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CDRGuy
@cdrguy

I’ve done most of these levels with 2 birds — Lightning Bird and Marksmen — and lots of potions. I still have #9 and #10 to go, but need to stock up on my potions.

Details:
Both birds were Elite class, Level 25
Chuck used a Tidal Wand and Lightning Tome, both received at level 25
Blues used Laughing Horn and RC Robot, both received at level 25
Overall, Chuck had 361/899 and Blues was 469/869 (attack/health)
Lighning bird did 163 damage to all; Blues did 2×164

Note that these configurations were set to be int he sweet spot, where damage is below the Ninja’s Dodge, but above the Ironclad threshold. I actually had to downgrade Chuck’s wand to get where I wanted.

Strategy
Always start a stage with either full health or full rage chili

Use Blues to target the enemy you want targeted most, then unleash Chuck’s rage ability. Remember to use Blues first, as each of Chuck’s 3 strikes will deal an additional 117 of damage to your target. With my configuration, that’s a minimum of 1168 damage on the first turn to the key enemy. For each additional time Blues hits the key enemy, you can add another 562 damage. If you’re lucky enough to have a friend with a Samurai that’s in the sweet spot, you can get another 3 attacks, with each one dealing another 117 additional damage.

Hopefully, you’ll knock out a lower level pig or two after the first rage chili. This makes the attack from the Ironclad pig more bearable, as you get fewer attacks. I’ve also observed that when he’s heavily damaged he’ll attack rather than use his debuff ability, which is another plus.

For additional rounds, look at your health. With this combo, health isn’t your strong point. If you are low, suck potions. Otherwise, suck rage chili potions.
When down to a final opponent, use Chuck’s debuff ability to get a second attack out of Blues, as it’s much more potent. I’ll suck a lot of potions on these levels, usually 2 per turn, so ~40-50 over the entire 10 stages (2-3 rounds per stage).

One other thing to watch is the Mandarin…the -20% attack penalty is enough to take me below the Ironclad threshold. When I had this effect on, I would try to take a long time to dispatch the smaller guys (thank you, ghosts), giving me time to get over the effects. You don’t want to go to the next stage with this effect on and find that you’ve got the ironclad pig and can’t damage him.