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FlashBakes
@flashbakes

In a fight against large numbers of fairly weak enemies or against a single very large boss that likes to summon, I find that a team consisting of Paladin/Princess/Adventurer Pig or Cannoneer is pretty much indestructible – use Princess to direct all incoming attacks to one target, put the Paladin’s Devotion on that target, and use the Adventurer or Cannoneer’s Counter ability on Paladin. Paladin then counters every attack, making damage inconsequential and putting much bigger dents in the enemy than he otherwise would, and in between refreshing buffs your other birds can also attack normally.

Adjust this when fighting pirates by replacing Princess with a higher-damage AOE bird like Spies or Wizard (Wizard for faster rage building via using his buff on Paladin, Spies for additional healing; use whichever you prefer or whichever is available for borrowing) and use Devotion on both allies, because Dirty Tricks will prevent Princess from directing the enemies.

Unfortunately this does not work in Cure Cavern because the Counter ability tends to get dispelled by the enemies there, and if Paladin becomes stunned the whole thing breaks down, but I’ve had good results everywhere else.

It also won’t work on Ninja enemies with their dodging that prevents the Paladin’s heal from going off. However, there may be some possibility of a variant to this strategy using Archers’ Ambush ability instead of Cannoneer/Adventurer, though I have not investigated this option.