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YMMV / Angry Birds Epic

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  • Breather Boss: The game starts to get more challenging around the third tower, with undead pigs showing up more often and requiring more strategy and stronger weapons to defeat. As if to apologize for this, the boss of the third tower, Wizpig, is a complete pushover. Unlike Prince Porky, he doesn't have Dodge to prevent your heavy hitters like the Blues from whaling on him, and he's also not a Flunky Boss. His only attack is a 2-turn Charged Attack that drains HP from all your birds, so Red as Samurai can greatly weaken his damage with Defensive Formation, and the Blues as Tricksters can easily dispel the attack buffs he gives himself. As a result, it's pitifully easy to rack up damage on Wizpig and prevent him from dealing any himself, and you can focus all your attacks on him until he goes down. He's less of a joke when fought alongside Prince Porky in the fourth tower, though, since the full-party damage from his attack makes Prince Porky's Vicious Backstab much more lethal.
  • Cult Classic: After the game’s discontinuation, Epic was generally more fondly remembered than most of the Angry Birds games for being one of the genuinely more better quality games in a series thats usually very plain and mobile game-esque.
  • Demonic Spiders:
    • The Witch Doctor in Great Cliffs. He's tedious to take down since he has a large pool of health, and his attack is enough to One-Hit Kill a single bird (and if they somehow survive, inflicts the Anti-Regeneration status on them), while having Life Drain to heal himself immensely after every attack (and can give all his allies the same buff even though his ability should only work on one pig). Not to mention the Wilding ability. So he does more damage as you fill up your Rage Chili. You have to bring Red with a strong shielding ability to easily take him on.
    • The Shogun enemies. They deal a good amount of damage, have a high amount of health, and have an ability that allows all enemies a 50-50 chance of dealing a critical strike, meaning double or even triple damage. In addition, they have the Ironclad passive ability that reduces damage taken from weak attacks. This is made worse by the fact that they tend to appear alongside Ninja enemies... who are resistant to strong single attacks.
    • Master Ninja. He has a passive that puts a cap on the max amount of damage he can take, has a Herd-Hitting Attack that has a high chance of removing helpful abilities, and can grant any of his allies including himself healing. At times, he's even accompanied by the aforementioned Shogun. Combine his attack with the 100% boost to his damage via a critical and you have one of the more nefarious enemies to deal with.
    • Ice Shaman. Take the Witch Doctor example above and crank him up to eleven. His Anti-Regeneration attack also directs any would-be healing to the weakest ally on his team (and to boot, unlike Witch Doctor who at least does a charge phase to let you know who he's about to attack), he can attack every turn. His healing is also direct, possibly healing more than you can deal damage so you can't even debuff the target.
  • Game-Breaker:
    • The Blues's Treasure Hunter Class and Chuck's Sonic Weapon set. Both have the ability to reset enemy pigs' charge counter (65% chance to lower the counter by 1 for the Blues, 25% chance to reset the counter completely for Chuck). Because enemies can't cancel their charged attacks after they start charging them, deploying these two turns almost every boss fight into a joke, as enemies are effectively paralyzed if you keep resetting their charge counter.
    • The Treasure Hunters also have a mighty ability; they deploy a shield that bounces negative status effects back to the pigs. This completely nullifies the threat of the otherwise-frustrating Howler boss fights, curb-stomps an endgame necromancer pig, reflects the optional Primeval Frost Hog's three turn stun, lets you steal the ludicrous healing of the Ice Shaman, bites all the shaman archetype enemies in the ass, and much, much more. The game really just becomes smooth sailing from there.
    • The Rogues have a similar effect, but they bounce back damage with the shield, and force all pigs to attack the bird for 2 turns. While the bird will suffer full damage, this is moot, since a majority of bosses are capable of obscene amounts of damage. Considering that the boss versions of the Adventurer and Shogun can easily one shot birds with their attacks, it wouldn't be a bad idea to deploy the Cupcake Trap.
  • Goddamned Bats:
    • Undead pig enemies. Their passive allows them to resurrect a certain number of turns after they're defeated — 2 for ghost pigs, and 3 for all the others. They get worse in Star Reef, where nearly every enemy has the undead type, meaning battles drag on unless you can kill every enemy quickly. Not to mention, their Underground Monkey variants tend to have annoying abilities, like stunning or weakening your birds, giving pigs a high chance to dodge, or summoning more Undeads. Fortunately, if you have Prince Porky in your party, he can counter this with his Holy Grenade, which can take undead enemies off the battlefield. Red's Halloween Paladin and Blues' Winter Marksmen also have a 50% chance to finish off an Undead with the final blow.
    • Ninja pigs all have the Dodge ability, so they can't take more than a certain amount of damage per hit. They don't dish out extremely high damage, but they tend to have annoying abilities, like giving other pigs a chance to dodge attacks with a Smoke Bomb. When you first meet them, you're limited to the Blues and Matilda, and it's entirely possible that the two attacking at once will leave a ninja at 1 HP or some similarly small number, ready to attack again next turn. As the cherry on top, they're also often found alongside Shogun pigs, which are resistant to the multiple weaker attacks you'd usually use to fight ninjas.
  • Hilarious in Hindsight: In 2015, the game would host a limited-time crossover event with Sonic Dash. A few years later in 2023, Sonic owner Sega would purchase Angry Birds owner Rovio Entertainment, making the crossover seem prophetic in hindsight.
  • That One Boss:
    • Not only can Prince Porky put out a lot of damage with his Vicious Backstab, but his Dodge ability prevents him from taking more than a certain amount of damage per hit, which can drag out the battle. He's also a Flunky Boss, coming with other pigs and bombs to trip your birds up, and can use Tit For Tat to give all enemies a huge damage buff at the expense of taking more damage in return. Fortunately, the update that nerfed the Dodge ability on pigs made Prince Porky easier to deal with — instead of completely ignoring hits above a certain power, he's now limited to taking that amount of damage at most, so your heavy hitters can at least do something against him. The same update also caused his Tit For Tat ability to work against him more, since there's no longer any risk of it pushing the damage he receives over his Dodge threshold.
    • Adventurer Pig's ability to give himself a powerful counter status means you'll suffer a lot if your birds can't One-Hit KO him or remove his counter ability if you fight him as a Skippable Boss. His attack (which dispels helpful effects) also means forget about setting up on him. Also, his passive ability protects him from status debuffs, so you can't just poison him to death or force him to attack a particular bird. Of course if you bring the Blues as Trickster or Bomb as Capt'n and don't rely on setting up, he's just a pig who hits hard.
    • Stinky Stanley deals extreme amounts of damage after a three turn charge, but the kicker is that the zombie heals for all the damage he deals. So, you have a pig that almost completely heals himself each time he attacks. Fun.

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