New Pets, Pt. 2

Twilight Dragon Whelpling – Dragonkin

Created by Sinestra, mate of Deathwing, the Twilight dragonflight poses an immediate threat to all. Twilight dragons possess the ability to phase shift and to drain magical energy from their targets. Thought to have been eliminated, Deathwing procured a clutch of them with the intention of releasing them on the world.

Description of Appearance: Twilight Dragon Whelpling*

*The picture shown is of a fully grown Twilight Dragon. The whelpling would obviously be much smaller than the picture shown

Interactivity: Since the other dragon whelplings have no interactivity, I believe that this one should follow suit and be inactive as well.

Level 1: Twilight Breath, 90% hit chance – Overwhelms the target with dark draconic breath, dealing X dragonkin damage.
Level 2: Devouring Flames, 100% hit chance, 2 round cooldown – Sets the target ablaze with shadowflame, dealing X dragonkin damage instantly and X dragonkin damage each round for 3 rounds.
Level 4: Blackout, 80% hit chance, 4 round cooldown – Sends a bolt of pure twilight energy at the enemy pet, dealing X dragonkin damage and increasing dragonkin damage each round for 2 rounds. If no enemies are hit by Blackout, the caster’s speed is increased by 50% for 3 rounds.
Level 10: Twilight Shift, 3 round cooldown – Shifts into the Realm of Twilight, reducing damage taken by 50% for 3 rounds.
Level 15: Call Darkness, 100% hit chance, 5 round cooldown – A shadow falls across the battlefield, dealing 591 Humanoid damage and turning the weather to Darkness for 5 rounds. During Darkness, all pets are considered Blinded and all healing received is reduced by 50%.
Level 20: Hour of Twilight, 100% hit chance, 8 round cooldown – The Hour of Twilight has fallen, causing the enemy team to take X dragonkin damage and sending them to the Twilight Realm. While in the Twilight Realm, they take increasing dragonkin damage each round for 3 rounds.

Al’Akir – Elemental

Al’Akir was the elemental lord of air, storms, and the skies. Although he was generally regarded as the weakest of the elemental lords, he was the foremost tactician among all of those in the Old Gods’ armies. He had a son named Thunderaan, prince of air.

Description of Appearance: Al’Akir

Interactivity: Al’Akir could summon multiple tornadoes that would cause random critters to levitate. After which, the critters would be set back on the ground. I think it would be nice if not all interactions killed random critters.

Level 1: Electrocute, 100% hit chance – Electrocutes the enemy pet for X elemental damage.
Level 2: Acid Storm, 100% hit chance, 3 round cooldown – Summons a storm of acid rain, dealing X elemental damage to the enemy team instantly and an additional X elemental damage each round for 2 rounds.
Level 4: Wind Burst, 90% hit chance, 5 round cooldown – A burst of wind energy hits the enemy pet, dealing X flying damage and forces an opponent’s pet to swap into battle.
Level 10: Squall Line, 100% hit chance – A line of tornadoes washes over the enemy team, dealing X flying damage. Destroys objects created by both teams.
Level 15: Lightning Strike, 100% hit chance, 4 round cooldown – Calls down a bolt of lightning that arcs, dealing X elemental damage to each of the enemy’s pets.
Level 20: Hurricane, 100% hit chance, 8 round cooldown – Al’Akir summons a hurricane upon the enemy team, dealing X flying damage to the enemy team every round. Enemies hit by the Hurricane have their speed reduced by 25% for 1 round. Lasts 3 rounds.

Therazane – Elemental

Therazane is the elemental lord of earth. She, along with her children, rule the plane known as Deepholm. Although regarded as the most peaceful of the elemental lords, she has no love for mortals, especially after the death of her daughter, Theradras.

Description of Appearance: Therazane

Interactivity: I think it would be interesting to have her animation as her “weeping” over her daughter’s lifeless body.

Level 1: Boulder Shot, 95% hit chance – Hurls a boulder at the target, dealing X elemental damage.
Level 2: Stoneskin – Reduces up to X damage from each attack against you. Lasts 5 rounds.
Level 4: Earthquake, 100% hit chance, 4 round cooldown – The earth quakes and trembles under the enemy team dealing X elemental damage and slowing targets by 50% for 2 rounds.
Level 10: Rupture, 95% hit chance, 4 round cooldown – Stone spikes erupt from the ground, dealing X Elemental damage and has a 25% chance to stun the target.
Level 15: Sandstorm, 100% hit chance, 3 round cooldown – Deals X Flying damage and turns the weather into a sandstorm for 9 rounds. During a sandstorm, all pets take X less damage and their accuracy is reduced by 10%.
Level 20: Earth’s Vengeance, 100% hit chance, 8 round cooldown – Therazane conjures her hatred for all who have made her kind suffer. All enemies are hit for X elemental damage each round. Those hit take 50% increased damage for 3 rounds. Lasts 3 rounds.

Neptulon – Elemental

Neptulon is the elemental lord of water. He is said to be the strongest of the elemental lords, but that did not prevent him from being captured and taken by the great kraken, Ozumat. The Tidehunter’s fate is currently unknown.

Description of Appearance: Neptulon

Interactivity: Neptulon could transform himself into a giant vortex, pulling random critters to its center before knocking them back.

Level 1: Ice Crystals, 100% hit chance – Neptulon throws icicles at the enemy, dealing X elemental damage.
Level 2: Drench, 100% hit chance, 2 round cooldown – Neptulon drenches the target with water from the deepest parts of the sea, dealing X aquatic damage and an additional X elemental damage each round for 1 round.
Level 4: Vortex, 80% hit chance, 4 round cooldown – Neptulon attacks the enemy team in a whirlwind of freezing water, dealing X aquatic damage to the enemy team each round for 2 rounds. Enemies hit by the storm take 50% increased damage for 2 rounds.
Level 10: Chilling Touch, 100% hit chance, 1 round cooldown – Neptulon slams the target with his fist, dealing X elemental damage and causing the target to be slowed by 25% for 1 round.
Level 15: Purified Waters, 3 round cooldown – Restores X health to your team and calls down a Cleansing Rain for 9 rounds. During a Cleansing Rain, the duration of hostile damage over time effects is reduced by 1 round and Aquatic abilities deal 25% more damage.
Level 20: Frost Storm, 100% hit chance, 8 round cooldown – Neptulon disperses into many water elementals, becoming unattackable for 2 rounds. While dispersed, the elementals attack the enemy for X elemental damage each round.

Naaru – Magic

The Naaru are beings of pure light that have blessed the Draenei with the power of the Holy Light. They are the main protagonists against the Burning Legion and are the proponents of the Army of the Light, which according to the Naaru, will be destined to counter the Legion.

Description of Appearance: Naaru*

*I think it would be cool if the Naaru’s color changed each time you summoned it, as there are different colors of Naaru.

Interactivity: After being summoned, the Naaru would appear. Once present, ancestors from each race could appear in front of the Naaru and kneel before disappearing.

Level 1: Flash, 100% hit chance, 3 round cooldown – A brilliant flash deals X magic damage and Blinds the target, reducing their hit chance by 50% for 2 rounds.
Level 2: Purity, 2 round cooldown – Removes all buffs and debuffs from the user.
Level 4: Light Cocoon, 5 round cooldown – Become wrapped in a cocoon of pure light energy, restoring X health on the first round, X health on the second, then X health on the third. While inside the cocoon you cannot swap pets.
Level 10: Light, 100% hit chance, 3 round cooldown – Covers the enemy in brilliant light, dealing X magic damage. Deals double damage if the target is Blinded.
Level 15: Prismatic Barrier, 5 round cooldown – Creates a crystal wall that blocks two attacks. Allied and enemy attacks both count.
Level 20: The Holy Light of Creation, 100% hit chance, 8 round cooldown – The Holy Light of Creation flows from the Naaru into your pets. Your pets are healed for X and are cleared of all debuffs.

Chromatic Dragon Whelpling – Dragonkin

Nefarian created the chromatic dragons after many magical experiments. Fortunately, most chromatic dragons don’t live to see adulthood, but some do – like Chromatus. The dragons that do live, are subject to Nefarian’s twisted aging spells.

Description of Appearance: Chromatic Dragon Whelpling*

*As in the case of the Twilight Dragon Whelpling, the picture is of a full grown Chromatic Drake. The whelpling would obviously be a smaller version of that.

Interactivity: Since the other dragon whelplings have no interactivity, I believe that this one should follow suit and be inactive as well.

Level 1: Chromatic Breath, 90% hit chance – Overwhelms the enemy with chromatic breath, dealing X dragonkin damage.
Level 2: Brood Affliction: Green, 100% hit chance, 4 round cooldown – Shoots a bolt of nature energy at the target that Poisons the target for X elemental damage each round for 3 rounds and reduces healing done to the target by 50% for 3 rounds.
Level 4: Time Lapse, 75% hit chance, 5 round cooldown – The power of the Bronze Dragonflight hits the enemy for X dragonkin damage plus half of the last hit the target took. If Time Lapse misses, the target is stunned for 1 round.
Level 10: Incinerate, 100% hit chance – Deals X elemental damage instantly. The enemy Burns for X additional elemental damage per round for 4 rounds.
Level 15: Brood Affliction: Red, 85% hit chance, 3 round cooldown – Burns the target for X dragonkin damage each round for 3 rounds. If the target is killed by Brood Affliction: Red, the user is healed for X.
Level 20: Triple Breath, 100% hit chance, 8 round cooldown – The Chromatic Dragon Whelpling overwhelms the enemy with 3 dragon breath attacks, dealing X elemental damage, X dragonkin damage, and X aquatic damage.

Xavius – Humanoid

Xavius was the high counselor to Queen Azshara before being turned into a tree by Malfurion Stormrage. After many, many years, Xavius became the Nightmare Lord due to the power of N’Zoth. He is eventually killed by Azeroth’s defenders while trying to kill Malfurion Stormrage.

Description of Appearance: Xavius
Nightmare Lord*

*Xavius’ Nightmare Lord form would be one of those massive trees, shrouded in mist.

Interactivity: Xavius would turn from his Satyr form into his Nightmare Lord form. When in range of Xavius, random critters would run away in fear.

Level 1: Poisoned Branch, 100% hit chance – Instantly deals X Elemental damage and Poisons the target for X additional Elemental damage per round for 4 rounds.
Level 2: Barkskin, 4 round cooldown – Reduces X damage from each attack and heals for X each round for 3 rounds.
Level 4: Sleepwalkers, 100% hit chance, 8 round cooldown – Xavius summons Sleepwalkers from the Emerald Nightmare. During this time, he fades into the Emerald Nightmare, becoming unattackable for 2 rounds. During this time, the Sleepwalkers attack the opponent, dealing X humanoid damage each round.
Level 10: Satyr Strike, 90% hit chance, 3 round cooldown – Strikes the enemy for X humanoid damage and reduces the enemy’s accuracy by 20% for 1 round.
Level 15: Emerald Nightmare, 50% hit chance, 5 round cooldown – Fall asleep, dealing X elemental damage on the first round, X damage on the second, then X damage on the third. While in the Emerald Nightmare, you cannot swap pets.
Level 20: The Nightmare Lord, 50% hit chance, 8 round cooldown – Xavius turns into a tree, becoming the Nightmare Lord. He pulls the enemy into the Emerald Nightmare where the enemy has a 25% chance to do 50% of the damage they would do to themselves each round for 2 rounds. If the Nightmare Lord misses both rounds, the enemy is stunned in fear for 1 round.

Dryad – Humanoid

Dryads are the sisters of the Keepers of the Grove, and daughters of Cenarius. Resembling a mix between a night elf and a fawn, Dryads are fierce defenders of the woodlands and are immune to magic and its effects.

Description of Appearance: Dryad

Interactivity: I think the Dryad could appear and twirl her spear a bit. It would summon little critters to her side (squirrels, deer, etc.).

Level 1: Spear Strike, 90% hit chance, 2 round cooldown – The dryad strikes the enemy with her spear, dealing X humanoid damage and poisoning the enemy for X elemental damage for 1 round.
Level 2: Tranquility – Fills the area with peace, causing your active pet to restore X health every round. Lasts 2 rounds. Persists through pet swaps.
Level 4: Mark of the Wild, 5 round cooldown – Increases the caster’s damage, speed, and critical strike chance by 25% for 3 rounds.
Level 10: Entangling Roots, 100% hit chance, 3 round cooldown – Causes a thick nest of vines to begin growing around the enemy team. Next round, the opponent’s pet will take X Elemental damage and be rooted for 2 rounds.
Level 15: Elusiveness, 3 round cooldown – The dryad melds into the forest surrounding her, reducing damage taken by 50% for 3 rounds.
Level 20: Daughters of Cenarius, 100% hit chance, 8 round cooldown – The dryad summons other Daughters of Cenarius. During this time, she fades into the forest, becoming unattackable for 2 rounds. During this time, the Daughters attack the opponent, dealing X humanoid damage each round.

Cho’Gall – Humanoid

Cho’Gall was the leader of the Twilight’s Hammer cult, which sought the end of the world. An extremely powerful ogre mage, he was dangerously insane before his defeat at the hands of adventurers inside the Bastion of Twilight.

Description of Appearance: Cho’Gall

Interactivity: It would be funny if Cho’Gall’s head started arguing with each other, with Cho’Gall walking funny, spinning around, and falling to the ground from his two heads trying to direct his body at the same time.

Level 1: Corrupted Blood, 90% hit chance, 1 round cooldown – Cho’Gall shoots a ball of corrupted blood at the target, dealing X humanoid damage and increasing damage taken by 25% for 1 round.
Level 2: Order the Flame, 3 round cooldown – Cho’Gall sets his fists aflame, giving each attack the ability to deal an extra X elemental damage. Lasts 2 rounds.
Level 4: Debilitating Beam, 80% hit chance, 5 round cooldown – Cho’Gall shoots a beam of debilitating energy at the enemy, dealing X humanoid damage and causing the enemy to deal 50% less damage and take 50% less healing for 2 rounds.
Level 10: Corrupting Crash, 100% hit chance, 2 round cooldown – Cho’Gall fires a shadow missile at the enemy team, dealing X undead damage to the enemy pet and X undead damage to the enemy’s backline pets.
Level 15: Order the Shadow, 3 round cooldown – Cho’Gall surrounds his fists with shadow magic, giving each attack the ability to deal X undead damage to the enemy’s backline pets. Lasts 2 rounds.
Level 20: Corruption of the Old God, 100% hit chance, 8 round cooldown – Cho’Gall becomes completely corrupted by the Old Gods, giving him a damaging aura. Each round, the enemy team will take X undead damage and have their speed slowed by 25%. Lasts 3 rounds.

Arakkoa – Flying

Arakkoa are bird-like humanoids that are native to Outland. Dangerous and powerful, the arakkoa venerate their raven god, Anzu.

Description of Appearance: Arakkoa

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

Level 1: Shadowbolt Volley, 100% hit chance – A volley of shadow bolts is shot at the enemy team dealing X undead damage to the enemy pet and X damage to the enemy’s backline pets.
Level 2: Polymorph, 100% hit chance, 3 round cooldown – Polymorphs the enemy target into a sheep, rendering them docile. Lasts 2 rounds. For every round they stay a sheep, they gain X health. Polymorph is broken by any damage.
Level 4: Lift-Off, 80% hit chance, 4 round cooldown – Fly up high, becoming unattackable for one round. On the next round, you attack, dealing X flying damage.
Level 10: 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 15: Frenzy, 4 round cooldown – Increases the caster’s speed by 50% and damage by 25% for 3 rounds.
Level 20: Chosen One, 100% hit chance, 8 round cooldown – The arakkoa selects a random member of the enemy team to become the Chosen One. That pet then swaps into battle, taking X flying damage and they have their accuracy and damage decreased by 25% for 3 rounds.

Naga – Humanoid (or Aquatic)

Naga are serpentine humanoids who dwell within Azeroth’s oceans. When the Well of Eternity imploded, Queen Azshara and her most loyal servants were sucked into the sea where they were transformed into the monstrous Naga by the Old Gods.

Description of Appearance: Naga (male
Naga (female)

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

Level 1: Forked Lightning, 100% hit chance – The Naga shoots lightning from their fingertips, dealing X elemental damage to the enemy pet and X damage to the enemy’s backline pets.
Level 2: Crushing Wave, 100% hit chance – A crushing wave deals X aquatic damage to the enemy team. Destroys objects created by both teams.
Level 4: Submerge, 80% hit chance, 4 round cooldown – Submerge under the water, becoming unattackable for one round. On the next round, you attack, dealing X aquatic damage.
Level 10: Ensnare, 100% hit chance – The naga throw a net at the enemy pet, dealing X humanoid damage and preventing the target from fleeing for 2 rounds.
Level 15: Whirlpool, 100% hit chance, 3 round cooldown – Causes a whirlpool to form under the enemy pet. In two rounds, the opponent’s pet will take X aquatic damage and be rooted for 2 rounds.
Level 20: Summon Sea Elemental, 100% hit chance, 8 round cooldown – The Naga summons a Sea Elemental. During this time, the user goes underwater, becoming unattackable for 2 rounds. During this time, the Sea Elemental attacks the opponent, dealing X aquatic damage each round.

Chromatus – Dragonkin

Chromatus was the pinnacle of all Nefarian had learned on his experiments to create a chromatic dragon. A massive dragon with 5 heads, one for each dragonflight, he was defeated only through the union of all 5 Aspect spirits.

Description of Appearance: Chromatus

Interactivity: Chromatus could shoot things out of one of its heads at random (fire for red, frost for blue, poison for green, sand for bronze, and shadowflame for black).

Level 1: Ignite Flesh, 100% hit chance – Deals X elemental damage instantly. The enemy Burns for X additional elemental damage per round for 4 rounds.
Level 2: Chromatic Chaos, 80% hit chance, 2 round cooldown – A random head of Chromatus breathes on the target, dealing X dragonkin, elemental, undead, or aquatic damage.
Level 4: Aspect-Killer, 80% hit chance, 5 round cooldown – Chromatus’ heads converge on the enemy pet, dealing X dragonkin damage and producing one of the following effects for 2 rounds: reduce speed by 50%, reduce accuracy by 25%, reduce healing taken by 50%, Poisoning the target for X elemental damage, or inflict Agony on the target, causing increasing Undead damage each round for 2 rounds.
Level 10: Frost Burn, 90% hit chance, 2 round cooldown – Chromatus’ blue head breathes on the enemy pet, dealing X dragonkin damage and reducing the target’s speed by 25% for 1 round.
Level 15: Sands of Time, 5 round cooldown – Reverses time to undo damage taken over the past 2 rounds. Using this ability drains the caster, reducing their speed and accuracy by 20% for 3 rounds.
Level 20: Deathwing’s Darling, 8 round cooldown – Chromatus is blessed with the Destroyer’s power, reducing damage taken by 50% for 3 rounds, and increasing damage done by 50% for 3 rounds. After expiring, the loss of such power drains Chromatus for 20% of his total health.

Medivh – Humanoid

The final Guardian of Tirisfal, Medivh was an extremely powerful mage who brought the orcs to Azeroth. He was corrupted at birth by Sargeras, but was freed from his possession with his death. His mother, Aegwynn revived him, but he hasn’t been seen in recent years.

Description of Appearance: Medivh

Interactivity: Medivh could be shown conjuring a tiny version of the Dark Portal, bringing the orcs into Azeroth.

Level 1: Arcane Blast, 100% hit chance – Blasts the enemy with a surge of arcane power, dealing X magic damage. Damage increases by X each time it hits. Max X magic damage.
Level 2: Evocation, 4 round cooldown – The caster restores 40% of their total health over 2 rounds.
Level 4: Dark Portal, 90% hit chance, 5 round cooldown – Medivh conjures a replica of the Dark Portal and forces his opponent into it. This deals X magic damage and forces an opponent’s pet to swap into battle.
Level 10: Blizzard, 100% hit chance, 3 round cooldown – Deals X elemental damage and causes a Blizzard for 9 rounds. During a Blizzard, all pets are considered Chilled.
Level 15: Pyroblast, 85% hit chance, 2 round cooldown – Hurls a fiery boulder at the target, causing X elemental damage. The target Burns for X additional elemental damage each round for 2 rounds.
Level 20: Essence Weaving, 100% hit chance, 8 round cooldown – Medivh casts a spell of great power, weaving his own essence into the magic. He then hurls the magic at the target, dealing X magic damage and an additional X magic damage each round for 2 rounds. Casting this drains Medivh, causing him to take 25% increased damage for 2 rounds.

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