Bruiser
BRUISER (BR)
OVERVIEW
The Bruisers are the quintessential offensive powerhouse in our Foxy Fight Club, designed for those who command the battlefield with skill and ferocity. With the Bruiser class, you wield the art of Parry, turning defense into a swift counterattack, Alpha, a unique perk that doubles the impact of your hits, and Nerveshock, a technique that leaves your opponents flinching and vulnerable. Bolstered by the Aggressive perk, which adds 10% more damage to your assaults, a Bruiser is unstoppable in the heat of combat. Each move, from the strategic defense to the double-strike offense, is a testament to the Bruiser's ability to dominate and lead the fray. Discover the full potential of the Bruiser and how to master these abilities for maximum effect in our detailed guide below. In their Metadata, the BR class had +10 STRENGTH added to their base statistics, already cemented in their metadata
Parry (Passive Group Perk)
10% Chance to deflect opponents attack and counter with your own, reflecting a 10% of the original attack damage
Alpha (Special Ability)
In a group of 5, one member is designated as the Alpha. After each hit, the Alpha has a 50% chance to unleash a double strike, dealing 60% extra damage. For the remainder of the game, there will always be one Alpha, even if the previous was K.O’d. (Alpha is randomly selected.)
Nerveshock (BR Prio Boss Trait)
Hit enemy player(s) and cause them to FLINCH during their next moves. 3 bruisers for 1 turn, 4 bruisers for 2 turns, 5 bruisers for 3 turns.
Bonus Prio BR Perks
7% chance added to STUN when with team
+20% DMG added to team ALPHA.
Team Structure Perks
3 Bruiser Team: When 3 BR are on a team, the 3 get +5 DMG to their attacks, a 10% chance to STUN an opponent for a turn per hit, and a 10% chance to PARRY for 10% reflection.
4 Bruiser Team: When 4 BR are on a team, the 4 get +10 DMG to their attacks, a 15% chance to STUN an opponent for a turn per hit, and a 13% chance to PARRY for 16% reflection.
5 Bruiser Team: When there is a full team of Bruisers, the 5 get +12 DMG to their attacks, a 8% chance to STUN for 2 turns per hit, and a 15% chance to PARRY for 20% reflection. STUN 8% chance for 2 turns - Parry 15% and 20%. Team also gets ALPHA Special Move.