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Not to be confused with the Monster Form.

Finished Work.
The following character/mechanic has been finished by the developers. This means you have access to the character/mechanic for free.
  • Note: You're still allowed to add more information, though!.


Cut Content
Hero Hunter contains Cut content (EX: Old Moves before rework) in its article as its information, and is here for archival purposes, so you might not see it in the game!


Upcoming Rework
Hero Hunter is planned to have an entire rework to some of its moves, mechanics, or even the whole character in the future, so you may not see some aspects in the game once it happens.


The popular will win, the hated will lose. It's such a tragedy. Then I won't lose to anyone. I will become the strongest monster ever and change this scenario.”

- Garou (Hero Hunter)



Hero Hunter

Hero Hunter is a playable moveset in The Strongest Battlegrounds. This moveset does not possess any long range moves, instead it prioritizes a rush down play style with all of Hero Hunter's offensive moves being grab moves, meaning that the moves don't activate fully if they aren't landed. When landed, the moves also grant Armor, allowing Hero Hunter to be exceptionally useful against 2v1 situations. Combos are also easy to perform due to Hero Hunter's non-versatile nature, making it usually a good pick for beginners.

Hero Hunter is the first character to have a counter move in their base form, the 2nd being Blade Master and KJ as the 3rd.

The Hero Hunter moveset is Based on Garou from One Punch Man.

Passives

Passive Ability Info
Bloodlust
Health Gain When the user lands a finisher, a certain amount of health will be regenerated depending on what move is used.
  • Works while in Rampage.
  • Hunter's Grasp gives about 20% HP, 30% with Lethal Whirlwind Stream, 35% with Flowing Water and 40% with Prey's Peril.
  • The Final Hunt gives about 50%
  • Water Stream Cutting Fist, Rock Splitting Fist, and Crushed Rock (ranged variant) gives about 50%, but only on players and only in public servers.

Moveset

M1 Info
Water Arts
M1 demonstration
With the user's knowledge of martial arts, they use it how it was intended, as a way of attacking and defending. In this case, as basic attacks, causing their extremities to be enveloped in blue trails in most of their moves.

The user punches the opponent two times, ending it with a right knee, and a spinning left front thrust kick.


  • On final hit: Throws the opponent upwards and backwards into the air.
  • Medium-Fast M1 swing-rate.
  • Fast M1 start-up with 150 Milliseconds.
  • Allows user to catch opponent with moves due to the upwards knockback (Flowing Water and Lethal Whirlwind Stream).

Attack Damage Cooldown Info
Flowing Water
24.5%

12% (AOE)

17 Seconds The user strikes forward and unleashes a barrages of fists into the opponent before delivering the final blow pushing them away. Afterimages of the user can be seen during the barrage.
  • Armor on grab.
  • Can't be blocked.
  • Increase in knockback if blocked.
  • Can hit multiple players if the attack is directed on them.
Lethal Whirlwind Stream
17.5%

15% (AOE)


27.5% (Webby Smash)
If the user throws the opponent down at a high enough speed it increases the damage.
This can consistently triggered by launching yourself from a slope or an object.
20 secs The user grabs their opponent by their neck, locking on and dragging them across the floor brutally before throwing them onto the ground, launching the target into the air. This move has an aerial variant that can be used if the user hits a slope, such as a bench, half a second before the move ends.
  • Armor on Grab.
  • Can be blocked.
  • AoE is uncounterable. (Death Counter, Death Blow)
  • AoE can be blocked.
Hunter's Grasp
On the grabbed user
8.3%
2% (Stomp) + 3% (Hand grip) + 3.3% (Rolling slide)


If thrown at a another player


13.3%


If thrown at a wall, tree or trashcan


11.3%

15 Seconds Normal


The player stomps the ground with their right leg, causing a small uplift of rocks ahead. If an opponent gets hit, the user grabs the opponents chest with their left arm and spins around before throwing them forward.


  • Armor on grab.
  • Can't be blocked.
  • Throws opponent further if used on a standing opponent.
  • Can be used on grounded opponents.

Colliding


The victim that is thrown will deal damage to anyone they collide with.

  • Can't be blocked.
  • Can't be countered (Death Counter, Death Blow).
  • Interrupts Death Blow's miss variant by ragdolling the counter.
Prey's Peril
Normal
21%
6% (Barrage) + 15% (Final Hit)


Deflect
Depends on the projectile.
Trashcan = 20% Explosive Shuriken = 15% Blitz Shot = depends on how charged it was

17 secs The user immediately puts their hand up to their face in a defensive position. Upon taking damage, the player does a series of punches before pushing the opponent away with both hands.
  • Armor during the attack.
  • -
Wall Combo
  • AoE
  • Deflects projectile based attacks.
Hero Hunter's Wall Combo

Wall Assault

12% ~6 seconds The player kicks the opponent into the wall, following up with a left-right-left sequence, then charges with both hands to the torso before finally dive kicking from them by doing a backflip, sending them backwards.
  • Mild End-Lag.
  • Sends the opponent to the Back.
    • If used on a destructable, it sends them foward.

Attack Damage Cooldown Info
Rampage

Duration: 40 seconds

Up to 30%
10% (very far)
15% (far)
20% (outer center)
30% (inner center)
N/A The user starts to drool blood from their mouth (if the player has Blood enabled on settings). After a moment, they wipe the blood off of their face, and violently smash the ground, creating a large crater around them with glowing-white cracks.
Water Stream Cutting Fist
26% 8.5 Seconds The user performs a barrage of punches and slams them down. This attack can attack ragdolled players.
  • Can be countered. (Prey's Peril, Split Second Counter, Spiraling Storm)
  • Can't be blocked.
  • Armor for the duration of the entire move as long as at least one punch lands.
  • The barrage itself resets the ragdoll timer to 1 second.
The Final Hunt
69%
Up to 52.5% (AOE)
20% (Initial Hit's mini-AOE) + 32.5% (Final Hit's AOE)
One-Time Use
42 Seconds (infinite ultimate)
The user spins and slams the ground with their leg. If a successful hit occurs, the victim gets launched upwards and then suspends in the air, spinning. The player then jumps up and follows with a downward slam, dealing a total of 69% damage to the target and creating a shockwave.
Rock Splitting Fist
37.8% 14 Seconds The user performs a powerful double-handed spin chop, launching the target upwards before pushing the opponent with both fists, sending them rolling.
  • Can be countered. (Prey's Peril, Split Second Counter)
  • Able to catch most Ultimate moves if timed properly, alongside avoiding them.
  • Armor during startup and hit.
Rock Splitting Fist Miss Variant
26% If the spin chop doesn't hit a player, but they get caught by the final hit, they get knocked away and ragdolled.
  • Can be countered. (Prey's Peril, Split Second Counter)
  • Has additional Armor on endlag.
Crushed Rock
27% 9.5 Seconds After a short delay, the user dashes forward and winds up a punch. If this hits an enemy, the user goes behind the target, grabs them, leans back and suplexes them into the ground, headfirst, causing a crater.
  • Grab-type move.
  • Can't be blocked.
  • Can be countered. (Prey's Peril, Split Second Counter)
  • AoE is uncounterable. (Death Counter, Death Blow)
  • Armor on hit.
Crushed Rock

Close Range Variant

30%

12% (AOE)

The user delivers a punch to the target's stomach before grabbing their face and slamming them into the ground. They then press their leg onto the target's body as their eyes begin to glow yellow, winding their left arm up in order to brutally slam it into their face, causing a mini-crater to occur which damages, knocks up, and ragdolls everybody in its range. The user then gets into a low position before smoothly dashing away.


ASSAULT CHAIN
If the user makes contact with a different target while dashing, they will slide for a little bit as they grab their face and slam them into the ground, then continuing off with another dash.


  • Grab-type move.
  • Can't be blocked.
  • Can be countered. (Prey's Peril, Split Second Counter)
  • Cannot hit the same or previous target while in Assault Chain mode. Also deals 1% extra damage while in this mode.
  • During Assault Chain, you can endlessly dash to hit others until you do not hit a valid target.
  • AOE can bypass Death Counter and Death Blow.
  • Armor on successful attack and during dash.

Base Moveset

Attack Info
Flowing Water
(Triggers at 22%)


The player takes the target by the head and smashes them into the ground behind them, causing a crater


  • The smash causes a AOE that ragdolls and deals 20% damage to anyone nearby.
  • Can be interrupted by a counter (Prey's peril, split second counter, spiraling storm) unlike his other Finishers

VARIANT

The target is sent flying further away, causing a crater where they land. This also applies from and indirect hit by the final punch.

  • Can be interrupted by a counter (Prey's peril, split second counter, spiraling storm) unlike His other finishers
Lethal Whirlwind Stream
(Triggers at 21%)


The final smash is much stronger, and after the attack, the player elbow slams the opponent to the ground.


  • The final slam causes an AOE that deals 20% and ragdolls them.
  • Bypasses counters (Death Counter, Death Blow) .
framelass
framelass
Hunter's Grasp
(Triggers at 15%)


The user grabs the target's head and smashes them three times into the ground.


  • If it misses and grabs another player instead it'll do 7% damage to the player.
  • The last 2 smashes causes AOE that each deals 5% damage to other players.
  • the smashes' craters bypasses counters (Death Counter, Death Blow) but not the hand grip.
Prey's Peril
(Triggers at 21%)


The user suspends into the air while the player dashes to the opponent's back and hits them three more times, launching them upward before grabbing them and spinning around, slamming them on the ground headfirst.


  • Can be countered up until the final hit.
  • AOE from the slam deals 15% damage to other players and ragdolls them.
  • Bypasses counters (Death Counter, Death Blow).

Removed Moves

These moves were removed and replaced with the current moves.
Move Damage Cooldown Info
Hunter's Cruelty
26% 8 Seconds Same animations as Hunter's Grasp but uses the finisher as the attacking move instead.


Replaced by Rock Splitting Fist.

Doomed Prey
39%
6% (Barrage) + 33% (Final Hit)
9 Seconds Same as Prey's Peril but has a much shorter windup, and uses the finisher slam of Flowing Water as the final blow.


Replaced by Crushed Rock.

Pros and Cons

Pros

  • Low or no endlag when missing moves apart from Prey's Peril and Hunter's Grasp.
  • Base and Ultimate moves give armor when landed.
    • This helps deal with multiple attackers.
  • Has access to 7 block-bypassing moves. (9 including the removed moves)
  • Large AOE from Crushed Rock.
  • Has low skill cooldown during ultimate.
  • Has access to a counter plus a deflect skill.
    • Activating as soon as the move is used.
  • Gains health on Finisher.
    • Health varies depending on the move used.
  • The Final Hunt has several benefits:
    • Gain I-Frames on successful hit, making you completely invincible to all attacks.
    • Bypasses all armor along with The Strongest Hero's Death Counter and Brutal Demon's Death Blow.
    • The AoE of The Final Hunt's third hit has a large radius, also being unblockable.
  • Rock Splitting Fist's Armor can catch dash type moves that don't give any protection until you hit someone, such as Sunrise and Crushed Rock.
    • It can also be used to catch moves such as Strength Difference, and even Twinblade Rush or Sky Snatcher; however the timing on these 2 moves is strict.
    • Since you get armor immediately on use, this move can be also used to avoid Ultimate moves like Speedblitz Dropkick, Fourfold Flashstrike, and even Terrible Tornado.
  • One of the highest damaging base move-sets in the game.
  • Has a theoretically infinite combo by combining both Water Stream Cutting Fist and Crushed Rock, assuming the opponent does not use their evasive.
  • Rock Splitting Fist and The Final Hunt give armor at in their startups.
  • Rock Splitting Fist's end part does 25% damage.
  • The Final Hunt has a very fast startup making it easy to punish any long duration armor moves.
  • One of the awakenings that can bypass armor (the others being Blade Master and Martial Artist).
  • Hero Hunter will have its own improved version - Monster Form. However, it will be in the next update.

Cons

  • Has only 1 mobility skill. (Crushed Rock)
  • Unless playing with high ping (300 or more), this character has 0 combos that doesn't allow the opponent to ragdoll cancel out of, this includes his Techniques too.
  • Like The Strongest Hero, Hero Hunter is mostly close range, sporting grab type moves that are meant to secure a combo.
  • Prey's Peril has several weaknesses:
    • Due to being AoE, other players can interrupt with another basic counter (Prey's Peril, Split Second Counter, and Spiraling Storm) during the attack.
    • Can be inconsistent at times, such as not properly pulling the enemy to the attack.
    • Prey's Peril's finisher animation won't play if the final hit doesn't connect, which can happen if the user turns around or if victim has high ping.
    • Prey's Peril will usually knock the player so far that it is almost impossible to combo with.
    • Can be baited, leaving the user vulnerable during counter stance.
  • Crushed Rock's AoE can be blocked.
  • Water Stream Cutting Fist provides no armor if a player isn't hit.
  • All base and Ultimate moves (except The Final Hunt) can be countered with basic counters (Prey's Peril, Split Second Counter, and Spiraling Storm).
  • Crushed Rock has several weaknesses:
    • Crushed Rock does not give any armor until you hit someone.
    • Crushed Rock's finisher will not heal the character.
    • Crushed Rock has lots of end lag if missed.
    • Crushed Rock can be dodged by jumping (sometimes) or by back dashing over them.
    • Crushed Rock's variant can't grab the same person multiple times in the same attack unless they respawned.
  • Hunter's Grasp has several weaknesses:
    • Hunter's Grasp increases knockback on standing players, making it difficult to combo extend off of.
    • Hunter's Grasp can miss due to its limited vertical range.
  • The Final Hunt has very limited range of two tiles (only the first tile triggers the animation the 2nd tile only deals 20%). If you miss the move, you'll lose the move for the rest of your ultimate.

Trivia/Notes

  • The “Hero Hunter” moveset is based on Garou from One Punch Man. He is an ex-student of the 3rd ranked S-Class Hero, Bang (also known as Silverfang). He is later known to be the one of the few characters that borrowed the power of GOD. (turned into Cosmic Fear Garou, which is not in the game, but the ultimate has the Cosmic Fear Garou's aura).
  • Previously, when this character was in Early Access, the ultimate start up would one shot everyone who got hit instead of dealing 10% - 30% damage.
  • This is the first fully finished character to be added, as The Strongest Hero's ultimate moveset only had 2 moves when this character was finished.
  • Lethal Whirlwind Stream and Flowing Water can hit ragdolled players if timed correctly.
  • This character is wildly popular and is one of the most used because of the amount of showy combos it can do, and a lot of complex techs it can perform. Lots of YouTubers also main this character, such as Humbled, Kyoto, TwistedQ, rarely even LordHeaven, and many others. Additionally, Hero Hunter is commonly used by professional and skilled players.
    • Despite this, a decent amount of the community does hate this character, mostly beginners. Some also hate him being due to the amount of grab moves he has, sometimes resulting in him being considered somewhat overpowered for some.
      • Most of the haters of this character argue that he is "sweaty" and that only "Tryhards" play this character, most likely toxic players for short.
  • One of the most used characters in the game because of the damage and how fun it is to do complicated tricks and combos.
  • Hero Hunter might be the character that has the most techniques in this game.
  • When using Prey's Peril, you can still move, but much slower than usual.
  • Lethal Whirlwind Stream previously did about 40% damage on an indirect slam. The damage was heavily reduced due to it being too strong and unbalanced.
  • Minor JJK S1 Spoilers: The Final Hunt was originally partially inspired by the Jujutsu Kaisen scene where Sukuna slams Megumi from above to the ground in season 1 while trying to escape.
  • When the visual effects were added for gaining Ultimate, it was noticed that gaining Ultimate using Hero Hunter, a small, beginning portion of using the Ultimate will play.
  • When Hero Hunter was still in Early Access, his awakening aura was yellow and the left eye glowing yellow.
  • When indirectly damaging another player when using Flowing Water or Prey's Peril (only if both of the victims healths drain) on somebody else, if the other player dies, they will be sent forward into the ground, creating a small crater.
    • This is likely because it used to be the finisher of the moves.
  • Hero Hunter used to use the song "I'm A Monster" from the official One Punch Man soundtrack until it was removed due to copyright reason. It's current ultimate music is now a remix of said soundtrack composed by Paul Owen Music.
  • This is the first character in the game to ever have its moves changed/replaced, (Hunter's Cruelty and Doomed Prey) with the other characters being Wild Psychic and Martial Artist.
    • It is still possible to access these moves be utilizing a bug, however it requires Private Server+ Gamepass to pull off. To do this, acquire the awakening initially, then gain it again via the "Activate Awakening" button in the Private Server+ Gamepass menu, activating it when nearly depleted.
    • Alternatively, you may use Build Mode in the Private Server+ Gamepass, spawn a block and edit it to give you Prey's Peril and Hunter's Grasp when touched, effectively allowing Hunter's Cruelty and Doomed Prey to be usable in a Private Server.
  • The only ranged move in Hero Hunter's moveset is Crushed Rock.
  • This character is often considered the worst for long range fights because of only having a semi-dash move in its base moveset and one dash move in its ultimate.
  • When the game still had descriptions for each Character Hero Hunter's description was “Is he even human anymore?”
  • Hunter's Grasp's grab and finisher can accidentally land on the wrong player or even completely miss. However, if landed on the wrong player, it can still kill the desired player due to AoE.
  • During the Hero Hunter's awakening animation, you can hear faint breathing right before the music.
  • The opponent dies without a finisher with Flowing Water if used between 23-24% health.
  • When Crushed Rock was first added, it only used to dash and punch the opponent, slamming them to the ground, and the current Crushed Rock animation was its finisher.
  • The Final Hunt finisher is confused with the weakest dummy, due to the weakest dummy doing the move on the concept.
  • The Final Hunt's finisher is not confirmed to be an actual planned finisher, it is only a concept by Kirv.
  • Hunter's Grasp is hard to land, mostly due to it's hitbox being smaller than the visual and that it leaves you briefly stunned if missed.
  • When the player uses their awakening with the blood setting enabled, the blood does not load, this is likely a bug.
  • Previously known as "Water Stream Rock Smashing," Water Stream Cutting Fist's name was changed in the KJ update.
  • Santino, the owner of The Strongest Battlegrounds, in one of the channels for Content-Creators, posted a screenshot showing the Monster Form for Hero Hunter. However, it only showed the name and icon of the character.
  • If you finish someone (or the dummy) with Flowing Water and get countered by Brutal Demon's Death Blow, the healing (which is the passive) you got from Flowing Water's finisher can (barely) give you enough health, making you to survive the counter instead of being killed instantly. You can see an example of this here.

Audio

Gallery

References