Classpect Meanings (as of 6/26/25)
I made a Google Sheets of every meaning I have for Classpects if anyone wants it cause I love Typology :)

seen from United States
seen from France

seen from T1
seen from United Kingdom

seen from Maldives

seen from Canada

seen from France

seen from Czechia

seen from Poland

seen from Germany
seen from China

seen from Malaysia
seen from Türkiye

seen from United States
seen from United Kingdom
seen from Germany
seen from Iraq
seen from Malaysia
seen from Poland
seen from United States
Classpect Meanings (as of 6/26/25)
I made a Google Sheets of every meaning I have for Classpects if anyone wants it cause I love Typology :)
Introduction to my Classpecting Ideas
This felt like a good idea for something to put out before I put my Knight & Page analysis out there, since I plan on making this a 6 part series. (Potentially 7 if demand for a Lord/Muse addendum is high enough).
So, I'll be laying out my most important philosophies on the subject here for future reference.
Classpecting is...
Point A. Classpecting is malleable.
There is not one rigid, set definition for any Class pair, or any Aspect pairing. The freedom of the author is that they may assign any symbolism to a concept that they may like.
What I mean by this is that people often seem to think that manifestations of an Aspect within Homestuck's narrative paint that object or idea as a concept inherently tied to that Aspect.
Example: Pumpkins & Void. You would not believe the amount of people in the early fandom who swore by the idea that pumpkins were inherently just Void constructs because of their role in Homestuck's narrative.
No? Pumpkins symbolise Void in Homestuck itself and Homestuck itself only only due to a running gag inherent to Homestuck itself.
Anything, with enough narrative basis and existing thematic ties, can serve to symbolise an Aspect. Furthermore, two different authors may have different ideas of what Aspect something represents.
Some authors may see alcohol, for example, as a Void-bound concept owing to its obfuscation of fair judgement. Some may see it as a Light-bound concept owing to the idea of 'in vino veritas' and the tendency of drunkenness to induce truthful confessions. Some may see it as a Life-bound concept owing to its associations with hedonism and impulsive behaviour.
With enough narrative consistence, anything is possible. Homestuck's narrative is not as rigid of a point of reference as some people would swear by it being. This is deeply important.
Point B. Classpecting is not the whole of a character.
I can't exactly phrase this in a satisfactory manner, but... a Classpect is not a personality type in of itself. An individual being a Prince of Heart does not instantly make them Dirk Strider. It merely means that their core value is identity & selfhood, and they interact with it by destroying it. It is that simple!
I see, time and time again, Classpecting blogs acting as if a Classpect is indicative of a character's whole personality and giving guides as to the exact behaviours & quirks a character with that Classpect should have.
I am imploring you to explore wider possibilities when it comes to this. Even if it means sharing a title with a canon character! It doesn't mean you have to just rewrite that canon character because that's not how Classpecting works.
I've seen fanventure characters share titles with canon characters. (Sovereignstuck's Annomi Errata & Dynama Zarrow sharing titles with Dirk & Porrim respectively, and Porrim herself is also a player in that narrative, mind you!)
I've seen fanventure characters share titles with eachother. (Vast Error's Dismas Mersiv is a Rogue of Mind. One of my fantrolls is also a Rogue of Mind!)
In every instance, they are fundamentally different people. I cannot put it any simpler than this.
Point C. Classpecting is always applicable.
That is the perfection of the Classpecting system. You can give a title to any character, from anything ever made. It's not even that difficult if you're half-decent at media analysis!
Quite literally all you need to do is ask yourself two questions.
"What's this character's core value?" and "How do they interact with that?" Do that, and you've got yourself a Classpect.
That's the beauty of it! It's obviously not going to be as airtight as a story that has the Classpecting system baked directly into the narrative, but it's still going to work out!
Hell, do it to yourself! Do it to your friends! The world's your oyster. You can do anything you want, forever, for the rest of time. I'm a Seer of Life! My best friend is a Page of Blood! My mother is a Witch of Hope! Go wild.
Post formatting
For my Classpecting posts, I'll aim to give two related definitions for every Class.
Definition A is the narrative function, what the Class says about the person and how they interact with their Aspect as an abstract concept.
Definition B is the practical function, what the Class says about their role in the session and how they interact with their Aspect as a SBURB construct.
Therefore, we get an idea of both the abstract, personal definition of a Classpect, and the functional, game application of a Classpect.
I'll also aim to give about two or three examples for each individual title about how you could write a character with them, since there are always going to be multiple directions you can take with a Classpect.
Conclusion
tl;dr - what I'm trying to say is this. Classpecting is malleable, easily applicable & capable of saying any number of things, and my posts will aim to give two concise definitions of both narrative and practical function for every title.
I'll get the Knight:Page analysis done either today or tomorrow, and the rest of the Class posts will be staggered releases in order of poll results. Thus, the order is going to be:
Knights & Pages, Deficiency and Exploitation.
Mages & Seers, Experience and Comprehension.
Witches & Heirs, Adherence and Manipulation.
Princes & Bards, Instability and Destruction.
Thieves & Rogues, Inundation and Redistribution.
Maids & Sylphs, Maintenance and Generation.
And, potentially...
7. Lords & Muses, Absolution and Dominion.
And then, subsequently, the order for the Aspect posts, which I've decided based on relevance to the canon, roughly speaking anyways...
Space & Time, Genesis and Terminus.
Breath & Blood, Fluidity and Stability.
Light & Void, Potential and Simplicity.
Heart & Mind, Instinct and Dialectics.
Life & Doom, Progress and Stagnation.
Hope & Rage, Conviction and Iconoclasm.
I look forward to the next post. Until then, take care.
For some reason Tumblr is just Refusing to publish my gigantic response to this question, so since its an anon anyway I'm screenshotting the question and posting the response below. Haven't had to do this shit since the tumblr days of yore lmao
My Response:
The Pairings aren't entirely unrelated to the active passive system, they're deeply ingrained into it still.
all the class common pairs are pairings between an - active class and a + passive class with two very big exceptions:
the MostActive Active Class and the MostPassive Active class are paired, Witch and Sylph
and the MostActive Passive Class and the MostPassive Passive class are paired, Maid and Heir
WitchSylph and MaidHeir are essentially microcosms of the active passive scale inside the active or passive halves respectively, theyre still paired as MostActive and MostPassive pairs both.
But you could also think of them as where the two ends of the active or passive side overlap into the other side.
like for example Maid and Sylph technically existing on both scales where they overlap in the middle
Maid can be considered a Class that's so In-Active, that it flips over into the Passive side by technicality and thus is a Passive class.
Sylph likewise being considered a Class that so Im-Passive, that it flips over into the Active Side by technicality and thus is an Active class.
Maid and Sylph just kind of exist in their own space in my head like that
IF you consider the active passive scale to be similar to the PH Scale between acidic and basic, what I imagine is going on is essentially that the least acidic acid, which has acid inside it, also has enough basic inside it that it balances out to be on the basic end of the scale.
its kinda like math that says -3 and +4 = +1
I DO Believe the Pairings of WitchSylph as a common pair, share a common power, I Believe they are the Change/Manipulation/Transformation pair, regardless of the specific verb used in any case or by any character, the power overall is the umbrella of Change, I've always thought that of the powers, that it's not about coming down to a single verb.
just as i Do Believe the Pairing of MaidHeir as a common pair, also shares a common power, I believe they are the Creation umbrella pair
Essentially all the canon reveal has done for me is flip where i think of Heir and Sylph in the powers
But as terms to call them when talking about them like that like if its Active Change and Active Change how do you differentiate, in my head instead of saying Active and Passive, I've been thinking of it like this:
Active and In-Active for WitchSylph Im-Passive and Passive for MaidHeir
Because if Both Sylph and Maid classes are in the middle of the scale, can they really be considered either Passive or Active in that sense? when theyre barely a value above 0 in either direction etc
especially with my earlier metaphor of me thinking of them on the acidic/basic scale as being roughly equal mixes of both that lean to either side.
I'm also aware that's a tad headcanony though, because the canon answer more likely is that despite being a common pairing, the powers of a pair that share activity level are just more strongly differentiated on the power side instead, aka they're more likely to use a different specific verb to describe their powers
Consider this piece of text in canon:
"both classes in +/- pairs tend to have very similar descriptions." and right after that Prince and Bard, as an +/- Active Passive pair is given to us with Active Destroy and Passive Destroy, essentially
What that implies is that the opposite is true for the other cases aka: "Both classes in +/+ or -/- pairs tend to have very different descriptions."
and this comes down to the very specific niche verbs used to represent each class in particular, like how Page's verb was revealed one time to be part of the "Fights to Preserve" as a whole, and since it's an active/passive pair with Knight, Knight is then also Active Fight to Preserve etc
So the canonical Answer is just that Despite Witch and Sylph being a common pair, because they are an active/active pair, their powers are gonna be describe with different Verbs, so they will end up being as Active X and Active Y in the simple definitions
same for Maid and Heir, despite being a common pair, they are a passive/passive pair so their specific verbs will end up being something like "Passive A and Passive B"
But
I will bet you dollars to dickens, that whatever verb is chosen to be X or Y for Witch and Sylph, both will be connected to the umbrella of Change/Transformation/Manipulation, the idea of one thing becoming a different thing
and the same goes for Maid and Heir, whatever verbs get chosen for A or B you could place into the Umbrella of Creation, the idea of creating something new that didn't exist previously inside a location
In this way, the regular Inversion Pairs remain mostly the same, with just Heir and Sylph flipping to each other spots
so the inversion pairs for this Theory are as follows:
Witch >< Seer Mage >< Sylph Prince >< Heir Maid >< Bard Thief >< Page Knight >< Rogue
BUT There is an alternatively theory, which changes the inversion pairs a bit more drastically, because it changes the entire Umbrella Terms of the 6 Major Functions to being slightly different ones
If Destruction being all male and Creation being all female is no longer a major axis, no longer a major core of class theory, then is Creation/Destruction even the proper axis of classes at all?
Knights and Pages mind you are already no longer just the umbrella of Application, the idea of using what's there without knowing/moving/creating/changing/destroying, but Specifically Fighting to Preserve, its a slightly different idea of not just about using what you've got, but making sure its kept in stasis, preserved as well
Fight to Preserve is a term that is specifically opposed to Destruction in it's definition, it's fighting to preserve it against the forces of Destruction, like Defending it from an Attack.
Maids and Heirs aren't Creating something so much as they are Serving and Inheriting it literally to use specific terms, both very close to the idea of Giving and Gifts
Thieves and Rogues are to Steal…
So what if the opposed pairs here are not create destroy and apply move
but Preserve and Destroy and Give and Take?
Protection/Destruction, to Build Up to the Top or to Tear Down to the Bottom
versus Inherit or Theft, Serve or Rob, Give Forwards and Take Back.
Up, Down, Forwards, Back, an axis of movement in all four directions
leaving two quantum quark positions left: Strange and Charm I Mean Change and Know
That would make the inversion class pairs akin to all the opposite positions of the six Quantum Quark orientations in a way
and they would be like this:
Witch >< Seer Mage >< Sylph Prince >< Page Knight >< Bard Thief >< Heir Maid >< Rogue
some may prefer this flavor of inversion theory since it more closely aligns to the very Literal verbs used for each of the classes
At the moment, I'm still more closely connected to the idea of the powers of the 6 classes not Just being 6 literal verbs but still 6 Umbrella Functions that just also Contain the most common used verbs as Simplified descriptions of the overall powers
but being so fr if Hussie described his class bible document as being little more than the pairing's he revealed plus the list of verbs they used
he almost definitely didn't put as much thought into this system as i have and the stuff and system that I've made I'm more and more convinced is less a describing of canon intent and more an expansion of fandom intent
and I already figured that ever since we got the Aspect Wheel of canon stuff relating to the aspects, I've been calling my work even then "Dahni Expansions"
So I mean, there's the two different answers I would give on this subject, lol
Because i just Like my own ideas better because of course I do, for now im sticking with Option A
Which is just that Sylph and Heir have just flipped positions as MostPassive Change and MostPassive Create and the system as-is remains otherwise preserved
been thinking a lot about maids and sylphs recently. specifically sylphs, but both. i class them both as the healing classes, ofc, but "healing" is kind of a strange word to use. because, yes, on the surface, that's what they do. maids are "aspect-focused" healers and sylphs are "person-focused" healers. but what both those classes do can't really be counted as "healing" in the traditional sense.
when we think of healing, we think of gentle, nurturing actions. being gentle, taking it slow, being cared for and cared about. but neither maid nor sylph do any of that. the healers in canon are all specifically extremely violent. kanaya is a nurturer, yes, but this is instead because of her connection to the space aspect, and she is also a warrior who kills multiple people with a fair amount of ease. aradia takes gleeful joy in destroying timelines and watching the fabric of paradox space be ripped apart. aranea attempts to stage a violent coup on reality itself, and breaks jake's mind with her powers. jane kills karkat just to violently rip him from the grave, purely as a show of what she's capable of. this is not gentle shit. it's violence.
i think this speaks a lot to the kind of environment that skaia cultivates. where "healing" cannot truly be healing. they don't have the time for that. they have to play the game. they have to fight enemies, they have to breed the genesis frog, and fight the king, and everything else that comes with playing. they do not have time for healing. this goes for mental healing, too. none of the characters ever have any time to process trauma because they always have to just keep moving. keep progressing. they have to win. this is, of course, just working as designed. take young, impressionable kids, turn them into weapons, irreparably traumatize them, and dump them out on the other side as soon as their purpose creating a new universe is complete.
as a side note, i think the types of violence these types of characters tend to commit is also influences by their class. maids tend to commit acts of violence against their aspect itself, while sylphs tend to mostly be uninvolved with their aspect in acts of violence. this isn't a hard rule though.
2026: Year of the Extended Zodiac+ Revival!
Part 30/168: Jade-blooded Maids (suffix: -esa/-sar)!
Virgosar: Prospit Maid of Space | Virgasar: Derse Maid of Space ICON of the FRUITFUL | ICON of the PURE
Virlosar: Prospit Maid of Heart | Virosar: Derse Maid of Heart ICON of the FOUNDATION | ICON of the REDEMPTIVE
Virceresa: Prospit Maid of Blood | Vircenesa: Derse Maid of Blood ICON of the ACCOUNTABLE | ICON of the LIABLE
Virminosar: Prospit Maid of Doom | Virminisar: Derse Maid of Doom ICON of the INEXHAUSTIBLE | ICON of the ADIBING
Virusesa: Prospit Maid of Breath | Virunesa: Derse Maid of Breath ICON of the ADAPTABLE | ICON of the EAGER
Viristesa: Prospit Maid of Time | Viriesesa: Derse Maid of Time ICON of the PROTECTOR | ICON of the MOTHER
Virscisar: Prospit Maid of Life | Virscesesa: Derse Maid of Life ICON of the ALCHEMIST | ICON of the ROBORANT
Virniusesa: Prospit Maid of Hope | Virriusesa: Derse Maid of Hope ICON of the FIERCE | ICON of the VINDICATED
Viricornesa: Prospit Maid of Rage | Viribornesa: Derse Maid of Rage ICON of the LETHAL | ICON of the STRINGENT
Virittaniusesa: Prospit Maid of Void | Virittariusesa: Derse Maid of Void ICON of the DELIBERATE | ICON of the PATIENT
Virpiosar: Prospit Maid of Light | Virpiasar: Derse Maid of Light ICON of the HEARTH | ICON of the PERFECTIONIST
Virrasar: Prospit Maid of Mind | Virzasar: Derse Maid of Mind ICON of the SAGE | ICON of the PUZZLE
Next group is Teal-blooded Maids! Reply/reblog with what passive class you want to see once I'm done with the Maids, and let me know if I posted your sign!
HOMESTUCK CLASSES EXPLAINED… badly
WITCHES: the aspect’s personal bitch until they decide it’s their turn to top
HIERS: the aspect’s poorly disguised self insert with unnecessary amounts to plot armor
MAGES: gets traumatized by their hyper-fixation for plot reasons
SEERS: HOLY SHIT ITS TIRESIAS FROM THE ODYSSEY!!!!
PRINCES: aspect-phobic crusaders with anger issues who makes hating this broad concept their entire personality
BARDS: green aura and flies taken to its most lethal state.
MAIDS: don’t you hate it when you try to put on the fitted sheet on the bed but the corners keep getting loose?
SYLPHS: your fairy god mother who has no sense of personal space and consent
THIEVES: [This description has 8een stolen 8y the thief of light ::::)]
ROUGES: the communist party your government warned you about
KNIGHTS: when you mask so hard it becomes your superpower
PAGES: IM A GOOFY GOOBER ROCK 🎸🎸🎸
This blog aims to ask the question; if your character played the game SBURB from Homestuck, what would their god tier class and aspect and lunar sway be?
Rules
Submit your character in an ask and MAKE SURE to include the name of both the character and the work they're from or the ask will be deleted (e.g. Evan Buckley from 911 not just Evan Buckley or just 911)
No real people (which is where rule 1 ties to this as I can tell if a fictionalized version of a real person is a fictionalized version if you add what they're from)
Add propaganda if you wish
Each character will have three polls done for them, one for their Aspect, one for their Class and one for their Lunar Sway
No getting cute and submitting a character from Homestuck or similar media who already has a canon god tier, not even on April Fool's Day. If I ever do an event about what they'd be if they weren't what they are, I will let you know
So What Do All The Terms Mean?
Well obviously they are all part of Homestuck's hyperflexible mythology/sorting system but in terms of what they mean for a character from another work (other than just determining what powers they'd have when they achieved god tier and what moon they'd dream on in a Homestuck AU) they're a way of describing their relationship to and role within the narrative. And yeah I didn't copy-paste anyone's descriptions these are kind of a fusion of several I found in my own words.
Aspects
Aspects are fundamental forces of both reality and stories that characters have a connection to (and that in the Homestuck universe determines what kind of powers they'd have)
Time: represents literal time, destiny/fate and action over acceptance and is also associated with the colors red and white, music, machinery (timekeeping-or-otherwise) and death. In terms of personality traits, a defining characteristic of heroes of Time is that they seem incapable of accepting the status quo as is without fighting for their goals and against what stands in their way. At their best this makes them amazing problem-solvers at the worst this gives them tunnel vision.
Space: represents literal space, the setting of a story, creativity, isolation, patience and ambiguity and is also associated with the colors green and white, femininity/motherhood, nature, animals (especially frogs) and visual art and fashion. In terms of personality traits, heroes of Space are patient creative big-picture-thinkers but all the "wait and see" does not make them pushovers, it simply means they know when to pick their battles to avoid proverbially banging their head against the wall. They also commonly are the "mom friend" archetype of their groups even if they don't identify as female though it varies if a given hero of Space has enough executive function to succeed in that role.
Heart: represents passion/emotions, romance, the soul and identity/inner-self and is also associated with hats/hoods/headgear and kisses and other romance signifiers. In terms of personality traits, heroes of Heart are the most "aggressively themselves" and while that doesn't preclude them from being able to wear various metaphorical masks for different environments and occasions, parts of their true self always leak into whoever else they become and that true personality of heroes of Heart is often kind, idealistic and loyal at best but stubborn and overbearing at worst.
Mind: represents justice, logic, balance, personal truths, memories and the self you present to the world and is also associated with puzzles, disguises, brains/neurons, coins and electricity. In terms of personality traits, heroes of Mind are every bit as rational and intellectual as you'd expect with the Mind aspect being the way it is or at least they want to present themselves in a way emphasizing that to hide the anxiety they feel from the information overload. But often they get so focused on the logical smart side of themselves they don't have a clear idea of who they are beyond that.
Hope: represents literal hope, passion and the strength of one's convictions but also blind faith and naivete and is also associated with the colors white and yellow, both religion/religious imagery and science, and sexuality. In terms of personality traits, heroes of Hope have a strong vision of what they see as a better world (even if others might not see it that way) and a fervent desire to make that vision come true by any means necessary and to fight for justice against what they perceive as bad guys.
Rage: represents literal rage, strength-of-beliefs-that-things-are-wrong, negativity and chaos (but none of those necessarily have to be bad things) and is also associated with the colors black and purple, cults, puppets/dolls, and face paint/masks. In terms of personality traits, heroes of Rage have a philosophy that can be best described as "the authentic truth is better than a comforting lie" and while some often get generalized as/accused of being anarchists the heroes of Rage that have those impulses only do so because they're so fearlessly dedicated to iconoclasm and a fight against authority that it extends to the whole of civilization or at least the social system they live under getting lumped in as "authority".
Light: represents literal light, both knowledge and someone's faith in their own knowledge, clarity, relevance and luck/fortune and is also associated with eyes, luck-based things (like rolling dice) and devices that can be used to gain knowledge. In terms of personality traits, heroes of Light have such a love of knowledge and the search for it that they treat rules that stand in their way as either suggestions or puzzles-of-how-to-find-the-loophole and people that stand in their way with either cold disinterest or a desire to correct whatever they see as that person's problems/mistakes. Basically, while not every autistic person is a hero of Light or vice versa, if you think of someone that fits the typical media image of a low-support/what-used-to-be-called-high-functioning autistic person there's a good chance they'd probably be a hero of Light.
Void: represents darkness, secrets, infinite possibility, obscurity/irrelevance, mystery, indifference and doubt and is also associated with water/the ocean, pumpkins, and things that can be used to obscure/hide information. In terms of personality traits, heroes of Void love mystery/the unexplained to the point where they'd rather not have all the answers because the many things something could be when you don't know for sure is more fun and instead of actively pursuing knowledge, they're more inclined to challenge the truth of what others think they know.
Breath: represents change, freedom, flexibility, independence and individuality and is also associated with wind, wings/flight, pranks/tricks, mail and magic (the stage kind not the occultist kind). In terms of personality traits, heroes of Breath are flexible, carefree and sometimes naive but can make very good leaders when they get over their self-doubt and out of their own way. It's just that often they don't realize they're leading by example as they're just doing their own thing. Y'know, a hero of Breath metaphorically dances to the beat of their own drummer but gets so lost in the moment of the dancing that they don't realize how many people are dancing along behind them.
Blood: represents bonds/relationships, duty, inflexibility, promises, self sacrifice and is also associated with literal blood, flags, chains/shackles/metal and signifiers of agreements and commitments that range from handshakes to rings. In terms of personality traits, heroes of Blood are also great leaders but more in an inspirational/motivational sense. However, though they at their best are caring and empathetic enough to help a lot of people often even in the social change sense, they're often held back by the somewhat-hypocritical-to-the-chagrin-of-many-heroes-of-Blood's-sense-of-morality tendency to not take their own advice.
Life: represents healing, growth, authority, positivity and recklessness and is also associated with wealth, nature and food (especially desserts especially cake). In terms of personality traits, heroes of Life are deeply compassionate and empathetic and concerned with both literal and figurative healing of those around them however their kind of medicine really needs the metaphorical spoonful of sugar with it that they're sometimes a bit too pushy to provide. But the one person heroes of Life have a difficult time healing-in-any-sense is themselves but don't you ever tell them that.
Doom: represents inevitability, wisdom, control, rules and regulations, acceptance of negative circumstances and sacrifice and is also associated with the colors black and white, technology, fire (especially in the sense of bombs and explosions), skulls and decay. In terms of personality traits, heroes of Doom have often led hard lives for whatever reasons often either because of and/or leading to self-hatred or self-sabotage. But all that they've been through also gives them at their best a high capacity for wisdom and empathy and a great listening ear for when other people need to vent. But they are far from noble martyrs often having a bitter/anxious/irritable side too.
Classes
If your aspect is the fundamental force that best guides your narrative, your class represents how it manifests/how you deal (and in Homestuck's RPG-esque milieu if aspect is powers, class is how they manifest and also provides the nature of your quest). These will be shorter blurbs.
Maids often go overlooked and are treated as unimportant which leads to a rejection of their role (which can still apply to non-Homestuck characters as the role of Maid can manifest figuratively through other roles they might be assigned by society) perhaps because they dislike the fact that they have to take this kind of abuse. They also tend to initially rely on others in their life for some manifestation of their aspect and must learn to be able to provide it for themselves so they can have the independence to support others with it and get the recognition they deserve.
Pages start out with so much of a deficit in their aspect it's almost a liability. However they really want to be good at their aspect so badly that they try to make themselves come off as more adept with it than they are. Even when that class is applied to non-Homestuck characters and doesn't represent actual magical power Pages will eventually grow to be better at their aspect than anyone could have expected if not better than anyone around them who shares that aspect. They just need to learn that they will only get to that level eventually if they admit they need help right now.
Mages have had a life full of both the positives and negatives of their aspect (contrary to the assumption of it being a class who only suffers from it) but with never enough negative to make them walk away from the positive and that's made them develop their own practical understanding of their aspect. But they have to not only use that to help others but learn that that's not the only way to see their aspect.
Knights have some sort of insecurity around their aspect in addition to (if those things aren't one and the same) some sort of impossible standard related to it that the world expects of them so they cover all that up with a cooler facade that emphasizes what they think are the best traits of a hero of their aspect. They need to learn that it's okay to drop their guard and not be some sort of perfect exemplar of using their aspect well just to be good at it.
Rogues as best as I can put it basically use their aspect as an unhealthy coping skill. They overindulge in it themselves but the guilt makes them inclined to overindulge giving it to others as well as they think they don't deserve it. They need to learn to not just make better decisions about the use of their aspect but to trust their own judgement about said decisions.
Sylphs even if they're more than just the healer class are still basically the fixer/"mom friend [gender neutral]" class working in the background/sidelines to make sure their aspect is fixed/in good working order for those in their life. However all this busting their bottom for others can lead to either burnout and/or a desire to take the spotlight/have others take care of them for once at a Sylph's worst. So they need to essentially learn healthy self-advocacy/self-care and that looking out for yourself isn't selfish and wanting appreciation doesn't make you a narcissist.
Seers despite the assumption that they'd know a lot about their aspect actually start off with kind of a knowledge blindspot in some area of it. They cover that up by superficially pursuing the opposite aspect and often seeking help from outside sources related to that aspect but they need to learn that their actual aspect or at least whatever is the equal-and-opposite facet of it to the one of the opposite aspect they were trying to find was what they actually needed to learn/master all along.
Thieves desire (and literally-or-figuratively steal if they can get away with it) as much of their aspect as they can as they think they're the only ones who can handle it the best and that they're actually doing the people they steal from a favor by taking it away from them (when usually the Thief is just compensating for some kind of insecurity in themselves related to it). They need to learn how to let others be able to be free to use [that aspect] how they want to.
Heirs even in the figurative sense outside of Homestuck's literalness of it draw their aspect to them and can shape the [aspect] around them without meaning to and sometimes even without realizing they're doing what they're doing. They need to learn to not let the fact that they're surrounded by their aspect make them get complacent and not just realize when it needs to change but be able to change with it.
Bards (like the Princes right below them in this list) also might look like heroes of their opposite aspect but their facade is through more of a gradual pull-away from their aspect than a conscious avoidance and the destruction of and through their aspect they cause is more like a metaphorical cloud surrounding them messing around with their aspect wherever they happen to be. So not only do Bards need to learn to use their destruction for good, they also need to learn how to seize control of their aspect for themselves first.
Princes might look like a hero of their opposite aspect at first glance but they resemble that only superficially because they had negative enough experiences with their actual aspect that they tried to basically repress it and compensate with a facade of the opposite aspect. They need to learn to accept their aspect and the side of themselves it represents and to know to aim their destruction at the proper targets.
Witches grow up in an environment full of their aspect and usually (even if they aren't either supernaturally-so and/or a parental figure) have a mentor-figure in their life whose life has also been shaped by the same aspect. As Witches tend to be inclined towards rule-breaking and loophole-finding their challenge is essentially "with great power comes great responsibility" (but that doesn't necessarily mean that's Spiderman's class) as being so good at their aspect the temptation is to basically use it as a crutch.
Lunar Sway
While it's hard to explain what Prospit or Derse lunar sway means for those who don't know in comic context without that snowballing into infodumping the whole plot, in terms of it being a part of the personality-typing it's more a look at your vibe/outlook on the world.
Prospit dreamers at their best are flexible, adaptable, creative, intuitive and aggressively their true selves. Prospit dreamers at their worst are impulsive, reactive, trusting to a fault, and too worried about what other people think of them (even despite appearing like they don't care).
Derse dreamers at their best are rebellious, intelligent, analytical, proactive and reliable. Derse dreamers at their worst are inflexible, pessimistic, self-deprecating and masking-insecurities.
I would like to shout out the blogs that inspired me to make this (who you should follow too)
@whatajahwouldtheybe
@whichgreathousewouldtheybepartof
maid of light classpect
Maid of Light
-# Accommodates for Light or through Light. Personality wise, maids have shown to be a diverse batch in their little group of three. We only have three canon examples in homestuck: Aradia Megido, Jane Crocker, and Porrim Maryam. On the surface level, all of them don't exactly show much similarities. Aradia and Jane you can just maybe attatch something there, as both are rather vibrant young ladies sometimes. Other than that, not much else to say…. However, if you dive deeper into their stories, one common theme rises: Being held back. All three maids suffer from a force blocking their path. For Aradia, it was literally dying and being restricted to a metal shell of her own body. For Jane, she was restrained indoors due to the threat of being assassinated as well as putting up a sort of mask around Jake to hide her crush on him. For Porrim, it was the misogynistic society that seemed prejudiced not only against women but jadebloods as a whole. Struggle is a common theme among the stories of maids, and it can manifest as anything it'd seem. A maid's challenge is not to just defeat this, but find their own truth. For a maid of light, they'll have to learn to make their own pursuit of knowledge and make their own fortune. The Maid of Lights barrier for learning could be as simple as having teachers with false ideas and less than good skills of teaching, or a guardian in their life directly blocking their sources of learning. They could also suffer from some sort of bad luck or have a bad view on destiny, similar to Vriska. When we talk about powers, a maids powers are straight forward- they create their aspect. While not exactly creating, it comes close enough. While Jane revived people (creating life), and Aradia made time by freezing things or people like Jack Noir thus giving herself time to escape! The powers of a Maid of Light don't seem to flashy, as creating Light doesnt have a good ring to it on paper, but creating knowledge and fortune is a really good moveset! A maid of light can support their teammates in various ways, by creating knowledge (mostly finding and supplying it) and also turning the hands of fate to be in favor of their team by creating fortune! I could also see them creating blinding flashes of light to temporarily blind enemies, similar to what Prism from Dispatch did in the Bar Fight Scene.