Kit
Base statistics
Kit at power level
Attack and Super
Abilities
Every power cube he picks up gives him considerably more health and damage than it would another brawler.
He stays attached to an ally five seconds longer, extending the window in which he can pounce off.
Kit hides in a box, invisible for three seconds and charging his Super far faster while he stays still.
Heals Kit and the ally he is currently attached to for a substantial share of their maximum health.
While attached he moves and attacks normally with longer reach, his Super stuns enemies, and allies are healed for more.
Recommended builds
reviewed 19 Jul 2026Team modes where he rides a frontliner in and jumps off onto whoever is isolated.
Showdown, where power cubes exist and an 820-speed brawler reaches them before anyone else.
Kit by trophy range
All modes · Every trophy range · 8–20 Jul
A range is the trophy count Kit was actually on when each match was played, so switching it changes which matches are counted — never how strong the evidence has to be.
Performance by mode
5 modesBest and worst maps
3 mapsMatchups and teammates
Playing Kit
reviewed 19 Jul 2026A very fast support who can leap onto a teammate and ride them, or leap onto an enemy and hold them still.
Early game
Attach to whichever teammate is going to be in every fight and let them carry him forward; his own attack only reaches 3.67 tiles.
Positioning
On a teammate rather than beside one, since riding keeps him out of reach while still delivering him exactly where the pin is needed.
Using your Super
The jump is either a heal delivered to an ally or a lockout on an enemy, so pick the target based on which one changes the next five seconds rather than the current one.
Common mistakes
- Pinning a tank whose team is happy to fight without them for a few seconds
- Riding a teammate all the way into a lost fight instead of jumping off early
- Trading at his own attack range with 3,100 health and no escape
- Alongside a tank he can ride into the fight and jump off at the right moment
- Showdown, where he reaches power cubes before anyone else at 820 speed
- Against a squishy backline his pin removes from the fight entirely
By mode
Speed plus a hiding tool makes him the best early-cube collector in the mode.
Riding the carrier means he arrives at the net with them and pins the keeper.

















