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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. In addition, His shielding ability lasts 4 turns!
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, red needs to be on low health to deal lots of damage, which means you can't heal him. Finally, the defense boost is the weakest of all Red's classes.
Deals 2x 65% AD damage. Targets with negative effects receive 150% damage.
Ancestral Protection
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.
Power
Support
Overall
Rage Chili
Deals 500% AD damage to the enemy with the most health.
Rage Chili
- Arena
Deals 350% AD damage to the enemy with the most health.
Chuck A powerful wizard. Deals damage to all enemies at once!
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.
Lighting Fast
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. Against singular enemies', Lightning Fast essentially allows a bird to attack twice.
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.
Healing Rain
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. Can also cleanse effects with Healing Rain.
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).
Energize
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 50% AD damage to all enemies. Target receives 25% more damage for 3 turns.
Rage Of Thunder
Enemies attacking any bird receive 45% AD damage each hit. Lasts 3 turns.
Pros Can grant all birds a Shock Shield instead of just one. This class can also make enemies take more damage, and despite this Thunderclap still deals decent damage to all enemies.
Cons Thunderclap's effect only affects one target at a time, and Rage of Thunder reflects less damage than Mage's Shock Shield.
Deals 100% AD damage. For 3 turns, 35% of damage dealt to the target is also applied to all other enemies.
Mirror Image
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.
Power
Boost
Overall
Rage Chili
Immediately launch 5 attacks from your birds.
Rage Chili
- Arena
Immediately launch 3 attacks from your birds.
Matilda A strong healer who also packs quite a punch!
Deals 110% AD damage and heals all birds for 25% of the damage dealt.
Healing Shield
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.
Regrowth
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.
Royal Aid
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.
Spirit Link
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.
Soothing Song
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.
Deals 160% AD damage. Each turn for 3 turns, target takes 15% of the damage dealt from this attack and Matilda heals for the same amount.
Giant Growth
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.
Power
Boost
Overall
Rage Chili
Heals all birds for 35% health and removes all their negative effects.
Rage Chili
- Arena
Heals all birds for 30% health, banner for 10% health and removes all their negative effects.
Bomb Likes to beat up enemies with powerful attacks - one pig at a time.
Increases all birds' attack power by 25% for 3 turns.
Pros Deals high base damage and allows the entire team to hit harder.
Cons This class's high damage is not recommended against enemies with Dodge. Additionally, his basic abilities don't synergise well with those of other birds.
Deals 3x 30% AD damage, reducing target's attack power by 20% for 2 turns.
Counter
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. The damage is increased by 1% per 2% filled Rage Chili.
Frenzy
Target ally takes 15% of its maximum health as damage but all enemies receive the same damage. (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.
Whip Up!
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 125% AD damage, which decreases by 1% per 1% health lost.
Gang Up
Enemies attacked by target bird are attacked by Bomb as well. Lasts 2 turns.
Pros Deals the highest base damage among Bomb's classes. Gang Up also allows Bomb to attack twice or more in one turn, compensating for reduced damage when his HP is low.
Cons Deals less damage as HP is lost. Furthermore, Gang Up wears off quickly so Bomb may have few opportunities of doing extra attacks.
Deals 90% AD damage. Stunned/frozen targets receive 150% damage.
Freezing Barrier
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.
Power
Boost
Overall
Rage Chili
Deals 150% AD damage to all enemies.
Rage Chili
- Arena
Deals 100% AD damage to all enemies.
Jay, Jake, and Jim Jacks of all trades. But they really excel in dealing tons of damage!
Deals 30% AD damage. Target receives 90% AD damage each turn for 3 turns.
Cupcake Trap
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.
Ambush
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.
Glee
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.
Untouchable
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.
Power
Boost
Overall
Rage Chili
Deals 200% AD damage to a random enemy, stuns a random enemy for 1 turn and removes all positive effects from a random enemy.
Rage Chili
- Arena
Deals 160% AD damage to a random enemy, stuns a random enemy for 1 turn and removes all helpful effects from a random enemy.
Other birds
Imprisoned Chuck
He is caged in Pig Prison at the last wave. Destroy the cage to free Chuck! He also appears when the ninjas kidnap the birds (but only on the map).
Imprisoned Chuck
45
Save Me!
Destroy the cage to free Chuck!
Chuck will defeat all enemies in the final wave once his cage is destroyed.
Mighty Eagle
Mighty Ealge takes the role of the class trainer and owner of Mighty Eagle's Dojo. He sells the classes for the birds in the class trainer and upgrades the classes' strength and health in the Mighty Eagle's Dojo. He can also be summoned in combat by using the mighty eagle's favourite dish, he will kill all enemies (including bosses) in one hit.
Terence
Although not playable, Terence appears in Angry Birds Epic. He leads the player vs. player arena, and like his personality he shows no emotion. In the post-battle room, he replaces Red's head on the totem pole.
Sword Spirit
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Mighty Eagle's Dojo
Mighty Eagle's Dojo is a place where the player can upgrade his/her birds' classes. It is unlocked after the player completes Old Nesting Barrows 4.
First release
Prior to v1.1.0, the Dojo used to sell Veteran(), Elite() and Master() upgrades for 500 Snoutlings, 2000 Snoutlings and 300 Lucky Coins respectively, but now there's a different way to upgrade classes.
Version 1.1
Version 1.1.0 introduced Mastery() - a type of XP for classes. It can be earned by defeating pigs, can be bought in the Dojo and one can win mastery in Events. Instead of ranks, the classes now have levels. Each level grants the class a 10% increase in attack and health, meaning that a class will become level 1 if it wasn't upgraded, level 3 if it was a Veteran, level 5 if it was an Elite and level 7 if it was a Master.
Also, the 60% increase, which the player got by upgrading to Master, is no longer the max - the player can upgrade their classes even more. Level 10 is the max level for classes, which means that a 90% increase in attack and health is the highest possible at the moment. The amount of Mastery required to level up a class gets bigger every time a class is leveled up.
Apart from the new upgrade system, the Dojo has also received a new business system. As it was mentioned, Mastery can be bought in the Dojo, but since there's no limit to buying Mastery, instead of the "Sold Out" sign which used to appear when an upgrade is bought, a new purchase will appear meaning that there will always be 3 purchases available. The 5 Lucky Coins skip is still present. However, the time after which new purchases appear is now 24 hours instead of 3.
Version 1.1.1 made a few changes to the dojo as players complained that the mastery system was too slow. Firstly, the waiting time was changed from 24 hours to 3. Plus, Rovio also brought in a system that offered the player discounts for earning Mighty Eagles stamp cards, which are acquired by completing the Golden Pig Challenge 7 days in a row. Each stamp card gives 2% discount on Mastery.
Charge: 2 turns. Self-destructs and deals {{{1}}} damage to all enemies.
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Pirate Pigs
Take the roll of pirate enemies. The "Dirty Tricks" passive ability makes them immune to all harmful effects.
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Brute Pig
-He takes the role of the berserkers or heavy damage dealers in this game, he has an old body and sharp teeth sticking out of his mouth. Most of them has have three turn charge attacks.
Brute
Unknown
Smash!
Charge: 3 turns. Deals an unspecified amount of damage.
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Template:BigBrawlerCharge: 2 turns. Deals 218 damage to all enemies. 10% to stun for 1 turn.
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Zombie Pigs
-Takes the role of zombie enemies. Takes 3 turns to revive to full health if knocked out (except Pharaoh Pig), unless all other pig allies are also knocked out.
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Ghost Pigs
Under Pigstruction!
This article or section is in the process of an expansion or major restructuring. You are welcome to assist in its construction by editing it as well. If this article or section has not been edited in several days, please remove this template.
-Takes the ghost enemy. Takes 2 turns to revive to full health if knocked out, unless all other pig allies are also knocked out.
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Lamp Horror (A stronger version of Will 'o' Whisp, found in Misty Hollow)
Mini Horror (A tiny Will 'o' Wisp which is the boss of Misty Hollow)
Poltergeist
Stool Horror (A stronger version of Poltergeist, found in Misty Hollow)
Banshee (A blue-haired ghost, which causes poison attack, and summoning ghosts)
Howler (A boss version of the Banshee, currently two available in the world at the moment)
Hairy Horror (A stronger version of Banshee, found in Misty Hollow)
Spirit (A ghost that is summoned by Demonic Wizpig.)
Poseidon Pig (Extremely powerful version of Ship's Kobold, found in Maelstrom.)
Shaman (Target takes 50% less healing, remove all harmful effect when healing)
Dark Shaman (A stronger version of Shaman, appears as a boss in Shaking Hall, this pig doesn't heal)
Witch Doctor (Target takes 100% less healing and pigs recive healing when they're dealing damage)
Ice Shaman (When he attacks, target can't heal but if you heal target, instead the pig with the lowest health will heal. Also, his healing don't have a charge. That's why he's dangerous.)
Cave Shaman (The Ice Shaman without the mask - acts like normal shaman)
Ice Shaman King (A stronger version of Ice Shaman, appears as a boss in Cure Cavern, this pig doesn't heal)
Smutje
Shaman
Witch Doctor
Cave Shaman
Ice Shaman
Ice Shaman King
Dark Shaman
Pigmies
-Takes the role of the little wild pigs
Tiny Pigmies
Forest Pigmies (a stronger version of Tiny Pigmies, this can call other Forest Pigmies as support.)
Pigmy Shooters (blocks target's rage ability, strangely it doesn't poison.)
Tribal Pack (A stronger version of Pigmy Shooters, can only be fought through friendship gate access.)
Ice Pigmies (20% chance to immediately removes all helpful effects from target)
Tiny Pigmies
Forest Pigmies
Pigmy Shooters
Ice Pigmies
Tribal Pack
Ninja Pigs
-Takes the role of most of the pigs in bamboo forest
Black Ninja
Red Ninja
Little Ninja (a smaller and stronger version of Red Ninja with no weapons. Found in Volcano Island)
Ninja Bowman
Master Ninja
Shadow Pig (a bigger and stronger version of Master Ninja, Found in Eastern Bamboo Forest and appears as a boss in Cave 11)
Black Ninja
Red Ninja
Ninja Bowman
Master Ninja
Shadow Pig
Little Ninja
Foreman Pig
-Takes the role of himself
Big Boss (can make all pigs to attack without losing turn)
Foreman (references Super Mario, holds a yellow Warp Pipe with Mushrooms on it.)
Pilot Pig (Target takes more damage)
Submariner Boss (Formerly called Pilot Pig Captain: A stronger version of Pilot Pig, appears as a boss in the Northern and Eastern Sea.)
Pirate Captain (immune to harmful effects)
Undead Pirate Captain (An undead version of the Pirate Captain, looks just like him except for the weapon. He also respawn after 3 turns from knock out.)
Captain Red Beard (Appears as a boss in Porktuga, Rain Plateau - 10, and Western Cobalt Plateaus. A stronger version of the Pirate Captain.)
Pork Da Silva (An special version of Pirate Captain, found in Southern Sea - 2 for first time.)
Mandarin (reduce attack power)
Chieftain (heals pigs)
Antler Pig (Gives pigs a 50% chance to do critical damage, last 2 turns)
Marine Knight (A smaller version of Guard Captain, without the wooden armor.)
Cactus Knight (poisons target for 3 turns and have thorns reflecting damage)
Cactus Knight Captain (a bigger and stronger version of Cactus Knight)
Shogun (able to make all pigs have a 35% chance to deal critical damage. This is why he is dangerous)
Ronin (a bigger and stronger version of Shogun, can completely empty the Rage Chili but filling the Rage Chilli reduce his attack power.)
Ice Knight (45% chance to immediately removes all helpful effects from target + shield absorbing 300+ damage)
Royal Guard (heals pigs when pig deals damage)
Royal Body Guard (a bigger and stronger version of Royal Guard, has its own rage ability)
Knight Of Light (a stronger version of Royal Body Guard, appears as a boss of Citadel)
Dark Knight (A boss in Trick or Treat Castle, resembles Darth Vader from the Star Wars series.) (50% chance to immediately remove all helpful effects from target)
Frozen Solider (A Stronger Version of Ice Knight, Can stun target for 2 turns)