#Hit

1 messages · Page 5 of 1

somber tinsel
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unless the last enemy standing is dumb and they tried to kill alone

upbeat glacier
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ok so then you are prio killingthem and farming lol

reef dagger
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Listen, this argument should pretty much be void, he's complaining about players not the character hit

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You will always have bad players in your game, nothing that can be done about that

upbeat glacier
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ye

somber tinsel
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damage characters was built only for that

reef dagger
somber tinsel
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to chase down players and kill bosses straightly

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and for tank and tech, they can focus less on killing enemies to give more attention to gods of destruction

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since there's 2 DPS in your team, they can handle the enemies by themselves

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it's a objective trade in the team

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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

somber tinsel
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using the character we are talking about

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which he wasn't made specially for that only

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summing up, using Hit as a DPS which is controversial

upbeat glacier
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but it is better to kill people than mindlessly running at the tower

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its better to win and better for the team

reef dagger
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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

somber tinsel
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I didn't say anywhere that Hit must focus only on attacking towers

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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

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everyone must do everything, but damage characters must focus more on killing than doing the other things

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while tech must kill too, but damage the towers too since 2 DPS are busy killing

somber tinsel
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it doesn't matter what you focus only, it's still a dumb way to play the game

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kill only won't make you win, nor focusing only on gods nor bosses

upbeat glacier
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what are you even arguing for or against bro

somber tinsel
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everyone do everything

upbeat glacier
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yeah but you cant just focus on towers lol

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you just play the game

somber tinsel
reef dagger
upbeat glacier
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yes, because you cant mindlessly run at the tower lol

somber tinsel
upbeat glacier
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idk you seem to be argueing by yourself bro

somber tinsel
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I'll make it simpler again

upbeat glacier
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yeah make it simpler so you can understand 😂

reef dagger
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Killing people makes taking gods and bosses easier, therefore you kill people

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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

somber tinsel
upbeat glacier
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bro i do everything lol but the best is to beat people mechanically

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you cant just bot the tower

reef dagger
somber tinsel
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what I'm saying: Hit can't just focus on killing only, you have to kill bosses and take out the towers

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not only kill

upbeat glacier
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you can say the same about every character and role lol

somber tinsel
upbeat glacier
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lol

reef dagger
somber tinsel
upbeat glacier
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idk man you guys seem to be strugglering on hit and having mental gymnastics lol

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@reef dagger what build do you run usually broski

reef dagger
upbeat glacier
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lol

reef dagger
somber tinsel
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hell yeah

reef dagger
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Wbu? @upbeat glacier

upbeat glacier
somber tinsel
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I'll just play as Hit as a DPS for now

upbeat glacier
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usually snowball/strat escape, prepare to die then backstab

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dont worry bro one day youll get good enough to play hit

somber tinsel
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for tank and dps, I'll be guarding towers

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this man is a SS rank tier, look out boys

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he knows what he says

upbeat glacier
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bro this game is tiny and is nothing compared to other games ive played

reef dagger
upbeat glacier
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but it is just a get good moment

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i see people crying about other chars in other discussions

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"they are weak"

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lol

upbeat glacier
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i think backstab is better for killing people

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you s3 s1 s2 and its up in 2 seconds

reef dagger
upbeat glacier
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just practice bro really

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no one really touches me

reef dagger
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Just to scare em and mark them so they can't wipe my team 😭

reef dagger
upbeat glacier
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ye buddy

reef dagger
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I've tried it out and i'm sold, i like backstab way more than double vanish lol

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I just never run out of abilities and its just so easy to kill people now

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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

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The only aoe character i feel is hardest to deal with is boujack camping in his god

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Besides him, everyone else is pretty easy to kill, ppl like broly, keflas, and sometime vegitos too

weary light
reef dagger
# weary light 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

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And then just s2 near a cloud/bush so that you can get era and then dash away again.

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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

upbeat glacier
upbeat glacier
warm seal
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Yo, what skills do you max first?

upbeat glacier
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if you go damage

frosty anvil
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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

rugged elk
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Guys, what are the best cards for solo Q ?

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Im having problems to carry

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With snowball works fine but hit turrets Is really hard

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I don't have enough dmg to that

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Im using 2 builds

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One with snowball and the other with the one to destroy turrets

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Depending on the enemies I go dmg to low hp enemies or scape

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And third card Is obvious

upbeat glacier
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Strat escape, solid barrier, limit breaking jump for tower hit

upbeat glacier
rugged elk
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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

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I'll test it, but it should be very usefull against most of the instant damage characters

frosty anvil
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Bushes can be destroyed and being able to go invis for longer in teamfight can go a long way to avoid detection.

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Not to mention you get longer tp range at the start so you can dodge or catch up easier

tepid fox
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Is the stealth rush attack bugged? I can't seem to hit necks when stealth or in Dimensional Infiltration.

upbeat glacier
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obviously late game you have max 3 or 2 points at least

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but you need to max 1 to do any kind of dmg

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you dont need your 3 to be invisible for longer you need your 3 to start your fear of damage passive

eager drum
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does anyone know the best oprder to get hits abilities. i'm a nw hit and need some help

slow fractal
shell root
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am i tripping or does Hit’s stealth rush do multiple hits now

slow fractal
upbeat glacier
ionic scarab
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Me who got in this chat Cuz im tired of getting killed by Hits trying to find a weakness lmao

frosty anvil
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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

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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

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Also if you equip that fat yellow dude as an assist as dps on tower hit cant attack the god

ionic scarab
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Wait the bushes are destroyable?

Damn i didnt know

slow fractal
shell root
cunning nova
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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

undone vessel
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Woah really?

cunning nova
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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

calm needle
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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

calm needle
somber tinsel
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at level max you can use s3 again and keep invisible

calm needle
somber tinsel
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but the fact is that 0.5 milliseconds before the cooldown ends, you can use s3 again

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in other words, you can use s3 right before the invisible effect ends, you can try it by yourself

cunning nova
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unless theyve tinkered with the cooldowns in the new patch

calm needle
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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?

rich prism
slow fractal
calm needle
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Good to know

somber tinsel
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you can basically spam attacks with this method in a shorter time better than s1 + s2

latent bolt
orchid owl
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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.

orchid owl
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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 🙃

slate inlet
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??????? wtf is this nerf

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they should have just touched S2 CDs during that divine draw or something

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why did they do this

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pain

outer prairie
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Lol they nerfed him

proud citrus
outer prairie
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Unfortunate

proud citrus
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He was my main tech

quartz orbit
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Yay

outer prairie
proud citrus
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Ik ima still use him

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But I hate his nerf

somber tinsel
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he got nerfed due to the amount of crybabies complaining about being killed from a Hit player

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imo Hit is a balanced character, he doesn't need any new buff or nerf

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if he was broken, he could destroy 85% of the matches without that much difficulty

outer prairie
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He’s only good in solo fights and supporting team fights

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And ratting

somber tinsel
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Hit is not even a good character for new players, he's kinda hard to deal with and understand his mechanics

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I actually had a hard time to fully understand how to play and create strategies for him

somber tinsel
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as I said, Hit is not an easy character to play as

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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

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even more if you know what cards makes him better

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look at SS Vegeta: the random divine cards that the game automatically gives you fits him well, almost likely any cards fits him

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he's resistent, has easy skills and gameplay

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you just have to attack, literally

timid root
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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

outer prairie
slow fractal
# slate inlet ??????? wtf is this nerf

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.

timid root
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Tbh that zamasu was not even a real player most likely a bot

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And he played on low ranks

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Like thats no reason he needed this skill 2 nerf😂

keen mist
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I am learning to play hit

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Any tips you guys can give

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I am currently going escape> barrier > backstab

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Since i am not good so offensive card are not for me now

slate inlet
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not hit himself

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he outright has to use S3 or a bush now for S2 stun compared to before where you could do stuff like

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S3 > S1 > rush > move away S2

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or just anything that involves using S2 outside of their view while they have FoD

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this messes with FoD damage consistency too due to this

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it just seems unnecessary to mess up an entire character's kit because 1 divine draw was broken

somber tinsel
somber tinsel
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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

somber tinsel
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but anyway, the issue is still not the character, that would be the divine card itself

slate inlet
slate inlet
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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

slate inlet
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this really feels like more of a emergency patch

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than a actual intended nerf

somber tinsel
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two of Zamasu's attacks isn't even AoE

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his main hp is low, without the regen gauge, he can easily be killed like a normal Kai

slate inlet
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I'm just gonna assume the S2 stun thing was like

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near infinite with no actual counterplay

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like ur actually stuck there or something cause backstab

somber tinsel
somber tinsel
somber tinsel
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definitely Zamasu didn't attack back

somber tinsel
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bro can keep spamming s2 a lot

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and it's a perfect shot

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it stuns and inflict more damage

slow fractal
somber tinsel
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because yeah, that's really broken

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Hit can spam and stun almost every time constantly

slow fractal
somber tinsel
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well, this nerf is more unreasonable than I thought, then

slow fractal
slow fractal
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okay i just tried it and that range decrease is gross but it's def possible

reef sigil
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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

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Nice Logic

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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

slim surge
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I know Hit can be annoying, but he certainly didn’t deserve this nerf, holy moly.

reef sigil
somber tinsel
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but yeah, that's what a company does: implement new ideas without taking everything into account nor consequences

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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

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thinking of something new fast, trying to hit the target

undone vessel
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NGL all this is doing is making hit resort to his most hated playstyle

woeful glacier
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Can't speak on whether it was the best change moving forward though, super start in general can make some characters obnoxious.

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My question to Hit mains, what would y'all consider to be a 'fair' balance adjustment to him over the skill 2 range nerf?

outer prairie
woeful glacier
woeful glacier
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Valid.

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It's so funny because you look at Ulthan's rebalance and I'd say they overall understood the assignment with that guy.

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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.

somber tinsel
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the character is hard to dominate, he's not broken

finite zodiac
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#✨game-moments message
hits range now

frosty anvil
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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

thick hemlock
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so is hit harder to play now after the nerf?

frosty anvil
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Yeah bcuz you cant combo anymore so you are just forced to wait and rat…the main thing ppl were complaining about

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You NEED a bush to combo now

thick hemlock
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is his skill prio still skill 3 > skill 1> and super? havent used hit since season 3

sleek niche
timid root
# woeful glacier I don't know man, at high A to S rank basically every Hit I run into knew how to...

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

frosty anvil
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i wish i could post videos here bcuz i have a PERFECT example of how bad the hit nerf is

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Its on game moments rn

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You might have to search for it tho

timid root
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Yeah with the nerf it takes longer to wipe teams and secure kills

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He is still extremely strong

frosty anvil
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Yeah but the MAIN reason i loved playing hit was the combos

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Its just that I lost all will to play him

timid root
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Yeah the combos and kills are statisfying now the feeling is not the same

severe venture
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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

somber tinsel
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i dont even want to try it out, they ruined one of the most funniest character to play as in this game

teal fog
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theyre only due to the divine draw and while they affect hit somewhat theyre not THAT crazy, because i usually stun off of S3

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still they made hit weird to play

orchid owl
slate inlet
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pain

upbeat glacier
calm needle
upbeat glacier
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Prenerf too

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How are you going to do anything at level 1 not proccing your passive on people?

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If you played hit you would understand this

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Just lose lane for what? Lol

neat gull
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just started playing hit what moves should i start lvling up first?

somber tinsel
slate inlet
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but yeah don't level ult

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S2 level 2 is prob preference idrk

neat gull
slate inlet
reef dagger
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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

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At this point its better to just remove the entire thing

maiden mantle
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What cards should i use for this guy

slow fractal
slow fractal
maiden mantle
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Best super start s3?

slow fractal
reef dagger
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For counter hit play and for scouting

frosty anvil
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WE yes WE are all copping the suit for hit

white hamlet
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How do u get the suit for hit?

white hamlet
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never mind, bots can use it i heard

quartz orbit
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The suit made want to play Hit
Gentlemen what build do you use for him
Snowball and blues?

rich prism
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I use strat escape barrier & backstab/2x vanish

slow fractal
quartz orbit
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Thanks for the guides gentlemen

finite zodiac
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LOL

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hes so bad now

white hamlet
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Every one has his own opinion

somber tinsel
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he's still playable tho but weaker, unfortunately

white hamlet
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I like his unique gameplay

somber tinsel
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me too

white hamlet
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Others are mostly straight attack no mind needed

somber tinsel
white hamlet
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Reason why I said mostly

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There are no bad character, only bad players

ionic scarab
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there is no bad characters

Theres the ones u know how to play with and the ones u dont

safe pasture
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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.

somber tinsel
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enemies vision after hitting while invisible isn't too closed anymore

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it makes Hit almost useless

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because, if the vision range is higher now, what's the point for Hit being invisible then?

safe pasture
somber tinsel
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soon as he gets out of his inv effect or grass, he will be visible anyways

somber tinsel
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but I thought he would be unplayable after that nerf fr

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but I'm still winning a lot with him tho

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that's bizarre for me

safe pasture
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Not unplayable. Very difficult to play, yes

somber tinsel
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because he's so weak now compared to his last version

somber tinsel
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not so difficult for me

safe pasture
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But I still enjoy Hit. I am tired of super overpowered character that requiers no skills. Just point and shoot and they die

somber tinsel
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the only difference is that I will have to hide more and keep such distance from enemies

safe pasture
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What will always help with Hit, to make him strong. Is always run backstab

somber tinsel
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his gameplay is the best one, for me

safe pasture
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Since landing a stack of fear of death decreases the CD on s3. Using backstab together with it, makes it come back instantly

somber tinsel
safe pasture
somber tinsel
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he's a hard character to dominate, not a boss

somber tinsel
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I have no doubt about that

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they will find out

safe pasture
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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?

somber tinsel
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that's what I am saying

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because backstab helps Hit a lot

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and it's not by a "mindset" that will break the game or such, this doesn't make any sense

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the devs themselves are unpredictable

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so you better not dream that a specific card will never be touched

white hamlet
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Can’t wait for ult cooldown divine draw

safe pasture
# somber tinsel so you better not dream that a specific card will never be touched

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.

white hamlet
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Would a free for all gamemode be nice? Like a mode where everyone can play any role at the same time

somber tinsel
safe pasture
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Chaotic, but fun.

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But, at least give everyone the same amount of health sort of

somber tinsel
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it's pointless to keep complaining about that for me

white hamlet
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No change of topic

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Focus on the chaos

somber tinsel
reef dagger
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Am i the only hit that absolutely hates cloud takeover?

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Like its a stupid divine draw that should've been removed instead of the more clouds one

safe pasture
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I think the hammer is worse. If you accidentally pick up a hammer, you won't due the special rush attack when in stealth

reef dagger
safe pasture
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Oh yeah, hammer suck in general. But if you playing Hit, it sucks even more, since you can't do the stealth hit

rocky falcon
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That's abt it

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And hit you should not even use it tbh in it

safe pasture
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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

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And even worse when you don't realize it

somber tinsel
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that damn cloud just ruins my invisible effect

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I gotta evade those clouds just so I can approach a god of destruction to destroy without being attacked first

reef dagger
rugged elk
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You tested It ?

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I always had that question since the cloud

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I think that if you are invisible even having a cloud in they can't see you

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Unless Im playing with blind guys

somber tinsel
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if you pick that cloud, they will see you anyways

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they will not identify you at first, but they'll still see a walking cloud flying around them

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you don't have to test anything to know about that

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when you're almost dying, what you gonna do as Hit? take a cloud to run away?

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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

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so you do have to evade those clouds as Hit

rugged elk
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You didn't answered my question

somber tinsel
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that's a stupid question to answer

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honestly

rugged elk
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Ok

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Then I play against blind players

somber tinsel
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if you're below B4 rank, yeah you might be playin with bots

rugged elk
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Im rank S...

somber tinsel
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okay

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that's why I said "if"

rugged elk
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Ye, I know

rugged elk
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I mean flying

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I think It is

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No cloud needed

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But just after being safe

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That was a stupid question, but mental games with "Who Is in the cloud ?"

somber tinsel
# rugged elk But just after being safe

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

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s3 works like vanish step, but better and invisible

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so you'll make a distance between you and the enemies

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while with a cloud, they may tp to you like 3ku's s2

rugged elk
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You lose the cloud while using the s3 to ?

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I don't remember

somber tinsel
rugged elk
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The cloud just make you invisible in the map

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With hit Is a bit pointless

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But the attack by being invisible Is so strong

somber tinsel
rugged elk
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Depends a lot of the enemy character

slow fractal
rugged elk
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You can use the cloud for that hit + dash and s1

somber tinsel
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that's a good point of it

rugged elk
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And after that you still having 3 abilites to keep trying to scape

somber tinsel
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but for running away and being invisible, it makes it harder

rugged elk
somber tinsel
#

I was discovered a lot of times doing that

rugged elk
#

Ok

somber tinsel
#

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

rugged elk
#

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

somber tinsel
#

I did that last time

#

but anyway, I would prefer those clouds removed from the game

#

plus that medical machine

reef dagger
reef dagger
somber tinsel
reef dagger
#

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

crimson schooner
#

Is he weak

reef dagger
# crimson schooner 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

crimson schooner
#

How do I not suck

spring acorn
#

You’ll average 100k tower damage every lost

slow fractal
# crimson schooner How do I not suck

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

safe pasture
#

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.

slow fractal
safe pasture
slow fractal
#

broly card does nothing if they are lower then 50% bro

safe pasture
#

No no, it kicks in if they lower then 50%

#

Is giant slayer that does nothing if they lower then 80%

safe pasture
slow fractal
#

oooohh i forgot broly was for that card sorry

safe pasture
#

No worries, is easy to mix them up when both are related to how much HP the opponent has

somber tinsel
#

I use it with snowball and when enemies are below 50% of hp they die so fast with one hit or too

safe pasture
#

I mostly have it on since the DPS is supposed to do damage. I am just there to help finish the job

somber tinsel
#

it's even impressive of how massive damage Hit implies with that card

reef dagger
#

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

rocky falcon
#

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

somber tinsel
#

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

reef dagger
#

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

latent bolt
somber tinsel
#

while 50% to 0% holds a lot of time

somber tinsel
#

i recommend it

reef dagger
somber tinsel
#

it's not that quick

reef dagger
#

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

reef dagger
# somber tinsel and as you can see, 100% - 80% is so short

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

somber tinsel
#

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

reef dagger
#

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

leaden vector
#

Well they just reversed his S2 nerf BUT it stated that S2 CD divine draw got adjusted (maybe nerfed for already short S2?)

safe pasture
latent bolt
#

if you hit them when theyre above 80% the buff lasts the entire fight

#

including if they go below 80

safe pasture
#

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.

somber tinsel
somber tinsel
#

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

orchid owl
#

No shot they gave Hit his arms back

reef dagger
# safe pasture To conclude this whole argument. Giant slayer last until battle ends. Which mean...

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

safe pasture
#

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.

somber tinsel
#

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

safe pasture
#

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

latent bolt
somber tinsel
#

at least it's something else

somber tinsel
#

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.

latent bolt
#

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

somber tinsel
#

I don't think you must be that dumb

#

I suggest you to read again, carefully

#

be patient

sharp pine
#

This argument could be done in one go by just going in training mode and spamming skill 1 to see the damage no?

fallen onyx
finite zodiac
#

Omg my goat is back

somber tinsel
#

let him be

finite zodiac
latent bolt
reef dagger
slow fractal
#

please read yourself

reef dagger
#

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

slow fractal
#

you can still be around him in bushes i think but you can't let the enemy leave your screen if i am correct

reef dagger
slow fractal
#

i haven't tested the bush part but i am certain the last part is true

somber tinsel
somber tinsel
somber tinsel
#

that's what I am saying

slow fractal
#

Dabura the percentage damage buff doesn't go away even if they fall below 80%

reef dagger
#

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

somber tinsel
reef dagger
somber tinsel
#

give me a sec

slow fractal
#

Snowball is a flat number attached to the end of your base damage

reef dagger
# somber tinsel I'll read it lmao

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 😅

somber tinsel
# reef dagger Here’s my understanding, correct me if I’m wrong. Your argument <@59817799284542...

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

somber tinsel
#

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

somber tinsel
somber tinsel
#

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

reef dagger
# somber tinsel the argument for PTD being better than Giant Slayer is that, from the descriptio...

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.

somber tinsel
#

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

reef dagger
# somber tinsel but this is how it actually works in my opinion and practice

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

somber tinsel
#

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

somber tinsel
#

you have a good point about giant slayer

reef dagger
#

I guess we're going to need to do some more testing lol

somber tinsel
#

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

somber tinsel
#

lol

reef dagger
#

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

somber tinsel
#

I'm thinking about that thing you said of landing hit with a certain skill

#

maybe that too, idk

somber tinsel
#

@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

reef dagger
#

Oh that's really interesting

somber tinsel
#

@slow fractal read yourself, lmao

reef dagger
#

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

somber tinsel
#

yes exactly

reef dagger
#

Then hold, up lets check for giant slayer. cuz i'm testing it out now and it stays in effect well past 80% hp

somber tinsel
#

also do you wanna check that video by yourself? I will tell you the minutes when this happened so you can see it too

somber tinsel
reef dagger
#

I deleted the wrong message 😭

somber tinsel
#

lol

reef dagger
#

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

somber tinsel
#

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

reef dagger
#

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%

reef dagger
# somber tinsel that can be possible

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

somber tinsel
#

just like PTD when attacking above 50% doesn't activate, but when it reaches 50% it activates?

somber tinsel
latent bolt
latent bolt
#

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

reef dagger
latent bolt
#

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

somber tinsel
#

so that only applies for PTD

reef dagger
latent bolt
#

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

somber tinsel
reef dagger
somber tinsel
#

when you're about to select the card, it appears the condition to activate it

latent bolt
#

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

reef dagger
somber tinsel
latent bolt
#

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

somber tinsel
#

that's why I asked you to read again

latent bolt
#

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

somber tinsel
latent bolt
somber tinsel
#

which leads me to believe that it works the same with Giant Slayer, but apparently it does not

latent bolt
#

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

reef dagger
latent bolt
#

because id completely leave vision and it would sometimes go away and sometimes not

#

it felt purely random

somber tinsel
#

it doesn't work like PTD

latent bolt
#

ptd needs to be reworked to be similar to gs

reef dagger
marsh garden
#

Whats the best way to break dragon shell in desperation

slow fractal
latent bolt
#

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

reef dagger
#

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 Buu

#

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 😂

outer oyster
#

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.

somber tinsel
#

so I just give some shots and then ptd does its job

somber tinsel
safe pasture
#

Plus. the damage also increase on PTD the longer the fight takes

somber tinsel
#

and that's why I prefer ptd

#

that's a lot of damage buffs and stuffs

safe pasture
#

Exacly, Hit is not the character that start the fight. He the one who make sure the fight ends

slim surge
#

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.

safe pasture
#

You should ALWAYS run backstab

slow fractal
#

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

slim surge
#

I’ve been running back and forth between DPS and Tech for ranking, so likely crossing some wires admittedly.

reef dagger
#

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

reef dagger
#

Build up, barrier? As my cards? No, I do snowball giant slayer

dim drum
#

He is trash and unreliable

languid prism
#

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 😔

slow fractal
rugged elk
#

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

somber tinsel
#

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

somber tinsel
#

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

languid prism
languid prism
# rugged elk I use different cards

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"

languid prism
languid prism
somber tinsel
#

Hit wasn't build for that kind of front fight

#

he must be invisible unfortunately

languid prism
#

Damn fair enough i guess

somber tinsel
#

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

languid prism
#

I do use snowball actually
Giant slayer and backstab

somber tinsel
#

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

languid prism
somber tinsel
#

because if you hit enemies while hiding, the fear of death passive will activate

languid prism
#

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

somber tinsel
somber tinsel
#

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

languid prism
#

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

somber tinsel
languid prism
#

Invis
Late game I don't really use bushes unless the enemy team is far away from them

somber tinsel
#

I mean, they attack from distance and try to focus in one of them to help allies

languid prism
#

Anyone I can watch
Now that I think about it I don't see a lot of YouTubers play hit for some reason

languid prism
somber tinsel
#

it's easier to fight one along with an ally

somber tinsel
languid prism
#

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

languid prism
somber tinsel
#

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

somber tinsel
languid prism
somber tinsel
#

it's easier and effective

languid prism
somber tinsel
#

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

somber tinsel
#

without hiding or using s3

somber tinsel
languid prism
#

Oh yeah I know
I almost never go for 1 to 1 without being invis

somber tinsel
#

you can go for the towers while they are fighting

languid prism
#

Gonna try out the new method and see how it goes
thx for the tips lads <3

somber tinsel
rugged elk
reef dagger
#

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

languid prism
# somber tinsel good luck on your matches <:Trunks:1397502688115298357>

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

languid prism
somber tinsel
somber tinsel
#

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

reef dagger
reef dagger
#

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

languid prism
languid prism
reef dagger
#

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

reef dagger
#

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

somber tinsel
#

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

somber tinsel
#

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

reef dagger
# somber tinsel he is more of an assistant in a battle than a fighter

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

reef dagger
reef dagger
somber tinsel
#

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

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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

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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

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but if they get less than 50% of their hp, I get more aggressive to finish them off with my damage stacks

somber tinsel
#

Hit is a fighter indeed, but most of the times Hit must be hidden while his partner is attacking

reef dagger
reef dagger
reef dagger
somber tinsel
#

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

somber tinsel
#

s3 is the best to finish

somber tinsel
#

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

somber tinsel
#

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

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even if both me and the enemy are low on hp

languid prism
reef dagger
keen mist
#

Cna someone teach me how to play hit against buu and godgeta combo?

#

Skill 3 is hard to use against those huge ao

reef dagger
#

If you’re struggling against kidbuu and godgeta I would get s3 to max level first before confronting them

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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

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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

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Which you can then wait out their ability before attacking again. Land another s1 s2 and rinse and repeat

keen mist
#

I will try it

#

How do you play before lvl 8?

#

@reef dagger

reef dagger
# keen mist How do you play before lvl 8?

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

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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)

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I only start playing in the open/entire map once I hit lvl9/ get my s3 to max level

reef dagger
#

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

keen mist
#

I see

#

Makes sense

safe pasture
#

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

somber tinsel
#

they won't see a thing

keen mist
#

So I should focus on making everyone blind

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Starting with range

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But don chase for kìlls

somber tinsel
safe pasture
#

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 -_-

maiden ore
#

So ik s3 at level 8

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But you go for s2 after?

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To max

somber tinsel
maiden ore
#

Have had others argue s2 over s1

#

What does s2 even do more at maxed

#

Increased stagger?

somber tinsel
#

at lvl 1 it will only stun the enemy

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at lvl 2 it will stun one enemy and another one next to it

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at lvl 3 it will increase that stun range for the other enemy near the targeted enemy

somber tinsel
#

the more common is to argue between s1 and s3, but not s1 and s2

safe pasture
#

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

somber tinsel
#

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

safe pasture
#

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

somber tinsel
#

so you MUST prioritize s3 always

#

s1 won't help as much as s3 when we compare both utilities

safe pasture
#

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

somber tinsel
#

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

safe pasture
#

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

somber tinsel
safe pasture
#

level 1 is the only painful part

somber tinsel
#

you gotta be more careful while it's not at max

somber tinsel
#

from all Hit's skills, the most necessary ones are s3 and s1

safe pasture
#

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

somber tinsel
somber tinsel
#

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

safe pasture
#

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.

reef dagger
#

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

safe pasture
reef dagger
fallen onyx
#

Man I had an itch to play hit
Too bad there's AoE attacks everywhere

hollow spear
#

Idk abt you guys but would snowball, art of decoy, limit jump be good

#

I tried a few games it’s decent

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Just snowball for the added tomfoolery whenever you sneak a kill

slow fractal
#

no

slim surge
#

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.

slow fractal
#

why would you need any other blue card other then backstab?

slim surge
#

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.

slow fractal
#

backstab has great synergy with his entire kit because he constantly triggers it

slim surge
#

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.

slow fractal
#

skill 1 doesn't need it because skill 2 and 3 come back faster which refresh stealth aswell

fallen onyx
#

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

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Or you can just throw out a rush attack

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It works in literal practice but it would still be hard to land when AoEs that can break your S3 is flying everywhere

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Plus a real person will probably try to chase you into you can't properly land an S2 when you're not invisible

slim surge
#

Having access to Skill 3 or a vanish helps in that case.

fallen onyx
#

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

fallen onyx
#

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

fallen onyx
#

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?

slow fractal
#

hit got gutted jesus

fallen onyx
#

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

safe pasture
#

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?

slow fractal
#

wdm his skills should still shorten CD

safe pasture
#

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

fallen onyx
slate inlet
#

is hit dead now

fading plover
#

expect him to be bottom tier this season

safe pasture
fading plover
#

Wouldn't say difficult, just high risk/very low reward.

slim surge
#

Def going to be a very noticeable change.

languid prism
#

Dawg what have they done to my boy 😭
at least make him better in combat while being visible

languid prism
fallen onyx
#

In team fights however...imma need to figure it out

#

Especially without ult

cloud sedge
#

Goated nerfs i must say.

reef dagger
#

The changes are in effect right? Why don't i feel it any different?

#

nvm, they're not in effect for me it seems

cloud sedge
#

Theyre not on mobile apparantly

#

but they are active everywhere else

reef dagger
# safe pasture When you were invisible and use s1 and s2, it would apply his passive on the ene...

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?

reef dagger
safe pasture
fallen onyx
#

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

safe pasture
# fallen onyx It's also why S1 does work if you S3 rush attack first then vanish out of sight ...

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

languid prism
languid prism
cloud sedge
#

The nerfs were justified and very much needed.

safe pasture
# languid prism That's one thing I never liked about how they made hit a lot of times the range ...

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.

cloud sedge
#

Hit not being invis the entire game anymore is a genuinely good balancing change

#

He now requires a braincell to use unlike before

safe pasture
cloud sedge
#

Besides once u proc ur passive on them their vision is severely limited, you can literally see it.

safe pasture