New Pets, Pt. 12

Jeeves – Mechanical

Jeeves is a mechanical butler that can be created by an Engineer. He is always well-mannered and polite and is willing to perform some rather mundane tasks for those who ask it of him. He doesn’t tend to stay around for very long, though, as he has much to do on his schedule.

Description of Appearance: Instead of the in-game Jeeves, I would like to see a human-sized mechanical robot in a suit to serve as Jeeves.

Interactivity: Jeeves could be seen handing out refreshments and food before disappearing.

Level 1: Poisoned Sandwich, 100% hit chance – Serves the enemy pet a poisoned sandwich, dealing X mechanical damage and an additional X elemental damage each round for 5 rounds.
Level 2: Suit of Armor, 3 round cooldown – Takes out a new suit of armor, granting 50% damage reduction for 3 rounds.
Level 4: Dust, 4 round cooldown – Pulls out a feather duster before cleaning the battlefield. Removes the current weather effect.
Level 10: Doorbell, 100% hit chance – Jeeves answers the doorbell, then slams the door into the enemy pet’s face, dealing X mechanical damage.
Level 15: Tea Time, 3 round cooldown – Jeeves serves himself a nice cup of “tea”, restoring X health.
Level 20: Driver, 100% hit chance, 5 round cooldown – Drives a stagecoach over the enemy pet, dealing X mechanical damage. Any pet hit by the stagecoach takes an additional 50% damage for 3 rounds.

Pixies – Humanoid

During the War of the Ancients, there were a group of pixies that resembled sword-wielding men that had butterfly wings, that darted around the demigods assembled. They were diminutive, especially when compared to the demigods. It is believed that they are related to the sprites and other fey creatures.

Description of Appearance: We’re told that they are a group of diminutive creatures resembling sword-wielding men with butterfly wings.

Interactivity: The pixies could be seen darting around, carving up creatures with their swords.

Level 1: Blitz, 100% hit chance – Pummels the enemy 1-2 times, dealing X humanoid damage per hit. Hits an additional time if the user attacks first.
Level 2: Nature’s Ward – Restores X health every round for 5 rounds. While healing, your type is transformed into Elemental.
Level 4: Field of Poppies, 100% hit chance, 4 round cooldown – The wings of the pixies holds potent sleeping powder. Flapping them, they deal X elemental damage to the enemy pet and place the enemy team to sleep for 1 round.
Level 10: Flyby, 100% hit chance – Deals X flying damage and increases the target’s damage taken by 25% for 3 rounds.
Level 15: Tantrum, 4 round cooldown – Throws a tantrum, increasing damage and speed by 100% for 1 round.
Level 20: Invisible Flurry, 100% hit chance, 6 round cooldown – A group of pixies attack the enemy in a lightning-fast flurry, dealing X humanoid damage to the enemy pet. They are so fast, it grants them a 50% chance to dodge attacks each round. This attack continues for 3 rounds.

Kael’thas Sunstrider – Humanoid

Kael’thas Sunstrider was the last of the Sunstrider dynasty of Blood Elves. Attempting to satiate his people’s hunger for magic after the destruction of the Sunwell, Kael’thas enlisted his people in the service of Illidan Stormrage. Eventually he became a pawn of the Burning Legion and was destroyed in Magister’s Terrace.

Description of Appearance: Kael’thas Sunstrider

Interactivity: Kael’thas could be seen summoning a phoenix pet.

Level 1: Fireball, 95% hit chance – Hurls a fireball at the enemy, dealing X elemental damage.
Level 2: Shock Barrier, 3 round cooldown – Absorbs the next attack made against the caster.
Level 4: Nether Beam, 100% hit chance, 4 round cooldown – Shoots a beam of pure arcane energy at the enemy team, dealing X magic damage to the enemy pet and double that to the enemy’s backline pets.
Level 10: Arcane Disruption, 90% hit chance, 1 round cooldown – Attacks the enemy with a blast of arcane energy, dealing X magic damage. Has a 100% chance to stun the target for 1 round if the weather is Arcane Winds.
Level 15: Phoenix, 5 round cooldown – Summons a phoenix to fly over the enemy team, which has a 35% chance to deal X elemental damage to the enemy team each round. Lasts 5 rounds.
Level 20: Legendary Arsenal, 8 round cooldown – Summons Kael’s arsenal of legendary weapons before casting an invisibility spell, becoming unattackable for 2 rounds. During this time, the weapons attack the target, dealing X magic damage each round.

Goblin Alchemist – Humanoid

Goblin Alchemists are goblins who have chosen to use their gifts to further the study of Alchemy. Being masters of alchemical substances, they have used their chemical “treatments” to force ogres into becoming their personal mounts and slaves.

Description of Appearance: Goblin Alchemist

Interactivity: The Goblin Alchemist could be shown running around, throwing flasks of substances on critters, transforming them into something else, causing them to explode, or poisoning them.

Level 1: Ogre Punch, 100% hit chance – Your ogre slave attacks the enemy with a punch, dealing X humanoid damage.
Level 2: Healing Mist, 2 round cooldown, 2 round ability – Sprays your team with healing mists, restoring X health each round. This ability continues for 2 rounds.
Level 4: Chemical Rage, 4 round cooldown – Enters a chemically induced rage, increasing speed by 50% and damage by 25%. Lasts 3 rounds.
Level 10: Poison Flask, 100% hit chance – Throws a flask of poison at the target, dealing X elemental damage and Poisoning the enemy for X elemental damage each round for 3 rounds.
Level 15: Acid Bomb, 100% hit chance, 2 round cooldown – Throws a flask of acid at the target, dealing X elemental damage and increasing the enemy’s damage taken by 25% for 2 rounds.
Level 20: Jekyll and Hyde, 5 round cooldown – Uses alchemy to transform into a dire goblin, abandoning your ogre companion. While a dire goblin, your damage, maximum health, and critical strike chance are increased by 25% and your size is greatly increased. Lasts 3 rounds.

Tinker* – Humanoid

*I imagine that the tinker would go the way of the Moonkin Hatchling and have separate pets for Alliance (Gnome) and Horde (Goblin).

Tinkers are engineers who are constantly working on new projects and inventing new technology for their respective races and factions. Gnomish tinkers tend to create objects that work most of the time, while Goblin tinkers are looking for instant gratification. In either case, the tinker is one to be respected and in some cases, feared.

Description of Appearance: Gnome Tinker/Goblin Tinker

Interactivity: The Tinker could be shown working on a creation of their respective race: Gnomish Bomber (gnome) or Goblin Shredder (goblin).

Level 1: Wrench, 100% hit chance – Attacks the enemy with your wrench, dealing X humanoid damage.
Level 2: Build Turret, 2 round cooldown – Builds a turret that assaults the enemy team’s front pet, dealing X mechanical damage each round. Each turret lasts 4 rounds.
Level 4: Pocket Factory, 4 round cooldown – Creates a pocket factory, which creates clockwork gnomes and goblins. Each round, a gnome/goblin is sent to the enemy’s active pet and explodes, dealing X mechanical damage. The factory lasts 4 rounds.
Level 10: Cluster Rockets, 100% hit chance, 1 round cooldown – Bombards the enemy team with rockets, dealing X mechanical damage to each enemy pet.
Level 15: Engineering Upgrade, 1 round cooldown – Upgrades your inventions, increasing damage by 10% and reducing damage taken by 10%. These bonuses continue to increase each time you use Engineering Upgrade.
Level 20: Recombobulate, 5 round cooldown – Removes all debuffs and DoT effects from the caster and restores X of their health.

Maiev Shadowsong – Humanoid

Maiev Shadowsong was once a priestess and member of the Sisters of Elune. Following the Sundering, Maiev volunteered to become Illidan’s jailor until the end of time and thus she became the leader of the Watchers – a sect of Night Elves dedicated to jailing and guarding the imprisoned of Night Elf society.

Description of Appearance: Maiev Shadowsong/Avatar of Vengeance

Interactivity: Maiev could be seen guarding Illidan in his cage.

Level 1: Umbra Crescent, 90% hit chance – Attacks the enemy with an umbra crescent, dealing X humanoid damage.
Level 2: Imprisonment, 100% hit chance, 5 round cooldown – Imprisons the target, stunning them for 1 round.
Level 4: Blink, 8 round cooldown – The user Blinks away from the enemy, avoiding their attack. The user then swaps with your highest health pet.
Level 10: Fan of Knives, 100% hit chance – Throws knives at the enemy team, dealing X humanoid damage to each enemy pet.
Level 15: Shadow Strike, 95% hit chance, 2 round cooldown – Hurls a poisoned dagger at the target, dealing X humanoid damage instantly and Poisoning the target for X elemental damage each round for 2 rounds.
Level 20: Avatar of Vengeance, 6 round cooldown – Becomes an Avatar of Vengeance, increasing damage, speed, and critical strike chance by 10% and reduces damage taken by 50%. Lasts 3 rounds.

Spirit Walker – Humanoid

Spirit Walkers are Tauren who have an incredible connection to the spirits of their ancestors, and are thus revered in both Tauren and Orc societies. They are living conduits between the spirit world and the world of the living. It is said that the eyes of a Spirit Walker shine with the light of a thousand souls.

Description of Appearance: Spirit Walker

Interactivity: The Spirit Walker could be seen conversing with different spirits.

Level 1: Totem Smash, 100% hit chance – Smashes the enemy with a totem, dealing X humanoid damage.
Level 2: Disenchant, 100% hit chance, 4 round cooldown – Disenchants an enemy, dealing X magic damage and removes all buffs from the enemy pet.
Level 4: Spirit Link, 5 round cooldown – Links together your pets, redistributing 50% of all damage your pets take to each other. Spirit Link prevents your backline pets’ health from falling below 1. If they fall below 1, it will bring the health up to 1 and dispel the Spirit Link. Spirit Link can be prematurely ended by killing the Spirit Walker. Lasts 5 rounds.
Level 10: Spirit Barrage, 100% hit chance – Restless spirits barrage the enemy, dealing X magic damage.
Level 15: Chain Heal, 4 round cooldown – Calls forth a wave of healing energy, healing for X and bouncing to nearby allies, healing them for X.
Level 20: Ethereal Form, 6 round cooldown – Walks among the spirit world, reducing all damage taken by 50%. While in the spirit world, all damage you deal is reduced by 50%. Lasts until cancelled.

Kodo – Beast

Kodos are massive reptiles that inhabit the verdant grasslands of Mulgore and the Barrens of Kalimdor. They are used as pack animals and beasts of burden by the tauren tribes and orcs, and are held in high esteem because of this. It is believed that some kodos are bound to the spirits of the sky and storm and have the power to harness lightning.

Description of Appearance: Kodo

Interactivity: Kodos could be seen carrying supplies in a caravan.

Level 1: Trihorn Charge, 85% hit chance, 1 round cooldown – Rushes to the enemy, dealing X beast damage. This move always goes first.
Level 2: Tough Hide – Reduces up to X damage from each attack against you. Lasts 5 rounds.
Level 4: Eat, 100% hit chance, 5 round cooldown – Eats the enemy pet, rooting you in place. Each round, the enemy will take X beast damage while being digested. While eaten, the enemy is considered dead. Killing the Kodo will release the pet.
Level 10: Chew, 1 round cooldown – Patiently chew some grass. On the next round, you will deal X critter damage in addition to your next attack. Chew can deal damage from the back row.
Level 15: Stampede, 100% hit chance – Starts a stampede, causing X critter damage. Opponents struck by the stampede take double damage for 2 rounds. Stampede continues for 3 rounds.
Level 20: War Drums, 5 round cooldown – War Drums echo throughout the battlefield, increasing your team’s damage, accuracy, and critical strike chance by 25%. The enemy team’s speed is likewise increased by 25%. Lasts 4 rounds.

Bone Golem – Undead

Bone Golems are undead constructs made entirely of bone. They have giant arms that resemble scythes. Those arms are capable of slicing through the strongest and heaviest armor as if they were butter. Thankfully, bone golems are rather rare, though it is believed that one resides within the Scholomance.

Description of Appearance: Rattlegore

Interactivity: I think Bone Golems can be one of those pets that has no interactivity.

Level 1: Bone Slash, 95% hit chance – Throws a bone spike at the enemy, dealing X undead damage and increasing their damage taken by 25% for 1 round.
Level 2: Bone Spike, 95% hit chance, 2 round cooldown – Throws a bone spike at the enemy, dealing X undead damage and has a 25% chance to stun the target for 1 round.
Level 4: Bone Wall, 5 round cooldown – Creates a wall of bone that blocks two attacks. Both enemy and allied attacks will be blocked.
Level 10: Bone Prison, 100% hit chance – Deals X undead damage and prevents the target from fleeing for 2 rounds.
Level 15: Bone Barrage, 80% hit chance, 1 round cooldown – Hurls bones at the enemy, dealing X undead damage. Bones continue to fall on the enemy’s current pet dealing X undead damage each round for 4 rounds.
Level 20: Bone Explosion, 100% hit chance – Explodes, showering the enemy in razor-sharp bones, dealing 40% of your total health to the enemy pet and causing bones to fall on the enemy’s active pet, causing X undead damage each round for 4 rounds. Persists through pet swaps.

Iso’rath – Undead

Iso’rath is a massive servant of the Old Gods who was raised into the Twilight Highlands by the Twilight’s Hammer cult. It has giant, fearsome tentacles that can easily dispatch humanoids and its brain has the ability to project visions and nightmares into the minds of those around it.

Description of Appearance: Iso’rath*

*I’m using the brain’s image for its appearance as its body is mostly underground and what we can see resembles the Sarlacc from Star Wars.

Interactivity: Iso’rath could use its tentacles to grab critters and crush them.

Level 1: Mind Flay, 85% hit chance, 1 round cooldown – Tendrils of shadow magic attack the enemy, dealing X undead damage and slowing their speed by 50% for 1 round.
Level 2: Black Tentacles, 100% hit chance – A field of black tentacles appears under the enemy pet, dealing X undead damage each round and has a 50% chance to root the target for 2 rounds. Lasts 3 rounds and persists through pet swaps.
Level 4: Digest, 100% hit chance, 5 round cooldown – Digests the enemy pet for 3 rounds, dealing increasing undead damage each round for 3 rounds. After 3 rounds, the user has finished being digested and what’s left is spit back up. While being digested, the enemy pet is considered dead.
Level 10: Tentacle Smack, 100% hit chance – Smacks the enemy pet with a tentacle, dealing X beast damage.
Level 15: Torment, 100% hit chance, 2 round cooldown – Torments the enemy pet, reducing their speed and accuracy by 10%. The enemy pet’s speed and accuracy will continue to decrease each time you use Torment.
Level 20: Darkest Dream, 100% hit chance, 6 round cooldown – Iso’rath inflicts a nightmare on the target, dealing X undead damage and putting them to sleep for 2 rounds.

Tirion Fordring – Humanoid

Tirion Fordring is the current Supreme Commander of the Argent Crusade and a former member of the Knights of the Silver Hand. As such, Tirion was the leader of the forces that assaulted Icecrown Citadel. Tirion personally confronted the Lich King and was present at Arthas’ destruction by adventurers.

Description of Appearance: Tirion Fordring

Interactivity: Tirion could be seen watching as Bolvar sticks the Helm of Domination on his head and becomes trapped in ice.

Level 1: Mortal Strike, 90% hit chance – Attacks the enemy pet, dealing X humanoid damage to the enemy pet and reducing healing received by 25% for 1 round.
Level 2: Sanctuary – Reduces damage by 25% and grants a 25% chance to dodge an attack each round. Lasts 3 rounds.
Level 4: Ashbringer’s Fury, 5 round cooldown – Ashbringer’s fury increases your damage, accuracy, and critical strike by 25% for 3 rounds, but reduces your speed by 25% for 3 rounds. Against Undead pets, the damage buff is increased to 50%.
Level 10: Crusader Strike, 100% hit chance, 1 round cooldown – Slashes the target with the Ashbringer, dealing X humanoid damage and healing the caster for 25% of the damage done.
Level 15: Holy Light, 3 round cooldown – Restores X of the caster’s health.
Level 20: Divine Storm, 100% hit chance, 5 round cooldown – First Use: Charges up your weapon with holy energy, increasing damage done by 15% each round. Max 45% increased damage. Second Use: Attacks the enemy team in a Divine Storm, dealing X humanoid damage to each enemy pet and healing the caster for 50% of the total damage done.

Ray – Aquatic

Rays are often called Stingrays are underwater creatures related to sharks. They have garnered the name Stingrays because of the barbed stingers that they have on their tails. Rays also have venom glands that they can use to poison attackers.

Description of Appearance: Ray

Interactivity: Some pets are going to have to sacrifice having interactivity and I think this should be one of them.

Level 1: Surge, 100% hit chance – Rushes to the enemy on a stream of water, dealing X aquatic damage. This move always goes first.
Level 2: Healing Stream, 3 round cooldown – Calls upon the healing streams, restoring X health to the user, and half that to other aquatic allies.
Level 4: Barbed Stinger, 100% hit chance, 5 round cooldown – Whacks the target with a barbed stinger, dealing X aquatic damage and Poisoning the enemy pet for X elemental damage each round for 3 rounds.
Level 10: Tail Slap, 80% hit chance – Slaps the enemy with its tail, dealing X aquatic damage.
Level 15: Toxic Skin – Excretes toxin from the user’s pores for 5 rounds, dealing 5% of the target’s max health as damage when they attack you.
Level 20: Camouflage, 4 round cooldown – Blends into the caster’s surroundings, dodging all attacks made within 1 round.

Shark – Aquatic

Sharks are large, sometimes very large, aquatic creatures that live in the oceans of Azeroth. Unfortunately, nearly all sharks are aggressive and will not hesitate to attack. They have a remarkable ability to detect blood in water. To them, you are food and food is good.

Description of Appearance: Shark*

*It would be cool if the shark would change each time it is summoned (Great White, Hammerhead, Whale, etc.).

Interactivity: Some pets are going to have to sacrifice having interactivity and I think this should be one of them.

Level 1: Shark Bite, 100% hit chance – Bites the enemy, dealing X aquatic damage.
Level 2: Scent of Blood – The shark can smell blood from far away, increasing their speed and accuracy by 10%. Their speed and accuracy will continue to increase each time they use Scent of Blood.
Level 4: Blood In The Water, 50% hit chance, 3 round cooldown – Deals X aquatic damage. Always hits if the target is Bleeding.
Level 10: Shark Tooth, 90% hit chance – Bites down hard on the enemy, leaving many shark teeth embedded in the enemy pet, dealing X aquatic damage and causing them to Bleed for X beast damage each round for 5 rounds.
Level 15: Algae, 100% hit chance – A cloud of algae-infested waters hovers over the enemy team, dealing X aquatic damage each round and reducing the enemy pet’s accuracy by 10% each round. Lasts 4 rounds.
Level 20: Ram, 100% hit chance, 5 round cooldown – Rams the enemy pet, dealing X aquatic damage and forcing an opponent’s pet to swap into battle.

Mageslayer – Beast

Mageslayers are a type of Darkhound – a dangerous demonic dog breed. Unlike most canines, Mageslayers (and Darkhounds) revel in the kill, they rarely eat what they kill. Most groups, such as the Forsaken, consider them nothing more than a nuisance, but a pack of them pose a large threat.

Description of Appearance: Mageslayer

Interactivity: The Mageslayer could be seen….well….slaying a mage.

Level 1: Thrash, 100% hit chance – Wildly flails at the enemy 1-2 times, dealing X beast damage per hit. Hits an additional time if the user is faster than the enemy.
Level 2: Curse of Blood, 100% hit chance – Adds X damage to every attack against the target and reduces the target’s speed by 25%. Lasts 4 rounds.
Level 4: Engorged, 100% hit chance, 5 round cooldown – Becomes engorged on magical energy, dealing X magic damage and restoring 25% of the caster’s health.
Level 10: Onyx Bite, 85% hit chance – Bites the enemy with Onyx teeth, dealing X magic damage.
Level 15: Phase Shift, 4 round cooldown – Phase out, increasing your chance to dodge by 100%. Lasts 1 round.
Level 20: Draw Magic, 100% hit chance, 5 round cooldown – Draws the magic from the target, increasing your damage by 50% for 2 rounds while reducing the damage and healing done by the target by 50% for 2 rounds.

Shoveltusk – Beast

Shoveltusks are large mammals native to the Howling Fjord and Grizzly Hills in Northrend. Shoveltusks have a massive antler that protrudes from their head and two tusks that protrude from their jaw. They are known to be territorial and will not hesitate to attack those it feels threatened by.

Description of Appearance: Shoveltusk

Interactivity: Two Shoveltusks could be in combat over territory.

Level 1: Horn Gore, 90% hit chance – Gores the enemy, dealing X beast damage.
Level 2: Impale, 95% hit chance, 2 round cooldown – Deals X beast damage. Deals double damage if the target is below 25% health.
Level 4: Headbutt, 95% hit chance, 4 round cooldown – Deals X beast damage and has a 25% chance to stun the target.
Level 10: Horn Attack, 95% hit chance, 1 round cooldown – Deals X beast damage. If the user is faster than the target, they have a 50% chance to be trampled and lose their turn.
Level 15: Stampede, 100% hit chance – Starts a stampede, causing X critter damage. Opponents struck by the stampede take double damage for 2 rounds. Stampede continues for 3 rounds.
Level 20: Lumbering Charge, 100% hit chance, 6 round cooldown – Charges the enemy with an incredible amount of force, dealing 50% of the target’s max health to the enemy pet.

Skyscreamer – Flying

Skyscreamers are flying dinosaurs that can be found on the Isle of Giants and Isle of Thunder in Pandaria. They were sharing the Isle of Giants with the native Devilsaurs and Direhorns when the Zandalari came and tamed them as mounts. They brought them to the Isle of Thunder to help protect Lei Shen.

Description of Appearance: Skyscreamer

Interactivity: The Skyscreamer could be seen picking up creatures in its claws and dropping them from great heights.

Level 1: Alpha Strike, 95% hit chance – Deals X flying damage. Deals X additional damage if the user is faster than the enemy.
Level 2: Cyclone, 5 round cooldown Creates a cyclone which has a 35% chance to deal X flying damage to the enemy team each round. Lasts 5 rounds.
Level 4: Predatory Strike, 95% hit chance, 4 round cooldown – Deals X flying damage. Deals double damage if the target is below 25% health.
Level 10: Squawk, 100% hit chance – Lets out a loud squawk, dealing X flying damage and reducing the damage the target deals by 25% for 3 rounds.
Level 15: Ancient Blessing, 3 round cooldown – Heals the user for X health and increases the maximum health of your active pet by 5 per level for 9 rounds.
Level 20: To The Skies!, 6 round cooldown – Fly up into the air, becoming unattackable for 2 rounds. After 2 rounds, you attack, dealing X flying damage. The force of impact is strong enough that it stuns and roots the user for 1 round.

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