Fat Princess: Trouble in Caramelot

:Did you know about the Fat Princess franchise? For your sanity, don't Google because the results you will find will be likely to unsettle you. For better result, search for gameplay on YouTube instead, or see information found in another Fandom wikia; the Fat Princess Wiki!
Fat Princess: Trouble in Caramelot is the full-fledged sequel to the first Fat Princess game, and is also the chronological sequel of Fat Princess Adventure. Developed by Fun Bits Interactive with the assistance from Gear Games' director as the head adviser, this game aim to expend upon the original gameplay while returning to the aesthetic charm from the very first Fat Princess game. The casual yet wacky sense of humor found in the Fat Princess games are also kept intact.
This game is released and published by Sony in September 1st, 20XX for the PlayStation 4 and PlayStation 5 as physical release and as a download game. Reception so far is [TBA]. The game is rated T by the ESRB for Violence, Blood and Gore, Mild Language and Suggestive Themes.
==How to Play The Game, You Say?==
The main gameplay of Fat Princess: Trouble in Caramelot is a direct expansion of the original Fat Princess game. A combination of top-view real-time strategy and action aspects, the player takes the incarnation of a Villager capable of becoming one of the the Classes by picking the respective hat. As you would expect in a game like this, plenty of carnage will be involved.
Control Shtick
:The description in this section assumes that the player uses the default control set.
The player can Move with the left control stick, Jump with the cross button, Attack with the square button, and Pick/Throw with the circle button. The function of the triangle button depends if the player is an Advanced Class or a Fat Role Class; the first will simply change back and forth as a standard version or advanced version, and the second will unleash their signature Special Attack when their Special Meter is full.
Pressing L1 allows the player to Target the nearest enemy, with R3 to switch between them. Pressing L2 will Zoom In on the player character, and pressing R3 to switch between Zoom Out and Standard Camera. The R1 button is for Strafing, which means moving in any direction while looking at one direction, allowing the player to both run while still keeping an eye on a shooting opponent.
R2 can be used to Talk on Microphone, provided that you have one, and pressing L3 allows for a Quiet Walk, which allows the player to sneak by Unfriendly NPCs, provided that he or she is out of their sight. The Start Button is used to check out the scoreboard, with the following option in the Pause menu: 
*Pressing the cross button will grant access to the main Pause menu, which allows the player to use the Options, How To Play manual, restart the current battle (single player mode only) and quit the game altogether. The player also have access to switch between the teams, provided that the other team have enough free space for full players.
*Pressing the square button will give the player access to the Mute Option, which simply mute specific players that are using the microphone or the keyboard in very rude manners. You can also unmute players you already muted this way.
*Pressing the circle button, instead, open the Group Menu, and allows you to make friends (or break relationship with toxic friends), join an Alliance or a Group they are a part of, or sending them an invitation if you are a high-ranked member of an Alliance.
*Pressing the triangle button grants access to the Map Voting chart (only available in online play). This allows you and the other players to vote on the Maps. One option for the next map of the rotation, another one for the same map that they had just played, and yet another one for a randomly selected map. You are not obliged to vote if you don't want, and the map with the most votes will be selected and played for the next match. Some servers have this option deactivated.
Pressing the Select button opens the Map, which grants the location of the player, allies, enemies, the Princesses (if any), the Outposts, and other objectives. The player can make a strategic plan of which possible road would be the safest at the moment, at the cost of screen visibility; you may not know if an enemy or two would suddenly come at you or not if you get too distracted!
The Directional Pads can be used to make your player character to perform of Voice Commands, also known as Speak. Which message will be spoken depended on the combination of two directional pad buttons pressed.
Speak OptionsThe Speak Options will be canceled if the player only made the first selection and waited ten seconds. 	Speak OptionsThe Speak Options will be canceled if the player only made the first selection and waited ten seconds. 	Speak OptionsThe Speak Options will be canceled if the player only made the first selection and waited ten seconds. 	Speak OptionsThe Speak Options will be canceled if the player only made the first selection and waited ten seconds.
+ Calling for HelpExample: "Help!" and "Help me!"This Voice Command also make up to three near CPU allies to follow you. 	+ AttackExample: "Get that bozo!"This Voice Command tells the CPU allies to attack a targeted enemy or Unfriendly NPC. 	+ During-Battle TauntExample: "You fight like a cow!"This Voice Command can provoke a targeted CPU enemy to attack you unless if they carry a Princess.	+ Healthy/UnhealthyHealthy Example: "I'm okay, just a scratch!"Unhealthy Example: "I'm dying in here!"When unhealthy (1/2 of maximum Hearts), nearby CPU allies will defend you, and ally CPU Priests will heal you ASAP.
+ GoExample: "Go forth!"This Voice Command also make up to three near CPU allies to follow you. 	+ YesExample: "Sure thing!"This Voice Command have no effect on CPUs. 	+ NoExample: "Out of question!"This Voice Command have no effect on CPUs. 	+ Good Job!Example: "Marvelous work!"Causes the CPU allies that follows you to go back into their business.
+ ProvokeExample: "Prepare to be pwned!"This Voice Command provoke nearby enemy CPUs to target you. 	+ ChargeExample: "Kill them all!"This Voice Command makes the nearby CPU allies to focus into killing the nearby enemies for fifteen seconds.	+ JeersExample: "We failed hard, men..."This Voice Command have no effect on CPUs. 	+ CheersExample: "Hah! Of course we did it!"This Voice Command have no effect on the CPUs.
+ Back OffExample: "Go away, jackass!"This Voice Command will make nearby CPU allies to protect you from a chasing enemy or two.	+ PositiveExample: "Would you look at that!"This Voice Command have no effect on any CPU. 	+ After-Battle TauntExample: "A, E, I, owned you!"This Voice Command have no effect on CPUs. 	+ NegativeExample: "Are you freakin' kidding me?!"This Voice Command have no effect on the CPUs.
A new addition not seen in the original Fat Princess game, but previously introduced in Fat Princess Adventure, is the Awesome Mode which is activated when simultaneously pressing both L1 and R1 when the Awesome Meter is full. It grants the player slightly boosted stats and a special perk regardless if the class the player is using is Upgraded or Sidegraded. We will explain more about the stupendous Awesome Mode later on.
There are three important components that the players on the same team have to take into consideration during gameplay; the objectives, teamwork, and have a plan for any possible situation.
The Objectives + Helpful Stuff
More than a thousand video games have a goal for the player to accomplish, some having various goals. The goal in Fat Princess: Trouble in Caramelot varies depended in the game mode, but more than a few game modes here involves the titular Fat Princesses.
More about the individual objectives in each Game Mode are detailed here, but almost all of them have one thing in common; just going to kill the enemies isn't going to cut it! One team doesn't want the other team win, so of course the objective will be the highest priority. There is a step-by-step procedure to make a team much more successful.
In the modes where the Princesses are directly involved, the Cakes can be used to feed them and make them more difficult for the enemy to carry a Princess. The fatter she gets, the heavier she will be and the slower the rescuer (or kidnapper) will go.
Next, there are the Outposts. They can be used to not only conquer some territory around it, but it can also be used to store construction stuff, which are called Materials. The Outposts owned by a team or by neither take time for the opposing team to capture it, but the more players standing near or on a Outpost, the faster it will be captured.
Materials, which are composed of woods, minerals and newly introduced Magic Rocks, are used for construction, as you can easily guess. This is the main Jobs for Workers, as they are absolutely needed to demolish the main sources and bring them to the base or Outposts for the constructions in question, such as castle doors, bridges, jumping pads, and even Catapults!
===The Many Game Modes===
There are multiple Game Modes that the player can play in both single player and multi-player session. In online mode, up to 16 players for both Red and Blue Teams can play on the same map, or in the case of Big Fat Servers, 32 players for both Red and Blue Teams.
====Princess Game Modes====
Princess Game ModesGame Modes where the titular Fat Princess(es) are involved. Generally involves rescuing the Princess of your team, or kidnap the Princess of the other team.	Princess Game ModesGame Modes where the titular Fat Princess(es) are involved. Generally involves rescuing the Princess of your team, or kidnap the Princess of the other team.
ImageRescue the Princess 	Objective: Rescue the Princess of your team and hold both in your base to win!
Rescue the Princess is as simple as one, two, three; feed the Prisoner as much as possible, rescue the Princess, and keep both until the counter reaches zero to win. Be warned, as the enemy team can do the same!
Stratagems for Victory
Even Prisoners must be well fed! - Be sure have the Prisoner well fed, as the Prisoner Princess become fatter thus more difficult to carry because of her weight. The enemy team can do the same to make it harder for your team to rescue your Princess.
Giants and Guardians smashes things, not carrying them. - They cannot carry most objects and either of the team's Princess, so you should use either as a mighty tank; the Giant to guard the Princess or Prisoner, or the Guardian to foil incoming ranged assaults. At late game, some players tend to use a Giant or Guardian to guard the Prisoner at all cost, making solo carrying extremely risky.
Keep an eye on pesky Villagers! - The Villager's fast speed can help it carrying it's team Princess and can easily get away if your Prisoner isn't well fed. If gathering materials or killing enemies is a top priority at the moment, consider using a bulkier class like a Warrior or a Pirate. This can also applies for enemy Horsemen, especially because of them being the class with the highest speed.
An ally Ice Mage can turn the tide! - Using the Ice Mage's AoE freezing attack to slow down or even freeze invading enemies at the cost of much less firepower. You can also do this to stall as many enemies as possible when your team is attempting to rescue the Princess, but unlike in the original Fat Princess game, the players can rotate the control stick to cancel Ice Blocked earlier, making this strategy riskier.
Get your Catapult ready! - Building Catapults can be a bless and a curse. Catapults will greatly shorten the amount of time to reach the enemy team, or even getting right into the enemy castle. This is at a cost of the enemies ready to use your team's Catapults to escape with your Prisoner, so don't let them reach it!	Stratagems for Victory
Even Prisoners must be well fed! - Be sure have the Prisoner well fed, as the Prisoner Princess become fatter thus more difficult to carry because of her weight. The enemy team can do the same to make it harder for your team to rescue your Princess.
Giants and Guardians smashes things, not carrying them. - They cannot carry most objects and either of the team's Princess, so you should use either as a mighty tank; the Giant to guard the Princess or Prisoner, or the Guardian to foil incoming ranged assaults. At late game, some players tend to use a Giant or Guardian to guard the Prisoner at all cost, making solo carrying extremely risky.
Keep an eye on pesky Villagers! - The Villager's fast speed can help it carrying it's team Princess and can easily get away if your Prisoner isn't well fed. If gathering materials or killing enemies is a top priority at the moment, consider using a bulkier class like a Warrior or a Pirate. This can also applies for enemy Horsemen, especially because of them being the class with the highest speed.
An ally Ice Mage can turn the tide! - Using the Ice Mage's AoE freezing attack to slow down or even freeze invading enemies at the cost of much less firepower. You can also do this to stall as many enemies as possible when your team is attempting to rescue the Princess, but unlike in the original Fat Princess game, the players can rotate the control stick to cancel Ice Blocked earlier, making this strategy riskier.
Get your Catapult ready! - Building Catapults can be a bless and a curse. Catapults will greatly shorten the amount of time to reach the enemy team, or even getting right into the enemy castle. This is at a cost of the enemies ready to use your team's Catapults to escape with your Prisoner, so don't let them reach it!
ImageSnatch 'n Grab 	Objective: Kidnap the enemy team's Princess into your base three times to win.
This Game Mode plays a little differently from Rescue the Princess; your job is to kidnap the Princess of the opposing team into your dungeon three times. Each time the team kidnapped the Princess from the enemy team, that enemy team will have a slight respawn acceleration by two less seconds needed. The Princess being put in the enemy dungeon will reappear in her own throne.
If one of the teams have one point left for victory, the other team will have their Catapult ready and functions twice as fast.
Stratagems for Victory
Shared Stratagems - Every stratagems that are recommended in Rescue the Princess will also applies in this Game Mode.
Do not panic! - Even if the enemy team managed to successfully kidnap your team's Princess just once, it isn't over yet! The match only ends if either of the teams have scored three times.
When all else fails, use the Catapult! - If the enemy team have one score left before becoming victorious, the Catapult will function twice as fast. It will also be automatically built if not built beforehand.
Workers are even more important this time. - Since the Princesses will get kidnapped back and fourth, doors breaking actions will ensue. Workers have to keep repairing the doors and collect woods, lest a few sneaky invaders will go thorough and kidnap the team's Princess on the spot.	Stratagems for Victory
Shared Stratagems - Every stratagems that are recommended in Rescue the Princess will also applies in this Game Mode.
Do not panic! - Even if the enemy team managed to successfully kidnap your team's Princess just once, it isn't over yet! The match only ends if either of the teams have scored three times.
When all else fails, use the Catapult! - If the enemy team have one score left before becoming victorious, the Catapult will function twice as fast. It will also be automatically built if not built beforehand.
Workers are even more important this time. - Since the Princesses will get kidnapped back and fourth, doors breaking actions will ensue. Workers have to keep repairing the doors and collect woods, lest a few sneaky invaders will go thorough and kidnap the team's Princess on the spot.
ImageDilapidation 	Objective: Repair all of the broken Hat Buildings before you would be able to rescue your team's Princess.
A variant of Rescue the Princess, this game mode involves repairing the buildings as your team's Princess is held by a magical forcefield. She cannot be rescued unless if all of the Hat Buildings other than the Workers' (which is conveniently intact) aren't fully repaired yet. Repairing a Hat Building still costs the same amount of materials to upgrade them (so three Woods and three Metals). After all of the Hat Buildings of a team become repaired, that team will be able to rescue their Princess and play as normal.
Another major difference from Rescue the Princess is that your team's Princess will always give a magical benefit when escorting her, making it faster paced, but the enemies can do the same thing, so stay even more cautious.
Stratagems for Victory
Every Stratagems from Rescue the Princess will also applies in this game mode.
Use the Magical Hat very wisely! - The Magical Hat is available at the start like in Rescue the Princess and most of the other Game Modes. However, the amount of time the Magical Hat needs to recharge does not reduce when a building of your team is repaired, so only use it for very helpful purposes, such as a Giant smashing materials to allow Workers and other fast classes to transport them.
Only build the Catapult if the Buildings are repaired! - The Catapult have to wait, since unless you got a mountainous amount of woods, building a Catapult will end up slowing down the process of repairing the buildings. And remember, the Princess can only be rescued if all Buildings are repaired!
The buildings cannot be broken again. - To avoid the game from getting stale, buildings that are repaired cannot be broken, so there is no use trying to use a Big Bomb at enemy Hat Buildings or trying to smash them as a Giant. Focus on killing the enemies and break other breakable buildings like the Castle Doors. With all being said, you can delay the enemies' repairing process by attacking their Workers, but this can be a very risky strategy, even with backups.	Stratagems for Victory
Every Stratagems from Rescue the Princess will also applies in this game mode.
Use the Magical Hat very wisely! - The Magical Hat is available at the start like in Rescue the Princess and most of the other Game Modes. However, the amount of time the Magical Hat needs to recharge does not reduce when a building of your team is repaired, so only use it for very helpful purposes, such as a Giant smashing materials to allow Workers and other fast classes to transport them.
Only build the Catapult if the Buildings are repaired! - The Catapult have to wait, since unless you got a mountainous amount of woods, building a Catapult will end up slowing down the process of repairing the buildings. And remember, the Princess can only be rescued if all Buildings are repaired!
The buildings cannot be broken again. - To avoid the game from getting stale, buildings that are repaired cannot be broken, so there is no use trying to use a Big Bomb at enemy Hat Buildings or trying to smash them as a Giant. Focus on killing the enemies and break other breakable buildings like the Castle Doors. With all being said, you can delay the enemies' repairing process by attacking their Workers, but this can be a very risky strategy, even with backups.
ImageRoyal Feeding Contest 	Objective: Bring as many cakes as possible for your team's Princess. The team that give the Princess with the most Calories wins the game.
This game mode doesn't involve rescuing or kidnapping any Princess; instead, the goal is to bring the Cakes to your team's Princess and gather more Calories than the other team's. Sounds simple, right? The problem is... the Cakes are located in the middle of the battlefield. This results constant frontline battles, and it is a good idea to have some Villagers or Horsemen for carrying the Cakes because of their high speed.
By default, the match lasts from 2 minutes to 5 minutes, in which the bigger map is, the longer it will last. Even if the Princess loses weight, no Calories will be reduced from your team's score, but it is a sign that your team is slowing down!
Stratagems for Victory
Get the Special Cakes! - Once in a while, special cakes with glittering effect will appears in one of the cake batches. Collecting it will grants twice as much Calories than normal cakes, and even give the players temporary speed boost for 10 seconds, turning the tide of the fight.
Faster Classes will bring in the cake! - Slower classes like Mages are not recommended to bring cakes, while Giants and Guardians cannot carry any cake at all. Leave the job for faster classes, especially the Villagers and Horsemen, to bring them in for the Princess, but be sure to protect them from potential threats.
Be aware of the Cake Rain! - In every 30 seconds, an unknown cake wizard is raining down cakes. While pieces of a cake can be carried, larger ones will go splat and even greatly slow down anyone getting squashed!
Do not be afraid to steal! - If kidnapping the enemy team's Princess is out of the question, then you shouldn't worry about stealing a Cake that an enemy is taking! Kill them or stun them in order to steal it, but be sure that there's no surrounding enemy's teammates and have an escape route. Faster classes can benefit from this more.	Stratagems for Victory
Get the Special Cakes! - Once in a while, special cakes with glittering effect will appears in one of the cake batches. Collecting it will grants twice as much Calories than normal cakes, and even give the players temporary speed boost for 10 seconds, turning the tide of the fight.
Faster Classes will bring in the cake! - Slower classes like Mages are not recommended to bring cakes, while Giants and Guardians cannot carry any cake at all. Leave the job for faster classes, especially the Villagers and Horsemen, to bring them in for the Princess, but be sure to protect them from potential threats.
Be aware of the Cake Rain! - In every 30 seconds, an unknown cake wizard is raining down cakes. While pieces of a cake can be carried, larger ones will go splat and even greatly slow down anyone getting squashed!
Do not be afraid to steal! - If kidnapping the enemy team's Princess is out of the question, then you shouldn't worry about stealing a Cake that an enemy is taking! Kill them or stun them in order to steal it, but be sure that there's no surrounding enemy's teammates and have an escape route. Faster classes can benefit from this more.
====War Game Modes====
War Game ModesGame Modes where no Princesses are involved; it is all about killing the other players and complete much more various objective!	War Game ModesGame Modes where no Princesses are involved; it is all about killing the other players and complete much more various objective!
ImageTeam Deathmatch 	Objective: Slay the enemies until the enemy team's life counter reaches zero to win.
For every player on a team killed, that team's life counter is decreased to zero. The starting life counter varies between 250 to 500 depending on the size of the map (bigger ones makes the life counter smaller, while the smaller ones have a bigger life counter).
Stratagems for Victory
Forget the Catapults! - Catapults aren't necessary since the focus is to kill as many enemies as possible. They can be used to make a sudden assault and kills enemies at their own castle, but otherwise, taking Outposts and killing foes is a priority.
Keep yourself and your teammates alive! - Survival is even more important in this Game Mode, because each and every lives matters. As such, Clerics becomes even more important as they can sustain the squads for much longer time.
Who needs the door? ... Oops. - Even if the Princesses are not involved, castle doors are still useful as they prevent a single enemy to enter the castle and potentially inflict a rampage. This will also apply for other War Game Modes.
To hell with those fiends! - Killing unfriendly NPCs will not make the enemy team's life counter to go down. Unless if they start to be severe nuisance to your team, there is no need to go out and kill them.	Stratagems for Victory
Forget the Catapults! - Catapults aren't necessary since the focus is to kill as many enemies as possible. They can be used to make a sudden assault and kills enemies at their own castle, but otherwise, taking Outposts and killing foes is a priority.
Keep yourself and your teammates alive! - Survival is even more important in this Game Mode, because each and every lives matters. As such, Clerics becomes even more important as they can sustain the squads for much longer time.
Who needs the door? ... Oops. - Even if the Princesses are not involved, castle doors are still useful as they prevent a single enemy to enter the castle and potentially inflict a rampage. This will also apply for other War Game Modes.
To hell with those fiends! - Killing unfriendly NPCs will not make the enemy team's life counter to go down. Unless if they start to be severe nuisance to your team, there is no need to go out and kill them.
ImageInvasion 	Objective: Reduce the enemy team's Morale to zero by capturing and holding 50% or more of the Outposts to emerge victorious.
The Morale Countdown of each team starts between 200 to 250 depended on the size of the map (200 for smaller, 250 for bigger). When a team had captured 50% or more of the map's Outposts, the other team's Morale Countdown started lower by one per second.
Stratagems for Victory
Capture the nearest Outposts first! - Don't go for the furthest Outposts unless if there is no enemies chasing after you. Not only capturing the nearest Outposts allows for storing the team's material counters, but also useful to softly restore HP and for ranged Classes to have safety from most melee enemies.
Outposts can be re-captured. - Like in other Game Modes, Outposts can be re-captured by the opposing team. You can do the same against them, but be sure to plan ahead, like waiting until fewer enemies are on sight.
Don't try to capture an Outpost alone! - Like how a lone ant will fares against an army of wasps, don't try to take an Outpost alone unless if you are absolutely sure that no enemies are nearby. And even then, you better have good luck that no enemy squadrons will suddenly arrives and butch your attempt! It is better to go with allies, as not only Outposts will be captured faster the more player standing near it, but also take down enemies much more efficiently.
The Good Outpost Guards. - Classes with high health, such as Warriors and the Fat Roles, can survive better than other classes when they can abuse the Outpost healing. Expect a Giant to stick near one while charging the Ground Pounding attack; it can kill multiple nearby invaders and can cover behind an Outpost to block most projectiles.
The Bad Outpost Guards. - Classes with low health, such as Horsemen, or classes that are focused on support like Priests and Cooks, are far less effective to protect Outposts than the more offensive-oriented or defensive-oriented classes. They can help out the bulkier classes defending or capturing Outposts, and some Upgrades like the Hard Light Priest can decently fight back against almost any single invader. Of course, other than that, if you use a supporting class, focus on helping your teammates, as always. As a Horseman, focus on high value targets like enemy supports.	Stratagems for Victory
Capture the nearest Outposts first! - Don't go for the furthest Outposts unless if there is no enemies chasing after you. Not only capturing the nearest Outposts allows for storing the team's material counters, but also useful to softly restore HP and for ranged Classes to have safety from most melee enemies.
Outposts can be re-captured. - Like in other Game Modes, Outposts can be re-captured by the opposing team. You can do the same against them, but be sure to plan ahead, like waiting until fewer enemies are on sight.
Don't try to capture an Outpost alone! - Like how a lone ant will fares against an army of wasps, don't try to take an Outpost alone unless if you are absolutely sure that no enemies are nearby. And even then, you better have good luck that no enemy squadrons will suddenly arrives and butch your attempt! It is better to go with allies, as not only Outposts will be captured faster the more player standing near it, but also take down enemies much more efficiently.
The Good Outpost Guards. - Classes with high health, such as Warriors and the Fat Roles, can survive better than other classes when they can abuse the Outpost healing. Expect a Giant to stick near one while charging the Ground Pounding attack; it can kill multiple nearby invaders and can cover behind an Outpost to block most projectiles.
The Bad Outpost Guards. - Classes with low health, such as Horsemen, or classes that are focused on support like Priests and Cooks, are far less effective to protect Outposts than the more offensive-oriented or defensive-oriented classes. They can help out the bulkier classes defending or capturing Outposts, and some Upgrades like the Hard Light Priest can decently fight back against almost any single invader. Of course, other than that, if you use a supporting class, focus on helping your teammates, as always. As a Horseman, focus on high value targets like enemy supports.
==== Single Console Game Mode====
====Secret Game Modes====
==Playable Characters==
===Basic Classes===
Basic ClassesThose are the basic classes that the player simply need to collect the respective hat to become the desired class. All of the classes are available at the start, while Villager is simply a hatless class. They can be upgraded and have a sidegrade for the upgrade. 	Basic ClassesThose are the basic classes that the player simply need to collect the respective hat to become the desired class. All of the classes are available at the start, while Villager is simply a hatless class. They can be upgraded and have a sidegrade for the upgrade.
"For our Kingdom! ... Um... Where is that damn Worker Station?" - Villager 	"For our Kingdom! ... Um... Where is that damn Worker Station?" - Villager
ImageVillagerDesperate Habitat 	Health: | Range: Melee | Speed: Second fastestAre you sure you wanna fight in an unprepared, wimpy and utmost filthy condition? Well, the Slapping Attack may come in handy to make aggressors to drop your kingdom's Princess and other objects and have the fastest speed, but other than that, attempting to directly fight is a self-inflicting death sentence. Unless you have some crazy plans that doesn't always works, or that an enemy is taking someone or something important away, stick with becoming another class. Of course, taking an unfed Princess while the enemies aren't watching can be a sudden move...
Basic Attack: Slapping - Deliver a weak silly slap to an enemy, dealing a weak damage to an enemy. Have 50% chance to make your enemy to drop what were they holding and stun them at the same time. This is your only move as a Villager, so only fight when you see an opponent is stealing your kingdom's Princess (or taking their kingdom's Princess back). Otherwise, you won't have much chance to survive as we told you, especially against a much tougher class.	Basic Attack: Slapping - Deliver a weak silly slap to an enemy, dealing a weak damage to an enemy. Have 50% chance to make your enemy to drop what were they holding and stun them at the same time. This is your only move as a Villager, so only fight when you see an opponent is stealing your kingdom's Princess (or taking their kingdom's Princess back). Otherwise, you won't have much chance to survive as we told you, especially against a much tougher class.
"Avast, for our glory, never give up, et cetera!" - Warrior 	"Avast, for our glory, never give up, et cetera!" - Warrior
ImageWarriorProud... or Arrogant 	Health: | Range: Melee | Speed: AverageYour everyday DPS class, having a fairly quick attacking speed and have a trusty shield to parry enemy projectiles and physical moves with the right timing by using the Lock button. Their high health allows them to take punishment before things goes sour as well. Their lack of range can be a problem, but as long as you can parry those projectiles well, you will be fine... though remember, this is a team-based game; fighting many enemies by yourself will only lead to tragedy.
Basic Attack: Slashing - Slashes with their sword to damage an enemy. Fairly quick attacking speed.
Charge Attack: Slash Spin - Spin around as the Warrior slashes with his trusty blade. Damage all enemies around the Warrior and deals a hefty damage.
Lock-On Feature: Shield Block - With the right timing, blocks an enemy attack, be it a sword slashing move or a projectile. Doesn't works against attacks from the Warrior's back, AoE attacks, a rampaging Giant (especially not when they use Devour!) or a Quake Attack from a Guardian.	Basic Attack: Slashing - Slashes with their sword to damage an enemy. Fairly quick attacking speed.
Charge Attack: Slash Spin - Spin around as the Warrior slashes with his trusty blade. Damage all enemies around the Warrior and deals a hefty damage.
Lock-On Feature: Shield Block - With the right timing, blocks an enemy attack, be it a sword slashing move or a projectile. Doesn't works against attacks from the Warrior's back, AoE attacks, a rampaging Giant (especially not when they use Devour!) or a Quake Attack from a Guardian.
"Abracadabra! I just turned you into a dead, roasted moron!" - Mage 	"Abracadabra! I just turned you into a dead, roasted moron!" - Mage
ImageMageMagical Loudmouth 	Health: | Range: Ranged | Speed: AverageWhen you have a melee battler, your team would need a ranged attacker. That's where a Mage comes in handy, burning foes from a distance or around them with tried-and-true fire magic. Although their health aren't as good as the Warrior's, they can quickly worn down distracted enemies, and they use their own fire magic to light up dim torches and Big Bombs. Be warned, as the Mage's magic is slow and can be easily dodged.
Non-Lock-On Attack: Roasting Ring - Hold the attack button to charge, and then release to unleash an AoE attack that burns the enemies within the Mage's proximity.
Lock-On Attack: Burning Orb - Launches a fiery orb into forward or at the target, inflicting from 1/2 Heart to 2 1/2 Hearts with the addition of the Burn in the Bum damage.
Status Effect: Burn in the Bum - The inflicted victim have a few seconds to jump into water sources or run into a tower, lest they will take an extra Full Heart damage.	Non-Lock-On Attack: Roasting Ring - Hold the attack button to charge, and then release to unleash an AoE attack that burns the enemies within the Mage's proximity.
Lock-On Attack: Burning Orb - Launches a fiery orb into forward or at the target, inflicting from 1/2 Heart to 2 1/2 Hearts with the addition of the Burn in the Bum damage.
Status Effect: Burn in the Bum - The inflicted victim have a few seconds to jump into water sources or run into a tower, lest they will take an extra Full Heart damage.
"Pardon my inelegant language, but you enemies will die so hard you will not feel the burn in the deepest depth in hell!" - Priest 	"Pardon my inelegant language, but you enemies will die so hard you will not feel the burn in the deepest depth in hell!" - Priest
ImagePriestUn-Holy Healer 	Health: | Range: Mixed | Speed: AverageYou have a Warrior, and then you have a Mage. What's left to complete the classic trio? A thief? Nah, but the Ninja can be like that. We talk about the classical kind of healer, the Priest. Hailing from the (not-so) holy lights, the Priest's specialty is - no big surprise here - healing their allies to make them stay alive. The bad news? The enemies want the Priest dead first because otherwise your allies can still clobber them even with bruises. The other bad news is that they have poor offensive capacities... though that would be changed when it becomes a Dark Priest or the Hard Light Priest.
Basic Attack: Staff Whack - The Light Priest whack the opponent with their staff. Mediocre damage, so they will only use it in case of emergency... though not against a man-eating Giant, then in this case they run away.
Non-Lock-On Support: Heavenly Circle - Charge to increase the healing power, and then release to unleash holy light to heal nearby allies.
Lock-On Support: Healing - Progressively heal an ally. The Priest can change the targeted ally with the right control stick.	Basic Attack: Staff Whack - The Light Priest whack the opponent with their staff. Mediocre damage, so they will only use it in case of emergency... though not against a man-eating Giant, then in this case they run away.
Non-Lock-On Support: Heavenly Circle - Charge to increase the healing power, and then release to unleash holy light to heal nearby allies.
Lock-On Support: Healing - Progressively heal an ally. The Priest can change the targeted ally with the right control stick.
"Head shot! He he he! Oooh... right in the heart!" - Ranger 	"Head shot! He he he! Oooh... right in the heart!" - Ranger
ImageRangerRaging Shooter 	Health: | Range: Ranged | Speed: Slightly fastRanger is different from a Mage; both are range-only fighter but while the Mage have both damage and afterburn effect, the Ranger have faster projectiles that you may not see them coming. Rangers also have slightly higher health and speed so that they can chase on their intended target a little bit easier than the likes of Warriors and Dark Priests. Thing is, they are still ranged fighters; like the Mages, if someone managed to go hand-to-hand combat with them, big troubles comes for them.
Basic Attack: Arrow Shot - Shoot an arrow that hit a single enemy for moderate damage. Holding the attack button will inflict a charge and releasing it will cause the arrow to traverses further, deals more damage and travels faster.
Conditional: Blazin' Arrow - The Ranger can use the flame to light up their arrow on fire, which, if it hit an enemy, burn that enemy.
Status Effect: Burn in the Bum - The inflicted victim have a few seconds to jump into water sources or run into a tower, lest they will take an extra Full Heart damage.	Basic Attack: Arrow Shot - Shoot an arrow that hit a single enemy for moderate damage. Holding the attack button will inflict a charge and releasing it will cause the arrow to traverses further, deals more damage and travels faster.
Conditional: Blazin' Arrow - The Ranger can use the flame to light up their arrow on fire, which, if it hit an enemy, burn that enemy.
Status Effect: Burn in the Bum - The inflicted victim have a few seconds to jump into water sources or run into a tower, lest they will take an extra Full Heart damage.
"Outta my way, coming thorough! Respect the Workers, mumbles!" - Worker 	"Outta my way, coming thorough! Respect the Workers, mumbles!" - Worker
ImageWorkerWorkaholic Ax Man 	Health: | Range: Melee | Speed: Slightly fastWorkers are like the builders from Real Time Strategy games; you must have them to build stuff up and upgrade them. That's what the Workers in this world can do, but not only that, their axe attack are decently strong and is capable to deal a lot of damage on materials and enemy buildings. So don't expect to see no more of them once the upgrading stuff is over; their decent power, repairing doors and traps, build up shortcuts and their deceptively great destruction process can still comes in handy!
Basic Attack: Ax Chop - Swing their ax to chop an enemy or a material. Decent damage, and can be charged to inflict even more damage.
Lock-On Feature: Build / Repair / Upgrade - Hold the Lock button to build or repair a building (a bridge, a bouncing platform, a catapult, and much more), while also upgrading the Class Buildings as the Worker hold the Attack button as well. Building and upgrading requires appropriate amount of materials, but repairing does not.
Specialty: Destructive Ax - Their ax can deal a lot more damage to materials and enemy buildings than any other class, right next to Big Bombs, Pirate's Cannonball Assault, and the mighty Giant Class. The Big Bombs and the Cannonball Assault are risky. The Giant ally isn't, but they can't bring materials to their base, so the Worker's job to build, repair, upgrade and destroy stuff isn't completely jeopardized.	Basic Attack: Ax Chop - Swing their ax to chop an enemy or a material. Decent damage, and can be charged to inflict even more damage.
Lock-On Feature: Build / Repair / Upgrade - Hold the Lock button to build or repair a building (a bridge, a bouncing platform, a catapult, and much more), while also upgrading the Class Buildings as the Worker hold the Attack button as well. Building and upgrading requires appropriate amount of materials, but repairing does not.
Specialty: Destructive Ax - Their ax can deal a lot more damage to materials and enemy buildings than any other class, right next to Big Bombs, Pirate's Cannonball Assault, and the mighty Giant Class. The Big Bombs and the Cannonball Assault are risky. The Giant ally isn't, but they can't bring materials to their base, so the Worker's job to build, repair, upgrade and destroy stuff isn't completely jeopardized.
"Charge!! ... Oh, crud! Retreat, retreat, retreat!" - Horseman 	"Charge!! ... Oh, crud! Retreat, retreat, retreat!" - Horseman
ImageHorsemanSpeared Roadhog 	Freshly Baked! | Health: | Range: Mixed | Speed: FastestAlthough the mechanical horse is a bit difficult to control does to below average turning speed, they can come in handy for sudden strikes and to catch targets off guard. The spear have a fairly long range, allowing the Horseman to strike enemies from a bit distance. They can you even throw their spear like a javelin to take out a distant foe as well! Be warned, as the Horseman have the second lowest health right next to the Villager, and you gotta practice dodging and turning in order to avoid enemy attacks.
Basic Attack: Impale - The Horseman thrust their spear forward, hitting an enemy for moderate damage. Fairly fast attack rate.
Non-Lock-On Charge Attack: Charge!! - A charging move that, when fully charged, the Horseman charges forward at increased speed to deal strong damage. Time your charge carefully, because a wrong charge will result a nasty counterattack or getting killed by an ambush!
Lock-On Charge Attack: Spear Throw - The Horseman throw their spear like a javelin in an attempt to strike a foe from afar. Although the spear is a bit slow, it can deal from decent from very strong damage if it hit the target. Their high arc means that it can be used to attack anyone on high ground or from the other side protected by a wall.
Gimmick: Mechanical Horse - Although the Horseman loses turning speed as they go faster, the mechanical horse is versatile; it doesn't slow down when the Horseman carries an object (including a Big Bomb), have extended wheels to allows the Horseman to travel on water without drowning (although still slightly slowed down), and can fight back if completely blocked by ice magic.	Basic Attack: Impale - The Horseman thrust their spear forward, hitting an enemy for moderate damage. Fairly fast attack rate.
Non-Lock-On Charge Attack: Charge!! - A charging move that, when fully charged, the Horseman charges forward at increased speed to deal strong damage. Time your charge carefully, because a wrong charge will result a nasty counterattack or getting killed by an ambush!
Lock-On Charge Attack: Spear Throw - The Horseman throw their spear like a javelin in an attempt to strike a foe from afar. Although the spear is a bit slow, it can deal from decent from very strong damage if it hit the target. Their high arc means that it can be used to attack anyone on high ground or from the other side protected by a wall.
Gimmick: Mechanical Horse - Although the Horseman loses turning speed as they go faster, the mechanical horse is versatile; it doesn't slow down when the Horseman carries an object (including a Big Bomb), have extended wheels to allows the Horseman to travel on water without drowning (although still slightly slowed down), and can fight back if completely blocked by ice magic.
"Wanna hear a joke? Too bad, I will not, 'cause you're dead." - Jester 	"Wanna hear a joke? Too bad, I will not, 'cause you're dead." - Jester
ImageJesterLoud Joker 	Freshly Baked! | Health: | Range: Ranged | Speed: Slightly slowJester is one bold joker, audacious and maniacal even in situation where being audacious and maniacal would be detrimental. The Jester's specialty is to give a boost of speed to their allies while also causing slowing down enemies by making them laugh. While Jester can get away with making their enemies literally dying in laughter, they won't escape so well if directly confronted in melee combat because of their telegraphed moves and poor melee combat. Be discrete and boost your allies' mood in need!
Basic Attack: Rubber Chicken Slap - Deals poor damage but have a bit reasonable range. Only useful as a last resort.
Non-Lock-On Charge Attack: Jolly Laughter - Charging the Attack button without locking on any enemy will make the Jester telling humorous jokes (we do not hear them though), slightly boosting the allies' speed within the AoE range for a few seconds and remove up to 3 status effects.
Lock-On Attack: Rubbish Slowdown - The Jester throws a rubber chicken to slow down an enemy for two seconds, but the rubber chicken is thrown in a high arc fashion and is a bit slow, making it easy to dodge. For some reasons, it also deals reasonable damage. Charging it will make it thrown faster have have a weird magical feather-inducing laughter with a medium radius that causes multiple enemies to laugh, damage them for two hearts and slow them down for 3 seconds. Allies hit by this move will have up to 3 status effects removed.	Basic Attack: Rubber Chicken Slap - Deals poor damage but have a bit reasonable range. Only useful as a last resort.
Non-Lock-On Charge Attack: Jolly Laughter - Charging the Attack button without locking on any enemy will make the Jester telling humorous jokes (we do not hear them though), slightly boosting the allies' speed within the AoE range for a few seconds and remove up to 3 status effects.
Lock-On Attack: Rubbish Slowdown - The Jester throws a rubber chicken to slow down an enemy for two seconds, but the rubber chicken is thrown in a high arc fashion and is a bit slow, making it easy to dodge. For some reasons, it also deals reasonable damage. Charging it will make it thrown faster have have a weird magical feather-inducing laughter with a medium radius that causes multiple enemies to laugh, damage them for two hearts and slow them down for 3 seconds. Allies hit by this move will have up to 3 status effects removed.
"Now who's the one flattened like a pancake here?" - Cook 	"Now who's the one flattened like a pancake here?" - Cook
ImageCookBusy Gourmet 	Freshly Baked! | Health: | Range: Melee | Speed: Slightly slowThe Cook's pan and roller aren't just for cooking, as these also have impressive knockback power when the melee attack is fully charged. They can also prepare three sort of dishes that grants a different effect to any ally, and the effects are longer than those given by other Classes. Although the Cook is fairly durable and can make their allies deadlier, their combat abilities are restricted to their fairly slow roller attack, leaving the Cook in a disadvantageous position against ranged threats.
Basic Attack: Roller Attack - Deals reasonable damage, but is fairly slow. The Cook can deals up to 3 hearts and from a soft to a big knockback when charged.
Lock-On Attack: Spicy Clobber - The cook clobbers an opponent with a leaping jump following by a smack of his roller. This inflict the Stunning Disorientation status effect for 3 seconds, or inflict Burrowed Hopelessness if fully charged. The amount of leaping distance and damage depends on a charge; uncharged Spicy Clobber deals small damage and only a minuscule leap, but a charged one makes a long and high-arc jump with 
Non-Lock-On Charge: Cook-Off Showdown - The Cook prepares a meal for an ally, which each of the three possible effects lasts for specific amount of seconds. The Cook can change which meal to use by selecting with the right control stick when not using Lock-On. Each meal takes 10 seconds by holding the attack button while not Locking-On any enemy. The meal cooldown if stopped mid-preparation, but the player can resume from the seconds left if going back into cooking quickly. And be careful, the enemies will also eat the meals if they get within your range! 
*Spicy Chili: Increase attacking power for allies by 20%. Lasts for 7 seconds.
*Mushroom Surprise: Causes the recipients to go 30% faster. Lasts for 8 seconds.
*Rocky Chocolate: Makes the recipients to have 20% damage resistance. Lasts for 6 seconds.
*Paincake: This one is different from the other meals; it causes the recipient to explode after 3 seconds (with a cue from a spark from the upper part of the head), with the explosion harmless to the recipient and allies, but harmful to the enemies. This deals up to 2 heart damage and can stack with more allies. Be warned, as the enemies can also use this meal against you by using explosions harmful to you and your allies as well!	Basic Attack: Roller Attack - Deals reasonable damage, but is fairly slow. The Cook can deals up to 3 hearts and from a soft to a big knockback when charged.
Lock-On Attack: Spicy Clobber - The cook clobbers an opponent with a leaping jump following by a smack of his roller. This inflict the Stunning Disorientation status effect for 3 seconds, or inflict Burrowed Hopelessness if fully charged. The amount of leaping distance and damage depends on a charge; uncharged Spicy Clobber deals small damage and only a minuscule leap, but a charged one makes a long and high-arc jump with 
Non-Lock-On Charge: Cook-Off Showdown - The Cook prepares a meal for an ally, which each of the three possible effects lasts for specific amount of seconds. The Cook can change which meal to use by selecting with the right control stick when not using Lock-On. Each meal takes 10 seconds by holding the attack button while not Locking-On any enemy. The meal cooldown if stopped mid-preparation, but the player can resume from the seconds left if going back into cooking quickly. And be careful, the enemies will also eat the meals if they get within your range! 
*Spicy Chili: Increase attacking power for allies by 20%. Lasts for 7 seconds.
*Mushroom Surprise: Causes the recipients to go 30% faster. Lasts for 8 seconds.
*Rocky Chocolate: Makes the recipients to have 20% damage resistance. Lasts for 6 seconds.
*Paincake: This one is different from the other meals; it causes the recipient to explode after 3 seconds (with a cue from a spark from the upper part of the head), with the explosion harmless to the recipient and allies, but harmful to the enemies. This deals up to 2 heart damage and can stack with more allies. Be warned, as the enemies can also use this meal against you by using explosions harmful to you and your allies as well!
===Fat Roles===
Fat RolesUnlike the Basic Classes, the Fat Roles cannot be upgraded while also not being that much easy to use, but compensates with being much stronger than even Upgraded Classes and are much more made for more advanced players who knows how to fit into the required solution for any possible situation.	Fat RolesUnlike the Basic Classes, the Fat Roles cannot be upgraded while also not being that much easy to use, but compensates with being much stronger than even Upgraded Classes and are much more made for more advanced players who knows how to fit into the required solution for any possible situation.
"Shh... Don't tell the enemies that I'll sneak thorough those gates!" - Ninja 	"Shh... Don't tell the enemies that I'll sneak thorough those gates!" - Ninja
ImageNinjaSneaky Slicer 	Health: | Range: Mixed | Speed: Slightly fastYou'd think a ninja would be out of place for a fantasy game? Well, this is the world of Fat Princess, not your average fantasy game, plus ninjas are just too cool to pass on as class idea, so of course you can expect to see them. Ninjas are not as strong as Warriors in term of damage, but they can also throw ninja stars and can turn invisible to sneak by enemies and gates, as well as either assassinating a weakened target or rescuing their Kingdom's Princess while the enemies are busy fighting. Their weapons may be super cool, but its their stealth that what truly makes the Ninjas deadly.
Basic Attack: Katana Attack - The Ninja slashes forward with their katana. Deals moderate damage and have decent attacking speed. Nowhere as strong as the more Melee-oriented classes such as Warriors and Giants, so only use when forced to engage into hand-to-hand combat.
Charge Attack: Shurikens - Also known as Ninja Stars, the Ninja charges his throw before throwing the Ninja Stars. They deals up to two hearts of damage, but the Ninja Stars starts to lose their velocity after traveling around three feet. These projectiles makes up for that by being the fastest projectiles, which while still easy to dodge at long range, can quickly catch a target at mid-range better than other projectiles.
Special Attack: Stealth & Assassination - Mechanically, they are two distinct Special Attacks, but Assassination can only be performed during Stealth. The Ninja becomes invisible, as such they cannot be seen by enemies and can pass thorough them and the gates. This allows the Ninja to sneak behind the enemy line, but be warned, as getting hit by anything, performing Assassination or picking an item will cancels the Stealth. The duration of Stealth is indefinite, but still, be sure to perform what you want or must have to do ASAP.
Speaking of Assassination, its the Ninja's strongest move, which deals 3 and a third hearts damage, making it deadly against injured and stationary target, to kill a Horseman by surprise or to assassinate a Worker. Remember, it will also cancels your Stealth after using it, so don't butch your chance to make an important (or malicious) Assassination.	Basic Attack: Katana Attack - The Ninja slashes forward with their katana. Deals moderate damage and have decent attacking speed. Nowhere as strong as the more Melee-oriented classes such as Warriors and Giants, so only use when forced to engage into hand-to-hand combat.
Charge Attack: Shurikens - Also known as Ninja Stars, the Ninja charges his throw before throwing the Ninja Stars. They deals up to two hearts of damage, but the Ninja Stars starts to lose their velocity after traveling around three feet. These projectiles makes up for that by being the fastest projectiles, which while still easy to dodge at long range, can quickly catch a target at mid-range better than other projectiles.
Special Attack: Stealth & Assassination - Mechanically, they are two distinct Special Attacks, but Assassination can only be performed during Stealth. The Ninja becomes invisible, as such they cannot be seen by enemies and can pass thorough them and the gates. This allows the Ninja to sneak behind the enemy line, but be warned, as getting hit by anything, performing Assassination or picking an item will cancels the Stealth. The duration of Stealth is indefinite, but still, be sure to perform what you want or must have to do ASAP.
Speaking of Assassination, its the Ninja's strongest move, which deals 3 and a third hearts damage, making it deadly against injured and stationary target, to kill a Horseman by surprise or to assassinate a Worker. Remember, it will also cancels your Stealth after using it, so don't butch your chance to make an important (or malicious) Assassination.
"We will make you walk the plank, and I'll steal yer gold!" - Pirate 	"We will make you walk the plank, and I'll steal yer gold!" - Pirate
ImagePirateHot-Headed Sea Dweller 	Health: | Range: Mixed | Speed: AverageIn term of coolness, what once-unorthodox yet nearly equally cool rival that contrasts the Ninja in many ways possible? The Pirate, who have a cutlass and a flintlock pistol with an explosive cannonball coming from nowhere (presumably his team's castle, or a pirate ship behind it). He's seems like a jack-of-all-trade compared to fellow Fat Roles, but don't get us wrong, the Pirate is still very deadly in his own right, and can use the cannonball against a group of distant enemies, and they can still fight on their own just fine with a mix-up attacking disposal.
Basic Attack: Slice'em and Dice'em - The Pirate slashes forward with their cutlass. Deals moderate damage and have decent attacking speed. Nowhere as strong as the more Melee-oriented classes such as Warriors and Giants, so only use it when forced into engaging a hand-to-hand combat.
Charge Attack: Flintlock Shot - To make it short, its functionally the same as the Ninja's Shuriken attack; chargeable attack that can deals up to two hearts. At least the Pirate's Flintlock Shot projectiles can travel at a straight line.
Special Attack: Yaargh! - The name alone doesn't make it easy to guess what it can do, but when the Pirate bellows it, this means that a cannonball will arrives from the X seen only visible by the Pirate and his teammates. The cannonball have as much explosive radius and damage as a Big Bomb, and this can be used for multiple purposes; severely damaging (or even kill) a grouped enemies, damage or destroy the enemy gates, and as a last resort attack against an aggressive enemy. Be warned, as the cannonball can harm the allies, just like the Big Bomb.	Basic Attack: Slice'em and Dice'em - The Pirate slashes forward with their cutlass. Deals moderate damage and have decent attacking speed. Nowhere as strong as the more Melee-oriented classes such as Warriors and Giants, so only use it when forced into engaging a hand-to-hand combat.
Charge Attack: Flintlock Shot - To make it short, its functionally the same as the Ninja's Shuriken attack; chargeable attack that can deals up to two hearts. At least the Pirate's Flintlock Shot projectiles can travel at a straight line.
Special Attack: Yaargh! - The name alone doesn't make it easy to guess what it can do, but when the Pirate bellows it, this means that a cannonball will arrives from the X seen only visible by the Pirate and his teammates. The cannonball have as much explosive radius and damage as a Big Bomb, and this can be used for multiple purposes; severely damaging (or even kill) a grouped enemies, damage or destroy the enemy gates, and as a last resort attack against an aggressive enemy. Be warned, as the cannonball can harm the allies, just like the Big Bomb.
"Fi, fai, fo, yum! I just ate a delicious scum!" - Giant 	"Fi, fai, fo, yum! I just ate a delicious scum!" - Giant
ImageGiantBig Size, Not-So-Small Brain 	Health: | Range: Melee | Speed: Second slowestGiants doesn't look as cool as Pirates and Ninjas, and we can agree, but... Well, I'll put it bluntly, the Giant Class is easily the most damaging class of the game, period. So don't be surprised to be easily massacred or be eaten up when mindlessly facing one, and they are part of the reason why teamwork is very important in this game (not that Giants cannot be team players). Twice and a half the size of a Villager, the Giants may be slow and are big target, but when they managed to reach their targets, things will go pear-shaped... for their enemies. In short, they are made for pure melee destruction.
Basic Attack: Heavy Punt - The Giant punts downward, smashing anything in front of them. Just like the Slapping Attack, they put a Stunning Disorientation status effect, but the effect is also guaranteed. It is slightly slower than the Slapping Attack, but is significantly stronger (2 3/4 Hearts per hit!) to compensate.
Charge Attack: Giant Rampage - A very powerful attack that makes the Giant to punches the ground multiple times, inflicting a short ranged but unblockable tremor. Really handy as a crowd control (or even crowd killing) attack and can be used to destroy barrages and gates at demonic speed.
Special Attack: Eat'em Up! - Absolutely the only player attack that can instantly kill any player character smaller than the Giant, even a Grim Reaper and a Giant Chicken. When a Giant managed to bloodily kill an enemy player with this insta-kill attack, the Giant's health is regenerated by 1 heart per person, and up to three enemies can be hit by this deadly move. If used on an enemy Giant, an enemy Guardian or a boss, they don't get instantly killed but instead receive a whopping 4 and 1/2 heart damage.
Specialty: Huge and Strong - Despite having six hearts, the Giant takes 1/4 less damage from all attacks. Their attacks cannot be blocked as well, so Warriors cannot use their shield in hope to block a Heavy Punt, for instance. The Giant is also strong enough to strike down trees and rocks. Because of their huge size, the Giant cannot pick objects except hats and orbs, so they had to leave the other classes to do pick up a Big Bomb, materials, the Princess (and the Prisoner) and other stuff.	Basic Attack: Heavy Punt - The Giant punts downward, smashing anything in front of them. Just like the Slapping Attack, they put a Stunning Disorientation status effect, but the effect is also guaranteed. It is slightly slower than the Slapping Attack, but is significantly stronger (2 3/4 Hearts per hit!) to compensate.
Charge Attack: Giant Rampage - A very powerful attack that makes the Giant to punches the ground multiple times, inflicting a short ranged but unblockable tremor. Really handy as a crowd control (or even crowd killing) attack and can be used to destroy barrages and gates at demonic speed.
Special Attack: Eat'em Up! - Absolutely the only player attack that can instantly kill any player character smaller than the Giant, even a Grim Reaper and a Giant Chicken. When a Giant managed to bloodily kill an enemy player with this insta-kill attack, the Giant's health is regenerated by 1 heart per person, and up to three enemies can be hit by this deadly move. If used on an enemy Giant, an enemy Guardian or a boss, they don't get instantly killed but instead receive a whopping 4 and 1/2 heart damage.
Specialty: Huge and Strong - Despite having six hearts, the Giant takes 1/4 less damage from all attacks. Their attacks cannot be blocked as well, so Warriors cannot use their shield in hope to block a Heavy Punt, for instance. The Giant is also strong enough to strike down trees and rocks. Because of their huge size, the Giant cannot pick objects except hats and orbs, so they had to leave the other classes to do pick up a Big Bomb, materials, the Princess (and the Prisoner) and other stuff.
"Hey, ground-dwellers, prepare for one hell of an aerial assault!" - Dragon 	"Hey, ground-dwellers, prepare for one hell of an aerial assault!" - Dragon
ImageDragonFire-Breathing Sky Striker 	Freshly Baked! | Health: | Range: Mixed | Speed: Slightly slowThe Magical Hat is upgraded to have a new and cool Fat Role class, namely the Dragon! Granted, it only grants a draconian armor with functioning wings, but nonetheless, who couldn't resist swooping in the sky breathing fire at the enemies? This is what the Dragon class can do, and although they are slow on ground traveling, they are quite faster in comparison when gliding. They are also the only Class capable of double jumping in order to increase their efficiency of their gliding, but they will fall when they hit by any attacks.
Basic Attack: Claw Swipe - Slightly stronger than the Ninja's Katana and the Pirate's Cutlass, the Dragon's Claw Swipe allows them to aggressively mowl their foe.
Charge Attack: Sweep - The Dragon charges forward and damage a single ally. Unlike the Horseman's charging attack, the Sweep attack ends when hitting a single target, but makes up for a much heavier knockback, and even an enemy Giant or Guardian is mildly knocked back when hit by this move. If used in the air, the Dragon chases into the targeted enemy, but the turning speed is slow and the Dragon swoop low enough for the enemy to jump over with proper timing.
Special Attack: Hell of a Breath - The Dragon breathes a big, slow moving but powerful fireball that explode with medium radius on contact, and it burns enemies who get by the fireball and explosion as well. This deals 2 1/2 heart damage in addition to the burn damage, and unlike other fire attacks, it can also heavily damage buildings and structures.
Specialty: Aerial Beast - The Dragon can double jump, and holding the jump button will make the Dragon to glide. The turning speed is a little slow, but the Dragon moves much faster, and the Dragon is able to do so when holding an item such as a Big Bomb. Getting hit by anything will cause the Dragon to lose the Gliding, but if the player presses the jump button quick enough, the Dragon can reprise their gliding but at a lower altitude.	Basic Attack: Claw Swipe - Slightly stronger than the Ninja's Katana and the Pirate's Cutlass, the Dragon's Claw Swipe allows them to aggressively mowl their foe.
Charge Attack: Sweep - The Dragon charges forward and damage a single ally. Unlike the Horseman's charging attack, the Sweep attack ends when hitting a single target, but makes up for a much heavier knockback, and even an enemy Giant or Guardian is mildly knocked back when hit by this move. If used in the air, the Dragon chases into the targeted enemy, but the turning speed is slow and the Dragon swoop low enough for the enemy to jump over with proper timing.
Special Attack: Hell of a Breath - The Dragon breathes a big, slow moving but powerful fireball that explode with medium radius on contact, and it burns enemies who get by the fireball and explosion as well. This deals 2 1/2 heart damage in addition to the burn damage, and unlike other fire attacks, it can also heavily damage buildings and structures.
Specialty: Aerial Beast - The Dragon can double jump, and holding the jump button will make the Dragon to glide. The turning speed is a little slow, but the Dragon moves much faster, and the Dragon is able to do so when holding an item such as a Big Bomb. Getting hit by anything will cause the Dragon to lose the Gliding, but if the player presses the jump button quick enough, the Dragon can reprise their gliding but at a lower altitude.
===Upgrade Classes===
Upgrade ClassesIf the name alone doesn't tells you enough, the Upgrade Classes are advanced version of the standard classes by upgrading the respective building. The players can switch between their advanced class and the respective standard class by pressing the Triangle button. The Villager Class and the Fat Roles cannot be Upgraded.	Upgrade ClassesIf the name alone doesn't tells you enough, the Upgrade Classes are advanced version of the standard classes by upgrading the respective building. The players can switch between their advanced class and the respective standard class by pressing the Triangle button. The Villager Class and the Fat Roles cannot be Upgraded.
"Charge!! That's right, I will charge right up your ass!" - Glaive Warrior 	"Charge!! That's right, I will charge right up your ass!" - Glaive Warrior
ImageGlaive WarriorBrash Polearm Battler 	Health: | Range: Melee | Speed: AverageGlaive Warriors are the more aggressive Warriors that charges ahead and slashes the enemies like there is no tomorrow. Their charge attack is essential to take out a high priority target because of its quick but deadly slash. However, the Glaive Warrior have no shield to protect against attacks, so it either need to quickly approach the enemy and finish them off, or return to Warrior if facing multiple projectile enemies.
Basic Attack: Hack and Slash - Slashes forward. Cover a bit more range than Warrior's sword attack, but is a bit slower.
Charge Attack: Glaive Charge - Fully charging the attack will cause the Glaive Warrior to charge forward and brutally slashes twice. The two slashes deals 3 hearts, which can one-hit kill most classes (take the Giants' new damage resistance into account however) if aimed right. It can also be used to go faster, to quickly escape and to take a hit from a deadly projectile to protect a dear ally! Be warned, as it also have a mild cooldown after use.	Basic Attack: Hack and Slash - Slashes forward. Cover a bit more range than Warrior's sword attack, but is a bit slower.
Charge Attack: Glaive Charge - Fully charging the attack will cause the Glaive Warrior to charge forward and brutally slashes twice. The two slashes deals 3 hearts, which can one-hit kill most classes (take the Giants' new damage resistance into account however) if aimed right. It can also be used to go faster, to quickly escape and to take a hit from a deadly projectile to protect a dear ally! Be warned, as it also have a mild cooldown after use.
"Here's a magic trick! Presto, I froze you into a man popsicle!" - Ice Mage 	"Here's a magic trick! Presto, I froze you into a man popsicle!" - Ice Mage
ImageIce MageBlizzard Wizard 	Health: | Range: Ranged | Speed: AverageIce Mages aren't made for damage, but rather to put enemies on ice to either slow them down or completely immobile. Although completely frozen enemies cannot be harmed by any attacks except explosives or fire attacks, their immobility is a good cue for retreating if you have injured friends to save. Would you be able to use the freezing power as the Ice Mage, or would your power be melted and become compared to the ice age?
Non-Lock-On Attack: Freeze! - Cast an ice spell around the Ice Mage, either slowing down the enemies or completely freeze them depending on the amount of power charged. Only the initial attack hurts the enemies; the enemies will be harmlessly get out of the ice if thawed out other than from friendly or enemy Fire Mages.
Lock-On Attack: Sub-Zero Precision - Freeze a single enemy on the spot, and this attack charges faster than the Freeze attack. The Ice Blocked status also lasts a bit longer (up to another second).
Status Effect: Frozen Feet and Ice Blocked - Frozen Feet mildly slows down the victims of this status from 20% to 50%. In the meanwhile, Ice Blocked fully immobilize the victims by ceasing them into ice, but the victims cannot be harmed in any ways except from explosions, hazards or fire attacks.	Non-Lock-On Attack: Freeze! - Cast an ice spell around the Ice Mage, either slowing down the enemies or completely freeze them depending on the amount of power charged. Only the initial attack hurts the enemies; the enemies will be harmlessly get out of the ice if thawed out other than from friendly or enemy Fire Mages.
Lock-On Attack: Sub-Zero Precision - Freeze a single enemy on the spot, and this attack charges faster than the Freeze attack. The Ice Blocked status also lasts a bit longer (up to another second).
Status Effect: Frozen Feet and Ice Blocked - Frozen Feet mildly slows down the victims of this status from 20% to 50%. In the meanwhile, Ice Blocked fully immobilize the victims by ceasing them into ice, but the victims cannot be harmed in any ways except from explosions, hazards or fire attacks.
"Those morons better not laugh at the darkness. Lest I will plunge them into madness!" - Dark Priest 	"Those morons better not laugh at the darkness. Lest I will plunge them into madness!" - Dark Priest
ImageDark PriestViolence and Hex 	Health: | Range: Ranged | Speed: AverageDark Priests are the Light Priests that is said to have fallen into darkness... actually, its simply the Light Priests who have the darkness plunged into them, and like any Upgraded Classes, the Dark Priests can switch back and forth between the Dark and Light Priest at will. That aside, the Dark Priests focus on bringing misery and despair into the enemies by inflicting disorienting curses and draining their health.
Basic Attack: Curse You! - Like the Light Priest, the Dark Priest swings their rod forward to damage an enemy. Weak like the Light Priest's basic attack, so only use it if you drained nearly all of the enemy's health and that there is no ally to finish the dirty job.
Non-Lock-On Attack: Cursing Curse - Inflict Calamitous Curse on the enemies within the Dark Priest's AoE range. The longer the attack is charged, the longer the status effect will last. Be warned that it deals no damage.
Lock-On Attack: Cruel Life Drainer - Drain the health of a targeted enemy, slowly but cruelly. The Dark Priest also slowly heals itself when using this attack. This attack cannot kill an enemy as it locks into 1/4 heart left, and then this happens, the Dark Priest cannot heal itself further, requiring an ally or a melee attack to finish the job.
Status Effect: Calamitous Curse - Disorient the victims similarly to the Stunning Disorientation. While Stunning Disorientation is completely random, Calamitous Curse only mildly disorient the direction but causes the victims to attack a little more slowly as well.	Basic Attack: Curse You! - Like the Light Priest, the Dark Priest swings their rod forward to damage an enemy. Weak like the Light Priest's basic attack, so only use it if you drained nearly all of the enemy's health and that there is no ally to finish the dirty job.
Non-Lock-On Attack: Cursing Curse - Inflict Calamitous Curse on the enemies within the Dark Priest's AoE range. The longer the attack is charged, the longer the status effect will last. Be warned that it deals no damage.
Lock-On Attack: Cruel Life Drainer - Drain the health of a targeted enemy, slowly but cruelly. The Dark Priest also slowly heals itself when using this attack. This attack cannot kill an enemy as it locks into 1/4 heart left, and then this happens, the Dark Priest cannot heal itself further, requiring an ally or a melee attack to finish the job.
Status Effect: Calamitous Curse - Disorient the victims similarly to the Stunning Disorientation. While Stunning Disorientation is completely random, Calamitous Curse only mildly disorient the direction but causes the victims to attack a little more slowly as well.
"Don't make me blast you, and then slap you!" - Blunderbuss Ranger 	"Don't make me blast you, and then slap you!" - Blunderbuss Ranger
ImageBlunderbuss RangerSteady, Aim, Kapow 	Health: | Range: Ranged | Speed: Slightly FastThe Blunderbuss Ranger is the Upgraded version of the Ranger capable of blasting a spray of bullets, dealing more damage than the Bow Ranger. Like standard Rangers, the Blunderbuss Rangers are best for defense because of their slow charging speed and slight cooldown, and as such, will comes in handy to provide much needed backbone against invading Warriors, Workers, Ninjas, Pirates and Giants.
Basic Attack: Blunderbuss Shot - Loads a little slower than the arrow, but deals more damage at close range and have a fall down damage because of the shots spreading out. Be sure to get close enough to maximize damage, but not too close to the point where the Melee target can reach and potentially kill you!
Difference from Bow Ranger: Blazin' Shots - Unlike the Bow Ranger's arrows that can now burn a target if successfully hit but deals the same damage otherwise, the Blunderbuss Ranger retains the same boosted damage if lighted into flame like in the original Fat Princess game.
Crucial Fix: No More Double-Shooting - Remember the infamous Double-Shooting that is despised by both allies and enemies does to how kill-stealing and fast-killing it is? Now attempting to switch between Bow and Blunderbuss will only results a delayed reloading animation. Shoot with skill, not with cheap tactics!	Basic Attack: Blunderbuss Shot - Loads a little slower than the arrow, but deals more damage at close range and have a fall down damage because of the shots spreading out. Be sure to get close enough to maximize damage, but not too close to the point where the Melee target can reach and potentially kill you!
Difference from Bow Ranger: Blazin' Shots - Unlike the Bow Ranger's arrows that can now burn a target if successfully hit but deals the same damage otherwise, the Blunderbuss Ranger retains the same boosted damage if lighted into flame like in the original Fat Princess game.
Crucial Fix: No More Double-Shooting - Remember the infamous Double-Shooting that is despised by both allies and enemies does to how kill-stealing and fast-killing it is? Now attempting to switch between Bow and Blunderbuss will only results a delayed reloading animation. Shoot with skill, not with cheap tactics!
"Outta my way, I got bombs to carry thorough!" - Bomb Worker 	"Outta my way, I got bombs to carry thorough!" - Bomb Worker
ImageBomb WorkerBombs Away! 	Health: | Range: Ranged | Speed: Slightly FastBomb Worker is a crowd control Upgraded Class that is capable of lobbing bombs into enemies, obstacles, gates and blocked paths, allowing the paths to be cleared out. A single Bomb Worker alone isn't something to take on a whole army, but when discrete, it can deploy a bombastic assault into distracted group of enemies! But be warned, the lobed bombs travel at medium high arc, which means they can be dodged easily if they see the bombs coming, and the bombs can even fly above the target and miss!
Basic Attack: Bomb Lob - Lob a bomb forward or at a targeted enemy. Charging will make the bomb to burn (do not worry, it will not explode in your face) and have longer range, slightly increased damage and slightly increased explosion radius.
Difference from Worker: No Tools, Only Bombs - The Bomb Worker cannot build and repair buildings, gates and other stuff, so they have to switch back into regular Worker with the Triangle button to do those tasks. Be sure that there are no enemies in sight, because after all, safety first!
Similarity with Worker: Can Still Destroy - The Bomb Worker can still destroy trees and rocks, as well as destroying better damage on buildings and gates. Be sure to know where the bombs can land for maximum damage!	Basic Attack: Bomb Lob - Lob a bomb forward or at a targeted enemy. Charging will make the bomb to burn (do not worry, it will not explode in your face) and have longer range, slightly increased damage and slightly increased explosion radius.
Difference from Worker: No Tools, Only Bombs - The Bomb Worker cannot build and repair buildings, gates and other stuff, so they have to switch back into regular Worker with the Triangle button to do those tasks. Be sure that there are no enemies in sight, because after all, safety first!
Similarity with Worker: Can Still Destroy - The Bomb Worker can still destroy trees and rocks, as well as destroying better damage on buildings and gates. Be sure to know where the bombs can land for maximum damage!
"Have at them! Move up, move up, move up!" - Cavalier 	"Have at them! Move up, move up, move up!" - Cavalier
ImageCavalierHead Charging Lancer 	Freshly Baked! | Health: | Range: Melee | Speed: FastestCavaliers are fast like the Horseman, but while they have better steering, they are also limited to melee because of the weight of their lance. Fear not, as the lance in question deals strong damage at each hit! This allows the Horseman to take care of pesky ranged foes that attempted to run away, but the lack of ranged attack and still having three Hearts means that the Cavalier can be killed quickly by its own recklessness and timed attacks.
Basic Attack: Lance Stab - A single stab deals up to 1 and 1/2 Heart damage, and is fairly fast by itself.
Charge Attack: Lance Flurry - Ferociously stabs multiple times in a row in a rapid fashion, with each stab dealing 1/2 Heart. It can hit up to from four to eight times depending on the charge, dealing up to four Heart damage overall. Each stab also have a strong knockback and cover a wide range.
Other Upgrade: Improved Mobility - The Cavalier have better steering speed than regular Horseman. This allows the Cavalier to travel more safely at the cost of being more difficult to stay put at higher speed.	Basic Attack: Lance Stab - A single stab deals up to 1 and 1/2 Heart damage, and is fairly fast by itself.
Charge Attack: Lance Flurry - Ferociously stabs multiple times in a row in a rapid fashion, with each stab dealing 1/2 Heart. It can hit up to from four to eight times depending on the charge, dealing up to four Heart damage overall. Each stab also have a strong knockback and cover a wide range.
Other Upgrade: Improved Mobility - The Cavalier have better steering speed than regular Horseman. This allows the Cavalier to travel more safely at the cost of being more difficult to stay put at higher speed.
"One, two, three... and up you go!" - Juggler 	"One, two, three... and up you go!" - Juggler
ImageJugglerTalented Prankster 	Freshly Baked! | Health: | Range: Ranged | Speed: Varies Jugglers are Upgraded Jesters capable of juggling balls and throw them at the enemies. The Jugglers are initially much faster than the Jesters, but become slower when juggling more and more balls, but this also allows the Jugglers to throw more balls at once. Each ball can deal hefty damage and cause a foe to slip and take damage, allowing for covering a ground... though the balls can be picked up by allies and enemies alike.
Basic Attack: Kicking Under the Belt - A single kick in you know where, based on the name. Although it deals weak damage, it can stun an enemy for a second.
Charge Attack: Ball Throw - Minimum charge will make the Juggler to throw a single ball, with the middle throwing the average amount of all balls the Juggler juggles at the moment. Maximum charge will have the Juggler to throw them all, and each ball deals a hefty 1 1/2 Heart damage.
Gimmick: Juggling Balls - Pressing the Pick Item button while not being near any item to summon up to five balls. At zero, the Juggler is as fast as a Worker, but each ball that the Juggler juggles makes it 5% slower. The Juggling Balls that rolls on the ground can make an enemy trip and takes 1/2 heart damage as well as interrupted attack, but both allies and enemies alike can pick them up and throw them for the same amount of damage.	Basic Attack: Kicking Under the Belt - A single kick in you know where, based on the name. Although it deals weak damage, it can stun an enemy for a second.
Charge Attack: Ball Throw - Minimum charge will make the Juggler to throw a single ball, with the middle throwing the average amount of all balls the Juggler juggles at the moment. Maximum charge will have the Juggler to throw them all, and each ball deals a hefty 1 1/2 Heart damage.
Gimmick: Juggling Balls - Pressing the Pick Item button while not being near any item to summon up to five balls. At zero, the Juggler is as fast as a Worker, but each ball that the Juggler juggles makes it 5% slower. The Juggling Balls that rolls on the ground can make an enemy trip and takes 1/2 heart damage as well as interrupted attack, but both allies and enemies alike can pick them up and throw them for the same amount of damage.
"Ferme ton amuse-geule and walk away, ragazzino!" - Chief 	"Ferme ton amuse-geule and walk away, ragazzino!" - Chief
ImageChefLoudmouthed Cuistot 	Freshly Baked! | Health: | Range: Melee | Speed: Slightly Slow Chefs are Upgraded Cooks capable of dishing meals that are more deluxe and delicious, or so they'd thought. Nonetheless, they also know how to make use of the more foul meals against enemies as the effects will give small negations. While those negations are small at first, they can still make a difference between saving allies and ends up failing to do so, seeing them dead and put off your chef hat in pure shame. Nonetheless, they are weaker in combat compared to the Cooks, who at least have decent melee fire power.
Basic Attack: Pan of Pain - A pan with fairly weak power but can bounce back bombs and other solid objects except arrows. Charging while holding the Lock-On Button it will increase damage (up to 2 Heart damage) and increase distance of bounced back solid objects. It also have a decent knockback but the knockback remains the same regardless of charge.
Non-Lock-On Charge Attack: Un-Appetizer - Give out foul meals that will hinder the enemies in various ways. The longer the charge, the longer the negative effects will last, but it takes 12 seconds to fully charge. The following meals are;
* Stomachache Carrots: Hard carrots that are difficult to digest. Reduce enemies' attacking speed by 15% for from 3 seconds to 8 seconds.
* Belch Gumbo: A gumbo that isn't what a gumbo is supposed to be, but someone nevertheless made a very bad one. Causes the enemies to quickly drop what are they holding (except the Princess of either side). This also prevent them from charging for from 2 to 5 seconds.
*Devil's Cake: This does looks very delicious (and it is!), but it also inflict a strange curse does to some odd "secret ingredients". This inflict reversed movement for from 4 to 8 seconds.
*Cactus Juice: Cactus Juice in general only leaves the drinker to be more thirsty if not well prepared... like the one the Chef purposefully made it that way. The Chef's weaponized Cactus Juice prevent healing in any sort (even the Giant's Eat'em Up) for from 5 to 10 seconds, making a prickly situation for the enemy Priests!	Basic Attack: Pan of Pain - A pan with fairly weak power but can bounce back bombs and other solid objects except arrows. Charging while holding the Lock-On Button it will increase damage (up to 2 Heart damage) and increase distance of bounced back solid objects. It also have a decent knockback but the knockback remains the same regardless of charge.
Non-Lock-On Charge Attack: Un-Appetizer - Give out foul meals that will hinder the enemies in various ways. The longer the charge, the longer the negative effects will last, but it takes 12 seconds to fully charge. The following meals are;
* Stomachache Carrots: Hard carrots that are difficult to digest. Reduce enemies' attacking speed by 15% for from 3 seconds to 8 seconds.
* Belch Gumbo: A gumbo that isn't what a gumbo is supposed to be, but someone nevertheless made a very bad one. Causes the enemies to quickly drop what are they holding (except the Princess of either side). This also prevent them from charging for from 2 to 5 seconds.
*Devil's Cake: This does looks very delicious (and it is!), but it also inflict a strange curse does to some odd "secret ingredients". This inflict reversed movement for from 4 to 8 seconds.
*Cactus Juice: Cactus Juice in general only leaves the drinker to be more thirsty if not well prepared... like the one the Chef purposefully made it that way. The Chef's weaponized Cactus Juice prevent healing in any sort (even the Giant's Eat'em Up) for from 5 to 10 seconds, making a prickly situation for the enemy Priests!
===Side Upgrade Classes===
Side Upgrade ClassesBy transporting three Magic Rocks into any building, that building can be given an alternative Upgraded Hat (alongside standard Upgraded Hat if already upgraded) which results a Sidegrade Class, allowing a different Upgraded Class with different specializations. Like the Upgraded Classes, the Sidegraded Classes can also switch back into the Basic version with the Class Switch button.
Fat Roles can also switch into a Sidegrade by holding a Magic Rock (even as a Giant), and once all buildings are Magically Sidegraded, Magic Rocks are put right next the Magical Hat for easier access.
The Side Upgrade Classes are all Freshly Baked.	Side Upgrade ClassesBy transporting three Magic Rocks into any building, that building can be given an alternative Upgraded Hat (alongside standard Upgraded Hat if already upgraded) which results a Sidegrade Class, allowing a different Upgraded Class with different specializations. Like the Upgraded Classes, the Sidegraded Classes can also switch back into the Basic version with the Class Switch button.
Fat Roles can also switch into a Sidegrade by holding a Magic Rock (even as a Giant), and once all buildings are Magically Sidegraded, Magic Rocks are put right next the Magical Hat for easier access.
The Side Upgrade Classes are all Freshly Baked.
"Together, the endless glory will be upon us!" - Captain 	"Together, the endless glory will be upon us!" - Captain
ImageCaptainWarmongering Commander 	Health: | Range: Melee | Speed: AverageThe Warrior Captains are more focused of a mix-up between offensive and supportive, being able to dish strong damage, and also able to give an attack power boost for itself and allies. This can stack with Chef's meals (but not with other Captain's Rally), and proper use of the Rally support can make a difference between a glorious victory, or a horrid defeat. Like the Glaive Warrior, the Captain don't have access to the shield and must manually switch back into Warrior if dealing with projectile-heavy enemies.
Basic Attack: Double Blades - Slashes forward twice, which deals 1.5x more damage than a Warrior's uncharged attack if both attack hits. Both slashes are a bit slow, but timing well will allows the Captain to deal plenty of damage, especially if boosted by his Rally.
Charge Attack: Rally - The Captain encourages his teammates to push harder, giving himself and his allies within the AoE radius a boost of attacking prowess by 20% for up to 5 seconds depended on the amount of charge. If timed right, the Captain will be able to turn the tide and give his teammates a temporary advantage. The animation had to be completed before the effect take place, so stay in a safe place until the effect begins.	Basic Attack: Double Blades - Slashes forward twice, which deals 1.5x more damage than a Warrior's uncharged attack if both attack hits. Both slashes are a bit slow, but timing well will allows the Captain to deal plenty of damage, especially if boosted by his Rally.
Charge Attack: Rally - The Captain encourages his teammates to push harder, giving himself and his allies within the AoE radius a boost of attacking prowess by 20% for up to 5 seconds depended on the amount of charge. If timed right, the Captain will be able to turn the tide and give his teammates a temporary advantage. The animation had to be completed before the effect take place, so stay in a safe place until the effect begins.
"Ka-Zap! That's a shocking killing spree, am I right?" - Lightning Mage 	"Ka-Zap! That's a shocking killing spree, am I right?" - Lightning Mage
ImageLightning MageHair-Rising Magician 	Health: | Range: Ranged | Speed: AverageWhen there's hot and fire, there's cold and ice. And there's also the third obligatory mage-affiliated element among the elements, the lightning! Although the AoE radius is shorter than the other Mages' AoE attack, it makes up for brute and pushy damage, allowing the Lightning Mage and their teammates to push forward. Be warned, as like the other Mages, the Lightning Mage's health is still four Hearts, which means it isn't made for prolonged fight.
Lock-On Attack: Chia Ka-Zap - Launches a lightning bolt to the enemy. While it deals less damage than the Mage's Fire attack overall, the projectile is very fast, being able to hit even a flying Dragon without much problem. A fully charged Chia Ka-Zap deals 2 full Hearts damage.
Non-Lock-On Attack: Mega Ka-Zap - While the AoE radius is 200 unit hammer smaller than the other Mages' AoE attack, it makes up for extra power and strong knockback. The Lightning Mage charges up electricity around them, before launching a circle of powerful lightning bolts. A fully charged Mega Ka-Zap deals 3 1/4 Heart damage and provide hefty knockback.	Lock-On Attack: Chia Ka-Zap - Launches a lightning bolt to the enemy. While it deals less damage than the Mage's Fire attack overall, the projectile is very fast, being able to hit even a flying Dragon without much problem. A fully charged Chia Ka-Zap deals 2 full Hearts damage.
Non-Lock-On Attack: Mega Ka-Zap - While the AoE radius is 200 unit hammer smaller than the other Mages' AoE attack, it makes up for extra power and strong knockback. The Lightning Mage charges up electricity around them, before launching a circle of powerful lightning bolts. A fully charged Mega Ka-Zap deals 3 1/4 Heart damage and provide hefty knockback.
"That's it... It's the hard way for all of you, then!" - Hard Light Priest 	"That's it... It's the hard way for all of you, then!" - Hard Light Priest
ImageHard Light PriestNot-So Gentle Healer 	Health: | Range: Mixed | Speed: AverageThought that Light Priests aren't made for combat, and that Dark Priests are more useful for disruption than actually killing foes? Meet the Hard Light Priests, capable of doing decent damage and able to heal allies from a distance with their morning star, and such morning star can fling spiked balls as a long-ranged attack as well. While their healing power isn't as quick as the regular Light Priest, their long-ranged attacks and even decent melee damage makes up for it. In short, don't [censored] with a combat healer.
Basic Attack: Starry Spike - The Hard Light Priest strikes an opponent with his morning star. Deals 1 Heart pet hit and is fairly quick, so don't stay near a Hard Light Priest unless you are a Melee-oriented class!
Non-Lock-On Charge: Healing Spikes - The camera zooms out a bit as the Hard Light Priest charges to lob spiky balls of light onward, which have moderate arc and moderately fast speed. This heals allies at up to 2 1/2 Hearts and damage enemies by the same amount. A circle of light indicate where the hard-light projectiles will fall into.
Lock-On Charge: Dunking Light - The Hard Light Priest enlarge the morning star's spiked ball a bit as they prepares for a long-range strike. A fully charged Dunking Light will deals 2 2/3 Heart Damage, and as the spiked bal lands, a small AoE around the ball is summoned to heal allies by 2/3 Heart per second. This counts as a melee attack, as the Guardian Class cannot reflect it.
Perk: Long-Ranged - The Hard Light Priest can use Lock-On even at a far distance, allowing them to focus on a distant threat. However, the map is zoomed out, so stay in a safe place because you might not be able to completely see well what's around the Hard Light Priest!	Basic Attack: Starry Spike - The Hard Light Priest strikes an opponent with his morning star. Deals 1 Heart pet hit and is fairly quick, so don't stay near a Hard Light Priest unless you are a Melee-oriented class!
Non-Lock-On Charge: Healing Spikes - The camera zooms out a bit as the Hard Light Priest charges to lob spiky balls of light onward, which have moderate arc and moderately fast speed. This heals allies at up to 2 1/2 Hearts and damage enemies by the same amount. A circle of light indicate where the hard-light projectiles will fall into.
Lock-On Charge: Dunking Light - The Hard Light Priest enlarge the morning star's spiked ball a bit as they prepares for a long-range strike. A fully charged Dunking Light will deals 2 2/3 Heart Damage, and as the spiked bal lands, a small AoE around the ball is summoned to heal allies by 2/3 Heart per second. This counts as a melee attack, as the Guardian Class cannot reflect it.
Perk: Long-Ranged - The Hard Light Priest can use Lock-On even at a far distance, allowing them to focus on a distant threat. However, the map is zoomed out, so stay in a safe place because you might not be able to completely see well what's around the Hard Light Priest!
"I better not miss my track... This dumb fella will taste poisonous defeat!" - Sniper Ranger	"I better not miss my track... This dumb fella will taste poisonous defeat!" - Sniper Ranger
ImageSniper RangerSneaky Poisoning Snake 	Health: | Range: Ranged | Speed: Slightly FastWhile the Rangers are long-ranged killers, the Sniper Ranger is a longer-ranged assassin, focusing on taking out a priority target at range with his poison darts. Although nearly helpless in close combat, the Sniper Rangers can prove helpful for taking down Priests and Workers to impede the enemy team's progress, as well as other ranged foes that will give non-Warrior close range teammates a hard time. We already told you that they are nearly helpless in close combat, so if you play as one, be as distant and discrete as you can.
Basic Attack: Poison Dart - By far the longest ranged attack thanks to the Sniper's Long Range Perk, the Sniper Ranger shoots a poison dart out of a special powder gun. This attack is chargeable and doesn't change when Locking-On a target. Longer charge will have the range increased for the Poison Dart to travel. Maximum base damage deals 1 1/2 heart, with the Poisonous Peril condition taking into consideration.
Conditional: Toxic-Burn Dart - Set the Poison Darts ablaze to deals an extra Heart base damage for twenty seconds.
Status Condition: Poisonous Peril - The victim will be damaged by 1/2 Heart per second, and lasts for up to 5 seconds, which deals 2 1/2 total. Full damage with the maximum base damage of the Poison Dart makes for a total of 4 Heart damage, enough to kill any Class with four Hearts! However, it can be healed away with a Priest's Healing Beam or a half full Heavenly Circle, and the poisoned victim can still use self-healing methods to avoid losing too many HP too quickly.
Perk: Long-Ranged - Like the Hard Light Priest, the Sniper Ranger can use Lock-On even at a far distance, allowing them to focus on a distant threat. However, the map is zoomed out, so stay in a safe place because you might not be able to completely see well what's around the Sniper Ranger!	Basic Attack: Poison Dart - By far the longest ranged attack thanks to the Sniper's Long Range Perk, the Sniper Ranger shoots a poison dart out of a special powder gun. This attack is chargeable and doesn't change when Locking-On a target. Longer charge will have the range increased for the Poison Dart to travel. Maximum base damage deals 1 1/2 heart, with the Poisonous Peril condition taking into consideration.
Conditional: Toxic-Burn Dart - Set the Poison Darts ablaze to deals an extra Heart base damage for twenty seconds.
Status Condition: Poisonous Peril - The victim will be damaged by 1/2 Heart per second, and lasts for up to 5 seconds, which deals 2 1/2 total. Full damage with the maximum base damage of the Poison Dart makes for a total of 4 Heart damage, enough to kill any Class with four Hearts! However, it can be healed away with a Priest's Healing Beam or a half full Heavenly Circle, and the poisoned victim can still use self-healing methods to avoid losing too many HP too quickly.
Perk: Long-Ranged - Like the Hard Light Priest, the Sniper Ranger can use Lock-On even at a far distance, allowing them to focus on a distant threat. However, the map is zoomed out, so stay in a safe place because you might not be able to completely see well what's around the Sniper Ranger!
"Huzzah! I broke your stupid skeleton like a stone!" - Pickaxe Worker 	"Huzzah! I broke your stupid skeleton like a stone!" - Pickaxe Worker
ImagePickaxe WorkerRough Wrecker 	Health: | Range: Melee | Speed: Slightly FastThe Pickaxe Workers aren't as effective to cut trees as standard Workers, but they will make up for that with better attacking power and consistent but soft knockback. This allows the Pickaxe Workers to put more firepower and push-back to deteriorate rushing fiends. The pixaxe can also be used to bounce back large objects such as Big Bombs, and have better building destruction than standard Workers! However, the attack is slower and leaves the Worker without a mean of defense against aggressive Melee enemies.
Basic Attack: Pickaxe Dunk - The Pickaxe Worker slams the enemy with their pickaxe. A fully charged Pickaxe Dunk will deals 3 full Hearts, which is enough to kill a Horseman! A single swing of a pickaxe will also shatter rocks, which allows faster collection for Metals or Magic Rocks.
Difference from Worker: Still No Other Tools! - Like the Bomb Worker, the Pickaxe Worker have no access of the building tools. Because of that, the Worker have to switch back into the standard Worker in order to build or fix buildings.
Perk: Smash and Pounce! - The Pickaxe Worker can shatter rocks and buildings faster than most other classes, but still not as much as the Giant's Rampage attack. The pickaxe can also be used to bounce back Big Bombs, Magic Potions and other objects, with the collision damage being upped to 1 1/2 Heart damage. A Charged Pickaxe Dunk increases the maximum range for pounced objects.	Basic Attack: Pickaxe Dunk - The Pickaxe Worker slams the enemy with their pickaxe. A fully charged Pickaxe Dunk will deals 3 full Hearts, which is enough to kill a Horseman! A single swing of a pickaxe will also shatter rocks, which allows faster collection for Metals or Magic Rocks.
Difference from Worker: Still No Other Tools! - Like the Bomb Worker, the Pickaxe Worker have no access of the building tools. Because of that, the Worker have to switch back into the standard Worker in order to build or fix buildings.
Perk: Smash and Pounce! - The Pickaxe Worker can shatter rocks and buildings faster than most other classes, but still not as much as the Giant's Rampage attack. The pickaxe can also be used to bounce back Big Bombs, Magic Potions and other objects, with the collision damage being upped to 1 1/2 Heart damage. A Charged Pickaxe Dunk increases the maximum range for pounced objects.
"Yippie ka-yay, mud munchers!" - Bull Rider 	"Yippie ka-yay, mud munchers!" - Bull Rider
ImageBull RiderRider of Horned Contraption 	Health: | Range: Mixed | Speed: FastestBull Riders are the Side Upgrade of the Horseman, trading their lance for the long-ranged lasso. The mechanical bull also have an ability to directly damage enemies by simply ramming into them, no button pressing needed. Although the steering power is a bit lower than the Horsemen's, the Bull Riders make up for that by more firepower, allowing them to quickly dispatch a high value target. Be warned, as the lasso isn't very damaging and the Bull Riders will become very vulnerable to close-combat units who managed to dodge the Bull Bash.
Basic Attack: Bull Bash - Unlike the other Basic Attacks, this attack automatically activate on any enemy right near of the mechanical bull. The attack is slow, but deals 2 Hearts at minimum speed and a skull shattering 3 3/4 hearts at maximum speed!
Ranged Attack: Rodeo Pull - The Bull Rider throws the head of the lasso on an enemy or an object, and then pull them at very close range. Charging the lasso will make it thrown a bit faster and further than normal. Although the lasso itself doesn't deals damage on hit, the Bull Bash will deal an additional half-Heart damage, which can instantly kills any Class with four hearts such as Priests at full speed! The lasso is a bit slow at minimum speed and barely faster than the Bull Rider at maximum speed, so if the enemies sees it coming, they might dodge even the lasso!
Other Upgrade: Durable Bull - Although the Bull Rider still have three Hearts like the Horseman, it takes no damage from hazards... except lava and flames, as the mechanical bull is made of wood. In addition, it is fully immune to knockback of any sort except for a very, very few that are very powerful, which means that no regular knockback will stop the Bull Rider from fiercely charging thorough enemies!	Basic Attack: Bull Bash - Unlike the other Basic Attacks, this attack automatically activate on any enemy right near of the mechanical bull. The attack is slow, but deals 2 Hearts at minimum speed and a skull shattering 3 3/4 hearts at maximum speed!
Ranged Attack: Rodeo Pull - The Bull Rider throws the head of the lasso on an enemy or an object, and then pull them at very close range. Charging the lasso will make it thrown a bit faster and further than normal. Although the lasso itself doesn't deals damage on hit, the Bull Bash will deal an additional half-Heart damage, which can instantly kills any Class with four hearts such as Priests at full speed! The lasso is a bit slow at minimum speed and barely faster than the Bull Rider at maximum speed, so if the enemies sees it coming, they might dodge even the lasso!
Other Upgrade: Durable Bull - Although the Bull Rider still have three Hearts like the Horseman, it takes no damage from hazards... except lava and flames, as the mechanical bull is made of wood. In addition, it is fully immune to knockback of any sort except for a very, very few that are very powerful, which means that no regular knockback will stop the Bull Rider from fiercely charging thorough enemies!
"Ladies and gentlemen, the final act will involve the death of that one noob!" - Acrobat 	"Ladies and gentlemen, the final act will involve the death of that one noob!" - Acrobat
ImageAcrobatAgile Prankster 	Health: | Range: Melee | Speed: Slightly slowAs if the Jesters aren't troublesome enough, the Acrobats focuses on increased agility in exchange of having to go closer range. Their agile front flips and back flips allows them to reach their foes quickly, even the flying enemy Dragons, allowing the Acrobat to go into hit-and-run strategy. However, they are still a bit slow on themselves, meaning that they have to rely on their flipping to fight or escape, and is often vulnerable against well-timed projectiles.
Basic Attack: Axe Kick - The Acrobat kicks on the enemy's crotch and have a moderate vertical range, which means that attempting to jump over them can be risky. A bit slow but is also chargeable; normally deals 1 Heart while a fully charged Axe Kick deals 2 1/4 damage and soft vertical knockback.
Lock-On Attack: Flippant Flipping - Flippant Flipping allows the Acrobat to jump forward before delivering a butterfly kick, dealing 1 1/2 damage, and pressing again right after kicking the target will make the Acrobat to perform a back flip to put itself into relatively safe distance. Chargeable; deals up to 3 Hearts when fully charged.
Mid-Jump Ability: Trapeze Traveling - When pressing the jump button in mid-air, a flying trapeze appears out of nowhere and allows the Acrobat to travel for very long horizontal distance. This is useful to jump over large gaps, but the Acrobat cannot performs it when carrying any object.	Basic Attack: Axe Kick - The Acrobat kicks on the enemy's crotch and have a moderate vertical range, which means that attempting to jump over them can be risky. A bit slow but is also chargeable; normally deals 1 Heart while a fully charged Axe Kick deals 2 1/4 damage and soft vertical knockback.
Lock-On Attack: Flippant Flipping - Flippant Flipping allows the Acrobat to jump forward before delivering a butterfly kick, dealing 1 1/2 damage, and pressing again right after kicking the target will make the Acrobat to perform a back flip to put itself into relatively safe distance. Chargeable; deals up to 3 Hearts when fully charged.
Mid-Jump Ability: Trapeze Traveling - When pressing the jump button in mid-air, a flying trapeze appears out of nowhere and allows the Acrobat to travel for very long horizontal distance. This is useful to jump over large gaps, but the Acrobat cannot performs it when carrying any object.
"You got all the cake you want, your highness! Have some more, I insist!" - Baker 	"You got all the cake you want, your highness! Have some more, I insist!" - Baker
ImageBakerStuffing Sugary 	Health: | Range: Melee | Speed: Slightly slowDelivering the cakes to the Princess (or Prisoner) can be a tasking job. Fortunately, the Bakers can make this job easier by making cakes on the spot and deliver them to the Princess or Prisoner in a much faster pace. The Bakers' own brand of cakes can also be used to make the enemies slippy. That being said, they have much less useful combat utility than the Cooks or Chefs, so it's important to feed the Princess in your base, and then switch to Cook or Chef to help your teammates if needed to.
Basic Attack: Bashing Bag - The Baker swings their bag of flour to deals 1 and 1/2 Heart damage. Unfortunately, it is also quite slow, so only use it if cornered by a melee enemy.
Charge Attack: It's Raining Cakes! - Summon up to six cakes around the baker, and the cakes can be eaten by allies to increase their charging speed by 30% for five seconds. If an enemy touches it, they will become slippery as if they are walking on ice, but without the increased speed, for 6 seconds.
Passive Ability: Cake For Everybody! - When resting to eat some cakes, the Baker also shares it with multiple allies within medium-small AoE range, healing them by a half amount.	Basic Attack: Bashing Bag - The Baker swings their bag of flour to deals 1 and 1/2 Heart damage. Unfortunately, it is also quite slow, so only use it if cornered by a melee enemy.
Charge Attack: It's Raining Cakes! - Summon up to six cakes around the baker, and the cakes can be eaten by allies to increase their charging speed by 30% for five seconds. If an enemy touches it, they will become slippery as if they are walking on ice, but without the increased speed, for 6 seconds.
Passive Ability: Cake For Everybody! - When resting to eat some cakes, the Baker also shares it with multiple allies within medium-small AoE range, healing them by a half amount.
"Hate to break it to you... but the moment I shows up, you're already dead." - Assassin 	"Hate to break it to you... but the moment I shows up, you're already dead." - Assassin
ImageAssassinStrong Mind, Weak Courage 	Health: | Range: Mixed | Speed: FasterMuch faster than Ninjas at the exchange of durability and manpower, the Assassins focus on taking out high value targets, and then retreat once the job is done. They can do it at long distance or up close, but don't count on them to stay in the battle for long; the Assassins are poor at handling a whole group of enemies as the poison darts' poison damage is weak, and if the Assassins get caught against a more combat-oriented enemy, they might not survive for long.
Basic Attack: Kunai Stab - The Assassin slashes with their kunai, dealing 1/3 Heart and the attack is fairly quick. Charging it will make the Assassin to throw the kunai, and deals up to 2 Hearts.
Technique: Hiding - Hide at a nearby object or building by pressing the Lock-On button twice. Unlike the Ninja's Stealth, the Assassin cannot move but can freely use attacks without canceling his own hide. If the object is destroyed, or if the Assassin is damaged, then the hiding spot is canceled.
Special Attack: Poison Darts - The Assassin shoots six poison darts that only deals 1/2 damage, but each hit gives the Poisonous Peril status for a whole ten seconds. Very helpful against a high value target, but less so against a group because of the Poison Darts' weak firepower and Poisonous Peril being easily solved by healing methods.	Basic Attack: Kunai Stab - The Assassin slashes with their kunai, dealing 1/3 Heart and the attack is fairly quick. Charging it will make the Assassin to throw the kunai, and deals up to 2 Hearts.
Technique: Hiding - Hide at a nearby object or building by pressing the Lock-On button twice. Unlike the Ninja's Stealth, the Assassin cannot move but can freely use attacks without canceling his own hide. If the object is destroyed, or if the Assassin is damaged, then the hiding spot is canceled.
Special Attack: Poison Darts - The Assassin shoots six poison darts that only deals 1/2 damage, but each hit gives the Poisonous Peril status for a whole ten seconds. Very helpful against a high value target, but less so against a group because of the Poison Darts' weak firepower and Poisonous Peril being easily solved by healing methods.
"Ready for an XL-sized explosion? Okay, here we go!" - Buccaneer 	"Ready for an XL-sized explosion? Okay, here we go!" - Buccaneer
ImageBuccaneerExplosive-Tempered Sea Dweller 	Health: | Range: Mixed | Speed: Slightly slowAlthough less durable and a bit slower than the Pirates, the Buccaneers makes up for it with a much more explosive Special Attack and an arc-based projectile. This allows the Buccaneers to take a more direct assault into the castle, and both of the Buccaneers' attacks are strong, which pressures the enemies to whether or not it's worth to approach the wrathful sea dog!
Basic Attack: Cleaver Throw - The Buccaneer slashes forward with their cleaver, which is faster than the Pirate's melee attack, but deals 1/2 less Heart damage. Charging it will make the Buccaneer throw the Cleaver to deals up to 3 Hearts damage, but the throw is arc-based and, while it can be used to attack the enemies inside a castle, can be dodged by running toward him.
Technique: Cannon Blast - The Buccaneer can use any object to blast out from the cannon, dealing 2 1/2 Hearts damage and deals a whole six seconds of stunning. The Cakes are an exception, as they deal only 1 Heart and doesn't stun a hit enemy.
Special Attack: Dynamite Blast - The Buccaneer blasts a stack of dynamites from the cannonball, and after three seconds upon landing, the stack explodes four times, which each explosion deals two Hearts at most. Be warned, as the dynamite stack can be picked up and thrown back by an enemy (or traitorous ally)!	Basic Attack: Cleaver Throw - The Buccaneer slashes forward with their cleaver, which is faster than the Pirate's melee attack, but deals 1/2 less Heart damage. Charging it will make the Buccaneer throw the Cleaver to deals up to 3 Hearts damage, but the throw is arc-based and, while it can be used to attack the enemies inside a castle, can be dodged by running toward him.
Technique: Cannon Blast - The Buccaneer can use any object to blast out from the cannon, dealing 2 1/2 Hearts damage and deals a whole six seconds of stunning. The Cakes are an exception, as they deal only 1 Heart and doesn't stun a hit enemy.
Special Attack: Dynamite Blast - The Buccaneer blasts a stack of dynamites from the cannonball, and after three seconds upon landing, the stack explodes four times, which each explosion deals two Hearts at most. Be warned, as the dynamite stack can be picked up and thrown back by an enemy (or traitorous ally)!
"You shall not pass, damn you!" - Guardian 	"You shall not pass, damn you!" - Guardian
ImageGuardianBulky Protector 	Health: | Range: Mixed | Speed: SlowestWhile the Giants are specialist of absolute destruction, the Guardians are more inclined into protecting their smaller allies. Their Quake Wave are imperial to not only strike foes from afar, but also disrupt projectiles! Unfortunately, they are also slower than even Giants themselves, and, while strong on their own, are also vulnerable to close combat ambush.
Basic Attack: Rocky Punch - The Guardian punches downward, clobbering an enemy for 3 damage, although it is moderately slow.
Charge Attack: War Roar - The Guardian roars to disrupt any positive statuses of the enemies and deals up to 2 Hearts. It can also be used to douse fire of burning allies, which surely the enemy Fire Mages will hate when this happens.
Special Attack: Break Wave - The Guardian punts the ground with their two fists, sending a waving tremor forward. Enemies hit by this tremor will be sent to the sky and be damaged for 2 1/2 Hearts. It can also be used to disrupt enemy projectiles and send items forward, and when this happens, the tremor is boosted for up to 1 1/2 additional Heart damage.
Specialty: Projectile Resistant - The Guardian takes 1/3 less damage from all projectile attacks, but doesn't have damage resistance against melee attacks.	Basic Attack: Rocky Punch - The Guardian punches downward, clobbering an enemy for 3 damage, although it is moderately slow.
Charge Attack: War Roar - The Guardian roars to disrupt any positive statuses of the enemies and deals up to 2 Hearts. It can also be used to douse fire of burning allies, which surely the enemy Fire Mages will hate when this happens.
Special Attack: Break Wave - The Guardian punts the ground with their two fists, sending a waving tremor forward. Enemies hit by this tremor will be sent to the sky and be damaged for 2 1/2 Hearts. It can also be used to disrupt enemy projectiles and send items forward, and when this happens, the tremor is boosted for up to 1 1/2 additional Heart damage.
Specialty: Projectile Resistant - The Guardian takes 1/3 less damage from all projectile attacks, but doesn't have damage resistance against melee attacks.
"Bring the thunder to those suckers! Roar!" - Thunder Dragon 	"Bring the thunder to those suckers! Roar!" - Thunder Dragon
ImageThunder DragonLord of the Storms 	Health: | Range: Mixed | Speed: Slightly fastThunder Dragons storm thorough the battlefield, and then deliver powerful thunderbolts to an unfortunate enemy, or a lightning fast claw swipe thorough many. While their flight ability are less pronounced, they make up for this by being faster and able to climb walls. That being said, their attacks have strict range, so they have to make each hit count.
Basic Attack: Tail Stab - The Thunder Dragon spins to stab enemies around them, dealing 1 1/2 damage.
Charge Attack: Lightning Swipe - The Thunder Dragon charges as they prepares their claws to swipe forward, for up to five feet away. Deals up to 2 Hearts Damage, but the Thunder Dragon have a slight end lag after the attack is performed. Good thing that you can hit multiple enemies in the same line!
Special Attack: Call of the Thunders - The Thunder Dragon roars, causing lightnings to surround the Thunder Dragon and deals 3 Hearts damage and completely immobilize the enemies for three seconds. However, the AoE is small and the Thunder Dragon becomes vulnerable to attacks when using it.
Specialty: Glide and Climb - While the Thunder Dragon can only glide for shorter time does to being heavier than standard Dragons, they make up for that by being able to climb, allowing them to traverse into edges, Outposts and even getting into the enemy castle.	Basic Attack: Tail Stab - The Thunder Dragon spins to stab enemies around them, dealing 1 1/2 damage.
Charge Attack: Lightning Swipe - The Thunder Dragon charges as they prepares their claws to swipe forward, for up to five feet away. Deals up to 2 Hearts Damage, but the Thunder Dragon have a slight end lag after the attack is performed. Good thing that you can hit multiple enemies in the same line!
Special Attack: Call of the Thunders - The Thunder Dragon roars, causing lightnings to surround the Thunder Dragon and deals 3 Hearts damage and completely immobilize the enemies for three seconds. However, the AoE is small and the Thunder Dragon becomes vulnerable to attacks when using it.
Specialty: Glide and Climb - While the Thunder Dragon can only glide for shorter time does to being heavier than standard Dragons, they make up for that by being able to climb, allowing them to traverse into edges, Outposts and even getting into the enemy castle.
===Special Classes===
Special ClassesThese classes cannot be played by normal means in normal gameplay, and is only available under certain circumstances, such as exclusive gamemodes or as a status condition.
All Special Classes can be played via cheat codes during single console session, but like all cheat codes, this is not possible in online multiplayer session.	Special ClassesThese classes cannot be played by normal means in normal gameplay, and is only available under certain circumstances, such as exclusive gamemodes or as a status condition.
All Special Classes can be played via cheat codes during single console session, but like all cheat codes, this is not possible in online multiplayer session.
"He he he he... Sucker!" - Grim Reaper 	"He he he he... Sucker!" - Grim Reaper
ImageGrim ReaperDeadly Death Dealer 	Health: | Range: Melee | Speed: Second fastestThe Grim Reapers of Titania are specially hired villagers who goes into a killing spree against those who bet their life into a deal and loses, usually the enemy team. Although they are very, very good at finishing the job off, they are not invincible; eight hearts is a lot, but careless use of the Reaper will lead to their own death.
This Class is available for the player with the highest score on the winning team or, during an end of match period, grabbing a Grim Reaper orb. The Grim Reaper is also available in the titular Grim Reaper gamemode, albeit in a gray and purple clothing.
Basic Attack: Scythe Slice - The Grim Reaper swings around their scythe. A single slash deals a whopping 2 1/2 Hearts damage and a fully charged Scythe Slice makes 5 Hearts damage. This attack is also fast, allowing for a killing spree!
Lock-On Attack: Deathly Drain - The Grim Reaper absorb the life force of a locked-on enemy, and this attack works similarly to the Dark Priest's Life Drain attack, but 35% faster pace in term of draining. Like the Dark Priest's Life Drain, Deathly Drain cannot kill an enemy.
Perk: Death Dealer - Not only the Reaper takes 20% less damage from ranged attacks, but the Grim Reaper have their Hearts slowly healed by 1 Heart per two seconds. Be warned; in situation where a Grim Reaper and a Giant comes face to face, not even the Death Dealer perk will save the Grim Reaper from a Giant's one-hit-kill Devour attack!	Basic Attack: Scythe Slice - The Grim Reaper swings around their scythe. A single slash deals a whopping 2 1/2 Hearts damage and a fully charged Scythe Slice makes 5 Hearts damage. This attack is also fast, allowing for a killing spree!
Lock-On Attack: Deathly Drain - The Grim Reaper absorb the life force of a locked-on enemy, and this attack works similarly to the Dark Priest's Life Drain attack, but 35% faster pace in term of draining. Like the Dark Priest's Life Drain, Deathly Drain cannot kill an enemy.
Perk: Death Dealer - Not only the Reaper takes 20% less damage from ranged attacks, but the Grim Reaper have their Hearts slowly healed by 1 Heart per two seconds. Be warned; in situation where a Grim Reaper and a Giant comes face to face, not even the Death Dealer perk will save the Grim Reaper from a Giant's one-hit-kill Devour attack!
"Pluck! What just happened to me?!" - Chicken 	"Pluck! What just happened to me?!" - Chicken
ImageChickenVolatile Bird 	Health: | Range: Melee | Speed: Second fastestThis is not a good time to chicken out! Oh, wait, too late. You have turned into a Chicken. They have the absolute lowest health and thus can die by almost every attack, but no worries! Until the Chickened Out condition wears out, you can use your speed to run for your life, or peck the enemy to death!
This Class is given for players who got the Chickened Out status condition.
Basic Attack: Plucky Peck - The Chicken pecks forward, dealing a measly 1/4 damage but have a bit rapid attacking speed and inflict a guaranteed Stunning Disorientation on the enemy.
Perk: Winged Float - The Chicken can slowly float downward when in mid-air.
Status Condition: Chickened Out - Pretty much the Class itself. Lasts between 10-15 seconds depending on how close you are to the center of the AoE radius.	Basic Attack: Plucky Peck - The Chicken pecks forward, dealing a measly 1/4 damage but have a bit rapid attacking speed and inflict a guaranteed Stunning Disorientation on the enemy.
Perk: Winged Float - The Chicken can slowly float downward when in mid-air.
Status Condition: Chickened Out - Pretty much the Class itself. Lasts between 10-15 seconds depending on how close you are to the center of the AoE radius.
"That's it! PLUUUUUCK!!" - Giant Chicken 	"That's it! PLUUUUUCK!!" - Giant Chicken
ImageGiant ChickenEven More Volatile Bird 	Health: | Range: Melee | Speed: Second fastestThis is basically a giant version of the Chicken... but that doesn't means they are equally weak. In fact, their peck is very damaging, so think twice before picking a pecking fight with them!
This Class is given for the player with the highest score on the team that has lost the match.
Basic Attack: Bone-Breaking Peck - The Chicken pecks forward, dealing a hefty 2 Hearts damage at the same pace of standard Chickens.
Perk: Winged Float - The Chicken can slowly float downward when in mid-air.	Basic Attack: Bone-Breaking Peck - The Chicken pecks forward, dealing a hefty 2 Hearts damage at the same pace of standard Chickens.
Perk: Winged Float - The Chicken can slowly float downward when in mid-air.
"Get over here and protect your majesty, darn you!" - Royalty	"Get over here and protect your majesty, darn you!" - Royalty
ImageRoyaltyTyrannic Troublemaker 	Freshly Baked! | Health: | Range: Melee | Speed: Third fastestThe Royalty Class is the star of the Royal Slaughter gamemode, but they aren't made for direct combat; the goal is for the enemy team to kill the Royalty Class to score, and vice versa! The Royalty can get around it with their moderately fast speed, capable of guaranteed stunning, and have a charging move that boost allies' attacking power. It is imperial to know when to boost your allies to turn the tide, or run before the enemy could score!
This Class is exclusive in the Royal Slaughter gamemode. When used by a male player, it is called a King, and when used by a female player instead, it is called a Queen. The gender have no difference other than appearance and name.
Basic Attack: Spire Slam - The Royalty slams the spire into an enemy. While this attack cannot be charged, is moderate in term of attacking speed, and only deals 1 Heart per hit, it also inflict a guaranteed Stunning Disorientation on the enemy for 3 seconds.
Charge Attack: Kill Them All! - The Royalty boosts the confidence of the teammates, increasing their firepower for up to 50% for ten seconds. The boosted teammates are marked with team-colored aura.
Perk: Can't Fall - The Royalty cannot fall off the cliffs that leads to the abyss, thus preventing cheesy knockback from killing them.	Basic Attack: Spire Slam - The Royalty slams the spire into an enemy. While this attack cannot be charged, is moderate in term of attacking speed, and only deals 1 Heart per hit, it also inflict a guaranteed Stunning Disorientation on the enemy for 3 seconds.
Charge Attack: Kill Them All! - The Royalty boosts the confidence of the teammates, increasing their firepower for up to 50% for ten seconds. The boosted teammates are marked with team-colored aura.
Perk: Can't Fall - The Royalty cannot fall off the cliffs that leads to the abyss, thus preventing cheesy knockback from killing them.
"Those Prisoners are to kill on sight! Hurry!" - Warden 	"Those Prisoners are to kill on sight! Hurry!" - Warden
ImageWardenVicious Guard 	Freshly Baked! | Health: | Range: Mixed | Speed: AverageThe Wardens are loyal to their King, but are otherwise vicious and stops at nothing to make prisoners' lives miserable. Of course, reports of their flippant methods and arrogance had been well tracked. None of this stop them from being effective leaders of the guards in their own right, being capable of locking and unlocking doors without the needs of Keys, as they have their own key called the Master Key.
This Class is exclusive in the Jail Evasion gamemode, given for a random player of each team.
Basic Attack: Master Key - The Warden swings the Key forward, dealing 1 1/2 Heart damage and inflict minor knockback.
Charge Attack: Double Blunder - The Warden shoots two Blunderbusses toward them, each shot dealing from 1 4/5 to 3 4/5 Hearts damage depending on the amount of charge filled up.
Perk: Door Master - The Warden can lock and unlock any door (including the Secret Door) by pressing the attack button near it. Be warned, as the Master Key can be stolen if the Warden is killed.	Basic Attack: Master Key - The Warden swings the Key forward, dealing 1 1/2 Heart damage and inflict minor knockback.
Charge Attack: Double Blunder - The Warden shoots two Blunderbusses toward them, each shot dealing from 1 4/5 to 3 4/5 Hearts damage depending on the amount of charge filled up.
Perk: Door Master - The Warden can lock and unlock any door (including the Secret Door) by pressing the attack button near it. Be warned, as the Master Key can be stolen if the Warden is killed.
"Look out! It's those cops!" - Prisoner 	"Look out! It's those cops!" - Prisoner
ImagePrisonerPrison Dwelling Criminals 	Freshly Baked! | Health: | Range: Melee | Speed: Third fastest The Prisoners are imprisoned players. Half of each team starts as a Prisoner, which the goal is to avoid the enemy Guards (or kill them) in order to find the Keys and one Secret Key to gather Hats and escape. Teamwork is key for the team's Prisoners to survive.
This Class is exclusive in the Jail Evasion gamemode, being the starting class for half of players in each team.
Basic Attack: Punch in the Noggin - The Prisoner punches forward. While as damaging as the Villager's Slap Attack, it cannot stun an enemy, but can deal a minor knockback when charged.
Perk: Key Taker - The Prisoner can take Keys, even from murdered enemy Guards, to get access of locked rooms. This perk is in effect even when becoming a stronger class.	Basic Attack: Punch in the Noggin - The Prisoner punches forward. While as damaging as the Villager's Slap Attack, it cannot stun an enemy, but can deal a minor knockback when charged.
Perk: Key Taker - The Prisoner can take Keys, even from murdered enemy Guards, to get access of locked rooms. This perk is in effect even when becoming a stronger class.
==Non-Player Characters==
===Team's NPCs===
===Unfriendly NPCs===
Unfriendly Non-Player CharactersThey attack players of either team when approached, or are active harm to both teams. Get rid of them before they could pose a severe nuisance for your team! Of course, they are also very vulnerable to crossfire, since you will not see the two teams making a truce just to get rid of a common threat.	Unfriendly Non-Player CharactersThey attack players of either team when approached, or are active harm to both teams. Get rid of them before they could pose a severe nuisance for your team! Of course, they are also very vulnerable to crossfire, since you will not see the two teams making a truce just to get rid of a common threat.
"Get those trespassers!" - Forest Folks 	"Get those trespassers!" - Forest Folks
ImageForest FolksFur of Fury 	Health: | Range: Varies | Speed: VariesThe Forest Folks hates outsiders, and will attack any stranger who dares to trespass. That being said, they also have a much more malicious side, willing to kidnap a princess or two just to ignite a war between the Red Kingdom and Blue Kingdom. As such, whenever you see them making traps or attempts to kidnap your team's Princess, get rid of them ASAP!
The Forest Folks appears in a few forest levels, and comes in a small variety. The Forest Folks have a tendency to stick together, but their low health makes it easy for AoE attackers to mow them down.
Basic Forest Folk: The weakest of the bunch, but also the most numerous. They perform a slapping attack like a Villager, but only have a very little chance of inflicting Stunning Disorientation. Moderately fast. Some Basic Forest Folks also set multiple traps that can harm players from either teams, but can be disarmed with any attacks.
Bow Forest Folk: Similar to a basic Ranger in term of damage output, but is a bit slower. Their arrows can be blocked by standing behind a large object such as an Outpost or a rock.
Spear Forest Folk: Slightly slower than the Basic Forest Folk, but compensates with longer melee range with their handmade spear. Each spear hit deals 1 1/2 Heart damage and the attacking speed is a bit slow. Don't get yourself surrounded by them, or you will be a human-kebab!
Sneaky Forest Folk: Hides into trees, and when any player become near enough, they jump into them to deliver a haymaker. They are as fast as a Villager too, so they can flee easily if they get caught. If they missed their shot, they will bluntly land and become stunned for six seconds, making them vulnerable to retaliations.	Basic Forest Folk: The weakest of the bunch, but also the most numerous. They perform a slapping attack like a Villager, but only have a very little chance of inflicting Stunning Disorientation. Moderately fast. Some Basic Forest Folks also set multiple traps that can harm players from either teams, but can be disarmed with any attacks.
Bow Forest Folk: Similar to a basic Ranger in term of damage output, but is a bit slower. Their arrows can be blocked by standing behind a large object such as an Outpost or a rock.
Spear Forest Folk: Slightly slower than the Basic Forest Folk, but compensates with longer melee range with their handmade spear. Each spear hit deals 1 1/2 Heart damage and the attacking speed is a bit slow. Don't get yourself surrounded by them, or you will be a human-kebab!
Sneaky Forest Folk: Hides into trees, and when any player become near enough, they jump into them to deliver a haymaker. They are as fast as a Villager too, so they can flee easily if they get caught. If they missed their shot, they will bluntly land and become stunned for six seconds, making them vulnerable to retaliations.
"Hya ha ha ha ha! Death to all cakes!" - Gobblings 	"Hya ha ha ha ha! Death to all cakes!" - Gobblings
ImageGobblingsSugar-hating Gobblins 	Health: | Range: Varies | Speed: AverageGobblings were the main minions of the slayed Bitter Queen, and even after her death, the Gobblings promised themselves to avenge her by making sure the Red and Blue Kingdoms will be permanently deprived of sugar. Although they seems like goofs, they are also a lot trickier than the last time we faced them...
The Gobblings are much more common in the ice-themed levels. They wonder around the map as they destroys cakes on sight. They will chase any player that is holding one, though a clever player can use this to lure them into an enemy base!
Basic Gobbling: Spit out a bitter ice ball forward, in a high arc. This attack can destroy a Cake. Any player hit by this bitter attack will be frozen for a few seconds and takes 1 Heart damage.
Charger Gobbling: Charges forward, dealing a big knockback and 2 Hearts damage on anyone hit by this attack.
Armored Gobbling: Sturdy Gobbling that can take resisted damage (up to 30% resistance) when putting their shield on. They also throw their shield like a boomerang, but this also temporarily remove their resistance until they caught their shield back. Their shield is ineffective against explosions and the Giant's attacks.	Basic Gobbling: Spit out a bitter ice ball forward, in a high arc. This attack can destroy a Cake. Any player hit by this bitter attack will be frozen for a few seconds and takes 1 Heart damage.
Charger Gobbling: Charges forward, dealing a big knockback and 2 Hearts damage on anyone hit by this attack.
Armored Gobbling: Sturdy Gobbling that can take resisted damage (up to 30% resistance) when putting their shield on. They also throw their shield like a boomerang, but this also temporarily remove their resistance until they caught their shield back. Their shield is ineffective against explosions and the Giant's attacks.
"Me, me, meeee... Oh! Get back here!" - Juicemaid 	"Me, me, meeee... Oh! Get back here!" - Juicemaid
ImageJuicepeopleMan-eating Juice Dweller 	Health: | Range: Melee | Speed: VariesDon't let their big-eyed cuteness deceive you! The Juicemaids and Juicemen are man-eating dweller of the juice seas, so it is best to be extremely cautious when approaching them! I've heard that they can eat anything and have no true threshold of the amount of sugary, but bombs can be used to lob into them to severely damage them!
The Juicepeople are common in tropical areas, especially when a sea of juice is involved. Although they cannot dwell on water (which is good), they also get back 1 1/2 Heart per eaten player (which is bad). Throw a Big Bomb at them and see if they'll like it!
Juiceperson: ♥♥♥♥ - The fastest of the group, and thus cannot be easily escape underwater except when playing as a Horseman. Their bites only deals 3/4 Heart damage, but getting attacked by a group of Juicepeople can signify a death sentence.
Stingy Singer: ♥♥♥♥ - Sings in order to slow down the players within range, making them easier for them and the other Juiceperson to make a snack out of them. However, their bites only deals 1/2 Heart damage, and are a bit slower.
Pint-Sized Biter: ♥♥ - Having the same speed of a basic Juiceperson and twice as fast biting speed. They are also much more numerous, but are fragile enough that a Big Bomb can be a waste if used just to get rid of them.
Megalodent: ♥♥♥♥♥♥ - The rarest but the strongest of the group, these dangerous giant Juicepeople can instantly kill any non-large player with a Chomp attack! They also attack with a fin attack that deals 3 Hearts damage and moderate knockback. They also don't die in one hit by the Giant's Devour, who (alongside Guardian) likewise only takes 3 1/4 Hearts damage from their Chomp attack. That being said, a Big Bomb can be thrown into their mouth and deals 5 Hearts damage, which is enough to finish them off with any other attack.	Juiceperson: ♥♥♥♥ - The fastest of the group, and thus cannot be easily escape underwater except when playing as a Horseman. Their bites only deals 3/4 Heart damage, but getting attacked by a group of Juicepeople can signify a death sentence.
Stingy Singer: ♥♥♥♥ - Sings in order to slow down the players within range, making them easier for them and the other Juiceperson to make a snack out of them. However, their bites only deals 1/2 Heart damage, and are a bit slower.
Pint-Sized Biter: ♥♥ - Having the same speed of a basic Juiceperson and twice as fast biting speed. They are also much more numerous, but are fragile enough that a Big Bomb can be a waste if used just to get rid of them.
Megalodent: ♥♥♥♥♥♥ - The rarest but the strongest of the group, these dangerous giant Juicepeople can instantly kill any non-large player with a Chomp attack! They also attack with a fin attack that deals 3 Hearts damage and moderate knockback. They also don't die in one hit by the Giant's Devour, who (alongside Guardian) likewise only takes 3 1/4 Hearts damage from their Chomp attack. That being said, a Big Bomb can be thrown into their mouth and deals 5 Hearts damage, which is enough to finish them off with any other attack.
"A human! Blooorb!!" - Blobcake 	"A human! Blooorb!!" - Blobcake
ImageBlobcakeCake-flavored Problem 	Health: | Range in General: Melee | Speed: SlowBe aware of those man-munching blobs! They may taste like a delicious cake, but even the Princesses would run for their lives on sight! They regenerate slowly (1 1/2 Heart per two minutes) and, while slow, can multiply themselves if left isolated. Of course, they also eat Cakes, so maybe you can lure them into the enemies if you have a tough time dealing with the Blobcakes.
The Blobcakes are common in places where giant foods are prominent, but will also appears if either team have delivered at least 50 Cakes to either Princess during a round, which potentially slow down the Princess feeding shenanigan. They can be picked up and thrown when frozen, but only for ten seconds.
Vanilla Blobcake: Eats what it is nearest, except for harmful bombs. Attacks by jumping into a player, dealing 1 1/2 Heart damage.
Devil Blobcake: Chocolate-flavored threat that perform a long leap to tackle a player, dealing 2 Hearts damage. They are more aggressive and focus on killing on players and other hostile NPCs.
Straw Barrel: Rolls around the area, focusing on eating cakes. If it sees a player or a hostile NPC of different species, they will roll faster which deals 1 4/5 Heart damage, and are considerably faster.
Lemon Squirt: Despite having the lemon name in it, it is not affiliated with Souran, and is simply another variant of the Blobcakes. A Lemon Squirt squirts sour lemons at enemies, which softly slow them down and deals 1 Heart damage.
Pomme-Grenade: Dashes toward an enemy in hope to explode, but fortunately, they are even more suspectible to knockback and thus even a weak move will bounce them away. Five seconds after they litted their "fuse", they will explode and deals 2 1/2 Hearts damage on everybody within explosion radius. They don't die after exploding, but they do get shrunk and significantly lowered defense for five seconds, leaving them very vulnerable to retaliation.	Vanilla Blobcake: Eats what it is nearest, except for harmful bombs. Attacks by jumping into a player, dealing 1 1/2 Heart damage.
Devil Blobcake: Chocolate-flavored threat that perform a long leap to tackle a player, dealing 2 Hearts damage. They are more aggressive and focus on killing on players and other hostile NPCs.
Straw Barrel: Rolls around the area, focusing on eating cakes. If it sees a player or a hostile NPC of different species, they will roll faster which deals 1 4/5 Heart damage, and are considerably faster.
Lemon Squirt: Despite having the lemon name in it, it is not affiliated with Souran, and is simply another variant of the Blobcakes. A Lemon Squirt squirts sour lemons at enemies, which softly slow them down and deals 1 Heart damage.
Pomme-Grenade: Dashes toward an enemy in hope to explode, but fortunately, they are even more suspectible to knockback and thus even a weak move will bounce them away. Five seconds after they litted their "fuse", they will explode and deals 2 1/2 Hearts damage on everybody within explosion radius. They don't die after exploding, but they do get shrunk and significantly lowered defense for five seconds, leaving them very vulnerable to retaliation.
"Boo! You stupid trespasser!" - Ghost 	"Boo! You stupid trespasser!" - Ghost
ImageGhostSpooky Specters 	Health: | Range: Ranged | Speed: FastThe Ghosts want to live in peace, but those spooks greatly dislike trespassers and attack any being not of their own species. But they hates light even more, to the point that they avoid conflict with Light Priests.
Ghosts are common in cave maps, and although they tend to be independent, their curses can lead to troubles for those not prepared for the scary magic tricks. Once you figure out how to deal with each curse (Status), however, those pesky specters will be pushovers even with their high speed and high health. All Ghosts inflicts from 2/3 Heart to 2 Hearts depended on the amount of charge, with the exception of Big Ghosts, who deals more damage. All of their Status Effects lasts from 3 to 7 seconds depending on the amount of charge they amassed as well.
Curse Ghost: Purple Ghosts that inflict Calamitous Curse on targets with either a sphere attack or AoE attack. The AoE attack took longer to charge, but can hit multiple players at once.
Burn Specter: Burning Ghosts that inflict Burn in the Bum on targets. Same attacks like the Curse Ghost otherwise.
Freeze Phantom: Frostbiting Ghosts that inflict Frozen Feet or Ice Cubed depended on the amount of charge it amassed before attacking.
Big Soul: Obese Ghosts that inflict Oblique Obesity on the targets. Slower than the other Ghosts, but have an extra Heart and are more damaging, dealing from 1 1/3 Heart to 2 2/3 Hearts.
Cute Spook: Don't let their adorable face deceive you! They can and will inflict Reversed Orientation if you are not careful with them!	Curse Ghost: Purple Ghosts that inflict Calamitous Curse on targets with either a sphere attack or AoE attack. The AoE attack took longer to charge, but can hit multiple players at once.
Burn Specter: Burning Ghosts that inflict Burn in the Bum on targets. Same attacks like the Curse Ghost otherwise.
Freeze Phantom: Frostbiting Ghosts that inflict Frozen Feet or Ice Cubed depended on the amount of charge it amassed before attacking.
Big Soul: Obese Ghosts that inflict Oblique Obesity on the targets. Slower than the other Ghosts, but have an extra Heart and are more damaging, dealing from 1 1/3 Heart to 2 2/3 Hearts.
Cute Spook: Don't let their adorable face deceive you! They can and will inflict Reversed Orientation if you are not careful with them!
"Screech! I got you!" - Wyvern 	"Screech! I got you!" - Wyvern
ImageWyvernFliers of the Lava 	Health: | Range in General: Ranged | Speed: AverageThe Wyverns are fliers who are immune to lava and can spit them to kill off intruders. Prideful, aggressive and deadly, their main strategy is to fly above the intruders, and then spit lava into them. While their own lava doesn't instantly kill the victim, the lava in question will induce a guaranteed Burn in the Bum!
Wyverns are common in lava-themed maps, although they tend to be separate and on their own accord. Although they are perpetually flying, they will end up getting tired and will rest, leaving themselves vulnerable to melee fighters. Ranged fighters can also pin them down earlier with a charged projectile attack.
Spitting Wyvern: Basic Wyvern, chases after nearest players. Lava deals 1 1/4 Heart damage + Burn in the Bum status condition.
Slicing Wyvern: Wyverns that will try to slice the players as they dive downward, and this attack deals 2 Hearts damage. If they hit a wall after diving, they become stunned and unable to move for five seconds. Will spits lava if threatened by ranged players.
Spiteful Wyvern: Wyverns that snatches Cakes and other materials and then drop them into lava, otherwise attacks like a basic Wyvern. Much more cowardly too, as they retreats as soon as they get attacked.	Spitting Wyvern: Basic Wyvern, chases after nearest players. Lava deals 1 1/4 Heart damage + Burn in the Bum status condition.
Slicing Wyvern: Wyverns that will try to slice the players as they dive downward, and this attack deals 2 Hearts damage. If they hit a wall after diving, they become stunned and unable to move for five seconds. Will spits lava if threatened by ranged players.
Spiteful Wyvern: Wyverns that snatches Cakes and other materials and then drop them into lava, otherwise attacks like a basic Wyvern. Much more cowardly too, as they retreats as soon as they get attacked.
"Just die already!" - Grim Rebel 	"Just die already!" - Grim Rebel
ImageGrim RebelHopeless Slayer 	Health: | Range: Melee | Speed: Second fastestVicious Grim Reapers that attack and kill anything that move, even the purest and innocent being. Corrupt by their own psychopathy, not helped by the power of a Grim Reaper they possesses. Because of such psychopathy, they cannot be purified and are beyond reasoning, so they must be killed on sight!
The Grim Rebels are rare enemies that are deadly against one player, but much less efficient against a much more coordinated team. Thankfully, they dwell in a dark place and a purple circle indicates its presence. Don't cross the purple circle unless you have a plan to kill it, because then the Grim Rebel will chase you even beyond the purple circle!
Classic Grim Reaper: Fights like a computer controlled Grim Reaper. Only difference is that the Grim Rebel automatically heals themselves by one Heart per killed player. However, they become slower as they bleed out, which lowers up to around 75%, and cannot recover their lost speed.
Light Reaper: A result of a Grim Reaper murdered by hard light, resulting a faster abomination. The Light Reaper heals itself by 2 Hearts per player killed, but will permanently burns if hit by any fire or explosive moves, in which they loses 1 Heart per second. This had to do with their hatred toward humanity so intense, they tend to combust! Their circle of presence is bright beige instead of purple.
Angry Reaper: ♥♥♥♥♥♥ - A variant that, unless if an attack that deals 3 hearts or higher (or the attack is Devour), it will come back from the dead after a minute. Other than that, while it have two less hearts, it also attack a little faster and can bounce back projectile from the front, but takes 20% more damage from behind.	Classic Grim Reaper: Fights like a computer controlled Grim Reaper. Only difference is that the Grim Rebel automatically heals themselves by one Heart per killed player. However, they become slower as they bleed out, which lowers up to around 75%, and cannot recover their lost speed.
Light Reaper: A result of a Grim Reaper murdered by hard light, resulting a faster abomination. The Light Reaper heals itself by 2 Hearts per player killed, but will permanently burns if hit by any fire or explosive moves, in which they loses 1 Heart per second. This had to do with their hatred toward humanity so intense, they tend to combust! Their circle of presence is bright beige instead of purple.
Angry Reaper: ♥♥♥♥♥♥ - A variant that, unless if an attack that deals 3 hearts or higher (or the attack is Devour), it will come back from the dead after a minute. Other than that, while it have two less hearts, it also attack a little faster and can bounce back projectile from the front, but takes 20% more damage from behind.
==Maps==
===Standard===
===Solo Maps===
===Special===
==Objects==
===Objectives===
===Materials===
===Battle Objects===
==Customization==
==Options==
===Audiovisual Modifications===
===Gameplay Assistances===
===Showing Off===
==Gallery==
==Trivia==
*This is 's first involvement on a project that is not released on a Nintendo console, but rather on a rival company's console. However, he only takes the role of a head adviser instead of a full director.
Category:PlayStation 4 Games
Category:PlayStation 5 Games
Category:Action Games
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Category:Sony Interactive Entertainment
Category:Rated T Games