Juggernaut
Juggernaut (JG):
Masters of psychological warfare, Juggernauts of the Her Monsters Gang dominate their enemies through fear and control. Their Terrorize perk strikes dread into the hearts of a chosen opponent, making them hesitant to attack and lowering their damage output. The Fear Me! ability scrambles the mind of their target, blocking class bonuses for 2 turns and leaving them vulnerable. With the Bully ability, Juggernauts increase their own damage output based on how many enemies they’ve terrorized, turning fear into raw power. Juggernauts don’t just win fights—they make sure the enemy loses long before the battle even begins.
The Juggernaut is a debuffer type class that... In their Metadata, JG class had +5 Strength / +5 Dexterity added to their base statistics, already cemented in their metadata.
Terrorize (Passive Group Perk)
10% chance to scare the enemy so that it deals dma reduced by given 20% (2 turn)
Fear Me! (Special Ability)
Block enemy class bonuses for given 2 turns (cooldown 5 turns)
Bully (Special Perk)
More terrified characters on enemy team, more damage dealt ( +5% DMG + 3% each terrified enemy)
(JG Prio Boss Trait)
pending
Bonus Prio JG Perks
Damage +6% + (5% * Terrified enemies)
Terror (20% / 65%)
Team Structure Perks
3x JB Team - When 3 Juggernauts are on a team there is a 10% chance to Terrorize the attacked enemy for two rounds, reducing the damage they deal by 15%. The Bully perk is also activated which adds +5% damage when attacking a Terrorized opponent and an extra 3% for each Terrorized enemy on the field.
4x JG Team - When 4 Juggernauts are on a team there is a 15% chance to Terrorize the attacked enemy for two rounds, reducing the damage they deal by 20%. The Bully perk is also activated which adds +5% damage when attacking a Terrorized opponent and an extra 4% for each Terrorized enemy on the field.
5x JG Team - When 5 Juggernauts are on a team there is a 20% chance to Terrorize the attacked enemy for two rounds, reducing the damage they deal by 20%. The Bully perk is also activated which adds +5% damage when attacking a Terrorized opponent and an extra 5% for each Terrorized enemy on the field. Lastly, the Fear Me! ability is made available, blocking one opponents class bonuses for two rounds when used. (Cooldown time for Fear Me! is 4 rounds)