In this guide we explore all the various classes of birds in Angry Birds Epic. Understanding these classes — and the different battle abilities associated with each — is integral to your success in Epic. Bottom line, there are levels that simply aren’t passable without a specific class of bird being part of the line up.
With that said, before we jump into the various classes, you may be asking yourself, “how do I change a bird’s class?” Classes are associated with the bird’s headgear, which can be changed by tapping a bird in the main menu. Once you do this all the classes you’ve unlocked will appear. From time to time throughout your journey in Epic you will unlock “Trainer” stations where you can purchase different headgear (either with Snoutlings or Lucky Coins). Down the road these classes can also be upgraded at the Mighty Eagle’s Dojo, but we’ll cover that in a later guide.
Blue attack values are based on an attack power of 100. Adjust proportionally based on your bird’s attack power!
Green healing values are based on a health rating of 100. Adjust proportionally based on your bird’s health!
Attack: Deals 115 damage; Forces target to attack Red for 3 turns.
Protect: Target receives 55% less damage; Lasts 2 turns.
Overpower: Deals 95 damage; Lowers target attack power by 25% for 2 turns.
Aura of Fortitude: All birds take 25% less damage; Lasts 3 turns.
Dragon Strike: Deals 3x 50 damage.
Defensive Formation: Target bird receives 50% less damage and all other birds received 40% less damage; Lasts 1 turn.
Paladin(65 Lucky Coins)
Holy Strike: Deals 135 damage; Most hurt bird is healed by 40% of dealt damage.
Devotion: Target receives 35% less damage and the Paladin takes the damage instead of the target bird; Lasts 3 turns.
Revenge: Deals 80 damage; This damage is increased by 2% per 1% health lost.
I Dare You!: Forces all enemies to attack target bird; Target takes 20% less damage; Lasts 2 turns.
Feral Assault: Deals 2x80 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. Lasts 3 Turns
Storm: Deals 55 damage to all enemies.
Shock Shield: Enemies attacking the target receive 75 damage per attack; Lasts 3 turns.
Energy Drain: 65% chance to remove helpful effects from all enemies; Deals 45 damage to all enemies.
Lightning Fast: Target bird immediately attacks a random enemy.
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 target; All birds healed for 20 health.
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(275 Lucky Coins; Behind Friendship Gate)
Thunderclap: Deals 45 damage to all enemies; The selected target takes +25% damage for 3 turns.
Rage of Thunder: Enemies attacking any bird will receive 35 damage per attack; Lasts 3 turns.
Dancing Spark: Deals 45 damage; 25% damage dealt to this target is applied to all other enemies. Lasts 3 turns.
Mirror Image: Creates a mirror image of target, which attacks a second time, dealing 50% damage; Lasts 2 turns.
Healing Strike: Deals 100 damage; Heals all birds 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.
Thorny Vine: Deals 35 damage; Target also takes 100 damage per turn for the next 3 turns.
Regrowth: Heals target for 20 health and all other birds for 10 health.
Royal Order: Deals 125 damage; Forces all enemies to attack the bird with the highest health for 3 turns.
Royal Aid: Removes all harmful effects from target bird; Target is healed for 25 health.
Angelic Touch: Deals 2x 55 damage; Birds attacking this target regain 5% of their maximum health; Lasts 3 turns.
Spirit Link: Connect to target bird; All connected birds share received healing; Lasts 3 turns.
Bard(95 Lucky Coins)
Heavy Metal: Deals 160 damage; 15% chance to stun target for 1 turn.
Soothing Song: All birds are healed for 10 health; They also heal for 5 health per turn for the next 3 turns.
Sinister Smite: Deals 250 damage; Target takes 15% of dealt damage and Matilda is healed by the same amount. Lasts 3 turns.
Giant Growth: Increases attack power and health by 20%. Lasts 3 turns
Pummel: Deals 100 damage.
Arrr!: All birds’ attack power is increased by 25%; Lasts 3 turns.
Cover Fire: Deals 3x 30 damage; Lowers target attack power by -20% for 2 turns.
Counter: Target bird counters enemy attacks with an attack of its own with 40% attack power; Lasts 3 turns.
Enrage: Deals 75 damage; This damage is increased by 1% per 2% filled Rage Chili.
Frenzy: Target bird takes 15% of its maximum health as damage but all enemies receive the same damage.
Raid: Immediately removes all helpful effects from target; Deals 90 damage.
Whip Up!: Target bird takes 10% of its maximum health as damage, but its attack power is increased by 60%; Lasts 3 turns.
Sea Dog(275 Lucky Coins)
Hulk Smash: Deals 125 damage; This damage is decreased by 1% per 1% lost health.
Gang Up: If target bird attacks, Bomb immediately attacks the same target; Lasts 2 turns.
Itching Powder: Immediately removes all helpful effects from target; Deals 100 damage.
Cheer: 100% chance to remove harmful effects from all birds; All birds’ attack power is increased by 15%; Lasts 3 turns.
Sticky Goo: Deals 30 damage; Target also takes 90 damage per turn for the next 3 turns.
Cupcake Trap: Forces all enemies to attack target bird and suffer 100% of their dealt damage; Lasts 2 turns.
Marksmen(Behind Friendship Gate)
Volley: Deals 2x 35 damage; Target suffers 25 damage per attack for 3 turns.
Ambush: Target bird takes damage instead of Blues; If target bird is attacked, Blues counter with an attack of their own with 50% damage; Lasts 2 turns.
Smoke Bomb: Deals 85 damage; All other enemies receive 35 damage.
Glee: Target bird is healed for 15% of all damage dealt to the enemies; Lasts 3 turns.
Skulkers(150 Lucky Coins)
Weak Spot: Deals 90 damage; Target takes +30% damage for 2 turns.
Tricksy Trick: Target bird attacks random target for 35% damage; Harmful side effects of this attack are applied to all enemies.
Very nice guide. I wish we will see one for Weapons and Off-hand items.
@joeyba I think that’s pretty much impossible. There is no definitive list of either.
Is it possible to add precise amount of skill’s damage? I have ones.
Knight(Attack) – 115%(based on Red’s attack power)
Guardian(Overpower) – 95%
Samurai – 3×50%
Paladin – 135%
Avenger – 80%
Mage – Storm: 55%, Shock Shield: 75%
Lt Bird – 50%
Ra Bird – 20%, 35% DoT damage
Wizard – 100%, 67%, 45%, 30%
Th Bird – Thunder Clap: 45%, Rage of Thunder: 35%
Druid – Thorny Vine: 35%, 100%, Regrowth: 20%, 10% (based on Matilda’s max HP)
Princess – Royal Order: 125%, Royal Aid: 25% (HP)
Bard – Heavy Metal: 160%, Soothing Song: 10%, 5% DoT
Priest – Angelic Touch: 2×55%
Pirate – 100%
Canoneer – 3×30%
Berserk – 75%
Captain – 90%
Seadog – 125%
Tricksters – 100%
Rogues – 30%, 90% DoT
Marksmen – 2×35%
Spies – 85%, 35%
Skulkers – 90%
Also, Red’s Heroic Strike is 500%, Bomb’s Explode is 150%, The Blues’ Egg Surprise is 200%.
Oh, Marksmen’sDebuff damage of Volley is 25%.
Good idea @dh-kim. I was wondering how to add values to this.
@AMSlimFordy — I saw that edited – but Lightning Bird’s damage is 50%, not 45%.
and the damage should be %-based, not a constant value.
@DH-Kim I’ve added a key to the top of the page. I don’t want to use percentages since there’s other items that are purely percentage-based, so I want to be careful.
For Lightning Bird, I currently have 266/591 on mine. I’ll ask BL to check his as well.
@amslimfordy @dh-kim I have an Elite Lightning Bird and it says, “Deals 205 damage to all enemies”. This is obviously after two upgrades at the Mighty Eagle Dojo. I’m currently at level 28.
@BirdLeader What’s your LtBird’s exact attack power value?
I checked again: 45% is correct for Energy Drain. Thank you!
@AMSlimFordy Now I got it, thanks. Please tell me if 45% is correct for Energy Drain.
also, Marksmen’s Volley’s debuff needs to be added: target suffers “25” damage per attack.
Thanks @DH-Kim. I think 45 for Energy Drain and 25 for side-along Volley is correct.
no its not possable to the classes but the birds health can be added with offhand items like it did with bomb for me
Great guide and it should be very useful when game play is active. Definitely are this page a favorite for future reference.
I have the magic Anvil and I have Knight for Red and Mage for Chuck, now how do I get these other classes?
@AMSlimFordy & @BirdLeader — Will you check your Druids again? I think the Druid’s Target Healing amount has increased into 22 after the official launch.
@AMSlimFordy & @BirdLeader — Druid’s healing has become from 20 to 22, Princess from 25 to 30.
For battling tough pigs like wiz pig and prince porky, it would be good to use Red samurai, Matilda as Druid and blues as spies or rogues.
No, you would use tricksters for king pigs castle and wizpig castle because you NEED to clean of the effects on ALL of the birds.
Where are the classes for:
Priest and Sea Dog?
I can’t find them anywhere.
Beyond the Red Gate, at Cobalt Plateaus.
I can only see a yellow gate at cobalt plateaus.
There is a blue gate INSIDE the yellow gate.
There is a red gate INSIDE the blue gate.
@Admins The Wizard class info text now says “… chance to stun the attacker for 2 turns …” instead of 1 turn.
Still, the stun duration is 1 turn. Must be an error.
@tomc @dh-Kim It actually works in practice now. I had reported this to Rovio as a logic error.
“1 turn” was buggy because the pig’s stun ended when your birds were ready to attack again. So it was increased to “2 turns” so that you could have 1 round to attack the stunned pig.
Hello, where can I find cap’n class for bomb?
I am on moorlands 2 level.
You’re close, proceed more to access it at the Northern Sea.
Thanks, I reached and unlocked the trainer and after two more levels I unlocked the submarine. Capt’n headgear is for 750 snoutlings and I have 565. I will get it soon. thanks for your help. :-)
@Admins – there were some balance patches in v1.0 10.
– Damage of Berserk’s Enrage is increased to 85.
– Healing of Druid’s Regrowth is reverted to 20 from 22.
– Healing of Princess’s Royal Aid is still 30 since v1.0.8.
@Admins – v1.0.11 update has changed Druid’s healing value back to 22.
Do you know in what trainer every class goes in?
Guardian and Lightning Bird-Cobalt Plateaus trainer
Samurai and Druid-Limestone Lagoon trainer
Rogues and Rain Bird-Pirate Coast trainer
Where are the others?
SeaDog and Priest- Cobalt Plateaus trainer behind the Red gate
Cobalt Plateaus Castle: Lightning Bird, Guardian
Limestone Lagoon – 3: Druid, Samurai
Pirate Coast – 2: Rogues, Rainbird
Northern Slingshot Woods – 1: Cannoneer
Star Reef – 2: Paladin, Princess
Eastern Bamboo Forest – 2: Marksmen
Winter Wonderland – 5: Spies
Mountain Pig Castle: Berserk, Wizard
Northern Sea – 1: Bard, Capt’n
Red Giant Valley – 3: Thunderbird
Old Nesting Barrows – 5: Skulkers, Avenger
Eastern Cobalt Plateaus – 8: Sea Dog, Priest
now the Priest is in Winter Wonderland and Sea dog is in Old Nesting Barrows. You can get the avenger only after you get greater than or equal to 490 stars in the game
Hi @DH-Kim and @Squeakymcgee — I don’t have all the basic headgear yet, and am wondering if it’s worth getting those I’m missing rather than upgrade existing ones to Veteran or beyond. Any advice you could give would be appreciated.
This is what I’m missing
Chuck: Thunderclap, but I also don’t have enough lucky coins
Bomb: Seadog, not available yet
Blues: Marksmen, Skulkers
I have 9 veterans; would really like to get Vet Rogues and Vet Bard
Avenger is really underpowered, no need to have it at all. Just go with elites by now – but Skulkers can be very useful when you have enough lucky coins.
Avenger CAN be strong, but has so many difficulties to maximize the firepower. Most of all, Red is tanker; but keeping his HP low for higher DMG dealing keeps him from doing the role of tanking. Also, keeping HP low is much harder than keeping it high (like Sea Dog) and makes it hard to get high scores(The higher HP is, the more score you get at the end). Using I Dare You! to prevent Red from being hit is a solution, but it halves Red’s DPS since it lasts only 2 turns, and Red needs to cast it every other turn! Keeping HP low is vulnerable against Splash Attacks and Dirty Trick passive too. There is little possibility that Avenger can use his 240% damage fully.
A team of Avenger/Rogues/(Arch)Mage with a 15% Hocus Pocus weapon is a pretty good use of Avenger, with the additional caveat that this team is best when there are multiple pigs for Chuck’s Hocus Pocus to work with.
That additional caveat means there are even fewer situations when this team is useful, but there’s at least one, and there may be more. King Pig’s castle is actually a good place since there’s no immunity or many splash attacks to worry about.
Use Cupcake Trap and Shock Shield on Avenger to get Red’s life down to where you want it, then put Cupcake Trap (and maybe Shock Shield) on Chuck. Hocus Pocus will do a pretty good job keeping Chuck healed up, especially when the Rage Chili is used on Chuck at the start of a battle.
Alternatively, if you need more healing, I’m sure Druid or another healer works instead of Mage, but it seems a shame not to use Shock Shield when Cupcake Trap is already going. Ultimately, there are probably almost always better teams than Avenger-based teams, but sometimes it’s fun to force myself to run through levels with sub-optimal levels and make the best of it.
Nobody ever thinks of it, but when using skulkers, you should also bring whites second hat and yellows forth. You use trickstey trick to vine ALL PIGS and then their doomed. Then you use tricksty trick on blue bird to give the brocken shield effect to ALL THE PIGS, then you attack with yellows forth to do MASSIVELY damage.
I’m wondering which class to buy first-
Wizard, or Berserk? I just defeated Mountain pig castle and I’m in level 14 with 488 snoutlings.
Wizard is OP, but Berserk is a total piece of trash.
Yes, the Wizard packs a punch(dealing damage to 4 pigs) compared to the others, but the Berserker isn’t so much. 15% max health (and rounding) means a bird can be killed by the skill in 6~7 turns. Not to mention the 20% chance to stun a pig (per hit, maybe), the Wizard is my suggestion.
Yeah. Wizard will let you beat king pigs castle and it is useful anywhere but with ninjas
The best damage output I’ve found is marksman blues, cannoneer bomb and samurai red. Attack with blues first to debuff, then each individual attack (red and bomb have three) does the blues bonus damage. The downsides are no dispelling or cleansing, no healing, and it doesn’t work against pirates or others who can’t be debuffed.
I didn’t fully appreciate Marksmen until I saw this. And to expand on this one step further, this combo is really useful for clearing out wave battles that have a lot of pigs in each level — just keep Ambush and Counter active on both Samurai and Cannoneer.
In that case, every pig that attacks will be attack either Samurai or Cannoneer, activating both Ambush and Counter. Fortunately, when pigs attack, Ambush activates first to set up the debuff. Then immediately after that come the Samurai or Cannoneer attacks to activate all the extra damage from the Marksmen debuff. (Note that the full bonus damage per attack is still dealt to pigs, even though the primary attacks from both Ambush and Counter are reduced.)
This also builds up rage chili quickly, which is always nice.
If you need healing but don’t want to use potions, you can still do something very similar with Matilda’s Priest class. Angelic Touch with Spirit Link becomes can become powerful, especially in combination with Counter. Each attack heals 5%, so in certain situations, it’s pretty easy to heal 30% or more in one turn from all the ambush and counterattacks.
The single best healing output has to be using Rainbird’s Healing Rain while Cleric has a Spirit Link going with two other birds. Each bird receives three doses of Healing Rain that way.
Make Paladin the other bird in the Spirit Link, and that’s just a ton of of healing every turn if you want it. Once you have that setup, if the pigs don’t one-shot you, stun you, or concentrate all their attacks on one bird, it’s likely going to be very hard for the birds to die.
And by “Cleric” I meant “Priest” of course, since the key is using Spirit Link.
I use Samurai, Druid, and Tricksters a lot. Avenger is not that good, since low defense, but it is not a piece of junk. Currently I am striking to get the Priest, Sea Dog, and Thunderbird.
Also, how to get 275 coins so fast?
The guide is not entirely true. There are other classes like ronin or moon priestess or archmage.
Also the priest requires the red key and two thousand snoutlings. The answer to get lucky coins is that you play chronicle caves or buy lucky coins or play golden clouds. You can get about five epic set items from that for playing every day for about four weeks.
Those classes are upgrade classes that have a better attack strength. They are quite obscure, as Rovio didn’t officially announce them (clearly), they were just discovered by people who noticed the Mighty Eagle’s Mercenary having these upgrade classes. They seemed to be Android-exclusive and no word on whether Corsair can still be found. But following the pattern, we are still missing one for the Blues…
Change on iOS v1.0.14:
Blue Spies’ 35% attack (indirect attack) is seems no longer ignore all passive effects (ironclad, dodge, shield)
which classes should I use for Porky? I had enough with the DODGED! DODGED! DODGED!!!
@redbirdy439 There is quite a few classes that work but I’ll see if I can name them all. Samurai Druid Rainbird Priest Cannonear Rogues Marksmen and Skulkers.
(Arch)mane’s Shock Shield is probably the quickest way to dispatch Porky. Especially when combined with Rogues’ Cupcake Trap.
Skulkers will probably make it worse. Prince Porky’s Tit for Tat (+25%) along with the Weak Spot (+30%) will increase the taken damage by 62.5%. Not to mention the +25% taken damage is ‘neutral’ (meaning, it can’t be dispelled nor cleansed).
Also the Rainbird is relatively weak for a bird. I’d suggest the Lightning Bird or Mage (with proper equipment).
Rage Attack: Speed of Light – Immediately launch 5 attacks from random birds.
This is Chuck’s Rage Attack and is slightly misleading. It is not from random birds. It is in succession from top to bottom, counting up to five attacks.
Correct, it has been this way for some time. It was originally genuinely random.
There are at least two more classes I have seen today.
Matilda has one with Spanish up do hair with a flower in it.
And red bird helmet with red circle on it.
I have no idea where they come from, but I saw them today in the battle arena.
These are both special classes. The helmet with the red circle in it is the Ronin class for Red. It was available only for the Angry Birds Epic release in Japan and is asically a stronger version of the Knight class. The one with the flower in it is called the Moon Priestess. I don’t really know a lot about the latter though.
I’ve heard that the moonlight priest is available during the full moon sale, but I have no idea what that is.
What is up with the Brown Wizard Hat for Chuck that has a peacock feather in it? One of my “friends” has that item and it deals tens of thousands of damage points to ALL pigs, effectively making all battles a massacre of only a few seconds. Unless fighting ninja pigs of course. This is surely some kind of game-hack (this same player also has a Matilda who wreaks massive damage against a single enemy, and a Bomb Bird with gargantuan HP,) but unusual that it comes with it’s own seamlessly integrated animation of a very pro-looking headgear for Chuck. Or is this something else?
The bird is “Archmage”, available on Android only. It doesn’t deal more damage than the ios “Mage” as far as I can tell. So it’s not a hack.
Read more about it here:
759075 Damage is typical for the Archmage? I gots to get me an Android…
Oh phooey…. can’t embed img src with html on this thread.
Well, if you’re interested in bigfoot sightings, check it yo:
Where Do I find Chucks last hat? I’ve got access to all of them but this one….can’t find it anywhere….
The store or behind the friendship gate in big red valley INSIDE a red gate. It cost 275 lucky coins and you should upgrade your cauldron, buy the golden chili, buy the skulkers class, or roll the pig machine and get tons of set items instead.
Red has a sixth hat you can get from the shop or forum a event that has ended a while ago. Stone guard attack does 2x something and the attack does 150% more damage if the target has a harmful attack. And it’s shield power is AFTER red gets attacked, the target attack power is reduced by 40% for three turns(DO NOT USE IT WITH smasher pigs, Pyropigs, lightning pigs, nature pigs, wizpig, demonic wizpig, certain cave bosses, or ironclads. So basically anything that will destroy or almost destroy your birt because it weakens them AFTER they attack or it will be ironcladed. Use it hoards of pigs instead). It works well combined with birds that apply harmful effects from attack. So vine, goo, destroy.
Also you want to pair your sets with your birds and I’ll mention them specifically
Grand slam works really well because it will stun 22.8% of the time(very complicated math) for TWO turns. Once I was able to beat demonic wizpig because I was lucky to stun it over and over.
Dragon breath works really well beacause it will cause widespread damage because of the set bonus AND the chain attack, but don’t use it with counters unless you want pigs to be attacking you for twice their regular damage.
Protectors aura flat out reducese damage young birds take.
Twin lighting works best on wizard because it only has one chance to apply and it will apply for the highest damage wizard will do. Do not use with rain bird.
Time jump lets you attack again. Also do not use it with rain bird.
Reborn revives you and is useful in arena battles because opponents attack the bird with the least health which is usually chuck.(unless you’re like me and need new ballista bolts).
Sweet makes all healing stronger and is nessecarry for me to beat malstorm but you also could go by stunning it.
Nightmare is not explained well and what it does is that when it is a stunned enemies turn it takes damage equal to twice the amount of whites attack value. Use it with bard and grand slam because bard has the extra stun opportunity and because not only will the pig not be able to do anything, but it will also take serious damage TWICE.
Perfect balance fils your chili up 20% precent faster, but I don’t get the point because the precentege is low.
Pickpocket steals only 4 snoutlings not something like 30. It works best on cannoneer beacause it has three chances to steal.
Sugar rush works best with pirate or captain because the do the most damage and sugar rush heal is it ALL(it only says half but it healed all even after I recycled my honey jar do to weakness) it won’t happen a lot but when it does you receive a lot of healing. Use it with sweet and explode to because sweet makes it 25% stronger and because when you explode you heal from EVERYONE (in arena battles exploding only heals the huge amounts like 2000).
Scizzors works best on pirate and captain to because they do the most damage. Rocks hocus punch heals you back some when you attack, making up the damage from whip up.
Alteralry (how ever you spell it) strike works best on tricksters because it does the most damage and when you crit with it it does 150% extra damage instead of 50% extra. Once I did 2704 damage is a arena battle when I used whip up and attacked with tricksters and crit.
BEEP attack works well with trickster and spies beacause they both do high damage and it would to extra damage to everybody with spies(800, 600 is a guess for me using spies but I am at level 32 and I don’t have the set)
SAVE ME!!! Just flat out revives you and works will in arena battles because everybody at takes blue second if you are also using yellow bird (or first if you are not using yellow, or if you’re like me and still need new ballista bolts)
I use reds samurai, gyellows wizard, and whites second with grand slam which needs replacement, twin lightning which needs a replacement weapon and used to have sweet but I had to recycle the jar due to weakness (and I want nightmare).
In arena battles wining is not about how strong you are, but how smart your are(like to not attack a emmeny bird if the poison would take care of it or to attack somebody else with spies or wizard and let the damage that is done to everyone else take care of it. Some people think sets = win but actually lose because their blues only have 600 health). Once I was able to beat someone with birds with mastery rank 10(cheater) because they only attacked my birds and never the banner and I only attacked the banner. Using chili with only chuck around or chuck with spies is EXTREMELY powerful(you will see that it is) except if chuck gets stunned or knocked out or if chuck is using rain bird.dominates arena battles and wipes out all but the lucky high health pigs.
Will this guide show the 4 upgraded classes and Stone Guard? If there could be a note such as “No longer available”, then people won’t ask where to find Archmage, etc.
When your in the mountain pig castle which classes do you use for red,Matilda,and the blues?
This guide is missing the stone guard and has been missing for a while.
does 2x?% damage, and this attack will do 150% of the regular damage if the opponent has a harmfu effect.
after the opponent attacks the target, it’s attack will be lowered by 40%
Thank you for bringing this to our attention @alugia The guide was updated.
@birdleader @amslimfordy @sal9
I’ve stumbled across confusion, my samurai regular attack does more damage the mighty eagle’s stone guard’ reagular attack even though the guide says stone guard does more, and I have oldish set items. Also, mighty eagals’ stone guard’s chilli does more than mine.
This is a expansion for the comment above.
Mighty eaegle is 5 levels higher than me and has attack power is higher than mine with a masterey rank equal to mine.
After calculating mighty eagle’s attack power based on rage and dividing the damage dealt over the answer calculated earlier, I came up with the attack power of 2×60.
3366/5 = 673.2
404/673.2 = about .60
Which means stone guard is 2x.60
And for mp my attack power:
2831/5 = 566.2
I must just not be very observant, but when did the “Power” number appear on character info sheets (upper right when pressing and holding a bird)? And what does it mean?
Is Illusionist’s attack power value wrong? It deal’s 80% of Chuck’s attack power instead of 45%.
What I want to know is WHERE I get classes. A map would help.