Classes
Overview
Classes are one of the key aspects of Her Monsters members that indicate a characters abilities, perks and strengths that they bring to the gang. There are a total of 20 classes that make up the roster, and you can find out what class your Monster is in your specific NFT's metadata. There are 3 tiers that structure the class system.
Read below for a full breakdown on all you need to know about the classes structure to build your team and recruit the best HM Members to your crew.
TIER 1 Classes
The classes that makeup TIER 1 are BRUISER, TANK, RANGER, SENTINEL, HERO, DEMOLITION, DRIVER. TIER 1 classes have 1 corresponding base trait in their metadata that is boosted by 10+ points
BRUISER (BR)
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.
DEMOLITION (DM):
In their Metadata, DM class had +10 HIT POINTS added to their base statistics, already cemented in their metadata
Tactical Plant (Passive Group Perk)
- 20% chance of putting bomb while hitting. 1-3 ticker for turns to detonation / 50% chance of being disarmed for each turn / 1 additional character hit, 30% of original damage given to og explosion
FLASHBANG! (Special Ability)
- 3 cap of throwing device that deals 10% damage to all opponents and confuses aimed target for 1 turn of character
ARSON (Special Perk)
- 10% chance to set on fire for 2 rounds for 10% damage
Quacksplosion (BR Prio Boss Trait)
- Throw a Teresa grenade at 1 opponent that explodes and damages target and 1 spaces on eacn directions of character.
3x = HP+10 - Bodymine - Arson / 4x = Arson - Bodymine - HP +12% / 5x Arson - Bodymine - HP +15 - 3x Flashbang
Driver (DV):
In metadata = Vehicle Handling +10 3x “I’m your guy” effect - JUMP IN! 5% / 4x I’m your guy - JUMP IN! 7% / 5x Im your guy - JUMP IN 10% Special Move - SPECIAL DELIVERY - Once character disappears for 1 round and comes back with 1 consumable for each team members PRIO DV - Im Your guy effect with boosted stats / Jump in 12% / Regen 12% PRIO DV BOSS TRAITS: AUTO ABDUCTION – Drag 1 chosen opponent off screen. 3 drivers for 1 turn, 4 drivers for 2 turns and 5 drivers for 3 turns
Ranger (RG):
In metadata = PERCEPTION +10 RG Prio Boss Trait: DUCK & COVER – When ranger lands a hit, struck opponent loses sight for 1 turn, increasing missed attack chance. 3 rangers for 1 ranger attack, 4 rangers for 2 attacks, 5 rangers for 3 attacks
Tank (TK):
In metadata = DEXTERITY +10 TK Prio Boss Trait: BULLETPROOF BARRIER – Takes highly reduced damage next turns. 3 tanks for 1 turn, 4 tanks for 2 turns, 5 tanks for 3 turns. The more tanks, the higher the resistance
Sentinel (SL):
In metadata = DEFENSE +10 SL Prio Boss Trait: GUARDIANS STANCE - Removes sentinels from effective/resistant color dynamics for next turns, removing weaknesses of opponents. 3 sentinels for 1 turn, 4 for 2 turns, 5 for 3 turns
Scout (SC):
In metadata = PERCEPTION +5 / CONSTITUTION +5 SC Prio Boss Trait: – watches the move opponent does this turn and replicates attack on same turn when opponent finishes. 3 scouts for 1 turn, 4 scouts for 2 turns, 5 scouts for 3 turns SPECIAL MOVE - Ability to see what consumables your opponent has at the beginning of the match
TIER 2 CLASSES
The classes that makeup TIER 2 are
- NINJA
- SHARPSHOOTER
- JUGGERNAUT
- SCOUT
- SHIELD
- BERSERKER
- STUNTMAN
TIER 2 classes have 2 corresponding base traits in their metadata that are each boosted by 5+ points
BERZERKER (BZ)
BLOODLUST (PASSIVE GROUP PERK)
- +10% DMG is added to each consecutive attack dealt by BZ, while simultaneously -10% is decreased from her PERCEPTION each hit. When the Berzerker is hit during BLOODLUST, there is a 85% chance that the percentages are reset.
MANIAC (SPECIAL MOVE) - Berzerker charges into opponents crowd with unbridled fury, targeting the lead opponent with a devastating 100% damage hit. Subsequently, a coin flip decides for each follow up enemy which ones will also be hit in the flurry. The damage inflicted decreases with each successive hit. (100% - 50% - 25% - 10% - 2%). [Can only be used 3 times per match. 4-5 round cooldown] BLOODSTORM BARRAGE (BZ PRIO BOSS TRAIT) - Soar into the air and perform a devastating crash landing on a selected enemy Monster, generating a shockwave that deals splash damage to enemies one space on each side of chosen opponent. BZ then delivers 3 powerful strikes to the landed opponent, causing them to bleed for 3 turns. Each turn, the affected enemy’s health decreases, and the effectiveness of potions is decreased, making it difficult to restore their vitality. In their Metadata, BZ class had +5 DEXTERITY and +5 HP added to their base statistics When 3 BZ on a team, the 3 get +10 DMG to their attacks and 10% chance to incite BLOODLUST When 4 BZ on a team, the 4 get +15 DMG to their attacks and a 10% chance to incite BLOODLUST When 5 BZ on a team, the 5 get +20 DMG to their attacks, 20% chance to incite BLOODLUST, and unlock the MANIAC special move PRIO BZ PERK - 2% chance of Prio BZ inciting BLOODLUST without group / 50% chance at game start to spawn with +50% HP for the match
Juggernaut (JG):
TERROR (PASSIVE TEAM) - 10% chance to scare the enemy so that it deals dma reduced by given 20% (2 turn) *FEAR ME (SPECIAL MOVE) - Block enemy class bonuses for given 2 turns (cooldown 5 turns) BULLY - More terrified characters on enemy team, more damage dealt ( +5% DMG + 3% each terrified enemy) In metadata = STR +5 / DEX +5 JG Prio Boss Trait: -
Ninja (NN):
In metadata = DEXTERITY +5 / CONSTITUTION +5 NN Prio Boss Trait: SHROUDED SHADOWDANCE – Ninjas become harder to see, highly increased chance to dodge attacks next turns. 3 ninjas for 1 turn, 4 for 2 turns, 5 for 3 turns. The more ninja, the higher the chance
Stuntman (SM):
In metadata = HIT POINTS +5 / V HANDLING +5 SM Prio Boss Trait: DAREDEVILS BACKLASH - Make opponent hurt themselves with % of damage from their own move. 3 Stuntmen for 1 turn, 4 stuntmen for 2 turns, 3 stuntmen for 3 turns
Shield (SH):
In metadata = PERCEPTION +5 / DEFENSE +5
Sharpshooter (SS):
in metadata = STRENGTH +5 / PERCEPTION +5 SS Prio Boss Trait: – Throw a Teresa duck at 1 opponent after whatever move you do. 3 SShooters for 1 turn, 4 SShooters for 2 turns, 5 sshooters for 3 turns
TIER 3 CLASSES
The classes that make up TIER 3 are LOOSE CANNON, GHOST, SURVIVALIST, RACER, MERCENARY, HULK
TIER 3 classes have 2 corresponding base traits that are each boosted by 15+ points, and 1 base trait that is decreased by 10- points
Ghost (GT):
In metadata = Dex +15 / Perception +15 / Strength -10 3x - str +10 - poison (10% chance to poison opp for 3 rounds for 10%, 7%, 5% of initial hit damage) / 4x STR +12 - Poison (15% chance of poison 3 turns for 12%/9%/7% of initial hit) / 5x STR +15 - 20% chance to poison target for 3 rounds for 15/12/10 % of initial hit SPECIAL MOVE - DIVERSION - Seng ghost to chosen opponent that Terrifies them and has a change of implementing random other effect PRIO GT PERK - Poison (20% / 3 / 15%) / STR +10 BUFF (Passive team perk): Deducted strength from class structure is returned to the group
Hero (HR):
In metadata = Constitution +10 HR Prio Boss Trait: MAIN CHARACTER SYNDROME - No matter what, 1 HERO from the group will hit first for following round/s. 3 heroes for 1 round, 4 heroes for 2 rounds, 5 heroes for 3 rounds.
Hulk (HK):
RAGE (PASSIVE) - Rage bar, everytime everytime hulk is hit, fills until hulk is enraged. When enraged: 1. the next time hulk is hit, will respond with a powerful rage attack / 2. As long as enraged, attacks made have +10% / 3. Only calms down if not attacked for 2 rounds, or if hulk lets out rage attack in response, starting fresh RECOVER (SPECIAL MOVE) - Choice to heal (20% * MaxHP - CurHP)[3 max cap] In metadata = Hit Points +15 / STR +15 / Dexterity -10 UNSTOPPABLE - % chance to ignore defense, dodge and block (3x-15/4x-12/5x-10) HK Prio Boss Trait: –
Loose Cannon (LC):
LOCA! (PASSIVE GROUP) - Player looses control over unit, 5% of happening, 150% of additional damage and 15% of chance of friendly fire FRENZY (SPECIAL MOVE) - Roll dice for every character on field to see which is hit and not during frenzy (+15% chance for enemy / -15% chance for teammates) (ACTIVE) - In metadata = STR +15 / DEX +15 / PER -10
Mercenary (MC):
GANG WARS (PASSIVE TEAM) - 33% chance at start of each round to 4% of dmg by each ally in game, even if 2 aren’t mercenaries STEAL WEAPONS (ACTIVE) - % chance to steal weapon and % of damage for rest of game after attack. If no item, you steal a item from inventory (SPECIAL MOVE) - - +10% Attribute HP for all Mercenaries on team In metadata = STR +15 / DEF +15 / Hit Points -10
Racer (RR):
In metadata = V HANDLING +15 / PERCEPTION +15 / DEFENSE -10 RR Prio Boss Trait: ROAD RAGE RAMPAGE - Hit all opponents enemies with speeding Car. The More racers, the more total damage dealt
Survivalist (SV):
In metadata = DEFENSE +15 / HIT POINTS +15 / CONSTITUTION -10