
A clear look at what the PvP bot can already do, how the kits and presets compare, and what we want to improve next.
The McTrainer.Club PvP bot has changed a lot over the last months.
It is no longer just an NPC that runs at you and clicks. The bot can now read the fight, choose between different actions, use items, recover after mistakes, and change its plan when the situation changes.
This article shows what already works, how the different kits and presets feel right now, and what we want to work on next.
The bot uses a system made of different combat techniques.
Instead of only deciding between “attack” and “run away”, it can choose actions such as:
The presets all use the same main bot system.
The difference between LT5, HT3, and HT1 comes from things like reaction time, aim, planning, movement, prediction, risk, and how well the bot can use certain techniques.
A lower preset is not just a weaker version with less damage. It reacts slower, makes more mistakes, and gives the player more chances to practise.
These ratings show how complete and useful each kit feels right now. They are not win rates.
| Kit | Current stage | What already works | What comes next |
|---|
| Sword | Advanced | Strong spacing, first-hit control, sprint resets, combos, trades, crits, and anti-crit movement. | More live tuning so high presets stay strong without feeling too perfect. |
| UHC | Advanced | Golden heads, gapples, healing resets, water, lava, webs, web-lava plays, and ranged pressure. | Better timing when many utility items are used in a short fight. |
| Axe | Advanced | Shield use, shield breaks, stun baits, flanks, crit trades, and axe-to-sword follow-ups. | Better timing against different shield playstyles. |
| Pot | Strong | Healing pots, buff pots, debuffs, spacing, and sword basics. | Better potion choice, better throws, and faster weapon recovery. |
| Vanilla | Strong and growing | Crystals, obsidian setups, faceplace, anchors, totems, refills, and anti-crystal spacing. | Better follow-ups, safer explosive decisions, and stronger hole movement. |
| Netherite OP | Strong base | Good melee, potion, pearl, totem, ranged, and survival basics. | More kit-specific choices for longer fights and resource use. |
| SMP | Strong base | Melee, healing, pearls, utility, and basic resource decisions. | Better retreat, re-engage, and long-fight planning. |
| Diamond SMP | Strong base | Reliable melee and utility from the shared bot system. | More behavior that makes it feel different from normal SMP. |
| Cart PvP | Core systems ready | Movement, combat, safety, inventory, and arena systems are already there. | TNT minecart placement, rails, timing, spacing, and explosion follow-ups. |
| Mace | Core systems ready | Movement, targeting, combat, and safety are already in place. | Height control, smash attacks, wind charges, safe landings, and mace combos. |
The presets go from LT5 to HT1.
Lower presets are made for learning. Higher presets react faster, make fewer mistakes, and use more advanced techniques.
| Preset | Level | Best for | How it usually plays |
|---|---|---|---|
| LT5 | 1/10 | New players | Slow reactions, simple choices, and clear chances to attack. |
| HT5 | 2/10 | Easy practice | Better basics, but still forgiving. |
| LT4 | 3/10 | Early improvement | Better spacing and simple punishes. |
| HT4 | 4/10 | Intermediate practice | More pressure and more reliable melee. |
| LT3 | 5/10 | Balanced practice | Good spacing, recovery, and anti-crit behavior. |
| HT3 | 6/10 | Main reference preset | A good mix of challenge, mistakes, and readable movement. |
| LT2 | 7/10 | Advanced practice | Faster decisions and better technique use. |
| HT2 | 8/10 | High-level practice | Strong pressure, defense, and more consistent execution. |
| LT1 | 9/10 | Very strong players | Very few mistakes and strong technique control. |
| HT1 | 10/10 | Maximum challenge | The fastest and most complete preset we currently have. |
The target difficulty of each preset. These numbers are not win rates.
A lot of recent work has gone into making the bot more stable during complicated actions.
This matters when the bot uses a potion, bucket, web, crystal, anchor, or another item. It needs to use the item, confirm that the action worked, and switch back to the correct weapon without getting stuck.
We also improved parts of the explosive PvP system.
The bot is getting better at:
These changes also help future kits because they are built on the same main system.
The first goal is to keep improving item use, weapon switching, round resets, arena resets, and plan changes.
The bot should be able to finish an action cleanly, but also stop when the fight suddenly changes.
Vanilla is one of the hardest kits to build because one decision can depend on blocks, damage, totems, fire, water, line of sight, and inventory slots at the same time.
We want the bot to get better at:
Cart and Mace already use the shared combat system. The next step is giving them their own full kit logic.
For Cart PvP, that means rails, TNT minecart placement, ignition timing, spacing, and explosion follow-ups.
For Mace, that means height control, smash attacks, wind charges, safe landings, and movement that creates real mace chances.
SMP, Diamond SMP, and Netherite OP already work with the main combat system.
Next, we want them to feel more different from each other through better resource use, retreat rules, re-engages, and longer fight plans.
The preset ladder already covers many skill levels, but it can still be improved.
We want to use real matches, replays, and repeated test situations to find:
The bot system already supports different technique levels, preferred playstyles, kit mastery settings, and custom technique choices.
Later, this can be used for more focused training.
For example, players could practise against a bot made for spacing, shield pressure, healing, crystal defense, or a certain combo style.
We do not only want to make the strongest possible Minecraft bot.
We want to make a bot that is actually useful for training.
It should be easy enough for newer players to learn from, but strong enough to punish mistakes at higher levels. It should also feel different depending on the kit and preset.
The current system already gives us a strong base. It supports many kits, ten presets, item use, safety checks, replays, and a large set of combat techniques.
Now the goal is to make every kit feel more complete and every preset feel fair, clear, and useful.
The bot is still being improved through testing and player feedback. Repeatable bugs, strange decisions, and presets that feel too similar are especially useful for us.