Hat Kid Mains

undefined Hat Kid mains are probably the most dangerous mains out of all other mains, making it the second most dangerous encounters right next to Demon. These players are hard to hit, due to having deep knowledge of the kit's capabilities and possibly a good way to show that they've played A Hat In Time before.

Evolution
These murderous players have already unlocked the "Shmoovement" skill already, since their skills are carried over to the game the kit got inspired on (which is A Hat In Time).

Although it takes time for others to become a true Hat Kid main, some peck necks will come across the ""Hat Kid Main"" era during their way to become one of them.

"Hat Kid Main"
During this era of practice and error, people with a decent amount of skill on this kit will come across this mentality of "huh, this ice hat is pretty strong! might as well spam the living hell outta of this thing!". Which can be very annoying to deal with since their primary goal is to get close to you and use it above you. This can be easily countered by any AoE attacks or timing your jump right the moment they hit the ground to avoid the wave.

Combat
Top tier Hat Kid mains will  ABUSE  the living hell out of the dive feature, combining with the boost mechanic, it makes them very hard to get a hit on them since their movements are very unpredictable. They will use the Witch Hat for ranged attacks for the majority of the fight, but will use Ice Cap sometimes to give them space if you're too close.

Weaknesses
As a proud member of the Hat Kid Main (D1s_c), it's time for me to share my knowledge to you guys.

Hat Kid Main's biggest downside is that they're a glass cannon, which means that any form of damage will bring their health down to a quarter. They can still be easily countered by AoE attacks (Airhorn), explosions (Cone Launcher), bleed effect weapons (Furry Slash), and fire effect weapons (Torch).