Super Animal Royale Wiki

Promotional artwork for S.A.W. vs Rebellion.

Battle between S.A.W. and Rebellion forces.

Looking for information on the original version of this game mode? S.A.W. vs Rebellion/Legacy

S.A.W. vs Rebellion is a limited time game mode in which the Super Animal World forces fight against the Super Animal Super Resistance on a series of locations around Super Animal World. It is a Control Point style game mode between two teams of 24 Super Animals each, featuring a selection of specialized classes and maps to play on. The goal of each team is to cause the enemy team to run out of points, by capturing flags, killing enemies, and by vanquishing the Giant Star-nosed Mole and capturing its reward crate. After being killed, Super Animals may respawn at their team's spawn point. [1][2]

The mode was first introduced publicly in the Public Test Realm (PTR)[3], and was initially a team elimination mode, with a flag control game mechanic, spanning the whole Super Animal World.


Icon Hamster Ball.png Hamster Balls will spawn near a team's spawn point. When these Hamster Balls are broken, they will respawn after a short while. Emu idle 000.png Giant Emus will spawn around the map. If they are killed, they will respawn at their original position if no players are nearby.

Upon death, Super Animals do not drop the contents of their inventory in this mode, and instead drop a random set of pickups, such as Healthjuice level 3.png Health Juice, Duct-Tape.png Super Tape, and Icon Ammo.png Ammunitionlist exact numbers if known. Pickups can still be obtained by breaking Crate-wooden.png Crates, Egypt pyramid pot empty short 2.png Egyptian Pots and by cutting Tallgrass-wheat.png Tall these drop utility (e.g. grenades)?

In this mode, the "Need Help!", "Danger!", and "Go go" pings can be seen and heard by all players in the same team. In addition, players can also ping the flags to notify their teammates to capture or defend it. Pinging a flag is also audible and visible to the entire team. The ping's chat message will only be visible for members of the same squad.[4]

While kills in this game mode count towards challenge goals, they do not count towards milestone progression.


Saw v rebels tier upgrade.png

There are 5 classes to choose from in this mode. Players may pick a class before the match begins, and can switch to another class after they die. Players are locked to the respective weapons of their class, and are unable to swap or loot weapons. Players will only pick up ammo that their class can use.

Players may unlock the Tier 2 loadout of their class by earning 4 kills, or in the case of the Medic, by healing allies with the Gun dart grey-resources.assets-5316.png Dogna's Dart Gun, where 75 health points healed counts as one tick towards the upgrade. Once the requirements have been met, the Tier 2 version will be available in the class selector before respawning. After the Tier 2 loadout has been chosen, it will revert to the Tier 1 version after the next death, and will need to be unlocked in order to be used again.

Name Weapons Armor Items Consumables
Gun-smg grey.png
Gun bow default.png
Bodyarmor level 1.png
Skunk bombUI.png 2 Duct-Tape.png 1

Healthjuice level 3.png 100

Scout II
Gun-silenced-pistol grey.png
Gun crossbow default.png
Bodyarmor level 3.png
Skunk bombUI.png 4


Duct-Tape.png 4

Healthjuice level 3.png 180

Gun dart grey-resources.assets-5316.png
Dual Pistols.png
Bodyarmor level 1.png
BananaUI.png 3


Duct-Tape.png 3

Healthjuice level 3.png 150

Medic II
Gun dart grey-resources.assets-5316.png
Gun-thomas gun grey.png
Bodyarmor level 2.png
BananaUI.png 5


Duct-Tape.png 5

Healthjuice level 3.png 200

Gun-ak grey.png
Gun-pistol grey.png
Bodyarmor level 1.png
Duct-Tape.png 1

Healthjuice level 3.png 75

Assault II
Gun-m16 grey.png
Gun-smg grey.png
Bodyarmor level 2.png
Grenade-new.png 2


Duct-Tape.png 3

Healthjuice level 3.png 125

Gun rifle grey-resources.assets-1277.png
Dual Pistols.png
Bodyarmor level 1.png
Duct-Tape.png 1

Healthjuice level 3.png 90

Sniper II
Gun-sniper grey.png
Dual Pistols.png
Bodyarmor level 3.png
Skunk bombUI.png 1 Duct-Tape.png 3

Healthjuice level 3.png 120

Gun-shotgun grey.png
Gun-magnum grey.png
Bodyarmor level 1.png
Grenade-new.png 1 Duct-Tape.png 2

Healthjuice level 3.png 100

Heavy II
Gun jag7.png
Gun egglauncher grey.png
Bodyarmor level 3.png
Grenade-new.png 2 Duct-Tape.png 5

Healthjuice level 3.png 150


Scout is suitable for capturing flags and tagging enemies as the class specializes in speed and agility. Scout's loadout makes them vulnerable at middle range, often forcing them to choose between narrowing the distance to use close range firearms like their Gun-smg grey.png SMG, or fleeing to be able to use their Gun bow default.png Bow & Sparrow from a safe range. Skunk bombUI.png Skunk Bombs allow scouts to prevent flag captures and provide cover to teammates.


Medic is primarily a support class that can heal teammates with the Gun dart grey-resources.assets-5316.png Dogna's Dart Gun, but it can also be used offensively to deal poison damage to enemies, allowing the rest of your team to finish them off. The Attach-enchancedjuice.png Cupgrade allows medics to heal up quicker, shortening the time they need to spend outside the battlefield. BananaUI.png Bananas are useful to protect the flag from being captured, or slipping enemies to finish them off with the Dual Pistols.png Dual Pistols or Gun-thomas gun grey.png Thomas Gun. It's advised not to throw banana peels where teammates are more likely to slip on them than enemies.


Assault is a class which focuses on offensive tactics. This class focuses on using their Gun-ak grey.png AKs and Gun-m16 grey.png M16 to kill their enemies. Assault II also provides Grenade-new.png Grenades, which can be useful for clearing out enemies in enclosed areas. Animals using the Assault class are most powerful working together as a team. When supported by animals using other classes, they can provide a barrage of firepower that prevents enemies from approaching.


Sniper allows players to provide firing support from afar with the Gun rifle grey-resources.assets-1277.png Hunting Rifle or Gun-sniper grey.png Sniper. It is useful for holding down long corridors and for sniping animals with broken armor in large firefights. Weakened animals can also be finished off with the Dual Pistols.png Dual Pistols.


Heavy is for those who feel the offensive is a higher priority than the defensive. Equipped with Gun-shotgun grey.png Shotguns and Gun-magnum grey.png Magnum, they can kill their enemy faster than the other classes, but risk getting killed early. Using their Gun egglauncher grey.png Big Clucking Gun and Grenade-new.png Grenades, they can deal area-of-effect damage to defend their flags from being captured or trapping the enemy who are in groups.


Each team starts with a total of 999 Reinforcement Points (RP). When a team has reached 0 RP, they will have lost the game, and the opposing team will have won. After a 30 second grace period, teams will begin losing points. There is a passive loss of 0.25 RP per second. More RP is lost per second when the opposing team is holding flags. This effect becomes larger as the opposing team captures more flags. This means that capturing flags is important to reduce the rate of point loss by one's own team, and holding all the flags will cause a more drastic shift as the opposing team loses points faster.

If there is an actual tie at the end of the game where both teams have exactly 0 points, the winner will be decided by a coin toss.

Reinforcement Point loss by source
Source Points lost
Passive loss 0.25 RP/s
1 flag held by opposing team 0.5 RP/s
2 flags held by opposing team 1.5 RP/s
3 flags held by opposing team 2.75 RP/s
Player respawned 1.5 RP
Flag captured by opposing team 10 RP
Opposing team activated Giant Star-nosed Mole reward crate 100 RP


Char-fox-blue.png Super Fox capturing a Flag.

Flags are the main objective of this mode, and are neutral at the start of a round. Flags take 5 seconds to capture. The team that currently owns a flag will receive 4 Health Points per second in a small zone which is visible as a green circle around the flag. Capturing a flag from the opposing team deducts 10 points from the team who lost the flag. The player who captured the flag will gain 1 tick towards upgrading their kit.

Flags can only be captured by one Super Animal at a time. The flag will stop being captured if the animal capturing it moves away from the flag.

Giant Star-nosed Mole[]

Char dog labrador weimaraner-resources.assets-5432.png Super Dog activating the Giant Mole Crate.

The Giant Star-nosed Mole appears 25 seconds after an announcement when a team has reached 400 points. The mole will defend itself by throwing crates, and will slam the ground to attack any players who approach too close. The crates the Mole throws have a chance of dropping ammo. The amount of health points the Giant Star-nosed Mole has depends on the amount of non-bot players in the game, scaling from a base of 6900 HP at 20 non-bot players and below to 10000 when there are no bot players. At half health, the mole will return underground. When it re-emerges, it will throw crates 40% faster than before.

When the Giant Star-nosed Mole is defeated, the team of the player who landed the last hit will receive a 20% speed boost for 1 minute. The mole will leave behind a special reward crate which can be opened similarly to capturing a flag. Opening the crate will deduct 100 points from the opposing team. Opened crates display an image of a team to which the animal who opened the crate belongs to.

The Giant Star-nosed Mole is a good opportunity for teams to come back when they have less points. By securing the crate, they can deduct 100 points from the other team, which can turn the tide of the battle. The speed boost is also useful and can allow a team to secure more flags or kills.


There are currently 8 maps implemented. Each map is centered around a Super Animal World landmark. Each map has a spawn point for S.A.W. and Rebellion forces alike and 3 flags for each side to gain control of in the middle; one on each side, and one directly on the map's dividing line. S.A.W. forces always start on the right side, while the Rebel forces always start on the left.

  • Another Dam Standoff: Set at the Beaver Construction HQ. The A flag is outside the workshop on the left, the B flag is inside the Head Beaver's house, and C is located between two S.A.W. Villas houses. The Giant Mole spawns north of the Head Beaver's house, on the small land bridge. B is enclosed, so Grenade-new.png Grenades and Skunk bombUI.png Skunk Bombs can prove useful to clear any enemies out. The road in the lower part of the map provides an opportunity for each team to capture the further flags behind the other team's back.
  • Rumble in the Tundra: Set in and around the Super Penguin Palace. The A flag is in a grove of trees just outside of Superite Mountain, the B flag is near the south entrance of Club Le Waddle, and the C flag is north of the S.A.W. Research Labs. The Giant Mole spawns at the centre of the map, near the south entrance of the palace. The ice around the B flag can pose difficulty attacking that flag. Large battles often occur near the southern entrance to the palace where the paths of both teams meet.
  • Operation Lab Labs: Set mostly in the S.A.W. Research Labs. The A flag is north of Building 1 of the Labs, the B flag is outside the main entrance to the Labs, and the C flag is north of Building 3. The Giant Mole spawns in the centre of the map between the two small buildings.
  • The Battle of Bamboo: Set in the S.A.W. Bamboo Resort. The A and C flags are in the pavilions on either side of the Bamboo Stage, while the B flag is set inside the southern building. The Giant Mole spawns at the Bamboo Stage. The B flag is slightly shielded from sight by a panel and can be stealthily captured.
  • Saharaland Skirmish: Set in and around the Super Pyramid. The A flag is outside the western entrance to the pyramid, the B flag is in one of the ruins near the south end of the pyramid, and the C flag is set near the road leading north from the Giant Emu Ranch. The Giant Mole spawns south of Superite Mountain, north of the pyramid. B is located behind many walls which makes it hotly contested and hard to attack. Players using the Heavy class can get many shotgun kills from enemies trying to approach B through the narrow entrances. Grenade-new.png Grenades and Skunk bombUI.png Skunk Bombs can be thrown over the walls to surprise and scatter any defenders inside. Overall, heavy fighting takes place near the southern end of the pyramid, leading to very dynamic gameplay which can lead to large wins for either side.
  • The Fight for Superite: Set in and around Superite Mountain. The A flag is outside the cave entrance to the west, the B flag is between the two mountains, and C is at the northeastern entrance to the mountain. The Giant Mole spawns north of Superite Mountain, in the tundra. This map has many chokepoints for both teams and heavy fighting takes place at the exits to the caverns, especially surrounding B.
  • Farmageddon: Set in Super Animal Farm. A is set north of the Catch A Super Pig attraction, B is set to the south end of the barn, and C is set in a field to the east. The Giant Mole spawns on the road between the farm and the Bamboo Resort. Heavy fighting takes place in the corridor leading to B. Extremely heavy gunfire here slows both teams' advancement towards the flag, and teams must work together to reach and capture it. Stealthier players may opt to use the northern corridor to capture flags behind the other team's back.
  • Security Situation: Set in the S.A.W. Security HQ. A is in a bamboo grove outside the eastern wall of the Security HQ, B is set inside the security HQ north of the armory, and C is set in the corridor between the Security HQ and Pixile Port. The Giant Mole spawns south of the H.Q., close to the main entrance in the southern wall. Heavy fighting takes place at B, as the rebels can approach both from the bottom and through the barracks. To the south there is a road which leads directly from A to C and which both teams can use to capture the further flag.

Top Players[]

At the end of the match, up to four top players are selected and displayed for accomplishing outstanding feats in milestones such as:

  • Kills: The amount of Super Animals killed during the match.
  • Total Damage Dealt: The amount of damage dealt to enemy Super Animals.
  • Healing: Amount of healing given to teammates as a Medic.
  • Flags Captured: Amount of flags captured.
  • Grenade Kills: Amount of Super Animals killed using Grenade-new.png Grenades or Skunk bombUI.png Skunk Bombs.
  • Hamster Ball Kills: Amount of Super Animals killed using Icon Hamster Ball.png Hamster Balls.
  • Emu Kills: Amount of Super Animals killed using Emu idle 000.png Giant Emus.
  • Banana Slips: Amount of Super Animals slipped using BananaUI.png Bananas as a Medic. (Slipping one's own teammates does not count!)
  • Melee Kills: Amount of Super Animals killed using the Katana.png Melee Weapon.
  • Vanquished Giant Mole: Be the first Super Animal who defeat Star Nosed Giant Mole.


Twinkle's nametag in Super Animal Royale Tonight, Season 2, Episode 6

  • On the round start screen for the Rebels, there is a fly sitting in the bottom left corner that can be squished when clicked on. According to the official Super Animal Royale Twitter, the fly is called Squishy.
  • According to Super Animal Royale Tonight, Season 2, Episode 6, the Giant Star-nosed Mole is named Twinkle. This may be a reference to the popular nursery rhyme "Twinkle Twinkle Little Star", because of the mole's star-shaped nose.
  • Dr. Dogna and her Rebellion Lab Lab counterpart, Dr. Spotson, can be seen peeking out of the spawn point hatches occasionally.
  • The speed boost from defeating the Giant Star-nosed Mole also applies to emus and hamster balls.


Patch History[]


  • Added Giant Star-nosed Mole as a game mechanic. It appears when one of the team reaches 400 Reinforcement Points.
  • Time required to capture the flag has been reduced from 8 to 5 seconds.
  • Capturing the flag deducts 10 points from team that lost the flag.
  • Changed Reinforcement Points deductions:
    • Based on amount of flags captured (1 captured flag drains the enemy at 0.5RP per second, 2 captured flags drain 1.5RP per second, and 3 captured flags drain 2.75RP per second)
    • Based on respawning (now drains 1.5RP instead of 2RP)
    • Passive point drain changed from 0.667RP/s to 0.25RP/s
  • When Icon Hamster Ball.png Hamster Ball is broken, after a while it will respawn near the team bases.
  • Emu idle 000.png Giant Emus will respawn at their original spawn location about 30 seconds after dying with no players nearby. Their spawn chance has also been slightly increased in SvR.
  • Medic II's armor has been reduced from Bodyarmor level 3.png  T3 Armor to Bodyarmor level 2.png  T2 Armor, amount of BananaUI.png Bananas from 10 to 5, and increased amount of initial Duct-Tape.png Super Tape from 4 to 5.
  • If player changed weapon order for given class, it will be remembered from now on.
  • The positions of flags A and C in the Security Situation map have been changed.
  • Healing buff from near the spawn hatches has been completely removed.
  • Changed how points are being displayed and evaluated as win condition. In the past they were rounded down to 0, this has been changed to round scores up to 1. This makes it less probable to create a tie. If however, in a rare chance a tie occurs, the victor will be picked at random.


  • Flag positions have been adjusted on the following maps: Battle of Bamboo, Operation Lab Labs, and Saharaland Skirmish. Circle of Life on Saharaland Skirmish was moved a bit to the north.
  • Sniper I class now has a Gun rifle grey-resources.assets-1277.png Hunting Rifle (instead of Uncommon).
  • Sniper II class now has a Gun-sniper grey.png Sniper (instead of Rare).
  • The Gun-sniper grey.png Sniper recoil in this mode has been reduced.
  • In order to rank up as a Medic, you must now heal 75 HP to gain a tick towards Medic II (up from 50 HP).
  • The names of players featured in the Top Players section after a match are highlighted in green.
  • The sound effect for respawning has been updated to be as explosive as its animation.


  • Massive overhaul to gameplay implemented (legacy mode described in S.A.W. vs Rebellion/Legacy).
  • Classes added.
  • 8 preset battle maps added with no more gas build up.
  • Allied players can no longer be knocked down and revived.


  • Healing buff from captured flags made to be local instead of global, it heals 4 health points per second unless flag is inside skunk gas range.
  • Move speed when player is knocked down is now global for every player regardless of how many flags does a specific team have.
  • Victory timer from majority flag captures is no longer accelerated by 4 flags captured.
  • Removed rebel flag environment element.
  • Bananas thrown by teammates no longer cause flag capturing player to slip on them during and 1 second after capturing the flag.
  • When squad dies but team in which the squad was part of wins it counts towards win statistics.


  • Squad and Team chat are now separate, added new flag layouts around the map, 3-flag victory timer is now 60s, but beginning to capture an enemy flag will pause the timer, bots will now capture flags, character always faces the ** Flag when capturing it.

v0.96.1 PTR

  • Decreased the distance between the flags.
  • Time required to win with flag majority has been increased to 75 seconds.
  • Increased skunk gas damage.
  • Made skunk gas always end in the center of the map.

v0.96.0 PTR

  • Increased the amount of flags to 4 and added a win condition.
  • First Public Test Realm (PTR) phase.
  • S.A.W. vs Rebellion game mode added.