Building a strong team in How Many Dudes isn’t just about recruiting the rarest Dudes you come across. Some Dudes completely transform a run with powerful healing, crowd control, or team-wide buffs, while others only start shining after you collect the right Relics or build around their unique mechanics. I also found that a few Dudes looked average at first, but became much stronger once I understood how their abilities actually worked in longer battles.
For this tier list, I’ve ranked every Dude based on how consistently useful they are throughout an average run. I considered their base ability, overall impact, flexibility, survivability, scaling, and how much value they bring without relying on specific Relics. While every Dude can work in the right setup, the higher-ranked ones generally make your runs smoother and require much less effort to perform well.
How Many Dudes Tier List
This tier list ranks every Dude Type based on overall performance, flexibility, scaling, and usefulness in most runs. Team synergy and Relics can change a Dude’s value, but these rankings reflect how consistently strong each one is.
S Tier
Cleric Dude
The Cleric Dude is one of the best healers in the game. Every 2 seconds, he creates a Divine Pulse around the most injured teammate. The Pulse heals nearby allies for 100% of his DPS, split evenly between them. His constant healing keeps teams alive during long fights, making him an easy S Tier pick.
Chef Dude
Chef Dude provides reliable healing throughout every battle. Every time he deals Direct Damage, he prepares a Burger that heals for 70% of his Attack Power. He can store 4 Burgers and automatically delivers them when teammates need healing. His healing rarely goes to waste.
Knight Dude
Knight Dude is the best frontline tank. Every 3 seconds, he Taunts 5 nearby enemies, forcing them to attack him instead of your fragile teammates. His simple but reliable ability makes difficult fights much easier.
Quantum Dude
Quantum Dude offers amazing healing over time. Every 5 seconds, he summons an Echo Dude if one isn’t active. Each Echo heals the most injured teammate every second for 50% of his DPS. His healing continues throughout the fight without needing direct attacks.
Trooper Dude
Trooper Dude provides powerful area damage. He calls down an Orbital Strike when battle starts and every 10 seconds afterward. The strike deals 100% of his DPS to every enemy caught in the blast. His damage stays useful in almost every stage.
Agent Dude
Agent Dude constantly protects teammates. Whenever he deals Direct Damage, he has a 15% chance to Dash to a teammate in danger. That teammate becomes an Asset for 8 seconds and gains Temporary Health equal to 20% of Agent Dude’s Max HP. He saves runs more often than expected.
A Tier
Bard Dude
Every 4 Direct Damage hits, Bard Dude inspires 4 random teammates. They gain 4% Attack Power and 4% Run Speed for 4 seconds, stacking up to 4 times. His buffs improve the entire team instead of just himself.
Explorer Dude
Whenever a teammate drops below 30% HP, Explorer Dude uses his Canteen to heal them for 150% of his DPS. The Canteen stores 2 sips and refills one every 3 seconds. He is excellent at preventing knockouts.
Medic Dude
Medic Dude heals the 3 most injured teammates every time he deals 50 total damage. Each heal restores 10 HP. He shines in longer battles where he can trigger Triage repeatedly.
Paladin Dude
At the beginning of battle, Paladin Dude Blesses 2 random teammates. Blessed allies take 10% less damage, while 20% of the remaining damage is transferred to the Paladin. He is one of the strongest defensive supports.
Samurai Dude
Every 3 seconds, Samurai Dude dashes toward the enemy with the lowest HP. He is excellent at finishing weakened enemies quickly and keeping pressure on dangerous targets.
Ghost Dude
Whenever Ghost Dude deals Direct Damage, he has a 30% chance to Equalize the HP of the healthiest and most injured teammate. He then heals both for 100% of his Attack Power. His ability can completely rescue low-health allies.
Mutant Dude
Mutant Dude has a 50% chance to create a Floofball whenever he deals Direct Damage. Each Floofball heals for 100% of his Attack Power and can be attached to teammates. Every Dude can carry up to 4 Floofballs, giving the team constant emergency healing.
Spartan Dude
Spartan Dude has a 20% chance to Block Direct Damage aimed at nearby teammates. This passive protection becomes more valuable as battles get harder.
B Tier
Assassin Dude
Every Direct Damage hit applies Toxin. Each stack reduces enemy Attack Power by 5% for 5 seconds, stacking up to 3 times. He is great against bosses but slower during normal fights.
Cyborg Dude
Every Direct Damage hit on his Primary Target has a 25% chance to give all Cyborg Dudes 1% Attack Power for the rest of the battle. He scales well if you recruit multiple Cyborgs.
Construction Dude
Every Direct Damage hit has a 20% chance to throw a Hammer. The Hammer deals 50% Attack Power and Taunts the target for 3 seconds. He mixes damage with crowd control.
Cowboy Dude
Every 3 seconds, Cowboy Dude Lassoes a teammate to his location, prioritizing the farthest one. He helps fix positioning but doesn’t directly increase damage.
Dentist Dude
Every Direct Damage hit applies Novocaine for 5 seconds, stacking up to 5 times. Each stack reduces incoming damage by 3%. He offers solid defensive support.
Druid Dude
After landing 10 Direct Damage hits, Druid transforms into Bear Form for 3 seconds. He gains 30% Attack Power and 200% Cleave. He becomes much stronger after transforming.
Hacker Dude
Every 4 seconds, Hacker Dude gains an Exploit. Whenever a Dude attacks, the Exploits are consumed to deal 100% of his DPS as Direct Damage. His burst damage is useful but requires time to build.
Ranger Dude
Every Direct Damage hit has a 25% chance to fire a Magic Arrow that deals 100% of his Attack Power to a distant enemy. He performs well in most teams.
Wizard Dude
Every 3 seconds, Wizard Dude casts a Fireball. It deals 50% of his DPS to all enemies inside the blast area. Reliable area damage keeps him competitive.
Vampire Dude
Whenever Vampire Dude Lifesteals, he grants 2 random teammates 2% Lifesteal for 4 seconds, stacking up to 4 times. He performs best in Lifesteal-focused teams.
Warlock Dude
His Direct Damage has a 25% chance to Expel 20% of his stored Pact damage onto a target while Taunting it for 3 seconds. He scales well but takes time to reach full power.
General Dude
Every 4 seconds, he commands the Dude Type immediately below him on the roster to Taunt up to 3 nearby enemies. Good positioning makes him much stronger.
Frankendude
Every second, Frankendude Donates 10% of his current HP to the 2 most injured teammates. His high Regeneration lets him support the team throughout battle.
C Tier
Alien Dude
Every 3 seconds, Alien Dude forces the Dude above him on the roster to Dash toward the enemy with the lowest HP. He can be useful, but his value depends heavily on roster order.
Electrician Dude
Each Direct Damage hit grants a Static Charge. At 10 Charges, his next attack deals 40% Attack Power per Charge and Throws him. He needs time to become effective.
Farmer Dude
Farmer Dude naturally has high Toughness. Whenever another Dude heals him, he Donates 50% of that healing to the most injured teammate. He is durable but doesn’t contribute much damage.
Lich Dude
Lich Dude stores 70% of incoming damage inside Thralls. Every 3 seconds, the stored damage is released as True Damage. If the damage is fatal, the Thrall heals for 50% HP and gains Revenant. He requires proper support to shine.
Manager Dude
At battle start, he selects 4 Interns. He copies 15% of the damage they deal and later unleashes it on a chosen target. His value depends heavily on strong teammates.
Mummy Dude
Every Direct Damage hit stores Doom equal to the damage dealt. When an enemy’s HP falls below its Doom level, the stored damage triggers. Great against bosses but slower against weaker enemies.
Pirate Dude
Pirate Dude Taunts 4 enemies for 3 seconds at battle start. Every 5 seconds, Rum grants 20% Evasion for 3 seconds. He survives well but lacks damage.
Psionic Dude
He Taunts 5 enemies when battle starts. Whenever he Deflects or receives Deflected Damage, he has a 5% chance to Taunt 2 nearby enemies for 3 seconds. Useful but situational.
Viking Dude
Whenever Viking Dude deals Direct Damage, he has a 5% chance to go Berserk for 3 seconds, gaining 50% Attack Speed and 50% Run Speed. The low activation chance makes him inconsistent.
Time Dude
Every 4 seconds, Time Dude attaches 2 Time Anomalies to nearby teammates. The Anomalies explode after 3 seconds. He needs specific Relics to become truly powerful.
Zombie Dude
Whenever Zombie Dude receives healing, he has a 15% chance to Taunt 3 nearby enemies for 3 seconds. Zombie Dudes also recover from being Unconscious after only 1 round. He is durable but usually outclassed by stronger tanks.
D Tier
Finance Dude
Each Finance Dude earns $3 after every battle. The extra money is nice early on, but he contributes very little during combat.
Regular Dude
Regular Dude gains 2% Attack Power and 2% Max HP for every additional Regular Dude on your roster. He only becomes strong if you commit to a full Regular Dude build.
Cave Dude
Cave Dude’s Unga Bunga ability has no detailed description. Without Relic support, he is difficult to rank higher than other frontline options.
Necrodude
Necrodude summons a Skeledude when battle starts. If it dies, another Skeledude appears after 6 seconds. He relies heavily on summon Relics before becoming truly powerful.
Ninja Dude
Whenever Ninja Dude lands a Direct Critical Hit, he throws a Shuriken that bounces to 2 enemies, dealing 50% of his Attack Power. He can deal good damage but depends too much on Critical Hits.
Echo Dude
Echo Dude exists only as Quantum Dude’s summon and cannot normally be recruited. Its value depends entirely on Quantum Dude.
Skeledude
Skeledude is summoned by Necrodude. Alone, it isn’t a recruitable Dude, but with the right Relics it can become much stronger than its base form suggests.