Deals 110% AD, reducing target's attack power by 25% for 2 turns.
Aura of Fortitude
All birds receive 25% less damage for 4 turns.
Pros Can grant the whole team a defense boost instead of a single target. This is especially useful when combined with the attack reduction from Overpower against lone enemies, which is even better with the Skulkers' Tricksy Trick as the attack reduction afflicts all enemies instead of just one.
Cons Defense boost and damage are notably lower than those of Red's other classes, and the attack reduction wears off quickly.
Deals 90% AD damage, which increases by 2% per 1% health lost.
I Dare You!
Forces all enemies to attack target bird, which receives 20% less damage. Lasts 2 turns.
Pros Damage increases to a maximum of 268% AD as HP drops. Additionally, I Dare You! can be used as an effective tanking ability, and this gets even better when it’s combined with other offensive abilities such as Counter and Cupcake Trap. It is also useful when applied on Red himself, allowing him to stick around longer with the defense boost whilst still increasing his damage dealt.
Cons This class is pretty much useless against enemies with Dodge. To make matters worse, healing lowers damage dealt which is a disadvantage when Red needs healing, and the defense boost is the weakest of all Red's classes.
Deals 2x 65% AD damage. Targets with negative effects receive 150% damage.
Enemies deal 40% less damage for 3 turns after attacking the target bird. Lasts 3 turns.
Pros Deals high base damage which is amplified even more when attacking debuffed targets. Ancestral Protection also reduces the damage enemies deal regardless of which bird they attack.
Cons Ancestral Protection applies a debuff that reduces damage instead of reducing damage directly like Red's other classes, making it useless against pirates. In addition, the damage reduction is only applied when an enemy attacks the target bird, forcing it to receive the full amount of damage the first time it is attacked and making the battle dangerous when the player is fighting brutes. Feral Assault’s two-hit attack may not be useful against Ironclads unless they have debuffs, and it’s not as useful against pirates.
Deals 500% AD damage to the enemy with the most health.
Deals 350% AD damage to the enemy with the most health.
Enemies attacking target bird receive 75% AD damage each hit. Lasts 3 turns.
Pros Attacks all enemies and still deals substantial base damage. Shock Shield can be devastating against enemies (except pirates) when paired up with Rogues' Cupcake Trap and Cannoneer's Counter, as they will be forced to attack the target bird and receive a significant amount of damage.
Cons Only one bird is given a Shock Shield each turn.
Deals 45% AD damage to all enemies with a 65% chance to remove any target's positive effects.
Target bird immediately attacks a random enemy.
Pros Purges enemy buffs that can make the battle hard and allows any bird to attack during his turn twice. The latter is very useful when combined with Sea Dog’s Gang Up, Paladin’s Holy Strike and so on.
Cons Deals less damage than Mage. The bird he makes attack with Lightning Fast might attack the wrong target (unless it's against lone enemies) and using it on himself is just a normal attack. (Note: this class isn’t very useful, but must be used in Matilda’s Garden otherwise it will be extremely troublesome!)
Deals 20% AD damage to all enemies, which also take 35% AD damage each turn for 3 turns.
Removes all negative effects from target bird and heals all birds for 20% of Chuck's health.
Pros Poisons all enemies except pirates. Allows Chuck to heal his allies while the poison effect from Acid Rain damages enemies for him over time, dealing a total of 125% AD damage.
Cons Healing is dependent on Chuck’s maximum health, which means that it’s not as useful when he has a low health pool. Moreover, Healing Rain can only cleanse debuffs from one bird, meaning that if the entire team is afflicted with debuffs Chuck cannot remove all of them at once.
Deals 100% AD damage. Lightning strikes 3 other targets, dealing less damage with each subsequent strike (67% AD, 45% AD, and 30% AD damage respectively).
Each hit on target bird fills the Rage Chili by 5% and has a 20% chance to stun the attacker for 1 turn. Lasts 3 turns.
Pros Deals the highest base damage among Chuck's classes (tied with Illusionist). In addition, multi-strike enemies attacking targets with Energize fill the Rage Chilli faster and have a higher chance of stunning themselves. Energize also synergises well with Berserker and is very effective when combined with I Dare You! and Cupcake Trap due to its reliable stun chance.
Cons This is the only class that can't damage all enemies in a battle with 5 enemies or more. Furthermore, unlike most of Chuck’s other classes, high damage to the target is not recommended against enemies with Dodge.
Deals 100% AD damage. For 3 turns, 35% of damage dealt to the target is also applied to all other enemies.
Target ally attacks a second time dealing 50% damage. Lasts 3 turns.
Pros Deals the highest base damage among Chuck's classes (tied with Wizard). With Dancing Spark's effect, birds attacking the target also deal decent AOE damage to other enemies. Furthermore, Mirror Image can prove to be useful when paired with Marksmen's Ambush and Sea Dog's Gang Up.
Cons Dancing Spark’s effect is futile on pirates and Mirror Image may not be helpful against Ironclads. Additionally, AOE damage from Dancing Spark is dependent on the damage dealt to the initial target, which means low damage to the target results in low damage to all other enemies.
Deals 110% AD damage and heals all birds for 25% of the damage dealt.
If any bird takes damage, all birds are healed for 15% of the taken damage. Lasts 3 turns.
Pros Heals the entire team each attack. Healing Shield also works as defense boost but also heals other birds during a single-target attack.
Cons Healing from Healing Strike is dependent on the damage dealt, meaning less healing if Matilda attacks a protected enemy or currently has an attack reduction. Additionally, this class’s healing is not as high as Matilda’s other classes. (Note: it is highly recommended for the player to switch this class with the second one in line (Druid) as soon as possible)
Deals 35% AD damage. Target receives 100% AD damage each turn for 3 turns.
Heals target bird for 22% health and all other birds for 10% health (percentages are based on Matilda’s health).
Pros Poisons all enemies except pirates. High poison damage allows Matilda to either heal the team or attack another enemy while the afflicted target receives a total damage of 335% AD. Furthermore, Regrowth’s healing is especially useful against enemies who deal more damage to one target but less damage to all others.
Cons Healing is not as effective against high AOE damage, as it requires equal healing among the team.
Deals 125% damage. Forces all enemies to attack the bird which currently has the highest health for 3 turns.
Heals target bird for 30% of Matilda’s health and removes all its negative effects.
Pros Has the highest direct healing of all Matilda’s classes. Moreover, Royal Order works well with Royal Aid as a crowd-control ability. If healing on the targeted bird is not enough to compensate for the high combined damage received, Royal Order can be used again to divert the enemies’ attention to another bird while the first bird gradually recovers health.
Cons Royal Order means that, unless it’s a battle against pirates, combined damage from all enemies against the targeted bird might be more than Matilda's healing and therefore knock the bird out. Additionally, in the case of high AOE damage, healing is ineffective as it is single-target.
Deals 2x 70% AD damage. Birds attacking this target regain 10% of their maximum health. Lasts 3 turns.
Connects to target bird. All connected birds share healing, except potions, for 3 turns.
Pros Works well with other classes that have healing abilities, such as Paladin and Spies, while Spirit Link is activated. Angelic Touch is also not dependent on damage dealt for reliable healing, and this gets even better with multi-strike classes such as Samurai and Cannoneer.
Cons The main drawback of this class is that, unlike most of Matilda’s other classes, its healing is reliant on a debuff and it is therefore not as useful against pirates.
Deals 160% AD damage with a 15% chance to stun target for 1 turn.
Heals all allies for 10% AD health, and they also heal for 5% health each turn for the next 3 turns.
Pros Deals the highest base damage of Matilda's classes (tied with Witch) and has the ability to stun enemies. Can also gradually heal the entire team each turn, and since the healing is equally distributed it can be useful against AOE damage.
Cons Soothing Song can be removed even before it starts, and healing is not much when compared to Matilda's other classes.
Increases target ally’s attack power and health by 20% for 3 turns.
Pros Deals the highest damage of Matilda's classes (tied with Bard). As an added bonus, the poison-like effect from Sinister Smite heals Matilda each turn and deals even more damage on top of the already high damage from the initial attack. Giant Growth also enables the target to last longer and hit harder.
Cons Pirates are immune to Sinister Smite’s poison debuff. Additionally, since the healing Matilda receives through Sinister Smite is dependent on her raw damage, she will not heal as much if she has an attack reduction applied on her.
Heals all birds for 35% health and removes all their negative effects.
Heals all birds for 30% health, banner for 10% health and removes all their negative effects.
Deals 3x 30% AD damage, reducing target's attack power by 20% for 2 turns.
If target bird is attacked, it counters using its own attack dealing 80% damage. Lasts 3 turns.
Pros Easily damages enemies with Dodge due to his multi-strike Cover Fire. Furthermore, Counter is powerful when combined with Cupcake Trap and Shock Shield as enemies will receive significant amounts of damage during their turns. This class can also reduce enemies' attack power, making them less of a threat.
Cons Deals the least damage of Bomb's classes (ties with Capt'n and Frost Savage, but they have ways to buff their damage) and Cover Fire’s triple attack may not be effective against Ironclads.
Deals 105% AD damage, which increases by 1% per 2% filled Rage Chilli.
Target ally deals 15% of its maximum health as damage to self and all enemies (Note: Using this ability on a banner will deal 5% of its maximum health as damage).
Pros Damage increases to a maximum of 155% AD as the Rage Chilli fills, and unlike Avenger, this class is not dependent on health to hit hard. As an added bonus, this class deals the second-highest base damage of all Bomb’s classes and deals 5% AD more than Pirate. Moreover, Frenzy attacks all enemies at once and its low damage can bypass Dodge.
Cons Does not perform as well against enemies which can deplete the Rage Chilli. In addition, Frenzy is dependent on the bird's max HP, which means less damage if it’s applied to a bird with low max HP. It's also not recommended to use Frenzy on birds with low HP or it may knock them out.
Deals 90% AD damage and removes all the target's positive effects.
Depletes 10% of target bird's maximum health but increases its attack power by 60% for 3 turns.)
Pros Purges enemy buffs which can make the battle tough, and Whip Up! also serves as a great attack-buffer.
Cons Does not deal as much damage as Bomb's other classes. It's also not recommended to use Whip Up! on birds with low HP or it may knock them out. In addition, using Whip Up! on himself will cause him to attack with the boost for only 2 turns.
Deals 90% AD damage. Stunned/frozen targets receive 150% damage.
Enemies attacking any bird have a 25% chance to get frozen for 1 turn each hit. Last 3 turns.
Pros Deals high damage to stunned/frozen enemies, which gets even better with Bard or off-hand weapons with a chance to stun. Freezing Barrier also has a higher chance of freezing multi-strike or AOE enemies.
Cons Freezing Barrier is useless on pirates, and this in turn simply makes Frost Strike an ordinary attack which deals low damage.
Deals 30% AD damage. Target receives 90% AD damage each turn for 3 turns.
Forces all enemies to attack target bird, which reflects back 100% of their dealt damage. Lasts 2 turns.
Pros Allows the Blues to attack other enemies while targets with Sticky Goo suffer
a high total damage of 300% AD damage. Cupcake Trap also has devastating results when synergised with Mage's Shock Shield and Cannoneer's Counter.
Cons Heavy reliance on debuffs for high damage makes this class absolutely dead weight against pirates.
Deals 2x 50% AD damage. Target receives 35% more damage for 3 turns.
Target bird receives damage instead of the Blues. If target bird is attacked, the Blues counter with their own attack dealing 50% damage. Lasts 2 turns.
Pros Makes enemies receive more damage. Ambush is also great when combined with Sea Dog's Gang Up, Illusionist's Mirror Image, Avenger's I Dare You! and so on. Using Ambush with one of Red's defense boosts protects both the bird receiving damage and the Blues.
Cons Volley's debuff is useless on pirates, and Ambush lasts for a short time only.
Deals 85% AD damage to target and 35% AD damage to other enemies.
Target bird heals for 15% of all damage dealt at the end each turn. Lasts 3 turns.
Pros Splash damage from Smoke Bomb attacks all enemies and bypasses abilities such as Counter and Dodge, whereas healing from Glee is effective if the team can deal a lot of damage in total.
Cons Glee can be removed before the healing can even start, and it only heals one ally at a time thus making it ineffective against high AOE damage. Furthermore, this class's single-target damage is the second-lowest of the Blue's classes.
Deals 115% AD damage with a 65% chance to reduce target's charge counter by 1.
Target bird becomes immune to negative effects and reflects them back. Lasts 3 turns.
Pros Deals the highest base damage among the Blues' classes. Buy Some Time can also delay a powerful attack or support ability from being activated, causing the target to be stuck with charging the selected ability. Even better, Untouchable prevents the target from suffering any harmful effects and reflects them back.
Cons Buy Some Time may not always delay a charging ability. Additionally, Untouchable is not as useful against pirates, and only aids one ally at a time.
Deals 200% AD damage to a random enemy, stuns a random enemy for 1 turn and removes all positive effects from a random enemy.
Deals 160% AD damage to a random enemy, stuns a random enemy for 1 turn and removes all helpful effects from a random enemy.
Destroy the cage to free Chuck!
Chuck will defeat all enemies in the final wave once his cage is destroyed.
The boss of Old Nesting Barrows - 4, he is Red equipped with the Dragon Breath set and the Avenger class. However, his moveset is that of a Knight. This bird must be defeated with a single bird in order to gain access to Mighty Eagle's Dojo.
Mighty Eagle takes the role of the class trainer and owner of Mighty Eagle's Dojo. He usually sells 500 class mastery for each class at a price of 100 snoutlings, but can also grant 1000 mastery for a single class or all classes at a fee of Lucky Coins. Mastery sold resets every 3 hours.
Mighty Eagle can also be summoned in combat by using Mighty Eagle's Favorite Dish, whereby he instantly defeats all enemies in the wave or battle.
While he owns the PvP Arena, Terence actually does nothing in-game unlike Mighty Eagle. Like in the original Angry Birds, he is emotionless. In the pre-battle room, he replaces Red's head on the totem pole.