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Classes & Mechanics

How each class plays and the core rules of a Teams map.

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Bard

Support · Full gold armor

Bards keep a team alive and moving by sharing effects with nearby teammates.

  • Holding certain items gives passive effects to teammates around you.
  • Using those items grants a short, stronger buff to the group or a debuff to nearby enemies.
  • Clickable effects use energy, which recharges over time.
  • Stay behind your fighters — a Bard's value comes from staying alive.

Archer

Ranged pressure · Full leather armor

Archers pick targets from a distance and mark them so the team can follow up.

  • Landing a bow shot tags the enemy, making them take extra damage for a short time.
  • Archers trade defense for speed, so positioning matters more than armor.
  • Call out tagged players so teammates can focus them.
  • Avoid close fights; keep distance and keep shooting.

Rogue

Assassin · Full chain armor

Rogues hunt isolated players and punish anyone who turns their back.

  • Hitting an enemy from behind with a gold sword deals a heavy backstab.
  • Backstabs break the sword and go on cooldown, so pick the moment carefully.
  • Rogues rely on mobility effects to get behind targets.
  • Strike, retreat and reset rather than staying in an even fight.

Diamond

Frontline · Full diamond armor

The standard fighting kit. Diamond players hold the line and take the trades.

  • No class effects — survival comes from armor, potions and positioning.
  • Stay grouped with your Bard to benefit from shared buffs.
  • Pearl carefully; a lost position is hard to recover.
  • Keep track of potions and back out before you run dry.

Core mechanics

Exact timers and values can change per map — always check in game.

DTR (Deaths Till Raidable)

Every team has a DTR value. Each member death lowers it. If it drops to zero or below, the team becomes raidable and its claim can be broken into. DTR regenerates over time after a freeze period.

Claims

Teams claim land to protect their base. Outsiders cannot build or open containers inside a claim unless the team is raidable. Check claim limits and costs in game.

Deathbans

Dying in Teams puts you on a deathban for a set time before you can play that map again. Lives can let you return early. Durations are shown in game.

Combat tag

Hitting or being hit by a player tags you. Logging out while tagged leaves a vulnerable logger behind, and safe zones cannot be entered while tagged.

PvP timer

New and respawned players get a short protection timer. While active you cannot hurt or be hurt by other players, but you also cannot enter enemy claims.

Ender pearl cooldown

Pearls have a cooldown after each throw. Plan escapes and engages around it.