Pigs & Skills

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.

Eight stats

What you get to shape

Each stat runs from 0 to 100 and opens its own skill tree.

STR
Strength

Hits harder. High enough and every blow can stun.

HLT
Health

Takes more punishment. Tanks, regeneration, last stands.

INT
Intelligence

Tactics and magic — and the sense to run before it's too late.

AGI
Agility

Speed, evasion, stealth. Hard to pin down.

VIS
Vision

Sees further through the fog. Scouts and snipers.

AUR
Aura

Shields and rallies nearby allies. Or manipulates them.

WILL
Will

Resists fear and charm. Too little and it gets… fanatical.

EMP
Empathy

Heals, revives, sacrifices itself for the team.

Skill trees

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.

STR

Strength

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.

HLT

Health

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.

INT

Intelligence

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.

AGI

Agility

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.

VIS

Vision

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.

AUR

Aura

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.

WILL

Will

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.

EMP

Empathy

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.

Personas

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.

Warrior

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.

STR 90+HLT 80+
Warrior

The Juggernaut

Slow, armoured, and completely unstoppable. Reflects a portion of incoming damage back at attackers and cannot be knocked back under any circumstance.

HLT 90+STR 70+WILL 60+
Warrior

The Brawler

Reliable and unspectacular. Wins through sheer attrition — takes a hit, gives one back, keeps moving. The metronome of every good frontline.

STR 60+HLT 60+
Warrior

The Blitzer

Fast and hits hard. Charges from unexpected angles, closing distance before the enemy can establish a defensive formation.

STR 70+AGI 70+
Warrior

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.

STR 80+HLT 80+WILL 70+
Warrior

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.

STR 60+HLT 80+WILL 80+
Warrior

The Disciplined Warrior

Total controlled violence — no rage, no panic, perfectly calibrated aggression. Willpower suppresses every berserk trigger and keeps the damage clean.

STR 70+WILL 80+HLT 60+
Warrior

The Vampire

Grows stronger with each kill as Vamp Fangs restore HP on every hit. Snowballs dangerously — stop it early or accept the consequences.

STR 70+HLT 60+
Warrior

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.

STR 90+INT 50+
Warrior

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.

STR 85+
Warrior

The Berserker Mage

Charges while casting fireballs at close range. Dies in the explosion and regrets absolutely nothing about any of it.

STR 80+INT 80+
Warrior

The Counterpuncher

Never attacks first. Phantom Dance plus Counter is the entire strategy. Punishes aggression with devastating precision.

AGI 80+STR 60+
Warrior

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.

STR 80+EMP 70+
Warrior

The Protector

Uses physical strength to shield allies rather than destroy enemies. Interposes itself between danger and wounded teammates as a primary behaviour.

STR 60+EMP 60+HLT 60+
Scholar

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.

INT 90+AUR 80+VIS 80+
Scholar

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.

INT 95+WILL 50+
Scholar

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.

INT 90+VIS 80+WILL 60+
Scholar

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.

INT 70+STR 50+AGI 50+
Scholar

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.

INT 90+
Scholar

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.

INT 70+VIS 80+AGI 60+
Scholar

The Ghost Tactician

Invisible repositioner — never where expected. Flanks, withdraws, flanks again, and the enemy Sniper can never draw a bead.

INT 80+AGI 80+
Scholar

The Confused Genius

Calculates everything — including its own inevitable death — then walks calmly toward it. Brilliant and completely tragic.

INT 90+
Scholar

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.

INT 90+
Leader

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.

AUR 100+INT 80+EMP 30+WILL 70+
Leader

The Dark Guru

Commands sacrifices without hesitation or remorse. Followers are resources to be spent efficiently, not allies to be protected.

AUR 90+INT 80+
Leader

The Warlord

Commands from the front line, leading by example and by consequence. A Guru who also brawls.

STR 70+INT 70+AUR 70+WILL 60+
Leader

The Narcissist General

Commands everyone and follows no one. Conflicts with every other leader on the team and is completely comfortable with that outcome.

AUR 80+INT 70+
Leader

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.

AUR 70+EMP 70+INT 60+
Leader

The Unshakeable Commander

Leads with full Willpower immunity — cannot be stolen, manipulated, or Guru-pulled by anyone. The strategic backbone that never bends.

AUR 70+WILL 80+INT 70+
Leader

The Philosopher-King

Perfect decisions, fully unmanipulable, undisputed leader. Impossible to build before high XP levels and dominant once achieved.

INT 90+AUR 80+WILL 80+
Leader

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.

STR 80+AUR 60+WILL 60+
Leader

The Coward Leader

Directs everyone else from the very back and never engages personally. Followers may eventually stop listening as the cowardice becomes obvious.

AUR 70+INT 60+
Leader

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.

AUR 70+INT 70+
Leader

The Puppeteer

Full command plus a complete brainwash stack. The team is a weapon to be spent efficiently and without sentiment.

INT 80+AUR 80+
Empath

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.

EMP 100+WILL 90+INT 80+
Empath

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.

EMP 70+INT 50+HLT 50+
Empath

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.

EMP 70+INT 50+STR 40+HLT 60+
Empath

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.

EMP 80+INT 90+
Empath

The Coward Medic

Heals from maximum possible distance while running from everything that moves. Incredibly hard to kill and surprisingly effective at range-healing.

EMP 70+AGI 80+
Empath

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.

AUR 60+INT 60+EMP 40+
Empath

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.

EMP 80+
Empath

The Compassionate Leader

Leads, heals, and strategises simultaneously. The most complete team pig in the game and essentially impossible to build before level 40.

INT 70+EMP 70+AUR 70+
Empath

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.

STR 70+EMP 50+HLT 60+
Chaos

The Nihilist

Does whatever. Stands still. Charges. Switches teams. May win the entire match by accident. A wildcard in the truest sense.

INT 15+
Chaos

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.

INT 80+
Chaos

The Strong Nihilist

Capable of enormous damage when it decides to act. Deciding is the variable — and completely outside anyone's control.

STR 80+
Chaos

The Kamikaze

One shot. Guaranteed death. Massive AoE detonation on contact. Usually pointed directly at the enemy Guru and is almost always worth it.

STR 90+
Chaos

The Bomber Disciple

Follows the Guru. Explodes on command. Built entirely to be spent — and consents fully to every part of that arrangement.

EMP 60+STR 80+
Chaos

The Mercenary

Loyalty for tokens. Switches sides commercially mid-battle when the reserve runs dry and a better offer presents itself.

STR 40+AGI 40+INT 40+
Chaos

The Paranoid Gunner

Sees everything at maximum range, processes none of it correctly, and shoots indiscriminately. A menace to both teams simultaneously.

VIS 90+STR 60+
Chaos

The Paranoid Tank

Survives everything. Afraid of everything. Attacks everything — including allies. A walking diplomatic incident.

VIS 80+HLT 80+
Chaos

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.

EMP 80+
Chaos

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.

EMP 70+
Chaos

The Brainwashed Soldier

Doesn't believe — has been overwritten. Executes Guru commands exactly and without question. Nothing more. Completely hollow.

EMP 30+STR 60+
Chaos

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.

EMP 100+
Chaos

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.

EMP 100+INT 90+
Dark

The Dark Mage

Mind Break makes the entire enemy team fight itself. Wins without touching anyone and considers that the only elegant approach.

INT 95+WILL 60+
Dark

The Soul Drainer

Soul Drain grows stronger as the target weakens — a slow and inevitable death for whoever it locks onto.

INT 90+HLT 50+
Dark

The Mind Breaker

Specialises in Brainwash into Mind Break. The strongest enemy pig becomes the biggest liability to its own team.

INT 80+AUR 60+
Dark

The Assassin

Ghost plus Headshot. Surgically removes priority targets with no hesitation, no mercy, and no detectable presence until the moment of contact.

AGI 90+INT 70+
Dark

The Cultist Bomber

Built to be sacrificed by the Guru. Explodes on command. Consents fully and with devotion.

STR 80+
Dark

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.

EMP 60+INT 60+
Specialist

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.

AGI 90+INT 70+VIS 70+
Specialist

The Scout

Fast, sees everything, and shares all enemy positions with the team constantly. Never fights directly and is invaluable for it.

AGI 70+VIS 80+INT 50+
Specialist

The Coward Scout

Runs to high ground and provides recon from complete safety. Terrified, useful, and essentially unkillable if it reaches elevation first.

AGI 70+VIS 80+
Specialist

The Coward

Pure flee behaviour. Never attacks. Survives every battle by the simple expedient of never being where the fighting is.

AGI 80+
Specialist

The Opportunist

Engages only when winning and retreats the instant the math shifts. Infuriating to fight and depressingly effective.

INT 60+AGI 70+STR 50+
Specialist

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.

WILL 90+INT 60+
Specialist

The Sniper

Never enters melee. Picks off high-value targets from maximum range and repositions before the enemy can close the distance.

VIS 80+AGI 70+INT 50+
Specialist

The Recon Oracle

Full battlefield awareness broadcast to the whole team. Never engages directly. Wins through superior information and absolutely nothing else.

VIS 90+INT 80+AUR 50+
Specialist

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.

EMP 80+STR 70+
Hybrid

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.

STR 80+EMP 80+
Hybrid

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.

AUR 80+INT 90+
Hybrid

The Brilliant Coward

Perfect tactical awareness and the sense to calculate that most engagements are a net loss. Wins nothing. Survives everything.

INT 80+AGI 80+
Hybrid

The Paranoid Pacifist

Sainthood path — will not attack — yet sees threats everywhere. Internal scream, external serenity. The most tortured pig in the game.

EMP 80+WILL 80+VIS 80+
Hybrid

The Reluctant Berserker

Has the Rage sub-branch but Willpower actively fights the berserk trigger. Controlled — until it snaps. The snap is genuinely dramatic.

STR 90+WILL 70+EMP 50+
Hybrid

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.

AGI 80+INT 70+EMP 60+WILL 40+
Hybrid

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.

INT 80+EMP 45+AUR 60+
Hybrid

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.

EMP 70+AUR 70+INT 70+
Hybrid

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.

No requirements
Food

The Glutton

Eats constantly. Gets progressively fatter across battles. By mid-game is a slow wrecking ball of sheer accumulated bulk.

HLT 50+STR 30+
Food

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.

STR 60+HLT 60+
Explosive

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.

INT 60+VIS 60+AGI 50+
Explosive

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.

INT 70+VIS 50+
Explosive

The Demoman

Grenade, Sticky Bomb, Landmine. Area denial is the entire strategy. The battlefield becomes a minefield and the enemy has no safe route.

STR 60+INT 55+VIS 55+
Explosive

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.

VIS 70+INT 65+AGI 60+
Explosive

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.

VIS 50+STR 40+HLT 50+
Food

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.

EMP 60+AUR 50+INT 55+
Explosive

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.

STR 50+HLT 40+
Specialist

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.

VIS 80+HLT 40+

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