Guide: How to get better at UHC Duels UHC Duels can sometimes be a tough game to play. Over my year of playing it both in the Prototype Lobby and also as a game, I have racked up many tactics, strategies and tips for you to improve your PvP. You might have heard of some of these tips and tricks elsewhere but this thread is completely composed by me and everything I've found useful Note: These skills can be used in gamemodes out of UHC Duels as well! ^^ Let's begin. 1. Pre-Gappling is not 'bad' I've seen many people say that eating a golden apple before fighting is bad. On one hand, people might not know how to use it as an advantage but on the other, if used properly, it might help you win the game. The theory behind this is suppose you and your opponent trade hits until you're forced to use a head. You'll have 2 hearts to your advantage before you need to head and therefore, save time on using heads. As long as your opponent doesn't run, you might actually out-head them and win the match with a few hearts to spare. Though this is unlikely, I've found that pre-gappling hasn't really negatively affected my games on the whole. 2. Be aggressive - but not too much I've fought several players and have played over 5,000 matches but one thing I've learnt is you need to be aggressive. Take this common scenario: You have 2 heads. Your opponent has 3. You have 3 hearts and your opponent has 2 - they are very low and running away. What do you do? The best call for action in this situation is to chase them down and force them to eat a head. If pulled off correctly, both of you will have 2 heads. After that, you can use a water bucket and run, quickly, to gapple. You're now even on heads. 3. Using your buckets Whether it'd be lava or water, using your buckets properly is game-changing. Placing your lava buckets is less important than getting hits on your opponent. If you misplace a lava bucket and your opponent is close, forget it - just attack your enemy. Using water buckets is also important as it allows you to make a slick getaway to heal or bow. When you place a water bucket, the best way to get it back is to place it, leave it for a split second and take it back. By doing this, you force your opponent into water from a source that doesn't exist anymore and get your water back. 4. Knockback and jump-hitting Usually, your opponent would take 0.5 - block(s) of knockback with a regular hit. If your opponent is jumping, they take somewhere closer to 2 blocks but did you know that you can force someone to take as much as 3 blocks of knockback when they are not jumping? All you need to do is in the first half of your jump (when moving upwards), hit your opponent. This is not a crit. They'll take a lot of knockback and can make an easy getaway so try avoiding this unless you're doing Sumo. Another way this knockback can be used is when healing, jump as your opponent comes at you. You'll take a lot more knockback and will restrict yourself from being combo'd instantly. 5. All about rods Rodding is often overlooked as something difficult to execute and hard to aim using. Though this might be true in some cases, it generally is easy and practice helps a lot. While rodding, I've found that the best amount of rods to get on a person before a combo is 2. It's that sweet spot that allows me to get clean combos - 2. When you rod, quickly switch to your sword and back to prevent your rod from losing durability. This has helped a lot in practically all PvP gamemodes with a rod and also improves my ability to hotkey to my rod and back. Try rodding from a distance of 4-6 blocks. 3 blocks is the point you can start hitting your opponent but your first hit is usually never 3 blocks. When you rod, it registers and your opponent takes slight knockback. This allows you to get better first hits on your opponent. Rodding from more than 6 blocks is almost always useless when trying to combo. When running away, rod back at your opponent a few times and quickly make an escape. This will slow them down and give you time to recollect your thoughts and heal. When mid-combo, try to fit in a few rods. By doing this, you get extra hits on your opponent that you wouldn't have without the rod and it makes your combo look *clean* x) 6. Your Strafes and Movement Strafing and movement is important to getting good combos and hits on your opponent. What I've found most effective is W-Tapping and circle strafing. W-Tapping is when you momentarily hold W and let go of it while holding another movement key, A or D. This allows your knockback to reset and lets your opponent take more knockback. This also keeps that 2.0-3.0 block distance between you and your opponent which makes it incredibly hard for them to hit you back and counter your combo. Circle strafing is all about holding your W and either A or D. This gives cleaner combos that look (in my opinion) better than your W-tap combos and also, if used in combination with a jitter-click, is overpowered. S-Tapping is another method of strafing that I use from time to time but I personally have not had good results with it for the sole reason that I find it too defensive. You back off after every 1-2 hits and it feels very defensive and slow to me. This is completely personal preference. In the thread, I haven't included tips about clicking and CPS because I don't think it is relevant to UHC Duels in particular. Click speed is controversial in nature. I have also left the topic high-ground because it is not that much of an advantage when it comes to Duels. I'll include low-ground in a more detailed video I make. For now, here's the link to an old thread I made about that ^^ https://hypixel.net/threads/hypixel-hit-registration-is-it-good.1502976/ If there's anything I missed or left out or a tip that you'd like to share, please reply with it below ^^ Hope this helped!