Alright, so I decided to make my own “attacker tier list.” You know, just for fun, to see how different types of attackers stack up against each other in my own little simulated world. It’s not scientific or anything, just my personal take based on messing around.
Getting Started
First, I needed a way to actually, like, see these attackers in action. I thought for a while that the best way to do is create a few simple scripts. I wanted something I could easily tweak – change attack power, speed, that sort of thing.

I started playing with some basic setup, and after the scripts created, i made sure to build this out with room for expansion, I wanted to add more variables.
Building the “Attackers”
Okay, this is where I started to get into it. I brainstormed a bunch of different attacker types. I went for some obvious ones:
- The Basic Grunt: Your everyday, run-of-the-mill attacker. Average at everything.
- The Glass Cannon: Super high attack power, but dies if you breathe on it.
- The Tank: Slow as molasses, but can take a beating.
- The Speedy One: Zips around, annoying to hit, but doesn’t do a ton of damage.
I gave each of these guys some basic stats – attack, defense, speed, and health. I wanted to keep it simple at first, so I just used numbers. Like, the Grunt might have 5 attack, 5 defense, 5 speed, and 50 health. The Glass Cannon would be more like 15 attack, 1 defense, 5 speed, and 20 health. You get the idea.
Simulating the Battles
I started simple – just one-on-one fights. Grunt versus Glass Cannon. Tank versus Speedy One. I’d run the script, and it would basically just simulate them whacking away at each other until one of them dropped. I added some randomness, too, so it wasn’t always the same outcome.
First Impressions and Tweaks
Honestly, the first few runs were pretty predictable. The Glass Cannon would usually smash the Grunt, but get destroyed by the Tank. The Speedy One was annoying for the Tank, but eventually lost. I needed to mix things up.
So, I started tweaking. I boosted the Speedy One’s attack a little. I gave the Tank a tiny bit of extra speed. I made the Glass Cannon even more glass-like. I also started thinking about adding more complex stuff, like:
- Special Abilities: Maybe the Tank could have a “stun” attack, or the Speedy One could get a temporary speed boost.
- Environmental Factors: What if the battle took place on different “terrain”? Maybe a forest would slow down the Tank even more.
Building the Tier List (My Opinion!)
After a bunch of these simulated fights, and a lot of tweaking, I started to get a feel for which attackers were generally better. Again, this is totally subjective, and based on my specific setup, but here’s what I came up with:
- S-Tier (The Best): Surprisingly, after my tweaks, the Speedy One ended up being really strong. Hard to hit, and that little bit of extra attack made a difference.
- A-Tier (Really Good): The Glass Cannon, if it could land its hits, was still devastating.
- B-Tier (Solid): The Tank was reliable, but not amazing.
- C-Tier (Meh): The poor Grunt just couldn’t keep up.
My Main Takeaway
This project is cool. It shows that even small changes in stats can have huge impacts on this kind of dynamic. It is interesting to play around with different values and seeing how things play out. I’m definitely going to keep messing with this – maybe add those special abilities and environments I was thinking about!