[GUIDE] How to choose a kit combo in Hunger Games doubles

NobodyTotally 31. čvc 2025 13:50 16

In Hunger Games doubles, there are many teams of 2, and you need to fight to win the game. However, it's not all about fighting; choosing kits is crucial to win doubles. In this guide, I will go over what makes a good kit combo, some notable ones, some bad ones, and explain my reasoning.

What makes a good kit combo?

A good kit combo is one where each kit compliments the other's strengths, and/or eliminates their weaknesses. Also, “gear synergy” is important too. That is where the gear of the kits perfectly pair together, like with SlimeySlime and Archer, which will be talked about later.

One notable one is Scout and Warlock. This is great in terms of raw power and gear synergy. Scout has the weakness of having low starting gear and no armor potential, but Warlock has strong starting gear and armor potential. Also, Warlock has the disadvantage of it's strength pots giving slowness, but scout has speed 2 pots, which makes you about as fast as a speed 1 player when you have slowness. This is a great example of how a good kit combo eliminates the other kit's weaknesses.

Another notable kit combo is SlimeySlime and Archer. This has great gear synergy. The SlimeySlime has 2 projectile protection x pieces, so it can give one of them to the Archer, which compliments Archer's strength of fighting at a distance, and eliminates the weakness of enemies being able to bow back. The SlimeySlime also has knockback on the axe and slowness pots, so the SlimeySlime can act as a bodyguard for the Archer, to protect them from melee PVP, while the Archer helps the Slimes fight in melee PVP by lowering the enemy's health. And SlimeySlime gets a strong weapon to counter projectile protection kits such as armorer, which is Archer's greatest weakness. This is a kit combo where both of the kits compliment each other's strengths.

It's also important to note that splash potions are especially powerful in doubles, as they can either hit both you and your teammate, or your enemy and their teammate. So this gives kits such as Baker and Shadow Knight new value.

Good kit combos:

Horsetamer and Archer: One person can bow on the horse, and the other can use the diamond axe and 2 diamond pieces to wreak havoc in melee. This dominates both melee and range.

Scout and Warlock: This is already discussed above

SlimeySlime and Archer: Also discussed above

Knight and Archer: This one is a bit of a classic. One can dominate in range, and the other can dominate in melee.

Blaze and Wolftamer. The blazes can snipe enemies from a range, and the wolves can shred enemies in melee. The blazes also gets a strong weapon, which wolf doesn't get, and the wolf gets armor potential, which a blaze doesn't get.

Astronaut and Creeper: This is great in complementing each other's strengths, as the creepers has armor potential that astronaut lacks, and astronaut has strong starting gear. Also, the gear synergy is insane. The creeper can use the TNT to launch the astronaut into the air, and the astronaut has blast protection to reduce the explosion damage and feather falling to nullify the fall damage. This is great for catching your enemies off guard. This is still vulnerable to range, though, but the creepers can act as meatshields and the astronaut potions can tank the arrows.

Armorer and Creeper. This is basically the same idea as astronaut and Creeper, but the armorer gets a slightly worse weapon. However, the armorer can act as a bodyguard from arrows, blazes/fire, and other damage sources. This also saves the creeper mobs from being sacrificed as meatshields. They can also do the TNT jumping strategy that astronaut does, but not as effectively, because although the armorer take less blast damage, they also take less explosion knockback. 

Bad kit combos:

Any 2 of the same kit is often considered a bad kit combo. For example, 2 Knights can easily be taken down by an Archer, as they both have the same weakness.

Astronaut and Knight. It's basically the same as having 2 Knights. They both have a very similar idea, and can be countered by an Archer pretty easily.

Scout and Archer. These don't really compliment each other's strengths or eliminate their weaknesses.

Creeper and Wolftamer: Both of these only get close range mobs, so they can be countered by fighting at a range.

Summary

Picking a strong kit combo in doubles is crucial to securing a win, so next time you play SG doubles, keep this information in mind!

31. čvc 2025 13:50
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