{"id":51,"date":"2025-12-20T03:15:01","date_gmt":"2025-12-20T02:15:01","guid":{"rendered":"https:\/\/dbgsbuilds.com\/?post_type=personaggio&#038;p=51"},"modified":"2026-01-28T14:15:10","modified_gmt":"2026-01-28T13:15:10","slug":"hit","status":"publish","type":"personaggio","link":"https:\/\/dbgsbuilds.com\/es-mx\/personaggi\/hit\/","title":{"rendered":"Hit"},"content":{"rendered":"<div class=\"wp-block-image\">\n<figure class=\"alignright size-large is-resized\"><img decoding=\"async\" width=\"1007\" height=\"1024\" src=\"https:\/\/dbgsbuilds.com\/wp-content\/uploads\/2025\/12\/image_character-5-1007x1024.webp\" alt=\"\" class=\"wp-image-91\" style=\"width:700px\" title=\"\" srcset=\"https:\/\/dbgsbuilds.com\/wp-content\/uploads\/2025\/12\/image_character-5-1007x1024.webp 1007w, https:\/\/dbgsbuilds.com\/wp-content\/uploads\/2025\/12\/image_character-5-295x300.webp 295w, https:\/\/dbgsbuilds.com\/wp-content\/uploads\/2025\/12\/image_character-5-768x781.webp 768w, https:\/\/dbgsbuilds.com\/wp-content\/uploads\/2025\/12\/image_character-5.webp 1200w\" sizes=\"(max-width: 1007px) 100vw, 1007px\" \/><\/figure>\n<\/div>\n\n\n<!-- Image with Focus Keyword in ALT -->\n<img decoding=\"async\" src=\"\/images\/heroes\/hit.jpg\" alt=\"Hit\" width=\"1200\" height=\"675\" title=\"\">\n\n<h2>Hit<\/h2>\n\n<p><strong>Hit<\/strong> is a technical burst hero who wins fights by striking before the enemy can properly react. He\u2019s built around <strong>stealth angles<\/strong>, sudden approach routes, and a debuff that shrinks vision: <strong>Fear of Death<\/strong>. The goal is to disorient targets, punish anyone who plays alone, and convert a clean opener into a fast finish. This page is a practical overview: what Hit does well, where he struggles, and how to play around his stealth windows with consistent decision-making.<\/p>\n\n<p>For a full setup, check the <a href=\"\/es-mx\/builds\/hit-build\/\">build guide<\/a> and the <a href=\"\/es-mx\/hit-full-damage\/\">latest patch notes<\/a>.<\/p>\n\n<h2>Overview<\/h2>\n<p><strong>Hit<\/strong> plays like an assassin with \u201cinformation advantage.\u201d He gets stronger when enemies haven\u2019t spotted him, because that\u2019s how he applies <strong>Fear of Death<\/strong> and starts stacking pressure. Your loop is straightforward but execution-heavy: <strong>approach unseen \u2192 apply Fear of Death \u2192 keep stacking while denying vision \u2192 use stealth mobility to take an angle \u2192 reset before counter-engage<\/strong>.<\/p>\n\n<p>Hit\u2019s kit rewards calm choices. You don\u2019t need to force a full commit every time you have stealth. Often, the best play is to \u201ctouch and go\u201d: apply the debuff, take a safe burst, then reposition so the opponent stays uncomfortable and wastes time trying to find you.<\/p>\n\n<h2>Strengths of Hit<\/h2>\n<ul>\n  <li><strong>Deadly unseen openers:<\/strong> Fear of Death is applied when you attack an enemy hero who has not spotted you.<\/li>\n  <li><strong>Vision disruption:<\/strong> Fear of Death shrinks the target\u2019s field of view, making their reactions slower and routes worse.<\/li>\n  <li><strong>High pick potential:<\/strong> Hit punishes isolated targets and greedy rotations extremely well.<\/li>\n  <li><strong>Wall and line pressure:<\/strong> Deathblow penetrates enemies and walls, enabling unexpected angles.<\/li>\n  <li><strong>Strong stealth mobility:<\/strong> Dimensional Infiltration grants Stealth and Movement Speed Up in an alternate space-time.<\/li>\n  <li><strong>Fight-swing super:<\/strong> Assassin\u2019s Domain applies Fear of Death effects to nearby enemies and keeps your stealth state stable if you only move.<\/li>\n<\/ul>\n\n<h2>Weaknesses of Hit<\/h2>\n<ul>\n  <li><strong>Needs positioning discipline:<\/strong> if you approach from obvious routes, enemies will pre-aim and punish you.<\/li>\n  <li><strong>Fragile on failed commits:<\/strong> if your burst doesn\u2019t convert, you can get collapsed on during downtime.<\/li>\n  <li><strong>Countered by awareness:<\/strong> organized teams that track bushes and deny stealth angles reduce your consistency.<\/li>\n  <li><strong>Requires patience:<\/strong> rushing a stealth engage before enemies spend cooldowns often backfires.<\/li>\n<\/ul>\n\n<h2>How to Play Hit<\/h2>\n<p>The most important concept is: <strong>Hit is strongest when the enemy is forced to guess<\/strong>. Don\u2019t always take the shortest path. Create uncertainty with bush angles, stealth routes, and timing changes. Your priority is to land an unseen hit that applies <strong>Fear of Death<\/strong>, then keep stacking value until the target is slowed and taking extra damage.<\/p>\n\n<h3>Fear of Death stacking rules<\/h3>\n<p><strong>Fear of Death<\/strong> applies when you attack an enemy hero who has not spotted you. Stacking it will apply <strong>Movement Speed Down<\/strong> and the target will receive additional damage. At the same time, it shortens the cooldown for <strong>Dimensional Infiltration<\/strong>, which is a huge part of why Hit can repeatedly re-enter fights. Practical takeaway: don\u2019t waste unseen opportunities. Even a small \u201ctag\u201d can be worth it because it fuels your next stealth window.<\/p>\n\n<h3>Stealth pressure: Dimensional Infiltration<\/h3>\n<p><strong>Dimensional Infiltration<\/strong> warps you to a set position and places you into an alternate space-time, granting buffs. It applies <strong>Stealth<\/strong> and <strong>Movement Speed Up<\/strong> while you\u2019re inside. These effects are canceled if you\u2019re hit by an enemy attack or if you use a Rush Attack or a Skill (with <strong>Deathblow<\/strong> as the exception). That exception matters: you can use Deathblow without breaking stealth\/bush effects, which enables safe pressure while staying hidden.<\/p>\n\n<p>Use Dimensional Infiltration as a route tool, not just a panic button. Pre-plan where you want to appear: behind a wall, into a bush, or into a side angle that turns your next attack into an unseen opener.<\/p>\n\n<h3>Deathblow angles (walls matter)<\/h3>\n<p><strong>Deathblow<\/strong> fires an energy attack that penetrates enemies and walls. If activated during Stealth or while in a bush, those effects remain. This is one of the most consistent ways for Hit to pressure without donating position. Look for \u201cthrough-wall lanes\u201d where enemies think they\u2019re safe. Even when it doesn\u2019t kill, it forces movement\u2014and that movement can create the opening you need for a clean engage.<\/p>\n\n<h3>Vital Point Strike: punish the unaware<\/h3>\n<p><strong>Vital Point Strike<\/strong> is a thrust attack that generates a shockwave at Skill Level 2 and can stagger enemy heroes who haven\u2019t discovered you when it hits. Treat it like your \u201cunseen confirmation\u201d tool: if the enemy isn\u2019t tracking you, this is how you turn stealth into real control. The best time to use it is when the target is already committed to a direction (walking into lane, rotating around an objective, or tunnel-visioning a teammate).<\/p>\n\n<h3>Rush Attack power-up<\/h3>\n<p>Hit\u2019s Rush Attack range increases during Stealth or while in a bush and undiscovered by an enemy. It becomes a powered-up attack against an enemy hero in that state, warping you to their position and dealing more damage. Translation: bushes are not optional\u2014bushes are part of your kit. Use them to threaten longer-range entries and to punish enemies who walk too close without checking.<\/p>\n\n<h3>Assassin\u2019s Domain timing<\/h3>\n<p><strong>Assassin\u2019s Domain<\/strong> unleashes murderous energy, applies Fear of Death, Movement Speed Down, and Obscured Vision to nearby enemies, and grants you the same effects as Dimensional Infiltration. If the infiltration effects are canceled, they will be reapplied as long as you perform no actions other than movement. This super is best when you can hit multiple enemies with the debuff wave or when you need a guaranteed window to reposition safely and re-enter from an unexpected side.<\/p>\n\n<h2>Combos and Follow-Ups for Hit<\/h2>\n<p>Hit isn\u2019t about long combo strings. He\u2019s about repeatable sequences that start unseen and end with a reset.<\/p>\n\n<ul>\n  <li><strong>Beginner pattern:<\/strong> bush angle \u2192 unseen hit to apply Fear of Death \u2192 short burst \u2192 reposition.<\/li>\n  <li><strong>Standard pattern:<\/strong> Dimensional Infiltration route \u2192 Deathblow pressure (no stealth break) \u2192 confirm opening \u2192 Vital Point Strike stagger \u2192 exit.<\/li>\n  <li><strong>Finish pattern:<\/strong> stack debuff until slow\/extra damage matters \u2192 commit with powered Rush Attack \u2192 secure KO \u2192 disengage before counter-engage.<\/li>\n<\/ul>\n\n<h2>Build Priorities for Hit (Quick Guidance)<\/h2>\n<p>Your build should support what makes Hit consistent: burst that converts off a clean opener and survivability to escape after the job is done.<\/p>\n\n<ul>\n  <li><strong>Damage-focused:<\/strong> scale burst so unseen openers become real kill threats.<\/li>\n  <li><strong>Safer setup:<\/strong> add durability so a single mistake doesn\u2019t delete you during downtime.<\/li>\n  <li><strong>Consistency:<\/strong> reduce downtime so you can repeat stealth routes more often across the match.<\/li>\n<\/ul>\n\n<h2>Team Synergies<\/h2>\n<p>Hit pairs best with allies who create distraction or crowd control. If your teammate forces enemies to look the wrong way, you get free unseen openings. Any ally that can slow, root, stun, or pull also makes your stagger and burst conversions much more reliable.<\/p>\n\n<ul>\n  <li><strong>Engage and control:<\/strong> CC that locks targets long enough for your burst window.<\/li>\n  <li><strong>Distraction\/pressure:<\/strong> allies who force the enemy to tunnel vision.<\/li>\n  <li><strong>Protection:<\/strong> shields\/heals that let you survive if the enemy tries to collapse on you after you reveal.<\/li>\n<\/ul>\n\n<h2>Common Mistakes<\/h2>\n<ul>\n  <li><strong>Approaching from the same route:<\/strong> predictable Hit gets punished.<\/li>\n  <li><strong>Breaking stealth too early:<\/strong> don\u2019t spend your unseen advantage on low-value trades.<\/li>\n  <li><strong>Overcommitting after a good hit:<\/strong> take the value, then reset\u2014assassins die to greed.<\/li>\n  <li><strong>Ignoring bushes:<\/strong> stealth\/bush positioning is a core part of your damage pattern.<\/li>\n<\/ul>\n\n<h2>Updates and Patch Notes<\/h2>\n<p>Balance changes can shift debuff strength, stealth uptime, and burst thresholds. For the most recent adjustments related to Hit, check the latest patch notes linked above.<\/p>\n\n<h2>External Resources<\/h2>\n<ul>\n  <li><a href=\"https:\/\/dragonball.fandom.com\/wiki\/Hit\" target=\"_blank\" rel=\"noopener\">Hit (Dragon Ball Wiki)<\/a><\/li>\n  <li><a href=\"https:\/\/en.wikipedia.org\/wiki\/Hit_(Dragon_Ball)\" target=\"_blank\" rel=\"noopener\">Hit (Wikipedia)<\/a><\/li>\n<\/ul>","protected":false},"excerpt":{"rendered":"<p>Hit Hit is a technical burst hero who wins fights by striking before the enemy can properly react. He\u2019s built around stealth angles, sudden approach routes, and a debuff that shrinks vision: Fear of Death. The goal is to disorient targets, punish anyone who plays alone, and convert a clean opener into a fast finish. [&hellip;]<\/p>","protected":false},"featured_media":0,"template":"","ruolo":[3],"stile_gioco":[],"class_list":["post-51","personaggio","type-personaggio","status-publish","hentry","ruolo-technical"],"acf":[],"_links":{"self":[{"href":"https:\/\/dbgsbuilds.com\/es-mx\/wp-json\/wp\/v2\/personaggio\/51","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/dbgsbuilds.com\/es-mx\/wp-json\/wp\/v2\/personaggio"}],"about":[{"href":"https:\/\/dbgsbuilds.com\/es-mx\/wp-json\/wp\/v2\/types\/personaggio"}],"version-history":[{"count":4,"href":"https:\/\/dbgsbuilds.com\/es-mx\/wp-json\/wp\/v2\/personaggio\/51\/revisions"}],"predecessor-version":[{"id":673,"href":"https:\/\/dbgsbuilds.com\/es-mx\/wp-json\/wp\/v2\/personaggio\/51\/revisions\/673"}],"wp:attachment":[{"href":"https:\/\/dbgsbuilds.com\/es-mx\/wp-json\/wp\/v2\/media?parent=51"}],"wp:term":[{"taxonomy":"ruolo","embeddable":true,"href":"https:\/\/dbgsbuilds.com\/es-mx\/wp-json\/wp\/v2\/ruolo?post=51"},{"taxonomy":"stile_gioco","embeddable":true,"href":"https:\/\/dbgsbuilds.com\/es-mx\/wp-json\/wp\/v2\/stile_gioco?post=51"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}