Hits harder. High enough and every blow can stun.
Which pig will yours become?
You never pick a class. You spend points, unlock skills, and a persona emerges from the numbers — along with the habits, strengths and fatal flaws that come with it.
What you get to shape
Each stat runs from 0 to 100 and opens its own skill tree.
Takes more punishment. Tanks, regeneration, last stands.
Tactics and magic — and the sense to run before it's too late.
Speed, evasion, stealth. Hard to pin down.
Sees further through the fog. Scouts and snipers.
Shields and rallies nearby allies. Or manipulates them.
Resists fear and charm. Too little and it gets… fanatical.
Heals, revives, sacrifices itself for the team.
Every skill in the game
Skills unlock by stat thresholds and come in three tiers. Some branches are dark paths — powerful, and bad for your pig's life expectancy.
STRStrength
11 skills · 4 branches
Melee Weapons STR ≥ 30
- T1Mace
A crude but effective iron mace. Heavy hits land with a chance to stun. The pig develops a taste for the satisfying thud of metal on skull.
- T2Greatsword
A massive blade that requires significant strength to wield. High damage but slower swing speed.
- T3War Hammer
A devastating war hammer. Every strike sends nearby enemies stumbling. Ground-pound AoE available on every third attack.
- T2Great Axe
Enormous axe that deals massive damage but attacks slowly. Every hit that connects is nearly guaranteed to end an engagement.
Natural Weapons STR ≥ 30
- T1Tusks
The pig's natural tusks sharpen into lethal charging weapons. Charge attacks deal bonus damage scaling with distance covered.
- T2Vamp Fangs
Elongated fangs that pierce and drain. Each hit restores a portion of damage dealt as HP. The pig learns to love the bite.
- T3Demon Fangs
Dark-path fangs that radiate AoE lifesteal, draining all nearby enemies simultaneously. Requires a pig cold enough not to care who suffers.
Berserker STR ≥ 50 + WILL < 40
- T1Rage
When wounded, pain converts to power. The pig ignores injury and fights harder the closer it gets to death.
- T2Frenzy
Attack speed doubles. Target priority collapses — the pig attacks whatever is nearest, friend or foe. Pure kinetic violence.
- T3Berserk God
The pig transcends pain and reason. Attacks everything within reach including allies. Impossible to command. Cannot be stopped except by death.
Kamikaze WILL < 10 + STR ≥ 70
- T3Kamikaze
Contact detonation. The pig charges the nearest enemy and detonates on impact. Guaranteed death. Massive AoE damage. No regrets.
HLTHealth
10 skills · 4 branches
Tank HLT ≥ 40
- T1Armor
Thick hide reinforced with crude plating. Passive damage reduction on every hit. This pig walks through punches that floor others.
- T2Fortress
The pig becomes an immovable object. Massive HP increase and full stun immunity. Crowd control simply does not work on this pig.
- T3Juggernaut
Unstoppable. Damage is reflected back at attackers at 25% efficiency. The pig cannot be stunned.
Regeneration HLT ≥ 50
- T1Heal-over-Time
A passive trickle of HP restoration every combat tick. Barely noticeable in a single fight; decisive in a long attrition battle.
- T2Rapid Regen
When not actively in melee, the pig heals rapidly. Kiting becomes a viable survival strategy — disengage, recover, re-engage.
- T3Immortal Pig
Once per battle, at the moment of lethal damage, the pig stabilizes at 1 HP and surges back with accelerated regeneration for 5 seconds.
Last Stand HLT ≥ 60 + WILL ≥ 40
- T1Second Wind
When HP drops below 25%, the pig finds a reserve of strength. Damage and speed both increase for the remainder of the engagement.
- T2Phoenix Rising
One lethal blow is survived. The pig absorbs what should have killed it, staggers, and continues fighting with terrifying resolve.
- T3Undying
Two auto-revivals per battle. This pig refuses to fall. Enemies must bring it down three times to confirm the kill.
Fatal Fart HLT T2; fires in battle once calorieStacks ≥ 2
- T2Fatal Fart
The catastrophic result of too many Calorie Stacks and too much endurance. Releases a toxic AoE cloud that poisons and slows all nearby enemies. Best used in tight spaces. Deeply undignified.
INTIntelligence
18 skills · 5 branches
Tactics INT ≥ 30
- T1Target Priority
The pig stops attacking randomly. It identifies the weakest or highest-value enemy and focuses fire, dramatically improving kill efficiency.
- T2Flank
The pig calculates approach angles. It prefers rear and side attacks, dealing bonus damage from non-frontal positions.
- T2Efficient Forager
The pig learns to judge a wider perimeter as safe before ducking away to eat — it no longer needs a threat to be right on top of it before trusting the area is clear.
- T1Conscious
The pig will not throw a grenade, self-detonate, or vent a toxic cloud if an ally stands in the blast radius. Pure restraint — no combat bonus, just refuses to hurt its own team.
- T2Tactical Retreat
When outnumbered 2:1 or worse, the pig disengages, repositions, and re-engages from a more favorable position. Survival intelligence.
- T3Master Tactician
Full battlefield situational awareness. The pig considers the entire combat state and issues behavioral directives to nearby allies without needing Aura leadership. Intelligence as command authority.
Magic / Elemental INT ≥ 60
- T1Fireball
The pig learns to channel volatile energy into an explosive AoE blast. Damages all enemies caught in the radius. Highly satisfying.
- T2Ice Storm
A zone-control spell that coats an area in ice, dealing damage over time and slowing all enemies within it. Zone denial at its finest.
- T3Thunder God
Chain lightning that arcs between enemies, jumping to each additional target with diminishing but still lethal power. The pig becomes a walking storm front.
Support Magic INT ≥ 60 + EMP ≥ 40
- T1Barrier
Conjures a protective shield on self or a chosen ally. Absorbs a flat amount of incoming damage before breaking. Buys critical seconds.
- T2Magic Heal
Significant HP restoration channelled into a single ally. Intelligence drives efficiency — higher INT means more HP restored per cast.
- T3Revive
Resurrects a fallen ally mid-battle. The only spell in the game that directly counters permadeath in the battle context. Requires both extreme intelligence and deep empathy.
Dark Magic INT ≥ 60 + EMP < 20
- T1Curse
A malevolent hex that temporarily weakens all of an enemy's stats. The pig cares nothing for their suffering. That is the point.
- T2Mind Break
Shatters an enemy pig's cognition. For 4 seconds they attack their own allies as though they were enemies. Devastating in clustered fights.
- T3Soul Drain
A continuous drain that siphons HP from the target directly into the caster. The target weakens as the caster strengthens. Pure predation.
Philosopher INT ≥ 70 + AGI < 30
- T1Meditation
The pig pauses mid-battle in deep calculation. After a 3-second stillness, it executes a near-perfect action — the optimal strike, retreat, or support move available in the moment.
- T2Enlightenment
The pig perceives the weaknesses in every enemy's stat distribution and broadcasts that knowledge to nearby allies as behavioral cues.
- T3Oracle
The pig predicts enemy actions before they execute. It begins moving to counter an attack before the attacker has committed to it. Effectively gives the pig one free action per enemy turn.
AGIAgility
10 skills · 3 branches
Stealth AGI ≥ 30
- T1Shadow Step
The pig moves with reduced presence. Detection radius shrinks — enemies must be closer before they notice it. The first advantage in the shadow game.
- T2Invisibility
The pig vanishes entirely from enemy detection until it attacks. Completely hidden. The first strike comes as a guaranteed surprise.
- T3Ghost
While repositioning between locations, the pig is untargetable. Projectiles pass through it. It exists between attacks as a ghost. Requires both speed and tactical intelligence to exploit.
Evasion AGI ≥ 40
- T1Dodge
A passive percentage chance to completely avoid incoming attacks. Every point of AGI improves the odds. Some hits simply don't land.
- T2Counter
On a successful dodge, the pig immediately counters with a precision strike. Evasion becomes a weapon — being missed now hurts the attacker.
- T3Phantom Dance
Near-permanent evasion. The pig moves in unpredictable patterns that make it almost impossible to track. Projectiles miss. Melee swings hit air. Extremely hard to kill.
Speed AGI ≥ 50
- T1Sprint
A burst of speed for rapid repositioning. Cross the battlefield in seconds, escape a bad engagement, or close in for the kill. Cooldown applies between uses.
- T2Dash
An instant short-range blink. Not quite teleportation, but close enough. The pig crosses a short distance so fast that the animation is almost invisible.
- T3Blur
The pig moves so fast that enemies cannot lock on. Targeting systems stutter and fail. Projectile pigs simply cannot aim at it. At max AGI, it leaves afterimages.
- T3Assassin
The apex of the agility tree for offensive play. Combines invisibility approach, guaranteed backstab critical, and instant escape dash into a single lethal package.
VISVision
8 skills · 3 branches
Scout VIS ≥ 30
- T1Detection
Early enemy awareness system. Ambush risk drops dramatically. The pig sees threats coming and communicates basic positional data to nearby allies.
- T2Recon
All detected enemy positions are broadcast to the entire team in real time. This pig becomes a living radar. The team stops being surprised.
- T3Battlefield Oracle
Full map awareness broadcast to the entire allied team every tick. Every enemy position, movement vector, and HP state is known. The fog of war evaporates.
Precision / Sniper VIS ≥ 40 + AGI ≥ 30
- T1Ranged Attack
The pig discovers it can throw things with disturbing accuracy. Rocks, bones, food scraps — anything becomes a projectile. Can now attack from outside immediate melee range.
- T2Sniper Shot
A precision-targeted long-range strike that deals 2.5× normal damage. The pig lines up the shot, calculates for 1 second, then fires. It rarely misses.
- T3Headshot
On critical hits, the pig's precision reaches one-shot potential. Against low-HLT targets, a single perfectly aimed shot ends the encounter instantly. The battlefield's most feared sniper.
Paranoia VIS ≥ 60 + INT < 30
- T2Hypervigilance
The pig sees threats everywhere. It attacks on sight without discrimination. Allies within detection range can trigger this — with lethal consequences. High awareness, broken filter.
- T3Full Paranoia
Hostile to anything that moves. Allies, enemies, the wind — all register as threats. The pig fights with terrifying effectiveness against everything. Absolutely uncontrollable.
AURAura
9 skills · 3 branches
Leadership AUR ≥ 30 + INT ≥ 30
- T1Rally
The pig's presence energises nearby allies. All pigs within the aura radius receive a passive damage boost as long as the leader is alive and within range.
- T2Command
The pig actively directs allies toward high-value targets. It overrides individual pig instinct with coordinated focus-fire. Works on pigs with WILL < 60.
- T3General
Full squad strategy. This pig maintains a priority queue for the entire team, routing allies to objectives, managing flanks, and deciding when to press or retreat. The closest thing to a player controller within the autonomous system.
Manipulation AUR ≥ 40 + EMP < 30
- T1Charm
A flash of overwhelming social magnetism that distracts an enemy pig for 3 seconds. During that window, the target does nothing. Works through the eyes. Requires coldness of heart.
- T2Brainwash
A sustained psychic pressure that causes an enemy to waste 2 full action cycles doing nothing productive. The target is not stunned — they're busy. Just not with anything useful.
- T3Mind Control
Temporarily seizes control of an enemy pig's behavior. For 5 seconds the target fights for this pig's team. Can be used to steal a follower from an enemy Guru. The most feared social weapon in the game.
Guru AUR ≥ 70 + INT ≥ 60
- T1Inspire Devotion
Pigs with the Devotion trait in range will bond to this pig. A bonded Disciple protects the Guru above all other priorities. The relationship is mutual — and exploitable.
- T2Cult of Personality
Up to 3 permanent followers cluster around this pig. They take attacks meant for the Guru, execute targets on command, and refuse to retreat while the Guru lives. Community with consequences.
- T3Divine Pig
Up to 5 followers. The Guru becomes immune to fear effects. When the Guru speaks, the entire team adjusts. In large battles a Divine Pig manages an effective 6-pig combat unit alone.
WILLWill
13 skills · 4 branches
Resistance WILL ≥ 40
- T1Mind Shield
The pig's mental fortitude creates a natural barrier. Charm effects and Devotion bonding no longer function against this pig. It cannot be captured by social mechanics.
- T2Iron Will
Fear, Guru pull, and Brainwash all fail against this pig. Its commitment to its own behavior tree is absolute. No social or psychological override takes hold.
- T3Enlightened
Complete immunity to all mental effects. The pig also perceives through Stealth — its clarity of mind cuts through illusion. The only pig a Guru truly cannot touch.
Discipline WILL ≥ 50 + INT ≥ 30
- T1Stoic
No panic under any circumstance. Routing, fear spells, and psychological pressure cannot disrupt this pig's planned sequence of actions. It does what it was going to do.
- T2Unbreakable
This pig fights at full effectiveness even at 1 HP. Wound penalties, stagger, and combat fatigue modifiers are ignored entirely. Hurt it all you want. It won't slow down.
- T3Ascetic Warrior
Every primary stat gains a bonus equal to 20% of this pig's WILL score. WILL 90 = +18 to all stats. The ultimate investment in mental strength as physical multiplier.
Hand of God branch (WILL >= 35) — see AI/Core/GodHand.cs
- T1Hand of God
Once in a while, mid-battle, YOU get to tell this pig what to do next — attack, run, patch up, stick with the team. It obeys for a few ticks. You have five seconds to choose; the fight does not wait. 25% chance per battle, at most once.
- T2Chosen One
The voice from above comes more often: 45% chance per battle that the Hand of God offers you an order.
- T3Prophet
This pig is listening. 65% chance per battle that the Hand of God offers you an order.
- T4Avatar
Still 65% for a first order — and once it is settled, a 30% chance the Hand of God comes back a second time in the same battle.
Fanaticism WILL < 20
- T1Suicidal Tendencies
The pig seeks death. Not randomly — deliberately. It charges the strongest visible enemy. Fear is gone. Self-preservation is gone. What remains is pure forward momentum.
- T2Death Wish
Self-preservation is gone entirely. The pig ignores wounds, ignores retreat triggers, ignores being outnumbered. It fights until the absolute end. A Guru with Kamikaze access can weaponize this perfectly.
- T3Kamikaze
Contact detonation triggered by the pig's own despair. It charges the nearest target and detonates on contact. Massive AoE. Guaranteed death. Unlocks from WILL's dark path — a different route to the same terrible end as STR's explosive path.
EMPEmpathy
10 skills · 3 branches
Healing EMP ≥ 30
- T1First Aid
The pig rushes to wounded allies and stabilizes them in combat. Stops bleed-out. Not a full heal — but enough to keep a pig in the fight that would otherwise drop.
- T2Field Surgery
A complete in-combat HP restoration on a single ally. The pig stops fighting, kneels beside a damaged teammate, and restores them fully. Requires both empathy and enough intelligence to know how.
- T3Miracle Healer
Revives fallen allies without magic. Heals at range. The pig does not need to be adjacent — it can save a pig across the battlefield with a focused surge of care. The ultimate support build.
Self-Sacrifice EMP ≥ 50 + WILL < 40
- T1Body Shield
When a low-HP ally is targeted, this pig steps in to intercept the attack. Takes the hit instead. Protective instinct expressed as a combat action.
- T2Human Shield
The pig designates a single ally and absorbs all damage directed at that ally for the duration of the engagement. The designated pig is effectively untouchable while this pig lives.
- T3Martyrdom
The pig actively seeks its heroic death. It will sacrifice itself in the most tactically impactful way available — shielding the Guru, absorbing an AoE, or detonating a last-moment body block. When triggered, the death animation stuns all nearby witnesses.
Pacifism EMP ≥ 70 + WILL ≥ 60
- T1De-escalation
Enemies briefly hesitate before attacking this pig. Something in its demeanor gives them pause — a fraction of a second that costs them a full action in fast fights.
- T2Peace Aura
A zone radiating from this pig where all combat slows significantly. Attack speed, movement speed, and spell cast rates all drop inside the radius. Great for buying time. Maddening to fight through.
- T3Sainthood
The pig becomes untargetable by enemies. It exists as pure support. Cannot attack. Cannot be attacked. Countered only by Dark Arts abilities that bypass all immunity. The ultimate support role and the most vulnerable to Mind Control.
- T3Revive
A pure empathy-driven revival. Without magic, without INT — just the desperate refusal to let a teammate stay dead. Lower efficiency than the INT-route Revive, but requires no spell investment.
💥Explosives
6 skills · 1 branch
Explosives STR ≥ 40 + INT ≥ 30
- T1Grenade
A timed AoE explosion thrown at a target location. Pigs in radius take heavy damage. Low-INT pigs may fumble the throw. Satisfying when it works. Also satisfying when an enemy fumbles theirs.
- T2Sticky Bomb
Attaches to an enemy pig. The target panics, potentially running into its own allies before detonation. Pure chaos engineering.
- T2Poison Gas
A thrown canister that releases a lingering AoE cloud. Pigs inside it are slowed and take damage over time. The cloud persists on the battlefield for several seconds — zone denial in chemical form.
- T2Landmine
Placed on the ground, triggered by proximity. Invisible to enemies with VIS < 40. Low-INT pigs that place them have a chance to forget the location. At INT < 10, self-detonation is nearly guaranteed.
- T3Remote Bomb
Placed and held. The pig detonates it manually on the most strategically optimal trigger. Requires intelligence to time correctly. A tactical weapon in a very specific pair of hooves.
- T3Poison Bait
Disguised as food — an irresistible lure for hungry pigs. Any pig that investigates triggers DOT and confusion. Requires the cold calculation of a pig with no empathy.
90 pigs you might end up with
A persona activates when your pig's stats match its requirements. The minimums are listed on each card.
The Berserker
Charges everything without exception, dying happy in a shower of oinks. The berserk trigger fires constantly and no friendly-fire check is ever run.
The Juggernaut
Slow, armoured, and completely unstoppable. Reflects a portion of incoming damage back at attackers and cannot be knocked back under any circumstance.
The Brawler
Reliable and unspectacular. Wins through sheer attrition — takes a hit, gives one back, keeps moving. The metronome of every good frontline.
The Blitzer
Fast and hits hard. Charges from unexpected angles, closing distance before the enemy can establish a defensive formation.
The Undying Berserker
Fights hard, won't die, won't stop. The Willpower stat prevents the berserk spiral while raw HLT ensures no burst combo finishes this pig off.
The Last Stand Fighter
Grows measurably stronger as HP drops. Finish it fast or don't — once in Last Stand, it outperforms almost any other build.
The Disciplined Warrior
Total controlled violence — no rage, no panic, perfectly calibrated aggression. Willpower suppresses every berserk trigger and keeps the damage clean.
The Vampire
Grows stronger with each kill as Vamp Fangs restore HP on every hit. Snowballs dangerously — stop it early or accept the consequences.
The Glass Cannon
Massive damage, dies to a light breeze. Every engagement is a gamble against a pig that can barely take a single hit.
The Wild Boar
Pure instinct with no plan, no awareness, and no allegiances. A living wrecking ball for approximately eight seconds before the field moves on without it.
The Berserker Mage
Charges while casting fireballs at close range. Dies in the explosion and regrets absolutely nothing about any of it.
The Counterpuncher
Never attacks first. Phantom Dance plus Counter is the entire strategy. Punishes aggression with devastating precision.
The Reluctant Warrior
Built for destruction yet feels genuinely terrible about it. May pause after a kill to check on the fallen — a conscience in a berserker's body.
The Protector
Uses physical strength to shield allies rather than destroy enemies. Interposes itself between danger and wounded teammates as a primary behaviour.
The Mastermind
Stays at the back, targets the enemy Guru first, and controls the entire battle without ever touching another pig. Tactically invaluable and socially reprehensible.
The Philosopher
The slowest pig on the field. Produces one near-perfect action per battle, then returns to meditative waiting while the chaos churns around it.
The Oracle
Predicts enemy moves before they execute and broadcasts warnings to the entire team. Tactically invaluable even if it never deals a single point of damage.
The Tactician
Fights smart, never overextends, and retreats precisely when the probability math tips against it. The most reliable mid-range investment in the game.
The Lonely Genius
Has the perfect strategy but zero Aura to communicate it. Executes a flawless plan alone, brilliantly, futilely, to a battlefield that never listens.
The Sniper-Tactician
Precision ranged fire guided by full tactical awareness. Picks targets by strategic value rather than proximity and is never caught in melee.
The Ghost Tactician
Invisible repositioner — never where expected. Flanks, withdraws, flanks again, and the enemy Sniper can never draw a bead.
The Confused Genius
Calculates everything — including its own inevitable death — then walks calmly toward it. Brilliant and completely tragic.
The Suicidal Philosopher
Sees exactly how this ends, cannot run, and accepts it with complete understanding. The most self-aware pig in the game, and the saddest.
The Guru
A cult leader with up to five devoted followers who protect it above all else. Protected at all costs — last to die and most important to assassinate.
The Dark Guru
Commands sacrifices without hesitation or remorse. Followers are resources to be spent efficiently, not allies to be protected.
The Warlord
Commands from the front line, leading by example and by consequence. A Guru who also brawls.
The Narcissist General
Commands everyone and follows no one. Conflicts with every other leader on the team and is completely comfortable with that outcome.
The Beloved Leader
Leads with genuine care and followers are loyal by choice rather than compulsion. The rarest kind of Aura build and the most stable.
The Unshakeable Commander
Leads with full Willpower immunity — cannot be stolen, manipulated, or Guru-pulled by anyone. The strategic backbone that never bends.
The Philosopher-King
Perfect decisions, fully unmanipulable, undisputed leader. Impossible to build before high XP levels and dominant once achieved.
The Intimidator
Commands through physical presence and raw fear rather than strategy. Weak pigs simply get out of the way when it enters a tile.
The Coward Leader
Directs everyone else from the very back and never engages personally. Followers may eventually stop listening as the cowardice becomes obvious.
The Manipulator
Brainwashes rather than inspires. Does not need loyalty — just confusion. One Brainwash at the right moment wins more than a dozen Rally shouts.
The Puppeteer
Full command plus a complete brainwash stack. The team is a weapon to be spent efficiently and without sentiment.
The Pacifist Saint
Untargetable, never attacks, and revives everyone in range. The enemy team's absolute highest-priority kill target the moment they identify it.
The Medic
Active healer who keeps distance and stays reliable. Not a threat to anyone, which means the Sniper-Tactician will always target it second.
The Battle Medic
Heals while remaining capable of self-defence. Won't be bullied off a wounded teammate and will throw a punch to prove it.
The Reviver
The anti-permadeath specialist. The single most strategically valuable pig in any roster — and the one every opposing team tries to kill at the start.
The Coward Medic
Heals from maximum possible distance while running from everything that moves. Incredibly hard to kill and surprisingly effective at range-healing.
The Buffer
Boosts team stats, coordinates positioning, and never fights. A pure support engine that makes every other pig on the roster perform above its stat ceiling.
The Suicidal Healer
Heals everything it can reach until there is nothing left to heal, then seeks death. Spectacular in the moment it finally triggers Martyrdom.
The Compassionate Leader
Leads, heals, and strategises simultaneously. The most complete team pig in the game and essentially impossible to build before level 40.
The Berserker Medic
Fights in a rage but instinctively tries to heal between kills. Total cognitive dissonance in pig form — and unpredictably effective for it.
The Nihilist
Does whatever. Stands still. Charges. Switches teams. May win the entire match by accident. A wildcard in the truest sense.
The Smart Nihilist
Knows exactly what is happening. Has a complete read on every pig on the field. Simply does not care about any of it.
The Strong Nihilist
Capable of enormous damage when it decides to act. Deciding is the variable — and completely outside anyone's control.
The Kamikaze
One shot. Guaranteed death. Massive AoE detonation on contact. Usually pointed directly at the enemy Guru and is almost always worth it.
The Bomber Disciple
Follows the Guru. Explodes on command. Built entirely to be spent — and consents fully to every part of that arrangement.
The Mercenary
Loyalty for tokens. Switches sides commercially mid-battle when the reserve runs dry and a better offer presents itself.
The Paranoid Gunner
Sees everything at maximum range, processes none of it correctly, and shoots indiscriminately. A menace to both teams simultaneously.
The Paranoid Tank
Survives everything. Afraid of everything. Attacks everything — including allies. A walking diplomatic incident.
The Disciple-Turned
When the Guru dies, may flip to the enemy team if their Guru radiates stronger Aura. Kill the Guru — steal the followers.
The True Believer
Bonds to any Guru within range with no personality of its own. A perfect weapon for whoever claims it first — and a liability the moment the Guru falls.
The Brainwashed Soldier
Doesn't believe — has been overwritten. Executes Guru commands exactly and without question. Nothing more. Completely hollow.
The Human-Lover
May heal enemies mid-battle. Occasionally revives the opponent's key pig at the worst possible strategic moment. Catastrophic and utterly unforgettable.
The Human-Lover Reviver
Full Revive spell, and no concept of team colour. Uses it on whoever is down — including the pig that just killed its best teammate.
The Dark Mage
Mind Break makes the entire enemy team fight itself. Wins without touching anyone and considers that the only elegant approach.
The Soul Drainer
Soul Drain grows stronger as the target weakens — a slow and inevitable death for whoever it locks onto.
The Mind Breaker
Specialises in Brainwash into Mind Break. The strongest enemy pig becomes the biggest liability to its own team.
The Assassin
Ghost plus Headshot. Surgically removes priority targets with no hesitation, no mercy, and no detectable presence until the moment of contact.
The Cultist Bomber
Built to be sacrificed by the Guru. Explodes on command. Consents fully and with devotion.
The Corrupt Disciple
Smart enough to know the Guru is wrong. Follows anyway. The most unsettling build in the game and the one that generates the most lore.
The Shadow
Stealth assassin who targets the Guru specifically and disappears before the body hits the ground. The single most efficient counter to the cult-leader meta.
The Scout
Fast, sees everything, and shares all enemy positions with the team constantly. Never fights directly and is invaluable for it.
The Coward Scout
Runs to high ground and provides recon from complete safety. Terrified, useful, and essentially unkillable if it reaches elevation first.
The Coward
Pure flee behaviour. Never attacks. Survives every battle by the simple expedient of never being where the fighting is.
The Opportunist
Engages only when winning and retreats the instant the math shifts. Infuriating to fight and depressingly effective.
The Enlightened
Ascetic Warrior path: every stat gains a bonus proportional to Willpower. A late-game wildcard that rewards long-term investment in a single dimension.
The Sniper
Never enters melee. Picks off high-value targets from maximum range and repositions before the enemy can close the distance.
The Recon Oracle
Full battlefield awareness broadcast to the whole team. Never engages directly. Wins through superior information and absolutely nothing else.
The Berserker Saint
Deep care for allies combined with suicidal tendencies. Charges the enemy to draw fire off a wounded teammate — sacrifices constantly, almost never intentionally.
The Conflicted Fighter
Built to destroy and unable to stand the results. Powerful and internally at war with itself every time it lands a killing blow.
The Self-Aware Narcissist
Knows it is manipulating everyone. Does it anyway. The most calculating pig in the game and the most honest about its own dishonesty.
The Brilliant Coward
Perfect tactical awareness and the sense to calculate that most engagements are a net loss. Wins nothing. Survives everything.
The Paranoid Pacifist
Sainthood path — will not attack — yet sees threats everywhere. Internal scream, external serenity. The most tortured pig in the game.
The Reluctant Berserker
Has the Rage sub-branch but Willpower actively fights the berserk trigger. Controlled — until it snaps. The snap is genuinely dramatic.
The Compassionate Assassin
Stealth killer who feels genuine remorse. May hesitate before a lethal strike. Will still take it — but you can see it cost something.
The Loving Dark Mage
Wanted to access Dark Magic but the Empathy stat is too high. The internal conflict resolves into Support Magic. The near-miss persona — what almost was.
The Corrupt Idealist
Starts battles trying to inspire and heal. Low Willpower means a Guru can pull it against its own team mid-fight. Genuinely tragic every single time.
The Dead Weight
Does literally nothing. May accidentally block a hit by standing in the wrong place at the right time. Wins nothing. Loses nothing. Exists.
The Glutton
Eats constantly. Gets progressively fatter across battles. By mid-game is a slow wrecking ball of sheer accumulated bulk.
The Obese Juggernaut
Nuclear Fart, Belly Flop, and massive HP. Essentially a natural disaster that has learned to walk. The largest possible mobile AoE weapon.
The Saboteur
Poisons food, places landmines, and never engages directly. Wins by making the map itself lethal to anyone careless enough to exist on it.
The Poison Chef
Poisons the entire food supply then fights normally. The enemy team deteriorates entirely by itself while the Chef watches with quiet satisfaction.
The Demoman
Grenade, Sticky Bomb, Landmine. Area denial is the entire strategy. The battlefield becomes a minefield and the enemy has no safe route.
The Trap Setter
Places Remote Bombs and Landmines then retreats to maximum distance. Waits with patience for the exact moment of peak impact before detonating.
The Gasser
Fatal Fart plus Poison Gas Grenade equals full cloud-control. Nobody wants to be anywhere near this pig, and that radius only grows with Calorie Stacks.
The Quartermaster
Monitors the team food supply and shares food optimally with wounded allies. Never fights. Provides invisible value that only becomes obvious when absent.
The Accidental Demoman
Places landmines but cannot remember where any of them are. Blows itself up with some regularity. Sometimes takes an enemy with it. Art.
The Paranoid Starver
Sees every food item as a potential trap and refuses to eat any of it. Slowly weakens as HP regeneration stalls. Correct about the poisoned ones exactly once per match.
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