight, but then that buff will not give you damage till the enemy dies, that's why i prefer prepare to die card, it will give me damage buff till the enemy's death
But that’s why I like giant slayer even more because if I’m not killing them there and now, I’m most definitely not gonna kill em in a team fight when they’re throwing out a ton of aoe everywhere
Plus as I said before, I like being the one that initiates the fight. So when there’s a boss fight taking place I will almost always target the dps first to drop them below full to either around 50%hp or less or just dead
Because doing this forces them to either retreat back to their god helping secure the boss, or attempt to make a last ditch effort that will very likely lead to their deaths regardless
If they chose the god I just keep attacking other ppl, and I just made a 4v4 into a 4v3
If they make the last ditch effort, then I sneak around and rat the tower
Well they just reversed his S2 nerf BUT it stated that S2 CD divine draw got adjusted (maybe nerfed for already short S2?)
Wait, they fixed his arms?!?! Wooooohoooo and W for nerfing divine draw
thats just not true
if you hit them when theyre above 80% the buff lasts the entire fight
including if they go below 80
To conclude this whole argument. Giant slayer last until battle ends. Which means. If you stop attacking your opponent. The effect disappear. If you attack the same opponent again, and they are not 80%. It won't activate. With Broly card, the effect start when you attack a opponent with 50% health. Thing is, the card get stronger the longer the opponent last in the fight, it start after 2 sec of constant combat.
I am not talking about the duration of the buff itself.
that's what I'm trying to say
giant slayer won't give you damage buff till the enemy dies, but ptd will, and it will get stronger the more it lasts
from my perspective, it seems that this card get stronger when the more enemy's HP is low
I remember a fight against Gotenks for example, and I killed him too fast with so much damage the more he got attacked
when his hp reached 50%, I landed a s1 on him and it took like 20% of his hp, then s3 and normal attack took 30% of his hp when he tried to escape
No shot they gave Hit his arms back
The window for attack again to not lose giant slayer buff is actually quite long. Like I could wait for the entire duration of s2 and if I hit it again or even wait for s1 and land it then giant slayer is still in effect. And I think that resets the “cooldown” for how long to stay in effect cuz you can then wait again for the entire s1/s2 duration to deal the same damage. And I think it becomes undone when fear of death is removed or like 1-2 secs after fear of death is removed from the enemy player. So that window to attack is actually quite long, longer than you would think
And yes I agree with you, the longer the fight lasts the better prepare to die is, cuz it just has more utility
Yeah, sadly. The reason I can't be specific HOW long the battle have to last or be pause for the effect to disappear is due to not enough information. The card sadly do not state how long it take for it to wear off when you leave combat for a sec.
Only general idea or theory I would have is that it stops at some point when you not engaging a opponent for a certain time. Probably a code in the game that have a counter on it that check if you and a opponent are engage in combat or not. If that time has pass long enough, it probably check you as out of combat.
but what about the fear of death passive?
that's too bad, honestly
back there when you hit an enemy, his range of vision was so close and small
now it's big and I find that awful
they just restored S2 hit range back
Better then nothing. It was hard landing the S2 without getting really close and getting accidently hit by a random attack from the opponent. I had to go with S2 into backstep into S1 for my combos. Now I can go back to S1 into S2
you "the buff will not give damage until the enemy dies" even though it DOES give damage until combat ends
yeah
at least it's something else
- Giant Slayer
"When attack hits enemy hero with 80% or more HP, boosts damage dealt to target in proportion to their MAX HP until the end of the battle."
it DOES give damage only for 80% or more HP, not till 0% of HP
THAT is what I'm actually talking about, if you read carefully.
oh so you actually just have 0 reading comprehension??
hitting an enemy hero above 80% activates the buff of the card
and the buff lasts until the end of the battle
so it lasts from 100-0
just tell me you're joking around, please.
I don't think you must be that dumb
I suggest you to read again, carefully
be patient
This argument could be done in one go by just going in training mode and spamming skill 1 to see the damage no?
As it should've been
Even if hit annoys the hell out of me nerfing him instead of the divine draw was the worst approach
Omg my goat is back
that bro was complaining about his own misunderstanding of what I said, so that discussion it's not even about the Giant Slayer anymore
let him be
7m again
yeah which multiple people have already done and proven that giant slayer works as according to the description that shouldnt be difficult to read
You’re equally at fault tho cuz he’s not the only one that’s confused. Reading your writing is confusing af. If he should read more carefully you gotta write more carefully too 😭
"When attack hits enemy hero with 80% or more HP, boosts damage dealt to target in proportion to their MAX HP*** until the end of the battle.***
please read yourself
Here’s my understanding, correct me if I’m wrong. Your argument @somber tinsel, is you’re trying to say that you find more value in prepare to die because you have more freedom of not needing to stay in combat to be granted the damage buff. You can leave combat and come back whenever (otherwise know as stalking the low hp player) waiting for an opportunity to kill em. Giant slayer buff proccs only when enemy hp is 80% or above. But in order to retain this buff you NEED to stay in combat and if you happen to leave cuz you’re low hp or some crap then you permanently lose the buff
you can still be around him in bushes i think but you can't let the enemy leave your screen if i am correct
Ohhhh, that’s really interesting 🧐
i haven't tested the bush part but i am certain the last part is true
congrats! do you want an award?
I am talking about the damage buff, the damage. I did not deny anywhere the fact that it lasts until the end of the battle, literally I can't do it because it is already written up there
.
that's the description
the damage buff you receive when attacking an enemy with 100% to 80% HP will be gone if they are below 80%
that's what I am saying
the percentage damage buff doesn't go away even if they fall below 80%
but here’s my counter argument for why I believe giant slayer is the better card. The thing about these cards. Is that the damage buff only proccs after hitting the enemy the first time and if their hp is a certain amount. If you land s1 at an enemy who has 60% hp and then s2 combo. The damage buff will only procc for any attacks that come after s2 not including s2. Meaning any follow up attacks after that will receive a buff but not the initial attacks (this is only if you leave combat or as @slow fractal, said have the enemy player leave your screen). Even if the enemy player is already below 50% hp. You’re only getting a damage buff on your s2. If you repeat this process of leaving combat, and re enter combat with a combo, then again you lose the damage buff on your s1 (or your first attack) unless you stay in combat. But if you were going to stay in combat to take full advantage of the buffs, my argument would be, why not just stick to giant slayer from the get go? The best way to take advantage of these damage buffs is to stay in combat. I bring this up because what I assume your logic is @somber tinsel, is that you want to be the guy that gets the finishing blow on a low hp target. But in order to take full advantage of the buff you would need to combo them and have s2 damage kill em off but in most cases I’ve been in, I rarely need to use more than one attack to land the finishing blow. So if you only need one attack to finish someone off, that means prepare to die didn’t boost your damage to kill the person, not even giant slayer would be needed because that’s just hit’s base damage value
so you mean that card works exactly like snowball, then?
Bro, is my understanding of what you said right or not?
I'll read it lmao
give me a sec
Snowball is a flat number attached to the end of your base damage
That paragraph is my attempt to try and clear up the misunderstandings 😭. The other big paragraph is just my opinion on giant slayer being “better” than prepare to die 😅
the argument for PTD being better than Giant Slayer is that, from the description of the cards and in practice as I see while playing, the PTD card will be valid until the enemy dies, which means it's not for a certain % of enemy HP like Giant Slayer does and says. Like, the enemy has a health bar, from 0% to 100%. When engaging in a battle with both you and enemy with 100% of life, using Giant Slayer, you will have a damage boost if your enemy has more than 80% of HP, that's what the card says; If that's so, doesn't this implies that when the enemy reaches less than 80% of HP or you attack someone with less than 80% of HP, that damage boost will be gone? The buff is under the condition of 80% HP, so it needs to hit someone with more than 80% to activate first. It lasts until the end of the battle, but it lasts until the first condition. It's not talking about the battle itself like running away or killing the enemy, but the battle while the enemy has more than 80% of HP. When compared to PTD, this card is valid until the enemy dies, which is not stuck only by a certain amount of HP and then gone for a while, but rather, till the enemy dies.
I understand what you guys are trying to say, and y'all are saying that this damage buff lasts until you or the enemy runs away or until one of you die
but this is how it actually works in my opinion and practice
I noticed that I was giving some high damage in the start against some enemies, and then when it passed from 80% of HP, I've became weak again
all of that while fighting the enemy without running away nor anything
straight fight
the buffs only works with the first skill you used, fr? didn't notice that
from my practices, PTD worked while fighting against someone with 100% of HP
after a while when I was getting the upper hand and took 50% out of his whole HP, my damage got higher due to PTD
You are correct except for your first point. If you leave combat and then attack someone whose hp is lower than 80% hp, then you won't recieve a damage buff. Giant slayer is as good as useless. However, if you entered combat and stay in combat even if your opponent's hp falls well below 80%, the damage buff stays in effect until you leave combat. Which means, the damage buff CAN and WILL stay in effect from 100% hp all the way down to 0% hp as long as you STAY IN COMBAT. If you leave then the buff disappears and can't be recovered unless enemy has more than 80% hp which is unlikely if you combo'ed them. I know what the card says, but if you test it out what the card implies isn't 100% percent accurate. Think of it like this. For both Giant slayer and prepare to die, the damage buff is permanent as long as you STAY IN COMBAT.
which proves what I said before: the buff is under the % first
the HP condition
I was engaged in a lot of fights with full HP against another enemy with full HP
and when the enemy reached 50% of HP, the damage inflicted on them got higher and I killed them faster with that
That's weird because when i was testing it out myself I was getting damage values where the damage buff wouldn't change as long as i stayed in combat regardless of what hp the enemy was at. In fact it was kind of crazy how i could wait a whole like 6-7 secs (waiting for my cooldowns) to attack again and it wouldn't be considered as "Leaving Combat" so the damage buff stayed in effect. This was true for both giant slayer and prepare to die
that's why, from this perspective, PTD is better
but if it doesn't actually works like this and it works like you guys said (which I still doubt that), then yeah Giant Slayer is better then
yeah I gotcha
you have a good point about giant slayer
I guess we're going to need to do some more testing lol
hmmmm
I got that part of leaving combat
but damn that's weird from my end then, it worked differently
and I even saw the card giving the effect
I was trying out both, and I did this a lot of times to confirm how it works and compare them
🤔
Tho i think the trickiest part about testing these things is that you have to take into effect of what fear of death does to damage increases
Cuz stacking fear of death means you do more damage than normal already, beyond even starting to use PTD or Giant slayer
that might be something involved, too
I'm thinking about that thing you said of landing hit with a certain skill
maybe that too, idk
that makes sense
@reef dagger I just checked one of my recorded gameplays, I landed s1 on a Gotenks and Dabura at once with like 80%-75% of their HP, then when they reached below 50% of HP, I used s2 and PTD started to count and being used, the game showed that PTD was activated
then it really works as I said, the buff has the HP as a condition before activating
it doesn't matter the duration of the battle, you must hit someone with that amount of HP described in the card, and if you hit again out of that first condition, it won't work anymore
otherwise, PTD wouldn't work here as I did here in my video
because I attacked them with their HP higher than 50%
like you guys said, it would only work if I hit someone with that amount of HP first described in the card
but no, it doesn't matter the first hit with certain HP
Oh that's really interesting
I would've thought that the first hit needs the enemy to be below 50% but i guess just as long as the first hit drops the enemies health down to 50% or lower than the card goes into effect
yes exactly
Then hold, up lets check for giant slayer. cuz i'm testing it out now and it stays in effect well past 80% hp
also do you wanna check that video by yourself? I will tell you the minutes when this happened so you can see it too
I think if what I said about PTD works like that way, I believe it works for Giant Slayer too
I deleted the wrong message 😭
lol
I think giant slayer and PTD work differently even though their descriptions are almost identical
My testing is showing that PTD buffs damage once below 50% hp and buffs even more damage probably like 15% hp or lower
that can be possible
I'm unsure about how it really works, so I guess I'll just have to test it out again and again to confirm later
the only option I have for now
it might work like you guys said about the duration of the battle
while for PTD it doesn't matter
you just have to keep attacking and you'll get a damage buff just when the enemy reaches 50% or below
btw I still prefer PTD for that lol
good thing it works like this
it saves time and give Hit more damage
they won't escape
For giant slayer the damage buff stays in effect as long as combat is maintained, i've confirmed it. Doesn't matter if the enemy's hp drops below 80%
My bad i was wrong, Giant slayer works the same as PTD in the sense that the first hit applies giant slayer buff from the get go, as long as the enemy's hp is 80% or higher just like PTD does where it applies when your attack drops the enemy's hp down to below 80%
As in if i attack with s1 a full hp enemy player, my first hit has a damage buff automatically applied and every consecutive attack has a damage buff as well
And also i'm comparing damage values rn, and it seems that giant slayer does more damage overall but PTD does more damage than giant slayer in general.
Here are my numbers:
My testing is myself (hit) at lvl 9 against vegito lvl 10 (transformed) in training mode, two reds and backstab. First red is lightning swift (so i don't get confused with damage values lol
-Hit does 3403 damage with s1 at max lvl with fear of death already applied.
-Giant slayer bumps this up to 4188 and this damage stays the same regardless of how much hp vegito has (4188 as long as fear of death is still applied)
-PTD once triggered does 3915 damage
-PTD after at least 2s does 4254 damage
Another note, Your ult triggers giant slayer. If you ult when everyone is max health, then giant slayer is triggered for everyone
And i just found this out, but depending on the distance the enemy is from you when you ult, determines how much damage you deal on that enemy. The closer they are the more damage you do. The further away they are the less damage you do
But your ult automatically makes you deal more damage. So even if someone is on the outskirts of your ult, you'll do slightly more damage to them than normal.
-If you did 4k damage s1 (max lvl) with fear of death already applied. Then with ult you'll do 4.5k if their position was just were just shy from being out of range vs
-5.5k damage s1 (max lvl) if they were right next to you when you ulted
so that thing about the end of the battle is not included then? like, if I hit someone with full HP and keep hitting till it reaches to 0%, the damage buff will be gone after the enemy's HP gets below 80%?
just like PTD when attacking above 50% doesn't activate, but when it reaches 50% it activates?
hmmm that's interesting, nice job testing damage and comparing
good to know that, thanks
thats literally not true and its what i just told you multiple times
and yet you accuse me of being unable to read
yes thats true its already been tested multiple times in the past
idk exactly what you said about it because i just skimmed through everything
but ptd activates as an actual buff if an opponent reaches below 50%, and the buff stops applying if they go above 50% again
No that's still included, Once giant slayer buff has been procced it will stay in effect until you have left combat. The idea that the buff magically dissappears just because the enemy's hp fell below 80% is simply false like what Arcane is saying
Yes
whereas giant slayer gives more damage as long as you hit them from above 80% and it lasts even until 0% as long as you stay in combat (which the game is very generous about, you can sometimes completely disengage and yet the buff still applies)
its one of the many reasons that giant slayer is better than ptd
Yup, I agree
oh I see
so that only applies for PTD
Yeah it's SUUUUUPER generous, like when i was just testing it it's crazy how long you can be "out of combat" (as in not attacking the enemy) for and it will still procc like nothing ever happened
hit is maybe one of the only characters where ptd could be argued viable, but the fact that giant slayer can basiclaly just give you a permanent damage buff (and iirc this applies to all enemies even if only one of them was hit above 80%) just makes giant slayer very appealing
because it literally says in the game of what need to happen to activate the card
Wow really??? That's actually broken 😳
when you're about to select the card, it appears the condition to activate it
yeah the descriptions are just purely wrong for some reason
which is why i was trying to explain to you
the math itself is also VERY weird
Yeahhhh, those descriptions are sometimes so ahh
and as you can see, PTD does have the same thing about "until the end of the battle", but still, it's not like Giant Slayer and the way you were talking about
like i remember testing giant slayer on certain characters (e.g. level 15 kefla against a zamasu ranging from levels 1-15) and at some point around level 8, the extra damage from giant slayer starts to decrease, then increase again around 11
that's why I asked you to read again
which makes absolutely no sense considering its proportional to max hp and zamasus hp wasnt decreasing or anything
in other words dont be too trusting with info ingame without vigorously testing it because the devs fail to actually make it accurate
but as we discovered, even with that "battle" thing written in the description of PTD, it doesn't apply it because of its condition
yes im pretty sure thats why many players like abe and aizen advocate for giant slayer so much
which leads me to believe that it works the same with Giant Slayer, but apparently it does not
if ptd worked the same way it would actually be a pretty decent card
although still mostly worse for reasons that i cant be bothered to get into
Actually, with PTD i don't think its the same "until the end of battle" as giant slayer, Because PTD has two separate damage buffs, i think PTD is pretty much always applied regardless if you leave combat or not. The only thing that changes by leaving combat is that you don't get the 2nd damage buff from PTD
yeah idek what its based off
because id completely leave vision and it would sometimes go away and sometimes not
it felt purely random
i think thats true yeah
hmmm okay, that's fair
it doesn't work like PTD
ptd needs to be reworked to be similar to gs
That's really reaaaaaally weird, hmmm, very interesting tho
yeah
Whats the best way to break dragon shell in desperation
use your skills on it then rush attack thats it
ig you could technically switch some of your cards to red cards for the slight damage buff
if you have card energy
but idk how worth that rlly is
I feel like the best feeling in the world when playing hit is that moment when your entire team is dead except you but the enemy team refuses to attack the one defenseless god even when they're full health because you've been killing them constantly everytime they try any funny business 
It's like i've trained them over the span of 5 mins that they will die by my hands if they so much as even think they can take a god from me 😂
I just use PTD because I roam around top and bottom constantly late game, I encounter more situations where the enemy is already below 80% after my teammates whittle them away and I can’t proc GS anymore.
Like you can sometimes find people above 80% just to proc GS
But I’d rather use PTD because even if you join the battle late, EVERYBODY passes by 50% HP if you join. However, not everybody is at 80% or above if you help a fight happening in the other lane after doing objectives.
yeah I agree, most of the enemies I find there sleeping around are below 80%
so I just give some shots and then ptd does its job
since they are way near to 50%, with snowball stacks a s1 + s2 combo already takes 26% of their hp
Don't forget to calculate in the bonus damage from the stack of fear of death on the opponent
Plus. the damage also increase on PTD the longer the fight takes
yeah I forgot that one
and that's why I prefer ptd
that's a lot of damage buffs and stuffs
Exacly, Hit is not the character that start the fight. He the one who make sure the fight ends
Hit can initiate them too, only if he gets a modicum of back-up or picks a solitary opponent. The key is just in spacing out the tools that cause “Fear of Death” to preventing it from ever vanishing. Backstab helps a lot in that case with “Vital Point Strike” but sacrifices Pursuer in the process.
You should ALWAYS run backstab
why would you ever run Pursuer? you get WAY higher DPS from free cooldown reduction from backstab in the time you do 2 skill rotations with Pursuer you can do around 5 with backstab
I’ve been running back and forth between DPS and Tech for ranking, so likely crossing some wires admittedly.
Actually I’ve found more success if you initiate fights, especially if your teammates are characters that are close range with high burst damage
Like ssj Goku and android 18, cuz you initiate and stun em so that your dps can rush em and pretty much kill em off instantly
You build barrier ?
Build up, barrier? As my cards? No, I do snowball giant slayer
He is trash and unreliable
How do you guys deal with AOEs
like Vegito's S1, GodGeta's S2, Kid Buu's S3, etc
I tried staying in the back waiting for them so I go after they fire it but the moment I am seen I am getting jumped by 3 people just sticking together you know
basically what do I do in team fights you know 😔
pop ult in team fights then gang up on one guy lol
I use different cards
I try to ult and sneak to the turrets after dealing all the dmg I can
I have the game in other language so...
When you can't fight most of your enemies
You go for destroying turrets
Using the one for turrets, the scape plan and double dash
Depending on other things you can use barrier
For some situations where you want to take down the last turret
Don't have fear of changing cards, understanding how work all of them you can have more options
The base build of hit (for me) Is snowball, the one that deals more dmg to low hp enemies and the third card obviously the one that gives your cooldown back when hitting while hiding
Lighting Is a good option when you can't keep your snowballs all the time
Like with a vegito, Buu (pure) or vegita god for example
keep your distance bro, the only thing that you need to do
attack using s1, observe the enemy around without getting any closer
with backstab you can keep using s1 and s3 to run away
basically hit and run in a team fight
because if you attack and go for them you'll get focused and killed
attack, and if you're too close, use vanish step and s3 to stay away a little more
only attack with s2 and s3's attack sometimes
How do I convince the other 3 to focus down one person
I try to run snowball, giant slayer, backstab for max dmg
and yes I do change cards when I feel like I can't do much dmg, but sometime you realize you can't do much dmg before you actually get enough energy to change your cards, so I'm just stuck there thinking "damn I should have picked this card instead you know"
But doesn't it feel like a 3v4 at this point
like if they have a tech like kid buu or some he is contributing way more than me in fights at this point
That's . . . acutally yeah I should do more of that
I think i problem I have in general is that Idk when the team fights becomes non profitable even when you win
then go face them and die
Hit wasn't build for that kind of front fight
he must be invisible unfortunately
Damn fair enough i guess
well, the only thing you can do is to try that
also snowball will help you out to attack from distance
it will give some damage
I do use snowball actually
Giant slayer and backstab
also his skills only give more damage if you're hiding or invisible
so you have to get some distance anyways
you can't fight enemies face to face
not all the time tho
I thought they do when you apply fear of death first
like if I hit em with S1 it applies fear of death, but it itself doesn't do extra dmg
hmmm
that's what I'm saying
because if you hit enemies while hiding, the fear of death passive will activate
How long does Fear of death last
I mean if you're not gonna be able to engage with S2 since getting close is a death sentence
can you keep firing S1s without losing the buff
something like 3 seconds or more
you can use s2
but you'll have to attack and get back again
at least if you see that in that team fight, the enemies are focusing you
and chasing you
if they don't, you can keep next to them
but not too close
The problem with that everytime I go in for S2 I almost always get hit with an AOE
I try to wait for them first but if I am playing against 4 characters with them it's easier said than done, since they always gonna have an AOE ready
do you use s2 while invisible or hiding?
Invis
Late game I don't really use bushes unless the enemy team is far away from them
you should check some pro Hit, you will see that they don't engage enough in a team battle
I mean, they attack from distance and try to focus in one of them to help allies
Anyone I can watch
Now that I think about it I don't see a lot of YouTubers play hit for some reason
yeah
Usually I would do that for a ranged character like Kefla or Picolo since they don't have much health
that's what bro said
it's easier to fight one along with an ally
yeah good point, you can do the same for Hit sometimes
Yeah but also how many times are you gonna have your ult really
like for every 3 team fights you gonna get one ult for example
that's two where you don't have much leverage you know
I usally try to save my ult for when boss comes
Blinds them and makes boss defense down
Funny enough yeah
I had a game like that
Unrelated but I had much easier time dealing with character like than other like fat buu or even krillin for some reason
team battles is a mess for Hit to be in the middle of it, he must be using s3 because sometimes there wont be some bushes nor clouds to hide, even more that this doesnt actually help a lot in this kind of context, because there's always a AoE character destroying everything around it
yeah forget about the ult, the thing is to gang up on one of the enemies
Yeah
I guess like Alex said
if team fight then just go for towers
at least one person is coming after you then it evens out for a 3v3 and if they don't then free towe
that's the way
it's easier and effective

enemies will constantly attack you using their skills; Hit can also do that too but it won't give that much of a damage
it won't make any proper difference
I mean, in a face to face battle
without hiding or using s3
that's another good point for Hit too
Oh yeah I know
I almost never go for 1 to 1 without being invis
you can go for the towers while they are fighting
you doing good
good luck on your matches 
Im still learning, I only play hit 2 days per season (sufficient for rank A)
It’s actually easier than you’d think. I just dash and s3 immediately after doing a s1 s2 combo on whichever character you listed out. But this is done because I initiate fights. I don’t wait around for ppl to use their abilities before getting in close. I start the attack first and force them to use their abilities before reengaging to finish them off
My s3 is almost always max level before I even consider to try to solo a large AoE characters like vegito or kid buu
But the idea is to engage with a fast s1 s2 combo and immediately dash far away out of range and almost always ppl will use an AoE attack to try to get you out of invis
won 3 games in a row and got 2 MVPs
Who knew being an annoying pos was the way with Hit (no offense of course)
Like legit I had 3 to 2 of them defending tower almost half of the game and the moment they leave the tower I can get 2 hits in (I leave S3 to escape in case they come back)
Hell I even landed a max early game because they always rushed Kai
I was hoping that being more engaged in fights didn't hurt hit too much since sitting back a lot is kinda boring tho
That's what I do for the most part when I want to engage
It is just sometimes you get caught in random AOEs that weren't even meant for you
damn you said everything I tried to explain to bro 😭
nice oneee
but yo, I understand that sitting back is boring tho, but that's how Hit works sometimes unfortunately
it's more strategy and less fighting hard
Thats just bad luck, there's really nothing you can do about that 😅
I mean you can still engage and be the guy that's always picking fights. I tend to do this alot only when i'm against the enemy dps cuz they're easy to kill off compared to a godgeta
But yeah, a lot of times when i'm ratting i'll do this. Or even when only 1 other guy besides me is alive i'll intentionally reveal my location or shoot an s1 at them near their god to try and bait ppl to fall back to defend instead of pushing our god when it's a 4v2. and then just retreat on back to defend against the two ppl that decided to attack
Funny enough I was able to solo a godGeta one time because he was alone in the middle so his vision was always small since he wasn't near the tower
That's not bad tech actually, gonna start using that
I tend to do that but I keep sticking around instead of going to defend since they might actually leave on the last 5 secs, late game you can get a hit or 2 that do a lot of dmg then
In that situation it’s always a matter of choosing your battles. Like you have to look at the situation as a whole, who’s your teammate that’s still alive. Are they actively fighting someone rn? Are they low hp themselves?Are they able to easily defend against multiple ppl by themselves? And etc
Like one match I had a daima left over full hp at our god, enemy team killed our two teammates around the middle of the map but a little closer to their side. I chose to go to their god to do an s1 s2 lvl 3 gekishin burst and immediately vanish and teleport back to base. That brought back one dps and tech, leaving 1 tank and dps for the fight at our god
Daima might be broken, but it’s not enough to defend against 4 ppl, so I would much rather help him defend than try to take out their god. If it was godgeta I probs would’ve stayed
I might have an unpopular opinion, but I think every character is pretty much easily killable with hit in a 1v1 situation. You just need to have good positioning and be aware of their abilities so as not to let them get you out of invis
And this includes tanky ppl like bardock and godgeta. Just be mindful of their aoe and their ez snowball stacks.
Tho I think the hardest part about killing tanks might be more that they have so much hp than whether their aoe is to large or something
the good thing of being Hit is that you must be a rat, and for that you'll get some snowball stacks easily because Hit doesn't necessarily has to be in a fight till the death
with your attacks inflicted on enemies, if your allies finish them off you'll get a stack
he is more of an assistant in a battle than a fighter
I think the same way, and as I said, he's not about fighting all out, but be strategic while fighting from different positions
also that's canonically Hit's fighting style btw
keeping distance from the enemies to bait them and make them use their skills, that makes them more vulnerable
I guess I think the same 🤔. Usually my play style is really aggressive so when you guys say hit is strategic I like half agree and half don’t since my play style’s version of strategic would be to s3 not too far and not to close so that I can get the kill as fast as possible instead of leaving it for my team to get em
Like final stats in a game usually ends up as me getting more kills than assists plus usually the most god damage
I definitely don’t play like an assistant. Like I’m very aggressive and have had times where I initiate fights that definitely didn’t need to be initiated and end up killing the first 2 ppl for my team to push the team fight and win
This is where I’m confused, what do you mean by fighting all out? Like using s3 to flee the battle and waiting for an opportunity to strike again then yes I do this, but also sometimes I use s3 to finish a kill faster. As in going all in to kill someone
my play style is exactly the same as yours, but what I'm saying is that Hit, compared to other techs and characters, he doesn't fight enemies face to face and using skills in front of them like everybody else, it's more about position and that requires strategic play style
while other characters can be constantly fighting face to face and using skills without the need of using strategic positions all the time for better damage and buffs
I am not too far from the enemies nor too close, but constantly attacking them from different positions each second
I always start fights, using s1 to hit them wherever they are to apply fear of death and reduce their field of view, even more if they are behind any walls
I keep hitting them until they die, and if they manage to be so resistant and reduce a lot of my hp, I let them be for a moment
but if they get less than 50% of their hp, I get more aggressive to finish them off with my damage stacks
I say "assistant" like a second fighter
Hit is a fighter indeed, but most of the times Hit must be hidden while his partner is attacking
Okay… I get it now. When you say fighting face to face. I understand this as using your skills to fight ppl regardless of my position with them which is what I do as well
Actually i kinda like starting fights with s2. Initiating with s1 is my go to Strat if im quite a distance away or if i dont have s3 available. Otherwise I initiate with s2 walk/dash to a cloud and era or just get out. Backstab always resets the cooldown on s2 so I use that to procc fear of death so I can do an s1 s2 combo shortly after
Nah, I go all in. Even if I’m on 20%hp I’ll keep fighting just as aggressive as before. Only time I leave is when I’m literally one shot from a random rush attack 😂
"fighting all out" I mean by just keep attacking blindly and using skills in front of the enemy without hiding first and changing positions dynamically
like almost every other characters does, since they don't need to hide to attack
they can use their skills anytime anywhere
but not for Hit, if you want to inflict real damage
as you should
s3 is the best to finish
yes
yeah there are moments where you can really start with s2, and that's a good starting tho, even more if your ally is charging a skill like Goku 3's Super Kamehameha
you will stun the enemy and it will be stuck while the charged attack keep inflicting damage
I like to start fights with s2 when i'm in a bush or cloud waiting for someone to pass nearby so I can hit them
then I use s3, s1 and normal attack in varying seconds
with backstab I can do another s2 too
I do risk sometimes like that too lol, but mostly don't because I expect the enemy to use a skill to rush or a skill that inflicts consecutive damages as soon as I'm close to die
however, if they turn their back for me, I will chase them down too and attack even with such low hp lol
when I have 5 snowball stacks I just prefer not to risk yet or I will lose my stacks
that's more reasonable for me to hold back a little
even if both me and the enemy are low on hp
I agree, but key part being alone
something like this wouldn't happen much late game
Honestly, this also depends entirely on the enemy team. Whether you can bait them out of their god even just a couple like meters away, like the region where the big minions spawn is fine
Cna someone teach me how to play hit against buu and godgeta combo?
Skill 3 is hard to use against those huge ao
I prioritize s3 to max level second. You can do the same or prioritize it first the second you reach lvl 8
If you’re struggling against kidbuu and godgeta I would get s3 to max level first before confronting them
And then when you have s3 maxed out practice landing s1 s2 combo on either of them and immediately vanish step away and s3 away as well
Don’t try to do more damage with an era or even rush attack, just escape the second you stunned them. Your s2 stun should last long enough to escape any aoe kid buu or godgeta throws at you
And most players I’ve played against almost always use an AoE immediately after I land a stun on them
Which you can then wait out their ability before attacking again. Land another s1 s2 and rinse and repeat
I get s3 to max level first but in team fights I feel like I am.not contributing
I will try it
How do you play before lvl 8?
@reef dagger
I do pretty much the same thing, but s3 at lvl 1 practically just turns you invis without much of any distance at all so I tend to be more careful or actually I don’t really care that much tbh
Like that first lvl3 fight for Kai, I tend to just s1 era in a bush if possible and attack Kai
And until I get s3 to lvl 2 I just bush/cloud camp the whole time (but this is only for boss fights or for fighting for the middle Kai’s)
I only start playing in the open/entire map once I hit lvl9/ get my s3 to max level
For team fights you should be ulting, otherwise focus on taking out the dps, not the enemy tech or tanks or even just ditching the team fight entirely to rat
Also, as long as you do the s1 s2 vanish step and s3 out, you’ll be contributing enough to team fights because what you’re doing is limiting one person’s vision and using their abilities on nothing for your team to follow up and get the kill
With Hit. You are just meant to be a nuisance to the enemy team, making them see red and focus on killing you more the focusing objectives. I still remember how I got three people chasing me, letting my team take the tower XD
specially when both teams are fighting a boss
they won't see a thing
So I should focus on making everyone blind
Starting with range
But don chase for kìlls
you can chase for kills, but be careful or if you die, they will see again
And always be mindful of tower and zen-oh (Idk why they did this) But under the light of the tower and zen-oh, you can still be spotted, even if you have blinded them -_-
s3 first, next s1 and finally then, s2
Have had others argue s2 over s1
What does s2 even do more at maxed
Increased stagger?
increase double stun range
at lvl 1 it will only stun the enemy
at lvl 2 it will stun one enemy and another one next to it
at lvl 3 it will increase that stun range for the other enemy near the targeted enemy
s1 applies fear of death plus attack from such great distance, it's a must have skill
the more common is to argue between s1 and s3, but not s1 and s2
I normally go for maxing s3. But while doing so. I make sure to get two points into s2 for that double stun effect. Then I max s1
some ppl prefer to max and prioritize s1 first, I prefer to max s3 first then s1
with s3 I can fly faster and be invisible every time
the cooldown becomes shorter, which allows me to inflict more normal attacks when needed
Maxing s3 helps alot with escaping and hiding. And if you add backstab and the cold down reduction when you activate his passive, you will always have his s3 ready
yeah exactly, it's always necessary to have s3 ready so that you can escape and hide more often
so you MUST prioritize s3 always
s1 won't help as much as s3 when we compare both utilities
Yepp, but you need to get your s1 to level 2 at least. The range on s1 at level 1 is not very good. But also putting two points into the s2 is important as well to make sure you get the multi stun from level 2. The ult I can say doesn't need too much love. I normaly focus on the other three moves since they come back so fast with backstab
s3 at lvl 2 iirc it has 5 seconds of cooldown, bro honestly I find that so painful to wait
and I feel vulnerable without being able to be invisible in certain circumstances
I don't find it too painful. A experience Hit player know how to get back their s3 instantly even if it is at lvl 2
which happens a lot in early game
level 1 is the only painful part
you gotta be more careful while it's not at max
that's what I said you have to prioritize s1 after s3
from all Hit's skills, the most necessary ones are s3 and s1
Yes, but actually no. I can go in with a level 2 s3 easily. I make them see red on me, drag them over to my dps and let the dps finish them off while helping on the side lines
However, what makes Hit weak is that you can be seen under zen-oh and tower, even if you blinded the opponent
"painful" I said it's just a way to say that I won't be so secure as when it's at max
of course, everyone who play as Hit properly can play nicely with s3 on lvl 2
I'm not saying that you should focus 100% on maxing s3 just because it's easier and safe, but rather focus on at least making it lvl 2 as a minimum, because lvl 1 is so poor and slow to use
My friend, I know how Hit play. I play him during the beta and through out all season of squadra. Hit is my main, my boy. I study every part of his kit and learn to feel the cd and range on his stuff. I am just saying. With enough experience, you can get out of any situation.
The only thing I struggle with having s3 at lvl 2 is getting away from large aoe characters like vegito when he has his aoe abilities at max level
I like being able to s3 a significant amount of distance away. Especially since I play on mobile so most of the time I’m forced to just tap the button instead of dragging it away the full distance
You gotta wait for him to use his aoe, then use s3. Is all about timing
Nah I’m too impatient, I’d rather initiate the fight and run right before he uses his aoe and then come back to deal more damage now that he’s a helpless sitting duck lol
Man I had an itch to play hit
Too bad there's AoE attacks everywhere
Idk abt you guys but would snowball, art of decoy, limit jump be good
I tried a few games it’s decent
Just snowball for the added tomfoolery whenever you sneak a kill
no
Hrm… I feel Hit’s quite reliant in preserving an advantage state of some sort and finishing off fights, and Art of Decoy just doesn’t go with that.
why would you need any other blue card other then backstab?
Prepare to Die is usually the preferred slot 2 for securing kills, especially with Skill 3’s movement capabilities.
And Backstab has great synergy with Skill 2, securing more stuns and further overall recovery of skill 3, especially since the old range has returned.
backstab has great synergy with his entire kit because he constantly triggers it
The only awkward part is Skill 1’s quirk about not revealing oneself on use, thus not triggering it on “Revealing”
However, generally striking from Skill 3, leaving visibility, then using Skill 1 circumvents the issue.
skill 1 doesn't need it because skill 2 and 3 come back faster which refresh stealth aswell
I figured out a good cycle where I can basically time skip for real
S3 until it's down to 3 seconds of invisibility left -> rush attack and reveal yourself-> vanish out of vision which let's backstab kick in -> S1 -> S3 -> rush attack -> walk/vanish out of vision -> S2 -> S3 -> rush attack -> S1 -> S2
You can even throw in 1 more S3 before the last S2 if you need to reposition
Or you can just throw out a rush attack
It works in literal practice but it would still be hard to land when AoEs that can break your S3 is flying everywhere
Plus a real person will probably try to chase you into you can't properly land an S2 when you're not invisible
Having access to Skill 3 or a vanish helps in that case.
Still not bad since hit is supposed to enable his allies to get a kill or pick off a target
#✨game-moments message
This is probably the best combo to protect a tower against back door-ers since i can see squad sight running this combo without his ult
Tho strategic retreat can probably fix it
Most DPS's probably won't even survive the full combo especially with max snowball which will help at boss by just killing them completely
maybe the supposed map changes will make hit better by giving him more space in top lane so he has more room to walk around AoEs
Tho...now that I think about it will the average player be ready for hit...well hitting them then suddenly being behind/to the side of them in a second?
hit got gutted jesus
Welp I've already made a new route
A less effective route is a small price to pay for baby to finally run the show
Tho hit is probably super screwed now more then he already is if an AoE grazes him
One thing I don't understand from the devs with no brains. How the hell, are you supposed to activate the CD boost on his s3 if the CD doesn't start until after the ability ended. Like, what were they thinking?
wdm his skills should still shorten CD
When you were invisible and use s1 and s2, it would apply his passive on the enemy. Which, in return decrease the CD on s3, even when it is active.
Now, the CD doesn't start until after s3 has ended. The question becomes then, how the hell are you suppose to activate s3 CD boost since you need to land stealth hits to activate the passive.
It doesn't help even if you blind both opponents, they can still see you through the vision of tower and zen-oh
I still find that stupid that they can see Hit, even when they are blinded. Thanks to zen-oh flying by or some other bs
Figured out for 1v1s/back door-ers at least you rush attack first
#✨game-moments message
is hit dead now
expect him to be bottom tier this season
No, just very very difficult to play now
Wouldn't say difficult, just high risk/very low reward.
Def going to be a very noticeable change.
Dawg what have they done to my boy 😭
at least make him better in combat while being visible
So from now on you want to start with his Rush attack and then do your S1 and S2 ?
It's what I'm gonna do in solo fights at least since it double proccs backstab and gives me my S3 back
In team fights however...imma need to figure it out
Especially without ult
Goated nerfs i must say.
The changes are in effect right? Why don't i feel it any different?
nvm, they're not in effect for me it seems
Do you think the new combo will be s1 or era to initiate and then vanish step away and instantly s2 and then s3 away? Im hoping that era using s3 starts cooldown and immediately shortens it because fod is procced and then s2 gives it the last push for s3 to come off cooldown again and flee. Wait, perhaps is removing backstab and trading it for double vanish perhaps the play then? That way you can always step out of range from an enemy to s1 s2 combo them and then run?
That's annoying
What I have find out so far is when you are in stealth with s3. Landing s1 doesn't shorten the CD of s3 while active. However, I saw when you use s2 while in s3 it applies shorten CD for s3, I think. Why say I think, is because idk if it was because I hit multiple enemies with s2 or if reapplying his passive trigger it or because s2 forces you out of s3. It would need further testing
Oh that's because for backstab the enemy needs to see you first in addition of needing to hit them within 3 seconds
So it doesn't work with S1 while in S3 since they can't see you while invisible but works with S2 because you've revealed yourself the moment you staggered them
It's also why S1 does work if you S3 rush attack first then vanish out of sight since they saw you for a split second
You are forgetting one thing. When did you see a enemy stand still and do nothing to keep you from running away. The rush attack doesn't stun, so they will be able to retaliate with anything.
I still think they should lose vision completely even if the allies is nearby. You don't see through your allies eyes, you see through your own eyes. So I find unlogical you can see still under the effect of his passive when you have a allie nearby
Damn
Please do share if you find anything, Hit was already hard to play during team fights now the situation is just . . . yeh
That's one thing I never liked about how they made hit
a lot of times the range of vision reduction is not that good since zeno can just reveal your location, same thing with allies vision as well, that's why S3 was the way it is, but now . . yeah idk
The nerfs were justified and very much needed.
The vision debuff should be more effective. After all, the amount of vision they have now is more then it was back in season 2-3. Either reduce how much they can see under the effect of Hits passive. Or make it so you can't use your allies vision to see when you are blinded.
That way, the game would be more team focus, since you need to rely on your allies more then to save you while you are blinded.
Hit is meant to be a stealth character. How can he be a stealth character when there is so much that can reveal you.
Bushes, clouds exist
Hit not being invis the entire game anymore is a genuinely good balancing change
He now requires a braincell to use unlike before
Is there bushes and cloud near the towers? How about near the center. I can name multiple things that can catch hit out of stealth
There are clouds near towers.
Besides once u proc ur passive on them their vision is severely limited, you can literally see it.
Ah, but that's when you are partly wrong.
Yes, it is limit IF zen oh is not near, they are not near their tower, their allies aren't nearby