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Kit

Kit Portrait
Star Powers

Gadgets

Best Game Modes
Knockout IconBounty IconGem Grab Icon
Kit counters all of these Brawlers
ColtBrockDynamikeBelleGromSqueakMr. PAngelo
Kit is countered by these Brawlers
LouCordeliusCharlieBullTaraChesterGaleFrank

Kit is a prime example of a brawler with multiple playstyles. While some styles are usually more effective than others, all of them have their pros that make them worth it to play.

Attack Approach: Even though this is usually the style you’ll see the least of, but can give you serious value when used correctly. His playstyle is similar to Lily’s, using Cardboard box to position yourself into a good ambush spot as well as picking off isolated targets with his Super. Knowing your matchups is imperative for succeeding with this playstyle.

Support Approach: This is generally the most meta version of Kit, and involves combining him with a tank/assassin right before they jump into a fight. This is actually probably the simplest way to play him, as all you need to focus on is managing your Yarn Balls correctly and activating Cheeseburger at the right time.

Mixed Approach: Most people play some version of this, which involves playing Kit as an assassin until their teammate is ready to ambush the enemy, where he then attaches and plays as a support until his Super runs out. The playstyle is essentially just the two beforehand, and the main thing you need to learn is when to play as an assassin and when to play as a support based on what the circumstances are.

Maps really depend on if you play him mainly as an assassin or support. For an Attack Kit, it’s maps that have a good mixture of grass and open area that can let Kit sneak around while also letting him avoid choke points that might reveal his location. For a Support Kit: Maps that the brawler you’re planning on attaching to is good on, as well as maps with minor choke points that he can lock down with his Yarn Balls.

It's important to remember that Kit is a good Support but just a decent Assassin, even if you play super aggressively there’s never a reason to not use your Super supportively at least once or twice.

Speed (Situational): Speed isn’t all too useful to Kit, but having an assassin be a little bit faster will always be good.

Health (Ineffective): Health Gear is almost never good on assassins, and it's even worse on Kit since she has a Super that can heal him on demand.

Damage (Effective): A bit less useful to Kit compared to the average assassin, but a 15% increase will always be good to have. Don’t use with Cheeseburger.

Vision (Ineffective): Useless in his Base form, but there’s the off chance you randomly hit a brawler in the bushes when bushchecking, so it still has niche uses.

Shield (EFfective): Having even a sliver of his shield can let him survive many more attacks, it's super important that he uses this.

Gadget Cooldown (Effective): Still pretty useful, any time that can be shaved off Cardboard Box is helpful to Kit. Not as useful when running Cheeseburger.

Kit in 3v3 gamemodes is a very complex brawler, and despite his kit being relatively basic there’s a plethora of advanced techs and mechanics to learn in order to maximize his potential.

Types of Jumps:

Proximity Jumping: When using Kit’s Super, you may not always want to attach to an enemy, since it leaves you vulnerable for 2s. Placing the Super radius just outside of their hitbox can let you jump right next to them without completely incapacitating yourself, but still being able to attack the enemy. This can be negated if there’s a brawler with <2000 health, as jumping on them will defeat them immediately, consequentially skipping the stun duration.

Chain Jumping: If there’s two enemies in a proximity where one of them could help the other if you jump on them, ambushing one of them with Cardboard Box or through bushes before jumping on the other now isolated enemy is a very useful strategy. It's useful to already have a full Super before going in, but if not, you should make sure that the first enemy will give you enough to jump on the second one.

Fallback Jumping: This is a mistake you see very often with Kit players; Don’t be afraid to use your Super to retreat, unless you’re trying to save it and dying doesn’t hurt you that much.

Attack Combos:

1 Attack -> Super: Hard to react to, excellent against squishy brawlers.

3 Attacks -> Super: Best combo overall, good burst and good kill confirm.

Super -> 3 Attacks: Good Approachability, but it has to be a brawler you can take a few hits from that's also alone.

Cardboard Box Psychology:

Cardboard Box’s invisibility is incredibly useful as long as you use it correctly. Like most invisibility, spending the entire game going down the same path to ambush the enemy is a bad plan.

- Sneak into bushes that may not have enemies inside at the moment.

- Go invisible while going one direction, and then immediately go a different direction.

- Try sneaking behind the enemy for a flank when the enemy team is preoccupied with your teammates.

- Going down a main choke point while invisible can work in some situations.

- Try to stay hidden when you can so the enemy can’t tell when you go invisible as easily.

- Don’t forget that your gadget has multiple uses and also charges your super faster when you stand still with it.

How to aim Yarn Balls:

It's usually unnecessary for Kit to attack the same target that your teammate is attacking unless the target is out of their range and/or getting away. It’s a better idea for you and your teammate to attack different enemies so you don’t get overwhelmed.

Even if you’re not hitting anyone, keeping specific brawlers away from you and your teammate is very beneficial, especially if it's someone like Charlie who can completely shut down your push.

Focus on each and every attack you throw. This may sound basic, but attached Kit is in contention for one of the worst auto aimed attacks in the entire game. Your reload speed is also a painful 2 seconds, meaning that even one wasted Yarn Ball can leave you open to potential counters or let a retreating enemy get away.

When to jump on a teammate:

1. Right before they run into the enemy

Maximizing the amount of time you have attached to your teammate may seem unnecessary, but sometimes even the 15s you have isn’t enough, and falling off your teammate at a crucial time can result in the both of you dying, if not outright losing the match.

2. If they’re starting to get close to dying

Kit’s single target healing is some of the best in the game, but it doesn’t make your teammate invincible. If your teammate is surrounded by the enemy and has 1000 health, it's almost always better to just let them die, as jumping onto them would only cause you to die as well. This changes when you have Cheeseburger equipped, as it can help save your teammate if they’re retreating while under fire, but again, it doesn’t make them impermeable to damage.

3. If one of you is a high priority target

Since jumping on your teammate makes you infinitely harder to kill, it can be worth it to do so in modes like Gem Grab or Bounty when you need to wait out the timer and your team is cornered.

Supportive offense Supers:

1. Shutting down a big threat to your team

Jumping on an Edgar that just ambushed your team is generally a good idea even if it kills you, though usually that won’t even happen as they’re jumping away from their team and into yours (leaving them isolated).

2. Keeping a problematic brawler out of the game

If there’s an enemy in your game that fully counters your team, sacrificing yourself for the guaranteed 2 second stun on that brawler can shut them down for almost the entire game. However, you should always be sure that your teammates are actually in a position to actually take advantage of your stun, or else you just died for no reason.

Kit can dodge attacks like Shelly’s Super Shell, which is extremely beneficial in some matchups. However, this is much more difficult than other brawlers like Bonnie/Edgar as the jump is very quick and may leave you in a bad situation.

Tick is the only brawler that can be defeated with just one attack and Super at full health.

Darryl is Kit’s best synergy for almost every mode they’re both viable in, but especially Knockout. Having a great approach tool as well as a shield and an auto-charging Super makes them almost unkillable in some matchups.

Draco is a great matchup in Brawl Ball, as his increased speed and ability to chain Super’s lets him just walk the ball into the goal in some cases. Using Last Stand in tandem with Cheeseburger is also useful.

Sam is a good choice for Gem Grab, as his main problem is simply just approaching the enemy, which is made easier both due to GG maps having more bushes and Kit constantly healing him.

Surprisingly, Mandy is the one and only brawler synergy that isn’t Kit + Tank. Bounty is not a great mode for Kit as tanks are generally unviable and assassins are situational, but sneaking up and stunning a high priority enemy can let Mandy ambush them from across the map, especially with her Super.

It is not Recommended to play Kit on Heist, as he doesn’t really offer too much anymore now that the safe has shields every 25%. However, the best synergy for Kit is either Darryl (again) or Melodie, as they can potentially break through two shields if the enemy fails to deal with them in time.

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This page was written by Axistype and last updated on July 16, 2025. Follow this author below.




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