Wool Wars - What are Good Kits and Team Compositions? (Hypixel)
Posted by Never
10:26 PM - Aug/22/23
Are you looking for a good wool wars team, but don't know where to start or what to look for? With wool wars being a relatively new gamemode, it can be confusing trying to find good teammates or make a good team composition. Here are some general guidelines that can help you get started in preparation for the latest Hypixel tournament.
Quick Overview
For new players hoping to join the tournament but completely new to the gamemode, Wool Wars is a team and ability based, 4v4 Player vs Player mode. The goal of each team is to break the 9 blocks at middle (Quartz, Snow, and Wool), and to fill it in with their team's color wool. There are 6 different kits that players can choose, and each has their own perks, weapons, and activatable abilities (once per round). Below, each kit will be briefly described.
Kits
Archer - Spawns with only leather boots, and a powerful bow (on full charge, can average 4 hearts per arrow). They have a wooden axe, and permanent speed II. Archer's spawn with only 6 arrows, but will receive the arrow back as long as it hits an enemy. Their active ability launches them backwards (about 16 - 20 blocks), and most archers use this by facing backwards to launch themselves forwards at the start of the match, taking important buffs before the swordsmen and tanks get to them. Their main purpose is to deal damage from afar, but are much more useful for simply holding chokepoints as they are less likely to miss in tight spaces, and can easily run away without taking any damage.
Swordsman - They spawn with leather boots and pants, and a stone sword. They also have a splash healing potion that heals 2 hearts. Their active ability grants them speed II for 3 seconds, which can be used to target archers in the backline (who have already used their ability). Overall, it isn't that strong of a kit, and it might be viable on only 1 or 2 maps; we would recommend tank instead.
Tank - Spawns with leather boots, pants, and chestplate, as well as a wooden sword. Tanks are arguably the second most important kits to have on a team, and they both deal damage, and buy time. Their active ability is gigaheal, which gives Regeneration IV for 2 seconds. They are good fighters, can almost fight on par with swordsmen (and can easily win if there are 2 tanks), and most importantly they can tank shots. Having a tank on the team is a must, and some teams even use two tanks to secure fights.
Golem - Spawns with a stone sword and only gold boots. It's active ability grants gold boots, gold pants, and a gold chestplate for 5 seconds. While it may seem incredibly strong, they are hard countered by archers, who will snipe them early if they see them, and can wait out the duration of the armor. The only time golem kit may be useful is on a small map where archers can't reach them, and mid can be taken in a single teamfight (which is not many maps).
Assault - They spawn with leather pants and chestplate, and a wooden sword. They also have an iron pickaxe, stone shovel, and shears, allowing them to quickly fill in mid. They also have a harming potion (deals 2 hearts), a healing potion, and an active ability that places a tnt, which deals medium knockback to all enemies (but no damage). Assault is arguably one of the best kits on par with archer because they can hold off mid for about 3 seconds with tnt, and can easily cause their team to win a teamfight. The harming potion deals knockback as well as damage, which allows you to stagger multiple enemies, and for kits like tank or archer, this one mistake is enough to easily start a combo and outdamage their opponents.
Engineer - They have leather boots and chestplate, and spawn with a wooden sword and bow. They also have 2 absorption heart potions, which grant a health boost. Their main ability is to lock middle for 5 seconds, allowing neither team to break or place any blocks at middle.
Goals of Each Kit
Each kit and team member serves a specific purpose. The three tasks are to fill in middle, to stall the other team, and to win a teamfight if necessary.
Archer is best at dealing damage and staying safe, though light on armor. However, they only have 6 arrows, and they may be more effectively used to hold positions and chokepoints, usually pathways to mid. The threat of arrows can usually stall for time, and when the assault pressures the other team into pushing mid, archer can deal a good amount of damage because it will be easier to hit them when they are coming through the chokepoint. Holding positions and threatening to shoot saves more arrows, and buys more time. Also, archers play the role of boosting to mid in rounds where important buffs spawn, in order to quickly get buffs like chainmail chestplate and stone sword before the enemy team can. They can also boost to strong vantage points early in the game, allowing them to slow the enemy team, and get your own team to mid faster.
Tank kit is most useful for fighting at middle, and of course, tanking for the assault. Using the gigaheal after taking about 3 - 4 hearts of damage is the best timing, and can allow a tank to usually last long enough for the assault to completely fill in (if the other team is playing defensive). If they happen to have an engineer, leaving mid and retaking it after 6 seconds is fairly simple as long as no keystones are wasted (and it's even easier if the harming potion hasn't been used yet).
Assault kit can sometimes singlehandedly win teamfights. Tnt can knock their team in different directions (without affecting your team), allowing you to isolate fights and 2v1 the tank before their other team members can regroup. The harming potion (as previously stated) mainly deals knockback and staggers them (it stops their momentum and lifts them into the air, giving your team the first hit if they are close enough). The speed at which they can break and fill in mid provides an advantage in itself, as it can force the other team to take action at a bad time. As for comparing with engineers, the tnt can usually prevent the enemy from taking mid for at least 3 seconds.
Engineers and swordsman are probably the worst kits, though combining engineers with archers on some open maps (without many walls) may be viable.
Golem kit may be useful on maps where mid is very closed in (tight space), archers cannot easily snipe them from base to mid (almost no maps), and in matches where the enemy team doesn't use engineer (engineers can hard counter golem kits).
(Maybe this map??? Double assault might still be better here...)
Team Compositions
This is probably the most important part of the guide. Team compositions don't focus specifically on one kit, but rather the strengths of the synergy between different kits on specific maps. Finding teammates who are good at their role in the team may be more useful than trying to find players who are good at pvp, or good at "aiming" (stop blaming the archers).
Below, we will list some of the team compositions, their strengths, and what types of maps to play them on.
1 Assault, 2 Tanks, 1 Archer
This team comp is good for most maps. Rather than focusing on damage, this comp relies on using 1 (skilled) archer to hold points and slow down the enemy team, take buffs, and most importantly to either 1v1, or 1v2 the enemy team's archer(s). The assault's role is to pretty much go straight to mid (unless there is a teamfight happening on the side). The two tanks + assault can usually win every teamfight, and the assault joins in the fight if there are more than 2 enemies coming to mid. If there are 2 or less enemies coming to mid, the assault can try to fast-fill in mid while the two tanks blocks the entrances. The team comps below will generally address specific maps.
1 Assault, 1 Tank, 2 Archers
This comp is useful on maps that are more open, and have mid open to bow shots, as well as hard to teamfight on (like the lava maps). Having two archers on good vantage points can prove to be strong, especially if they can 2v1 and kill the enemy archer at the start of the game. This comp basically trusts the assault's abilities less, and relies more on stalling and winning a slower/more careful game.
2 Assault, 2 Tanks
This is a pretty risky team comp, and it can be heavily countered by double or even triple archers on the enemy team. The plan is to have 2 tanks and 1 of the assaults for team fighting (distracting), and to have the last assault directly rush the fill in. The fighter assault can heal the tanks, and stall for much more time since the team now has two tnts and two harming potions. The only problem is that there is no archer... which is kind of a big problem on maps where archers can see mid. This comp is good for maps where archers don't have good access to mid, and where there are chokepoints that assaults can easily hold. (Note: If the map is too small people will go golem kit instead.)
1 Assault, 1 Tank, 1 Engineer, 1 Archer
This is a general team comp, where there are basically variations of this comp since they are pretty similar. Replacing engineer with swordsman or golem are probably variations. However, the main focus on this comp is the engineer's role. This is pretty rarely useful, as even if the engineer locks mid for 5 seconds, the enemy team can just leave pretty easily... unless they can't. Engineers are mainly good on maps where locking mid while having two archers or etc can cause the enemy team to take lots of damage. Engineers themselves are usually only useful short term (except for the bow that makes them decent).
While each team member should be confident and skilled in playing their kit, it's also important to have people who can at least somewhat play a second kit, just in case the enemy team goes 4 archers comp and you need 2 people on your team to go swordsman. For example, on a team with Assault, 2 Tanks, and 1 Archer, the assault can play tank, Tank #1 can play assault, Tank #2 can play swordsman and archer, and the Archer can play Assault.
Just being able to play 1 more role allows your team to play more comps, which can always change depending on the map.
(With the example above, the team will be able to play 1 Assault, 1 Tank, 2 Archers and 2 Assaults, 2 Tanks.)
The most important thing to know about the team comps while playing, is to remember the purpose of each kits role in the game. Knowing how each team member's abilities synergize with each other will allow your team to outplay teams that have good pvpers, but bad team compositions.