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In a game with plenty of Purposefully Overpowered items, some go way too far and aren't seen as fondly. For items that don't have nearly as much luck, see here.


Melee Items

  • While Difficult, but Awesome, there's a reason players will often target a player holding a Smile as soon as they see it. The weapon initially sucks as an actual weapon, being slow and doing practically Scratch Damage in exchange for a speed boost while held. On paper, this requires a very patient playstyle in order for the Smile user to destroy enough bodies without getting killed so they can Merge and become a mini-Juggernaut. In practice, spawning with a good ranged weapon and/or misc weapon to negate the weapon's initial downsides can allow for some serious snowballing, and by the time the rest of the server is made aware of its threat, the Merged Smile user will have 200 max HP at minimum, making them very hard to take down since they constantly heal upon landing a kill and upon consuming bodies. And unlike Bird Up, a similar set of weapons that requires good setup to use, Smile is not banned from TDM or TC, which can make for lopsided sweeps if an already dominant team is protecting a Smile user and providing them bodies. Most often, nothing short of a Purposefully Overpowered weapon like a Death Note, Bobm or Gender Reveal will take them down once they get going.
  • Vampirism. The HP drain on grab is already bad enough, but what makes it especially infuriating to fight against is how you escape; you have to click a lot of times to break free from their grasp. Try to circumvent this with an auto-clicker? The game will detect it and nullify the inputs, resulting in a lot of sore fingers trying to escape legitimately. By the time you do so, you're still at risk of being grabbed again from the Vampirism player who, although they get briefly stunned upon you breaking out, still has a +4 walk speed over the average player and will very likely finish you off.

Ranged Items

  • The Chicago. Among the ranged weapons that have unlimited ammo and just require the user to hold down the trigger, the Chicago is the best of the best. The Moscow slows the user down immensely while firing and Ebony and Ivory have lower damage and inconsistent bullet spread when aiming afar. The Chicago has none of these drawbacks and is the ire of any player under their crosshair thanks to its long range hitscan and DPS.
  • The Micheal P. A weapon with a deceptively large area of effect, it shreds through the HP of anyone close to you as long as the mouse button is held down, dealing more damage the closer you are but still doing fast Damage Over Time on the edge of its radius. So much so that it's very hard to escape from them if a player with one is nearby and targeting you. If you see someone bunnyhopping and buzzing around a group of players while sapping away their health, be prepared to run or hope someone can take them out before they go on a massive killstreak.
  • The Zapper. Prior to it, the only weapons that could stunlock players were close-ranged melee weapons, but the Zapper fires fast and can land hits from across the map. Its only drawbacks are needing to quickly reload every three shots and not being able to stun players unless they're airborne, although shooting a grounded foe will push them into the air to enable that. The latter was a Nerf added after it was first added into public rotation, meaning pre-patch Zapper could ragdoll you with a single click.
  • Lilynette, as described in the Game-Breaker page, is a strong ranged weapon that can potentially single-handedly win games for you, depending on the game mode. It's to the point that anyone sighted with it is an instant high-value target, with people even teaming up in FFA modes to take a Lilynette user down as an unattended Lilynette often spells doom once they charge their Cero Metralleta, itself an incredibly easy feat due to its fast, piercing projectiles and geometry-piercing capabilities.

Misc Items

  • Woe betide the server if there are two good players (or more commonly, friends) smart enough to team up with The Pact, as that allows them to leech off each others' kills while buffing their health and damage, turning both of them into ersatz Mini-Bosses on par with a First/Second Trumpet player, especially if they have strong weapons. In a gamemode such as FFA, that emphasizes killing everyone, the ability to "team up" with an enemy is a huge boon for them, and also a huge sore spot for everyone else. Fortunately, if you somehow manage to take even one of them down, the other quickly follows suit.
  • Hot Rod Rider, unlocked from beating The Skeleton on a Perfect Run, is an insanely strong misc. item that's basically "honk" you can control with an infinite use time, letting you speed across the battlefield while ramming every opponent with ease, even allowing you to stunlock them if used right. Even the 35% defense penalty is little comfort for enemies, due to its high speed and knockback immunity, literally making you hell on wheels.
  • The All Expenses Paid Free Island Getaway Brochure gives you one of 21 different weapons, with all of them functioning the same way, as a unique "point and click" hitscan weapon with varying amounts of lethality, with most of them firmly landing in the "broken as shit" category with the only downside being their limited uses. Nonetheless, expect a few easy kills at the bare minimum and a few pissed-off players.
  • All of the speed-enhancing consumables, such as Cassiebucks Coffee, Skeleton Juice, 10 Hour Burst, Dead and Sunshine in a Bag are highly sought-after, due to their permanent speed buffs being incredibly useful, especially in a game where mobility is key and a luxury. They're especially coveted in Perfect Runs, where the mobility allows you to outrun most bosses' otherwise-difficult-to-dodge attacks with barely a sweat, to the point that a very common tactic for easy Perfect Runs is to reset until you get one of those items along with a good ranged weapon.

Kits

  • Any kit that gives out Pixel Rifles for free, such as "$5025 Kit" or "Call of Duty". Both kits have minor mobility nerfs as a drawback, but are easy to overlook in exchange for instantly getting one of the best automatic guns in the game, that you usually need to grind kills to use.
  • Godspell Mage is one of the rarest kits you can roll in the mode, but for good reason. Manus Dei and Fimbulvetr drop huge fireballs and a glacier onto the map respectively, with weaker but still strong "Snap" variations of the spells that have a seperate cooldown to allow you to continuously rain chaos down onto the map if nobody can reach you. Those who do can be knocked back with Percutiens and its Snap version, the latter of which comes out instantly as a panic get-off-me tool. You're set for at least a decent killstreak if you can find somewhere remote to hide, especially if the map also has bottomless pits. "Ohh that Combo Cold" also gets a mention for trading the utility of Percutiens and Manus Dei for Gelidus, with the Snap version allowing you to essentially fly with almost zero limitations to find a good camping spot or escape a fight.
  • Soul Survivor, consisting of Hook Kick, Grand Javelin and Soba Kick, may be one of the most blatantly broken kits, due to the jacked 2.25x damage multiplier, 300 HP, and ease of filling your Soba Kick meter with the insanely brain-dead combo of "run towards someone with Hook Kick, kick them, spear them while they're ragdolled, rinse repeat". The items are also as strong for defense as they are offense, as Hook Kick is a great pseudo-mobility tool, Grand Javelin is a strong keep-away tool and Soba Kick makes you invincible for its duration, turning you into a highly-mobile karate-kicking killing machine.

Zombie Survival Mutations

  • The fear of every survivor, Snatchers are the most despised mutation by a landslide. Their Tongue ability comes out fast, has incredible range, and has generously low cooldown for its utility. If a survivor gets snagged, the other players have to either kill, inflict knockback or ragdoll on the Snatcher to help them break free, but good luck getting them to do that if they're too far away, dealing with other zombies, or don't even notice you've been nabbed. Other zombies can and will dogpile the defenseless player as they're slowly dragged towards the Snatcher, meaning getting grabbed by one is essentially a One-Hit Kill if any other zombies are around to capitalize on the catch. The Tongue Zombie's stats are also akin to the very mobile Spitters, allowing them to trail not that far behind a pack of zombie players or perch in zombie-exclusive spots that Survivors can only reach if they're lucky enough to spawn with a good ranged weapon.
  • Tanks aren't that bad to deal with in a group, but become an absolute pain if they spawn at the wrong time and on the wrong maps, where escaping them becomes nearly impossible. They play incredibly well to the Zombies' strength in numbers, being a slow Damage-Sponge Boss that can bully lone players away from their team or heavily disrupt the Survivor's defensive chokepoint and draw aggro off of their teammates.

Murderer Weapons/Abilities

  • If you thought Vampirism was hard to deal with in any other mode, watch out if its the weapon given to the Murderer. While not an outright One-Hit Kill like every other weapon is in the hands of a Murderer, it's a lot more annoying to deal with in turn. When caught, players can still mash free from the weapon's grasp before they run out of health, but with no weapon to strike back and the narrow corridors of the Murder mode maps, it's near impossible to slip away before the murderer can grab you again, killing you for good this time with what little health you'll have left. Any gun counterplay is almost null and void, since despite not being dead yet, even being grabbed by a murderer with Vampirism forces players to drop their gun as if they died. Are you near the murderer as they grab a player, and thus should be able to shoot them in their most vulnerable state? Good luck aiming at the murderer and not the victim, who the murderer holds in front of them like a Human Shield, as both you and the victim will die if you shoot anyone but the murderer. The cherry on top? The first victim of the round will always resurrect as a secondary murderer, both of which need to be killed to end the round. Its not uncommon to see two Vampirism users sweep the lobby clean once the murderer gets their first blood.

Juggernaut (JGN) Classes

  • The rest of the server knows they're in for a bad time if a Juggernaut round starts and THE FILIBUSTER is playing. Filibuster is designed to be a Long-Range Fighter that plays keep away, and it does so a little too well. It's not just the fastest class, but faster than the average player, equipped with a burst movement tool, a semi-spammable projectile that can push targets away or pull them closer and melee attacks that ragdoll and punish players that get in their face. The centerpiece, however, is Obstructa, a large explosion with long wind-up and an almost minute-long cooldown that's made deceptively harder to dodge due to the radius of the One-Hit Kill explosion being larger than the effect shown. What makes Filibuster all the more loathed is how time-outs automatically give the win to Juggernauts, meaning a fight against a competent Filibuster will often turn into a "Get Back Here!" Boss. Filibuster was later indirectly nerfed by making time-outs now result in a stalemate, meaning that an Filibuster player now has to actually try to eliminate the entire team, though considering how potentially dangerous an experienced Filibuster player is, this is a small comfort.

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