Angry Birds Epic: Reborn

This the CornichOink version of Angry Birds Epic 2.

I do not copy the other Angry Birds Epic 2, or Angry Birds Epic: Uprising.

Angry Birds Epic: Reborn is a tactical turn-based RPG battle, much like its younger version. It is created by many companies, but it is unknown which certain ones will participate in this game. The battles are very difficult and will force players to adapt and experiment with new strategies.

Plot
Note: This is also set in the past, as described in the Angry Birds Epic trailer.

Finally, after fighting against so many piggies, the birds’ had finally made it. They had warded off a ‘great evil’...

Or had they? Then the cows arrived. Highly civilised and advanced enemies to face. They stole the eggs as well as King Pig’s crown. Will the pigs and birds face the cows in one and drive them back, or will the cows take control over the islands? Will the birds’ ever get their eggs back?

Gameplay
This functions a lot like Angry Birds Epic 1. To start, you can bring in 3 birds and 3 pigs into battle. The enemies are much stronger. There are 10 types each of birds to pick from, and they each have 6 earnable classes. Piggies have 5 earnable classes each, but they also have event classes. There are also 10 types of piggies. This also introduces turn meter, which is a meter below the health meter. At full turn meter, the character can have its turn, and then the meter goes back to 0. Whenever a character finishes its turn, others all regenerate some turn meter based on their speed, which is a new stat which measures how fast turn meter regenerates.

Birds
'''Please Note that multiplying the damage or health that appears in the attack or defence description will scale with the level of the player to give the actual stat. Remember that Matilda regenerates max health with her rage, not normal health.'''

All the Classes for Red, Blues, Chuck, Bomb, and Matilda are already unlocked because they were here in Angry Birds Epic 1.

Red
Rage: Heroic Strike: Deals 500% damage to the enemy with the highest amount of health.

Knight
Attack: Deals 115% damage to target. Forces the target to attack Red for 3 turns.

Protect: Target receives 55% less damage. Lasts 2 turns.

Guardian
Overpower: Deals 95% damage. Lowers target’s attack power by 25% for 2 turns.

Aura of Fortitude: All allies take 25% less damage. Lasts 3 turns.

Samurai
Dragon Strike: Deals 3x 50% damage to target.

Defence Formation: Target ally receives 50% less damage and all other allies receive 40% less damage; lasts 1 turn.

Paladin
Holy Strike: Deals 135% damage; the most hurt ally is healed by 40% of dealt damage.

Devotion: Target receives 35% less damage and Red takes the damage instead of the target ally; lasts 3 turns.

Avenger
Revenge: Deals 85% damage; This damage is increased by 2% per 1% health lost.

I Dare You!: Forces all enemies to attack the target ally; Target takes 20% less damage; Lasts 2 turns.

Stone Guard
Feral Assault: Deals 2x60% damage; Targets suffering from negative effects receive 150% damage.

Ancestral Protection: Target is protected for 3 turns. Attackers deal -40% damage after attacking the target for 3 turns.

Blues
Rage: Egg Surprise: Deals 200% damage to an enemy, stuns an enemy, and dispels all helpful effects on an enemy. The enemies are picked randomly.

Tricksters
Itching Powder: Immediately removes all helpful effects from target; deals 100% damage.

Cheer: 100% chance to remove harmful effects from all allies. All allies’ attack power is increased by 15%. Lasts 3 turns.

Rogues
Sticky Goo: Deals 30% damage. Target also takes 90% damage per turn for the next 3 turns.

Cupcake Trap: Forces all enemies to attack the target ally and suffer 100% of their dealt damage; lasts 2 turns.

Marksmen
Volley: Deals 2x 35% damage; Target suffers an extra 25% damage when it attacks for 3 turns.

Ambush: Target ally takes damage instead of Blues. If target ally is attacked, Blues counter with an attack of their own with 50% damage; lasts 2 turns.

Spies
Smoke Bomb: Deals 85% damage; All other enemies receive 35% damage.

Glee: Target ally is healed for 15% of all damage dealt to the enemies; lasts 3 turns.

Skulkers
Weak Spot: Deals 90% damage; Target takes +30% damage from other attacks for 2 turns.

Tricksy Trick: Target ally attacks random target for 35% damage. Harmful side effects of this attack are applied to all enemies.

Treasure Hunters
Buy Some Time: Deals 95% damage. Has a 65% chance to reset the target’s charge counter by 1.

Untouchable: All harmful effects put on the target are reflected back to their attackers. Lasts 3 turns.

Chuck
Rage: Speed of Light: Immediately launch 8 attacks from random birds and pigs on random enemies.

Mage
Storm: Deals 55% damage to all enemies.

Shock Shield: Enemies attacking the target receive 75% damage per attack; lasts 3 turns.

Lightning Bird
Energy Drain: 65% chance to remove helpful effects from all enemies. Then deals 45% damage to all enemies.

Lightning Fast: Target ally immediately attacks a random enemy.

Rainbird
Acid Rain: Deals 20% damage to all enemies; Targets also receive 35% damage per turn for the next 3 turns.

Healing Rain: Removes all harmful effects from the target. All allies healed for 35%.

Wizard
Chain Lightning: Deals 100% damage; Lightning strikes 3 other targets, getting weaker with each jump (specifically 67/45/30% damage).

Energize: Each attack on the target fills the Rage Chili by 5% and has a 20% chance to stun the attacker for 1 turn; Lasts 3 turns.

Thunderbird
Thunderclap: Deals 45% damage to all enemies; The selected target takes +25% damage for 3 turns.

Rage of Thunder: Enemies attacking any ally will receive 35% damage per attack. Lasts 3 turns.

Illusionist
Dancing Spark: Deals 45% damage to target. All other enemies take 25% damage of all damage dealt to this target for 3 turns.

Mirror Image: Creates a mirror image of the target, which attacks a second time when the main target attacks, dealing 50% damage to the same enemy. Lasts 2 turns.

Bomb
Rage: Explode: Deals 150% damage to all enemies.

Pirate
Pummel: Deals 100% damage.

Arrr!: All allies gain +25% attack power for 3 turns.

Cannoneer
Cover Fire: Deals 3x 30% damage. Lowers target attack power by -20% for 2 turns.

Counter: Target ally counters enemy attacks with an attack of its own with 50% attack power; lasts 3 turns.

Berserker
Enrage: Deals 85% damage. This 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.

Capt’n
Raid: Immediately removes all helpful effects from the target. Then deals 90% damage.

Whip Up!: Target ally takes 10% of its maximum health as damage, but its attack power is increased by 60%. Lasts 3 turns.

Sea Dog
Hulk Smash: Deals 95% damage. This damage is decreased by 1% per 1% lost health.

Gang Up: If target ally attacks, Bomb immediately attacks the same target. Lasts 2 turns.

Frost Savage
Frost Strike: Deals 100% damage. Frozen targets take 150% damage. Has a 15% chance to freeze targets for 1 turn.

Freezing Barrier: If any ally takes damage, attackers have a 25% chance to become frozen for 1 turn. Lasts 3 turns.

Matilda
Rage: Matilda’s Medicine: All allies are healed by 35% of their max health and all harmful effects are removed.

Cleric
Healing Strike: Deals 100% damage; Heals all allies by 20% of dealt damage.

Healing Shield: If any bird takes damage, all birds are healed by 15% of the taken damage; lasts 3 turns.

Druid
Thorny Vine: Deals 35% damage. Target also takes 100% damage per turn for the next 3 turns.

Regrowth: Heals target for 50% health and all other allies for 25% health.

Princess
Royal Order: Deals 105% damage. Forces all enemies to attack the ally with the highest health for 3 turns.

Royal Aid: Removes all harmful effects from the target ally. Target is healed for 37.5 health.

Priest
Angelic Touch: Deals 2x 55% damage. Allies attacking this target regain 5% of their maximum health per attack. Lasts 3 turns.

Spirit Link: Connect to target ally. All connected allies share their received healing. Lasts 3 turns.

Bard
Heavy Metal: Deals 120% damage. 15% chance to stun the target for 1 turn.

Soothing Song: All allies are healed for 25% health. They also heal for 12.5% health per turn for the next 3 turns.

Witch
Sinister Smite: Deals 120% damage. Target takes an extra 15% of dealt damage and Matilda is healed by the same amount. Lasts 3 turns.

Giant Growth: Increases attack power and health of all allies by 12.5%. Lasts 3 turns.

Terence
Rage: Doomsday: All other allies use their ultimates, having 20% effectiveness each. Buffs like Hal’s tornado will be like ‘20% chance to dodge a harmful effect’.

Smasher
Thwomp: Charge: 2 turns. Deals 100% damage to the target enemy. Next time the target enemy is attacked, it loses 100% turn meter.

Yawn: Increases health and max health by 15%. All enemies are forced to attack the target for 3 turns.

Brawler
Shatter: Charge: 2 turns. Deals 90% damage to the target enemy and 5% damage to all others. Target enemy is stunned for 1 turn and cannot be healed or gain buffs for 2-3 turns.

Brawl Frenzy: All allies score guaranteed critical hits the next time they attack. Terence has a 45% chance to get this buff.

Mechanic
Tinker: Deals 50% damage to the target enemy and places a detonator on the target. The detonator explodes after 3 turns, dealing 25% damage to all enemies. It can be cleansed.

Lunch Break: Target has a 50% chance to decrease the damage taken by 100% and convert 50% of it to health. It also makes the target immune to harmful effects and it lasts 2 turns.

Titan
Flatten: Charge: 3 turns. The screen suddenly becomes white (so it doesn’t show Terence moving) and Terence falls from the sky and flattens all enemies, dealing 100% damage to them all. The attack shreds all the protection buffs of enemies and calls all Terence’s allies to assist on random enemies, dealing 10% damage each.

Friend Repay: When the target takes damage, Terence automatically attacks the enemies, without getting allies to assist and dealing 25% of the normal damage, and he keeps his charge if he was in the middle of it. When Terence takes damage, the ally comes to assist on the attacker, dealing 100% damage.

Pumpkin Bird
Jack’s Lantern: Charge: 2 turns. Deals 75% damage to the target enemy. Damage increases by 2% per 1% filled rage chili. Also burns the target for 3 turns, removing a random buff and dealing 15% damage every turn.

Hallow: Whenever an enemy attacks any ally, they get 1 random harmful effect in the game for each attack. Lasts 2-3 turns.

Octobird
Tentacle Slap: Charge: 2 turns. Smacks 3 random enemies with tentacles, each dealing 30-35% damage. The enemies picked are random, regardless of which target is picked. Many tentacles may slap a single target.

Leviathan: Target ally gains +15% max health and normal health per other allies remaining in the battle. Lasts 3 turns.

Silver
Rage: Call to Action: For 2 turns, all allies (including Silver) gain increased accuracy, critical hit chance, and critical hit damage by 50%, and ignore taunts and enemy passives. Cannot be dispelled or prevented.

‘Robin’ Hood
Slick Shot: Deals 100% damage to target enemy. This attack cannot be dodged or missed and goes through protection buffs.

Courage: All allies gain health equal to 20% of the damage they deal and gain a 50% chance to ignore enemy passives. Lasts 3 turns.

Centurion
Charge!: Deals 5x 9% damage to the target enemy and calls all other allies to attack, dealing 10% damage. Harmful effects are also negated.

Orbem Formate: All allies deal an extra 50% damage whenever they have a free attack, and deal 1% more damage per 2% of the target enemy’s current health. Lasts 3 turns.

Siren
Shapeshift: Copies target enemy’s latest attack exactly and uses it on them. Practically shapeshifting into the enemy’s form and attacking them with their own attack. Attack an enemy with a charge attack will make the Shapeshift attack less powerful than the true charge attack.

Lure: Forces all enemies to attack the target ally. When the ally is attacked, Silver attacks the attacker, dealing 40% damage. The force lasts 2 turns, but the counter lasts 3 turns.

Sunbird
Solar Storm: Deals 60% damage to all enemies and burns them for 2-3 turns. Deals 105% damage to burned enemies.

Sunspot: Deals 30% damage to enemies that attack the target and burns them for 2 turns. Lasts 3 turns.

Warpriest
Decimate: Deals 125% damage to target enemy. Guaranteed critical hit if the enemy attacked has helpful effects, and guaranteed chain attack if the enemy has harmful effects.

Disruption Shield: Target ally takes 77.5% less damage for 2 turns, but the target is then stunned for 1 turn after and does not take advantage from any buffs while stunned. The stun pauses buffs (not debuffs) and cannot be cleansed by allied abilities.

Vortex Bird
Vertex Vortex: Fires 6 small black holes that are each fired to random enemies, regardless of the target. They deal 40% damage each and ignore Ironclad and Dodge.

Activator: All allies regenerate health equal to 20% of damage dealt, gain critical hit immunity and debuff immunity for 2 turns.

Hal
Rage: Maelstrom: For 3 turns, birds are immune to harmful effects and the tornado absorbs 30% damage from all enemy attacks. After 3 turns, the tornado spins towards the enemies, adding up all the damage absorbed and splitting it evenly across the enemies.

Lookout
Beak On: Deals 75% damage to target enemy. Allies attacking this enemy gain a guaranteed chain attack the next time they attack. Lasts 1 turn.

Harm Hoard: All harmful effects are forced onto the target bird. Lasts 4 turns. This can be used to cleanse them easily, like with Chuck’s rainbird.

Ninja
Shurikens: Deals 5x 30% damage to target enemy. Each attack has a 35% chance to miss. Ignores Ironclad.

Disorder: Target bird can’t be attacked. Lasts 2 turns.

Shadowbird
Wither: Deals 60% damage to target. Ignores Ironclad and Dodge. Every turn, the target receives 30% damage, while Hal heals for the damage dealt, like necromancer. Lasts 3 turns.

Hallucination: Charge: 2 turns. Creates a hallucination of a bird. It has 37.5% health of the main bird. It functions like an extra bird, but it has 37.5% of all stats. It lasts 3 turns. Hallucinations of Hal cannot use this ability.

Spectre
Dark Chain: Deals 35% damage to target enemy and 2 other random enemies. Blocks the secondary ability of hit enemies for 2 turns.

Power Transfer: Spectre loses 15% health, but target bird ignores the passive effects of enemies for the next 5 turns.

Sensei
Master Chop: Deals 115% damage to target enemy, stunning it for 1 turn. Stun does not work on bosses. Random ally gains +40% turn meter.

Master’s Training: Increases accuracy, max health, damage, and tenacity by 25%, doubled for birds. Lasts 2 turns and cannot be dispelled or prevented.

Scout
Quick Poke: Deals 25% damage to target enemy and steals all buffs. Debuffs that were on Hal are transferred to the enemy.

Master of Disguise: Forces all enemies to attack the target. Reduces damage dealt to the target by 20%. Enemies that attack cannot use their passive abilities for 3 turns. The force and the buff lasts 3 turns.

Bubbles
Rage: Inflation: Deals 75% damage to all enemies and they are all stunned for 1 turn. Bubbles regains a free turn.

Thief
Pilfer: Deals 50% damage to target, stealing all buffs. Enemy gains -25% speed for 3 turns.

Heal Steal: All extra health healed onto allies with max health (wasted healing) is stolen and given to other allies that need more healing. Given to all allies (including Bubbles) and lasts 4 turns.

General
Seed Gatling: Deals 15x 7.5% damage to target enemy. 50% chance for a chain attack.

Artillery Battery: When the target is attacked, all enemies take 12% damage and the attacker has a 15% chance to be stunned. Target gains +20% turn meter for every attack.

Candy Hunter
Thirst for Candy: Deals 60% damage to target enemy. Target takes an extra 30% damage and their speed is slowed by 30% for 2 turns.

Bubble Wrap: Increases the target’s damage by 20%, reduces damage taken by 45%, and the enemy attacking this target will receive 50% of their dealt damage. Lasts 3 turns, and can only be on one bird.

Werebird
Howling Strike: Deals 2x 30% damage to all enemies. 35% chance to deal critical damage per hit. Ignores Ironclad.

Full Moon: All allies’ good chances are set to 100%. (Like an ability with a 15% chance for a chain attack would now get a 100% chance for a chain attack). Lasts 1 turn.

Bandit
Pillage: Deals 65% damage to target enemy. The enemy cannot use his protection ability and has a 17.5% chance to miss an attack. Lasts 3 turns.

Over There!: Forces all enemies to attack the target ally. When enemies attack the target, they are countered by Bandit. Bandit has a 50% chance to miss his attack. Lasts 3 turns.

Atomic Bird
Nuclear Blast: Deals 85% damage to target enemy and 30% damage to all others. Has a 25% chance to reset the charges of enemies hit.

Radiate: All allies are mutated and glow green for 1 turn. While they are mutated, they gain 1 random extra passive.

Stella
Rage: Blinding Burst: All enemies suffer 200-250% of the damage they deal next time they attack.

Cleaner
Rub In: Deals 90% damage. Deals an extra 1% damage per 1% of enemy’s health missing.

Sud Shield: Target ally is immune to debuffs and critical hits for 3 turns.

Fairy
Prolong Poke: Deals 45% x2 damage. All harmful effects already on the target enemy last 1 turn longer.

Blossom: Helpful effects on all allies last 1 turn longer. Target ally is cleansed of debuffs.

Spirit Bird
Possession: Deals 3x20% damage. Target takes 40% damage per turn for 3 turns. Stella gains 10% attack damage equal to target's health for 2 turns (Can stack).

Host Body: Target ally takes damage instead of Stella. Attacker is exposed for 2 turns. Attacking an exposed enemy will deal an extra bit of damage equal to 20% of the target's max health. 5% on bosses.

Submariner
Splash: Deals 15% damage to all enemies, ignores ironclad, and cannot be fully missed. Dispels all buffs and all enemies.

Wet Will: Increases damage dealt by target ally by 50%. All other allies have their attack power increased by 40%. Lasts 1 turn.

Enigma Bird
Scatter Plasma: Deals 25%x3 damage to all pigs. Every attack has an 35% chance of missing except on the target enemy.

Equilibrium: If any bird is attacked, the most damaged bird heals 80% of the damage.

Adventurer
Whiplash: Deals 80% damage to all enemies in the target enemy’s row. 5% chance to steal a potion, getting weaker with the rarity of the potion.

Golden Find: Helpful effects on all allies are 25% stronger for 2 turns. Refills the rage chili by 15%.

Pigs
'''Please Note that multiplying damage or health with the level of the player will give the actual stat. Remember that Matilda regenerates max health with her rage.'''

Also that the Dodge passive will only ignore the damage over the number that is chosen (so if the ignorance is 100% and an attack deals 130 damage, it will only deal 100 damage).

Hero Pig
Rage: Help!: Calls in a minion pig into the fight. It has 90% health of a normal minion pig and will always have the same class as the main minion pig’s class. Many of them may be in the battle at once.

Prince Porky
Righteous Backstab: Deals 3x 60% damage.

Tit for Tat: All allies take 15% increased damage, but deal 40% more damage.

Wizpig
Black Storm: Charge: 2 turns. Deals 60% damage to all enemies. Heals by 50% of dealt damage.

Dark Energy: Any enemy that attacks the target takes 30% damage and gives Wizpig 35% turn meter. Lasts 3 turns.

King Pig
Burp: Deals 25% damage and blocks the passive ability of the target for 4 turns. Has a 20% chance to reset the charge of the enemy.

Annoying: All allies (including King Pig) will gain the Dodge passive ignoring damage over 100% for 3 turns.

Pigiana Jones
Whiplash: Deals 90% damage and removes all helpful effects. 40% chance for a critical hit.

Counter: Target counters enemy attacks with its own attack, dealing 100% damage. Lasts 3 turns.

Piggy McCool
Pick Pocket: Deals 115% damage and steals 2-3 snoutlings from the target.

Restock: 65% chance to restock potions that are used on this character. Lasts 3 turns.

Minion Pig
Rage: The Horde: Calls in 20 minion pigs that stampede all over the enemy. Each minion deals 24% damage and they each pick a random target to stampede on.

Stick Pig
Poke: Deals 100% damage to target enemy. Enemy cannot use his protection ability for 2 turns.

Oink: All allies gain a +35% chance to score a critical hit.

Rogue Leader
Backstab: Deals 3x 33% damage to target enemy

Sneer: Laughs stupidly at the enemies. All allies gain critical hit immunity for 2 turns.

Helmet Pig
Pummel: Deals 80% damage to target enemy. Slows the target’s speed by 40% for 1 turn.

Lick: Charge: 2 turns. Cleanses target and heals it by 150%. Target is healed by 20% for the next 2 turns.

Desert Pig
Blinding Strike: Deals 60% damage. 50% chance for a chain attack. Target is blinded, which means the next time the target attacks, there is a 100% chance it will miss.

Squeal: Target ally gains 50% critical chance and 50% critical damage for 3 turns.

Snow Pig
Chilly Blow: Deals 90% damage and has a 50% chance to dispel buffs. Heals for 22% of the damage.

Grunt: All allies gain health equal to 35% of the damage they deal for 3 turns.

Foreman
Rage: Angry Pigs: All allied piggies gain combat overload, meaning they deal 200-250% damage next turn and heal for 100% of the damage dealt.

Passive: Incompetent Minions: Damage increased by 25% for each knocked out ally.

Big Boss
Firm Slap: Deals 100% damage and a random ally is called to assist, dealing 10% damage.

Charge Command: Charge: 3 turns. Orders all allies (including Foreman) to each attack random enemies.

Big Boy
Smack: Deals 130% damage.

Power Up: All allies gain +20% speed for 3 turns.

Chieftain
Unbroken Will: Deals 90% damage and target loses 100% turn meter when hit another time.

Spiritual Guidance: Heals all pigs for 20% of their max health.

Pilotpig
Air Strike: Charge: 2 turns. Deals 90% damage to all enemies. 65% chance on each enemy to remove 1 buff.

Weaken: When the target ally attacks an enemy, the enemy takes 25% more damage for 3 turns.

Pirate Captain
Seasoned Stroke: Deals 4x 25% damage. 100% on each attack for a chain attack.

Dirty Tricks: Target ally becomes invulnerable to harmful effects for 4 turns.

Brute
Rage: SMASH!!!: Brute uses a free attack, smashing down with so much force, it deals an extra 50% of it to all enemies. This also applies to Big Pirate.

Passive: Wildling: Gains +1% attack damage per 1% rage chili filled up.

Brute
Smash!: Charge: 3 turns. Deals 100% damage to the target enemy.

Feral Strike: Target ally gains a guaranteed critical hit the next turn. 25% chance if used on self.

Brawler
Whonk!: Charge: 3 turns. Deals 80% damage to the target enemy. 100% chance to stun the target.

Frenzy: When an ally uses a protection ability, the target gains 100% turn meter. Only occurs once. Cannot be used on self.

Big Pirate
Haymaker: Charge: 3 turns. Deals 30% damage to all enemies.

Dirty Tricks: Target ally is invulnerable to harmful effects for 4 turns.

Frost Hog
Shattering Blow: Charge: 3 turns. Deals 20% damage to the target enemy. Target takes 40% damage per turn for 3 turns.

Untamed Beast: Target gains an extra turn whenever they score a critical hit. Cannot be used on self. Lasts 2 turns.

Frankenpig
Stiff Touch: Charge: 3 turns. Deals 75% damage to the target enemy. All other enemies take 35% damage.

Retribution: Whenever the target attacks, it attacks another random target, dealing 35% damage. Lasts 3 turns on pigs and 2 turns on birds.

Knight
Rage: Ambush: All allies gain counter. Birds gain it for 2 turns, and pigs gain it for 3 turns.

Passive: Ironclad: Halves the damage taken if it is less than 90%.

Guard Captain
Smack: Deals 95% damage to target enemy. 50% chance for a chain attack. 10% chance for a double chain attack.

Alarm: All pigs take 30% less damage. Lasts 3 turns.

Cactus Knight
Spiky Blow: Deals 35% damage to target enemy. Target also takes 25% damage per turn for the next 3 turns.

Thorns: Any enemy attacking the target will lose tenacity, meaning that they are not able to resist debuffs.

Ice Knight
Winter is Coming: 45% chance to immediately remove helpful effects from the target. Deals 100% damage.

Frozen Armour: Target is protected by an ice barrier that absorbs 250% damage. Lasts 5 turns.

Shogun
Whirlwind: Deals 3x 30% damage. Each attack has a 30% chance to stop their passive for 3 turns.

Way of the Pig: All pigs have a 60% chance to deal critical damage. Lasts 2 turns.

Royal Guard
King Smack XXL: Deals 90% damage. 35% chance to deal critical damage.

Restore Order: Target is healed for 100% of all damage it deals. Lasts 3 turns.

Mage Pig
Rage: Black Magic: Unleashes a storm that deals 100% damage to all enemies. Steals all the healing of the enemies and feeds it to the ally with the lowest health (measured in percentage) for 3 turns.

Pyropig
Rain of Fire: Charge: 2 turns. Deals 100% damage to all enemies and burns them for 2 turns.

Burning Power: All allies’ attacks now burn enemies for 1 turn. If they already burned enemies, now they burn enemies for 1 turn longer.

Lightning Pig
Thunder Slash: Charge: 2 turns. Deals 135% damage. Lightning jumps to other targets, getting weaker with each jump.

Fully Charged: When target is attacked, attackers receive 40% damage. All other allies deal 25% damage back to attackers. They receive 30% turn meter when they are attacked. Lasts 1 turn.

Nature Pig
Tremor: Charge: 2 turns. Deals 70% damage to all enemies. They deal 25% less damage for 3 turns.

Revitalization: All pigs regenerate 40% health every turn for 3 turns. All birds regenerate 30% health every turn for 3 turns.

Frost Pig
Iceshards: Deals 5x 10% damage. Each attack has a 30% chance for a critical hit.

Freezing Cold: Target ally gains a giant heap of snow to protect it. Makes target ally immune to debuffs and reflect 50% of the damage to the attacker for 2 turns.

Necromancer
Leech: Charge: 2 turns. Deals 50% damage to target enemy. Leeches 30% health per turn for 2 turns.

Ethereal: Causes attackers to miss the target with a 50% chance.

Pirate
Rage: Dirtier Tricks: All allies (including Pirate) now reflect their debuffs back to their attackers. Lasts 3 turns.

Passive: Dirty Tricks: Immune to harmful effects.

Matey
Punch: Deals 10% damage to target enemy. Target enemy takes 31% damage per turn for 3 turns.

Sneak: Target ally dodges attacks with damage higher than 65% damage. Lasts 3 turns.

Pirate
Pillage: Deals 2x 50% damage to target enemy. Lowers the target's attack power by 30% and blocks their protection ability for 2 turns.

Tenacity: All pigs have a 65% chance to resist debuffs for 2 turns.

Pirate Veteran
Seasoned Stroke: Deals 3x 35% damage. This attack cannot be countered.

Critical Counter: Whenever an ally counters an enemy, it scores a critical hit. Applies to all allies. Lasts 3 turns.

Air Pirate
Air Assault: Deals 3x 30% damage to target enemy. Each attack has a 50% chance to remove 1 buff.

Iron Will: Whenever the target attacks, the debuffs the target puts last 1 turn longer. Lasts 4 turns.

Submariner
Tsunami: Deals 50% damage to all enemies and ignores all passives and protection buffs.

Pure Waters: Cleanses all pigs of debuffs and all allies gain 10% dodge chance for 3 turns.

Shaman
Rage: Purity Shield: Cleanses all debuffs. All allies gain a shield which absorbs 250-350% damage. The shield is immune to debuffs.

Shaman
Force of Nature: Deals 100% damage to all enemies. Reduces enemy received healing by 70% for 3 turns.

Cleansing Stew: Cleanses target ally and heals it by 100%. The next time this ally attacks, there is a 100% chance to stun an enemy. This does not apply to bosses.

Witch Doctor
Bad Mojo: Charge: 2 turns. Deals 250% damage. Reduces received healing by 100% for 3 turns.

Spirit’s Protection: Every time the target deals damage, it puts an extra random debuff from the game on the enemy. Lasts 1 turn.

Ice Shaman
Mimic: Deals 150% damage. Steals any received healing by the target onto the pig with the lowest health. Lasts 3 turns.

Refresh: Unleashes 10 heal orbs. Each of them regenerate 15% health. They each pick a random target to heal. There is a higher chance that they will choose the selected ally.

Smutje
Stormy Sea: Charge: 2 turns. Deals 150% damage to all enemies. Enemies with a debuff are stunned for 1 turn.

Emergency Provisions: Heals target ally by 80%. Increases the health healed by 1% per 1% lost health on the ally.

Healing Horror
Freak: Deals 50% damage. Random ally gains 50% health steal for 2 turns.

Ghost Flash: Healing Horror takes damage instead of target ally. The ally heals for 100% of the damage the enemy deals. Lasts 3 turns.

Pigmies
Rage: Imprison: Multiple Tiny Pigmies jump on the pressed enemy and imprison it. This stuns the enemy. The other enemies can attack the prison to free their ally, or leave the ally stunned forever.

Passive: Wildling: Gains +1% attack damage per 1% rage chili filled up.

Tiny Pigmies
Stampede: Deals 3x 30% damage to target enemy. Ignores Ironclad.

Strength in Numbers: Target ally deals calls Pigmies to assist whenever they attack, dealing 40% damage. Lasts 2 turns.

Forest Pigmies
Hoard: Deals 3x 25% damage. Dispels all healing buffs and pigmies heal 30% per healing buff dispelled.

Forest Rage: All allies gain +1% attack power per 1% rage chili filled. Lasts 1 turn.

Pigmy Shooters
Numbing Poison: Deals 5x 20% damage to target enemy. Enemy cannot use their passive for 3 turns.

Windshield: Increases healing received on all allies by 25%. Lasts 3 turns.

Ice Pigmies
Cold Touch: Deals 3x 30% damage. Each attack has a 50% to remove 1 buff. Heals 35% health for every buff dispelled.

Icy Magnet: 50% chance to pull an enemy attack to the target ally. Lasts 3 turns.

Howlers
Ghost Run: Deals 3x 40% damage. Ignores Ironclad, Dodge, and protection buffs.

Foresight: Target ally dodges the next attack with a 100% chance. Bosses ignore this

Ninja
Rage: Wind Touch: Reflects all debuffs back onto the enemies and steals all buffs on enemies and puts them on all allies (including Ninja).

Passive: Dodge: Ignores damage more than 100%.

Trained Ninja
Spiky Smash: Deals 5x20% damage to target enemy. Each attack has a 5% chance to stun for 1 turn.

All Thorns: When an enemy attacks the target, all enemies take 20% of the damage dealt.

Ninja Singer
Unseen Punches: Deals 3x33% damage. Each attack has a 10% chance to remove 60% turn meter off the target.

Flash Bomb: Heals target ally by 20% health. Target ally has a 50% chance to dodge attacks for 2 turns.

Ninja Bowman
Ricochet: Deals 70% damage to target enemy and 30% to all others. 35% chance for a critical hit.

Fortify: All allies have 25% more effective protection buffs. Lasts 3 turns.

Ninja Master
Four Season Strike: Deals 80-120% damage to all enemies. 65% chance to dispel buffs.

Focus Chi: All allies are healed 3x 30%.

Little Ninja
Draining Punch: Deals 5x 20% damage to target enemy, healing for 40% of the damage dealt. Steals any received healing by the target onto the pig with the lowest health. Lasts 3 turns.

Chi Block: All allies ignore enemy helpful effects. Lasts 1 turn.

Fruit Juice
Fruit Juice are drink potions that heal one fighter only, but more than Fruit Cake. The player starts with Banana Juice but can be upgraded to Sea Berry, Snow Apple, Pig Cherry, then Greater Pig Cherry juice.

Fruit Cake
Fruit Cake are food potions that heals less than Fruit Juice but heals every fighter. The player must buy it at Professor's Pig Laboratory. It can be upgraded to Birthday Fruit Cake later on.

Veggie Cake
Veggie Cakes are food potions that fill the Rage Chili by a certain amount. The player starts with Hot Veggie Cake but can be upgraded to Burning then Frazzling Veggie Cake.

Charge Fruit
Nothing like a Charge Fruit can give you energy. This fruit is grown over very delicate conditions, so it is very hard to find it in the wild. It makes your target very hyperactive, giving it +50% speed.

Cabbage Smoothie
The cabbage smoothie increases your target bird’s max health and attack by 20% for the rest of the battle, like the watching AD offer, except it only applies to 1 ally.

Experience Potion
Experience Potion is a potion that doubles your experience earned from defeated enemies for the duration of the level. It is best used in Wave Battles or whenever Bosses provide lots of experience. It cannot be crafted, it can only be won via Daily Calendar, earning enough stars, or buying it with Lucky Coins.

Mighty Eagle’s Favourite Dish
Mighty Eagle’s Favourite Dish is a potion that resembles a can of sardines. When it is put, Mighty Eagle swoops down and deals huge damage to all enemies. Like the Experience Potion, it can only be bought with Lucky Coins or won by earning enough stars or Daily Calendar.

Deadly’s Favourite Fish
A swordfish is thrown onto the battlefield and Deadly swoops in to deal damage. Deadly will swoop in for multiple bites to make sure that every enemy on the battlefield is defeated. Like the Experience Potion, it can only be bought with Lucky Coins or won by earning enough stars or Daily Calendar.

Purify Potion
Purify Potion is a potion that cleanses and removes all harmful effects from all birds. It cannot be crafted and can only be won from Daily Calendar, earning enough stars, or bought with Lucky Coins.

Stamina Drink
Stamina Drinks are potions that act differently to others. It is used only in events and refills 1 stamina. It can be crafted with 1 Friendship Essence, won from Daily Calendar or bought with Lucky Coins.

Chronicle Cave Companions
These characters can aid you in event battles and the chronicle cave as hirelings. You need to wait 24 hours before you can use one again. Billy and the Golden Pig machine can’t be played. Piggy McCool is a class for the hero pig, so he isn’t a Chronicle Cave companion anymore.

Postman Pig
Delivery: Deals 65% damage to target enemy then 35% damage. All debuffs on that enemy last 1 turn longer. If this attack finishes an enemy, gain 100% turn meter.

Trading Stats: Target is healed for 20% of all damage taken by other allies. Lasts 3 turns.

Rage: Post: All allies deal 75% more damage. Effect lasts 3 turns. Undispellable until 1 turn.

Ozzie
Wrench Strike: Deal 90% damage to target enemy. If this attack scores a critical hit, dispel one random buff. Ignores Ironclad and protection buffs.

Reactor Charger: Target ally is healed by 20% of all the damage its allies deal. Lasts 3 turns.

Rage: Equipment Upgrade: All weapons and shields now have a +75% chance with their effects (such as bedtime and hocus pocus). Lasts 4 turns.

Ghoul
Shadow Slash: Deal 100% damage and ignore all buffs and passives. Deals 30% less damage to enemies affected by ‘in the spotlight’.

Block the Block: Target ally has a 100% chance to resist a dispel. Lasts 4 turns.

Rage: Shadow Stalker: Ghoul instantly attacks random targets 4-5 times.

Professor Pig
Magic Splash: Deals 60% damage to target enemy. Enemy will lose an extra 5-15% health every time it is attacked (1%-5% for bosses).

Hasty Brew: Creates a random potion from the potions you currently have and gives it to that ally. Some potions might have a reduced effect.

Happy Hour: Heals all allies by 20% of their max health and weakest ally by 30%. Refills the rage chili by 35%.

CornichOink
Veggie Balls: Deals 65% damage to target enemy and 65% damage to another random enemy. Chance that they can both hit the same target. 30% chance to use this attack again.

Cabbage Shield: Two cabbages circle target ally. When an enemy attacks that ally, they deal 75% of the damage they would normally do, take 60% damage, and one of the cabbages breaks. If a cabbage is kept too long, it falls off after 2 turns.

Rage: Nutritious Blast: When an affected attacks, all allies (including the affected) are healed for 100% of the damage dealt. Lasts 1 turn. Applied to all allies (including CornichOink).

Cerdan
Raw Karate: Deal 75% damage to target enemy and dispel all harmful effects on them. For each harmful effect dispelled, deal 50% more damage.

Resilience: All allies gain a random buff each. The buff can be +25% attack, +25% protection, +25% lifesteal, +25% speed, +25% debuff resistance, +25% critical chance, or +75% chain attack chance.

Rage: Refreshments: All allies gain +40% turn meter and gain +35% turn meter every time their turn ends. Lasts 3 turns. Undispellable.

Lucky Coins
You can’t buy them. Earn them.

Snoutlings
Unlike other games, in this game you type the amount of currency you want to get, it will then show you the cost and you can pay it or alter your selection. 15 Snoutlings are equal to 1 lucky coin. You pay in Lucky Coins.

Potions
In the store, Piggy McCool has many potions that are very useful in battle:

Flasks of Smart Feathers (Experience Potion): 10 for 45 lucky coins.

Fruit Juice: 5 for 300 snoutlings.

Fruit Cake: 5 for 375 snoutlings.

Veggie Cake: 5 for 300 snoutlings.

Charge Fruit: 5 for 25 lucky coins.

Cabbage Smoothie: 5 for 500 snoutlings.

Mighty Eagle’s Favourite Dish: 3 for 40 lucky coins.

Deadly’s Favourite Fish: 3 for 60 lucky coins.

Purify Potion: 5 for 30 lucky coins.

Stamina Cans: 5 for 375 snoutlings.

Resources
You can buy resources from snoutlings. Basic resources cost 16 snoutlings. Advanced resources cost 40 snoutlings. More advanced resources cost 100 snoutlings. Enchantment energy costs 250 snoutlings.

Good Resources Chest
This resource chest gives you random basic resources. It costs 40 lucky coins.

Great Resources Chest
This resource chest gives you random advanced resources. It costs 80 lucky coins.

Amazing Resources Chest
This resource chest gives you random more advanced resources. It costs 120 lucky coins.

Ingredients
You can buy ingredients from snoutlings. Basic ingredients cost 16 snoutlings. Advanced ingredients cost 40 snoutlings. More advanced ingredients cost 100 snoutlings.

Good Ingredients Chest
This ingredients chest gives you random basic ingredients. It costs 40 lucky coins.

Great Ingredients Chest
This ingredients chest gives you random advanced ingredients. It costs 40 lucky coins.

Amazing Ingredients Chest
This ingredients chest gives you random more advanced ingredients. It costs 40 lucky coins.

Golden Chili
Start every battle with a Rage Chili and unleash the true power of your birds and piggies. Costs 125 lucky coins.

Anvil
You can upgrade your anvil 3 times so that when Ozzie crafts stuff, there is a better chance for better stars. You start with a Magic Anvil, which can roll 0,1,2, or 3 stars. You can upgrade it to an Iron Anvil, which rolls 1,2, or 3 stars. It costs 100 lucky coins. Then you can upgrade it to a Golden Anvil which rolls 2 or 3 stars. It costs 150 lucky coins. The final upgrade is the Diamond Anvil which rolls 3 stars only. It costs 225 lucky coins.

Cauldron
You can upgrade your cauldron 3 times so that when Professor Pig brews stuff, there is a better chance for better stars. You start with a Magic Cauldron, which can roll 0,1,2, or 3 stars. You can upgrade it to an Iron Cauldron, which rolls 1,2, or 3 stars. It costs 100 lucky coins. Then you can upgrade it to a Golden Cauldron which rolls 2 or 3 stars. It costs 150 lucky coins. The final upgrade is the Diamond Cauldron which rolls 3 stars only. It costs 225 lucky coins.

Enchantment Shards
Unlike other games, in this game you type the amount of currency you want to get, it will then show you the cost and you can pay it or alter your selection. These powerful shards are used to finish enchanting stuff. 3 Lucky Coins are equal to 1 enchantment shard. You pay in Lucky Coins.

Leveling Up
Leveling up is a way of improving all your birds’ and pigs’ stats. You can use the experience potion to double the experience you get in one level.

Floating Glory (Arena)
The arena consists of you having to battle against other players (though it is not real-world based). You are given a Bird Banner that you must protect, and your goal is to destroy your opponent's banner. If your banner gets destroyed (or if you quit), you will lose the battle and lose a banner. Your banner has special passives that can help your birds.

The Arena place itself is a huge ship that is owned by Cerdan. To join the Arena, you must fight Cerdan first.

Normal Battle
Unlike regular battles, the goal is to take down the opponent's banner, and any bird or pig that is knocked out will rejoin the battle after three turns. The possible prizes on the wheel are 10, 15, 25, or 50 arena points, and 15 snoutlings. (Points are increased with higher leagues).

Friend Battle
In this battle, you can battle friends. If the friend is not online and you fight, an A.I. takes over, using the player’s most used birds and pigs combination and using their most used strategy. If the friend is online, then you challenge them and it sends them a notification. If they decline, you don’t fight, but if they accept, you do fight. Both of the participants get 10 snoutlings for participating. If you have no friends, the NPCs will be your friends and challenge you regularly. They will always accept a challenge. The NPCs will use the different birds and pigs classes every time they can. Their birds and pigs will be exactly your level, so the fight is completely fair.

Daily Objectives
The main method to accumulate arena points is by completing up to three daily objectives per day. The objectives are reset at midnight in the United Kingdom.

Here is a list of possible daily objectives that can appear:

Easy (1000 points)

 * Win 2 arena battles with a specific bird.
 * Win 2 arena battles without a specific bird.
 * Win 3 arena battles in total.
 * Win arena battles and knock out a specific opponent with a specific bird 2 times.
 * Win arena battles and defeat 3 birds with a specific bird.
 * Win 1 arena battle by knocking out the banner while all enemies are knocked out.

Medium (2000 points)

 * Win arena battles and knock out a specific opponent bird 3 times.
 * Win 3 arena battles with 3 of your birds alive at the end.
 * Win 2 arena battles without healing your own birds once.
 * Win 2 arena battles without healing your own banner once.
 * Win 2 arena battles and defeat the banner with a rage ability.
 * Win 2 arena battles without using a rage ability.
 * Win arena battles and knock out opponent birds with a rage ability.
 * Win 3 arena battles with a three star rating.
 * Win 3 arena battles by knocking out the banner while all enemies are knocked out.
 * Win 5 arena battles in total.
 * Win 3 arena battles with a specific bird and a specific bird.

Hard (3000 points)

 * Win 5 battles with a specific class.
 * Win 3 battles with two specific classes.
 * Win 5 arena battles with a specific bird.
 * Win 5 arena battles without using a specific bird.
 * Win 3 arena battles with two specific birds.
 * Win 3 arena battles without using two specific birds.
 * Win 2 arena battles without healing your own birds once.
 * Win 2 arena battles without healing your own banner once.
 * Win arena battles and knock out all opponent birds with one attack 2 times.
 * Win 3 arena battles in a row.
 * Win arena battles and knock out 3 birds while they are attacking your banner.

Banner
The banner cannot attack but it can give passive supportive abilities for your birds. The three parts of a banner are the top, the flag, and the emblem. Different emblems have unique abilities that the banner can gain benefits from birds or harm and hinder opponents. Banner parts can be obtained from winning leagues and the arena golden pig machine.

Leagues
Every week, a total of 25 players will compete with each other in each league. When the week for the season is over, the top 5 players will be promoted to the next league while the bottom 6 players will be demoted to the lower league. Except for the bottom 6 players, all participants will spin for 1 to 3 items depending on how well they did for the week.

At the end of the season, every player of the arena will receive a trophy and a profile picture frame of the highest league they have reached though it may also be due to heroic arena deeds.

Every player (even the demoting players) will receive free snoutlings at the end of the week.

Leagues:
 * Cardboard League
 * Wooden League
 * Stone League
 * Bronze
 * Iron League
 * Silver League
 * Gold League
 * Platinum League
 * Diamond league
 * Master League

Cheater Tag
If you hack your amount of lucky coins, snoutlings, or friendship essence, or if your arena scores indicate you're not playing fairly, there's a chance you will get a cheater tag on the league leaderboard. This automatically puts you at the bottom of your leaderboard.

Banner Items
There are different banner tops and emblems for the league you are.

Construction Mode
This is a mode where you can make your own levels to challenge your friends. You can put enemies, change their health and damage, just make sure that it is actually possible for your friend to complete it. The enemies that you encounter in normal battles (and event battles) are unlocked to put in this mode too. You can also add effects like cave effects and event effects.

Events
Some (or most) events will be from Angry birds Epic 1. They will be modified for this game. Go here for ABE 1 events.

The events of Angry Birds Epic: Reborn are almost similar to the first ABE. However, the maps, storyline and enemies are changed every year. You can also earn new classes for piggies during events (called event classes) and also skins for classes already there so there isn’t an overwhelming amount of pig classes.

You may also earn bird classes by getting items and/or unlock elite classes for pigs and birds. Effects from Angry Birds Epic 1 and new ones will be seen in these battles.

Also, all enemies in the Chronicle Caves and Events will be pigs, not cows, for some reason. Pigs from Angry Birds Epic 1 will be included in these events, but modified.

Repeatable Events
Events that are repeatable and don’t collide with the storyline even though they are repeated regularly.

The levels work like in Angry Birds Epic 1; they set up little outposts where you can battle them at the cost of stamina.

Big Battle Events
Big battle events are 10-wave battles. By pressing the event portal, it automatically takes you to the battle instead of an event dungeon/map. When you redo the battle, the difficulty and enemies of the battle are changed, sometimes allowing two bosses at once if you get up to that point.

Dungeon Events
These are events that usually last 10-30 days and feature a map. There is cinematics in the event. At the end, there are always bosses and at the end, there is a star gate which opens once you collect a certain amount of stars.

The gate opens to reveal a daily golden clouds dungeon, filled with types of golden pigs and enemies from the event. You can collect heaps of bounty with this dungeon, but it is extremely difficult, unlike ABE 1. Finishing the event quickly will leave more days to complete this dungeon.

World Boss Events
A big boss which everybody participates in. After having too many battles being played, the world boss needs to rest before it can die again. They are usually very challenging and large. You can collect lots of rewards with them.