Fuzzy, cuddly, scary, fierce, scaly, slimy, stinky, slippery, gigantic, tiny, prickly, quick, easygoing, hungry, fluffy—there are just so many ways to describe the various creatures and animals of this wild, wild world.
Through the eras of time, man has learned how to coexist with the different animals around us. While some of them are better known for their aid in our sustenance, others are helpers in various tasks such as rescue, everyday assistance, farm work, fishing, and others—the rest of them are left untamed.
Many of the untamed are indeed almost impossible to keep for company, but what if there was a way to have even the most ravenous animals at your side as pets? What if you pit a Badger against a Wolverine to see who wins? Do you think a Mosquito could defeat a Deer? Can a Mosquito stop a Bus from crushing it? Do Buses qualify as pets at all? Brace yourself, dear reader, as we plunge into the feral and unforgiving world of Super Auto Pets.
Team Wood Games, throws a very unusual game your way—a game that will challenge your sanity and test your patience… or was it challenge your patience and test your sanity? We digress. Super Auto Pets is a zany, crazy, auto battler game where you take nature’s denizens and pit them against each other in rapid-fire, gut-wrenching, heart-stopping, salt-mining battles that will leave you sore but have you wanting more. It’s one thing to just pick yourself a group of adorable animals to fight by your side, and it’s another to win the game.
If you clicked on this page solely because you have no idea what you’re doing, then you’ve come to the right place. Read our comprehensive Super Auto Pets beginner’s guide below and we’ll show you how to not lose… lose miserably, anyway, but hopefully you’ll lose less!
Super Auto Pets at a Glance
Super Auto Pets is an adorable yet frustratingly difficult game that anyone can pick up but only a few can master.
You have a team of typically 5 (you start with a maximum of 3 during the very first fight) mighty animals that go to battle against another team of animals owned by another player. In a series of explosive attacks and skills, the team left with at least 1 pet alive emerges victorious. But the road to victory is often paved with pain and defeat since strong opponents await your challenge each time you rise through the ranks.
Your goal in the game is to win 10 trophies through battles whilst bearing a very limited pool of 5 lives. You only lose a life upon being defeated and you gain a trophy each time you win. With matches ending in a draw, you neither gain nor win anything—though, you will be given another chance to redeem yourself.
To anyone familiar with Pokemon, this game almost plays quite similarly. However, the differences between the two games are quite stark. Granted that the game is an Auto Battler, there’s more than meets the eye than just winning your matches with large numbers and raw strength alone, which is why we’ve mentioned that it’s quite similar to Pokemon.
Unlike most Auto Battlers which usually operate on a gacha system, Super Auto Pets has its own slew of animals to choose from and battle with, albeit some of them only bought with real money through different packs.
But that isn’t important—let’s talk about how the game plays!
DISCLAIMER: While we’re aware that Super Auto Pets has multiple packs for sale, almost all references in this guide will be mostly from the Turtle Pack because it’s the most balanced and newbie-friendly pack in the game. We’ll leave the reader to explore the other packs of this game after reading this guide if they wish!
How to Super Your Auto Pets
As adorable as it looks, Super Auto Pets can be quite a complex game in itself.
There are numerous intricacies, techniques, and combinations when playing any run. However, to anyone willing to learn and play this strangely addictive game, the learning curve starts out smooth but might quickly rise at a 90-degree angle for the gravely unprepared. Don’t get caught at the bottom—make like an ibex and climb!
A typical round of Super Auto Pets begins with you faced with the task of choosing your 3 starter animals. This is called the Shop Phase, otherwise known as the start of your turn. In the Shop Phase, the top row of the interface is your current lineup, whereas the bottom row presents all the pets and food for sale.
Pets are essentially what you use to win your fights and food is what you use to give pets certain perks or increases in their stat values: HP and Attack. Most of these cost 3 Gold each—you often start a round with just 10 Gold unless you’ve got a special pet on your team that increases your monetary gain.
If you don’t like the current shop roster, you may tap the Roll button on the lower left to re-roll all of your current selections. This costs 1 Gold, but it’s worth it if you want to build a team composition that works. Do keep in mind that there is no way you can undo a roll. Super Auto Pets, as a whole, is a game of luck of some sorts.
However, if there is a pet or food item that you wish to keep without losing them the next time you roll, you may choose to Freeze them. Simply tap a pet or a food item you wish to preserve and then tap the Freeze button which should appear next to the End Turn button below. Freezing is completely free of charge and you may do this to any or all of the shop items. Additionally, this is quite useful when you’re completely out of Gold and you want to buy that one shop item that you need next turn.
Occasionally, you’ll notice that there are duplicates of some pets. You have the option of buying a duplicate pet and putting them in your lineup, or you can choose to merge this one pet with another of its kind in your lineup to give it EXP. A Lv1 pet will require 2 EXP to reach Lv2 and a Lv2 pet will require 3 EXP to reach Lv3, the maximum level.
A pet will raise its stats each time you fuse it with duplicates granting it +1 HP and +1 Attack. When it hits a new level, its skill will be improved considerably. Though, leveling up your pets isn’t entirely necessary as you can win a game with a couple of Lv1 pets if you use them correctly or feed them the right food.
Once you’ve made your decision, tap the End Turn to end the Shop Phase and begin the Battle Phase. After ending the very first Shop Phase, you’ll have to name your team from a list of random and hilarious names by picking an adjective prefix and a noun suffix (our favorites being the Dancing Abs, the Illegal Presidents, and the Unwashed Eggplants). This does not affect gameplay, but it certainly makes the game even sillier than it should be. You won’t be able to change this name until your run is over, so make it count!
You’ll then face off against your first opponent after choosing your best name. Your opponents in Super Auto Pets are all randomly selected. However, after losing in the second match, you will regain a life back. As we’ve mentioned earlier, you only have a total of 5 lives and you require a total of 10 wins to beat the game. From this point on, it’s all free falling. You might have to depend on your luck as well and pray that you don’t meet a 50/50 Hippo along the way. Good luck!
Though, certain pets and items behave very differently from others, so it pays really close attention to observe what they can do by reading their tooltips. Reading, in fact, is one of the keys to victory in this game.
Study Your Pets and Items Before You Choose Them
You see all these different pets and food items, but perhaps you’d get a bit lost from time to time. Why does a Honeybee pop up when this one pet you fed a Honeypot faints? If a Whale eats a Deer and a Parrot copies this, will the Deer ever come back?
It’s always very important to read the tooltips. No matter what tier you’re on, try to pay attention to what you’re about to buy. Perhaps you’re overly enthusiastic that you’ve bought yourself a Whale and you put it behind your powered-up Beaver. When the battle starts, you’d probably get surprised that the Whale eats the Beaver in one gulp. Yikes! Don’t make this mistake. Try to tap on each critter and food item before dragging them into your team space. Carefully read what each tooltip says and figure out what to do with them right after.
The last thing you’d want to happen is for something you assume would work, but won’t because you’ve missed a tiny detail. For example, you’ve decided to give your Sheep a Honeypot. If it was placed in the first and second parts of your team, you’ll notice that one Ram or the Honeybee will go missing—that’s because it needs at least 2 spaces in the team to spawn 2 Rams when it faints.
We’ve mentioned leveling up your pets earlier, but when should you level up your pets exactly?
Level Up Your Pets at Every New Tier
We mentioned earlier that fusing two identical pets together would grant them 1 EXP and that filling up their EXP bar will level them up, thus giving them better skills, right?
While leveling up a pet is a boon all on its own, there is a little trick we can teach you in order to get ahead of the competition. If you wish to find true strength, then look no further than the tier ahead! You can gain this type of strength by leveling up your pets each time a new tier arrives.
Sure, leveling up your pet grants you a new per, but look closely at its tier indicator—it’s a tier above your current one! Your tier is indicated by the number of the dice icon in the Roll button at the lower left. There are 6 tiers in Super Auto Pets—the greater the tier number, the more powerful the pet.
For instance, starter pets are at Tier 1, but the most powerful ones exist only at Tier 6. This isn’t to say that once you reach a new tier, these are the pets you’ll be getting. It only means that there is the possibility of getting a pet from the highest current tier of your run. But we digress.
The rationale behind leveling up your pets at the start of a new tier is that you get a pet from the next tier much earlier than simply waiting for one to pop up in the shop row. For example, at Tier 2, leveling up a pet might get you the chance to get the Rabbit very early on. Doing so will help you make your pets gain more HP even quicker since the Rabbit grants extra HP to pets that eat food. Pair the Rabbit with the Worm, and you’ll be making your pets super healthy. But we’re getting a bit ahead of ourselves.
Each team has a total of 5 slots but what does it really mean? Let us enlighten you with how…
Placement Is Very Important
Let’s pretend you have a Badger in the very center of your team. Unfortunately, it gets offed by a Lv2 Dolphin right as the match starts—the Badger proceeds to kill off the pet in front of it and the one behind it. Whoops!
But what if you placed the Badger in the very front of the team? Or the very back? What if it had a Honeypot with it? Will the results be different? Most certainly, sure, but this also depends on the enemy team’s composition.
Though, generally, the placement of your pets should be something to keep in mind before you begin the Battle Phase. You can choose to start off strong by putting your highest-stated pet in the very front or finish strong by placing your mightiest pet near the very rear. We didn’t say the very rear for the latter strategy because they’d be susceptible to Crocodile attacks. Let’s explore this a bit more, shall we?
The team positions in Super Auto Pets is as follows:
5 – 4 – 3 – 2 – 1
During the Battle Phase, the pet in slot 5 is the last to fight (provided that they don’t get killed off early), and the pet in slot 1 is the very first pet that will engage the enemy. Unless there is a Whale in slot 2, the pet in slot 1 will keep fighting until they are defeated. This line will move forward until all of the opponent’s pets have been defeated or you’ve run out of pets yourself.
Here are a couple of decent strategies, especially for beginners (like you) which rely on placement:
- Position the Ant pet at slot 4 of your team so it is guaranteed to buff the last pet when it faints.
- Getting a Scorpion later on and placing them in slot 1 could help in dispatching the enemy’s strongest pet up front.
- The Flamingo buffs the two pets behind it when it faints so consider placing it in slot 1 or slot 3.
- Getting the mighty Tier 6 Mammoth in slot 1 should earn you an edge in battle since it will buff all remaining pets when it faints.
- Placing buff pets like the Giraffe, Penguin, or Monkey in slot 5 would make sure that you won’t lose too much in a fight if a Dolphin or Crocodile decides to snipe them early.
- Pets such as the Turkey or the Horse should always be at slot 5 so they buff the pets that get summoned when each of them faint.
- The Dog or the Shark should also be placed in slot 5—this allows them to become stronger each time a friend gets summoned or when a friend faints, respectively.
There are many more places you can choose to position your pets, but these are what you can easily consider for almost any situation. In the end, positioning only plays a small part in the game.
Create a Mighty Formation
The moment that your team operates in seamless synchronicity is the moment you’ve won! … Or is it?
To simply put, there are ways you can make your pets operate together in sync together. However, this will require some luck as well as some strategy. The first part to understanding if your team works in sync is if your pets get stronger together every match.
For example, the Wolverine pet is ideal in making pets like the Dolphin, Crocodile, Mosquito, Snake, or Blowfish more effective, but you’ll only get this pet at Tier 6. Upon starting early, you can achieve this by having a Horse on your team and summon-on-faint pets like the Cricket, Sheep, Spider, or Deer who will have their summons buffed by said Horse (or Horses, if you’re feeling quite heinous).
Here’s an example of a team that works:
Shark – Turkey – Sheep – Deer – Cricket
To explain how this works, the Shark becomes more powerful each time a friend faints. Granted that the Turkey buffs each summoned friend, the pets summoned by the first 3, allowing them to wear down the enemy as more of your pets faint. Eventually, the enemy team will succumb to superior numbers or get their remaining members thrashed by the Shark.
Unfortunately, each and every team has a weakness. In this case, this team’s weakness would be either a well-fed Hippo, a Rhino, or a Crocodile. To elaborate, a Hippo gets stronger the more pets it defeats, a Rhino will damage the next pet and the pets after that if it successfully defeats its opponent, and a Crocodile (if leveled up and fed well) can instantly assassinate the Shark since it targets the enemy’s last pet at the start of battle.
Here’s another team that’s can be fun to use:
Monkey – Crocodile – Dolphin – Snake – Blowfish
This team can be formidable if all pets are powered up accordingly. For instance, the Blowfish will require Garlic since it will hurt a random pet on the enemy team each time it takes damage and the Snake behind it will also damage a random pet while the Blowfish attacks.
But even before the battle starts, the Crocodile will attack the enemy team’s last pet and the Dolphin will attack the enemy team’s pet with the lowest HP. With each Shop Phase, the Monkey will constantly buff the Blowfish, ensuring a wall of spikes before your team.
Much like the previous team example, this one also has a weakness to exploit, and that would be the Blowfish itself. If the enemy team has a Lv3 Skunk with them, the chance of winning against it would be quite slim since the Skunk will reduce the Blowfish’s health to 1, allowing for a quick takedown.
Additionally, this Blowfish can also be thwarted by a Scorpion since the Scorpion’s schtick is to defeat any opponent with a single blow and only that single blow. Otherwise, the Scorpion itself will be left defenseless after.
Another way you can try to make yourself a new team is to keep an eye out for your opponents’ teams each time you lose and understand why they’re so effective. Though, it’s always important to stick to your guns for the most part—don’t change your strategy mid-run.
Don’t Change Strategy Mid-Run
Let’s put you in a situation.
You have a team that somehow works. They’ve been winning your battles and they’ve got some decently high stats at this point in your run. You have a few Lv3 pets, too. But in the back of your mind, there is this one pet that you keep hoping will come next round.
Surprise, surprise—it does, but you no longer have space for this pet that you’ve always wanted. You sell one of your rather powerful pets but come the next Battle Phase, you’ll have suddenly incurred a loss… and another… and another after that. What happened?
Changing your strategy is one of the pitfalls of many new players of Super Auto Pets. The reason behind it is because they tend to chase after a strong pet that they think will immediately win their run. An example of such a pet would be the Hippo.
We’ll explain below what the Hippo does in detail, but Super Auto Pets as a whole is a game of chance since all of the pets randomly come around during the Shop Phase. Naturally, at lower tiers, the chance of running into duplicate pets is much higher than when you’ve hit Tier 6. At that point, it’ll be hard to level up specific pets unless you get really lucky. Don’t fall into this trap.
If you’ve started with a Horse and some Crickets, stick to these. Chances are, if you happen to come across other pets like Sheep, Deer, or Roosters, you’ve got yourself a summoning build. To augment this build, you may eventually trade the Horse for the Turkey, a Dog, or a Shark. This doesn’t necessarily mean you’ll have to forget about leveling up or feeding the other pets.
You’ll need to wear down the opponent’s team first if you want to succeed and to do that, all of your pets need to be in fighting shape, unless they can buff themselves (like the Dog or the Shark). Always keep an eye out for pets that you think will play to the strengths of your team. Improvise, adapt, overcome!
The best way to find a team that works for you is simple—put on your mad scientist goggles and prepare to experiment!
Experimentation Opens Up Possibilities
Do you have a Dodo on your team? How about a Crab with a really powerful pet behind it? Did you ever wonder if you could use a Sleeping Pill on a Spider to get a Tier 3 pet early?
The quickest way to find the secrets of Super Auto Pets is to attempt really risky experiments. Much like what we mentioned earlier, using a Sleeping Pill on a pet during the Shop Phase will result in permanent bonuses (no really!).
For example, if you have an Ox and pill the pet directly in front of it, the Ox will permanently have Melon Armor. The same principle applies for the Gorilla—if you have a pet that damages other pets such as the Hedgehog or the Badger and the Gorilla is directly behind it, pilling the Hedgehog or Badger will hurt the Gorilla, causing it to activate its Coconut Armor early!
Got a Penguin, any Lv3 pet, and a Bison above Lv1? The Bison will buff itself and the Penguin will buff the Bison alongside your Lv3 pet! This will ensure that you’ll have quick stat gains and you’ll be able to steamroll your opponent in the next round if done correctly (unless they have a Lv3 Skunk).
Have you considered putting a Mushroom on a Deer when it’s placed in the second slot of your team? How about getting a Dodo with high attack and putting it right behind a Rooster? Do you think that Flamingo and Mammoth are redundant? Try these yourself!
This ends our basic tips for our guide to Super Auto Pets. Now, we leave you with the motherlode of information: an entire index of anything and everything in the Turtle Pack. Read on!
The Turtle Pack Index
Below is an index of everything in the Turtle Pack from all 6 tiers as well as the default perks that some pets come with. Take note of what you read here, you might be able to make a monster of a team when put into practice!
Chili Perk — The equipped pet will hurt the enemy pet behind its current target by 5 Damage. The Bus that is summoned by the Deer upon fainting gets this by default.
Coconut Perk — The pet that has this perk will ignore all damage once. This perk cannot trigger abilities that require the pet to get hurt. The Gorilla gets this by default after getting hurt.
Melon Perk — The equipped pet will take 20 less damage once. The Ox can gain this by default after the friend in front of them faints and the Turtle gives this to friends behind it upon fainting.
Milk — Gives one pet +1 ATK and +2 HP. Better Milk gives one pet +2 ATK and +4 HP. Best Milk gives one pet +3 ATK and +6 HP.
Peanut Perk — Any enemy pet that is damaged by this will be instantly knocked out regardless of its HP. This doesn’t work on pets with the Melon or Coconut perks, however. The Scorpion has this by default.
NOTE: The “Good With” column doesn’t necessarily dictate an absolute rule. These are just suggestions for which are most commonly used or are best used.
TIER 1 — PETS | ||||
PET | BASE STATS | ABILITY | GOOD WITH | NOTES |
Ant | 2 ATK, 2 HP | Lv1 (Faint) — Gives a random friend +1 ATK and +1 HP. Lv2 (Faint) — Gives a random friend +2 ATK and +2 HP. Lv3 (Faint) — Gives a random friend +3 ATK and +3 HP. | Any | Great to place at the slot before your final pet in a team. This will guarantee that the last pet will be buffed when the Ant faints. |
Beaver | 3 ATK, 2 HP | Lv1 (Sell) — Give 2 random friends +1 ATK. Lv2 (Sell) — Give 2 random friends +2 ATK. Lv3 (Sell) — Give 2 random friends +3 ATK. | Any | Great stats for the early game and gives a good buff to any 2 friends on your team when you sell it. |
Cricket | 1 ATK, 2 HP | Lv1 (Faint) — Summons a 1/1 Zombie Cricket. Lv2 (Faint) — Summons a 2/2 Zombie Cricket. Lv3 (Faint) — Summons a 3/3 Zombie Cricket. | Horse, Turkey, Ox, Shark, Dog | A decent early-game pet. Its ability won’t carry it too far into the late game, so replace it with a Fly or a Deer instead. |
Duck | 2 ATK, 3 HP | Lv1 (Sell) — Gives +1 Health to current shop pets. Lv2 (Sell) — Gives +2 Health to current shop pets. Lv3 (Sell) — Gives +3 Health to current shop pets. | Any | Decent stats for the early game, but an ability that’s not as good as others. However, getting a Lv3 Duck and selling it might put you at an advantage if you’re buying a new pet. |
Fish | 2 ATK, 3 HP | Lv1 (Level Up) — Give 2 random friends +1 ATK and +1 HP. Lv2 (Level Up) — Give 2 random friends +2 ATK and +2 HP. Lv3 (Level Up) — None | Any | Much like the Beaver, the Fish can give your team the boost it needs. Except, instead of needing to sell it, the Fish activates its ability by gaining a level. |
Horse | 2 ATK, 1 HP | Lv1 (Friend Summoned) — Give it +1 ATK until the end of the battle. Lv2 (Friend Summoned) — Give it +2 ATK until the end of the battle. Lv3 (Friend Summoned) — Give it +3 ATK until the end of the battle. | Cricket, Spider, Deer, Rooster, Fly | Excellent early game, especially if you have pets like Crickets to accompany it. Otherwise, it isn’t very strong later on and can be quickly supplanted by the likes of the Turkey. |
Mosquito | 2 ATK, 2 HP | Lv1 (Battle Start) — Deals 1 damage to 1 random enemy. Lv2 (Battle Start) — Deals 1 damage to 2 random enemies. Lv3 (Battle Start) — Deals 1 damage to 3 random enemies. | Any | A Tier 1 pet that can be used until late game thanks to its ability. If the enemy has Melon shields, it can destroy these provided that it hits them. Otherwise, it may hit the wrong enemy or make things really difficult if it shoots at Camels, Blowfish, or Peacocks. |
Mouse | 3 ATK, 2 HP | Lv1 (Sell) — Stock 1 Apple worth 1 Gold. Lv2 (Sell) — Stock 1 Better Apple worth 1 Gold. Lv3 (Sell) — Stock 1 Best Apple worth 1 Gold. | Rabbit, Seal | Who doesn’t want free Apples? Once you’ve leveled it up enough, feed the Better/Best Apple to your strongest pet for a great stat boost. Even better, feed it while you have a Rabbit on your team or feed it while you have a Seal present… or feed it to any of your pets while a Rabbit and Seal are both present. |
Otter | 1 ATK, 3 HP | Lv1 (Buy) — Give 1 random friend +1 HP. Lv2 (Buy) — Give 2 random friends +1 HP. Lv3 (Buy) — Give 3 random friends +1 HP. | Any | A powerful pet to have, especially early on. Its stats don’t amount to much, but its buffs given to any of your friends are all permanent. |
Pig | 4 ATK, 1 HP | Lv1 (Sell) — Gives 1 extra Gold when sold. Lv2 (Sell) — Gives 2 extra Gold when sold. Lv3 (Sell) — Gives 3 extra Gold when sold. | Any | The hardest-hitting pet you can have at Tier 1 albeit with only 1 HP. Investing in this early and then selling it when you need extra cash is a good strategy, provided that Pigs pop up more as you play. |
TIER 1 — FOOD | ||||
FOOD | USAGE | GOOD WITH | NOTES | |
Apple | Gives a pet +1 ATK and +1 HP | Any | The most basic food item. Goes well with almost any pet but particularly with pets that benefit from eating food such as the Rabbit or the Seal. | |
Honey | Summons a Honeybee with 1 ATK and 1 HP when holder faints | Badger, pets that summon upon fainting | While great as a tiebreaker in the early game, this item goes extremely well with the Badger since—if the Badger manages to kill the last opponent with its faint skill—it might earn you a win unless the opposing team’s final pet has Honey themselves. | |
TIER 2 — PETS | ||||
PET | BASE STATS | ABILITY | GOOD WITH | NOTES |
Crab | 4 ATK, 1 HP | Lv1 (Battle Start) — Copies 50% of HP of the friend with the highest HP. Lv2 (Battle Start) — Copies 100% of HP of the friend with the highest HP. Lv3 (Battle Start) — Copies 150% of HP of the friend with the highest HP. | Rabbit, Worm, Hippo (counter), Skunk (counter) | This pet has to copy the HP of your healthiest friend. This means that lots of investment in the health of a single pet needs to be made before you can make this one effective. When successfully pulled off, the Crab will become a mighty wall for your team. |
Flamingo | 3 ATK, 2 HP | Lv1 (Faint) — Gives the 2 nearest friends behind +1 ATK and +1 HP. Lv2 (Faint) — Gives the 2 nearest friends behind +2 ATK and +2 HP. Lv3 (Faint) — Gives the 2 nearest friends behind +3 ATK and +3 HP. | Any | Much like the Ant mentioned before, this pet buffs friends when it faints. Unlike the Ant, it’s guaranteed to buff friends in 2 slots directly behind it. |
Hedgehog | 4 ATK, 2 HP | Lv1 (Faint) — Deal 2 damage to ALL pets. Lv2 (Faint) — Deal 4 damage to ALL pets. Lv3 (Faint) — Deal 6 damage to ALL pets. | Peacock, Camel, Blowfish | Feeling dangerous? Get yourself a Hedgehog and coat everyone on your team with Garlic. Once the Hedgehog faints, it will explode and deal damage to all pets (including your own). This works best with pets that activate their abilities through getting hurt. |
Kangaroo | 2 ATK, 3 HP | Lv1 (Friend in Front Attacks) — Gain +1 ATK and +1 HP. Lv2 (Friend in Front Attacks) — Gain +2 ATK and +2 HP. Lv3 (Friend in Front Attacks) — Gain +3 ATK and +3 HP. | Camel, Turtle, Flamingo, Ox, Armadillo | The Kangaroo effectively gets stronger if the pet in front of it constantly attacks. Consider putting high-health pets or pets with protective abilities before it. The Camel goes extremely well with the Kangaroo since it buffs any pet directly behind it. |
Peacock | 2 ATK, 5 HP | Lv1 (Hurt) — Gain +4 ATK. Lv2 (Hurt) — Gain +8 ATK. Lv3 (Hurt) — Gain +12 ATK. | Camel, Elephant | This pet is mostly high-risk, high-reward. Either you put a Camel before a Peacock to allow it to buffer any hits coming its way or put an Elephant to directly hurt the Peacock each time it attacks. The Elephant option is a bit risky since it might cause the Peacock to faint. |
Rat | 3 ATK, 6 HP | Lv1 (Faint) — Summons 1 Dirty Rat with 1 ATK and 1 HP in front of the opponent’s line. Lv2 (Faint) — Summons 2 Dirty Rats with 1 ATK and 1 HP in front of the opponent’s line. Lv3 (Faint) — Summons 3 Dirty Rats with 1 ATK and 1 HP in front of the opponent’s line. | Hippo, Boar, Rhino | While sometimes misunderstood, the Rat can be quite instrumental in making pets like the Hippo more powerful since it gives the Hippo easy knockouts thus powering it up. Otherwise, the Boar and the Rhino can work nicely with it as well since the Boar gets stronger before each attack and the Rhino can deal damage to its next opponent if it knocks its first one out. |
Snail | 2 ATK, 2 HP | Lv1 (End of Turn) — Gives all friends +1 HP if you lost your last battle. Lv2 (End of Turn) — Gives all friends +2 HP if you lost your last battle. Lv3 (End of Turn) — Gives all friends +3 HP if you lost your last battle. | Any | A very situational pet. The Snail can buy you enough time to regroup with each defeat you incur. Just remember that you only have 6 lives, so make it count! |
Spider | 2 ATK, 2 HP | Lv1 (Faint) — Summon one Tier 3 pet with 2 ATK and 2 HP at Lv1. Lv2 (Faint) — Summon one Tier 3 pet with 4 ATK and 4 HP at Lv2. Lv3 (Faint) — Summon one Tier 3 pet with 6 ATK and 6 HP at Lv3. | Horse, Turkey, Dog, Shark | Rather unpredictable and—at times—interesting, the Spider has the power to turn a fight around. If the spider happens to spawn a Sheep when it faints and you happen to have a Dog or a Shark on your team, consider those pets nicely buffed. |
Swan | 1 ATK, 2 HP | Lv1 (Start of Turn) — Gain +1 Gold. Lv2 (Start of Turn) — Gain +2 Gold. Lv3 (Start of Turn) — Gain +3 Gold. | Pig, Squirrel | This pet gives you Gold! If you want to feed your other pets a lot of food or buy more pets, try having it alongside a Pig or a Squirrel, respectively. Multiple Swans in a team will stack the amount of Gold you gain per turn, but it isn’t exactly advised since its stats are rather mediocre. |
Worm | 1 ATK, 3 HP | Lv1 (Start of Turn) — Stock an Apple worth 2 Gold. Lv2 (Start of Turn) — Stock a Better Apple worth 2 Gold. Lv3 (Start of Turn) — Stock a Best Apple worth 2 Gold. | Rabbit, Seal | The Worm is quite powerful by itself since the Better Apples and Best Apples it gives can be used to feed your strongest pets. It’s even better if done while you have a Rabbit and/or Seal currently in your team! |
TIER 2 — FOOD | ||||
FOOD | USAGE | GOOD WITH | NOTES | |
Cupcake | Gives a pet +3 ATK and +3 HP until the end of battle. | Any | Consider this Food item a contingency plan. If you have 3 Gold left at your turn and you don’t have anything good to spend it on, feed your strongest pet a Cupcake. | |
Meat Bone | Gives the pet the Meat Bone perk—Attacks now deal +3 Damage | Any | Easily gives a pet an edge over another. You can feed it to any pet with low ATK or feed it to pets that rely on knocking things out for their ability to trigger such as the Hippo or the Rhino. | |
Sleeping Pill | Makes a pet Faint permanently. Always costs 1 Gold. | Ant, Spider, Flamingo, Turtle | Using this in the Shop Phase on a pet will cause it to permanently faint. However, this also means that the buffs they give will be permanent. As for the likes of the Spider, using a Sleeping Pill on it might get you an early Tier 3 pet if you happen to be at Tier 2. You may also use this on the Mammoth pet at Tier 6, but why would you want to? | |
TIER 3 — PETS | ||||
PET | BASE STATS | ABILITY | GOOD WITH | NOTES |
Badger | 6 ATK, 3 HP | Lv1 (Faint) — Deals 50% ATK Damage to adjacent pets. Lv2 (Faint) — Deals 100% ATK Damage to adjacent pets. Lv3 (Faint) — Deals 150% ATK Damage to adjacent pets. | Any | The Badger is a tough customer. If not carefully used, it could cause a friend behind to faint whilst knocking out an enemy out front. Giving this pet Honey is a viable tie breaker since at higher levels, its ability has a high chance of beating its opponent. Be warned that a Crocodile can easily counter a last-slot Badger if it’s been fed well. |
Camel | 3 ATK, 4 HP | Lv1 (Hurt) — Give the nearest friend behind +1 ATK and +2 HP. Lv2 (Hurt) — Give the nearest friend behind +2 ATK and +4 HP. Lv3 (Hurt) — Give the nearest friend behind +3 ATK and +6 HP. | Elephant (in front), Peacock, Kangaroo, Hippo, Blowfish, Rhino | One of the most powerful pets in the Turtle Pack. The Camel can easily make the pet behind it much stronger before it faints. Give it some Garlic and watch it buff plenty. |
Dodo | 4 ATK, 2 HP | Lv1 (Battle Start) — Give 50% of ATK to the nearest friend ahead. Lv2 (Battle Start) — Give 100% of ATK to the nearest friend ahead. Lv3 (Battle Start) — Give 150% of ATK to the nearest friend ahead. | Peacock, Hippo, Dog, Shark, Rhino | A great way to make any attack-oriented pet stronger. Build on this pet if you want to make sure any of the pets in front hit harder than they should. |
Dog | 2 ATK, 3 HP | Lv1 (Friend Summoned) — Gain +2 ATK and +1 HP until the end of battle. Lv2 (Friend Summoned) — Gain +4 ATK and +2 HP until the end of battle. Lv3 (Friend Summoned) — Gain +6 ATK and +3 HP until the end of battle. | Cricket, Sheep, Deer, Rooster, Fly | This pet is similar to the Shark, except instead of having your friends die out to become stronger, the Dog draws its power from a growing number of friends. Behold, the power of friendship! |
Dolphin | 4 ATK, 3 HP | Lv1 (Battle Start) — Deal 3 damage to the enemy with the lowest HP. Lv2 (Battle Start) — Deal 3 damage to the enemy with the lowest HP. Twice. Lv3 (Battle Start) — Deal 3 damage to the enemy with the lowest HP. Thrice. | Tiger | A tricky, yet interesting pet to have. The Dolphin can pick off pets that have small amounts of health and will repeat this at higher levels if their first target faints. When paired with the Tiger, it will open fire like a machine gun. |
Elephant | 3 ATK, 7 HP | Lv1 (Hurt) — Deal 1 damage to the nearest friend behind. Lv2 (Hurt) — Deal 1 damage to the nearest friend behind. Twice. Lv3 (Hurt) — Deal 1 damage to the nearest friend behind. Thrice. | Camel, Peacock | Powerful, but risky, putting the Elephant before a Camel will ensure that the pet directly behind the Camel will become really strong. This is also partially thanks to the Elephant’s high HP. |
Giraffe | 1 ATK, 2 HP | Lv1 (End of Turn) — Give the nearest friend ahead +1 ATK and +1 HP. Lv2 (End of Turn) — Give the two nearest friends ahead +1 ATK and +1 HP. Lv3 (End of Turn) — Give the three nearest friends ahead +1 ATK and +1 HP. | Any | A general, all-around buffer for all occasions. Take the Giraffe anywhere you go and it’ll be sure to make your pets slightly stronger before your next Battle Phase. |
Ox | 2 ATK, 4 HP | Lv1 (Friend in Front Faints) — Gain the Melon perk. Works once per battle. Lv2 (Friend in Front Faints) — Gain the Melon perk. Works twice per battle. Lv3 (Friend in Front Faints) — Gain the Melon perk. Works thrice per battle. | Ant, Flamingo, Armadillo, Mammoth | While this pet may seem like an all-or-nothing pet thanks to its ability to gain Melon armor, it will require a buff before it faces off with its enemy. Otherwise, that Melon armor will be for naught. |
Rabbit | 1 ATK, 2 HP | Lv1 (Friend Eats Food) — Give friend +1 HP. Lv2 (Friend Eats Food) — Give friend +2 HP. Lv3 (Friend Eats Food) — Give friend +3 HP. | Worm, Seal | Despite it being one of the most innocent-looking pets, the Rabbit is not to be underestimated. Using Salad Bowls, Sushi, or Pizza can very easily bolster the ranks of your team. The best part about its ability is that it also works on itself—feed the Rabbit a Pear and watch it flex its muscles. |
Sheep | 2 ATK, 2 HP | Lv1 (Faint) — Summon two Rams both with 2 ATK and 2 HP. Lv2 (Faint) — Summon two Rams both with 4 ATK and 4 HP. Lv3 (Faint) — Summon two Rams both with 6 ATK and 6 HP. | Dog, Shark | The Sheep operates similarly to the Cricket. However, you’ll want to have a pet that gets stronger when it either faints or after it summons the Rams. |
TIER 3 — FOOD | ||||
FOOD | USAGE | GOOD WITH | NOTES | |
Garlic | Gives a pet the Garlic perk—take 2 less Damage. | Peacock, Camel, Hippo, Rhino | A good all-around suit of armor for any pet, particularly for the ones we mentioned here to the left. | |
Salad Bowl | Gives two random pets +1 ATK and +1 HP. | Any | Good for distributing stats to two random pets on your team at the same time. | |
TIER 4 — PETS | ||||
PET | BASE STATS | ABILITY | GOOD WITH | NOTES |
Bison | 4 ATK, 4 HP | Lv1 (End of Turn) — If a Lv3 friend is present on your team, gain +1 ATK and +2 HP. Lv2 (End of Turn) — If a Lv3 friend is present on your team, gain +2 ATK and +4 HP. Lv3 (End of Turn) — If a Lv3 friend is present on your team, gain +3 ATK and +6 HP. | Any | A rather difficult pet to have, only buy a Bison if you feel that you might be lucky enough to get any of your pets to Lv3. Even so, you’re better off doing this early since the Bison will need time to grow considerably, unless you have pets like the Rabbit, Seal, Penguin, or Giraffe to help it. |
Blowfish | 3 ATK, 6 HP | Lv1 (Hurt) — Deal 3 Damage to a random enemy. Lv2 (Hurt) — Deal 6 Damage to a random enemy. Lv3 (Hurt) — Deal 9 Damage to a random enemy. | Elephant, Snake, Tiger | The Blowfish is particularly nasty when it deals with its opponents. If you give it Garlic, prepare to make it shoot the enemy en masse. When coupled with the Snake or the Tiger, its firepower will be doubled. |
Deer | 1 ATK, 1 HP | Lv1 (Faint) — Summons a Bus with 5 ATK and 5 HP. Lv2 (Faint) — Summons a Bus with 10 ATK and 10 HP. Lv3 (Faint) — Summons a Bus with 15 ATK and 15 HP. | Horse, Turkey, Shark, Dog | A scary pet to have When the Deer faints and summons a Bus, be sure to have buffing pets like the Horse or the Turkey to make the Bus even more powerful. Otherwise, there’s always the option of having the Dog or the Shark as backup. |
Hippo | 4 ATK, 7 HP | Lv1 (Knock Out) — Gain +2 ATK and +2 HP. Double against Tier 4 pets or higher. Lv2 (Knock Out) — Gain +4 ATK and +4 HP. Double against Tier 4 pets or higher. Lv3 (Knock Out) — Gain +6 ATK and +6 HP. Double against Tier 4 pets or higher. | Rat, Camel, Dodo, summon pets (counter) | A fan favorite. The Hippo is one of the mightiest pets in the game. Apart from gaining a buff as it destroys its opponents, it becomes even more powerful if it defeats pets its tier or higher. It’s also particularly effective against summon teams. Don’t miss out on this one if you can help it. |
Parrot | 4 ATK, 2 HP | Lv1 (End of Turn) — Copy the ability of nearest pet ahead as Lv1 until the end of the battle. Lv2 (End of Turn) — Copy the ability of nearest pet ahead as Lv2 until the end of the battle. Lv3 (End of Turn) — Copy the ability of nearest pet ahead as Lv3 until the end of the battle. | Crocodile, Dolphin, Turkey, Fly, Leopard | Placing this pet behind other pets with powerful abilities such as the ones mentioned on the left can easily put the battle in your favor. Just imagine a never-ending army of Flies! |
Penguin | 1 ATK, 3 HP | Lv1 (End of Turn) — Give two Lv2 or higher friends +1 ATK and +1 HP. Lv2 (End of Turn) — Give two Lv2 or higher friends +2 ATK and +2 HP. Lv3 (End of Turn) — Give two Lv2 or higher friends +3 ATK and +3 HP. | Bison | While the Penguin excels as an all-arounder pet that helps its friends grow in strength, it’s even more effective if a Bison is buffing itself in the presence of a Lv3 friend. Either way, the Penguin is quite instrumental in making any team more powerful provided that at least one of its allies is at Lv2 or above. |
Skunk | 3 ATK, 5 HP | Lv1 (Battle Start) — Removes 33% HP from the enemy with the highest health. Lv2 (Battle Start) — Removes 66% HP from the enemy with the highest health. Lv3 (Battle Start) — Removes 99% HP from the enemy with the highest health. | Any, Hippo (counter), Rhino (counter), Boar (counter), Gorilla (counter) | A counter for many tanky pets, especially those who have gained buffs from the Monkey. Consider using this pet if you feel like you’ll be encountering the likes of the Camel, Elephant, Hippo, Bison, Rhino, or Boar. Unfortunately, its Lv1 ability doesn’t do so much later into the game. |
Squirrel | 2 ATK, 5 HP | Lv1 (Start of Turn) — Discount all shop food by 1 Gold. Lv2 (Start of Turn) — Discount all shop food by 2 Gold. Lv3 (Start of Turn) — Discount all shop food by 3 Gold. | Rabbit, Seal, Cat | Once the Squirrel hits Lv3, all shop food will be more or less free. Feeding your pets while the Rabbit, Seal, or Cat are present will certainly boost their stats to frightening heights. Just make sure that the food items you want discounted are frozen first before the next turn starts! |
Turtle | 2 ATK, 5 HP | Lv1 (Faint) — Give a Melon perk to 1 nearest friend behind. Lv2 (Faint) — Give Melon perks to 2 nearest friends behind. Lv3 (Faint) — Give Melon perks to 3 nearest friends behind. | Any | The Turtle is versatile in keeping your team safe. If you’ve fed your pets Melons before, being shot at by Mosquitoes, Leopards, Dolphins, etc., will destroy their Melons. Thankfully, the Turtle can refresh these as it Faints if the affected pets are directly behind it. |
Whale | 4 ATK, 10 HP | Lv1 (Battle Start) — Swallows the nearest friend ahead and summon them as Lv1 after fainting. Lv2 (Battle Start) — Swallows the nearest friend ahead and summon them as Lv2 after fainting. Lv3 (Battle Start) — Swallows the nearest friend ahead and summon them as Lv3 after fainting. | Flamingo, Deer, Turtle, Scorpion, Mammoth | If you’re looking to instantly receive the perks and buffs that a friend could instantly provide without them dying, the Whale can help you through this. For instance, a Whale swallowing a Deer will summon a Bus instantly. |
TIER 4 — FOOD | ||||
FOOD | USAGE | GOOD WITH | NOTES | |
Canned Food | Permanently give all current and future shop pets +1 ATK and +1 HP. | Any | Great for buffing later-game pets. The ability of the Cat affects this food item as well. | |
Pear | Gives one pet +2 ATK and +2 HP. | Any | An upgrade of the Apple. | |
TIER 5 — PETS | ||||
PET | BASE STATS | ABILITY | GOOD WITH | NOTES |
Armadillo | 2 ATK, 6 HP | Lv1 (Battle Start) — Gives ALL pets +8 HP. Lv2 (Battle Start) — Gives ALL pets +16 HP. Lv3 (Battle Start) — Gives ALL pets +24 HP. | Camel, Peacock, Skunk, Turkey, Fly, Gorilla | An interesting pet that puts both teams at higher health values. This helps pets with hurt abilities as well as teams that rely on summoning. When used alongside the Skunk, however, you will need to have the Armadillo’s ATK higher than that of the Skunk’s for this trick to be pulled off effectively so it boosts all the pets’ HP before the Skunk weakens the strongest pet on the enemy team. |
Cow | 4 ATK, 6 HP | Lv1 (Buy) — Replace shop food with two free Milk. Lv2 (Buy) — Replace shop food with two free Better Milk. Lv3 (Buy) — Replace shop food with two free Best Milk. | Rabbit, Seal | A good pet to have since the Milk is free and it gives a good boost to any pet that drinks it. Just be warned that the Milk will replace all current shop food—even if they’ve been frozen. |
Crocodile | 8 ATK, 4 HP | Lv1 (Battle Start) — Deals 8 damage to the last enemy. Lv2 (Battle Start) — Deals 8 damage to the last enemy. Twice. Lv3 (Battle Start) — Deals 8 damage to the last enemy. Thrice. | Tiger, any pet at the back of the enemy team (counter) | An instant counter to summon teams that have a Turkey at the back. The Crocodile also easily destroys Dogs or Sharks that are waiting for their team to trigger their abilities. That is, of course, if the Crocodile manages to kill off these backliners. |
Monkey | 1 ATK, 2 HP | Lv1 (End of Turn) — Gives the front-most friend +2 ATK and +3 HP. Lv2 (End of Turn) — Gives the front-most friend +4 ATK and +6 HP. Lv3 (End of Turn) — Gives the front-most friend +6 ATK and +9 HP. | Any | One of the most powerful pets in the Turtle Pack. When used, this pet can easily bring your front-most pet to a 50/50 in no time. That said, it’s important to put this one at the very back of the line. |
Rhino | 6 ATK, 9 HP | Lv1 (Knock Out) — Deal 4 damage to the first enemy. Damage is doubled against Tier 1 pets. Lv2 (Knock Out) — Deal 8 damage to the first enemy. Damage is doubled against Tier 1 pets. Lv3 (Knock Out) — Deal 12 damage to the first enemy. Damage is doubled against Tier 1 pets. | Tiger, summon pets (counter) | Another effective counter to summoner teams. The Rhino makes sure that any pet that comes up against it will be dealt with using its ability. This also means that the Rhino itself needs to be healthy and strong enough to take on multiple enemies at once. |
Rooster | 6 ATK, 4 HP | Lv1 (Faint) — Summons 1 Chick with 1 HP and 50% of the Rooster’s ATK. Lv2 (Faint) — Summons 2 Chicks with 1 HP and 50% of the Rooster’s ATK. Lv3 (Faint) — Summons 3 Chicks with 1 HP and 50% of the Rooster’s ATK. | Horse, Dog, Turkey, Shark | Effective in a summoner team. Giving the Rooster more ATK is key to making it more powerful. This will also allow its Chicks to wear down the enemy if need be. |
Scorpion | 1 ATK, 1 HP | Lv1 (Summoned) — Gain Peanut perk. Lv2 (Summoned) — Gain Peanut perk. Lv3 (Summoned) — Gain Peanut perk. | Any | A contingency plan for almost any situation. Bring this dangerous little fellow along with you if you feel like you’ll be encountering enemy pets with high HP that are situated at the front. |
Seal | 3 ATK, 8 HP | Lv1 (Eats Food) — Give 3 random friends +1 ATK. Lv2 (Eats Food) — Give 3 random friends +2 ATK. Lv3 (Eats Food) — Give 3 random friends +3 ATK. | Rabbit, Worm, Squirrel | Another mass-buffing pet that can greatly augment the Rabbit’s ability. Coupled with the Worm, the Seal can become an excellent member of your team. |
Shark | 2 ATK, 2 HP | Lv1 (Friend Faints) — Gain +2 ATK and +2 HP. Lv2 (Friend Faints) — Gain +4 ATK and +4 HP Lv3 (Friend Faints) — Gain +6 ATK and +6 HP | Cricket, Sheep, Deer, Rooster, Fly | Similar to the Dog, except it powers itself up based on its friends getting defeated. Be careful when putting it at the very rear of the team as pets like the Crocodile could either defeat it at the start of the fight or weaken it considerably. |
Turkey | 3 ATK, 4 HP | Lv1 (Friend Summoned) — Give it +3 ATK and +2 HP. Lv2 (Friend Summoned) — Give it +6 ATK and +4 HP. Lv3 (Friend Summoned) — Give it +9 ATK and +6 HP. | Cricket, Sheep, Deer, Rooster, Fly | The ultimate summon buffer pet. Nab it if you have any of the pets mentioned on the left. Unfortunately, it falls prey to the likes of the Dolphin or the Crocodile, especially if it’s the weakest member of the team and put in the back. |
TIER 5 — FOOD | ||||
FOOD | USAGE | GOOD WITH | NOTES | |
Chili | Pet gains the Chili perk—pet will also damage the enemy pet behind its current target by 5 Damage. | Hippo, Rhino, Boar | Great for pets that excel in attacking the enemy or those that get stronger in doing so. | |
Chocolate | Gives a pet +1 EXP. | Any | Tired of waiting for a duplicate pet to pop up? Feed them Chocolate. NOTE: Don’t feed Chocolate to your pets in real life! | |
Sushi | Gives 3 random friends +1 ATK and +1 HP. | Rabbit, Seal | A great way to spread stats evenly across your team. Even better if given to your team while the Rabbit is present. The Seal will only trigger its ability if a piece of Sushi lands on it. | |
TIER 6 — PETS | ||||
PET | BASE STATS | ABILITY | GOOD WITH | NOTES |
Boar | 10 ATK, 6 HP | Lv1 (Before Attack) — Gain +4 ATK and +2 HP. Lv2 (Before Attack) — Gain +8 ATK and +4 HP. Lv3 (Before Attack) — Gain +12 ATK and +6 HP. | Camel, Dodo (behind) | A mighty warrior of a pet. Once the Boar is in the field, ensure that it gains the protection it needs through Garlic or a Melon. In most cases, it’s better than the Hippo since it doesn’t rely on knocking the other pet out. |
Cat | 4 ATK, 5 HP | Lv1 — Food gives double ATK and HP. Works 2 times per turn. Lv2 — Food gives triple ATK and HP. Works 2 times per turn. Lv3 — Food gives quadruple ATK and HP. Works 2 times per turn. | Worm, Rabbit, Cow | This pet makes sure that all other pets in your team are fed at extra amounts. This means that giving your pets Sushi with a Lv3 cat means you’re giving 3 random friends +3 ATK and +3 HP! The effects of Canned Food on shop pets are increased as well. Do remember that this doesn’t work on Chocolate, the Meat Bone, or defensive food like Garlic or Melons. |
Dragon | 6 ATK, 8 HP | Lv1 (Tier 1 Friend Bought) — Give all friends +1 ATK and +1 HP. Lv2 (Tier 1 Friend Bought) — Give all friends +2 ATK and +2 HP. Lv3 (Tier 1 Friend Bought) — Give all friends +3 ATK and +3 HP. | Tier 1 pets | The Dragon is powerful in that it helps all of its other friends gain stats provided that you buy a Tier 1 pet each time. The difficult yet rewarding part about this is that it’s either you bring with you a Tier 1 pet all the way until the end of the game or you keep at least one slot open for any Tier 1 pet. |
Fly | 5 ATK, 5 HP | Lv1 (Friend Faints) — Summon one Fly in its place with 4 ATK and 4 HP. Works 3 times per turn. Lv2 (Friend Faints) — Summon one Fly in its place with 8 ATK and 8 HP. Works 3 times per turn. Lv3 (Friend Faints) — Summon one Fly in its place with 12 ATK and 12 HP. Works 3 times per turn. | Horse, Dog, Shark, Turkey | Possibly one of the most powerful summoners in this pack. Each time any of your friends faints, the Fly spawns another Fly in the fallen friend’s place. Be warned that pets like the Rhino or the Hippo are direct counters to the Fly. |
Gorilla | 7 ATK, 10 HP | Lv1 (Hurt) — Gains Coconut perk. Works once per turn. Lv2 (Hurt) — Gains Coconut perk. Works twice per turn. Lv3 (Hurt) — Gains Coconut perk. Works thrice per turn. | Any | The Gorilla is a pet that can give the Crab a run for its money. If leveled up enough and given a copious amount of HP, the Gorilla can become a mighty protector for your team. |
Leopard | 10 ATK, 4 HP | Lv1 (Battle Start) — Deal 50% of ATK to one random enemy. Lv2 (Battle Start) — Deal 50% of ATK to two random enemies. Lv3 (Battle Start) — Deal 50% of ATK to three random enemies. | Dodo, Tiger | This pet is another member of the sniper team much like the Mosquito, the Dolphin, the Crocodile, and the Skunk. However, at higher levels, it can become increasingly troublesome for the enemy team, especially if it has a Tiger right behind it. The Dodo may also ensure that whatever it hits stays dead. |
Mammoth | 4 ATK, 12 HP | Lv1 (Faint) — Give all friends +2 ATK and +2 HP. Lv2 (Faint) — Give all friends +4 ATK and +4 HP. Lv3 (Faint) — Give all friends +6 ATK and +6 HP. | Any | Possibly an extreme upgrade to the Flamingo since, instead of just buffing two of its friends behind it, the Mammoth buffs all its friends. Upon using a Sleeping Pill on a Mammoth, these effects can be permanent. |
Snake | 6 ATK, 6 HP | Lv1 (Friend in Front Attacks) — Deal 5 damage to a random enemy. Lv2 (Friend in Front Attacks) — Deal 10 damage to a random enemy. Lv3 (Friend in Front Attacks) — Deal 15 damage to a random enemy. | Camel, Blowfish, Boar, Tiger (behind), Turkey (counter), Shark (counter), Dog (counter) | This pet is another powerful sniper. It will require a pet in front that attacks as many times as possible. When paired with the Tiger, the Snake will repeat its attacks, causing absurd amounts of damage across the enemy team. |
Tiger | 6 ATK, 4 HP | Lv1 — The friend ahead will repeat their ability in battle as if they were Lv1. Lv2 — The friend ahead will repeat their ability in battle as if they were Lv2. Lv3 — The friend ahead will repeat their ability in battle as if they were Lv3. | Kangaroo, Dog, Hippo, Blowfish, Crocodile, Rhino, Shark, Turkey, Leopard, Boar, Snake, Fly | An insanely effective pet for friends whose abilities repeat during battle. Don’t miss out on the Tiger if you’re looking to cause some serious trouble. Just remember that this pet only goes behind the friend you want to buff. |
Wolverine | 5 ATK, 4 HP | Lv1 — Adjacent friendly abilities deal 3 damage extra. Lv2 — Adjacent friendly abilities deal 6 damage extra. Lv3 — Adjacent friendly abilities deal 9 damage extra. | Dolphin, Crocodile, Blowfish, Rhino, Snake | A sniper’s best friend. Putting the Wolverine in between pets that can “snipe” the enemy makes them hit slightly harder than before. |
TIER 6 — FOOD | ||||
FOOD | USAGE | GOOD WITH | NOTES | |
Melon | Grants a pet the Melon perk—the equipped pet takes 20 damage less one time. | Any | Good for protecting pets from 20 damage one time. It’s a great idea to give any of your pets the Melon perk. | |
Mushroom | Revives the pet with 1 ATK and 1 HP after fainting. | Flamingo, Mammoth | Powerful for faint pets, but highly recommended for the ones we mentioned here. | |
Pizza | Gives two random friends +2 ATK and +2 HP. | Any | This food item is a direct upgrade to the Salad Bowl. | |
Steak | Gives one pet the Steak perk—attack deals 20 Damage once. | Any | The Steak works perfectly well with any pet with high attack. Consider this as a similar means to having a Scorpion without worrying about it fainting afterwards. | |
Regardless of what you do in the game, it will always help to remember the following tips:
- Try to first understand the pets or items you’re about to buy.
- With each new tier that arrives, level up your pets immediately to get the jump on the enemy.
- The placement of your pets matter. Observe this before pressing that End Turn button—it will make a difference!
- Aim for a formation that synergizes with itself. A solid team wins plenty!
- Never abandon your initial plan mid-run. You will only spell doom for your team!
- Don’t be afraid to experiment. You might discover a new strategy each time.
This concludes our Super Auto Pets beginner’s guide! Study or bookmark this page and you’ll at least become a master of the Turtle Pack before you know it. Are you a Super Auto Pets master? Are there any tips we might have missed in our guide above? Leave your thoughts and comments in our comment section below this article!