Trickster

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

### **Spikes**

* If an enemy is within 1 block, deals ½ heart of poison damage to them and disappears
* Spikes detonate into smoke clouds after 8 seconds
* Gives enemies in smoke cloud Blindness for 5 sec

### **Blinking**

* Get a Pearl the first time you collect a firework star
* Using a Pearl creates a Blink Point based on where you’re looking
* After 4 seconds, will teleport to the last Blink Point created, and Pearl will return to your inventory
* Blink Point emits distinctive magenta particles, indicating where you will teleport to
* Grants brief invulnerability after teleporting, preventing immediate damage
* Can blink a maximum of 100 blocks
* Can not pick up items while blinking

## **Strategy**

The Trickster revels in denying their enemies any form of safety, laying poisonous traps in their path, and teleporting away before they ever have a chance to reach them. Despite being a ranged class and thus having low melee damage, the Trickster is highly versatile, with their Spikes providing them multiple ways to shut down enemies.

Trickster Arrows that land will drop poisonous Spikes that deal a ½ heart of poison damage upon being stepped on. This allows the Trickster to shoot arrows at the ground around them, creating a barrier of Spikes between them and their opponent. After 8 seconds, the Spikes will detonate into smoke clouds, giving enemies in the cloud Blindness, limiting their sight and preventing them from sprinting or landing critical hits.

While the Arrow itself can be blocked by a shield, once the arrow bounces off the shield and lands on the ground, it will drop a Spike. By aiming towards the feet of enemies with their shields up, the Trickster can force their enemies to take damage even while blocking.

Upon using their Pearl, the Trickster will create a Blink Point for them to teleport to in 4 seconds. This allows the Trickster to teleport to advantageous positions both in and out of combat. In combat, it is best to wait until an enemy is closing in and blink as late as possible so as to waste as much of their time running toward you as possible. However, you must always be aware of the time it will take to teleport to avoid being charged down.

## **Tips**

* Your Spikes are incredibly good at dealing chip damage, but don’t forget to look out for opportunities to hit your opponents with the Arrow itself, as it will often do far more damage.

* You can tell how close a Spike is to detonating by looking to see if it is smoking. A spike that has been on the ground for 4 seconds will emit small smoke particles. After another 4 seconds, it will detonate for 1 second, emitting large smoke particles and giving Blindness to enemies.

* Aiming to blind your enemies with your Spike’s detonation is often a good idea, as when blinded, you can potentially quickly change positions with your Pearl to get in unexpected shots.

* Blinking can confuse enemies, giving you time to get in shots. However, attentive enemies will be on the lookout for your Blink Point the moment they see you use your Pearl. Try timing your blinks when enemies have Blindness from your spikes to prevent them from seeing where you’re teleporting to.

* If you are in a situation where you have to keep your shield up, you can blink fairly safely by briefly putting down your shield, using your Pearl, and putting the shield back up.

* Spikes can be used to deter enemies from moving in certain ways. Coordination with your teammates can allow you to make the most of this, both defensively and offensively.

* Be aware that Spikes will disappear after 8 seconds, meaning that they are not permanent obstacles for your enemies. Ideally you should try to create enough spikes that your enemy can’t help but to walk over them without spamming them and wasting arrows.

* Since Spikes deal Poison damage, they are unable to deal the killing blow to an enemy. If an enemy has only ½ heart remaining, the Poison from the Spike will not deal any more damage.

## **Notable Matchups**

### **Knight**

Your Spikes are a tool to get around the shield of the Knight, as even if they hit a shield they will bounce off and turn into a Spike on the ground. This however can’t be counted on as a primary source of damage as it only deals ½ heart of damage per Spike, so be sure to look for open opportunities to hit them when their shield is down. Upon taking damage, the Knight is granted Slowness II for 4 seconds. This, along with your Pearl, are incredibly useful in preventing the Knight from getting within melee range.

### **Rogue**

Spikes can serve as a tool to discover a cloaked Rogue as they will uncloak upon taking damage. By creating a minefield of Spikes on the ground, you can often force the Rogue to step on at least one Spike.

### **Marksman**

The key to fighting Marksman is to keep out of the range of their firework rockets, which is about 28 blocks, using your ender pearl to keep away from them if they get close. Despite not being able to melee with an axe, the Marksman is still dangerous in melee range, with it being able to deal twice as much damage as the Trickster.

### **Gladiator**

Gladiator is able to negate a high ground advantage better than any other class, and thus you should have a plan of where to teleport to when they are about to reach you. Don’t underestimate the range of their Trident, as it only has 20% less range than an arrow. Gladiator will often use their Speed from their Trident to close the distance quickly. By shooting them in the middle of their buff, you can essentially stop them in their tracks briefly, making it more difficult for them to get to you

### **Cavalry**

Cavalry can catch up with you after teleporting better than other melee classes due to the consistent speed of their horse. When taking damage, horses rear up their legs briefly, stopping their movement. This, along with the brief Slowness effect from your arrows, allow you to stun-lock the Cavalry’s horse. Be aware though that as Cavalry is invulnerable while on their horse, they will be unaffected by the Poison damage of your Spikes.