Pit People® Guide

The Pit People Tier List (UPDATE 2a) for Pit People

The Pit People Tier List (UPDATE 2a)

Overview

A community created Pit People tier list catagorizing the Units of the world of Pit People. In this guide I will be explaining the certain pros and cons of the different Units and their usefulness for your Team, and their effectiveness as a whole.Feel free to contact me by either leaving a comment or by contacting me on Steam directly, telling me why you believe that a Unit should be moved. Please do provide me with some general information about the Unit you want edited and it’s even better if you can tell me what team compositions work with the Unit or how the Unit does more to the game than it says on paper. I will do my best to explain why I believe that this tier list is the current “correct” one, based on the usefulness of a unit in The Pit.Please keep in mind that this Tier list is merely a RECOMMENDATION of what Units you should be using, nobody is going to force you to recruit a Hair Troll. If you’re able to beat The Unfair INSANE Challenge with nothing but Kobolds, good for you, but that doesn’t help me evaluate a Unit at all.

Introduction.

This tier list is catagorized in an S, A, B, C, and D format. S being the best units to have on your team and will most likely always remain in the meta, and the D units considered rather lackluster.

Guide “To-Do” List.

  • Update the remaining Tiers to the level of quality as the S Tier. ☐
  • Add a Description for the Rainbow Horse. ☑
  • Seperate the Human/Demi-Clops catagory into multiple units. ☑
  • Quality Control. ☑
  • Add images of the individual Units in their respective Tiers ☑
  • Provide some examples of what Units work well with eachother, and which that don’t. ☐

Most of the information I get for the Units of Pit People is from the official Wikipedia and Update notes, but the community has helped me quite alot.

Sources:
The Official Pit People Wikipedia[pitpeople.gamepedia.com]
Scoutmaster lumpus’ incredible Steam Guide; “An Extensive Guide to The Units of Pit People.”
[link]

Major Contributers:
PlasmaBlade
snurfsnarf
itssirtou

Author Note: Update 2 has been released, and it’s brought us some “Various balance changes to Cyclops, Hair Troll, Troll Mom, Troll Babies, Mushroom, Kobold, Gorgon, Snake Minis, Octoclops, Heavy Sword, Light Bow, Medium Bow, Mortar (no change from hotfix), Throwing Axe.”

I’ll be sure to update these as soon as the balance changes are made more prominent.

“The Pit” Tier List (S)

The S Tier

  • Humans* are at the top of the Tier list due to how they can fill out multiple roles for the team.
    The most powerful Humans in the long run will always be either Tanks or “Heavy Hitters.”

    -Tanks are the Hero of the team, and come equipped with a Heavy Shield (87% block chance), a Heavy Helmet, and a Medium Sword. Tanks are strong against archers and swords and are weak to enemies who are weilding a Mallet or have attacks that bypass resistances, such as Gorgon spit and Troll Bites.

    General Tank/Armour stats (From the Official Pit People Wikipedia.)

    There are four kinds of helm or headgear. Wearing No Helm provides no defense, but weighs nothing, allowing the unit to keep their Dodge chance. Light Caps also weigh nothing but give very slight defense boost while slightly reducing damage. They also slightly lower Dodge. (?) Medium Helmets provide decent defense and give the helmet attribute, making the unit take less damage from swords but more damage from mallets. Heavy Helmets provide excellent defense and weigh a lot. They further increase the helmet attribute, further lowering and increasing the damage of swords and mallets, respectively.

    General Tank/Sword stats (From the Official Pit People Wikipedia.)

    Swords come in three kinds: Light, Medium and Heavy Sword. Light Swords strike twice and ignore part of their target’s chance to dodge. They deal mediocre damage to helmets. Medium Swords are balanced in weight and damage, and deal reduced damage to helmets.

    -“Heavy Hitters” are Humans who either use a Mallet or a Heavy Sword, they’re typically the damage dealers of the team. Humans with Mallets are strong against Mushrooms and enemies wearing Helmets but do less damage to non-armoured enemies, and Humans with Heavy Swords are strong against non-armoured units and are weak to Helmets.

    -Ranged Units stay at the back of the team, they provide support for the main fighters.
    Archers will do damage to specific targets, and will fire more arrows for every turn where you do not move them, Archers are weak to Enemies with sheilds. Mortars do damage in an AoE, making them strong against large targets such as Troll Moms, however Mortars can damage friendly units if they are within the blast radius or your Mortar misses a shot.

    Ranged Unit stats (From the Official Pit People Wikipedia.)

    Small Bow: Range = 8 tiles Weight = 65% Trades damage for increased range and decreased weight. Medium Bow: Range = 6 tiles Weight = 90% Sacrifices range and weight for increased damage. Mortar – possibly OUTDATED, will be updated once specific stats are released: Range = 5-8 tiles Weight = 90% Sacrifices reliable front line targeting for more reliable back line targeting. This is due to the mortars inability to target enemies closer than 5 tiles. This makes it great for shooting over shields, but bad at damaging melee pursuers. They are most effective when protected by melee units or when far away from all enemies.

    -“Off-Hand” Units are Humans that have either a Light Sword, Medium Sword, or Mallet equipped and one of five misc. items: Throwing weapons that travel a total distance of four hexagons and acts as a secondary ranged weapon at the cost of some defense, a net that can be used to snare an enemy from two hexagons away, or can be used to recruit the last surviving enemy at the cost of some defense, and a selection of shields.

    -Misc. Humans:
    (Copy+pasted straight from the Official Pit People Wikipedia.)

    Axes are dual-wielded weapons that can be thrown 2 hexes away. They strike twice and have no melee damage penalty. When thrown, they have a chance to stun the target. Explosive Axes cannot stun, but they explode when used in melee.


    Guns are found in the same category as axes. When at range, they fire in a burst that receives no ammo penalty for moving like Ranged units do. Unlike axes, they are weaker when used in melee.

*Humans refers to both humans and Demi-Clopses, because they are statistically identical.


  • Hair Trolls are also a highly-valued unit because of their mobility, high damage output, and their self-sustain. Hair Trolls can move surpisingly far per turn for their size, and are great at sticking to Enemies even after proccing the 33% chance to throw that enemy. Hair Trolls do moderate damage to armoured or unarmoured targets. Hair Trolls are weak to Fire and other Hair Trolls, and cannot be frozen by Ice-elemental attacks.

Hair Troll stats (From the Official Pit People Wikipedia.)

Hair Trolls regenerate 2-6 health on their turn. They naturally have higher health and defense than most units. When attacking, they can launch their target up to two hexes behind them. The unit will land in a random 1 hex radius behind the troll. Unlike with the Cyclops, launching enemy units does not apply the Slow effect. Hair trolls take up 2 slots in the player’s team.

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“The Pit” Tier List (A)

The A Tier

  • The Cyclops is an example of a fantastic unit that’s limited by their mobility. They can do a great amount of damage and can throw enemy units across The Pit and into hazards, they can also debuff an enemy unit by restricting that unit’s movement. Unfortunately for the Cyclops, their big, bulky posture doesn’t allow them to travel very far during a turn, so they can’t stick to an enemy as much as you’d like for them to. Cyclops’ have no weaknesses or resistances, HOWEVER, an enemy team with alot of movement debuffs (such as nets, ice mortars, or snares) can and will most likely destroy your Cyclops.

  • (Take a shot for every time I say the word “Poison” on this one.)
    Mushrooms are very unusual units, they don’t directly attack an enemy. Instead they just walk up to the enemy and release a very poisonous cloud of gas which can poison a group of enemies. They can also leave a cloud of Poison on empty Hexes. The more units (friendly or enemy) that are affected by the poison cloud will determine how much poison damage the cloud does. If a Mushroom is going to attack an Electrobot or an enemy Mushroom, it will just use a heavy melee attack instead. Mushrooms are strong against Mascots, Cupcakes, and Gnomes. They have a resistance to Poison, and can reflect arrows much like a shield can. However, they are weak to Mallets.

    Mushroom stats (From the Official Pit People Wikipedia.)

    Mushrooms receive extra damage from Mallets. They deal bonus damage against Cupcakes, Gnomes, and Mascots. Zombies are highly resistant to their poison. Electrobots and other Mushrooms are immune to poison. If their target is an Electrobot or Mushroom, they will use a strong melee attack.

  • Vampiresses can fly over obstacles by holding the Mouse 1 button when moving them, at the cost of some self-damage. They also regenerate health whenever they attack an enemy or mind-controlled teammate, however this does not apply to lifeless units (Zombies, Electrobots, Wraiths, or Cupcakes). They do bonus damage to bleeding units. Vampiresses are weak to sharp projectiles and have no resistances.

“The Pit” Tier List (B)

The B Tier

  1. Zombies are very useful to have on your team because they’re essentially two units for one slot that do a standard amount of damage and can slow an enemy they attack, and when “killed” they can respawn again after a certain number of turns. Zombies are resistance to Poison but can be completely shut down by an enemy with an Ice-Elemental weapon. Also, Zombies can not be healed by Cupcakes and do not receive a buff from friendly Mascots.

  2. Wraiths are some of the best support units in the game, they can either get up close to an enemy and melee attack them for a decent amount of damage, or they can keep their distance and apply a debuff on an enemy that decreases their defense and attack. However, if a friendly unit is within the debuff radius, there’s a chance that the debuff with apply to your unit, too. Wraiths are flying units, and therefore can move across hazards without taking damage. Wraiths are extremely resistant to Electricity but are vulvernable to Rainbows, they can also not be buffed by Mascots.

  3. Spidaurs can attack twice, sometimes splitting between two enemies if both are in their range, Enemies also have a chance to be snared with a Spidaur’s web if they are hit by her.
    They can attach webs to nearby walls or other Spidaurs if they are not stunned or under any other movement-denial effect, such as being frozen. The web acts as a wall to enemies.
    Cupcakes, Humans and Mascots may mount on a Spidaur, in which the unit riding her will not be hit from melee attacks, but still be vulnerable to area of effect. The Spidaur must not move during the turn where the unit mounts her, however Cupcakes cannot heal the Spidaur on which they are mounted. Archers will not throw or shoot at enemies that are on adjacent tiles. Mascots will buff the Spidaur they are mounted on. Spidaurs are resistant to Poison but weak to Ice.

  4. Electrobots can fly and teleport, passing through obstacles and pits with no consequence. They will use their chain lightning attack if an enemy is more than two hexes away, the chain lightning attack has a chance to stun anyone who is hit by it. Electrobots do increased damage to enemies who are in water, they also do more damage to Pixies and less damage to Wraiths and Gnomes. Electrobots are weak to Gnomes and Acid They are resistant to Poison and can be healed by friendly Gnomes, however they cannot be healed by Cupcakes.

  5. Pixies are amazing at dealing incredibly high AoE damage, they are also very hard to hit due to their incredibly high dodge chance, and not many enemies use light weapons. However, the AoE of a Pixie attack can damage you if it misses the target, dealing a moderate amount of damage to your own units. Pixies are resistant to Fire but are weak to Electricity and can be countered by lightweight weapons.

  6. Gorgon’s can wield any sword, however using anything other than a light sword decreases a Gorgon’s movement from 3 hexes to 2 hexes. If a Gorgon attacks an enemy unit from a distance of 3 hexes, they’ll spit acid instead. Acid does bonus damage to Electrobots and ignore resistances (such as helmets). Whenever a Gorgon takes damage, there’s a chance that she’ll shed off a baby snake, these snakes are near identical to Troll Babies with the exception that baby snakes don’t regenerate any health during a turn. If a baby snake kills an enemy, that kill and all of the EXP gained goes to the Gorgon instead (same applies to Troll Babies.) Gorgons take up two unit slots in a player team, and have no weaknesses or resistances.

“The Pit” Tier List (C)

The C Tier

  • Octoclopses use a ranged attack that deals light damage and can “Ink” a target. An “inked” target will have their team colour changed, meaning that they can no longer be targeted by your units and can instead be targeted by enemy units. This attack can be very good when going up against tanks such as Troll Moms, as you can turn them into your own meat shields. Octoclops’ attacks also have a chance to apply a confusion debuff (introduced in update 1), Octoclopses are flying units, so they can travel across hazards without taking damage. Octoclopses have no direct strengths or weaknesses, but they are strong against enemies who can tank alot or spend alot of time in the front lines. They excell in creating awkward situations to the opposer.

  • Mascots are pretty mediocre units to have on your team, considering how the buff they provide isn’t even noticable and their full potential is only achieved through death. Mascots buffs your team with an increase to your defense, attack, and accuracy to all units within 1 Hex of your Mascot. Upon death, the Mascot will explode, dealing a MASSIVE amount of AoE damage to anyone nearby, including friendly units. Mascots have no resistances and are weak to Fire and Electricity.

  • Cupcakes can heal your teammates and regenerate health. However in turn they cannot defend themselves and can be put down quickly. Sometimes a Cupcake will miss, not healing your teammate. They are vulverable to Poison/Toxic. Cupcakes cannot heal Electrobots or Zombies, and they cannot directly heal other friendly cupcakes.

  • Rainbow Horses are the grim reaper of the Grim Reaper (Wraiths), their main attack is to launch their rainbow horn, able to attack enemies that are up to 8 hexagons away, however they will prioritize enemies who are 7 hexes away more than enemies who are 6 or 8 hexes away respectively. Rainbow Horses cannot attack if an enemy is within a 6 hex range of them, even in melee combat. Rainbow horns will either explode at on contant with an enemy unit or stick into the ground after landing, however their horns can be blocked by Shields. If the horn becomes lodged into the ground it will explode after a few rounds, but ONLY on the horse’s turn. Rainbow Horses have a massive AoE damage and can bring a Troll Mom and a Wraith to their knees. Rainbow Horses’ do extra damage to Wraiths if the Wraith is caught in the horn’s explosion, and because the horn itself is considered a sharp object it will do increased damage to Vampiresses, too. Rainbow Horses have no direct weaknesses but quick moving enemies such as Kobolds can get within the 6 hex parameter of a Rainbow Horse quickly, making the Horse unable to attack.

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“The Pit” Tier List (D)

The D Tier

  1. Gnomes are only useful if your team has an Electrobot, making them too situational to use in The Pit considering how there are plenty of better uses of a slot, even if you do get two Gnomes for the price of one. Gnomes can attack enemies for a measly amount of damage, but can heal friendly Electrobots equal to that of what a non-buffed Cupcake would do to a Human or other unit (excluding Zombies and Electrobots.) Gnomes also have a special ability to launch a friendly unit (except for Gorgons, Hair Trolls, Troll Moms, Cyclopses, and Spidaurs) across the arena to a specified location. Gnomes are strong against enemy Electrobots, and are resistant to Electricity but are weak to Poison and Fire.
  2. Troll Moms are very difficult to build a team around, due to their massive size taking up 3 whole unit slots, they also take up three Hexes in battle, making them hard to position and vulnerable to choke points, they’re essentially walking meat shields. Troll Moms don’t do very much damage, but they’re the most tankiest unit in the game. Troll Moms have a chance to shed a single baby Troll every turn, capping at 4 Troll babies. Troll Babies do small amounts of damage and much like their mother they regenerate 1 point of health every turn. Troll Moms do extra damage to Electrobots* and are resistant to Ice, but are weak to Fire and AoE attacks.
    *Confirmation needed.

  3. Kobolds are also at the bottom of the Tier list due to the fact that they don’t fit into any kind of team. The only way for Kobolds to be effective would be to have more than just two of them. You get two Kobolds for each unit slot, and Kobolds do bonus damage against archer-type units. Kobolds also have very little health and are basically fodder, however Kobolds do have a high dodge chance. Kobolds are resistant to Fire but are weak to Explosions.
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