A list of each Animal and Food from the Standard Pack and all Expansions including their effects.
This guide is up to date as of Version 0.1.0 of the game’s release.
Introduction
Super Auto Pets is a fairly new release as of the time I’m writing this, and I have not seen many guides online listing each Animal/Food and their effects. Below, I will put each Animal and Food in their respective pack, then their respective tier, then alphabetically from there.
Animals’ stats will be displayed as they are in-game, meaning 1/2 would be 1 Attack and 2 Health.
Punctuation inconsistencies in the animals’ descriptions are intentional, as that is the way that they appear in-game.
Each animal in this section is part of the Standard Pack, and is available for free from the time you download the game.
Tier 1 (Standard)
Ant – 2/1
Lvl. 1: Faint: Give a random friend +2/+1.
Lvl. 2: Faint: Give a random friend +4/+2.
Lvl. 3: Faint: Give a random friend +6/+3.
Beaver – 2/2
Lvl. 1: Sell: Give 2 random friends +1 Health.
Lvl. 2: Sell: Give 2 random friends +2 Health.
Lvl. 3: Sell: Give 2 random friends +3 Health.
Cricket – 1/2
Lvl. 1: Faint: Summon a 1/1 Cricket.
Lvl. 2: Faint: Summon a 2/2 Cricket.
Lvl. 3: Faint: Summon a 3/3 Cricket.
Duck – 1/2
Lvl. 1: Sell: Give shop animals +1/+1.
Lvl. 2: Sell: Give shop animals +2/+2.
Lvl. 3: Sell: Give shop animals +3/+3.
Notes:
Effect persists through rounds on frozen animals.
Duck does not appear in Expansion Pack #1.
Fish – 2/3
Lvl. 1: Level-up: Give all friends +1/+1.
Lvl. 2: Level-up: Give all friends +2/+2.
Lvl. 3: Level up: Animal is already at max level.
Horse – 1/1
Lvl. 1: Friend summoned: Give it +1 Attack until the end of battle.
Lvl. 2: Friend summoned: Give it +2 Attack until the end of battle.
Lvl. 3: Friend summoned: Give it +3 Attack until the end of battle.
Notes:
Buying a friend from the Shop counts as a summon, but the effects gained from the Horse are not permanent.
Horse does not appear in Expansion Pack #1.
Mosquito – 2/2
Lvl. 1: Start of battle: Deal 1 damage to a random enemy.
Lvl. 2: Start of battle: Deal 2 damage to a random enemy.
Lvl. 3: Start of battle: Deal 3 damage to a random enemy.
Notes:
If this animal faints before its turn in the starting order, its effect will still occur.
Lvl. 1: Buy: Give a random friend +1/+1.
Lvl. 2: Buy: Give a random friend +2/+2.
Lvl. 3: Buy: Give a random friend +3/+3.
Notes:
Otter does not appear in Expansion Pack #1.
Pig – 2/2
Lvl. 1: Sell: Gain an extra 1 gold.
Lvl. 2: Sell: Gain an extra 2 gold.
Lvl. 3: Sell: Gain an extra 3 gold.
Sloth – 1/1
“Has no special ability. Is kind of lame combat-wise. But he truly believes in you!”
Notes:
This animal does not gain any additional abilities when leveling up.
The Sloth is an extremely rare animal. How often this animal appears is largely unknown.
Tier 2 (Standard)
Crab – 3/3
Lvl. 1: Start of battle: Copy Health from friend ahead.
Lvl. 2: Start of battle: Copy Health from friend ahead.
Lvl. 3: Start of battle: Copy Health from friend ahead.
Notes:
This animal does not gain any additional abilities when leveling up.
Dodo – 1/3
Lvl. 1: Start of battle: Give Attack to friend ahead.
Lvl. 2: Start of battle: Give Attack to 2 friends ahead.
Lvl. 3: Start of battle: Give Attack to 3 friends ahead.
Notes:
Dodo does not appear in Expansion Pack #1.
Dog – 2/2
Lvl. 1: Friend summoned: Gain +1 Attack or +1 Health.
Lvl. 2: Friend summoned: Gain +2 Attack or +2 Health.
Lvl. 3: Friend summoned: Gain +3 Attack or +3 Health.
Notes:
This effect occurs when an animal is bought in an empty spot, but not if you upgrade an animal by dragging one from the shop onto an existing animal.
Elephant – 3/5
Lvl. 1: Before Attack: Deal 1 damage to friend behind.
Lvl. 2: Before Attack: Deal 1 damage to 2 friends behind.
Lvl. 3: Before Attack: Deal 1 damage to 3 friends behind.
Notes:
Elephant does not appear in Expansion Pack #1.
Flamingo – 3/1
Lvl. 1: Faint: Give the two friends behind +1/+1.
Lvl. 2: Faint: Give the two friends behind +2/+2.
Lvl. 3: Faint: Give the two friends behind +3/+3.
Hedgehog – 3/2
Lvl. 1: Faint: Deal 2 damage to all.
Lvl. 2: Faint: Deal 4 damage to all.
Lvl. 3: Faint: Deal 6 damage to all.
Notes:
If Honey is placed on this unit, its faint effect will occur before the 1/1 Bee is spawned.
Peacock – 1/5
Lvl. 1: Hurt: Gain +2 Attack
Lvl. 2: Hurt: Gain +4 Attack
Lvl. 3: Hurt: Gain +6 Attack
Notes:
If this animal is attacked with Melon Armor applied and takes no damage, its effect will still occur.
Rat – 4/5
Lvl. 1: Faint: Summon one 1/1 Dirty Rat for the opponent that betrays him.
Lvl. 2: Faint: Summon one 1/1 Dirty Rat for the opponent that betrays him.
Lvl. 3: Faint: Summon one 1/1 Dirty Rat for the opponent that betrays him.
Notes:
This animal does not gain any additional abilities when leveling up.
If there is no space to summon a Dirty Rat on the opponent’s team, no Dirty Rat will spawn.
Shrimp – 2/1
Lvl. 1: Friend sold: Give a random friend +1 Health.
Lvl. 2: Friend sold: Give a random friend +2 Health.
Lvl. 3: Friend sold: Give a random friend +3 Health.
Spider – 2/2
Lvl. 1: Faint: Summon one tier 3 animal as a 2/2.
Lvl. 2: Faint: Summon one tier 3 animal as a 4/4.
Lvl. 3: Faint: Summon one tier 3 animal as a 6/6.
Notes:
Using a Sleeping Pill on this animal in earlier rounds allows you to have a tier 3 animal before they are normally purchasable.
Swan – 3/4
Lvl. 1: Start of turn: Gain 1 gold.
Lvl. 2: Start of turn: Gain 2 gold.
Lvl. 3: Start of turn: Gain 3 gold.
Tier 3 (Standard)
Badger – 5/4
Lvl. 1: Faint: Deal Attack damage to adjacent animals.
Lvl. 2: Faint: Deal Attack damage to adjacent animals.
Lvl. 3: Faint: Deal Attack damage to adjacent animals.
Notes:
This animal does not gain any additional abilities when leveling up.
This faint effect applies to your teammates as well as the opposing team.
Badger does not appear in Expansion Pack #1.
Blowfish – 3/5
Lvl. 1: Hurt: Deal 2 damage to a random enemy.
Lvl. 2: Hurt: Deal 4 damage to a random enemy.
Lvl. 3: Hurt: Deal 6 damage to a random enemy.
Camel – 2/5
Lvl. 1: Hurt: Give friend behind +1/+2
Lvl. 2: Hurt: Give friend behind +2/+4
Lvl. 3: Hurt: Give friend behind +3/+6
Notes:
If this animal is attacked with Melon Armor applied and takes no damage, its effect will still occur.
Camel does not appear in Expansion Pack #1.
Giraffe – 1/3
Lvl. 1: End turn: Give friend ahead +1/+1.
Lvl. 2: End turn: Give 2 friends ahead +1/+1.
Lvl. 3: End turn: Give 3 friends ahead +1/+1.
Notes:
“End turn” refers to when you click the “End turn” button and end the shop phase before battle.
Giraffe does not appear in Expansion Pack #1.
Kangaroo – 2/3
Lvl. 1: Friend ahead attacks: Gain +2/+2.
Lvl. 2: Friend ahead attacks: Gain +4/+4.
Lvl. 3: Friend ahead attacks: Gain +6/+6.
Notes:
This effect does not occur when another animal uses an offensive ability. For example, Kangaroo would not gain its bonuses if a Blowfish or Mosquito were to shoot.
Kangaroo does not appear in Expansion Pack #1.
Ox – 1/4
Lvl. 1: Friend ahead faints: Gain Melon Armor and +2 Attack.
Lvl. 2: Friend ahead faints: Gain Melon Armor and +4 Attack.
Lvl. 3: Friend ahead faints: Gain Melon Armor and +6 Attack.
Notes:
“Friend ahead” refers to friend directly ahead in this case.
Ox does not appear in Expansion Pack #1.
Rabbit – 3/2
Lvl. 1: Friend eats shop food: Give it +1 Health.
Lvl. 2: Friend eats shop food: Give it +2 Health.
Lvl. 3: Friend eats shop food: Give it +3 Health.
Sheep – 2/2
Lvl. 1: Faint: Summon two 2/2 Rams.
Lvl. 2: Faint: Summon two 4/4 Rams.
Lvl. 3: Faint: Summon two 6/6 Rams.
Notes:
If there is no space to summon the second Ram upon fainting, only one Ram will be summoned.
Snail – 2/2
Lvl. 1: Buy: If you lost last battle, give all friends +2/+1.
Lvl. 2: Buy: If you lost last battle, give all friends +4/+2.
Lvl. 3: Buy: If you lost last battle, give all friends +6/+3.
Notes:
Like other Buy effects, this effect can be triggered by dragging a Snail from the shop onto an existing Snail.
Turtle – 2/4
Lvl. 1: Faint: Give friend behind Melon Armor.
Lvl. 2: Faint: Give 2 friends behind Melon Armor.
Lvl. 3: Faint: Give 3 friends behind Melon Armor.
Notes:
Using a Sleeping Pill on this animal in earlier rounds allows you to have Melon Armor on an animal before it is normally purchasable.
Melon Armor granted during battle will replace any other status effects applied to the animal behind Turtle until the end of battle.
Whale – 2/6
Lvl. 1: Start of battle: Swallow friend ahead and release it as level 1 after fainting.
Lvl. 2: Start of battle: Swallow friend ahead and release it as level 2 after fainting.
Lvl. 3: Start of battle: Swallow friend ahead and release it as level 3 after fainting.
Notes:
Whales will not swallow fainted friends, meaning if the friend in front of the whale faints before the Whale’s turn in the starting order, they will not be swallowed.
Whale does not appear in Expansion Pack #1.
Tier 4 (Standard)
Bison – 6/6
Lvl. 1: End turn: Gain +2/+2 if there is at least one Lvl. 3 friend.
Lvl. 2: End turn: Gain +4/+4 if there is at least one Lvl. 3 friend.
Lvl. 3: End turn: Gain +6/+6 if there is at least one Lvl. 3 friend.
Notes:
“End turn” refers to when you click the “End turn” button and end the shop phase before battle.
Deer – 1/1
Lvl. 1: Faint: Summon a 5/5 Bus with Splash Attack
Lvl. 2: Faint: Summon a 10/10 Bus with Splash Attack
Lvl. 3: Faint: Summon a 15/15 Bus with Splash Attack
Dolphin – 4/6
Lvl. 1: Start of battle: Deal 5 damage to the lowest health enemy.
Lvl. 2: Start of battle: Deal 10 damage to the lowest health enemy.
Lvl. 3: Start of battle: Deal 15 damage to the lowest health enemy.
Notes:
If this animal faints before its turn in the starting order, its effect will still occur.
Dolphin does not appear in Expansion Pack #1.
Hippo – 4/7
Lvl. 1: Knock out: Gain +2/+2.
Lvl. 2: Knock out: Gain +4/+4.
Lvl. 3: Knock out: Gain +6/+6.
Notes:
Hippo does not appear in Expansion Pack #1.
Monkey – 3/3
Lvl. 1: End turn: Give right-most friend +2/+2.
Lvl. 2: End turn: Give right-most friend +4/+4.
Lvl. 3: End turn: Give right-most friend +6/+6.
Notes:
“End turn” refers to when you click the “End turn” button and end the shop phase before battle.
This effect applies to the Monkey itself if it is the right-most friend.
Monkey does not appear in Expansion Pack #1.
Penguin – 1/2
Lvl. 1: End turn: Give other Lvl. 2 and 3 friends +1/+1
Lvl. 2: End turn: Give other Lvl. 2 and 3 friends +2/+2
Lvl. 3: End turn: Give other Lvl. 2 and 3 friends +3/+3
Notes:
“End turn” refers to when you click the “End turn” button and end the shop phase before battle.
Penguin does not appear in Expansion Pack #1.
Rooster – 3/3
Lvl. 1: Faint: Summon a Chick with the same Attack as this.
Lvl. 2: Faint: Summon 2 Chicks with the same Attack as this.
Lvl. 3: Faint: Summon 3 Chicks with the same Attack as this.
Notes:
If there is no space for the second or third Chicks upon fainting, only the appropriate number of Chicks will be spawned.
Skunk – 3/5
Lvl. 1: Start of battle: Reduce the highest Health enemy by 33%.
Lvl. 2: Start of battle: Reduce the highest Health enemy by 66%.
Lvl. 3: Start of battle: Reduce the highest Health enemy by 100%.
Notes:
Lvl. 3 Skunk will reduce any animal to 1 Health.
Squirrel – 2/2
Lvl. 1: Buy: Clear and fill shops with food.
Lvl. 2: Buy: Clear and fill shops with food.
Lvl. 3: Buy: Clear and fill shops with food.
Notes:
This animal does not gain any additional abilities when leveling up.
Like other Buy effects, this effect can be triggered by dragging a Squirrel from the shop onto an existing Squirrel.
Filling the shops with Food includes Animal spaces as well as Food spaces and will replace frozen food and animals.
Worm – 1/1
Lvl. 1: Eats shop food: Gain +1/+1.
Lvl. 2: Eats shop food: Gain +2/+2.
Lvl. 3: Eats shop food: Gain +3/+3.
Tier 5 (Standard)
Cow – 4/6
Lvl. 1: Buy: Replace food shop with 2 free milk that gives +2/+2.
Lvl. 2: Buy: Replace food shop with 2 free milk that gives +2/+2.
Lvl. 3: Buy: Replace food shop with 2 free milk that gives +2/+2.
Notes:
This animal does not gain any additional abilities when leveling up.
Upon buying a Cow, all Food in the shop will be replaced, including frozen food.
Like other Buy effects, this effect can be triggered by dragging a Cow from the shop onto an existing Cow.
Crocodile – 6/3
Lvl. 1: Start of battle: Deal 7 damage to the last enemy.
Lvl. 2: Start of battle: Deal 14 damage to the last enemy.
Lvl. 3: Start of battle: Deal 21 damage to the last enemy.
Notes:
If this animal faints before its turn in the starting order, its effect will still occur.
Parrot – 3/2
Lvl. 1: End turn: Copy the Lvl. 1 ability from animal ahead.
Lvl. 2: End turn: Copy the Lvl. 2 ability from animal ahead.
Lvl. 3: End turn: Copy the Lvl. 3 ability from animal ahead.
Notes:
“End turn” refers to when you click the “End turn” button and end the shop phase before battle.
Rhino – 5/6
Lvl. 1: Knock out: Deal 4 damage to the first enemy.
Lvl. 2: Knock out: Deal 8 damage to the first enemy.
Lvl. 3: Knock out: Deal 12 damage to the first enemy.
Notes:
This effect occurs directly after an enemy is knocked out, meaning it is possible to faint the enemy behind the first without attacking it.
Scorpion – 1/1
Lvl. 1: No ability.
Lvl. 2: No ability.
Lvl. 3: No ability.
Notes:
This animal does not gain any additional abilities when leveling up.
Despite the Scorpion having no ability, it is the only unit in the game with access to the Peanut effect.
The Peanut effect faints any enemy it comes in contact with, unless they have Melon Armor or a Coconut Shield.
Seal – 3/6
Lvl. 1: Eats shop food: Give 2 random friends +1/+1.
Lvl. 2: Eats shop food: Give 2 random friends +2/+2.
Lvl. 3: Eats shop food: Give 2 random friends +3/+3.
Shark – 4/4
Lvl. 1: Friend faints: Gain +2/+1.
Lvl. 2: Friend faints: Gain +4/+2.
Lvl. 3: Friend faints: Gain +6/+3.
Notes:
If a Sleeping Pill is used to faint another animal in the Buy phase, the effect gained is permanent.
Turkey – 3/4
Lvl. 1: Friend summoned: Give it +3/+3.
Lvl. 2: Friend summoned: Give it +6/+6.
Lvl. 3: Friend summoned: Give it +9/+9.
Notes:
Buying a friend from the Shop counts as a summon, meaning they will gain the effects of the Turkey permanently.
Tier 6 (Standard)
Cat – 4/5
Lvl. 1: Food with Health and Attack effects are doubled.
Lvl. 2: Food with Health and Attack effects are tripled.
Lvl. 3: Food with Health and Attack effects are quadrupled.
Notes:
Cat does not appear in Expansion Pack #1.
Dragon – 6/8
Lvl. 1: Buy tier one animal: Give all friends +1/+1.
Lvl. 2: Buy tier one animal: Give all friends +2/+2.
Lvl. 3: Buy tier one animal: Give all friends +3/+3.
Notes:
Like other Buy effects, this effect can be triggered by dragging a tier 1 animal from the shop onto an existing tier one animal of the same type.
Fly – 2/2
Lvl. 1: Friend faints: Summon a 2/2 fly in its place.
Lvl. 2: Friend faints: Summon a 4/4 fly in its place.
Lvl. 3: Friend faints: Summon a 6/6 fly in its place.
Notes:
If a friend faints that also has a summoning faint effect, the Fly’s effect happens second. So if there is no space to summon a fly due to another animal being summoned, no Fly will be summoned.
Fly does not appear in Expansion Pack #1.
Gorilla – 6/6
Lvl. 1: Hurt: Gain Coconut Shield.
Lvl. 2: Hurt: Gain Coconut Shield.
Lvl. 3: Hurt: Gain Coconut Shield.
Notes:
Gorilla is the only animal with access to the Coconut Shield effect.
Coconut Shield allows the Gorilla to be attacked once and take no damage whatsoever.
If this animal is attacked with Melon Armor applied and takes no damage, its effect will still occur.
Leopard – 6/4
Lvl. 1: Start of battle: Deal 50% Attack damage to a random enemy.
Lvl. 2: Start of battle: Deal 50% Attack damage to 2 random enemies.
Lvl. 3: Start of battle: Deal 50% Attack damage to 3 random enemies.
Notes:
If this animal faints before its turn in the starting order, its effect will still occur.
Mammoth – 2/6
Lvl. 1: Faint: Give all friends +2/+2
Lvl. 2: Faint: Give all friends +4/+4
Lvl. 3: Faint: Give all friends +6/+6
Notes:
Using a Sleeping Pill on this animal in the shop will give its effects permanently.
Snake – 6/6
Lvl. 1: Friend ahead attacks: Deal 5 damage to a random enemy.
Lvl. 2: Friend ahead attacks: Deal 10 damage to a random enemy.
Lvl. 3: Friend ahead attacks: Deal 15 damage to a random enemy.
Notes:
This effect does not occur when another animal uses an offensive ability. For example, Snake would not shoot if a Blowfish or Mosquito were to shoot.
Snake does not appear in Expansion Pack #1.
Tiger – 4/3
Lvl. 1: The friend ahead casts their ability twice in battle.
Lvl. 2: The friend ahead casts their ability twice in battle.
Lvl. 3: The friend ahead casts their ability twice in battle.
Notes:
This animal does not gain any additional abilities when leveling up.
Although the description states that the Tiger’s ability should only work in battle, Tiger does trigger the effects of animals like Monkey and Penguin twice.
Tiger does not appear in Expansion Pack #1.
Expansion Pack #1
Expansion Pack #1 is purchasable in-game for five US dollars. It includes new animals to use while excluding some of the animals from the Standard Pack. Players using Expansion Pack #1 will not be matched with players who are using the Standard Pack and vice versa.
In this section, I will include all animals that are present when playing Expansion Pack #1.
Tier 1 (Expansion #1)
Ant – 2/1
Lvl. 1: Faint: Give a random friend +2/+1.
Lvl. 2: Faint: Give a random friend +4/+2.
Lvl. 3: Faint: Give a random friend +6/+3.
Beaver – 2/2
Lvl. 1: Sell: Give 2 random friends +1 Health.
Lvl. 2: Sell: Give 2 random friends +2 Health.
Lvl. 3: Sell: Give 2 random friends +3 Health.
Beetle – 2/3
Lvl. 1: Eat shop food: Give shop animals +1 Health.
Lvl. 2: Eat shop food: Give shop animals +2 Health.
Lvl. 3: Eat shop food: Give shop animals +3 Health.
Notes:
Effect persists through rounds on frozen animals.
Beetle does not appear in the Standard Pack.
Bluebird – 2/1
Lvl. 1: End turn: Give left-most friend +1 Attack.
Lvl. 2: End turn: Give left-most friend +2 Attack.
Lvl. 3: End turn: Give left-most friend +3 Attack.
Notes:
“End turn” refers to when you click the “End turn” button and end the shop phase before battle.
This effect applies to the Bluebird itself if it is the left-most friend.
Bluebird does not appear in the Standard Pack.
Cricket – 1/2
Lvl. 1: Faint: Summon a 1/1 Cricket.
Lvl. 2: Faint: Summon a 2/2 Cricket.
Lvl. 3: Faint: Summon a 3/3 Cricket.
Fish – 2/3
Lvl. 1: Level-up: Give all friends +1/+1.
Lvl. 2: Level-up: Give all friends +2/+2.
Lvl. 3: Level up: Animal is already at max level.
Ladybug – 1/3
Lvl. 1: Buy food: Gain +1/+1 until the end of battle.
Lvl. 2: Buy food: Gain +2/+2 until the end of battle.
Lvl. 3: Buy food: Gain +3/+3 until the end of battle.
Notes:
Buying Food in this case refers to buying food for any animal, not just the Ladybug.
Mosquito – 2/2
Lvl. 1: Start of battle: Deal 1 damage to a random enemy.
Lvl. 2: Start of battle: Deal 2 damage to a random enemy.
Lvl. 3: Start of battle: Deal 3 damage to a random enemy.
Notes:
If this animal faints before its turn in the starting order, its effect will still occur.
Pig – 2/2
Lvl. 1: Sell: Gain an extra 1 gold.
Lvl. 2: Sell: Gain an extra 2 gold.
Lvl. 3: Sell: Gain an extra 3 gold.
Sloth – 1/1
“Has no special ability. Is kind of lame combat-wise. But he truly believes in you!”
Notes:
This animal does not gain any additional abilities when leveling up.
The Sloth is an extremely rare animal. How often this animal appears is largely unknown.
Tier 2 (Expansion #1)
Bat – 1/3
Lvl. 1: Start of battle: Make 1 enemy Weak.
Lvl. 2: Start of battle: Make 2 enemies Weak.
Lvl. 3: Start of battle: Make 3 enemies Weak.
Notes:
The Weak effect makes an animal take 5 additional damage when any damage is done.
The Weak effect from the Bat replaces any buffs from food the affected animal would otherwise have. (ie: If a Peacock had Garlic Armor and was then affected by Weak, the Peacock would no longer have Garlic Armor until the end of battle.)
Bat is one of two animals that can apply the Weak effect with the other being the Microbe.
Bat does not appear in the Standard Pack.
Dog – 2/2
Lvl. 1: Friend summoned: Gain +1 Attack or +1 Health.
Lvl. 2: Friend summoned: Gain +2 Attack or +2 Health.
Lvl. 3: Friend summoned: Gain +3 Attack or +3 Health.
Notes:
This effect occurs when an animal is bought in an empty spot, but not if you upgrade an animal by dragging one from the shop onto an existing animal.
Dromedary – 2/4
Lvl. 1: Start of turn: Give shop animals +1/+1.
Lvl. 2: Start of turn: Give shop animals +2/+2.
Lvl. 3: Start of turn: Give shop animals +3/+3.
Notes:
Start of turn refers to getting back to the shop after battle.
Effect persists through rounds on frozen animals.
Dromedary does not appear in the Standard Pack.
Flamingo – 3/1
Lvl. 1: Faint: Give the two friends behind +1/+1.
Lvl. 2: Faint: Give the two friends behind +2/+2.
Lvl. 3: Faint: Give the two friends behind +3/+3.
Hedgehog – 3/2
Lvl. 1: Faint: Deal 2 damage to all.
Lvl. 2: Faint: Deal 4 damage to all.
Lvl. 3: Faint: Deal 6 damage to all.
Notes:
If Honey is placed on this unit, its faint effect will occur before the 1/1 Bee is spawned.
Peacock – 1/5
Lvl. 1: Hurt: Gain +2 Attack
Lvl. 2: Hurt: Gain +4 Attack
Lvl. 3: Hurt: Gain +6 Attack
Notes:
If this animal is attacked with Melon Armor applied and takes no damage, its effect will still occur.
Rat – 4/5
Lvl. 1: Faint: Summon one 1/1 Dirty Rat for the opponent that betrays him.
Lvl. 2: Faint: Summon one 1/1 Dirty Rat for the opponent that betrays him.
Lvl. 3: Faint: Summon one 1/1 Dirty Rat for the opponent that betrays him.
Notes:
This animal does not gain any additional abilities when leveling up.
If there is no space to summon a Dirty Rat on the opponent’s team, no Dirty Rat will spawn.
Shrimp – 2/1
Lvl. 1: Friend sold: Give a random friend +1 Health.
Lvl. 2: Friend sold: Give a random friend +2 Health.
Lvl. 3: Friend sold: Give a random friend +3 Health.
Spider – 2/2
Lvl. 1: Faint: Summon one tier 3 animal as a 2/2.
Lvl. 2: Faint: Summon one tier 3 animal as a 4/4.
Lvl. 3: Faint: Summon one tier 3 animal as a 6/6.
Notes:
Using a Sleeping Pill on this animal in earlier rounds allows you to have a tier 3 animal before they are normally purchasable.
Swan – 3/4
Lvl. 1: Start of turn: Gain 1 gold.
Lvl. 2: Start of turn: Gain 2 gold.
Lvl. 3: Start of turn: Gain 3 gold.
Tabby Cat – 4/3
Lvl. 1: Eats shop food: Give friends +1 Attack until end of battle.
Lvl. 2: Eats shop food: Give friends +2 Attack until end of battle.
Lvl. 3: Eats shop food: Give friends +3 Attack until end of battle.
Notes:
Tabby Cat does not appear in the Standard Pack.
Tier 3 (Expansion #1)
Blowfish – 3/5
Lvl. 1: Hurt: Deal 2 damage to a random enemy.
Lvl. 2: Hurt: Deal 4 damage to a random enemy.
Lvl. 3: Hurt: Deal 6 damage to a random enemy.
Caterpillar – 1/4
Lvl. 1: Start of turn: Gain 1 Experience.
Lvl. 2: Start of turn: Gain 1 Experience.
Lvl. 3: Start of battle: Evolve into a Butterfly.
Notes:
Lvl. 3 Caterpillar returns to being a Lvl. 3 Caterpillar after battle.
Butterfly copies the stats of the highest Health animal on your squad. For example. If you have a 50/1 Bison and a 2/2 Sheep, the Butterfly will turn into a 2/2 instead of a 50/1.
Caterpillars can be fainted before turning into a Butterfly at the start of battle.
Any status effects applied to the Caterpillar will be replaced with nothing when turning into a Butterfly.
Caterpillar does not appear in the Standard Pack
Hatching Chick – 1/1
Lvl. 1: End turn: Give +5/+5 to friend ahead until end of battle.
Lvl. 2: End turn: Give +2/+2 to friend ahead.
Lvl. 3: Start of turn: Give +1 Experience to friend ahead.
Notes:
“End turn” refers to when you click the “End turn” button and end the shop phase before battle.
Hatching Chick does not appear in the Standard Pack.
Owl – 5/3
Lvl. 1: Sell: Give a random friend +2/+2.
Lvl. 2: Sell: Give a random friend +2/+2.
Lvl. 3: Sell: Give a random friend +2/+2.
Notes:
This animal does not get any additional abilities when leveling up.
Owl does not appear in the Standard Pack.
Puppy – 5/3
Lvl. 1: End turn: If you have 2 or more gold, gain +2/+2.
Lvl. 2: End turn: If you have 2 or more gold, gain +4/+4.
Lvl. 3: End turn: If you have 2 or more gold, gain +6/+6.
Notes:
This effect occurs if you have 2 unspent gold when you decide to enter battle.
Puppy does not appear in the Standard Pack.
Rabbit – 3/2
Lvl. 1: Friend eats shop food: Give it +1 Health.
Lvl. 2: Friend eats shop food: Give it +2 Health.
Lvl. 3: Friend eats shop food: Give it +3 Health.
Sheep – 2/2
Lvl. 1: Faint: Summon two 2/2 Rams.
Lvl. 2: Faint: Summon two 4/4 Rams.
Lvl. 3: Faint: Summon two 6/6 Rams.
Notes:
If there is no space to summon the second Ram upon fainting, only one Ram will be summoned.
Snail – 2/2
Lvl. 1: Buy: If you lost last battle, give all friends +2/+1.
Lvl. 2: Buy: If you lost last battle, give all friends +4/+2.
Lvl. 3: Buy: If you lost last battle, give all friends +6/+3.
Notes:
Like other Buy effects, this effect can be triggered by dragging a Snail from the shop onto an existing Snail.
Tropical Fish – 2/4
Lvl. 1: End turn: Give adjacent friends +1 Health.
Lvl. 2: End turn: Give adjacent friends +2 Health.
Lvl. 3: End turn: Give adjacent friends +3 Health.
Notes:
“End turn” refers to when you click the “End turn” button and end the shop phase before battle.
Tropical Fish does not appear in the Standard Pack.
Turtle – 2/4
Lvl. 1: Faint: Give friend behind Melon Armor.
Lvl. 2: Faint: Give 2 friends behind Melon Armor.
Lvl. 3: Faint: Give 3 friends behind Melon Armor.
Notes:
Using a Sleeping Pill on this animal in earlier rounds allows you to have Melon Armor on an animal before it is normally purchasable.
Melon Armor granted during battle will replace any other status effects applied to the animal behind Turtle until the end of battle.
Tier 4 (Expansion #1)
Bison – 6/6
Lvl. 1: End turn: Gain +2/+2 if there is at least one Lvl. 3 friend.
Lvl. 2: End turn: Gain +4/+4 if there is at least one Lvl. 3 friend.
Lvl. 3: End turn: Gain +6/+6 if there is at least one Lvl. 3 friend.
Notes:
“End turn” refers to when you click the “End turn” button and end the shop phase before battle.
Buffalo – 5/5
Lvl. 1: Friend bought: Gain +1/+1.
Lvl. 2: Friend bought: Gain +2/+2.
Lvl. 3: Friend bought: Gain +3/+3.
Notes:
Buffalo does not appear in the Standard Pack.
Deer – 1/1
Lvl. 1: Faint: Summon a 5/5 Bus with Splash Attack
Lvl. 2: Faint: Summon a 10/10 Bus with Splash Attack
Lvl. 3: Faint: Summon a 15/15 Bus with Splash Attack
Llama – 2/5
Lvl. 1: End turn: If you have 4 or less animals, gain +2/+2.
Lvl. 2: End turn: If you have 4 or less animals, gain +4/+4.
Lvl. 3: End turn: If you have 4 or less animals, gain +6/+6.
Notes:
“End turn” refers to when you click the “End turn” button and end the shop phase before battle.
Llama does not appear in the Standard Pack.
Lobster – 3/3
Lvl. 1: Friend summoned: Give it +2/+2 when not in battle.
Lvl. 2: Friend summoned: Give it +4/+4 when not in battle.
Lvl. 3: Friend summoned: Give it +6/+6 when not in battle.
Notes:
Lobster does not appear in the Standard Pack.
Poodle – 4/2
Lvl. 1: End turn: Give +1/+1 to different tier animals.
Lvl. 2: End turn: Give +2/+2 to different tier animals.
Lvl. 3: End turn: Give +3/+3 to different tier animals.
Notes:
“End turn” refers to when you click the “End turn” button and end the shop phase before battle.
This effect allows any animal that is not tier 4 to receive benefits.
Poodle does not appear in the Standard Pack.
Rooster – 3/3
Lvl. 1: Faint: Summon a Chick with the same Attack as this.
Lvl. 2: Faint: Summon 2 Chicks with the same Attack as this.
Lvl. 3: Faint: Summon 3 Chicks with the same Attack as this.
Notes:
If there is no space for the second or third Chicks upon fainting, only the appropriate number of Chicks will be spawned.
Skunk – 3/5
Lvl. 1: Start of battle: Reduce the highest Health enemy by 33%.
Lvl. 2: Start of battle: Reduce the highest Health enemy by 66%.
Lvl. 3: Start of battle: Reduce the highest Health enemy by 100%.
Notes:
Lvl. 3 Skunk will reduce any animal to 1 Health.
Squirrel – 2/2
Lvl. 1: Buy: Clear and fill shops with food.
Lvl. 2: Buy: Clear and fill shops with food.
Lvl. 3: Buy: Clear and fill shops with food.
Notes:
This animal does not gain any additional abilities when leveling up.
Like other Buy effects, this effect can be triggered by dragging a Squirrel from the shop onto an existing Squirrel.
Filling the shops with Food includes Animal spaces as well as Food spaces and will replace frozen food and animals.
Worm – 1/1
Lvl. 1: Eats shop food: Gain +1/+1.
Lvl. 2: Eats shop food: Gain +2/+2.
Lvl. 3: Eats shop food: Gain +3/+3.
Tier 5 (Expansion #1)
Chicken – 3/4
Lvl. 1: Buy tier 1 animal: Give current and future shop animals +1/+1.
Lvl. 2: Buy tier 1 animal: Give current and future shop animals +2/+2.
Lvl. 3: Buy tier 1 animal: Give current and future shop animals +3/+3.
Notes:
Chicken has essentially the same effect as buying a Canned Food from the shop.
Like other Buy effects, this effect can be triggered by dragging a tier 1 animal from the shop onto an existing tier 1 animal of the same type.
Chicken does not appear in the Standard Pack.
Cow – 4/6
Lvl. 1: Buy: Replace food shop with 2 free milk that gives +2/+2.
Lvl. 2: Buy: Replace food shop with 2 free milk that gives +2/+2.
Lvl. 3: Buy: Replace food shop with 2 free milk that gives +2/+2.
Notes:
This animal does not gain any additional abilities when leveling up.
Upon buying a Cow, all Food in the shop will be replaced, including frozen food.
Like other Buy effects, this effect can be triggered by dragging a Cow from the shop onto an existing Cow.
Eagle – 6/5
Lvl. 1: Faint: Summon one Lvl. 1 tier 6 animal.
Lvl. 2: Faint: Summon one Lvl. 2 tier 6 animal.
Lvl. 3: Faint: Summon one Lvl. 3 tier 6 animal.
Notes:
Using a Sleeping Pill on this animal in earlier rounds allows you to have a tier 6 animal before they are normally purchasable.
Eagle does not appear in the Standard Pack.
Goat – 4/5
Lvl. 1: Friend bought: Gain 1 gold.
Lvl. 2: Friend bought: Gain 1 gold.
Lvl. 3: Friend bought: Gain 1 gold.
Notes:
This animal does not gain additional abilities when leveling up. However, the amount of times this effect can occur in one shop round increases.
Like other Buy effects, this effect can be triggered by dragging an animal from the shop onto an existing animal of the same type.
Goat does not appear in the Standard Pack.
Microbe – 1/1
Lvl. 1: Faint: Make all animals Weak.
Lvl. 2: Faint: Make all animals Weak.
Lvl. 3: Faint: Make all animals Weak.
Notes:
This animal does not gain additional abilities when leveling up.
This faint effect applies to your teammates as well as the opposing team.
The Weak effect makes an animal take 5 additional damage when any damage is done.
The Weak effect from the Microbe replaces any buffs from food the affected animal would otherwise have. (ie: If a Peacock had Garlic Armor and was then affected by Weak, the Peacock would no longer have Garlic Armor until the end of battle.)
Microbe is one of two animals that can apply the Weak effect with the other being the Bat.
Microbe does not appear in the Standard Pack.
Rhino – 5/6
Lvl. 1: Knock out: Deal 4 damage to the first enemy.
Lvl. 2: Knock out: Deal 8 damage to the first enemy.
Lvl. 3: Knock out: Deal 12 damage to the first enemy.
Notes:
This effect occurs directly after an enemy is knocked out, meaning it is possible to faint the enemy behind the first without attacking it.
Scorpion – 1/1
Lvl. 1: No ability.
Lvl. 2: No ability.
Lvl. 3: No ability.
Notes:
This animal does not gain any additional abilities when leveling up.
Despite the Scorpion having no ability, it is the only unit in the game with access to the Peanut effect.
The Peanut effect faints any enemy it comes in contact with, unless they have Melon Armor or a Coconut Shield.
Seal – 3/6
Lvl. 1: Eats shop food: Give 2 random friends +1/+1.
Lvl. 2: Eats shop food: Give 2 random friends +2/+2.
Lvl. 3: Eats shop food: Give 2 random friends +3/+3.
Tier 6 (Expansion #1)
Dragon – 6/8
Lvl. 1: Buy tier one animal: Give all friends +1/+1.
Lvl. 2: Buy tier one animal: Give all friends +2/+2.
Lvl. 3: Buy tier one animal: Give all friends +3/+3.
Notes:
Like other Buy effects, this effect can be triggered by dragging a tier 1 animal from the shop onto an existing tier one animal of the same type.
Gorilla – 6/6
Lvl. 1: Hurt: Gain Coconut Shield.
Lvl. 2: Hurt: Gain Coconut Shield.
Lvl. 3: Hurt: Gain Coconut Shield.
Notes:
Gorilla is the only animal with access to the Coconut Shield effect.
Coconut Shield allows the Gorilla to be attacked once and take no damage whatsoever.
If this animal is attacked with Melon Armor applied and takes no damage, its effect will still occur.
Leopard – 6/4
Lvl. 1: Start of battle: Deal 50% Attack damage to a random enemy.
Lvl. 2: Start of battle: Deal 50% Attack damage to 2 random enemies.
Lvl. 3: Start of battle: Deal 50% Attack damage to 3 random enemies.
Notes:
If this animal faints before its turn in the starting order, its effect will still occur.
Mammoth – 2/6
Lvl. 1: Faint: Give all friends +2/+2
Lvl. 2: Faint: Give all friends +4/+4
Lvl. 3: Faint: Give all friends +6/+6
Notes:
Using a Sleeping Pill on this animal in the shop will give its effects permanently.
Octopus – 8/8
Lvl. 1: Level up: Gain +8/+8.
Lvl. 2: Level up: Gain +8/+8 and a new ability.
Lvl. 3: Before attack: Deal 5 damage to all enemies
Notes:
It is possible with this Lvl. 3 ability to never have your animals actually attack and still win.
Octopus does not appear in the Standard Pack.
Sauropod – 4/12
Lvl. 1: Buy food: Gain 1 gold.
Lvl. 2: Buy food: Gain 1 gold.
Lvl. 3: Buy food: Gain 1 gold.
Notes:
This animal does not gain any additional abilities when leveling up.
Buying Food in this case refers to buying food for any animal, not just the Sauropod.
Sauropod does not appear in the Standard Pack.
Tyrannosaurus – 9/4
Lvl. 1: End turn: If you have 3 or more gold, give other friends +2/+2.
Lvl. 2: End turn: If you have 3 or more gold, give other friends +4/+4.
Lvl. 3: End turn: If you have 3 or more gold, give other friends +6/+6.
Notes:
This effect occurs if you have 3 unspent gold when you decide to enter battle.
Tyrannosaurus does not appear in the Standard Pack.
Food
All Food is consistently available throughout every expansion, but is tiered just like the animals.
Tier 1 (Food)
Apple
Give an animal +1/+1.
Honey
Give an animal Honey Bee.
Notes:
This effect summons a 1/1 Honey Bee upon the affected animal fainting.
Tier 2 (Food)
Cupcake
Give an animal +3/+3 until end of battle.
Meat Bone
Give an animal Bone Attack
Notes:
Bone Attack allows the affected animal to hit for +5 extra damage per attack.
Sleeping Pill
Make a friendly animal faint.
Notes:
Allows the player to benefit from fainting an animal outside of battle.
This costs only 1 gold, as opposed to the usual 3 gold for animals and food.
Tier 3 (Food)
Garlic
Give an animal Garlic Armor.
Notes:
Garlic Armor reduces the amount of damage an animal takes by 2 for each time they are attacked.
Salad Bowl
Give 2 random animals +1/+1.
Tier 4 (Food)
Canned Food
Give all current and future shop animals +2/+2.
Notes:
This effect applies to all rounds going forward, not just the one you bought it on.
Pear
Give an animal +2/+2.
Tier 5 (Food)
Chili
Give an animal Splash Attack.
Notes:
Splash Attack allows up to 5 damage to pass through the front animal, and hit the animal behind.
Chocolate
Give an animal +1 Experience.
Sushi
Give 3 random animals +1/+1.
Tier 6 (Food)
Melon
Give an animal Melon Armor.
Notes:
Melon Armor absorbs up to 20 damage from one attack done to an animal. After the first time it is hit, the effect goes away.
Mushroom
Give an animal Extra Life.
Notes:
Extra Life summons the same animal that just fainted as their current tiered version, but without the buffs they have received in the past.
Pizza
Give 2 random animals +2/+2.
Steak
Give an animal Steak Attack.
Notes:
Steak attack allows the affected animal to attack for 20 extra damage one time. After that, the effect goes away.
Thanks to Soleil for his great guide, all credit to his effort. you can also read the original guide from Steam Community. enjoy the game.