Scout

* Cannot use fireworks
* Melee attacks deal half damage
* Cannot deal melee damage with axes

## **Strategy**

The Scout looks to the skies, living for the rush of landing the first shot from above on an enemy they’ve tracked down. By using their Elytra to glide, and their compass to levitate, the Scout has more freedom of movement than any other class.

The Scout’s Elytra can be gotten fairly easily by collecting a compass, and is incredibly useful. While in air, and not levitating, press your jump button to spread your wings. You will glide in the direction you are looking, meaning you can swoop down and pull up to dive without hitting the ground.

Wearing the Elytra causes the Scout to negate most, but not all, fall damage. For this reason, you should still be careful to not plummet to your death, opting to glide at an angle when falling as opposed to not opening your wings, or looking straight down. Also be careful not to collide with the sides of blocks while gliding, as this will cause you to take damage as well.

Upon holding a compass in their mainhand, the Scout will be granted Levitation for 10 seconds, allowing them to make full use of their Elytra’s gliding capabilities. While it can be somewhat slow to ascend, the compass allows the Scout to stay out of reach of both mobs and players. However, if the compass is switched off of, or the Levitation duration ends, the compass will not reapply the effect until you land. This means you should use the compass to ascend, and the Elytra to descend.

When sneaking, the Scout highlights themselves, as well as any potential enemies within 100 blocks. This makes the Scout ideal for tracking down players that are hiding underground, with the Glowing effect showing an outline even if the player is sneaking. However, you also being highlighted means that the enemy will be alerted to your location as well, making this potentially dangerous if unprepared to fight.

## **Tips**

* As Scout gets 2 spectral arrows for every 1 arrow, they tend to need less arrows to be ready to fight. Keep this in mind when dividing up arrows amongst your team, as once converted, Scout’s Arrows cannot be converted back, and cannot be used by other classes.

* Scout’s Arrows disappear upon landing, which means they cannot be reclaimed. However, this also means that enemies cannot see how the arrows landed to determine the exact direction they were fired from.

* While the Scout will only levitate with a compass in their mainhand, a bow can be fired from either hand. This means you can potentially gain altitude by having a compass in your mainhand and still be able to shoot with a bow in your offhand. However, always be ready to switch your shield back to your offhand, as perceptive enemies will use this opportunity to get in hits with ranged attacks.

* When fighting, most enemies will put up their shields to prevent your arrows from hitting them. While potentially risky, it is possible to get in shots by unexpectedly dive bombing, soaring above them and landing an arrow behind their shield.

* When sneaking, enemies are only highlighted 100 blocks away, while the Scout is always highlighted. This means that, if you aren’t careful, you could cause an enemy to find you before you find them.

* Your teammates are not highlighted when sneaking, meaning it may be a good idea to spread out from them before checking for enemy players, so as not to give away the location of your entire team.

* It may be worth keeping a chestplate on you to equip while caving, as the extra protection from the armor it gives may be more valuable than your Elytra while unable to get enough room to fly.

* When returning to the surface after gearing up, it can be a good idea for the Scout to fly ahead of their team to spot enemy players early.

## **Notable Matchups**

### **Gladiator**

A Gladiator can often get level with your position if you are on high ground so it is important to keep moving. Also notable is that the range of a Trident shouldn’t be underestimated as, despite not flying quite as far as arrows, they are more than able to hit you in air if the Gladiator aims well. When the Gladiator misses with their Trident, it will take 2 seconds for the Trident to return to them, giving you an opportunity to shoot them while they are essentially disarmed. However, if they land a hit, their Trident will return instantly, allowing them to continually fire back.

### **Rogue**

A cloaked Rogue will not become Glowing when you sneak, however if a Rogue is uncloaked when they are in range of the Glowing effect, they will retain the glowing effect even when they recloak for the short duration. Not only this, but if you hit the Rogue with a spectral arrow it will give them the Glowing effect for 10 seconds or until they recloak. This, combined with your ability to search from height, makes the Scout one of the best classes for tracking Rogues.

### **Marksman**

The Marksman has less range and is far less maneuverable than you. Importantly, this allows you to get outside of the range of Marksman’s fireworks, which is about 28 blocks. Outside of this range, you can shoot them without much fear of retaliation. If you do have to duel from within their range, small dodges like you would in an arrow duel will be useless, as their rockets explode, dealing damage in an area and destroying cover.

Also be aware of the Marksman potentially using scaffolding to try to reach you. If this happens, they can be quite vulnerable while perched on a small platform, allowing you to shoot at them or potentially break their scaffolding out from under them.

### **Knight**

A Knight and Scout can easily stalemate, as a Knight can block all your arrows with their unbreakable shield and you can keep out of their range easily. An experienced Knight will try to force you to come to them by getting under cover, either under leaves in a forest or by going underground. In these situations, consider using lava if they are in enclosed space, or setting the forest on fire to remove their cover.