New Pets, Pt. 8

Spectral Bear – Magic

Spirit beasts exist throughout the world of Azeroth where experienced hunters can tame them to become their trusted animal companions. One of these, Arcturis, is a giant spectral bear who resides in the woods of the Grizzly Hills waiting for a hunter to come and tame him.

Description of Appearance: Spectral Bear

Interactivity: The spectral bear could fade in and out of existence.

Level 1: Jade Claw, 90% hit chance – Rakes the enemy with jade claws, dealing X magic damage.
Level 2: Spirit Blessing – Reduces up to X damage from each attack against you. Lasts 5 rounds.
Level 4: Spectral Strike, 50% hit chance, 3 round cooldown – Strikes at the enemy with the power of a spirit beast, causing X magic damage. Always hits if the target is Blinded.
Level 10: Onyx Bite, 85% hit chance – Bites the enemy with onyx teeth, dealing X magic damage.
Level 15: Spirit Walk, 1 round cooldown – Increases the damage done by the next attack made within 1 round by 50%, but the caster receives 25% reduced speed for 1 round.
Level 20: Spirit Mend, 5 round cooldown – Mends the caster with the power of a spirit beast, healing for X and giving the caster a 50% chance to dodge all attacks made within 1 round. Chance to dodge is increased to 100% if the caster is at full health when cast.

Plague Eruptor – Undead

The plague eruptors are monstrous creations of the Lich King. Despite their large size, they move swiftly and are extremely violent and ridiculously strong. With their bodies covered in boils and sores, the plague eruptors live up to their name by spreading the plague wherever they go.

Description of Appearance: Plague Eruptor

Interactivity: The plague eruptor could be shown running up to a critter then unleashing the plague on it.

Level 1: Shadow Bolt, 95% hit chance – Shoots a bolt of shadow magic at the enemy, dealing X undead damage.
Level 2: Fool’s Bane, 2 round cooldown – Increases damage dealt by 25% and increases damage taken by 25%. Lasts 2 rounds.
Level 4: Pursuit, 100% hit chance, 4 round cooldown – Fixates on the enemy pet, dealing X undead damage to the enemy pet and increasing all damage Plague Eruptors deal to the enemy pet by 50%. Lasts until the enemy pet is killed.
Level 10: Toxic Waste, 100% hit chance – Spews toxic waste at the enemy pet, dealing X elemental damage.
Level 15: Knockdown, 100% hit chance, 5 round cooldown – Knocks the enemy pet down, stunning it for 1 round.
Level 20: Plague Nova, 100% hit chance, 5 round cooldown – A nova of plague explodes out from the caster, dealing X undead damage to each enemy pet and infecting them with the plague, which deals increasing undead damage each round for 2 rounds.

Flesh Giant – Undead

Flesh Giants are giants that are made out of flesh. Animated by the Lich King’s powerful necromantic magic, these savage giants make the scourge abominations look tame by comparison. With their immense strength, some can also call upon elemental magics to rid them of their enemies.

Description of Appearance: Flesh Giant

Interactivity: A necromancer could be seen placing a flesh giant together then animating the body with magic.

Level 1: Chained Grip, 100% hit chance – Grabs the target with an iron grip, dealing X humanoid damage. The target cannot swap out for 2 rounds.
Level 2: Poison Cloud, 100% hit chance – Deals X elemental damage to the enemy’s active pet every round for 9 rounds. Persists through pet swaps.
Level 4: Chilling Wave, 90% hit chance, 4 round cooldown – A wave of extreme cold washes over the enemy team, dealing X elemental damage to each enemy pet and slowing their speed by 25% for 4 rounds.
Level 10: Crush, 80% hit chance – Crush the enemy, dealing X humanoid damage.
Level 15: Permafrost – A layer of permafrost infuses the caster, reducing up to X damage from each attack and adding X damage to each of your attacks.
Level 20: Thundering Stomp, 100% hit chance, 5 round cooldown – Stomps the ground with thunderous force, dealing X humanoid damage to each enemy pet and stunning the enemy’s active pet for 1 round.

Leviathan – Aquatic

Leviathans are giant squid-like entities that are monstrous in size. Older than mortal races and so huge that jungles of kelp sway through their limbs, Leviathans are extremely dangerous. The patriarch of all kraken, Ozumat, is also a Leviathan.

Description of Appearance: Leviathan

Interactivity: The leviathan could be seen abducting Neptulon the Tidehunter.

Level 1: Sea Splash, 95% hit chance – Splashes the enemy pet with water, dealing X aquatic damage.
Level 2: Tentacle Wrap, 100% hit chance, 1 round cooldown – Wraps the caster’s tentacles around the enemy pet, dealing X aquatic damage and preventing the target from fleeing for 2 rounds.
Level 4: Blight of Ozumat, 100% hit chance, 5 round cooldown – Spits blight out at the enemy pet, creating a pool of blight that continuously damages it. Deals increasing undead damage each round. Lasts 3 rounds or until the enemy pet is killed. Persists through pet swaps.
Level 10: Tentacle Smack, 90% hit chance – Smacks the enemy pet with powerful, hooked tentacles, dealing X beast damage.
Level 15: Aura of Dread, 100% hit chance – An aura of dread falls on the enemy team, reducing their accuracy by 10% and damage by 10% for 4 rounds.
Level 20: Abduction, 80% hit chance, 6 round cooldown – Attempts to abduct the enemy pet, removing the enemy pet from battle until all of the other enemy pets have been killed. Only one pet can be Abducted at a time.

Unicorn – Beast

Unicorns are a rare, mythical creature who resembles a horse, but has a magical horn growing out of its head. The high elves of Quel’thalas used a unicorn as a symbol and the archmagi of Dalaran were known to ride unicorns into battle.

Description of Appearance: Unicorn

Interactivity: The unicorn could be seen chewing on grass before disappearing when someone approaches.

Level 1: Horn Gore, 90% hit chance – Gores the enemy, dealing X beast damage.
Level 2: Danger Sense – Senses danger before it occurs, reducing up to X damage from each attack. Lasts 5 rounds.
Level 4: Invisibility, 4 round cooldown – After two rounds, you will become invisible for one round, becoming unable to be attacked.
Level 10: Horn Stab, 95% hit chance – Stabs the enemy pet with a horn, dealing X beast damage and causing the target to Bleed for an additional X beast damage each round for 5 rounds.
Level 15: Wish, 5 round cooldown – Next round, your active pet will be healed for 50% of its maximum health.
Level 20: Unicorn Horn, 5 round cooldown – The unicorn’s horn is full of powerful magic that it can use to heal its friends. When cast, heals all of your pets for X and clears them of any buffs and debuffs.

Arcane Serpent – Magic

Arcane serpents are snake-like creatures that are suffused with pure arcane energy. Related to mana wyrms, arcane serpents are much larger and more sinuous than their smaller counterparts. Arcane serpents are also generally found only in Northrend, although there are a few exceptions.

Description of Appearance: Arcane Serpent

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

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 is used. Max X magic damage.
Level 2: Amplify Magic, 3 round cooldown – Increases the damage done by your active pet by 50% for 2 rounds.
Level 4: Shed, 5 round cooldown – The caster sheds their skin, restoring X health and reducing damage taken by 50% for 2 rounds.
Level 10: Feedback, 95% hit chance – Launches a surge of mana at the enemy, dealing X magic damage.
Level 15: Drain Power, 100% hit chance, 4 round cooldown – Deals X magic damage, reduces the target’s damage by 25% for 2 rounds and increases the user’s damage by 25% for 2 rounds.
Level 20: Arcane Venom, 100% hit chance, 5 round cooldown – Injects the target pet with arcane venom dealing X magic and an additional X magic damage each round for 3 rounds.

Djinn – Elemental

The Djinn are powerful air elementals who reside within Skywall. They are generally viewed as servants of Al’Akir the Windlord, and by extension Deathwing, and were the creatures responsible for giving the Neferset tol’vir back their stone forms.

Description of Appearance: Djinn

Interactivity: The Djinn could be seen restoring flesh to stone on tol’vir.

Level 1: Wind Blast, 95% hit chance – Blasts the target with a burst of wind, dealing X elemental damage.
Level 2: Static Cling, 100% hit chance – Charges the target with static electricity, dealing X elemental damage and making it impossible to flee for 2 rounds.
Level 4: Sleet Storm, 100% hit chance, 4 round cooldown, 2 round ability – Channels a sleet storm on the enemy team, dealing X elemental damage to the enemy team, split evenly amongst them. This attack continues for 2 rounds.
Level 10: Chain Lightning, 100% hit chance, 2 round cooldown – Shoots a bolt of lightning at the enemy’s team, dealing X elemental damage to the enemy’s active pet and X elemental damage to the enemy’s backline pets.
Level 15: Soothing Winds – Fills the area with healing winds, restoring X health to your active pet each round. Lasts 3 rounds. Persists through pet swaps.
Level 20: Supremacy of the Storm, 100% hit chance, 5 round cooldown – Summons the raw power of a thunderstorm on the enemy team, dealing X elemental damage to each enemy pet. Deals 100% additional damage to pets with less than 25% health remaining.

Gyreworm – Elemental

Gyreworms are earth elementals that have taken on the form of gigantic worms. Native to Deepholm, these destructive beings live to eat away rocks and minerals. Earth elementals consider these worms to be dangerous and the more powerful consider them nothing more than vermin.

Description of Appearance: Gyreworm*

*There are more than 1 color of Gyreworm, so Blizzard could implement many of these.

Interactivity: Gyreworms could be shown bursting out of the ground to eat a pile of rocks.

Level 1: Stone Shot, 95% hit chance – Hurls a stone, dealing X elemental damage.
Level 2: Dampening Wave, 95% hit chance, 1 round cooldown – Unleashes a wave of negative energy, dealing X elemental damage and causing the target to receive 50% less healing for 1 round.
Level 4: Burrow, 80% hit chance, 4 round cooldown – Burrow under the ground, becoming unattackable for one round. On the next round, you attack, dealing X beast damage.
Level 10: Stoneskin – Reduces up to X damage from each attack against you. Lasts 5 rounds.
Level 15: 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 20: Crystal Barrage, 100% hit chance, 4 round cooldown – Summons a barrage of razor-sharp crystals on the enemy team, dealing X elemental damage to each pet and increasing their damage taken by 25% for 2 rounds.

Catapult – Mechanical

Catapults are extremely dangerous instruments of war, capable of launching deadly projectiles through the air at enemies. Used by both sides as siege weapons, catapults have seen decline in use recently due to new improvements made in the field of siege weapons.

Description of Appearance: Catapult

Interactivity: Catapults can launch rocks, bombs, and even goblins through the air at targets.

Level 1: Stone Launch, 95% hit chance – Launches a large stone at the enemy, dealing X elemental damage.
Level 2: Rocket Launcher, 95% hit chance – Launches a rocket at the enemy team, dealing X mechanical damage to the enemy pet and half that damage to the enemy’s backline pets.
Level 4: Burning Oil, 100% hit chance, 4 round cooldown – Launches orbs of volatile, burning oil at the enemy pet, dealing X mechanical damage and causing the enemy pet to Burn for X elemental damage each round for 3 rounds.
Level 10: Launch Goblin, 100% hit chance – Launches an angry goblin at the enemy pet, dealing X humanoid damage.
Level 15: Repair, 5 round cooldown – Enters repair mode, performing no actions for two rounds, then repairs X health.
Level 20: Explode, 100% hit chance – Instantly kills the caster, dealing damage equal to 40% of the user’s total health to the current enemy. Using explode will prevent the caster from activating Failsafe mechanisms.

Mechano-Tank – Mechanical

Mechano-tanks are mechanical tanks that are often called spider tanks because they look like giant mechanical spiders. Originally invented by the gnomes to help defeat the troggs during the invasion of Gnomeregan, these tanks can be found within Ulduar as well.

Description of Appearance: Mechano-Tank

Interactivity: The mechano-tank could be seen walking along killing troggs with its lasers.

Level 1: Flame Spray, 95% hit chance – Sprays the enemy target with flame, dealing X elemental damage.
Level 2: Shock, 100% hit chance – Shocks the target with electricity, dealing X mechanical damage.
Level 4: Laser Light Show, 100% hit chance, 5 round cooldown – Blasts the target with brilliant lasers, dealing X mechanical damage and Blinding the target for 3 rounds.
Level 10: Ice Blast, 95% hit chance, 1 round cooldown – Blasts the target with ice, dealing X elemental damage and reducing their speed by 25% for 3 rounds.
Level 15: Machine Gun, 100% hit chance – Shoots at the enemy 1-2 times, dealing X mechanical damage per hit. Hits an additional time if the user is faster than the enemy.
Level 20: Megavolt, 100% hit chance, 5 round cooldown – Shoots an extremely powerful jolt of electricity at the enemy target, dealing X elemental damage and changing the weather to Lightning Storm for 5 rounds. During a Lightning Storm, all pets deal X bonus mechanical damage on each attack and mechanical abilities deal 25% additional damage.

Goblin Shredder – Mechanical

Shredders are mechanical creatures invented by the goblins to harvest lumber at astonishing rates. They can also be used for war, however, as they are equipped with great saws and are made of solid metal to withstand attacks. It is said that it would take 10 peasants to harvest as much wood as one of these.

Description of Appearance: Goblin Shredder

Interactivity: The shredder should be seen toppling trees to collect lumber.

Level 1: Twisting Blade, 100% hit chance – Cuts the enemy with a sawblade, dealing X mechanical damage.
Level 2: Hustle – Do the hustle, increasing speed by 20%. Speed continues to increase the more you use Hustle.
Level 4: Repair, 5 round cooldown – Enters repair mode, performing no actions for two rounds, then repairs X health.
Level 10: Launch Saw Blades, 100% hit chance – Launches saw blades at the enemy team, dealing X mechanical damage to the enemy team.
Level 15: Extra Plating, 4 round cooldown – The user equips additional plating, reducing all damage taken by 50% for 3 rounds.
Level 20: Slice ‘N Dice, 100% hit chance, 5 round cooldown – Slices and dices the enemy with razor-sharp saws, dealing X mechanical damage and causing the target to Bleed for an additional X beast damage each round for 5 rounds.

Merciless One – Aquatic

Merciless Ones are parasitic, aquatic creatures that resemble leviathans although they only have 1 eye. They have the unusual ability to attach themselves to the heads of their prey, taking control of their bodies. They can even affect their host after they have died.

Description of Appearance: Merciless One

Interactivity: The merciless one could be seen fighting a creature, then taking control of it.

Level 1: Tentacle Smack, 90% hit chance – Smacks the enemy pet with powerful, hooked tentacles, dealing X beast damage.
Level 2: Black Breath, 100% hit chance – Breathes corrupting breath on the enemy, dealing X undead damage.
Level 4: Parasitic Clutch, 100% hit chance – The user leaps at the target and attaches itself to its host, dealing X undead damage every round. While attached, the user is considered dead.
Level 10: Mind Fog, 100% hit chance – Creates an area of fog under the enemy pet, dealing X undead damage to the enemy’s active pet each round and slows the active pet by 25%. Lasts 4 rounds.
Level 15: Dark Whispers, 100% hit chance – Dark whispers invade the target’s mind, dealing X undead damage to the target each round for 4 rounds. Deals additional damage during Darkness.
Level 20: Absorb Magic, 6 round cooldown – Absorbs all incoming damage for 1 round. On the next round, the caster will heal itself for 100% of the damage absorbed by this spell.

Draenei – Humanoid

The Draenei are a portion of eredar who were uncorrupted by the influence of the Burning Legion. Having escaped Argus with their leader, Velen, they have lived on many worlds, including Azeroth and Outland. Draenei are the oldest playable race for the Alliance, having existed for at least 25,000 years before the First War.

Description of Appearance: Draenei*

*To prevent favoritism amongst classes, the race pets could change gender/class/clothing each time they are summoned. I would imagine the classes to simply wear the clothing they receive when a Draenei character is first made.

Interactivity: To prevent favoritism again, the race pets should be without interaction.

Level 1: Holy Bolt, 100% hit chance – Shoots a bolt of holy magic at the enemy, dealing X magic damage.
Level 2: Shadow Resistance – Decreases the amount of damage taken by undead abilities by 50%. Lasts 3 rounds.
Level 4: Gift of the Naaru, 5 round cooldown – Restores 15% of each of your pets’ health each round. Lasts 2 rounds.
Level 10: Holy Wrath, 100% hit chance – Shoots out bolts of holy energy in all directions, dealing X humanoid damage to the enemy team.
Level 15: Sunder Armor, 90% hit chance, 1 round cooldown – Attacks the enemy with an overwhelming blow, dealing X humanoid damage and increasing the enemy pet’s damage taken by 25% for 1 round.
Level 20: Heroic Presence, 5 round cooldown – The Draenei inspire others with their mere presence, increasing your team’s accuracy, damage, and health by 10%. Lasts 4 rounds and persists through pet swaps.

Dwarf – Humanoid

Dwarves are stout little humanoids who inhabit the areas of Khaz Modan in the Eastern Kingdoms. Dwarves are descended from the Earthen, stone-like dwarves that were created by the titans to help shape Azeroth. Dwarves are said to still have some powers over stone, like their ancestors.

Description of Appearance: Dwarf*

*To prevent favoritism amongst classes, the race pets could change gender/class/clothing each time they are summoned. I would imagine the classes to simply wear the clothing they receive when a Dwarf character is first made.

Interactivity: To prevent favoritism again, the race pets should be without interaction.

Level 1: Steady Shot, 150% hit chance – Shoots an arrow at the target with unerring aim, dealing X humanoid damage.
Level 2: Might of the Mountain – Increases your health and critical strike chance by 20% for 4 rounds.
Level 4: Stoneform, 5 round cooldown – Removes all debuffs from the caster and reduces damage taken by 50% for 3 rounds.
Level 10: Whirlwind, 100% hit chance, 3 round cooldown – Whirls around wildly, dealing X humanoid damage to the enemy team.
Level 15: Frost Resistance – Decreases the amount of damage taken by aquatic abilities by 50%. Lasts 3 rounds.
Level 20: Execute, 100% hit chance, 4 round cooldown – Attempts to finish off a wounded foe, dealing X humanoid damage. Deals 100% additional damage when used on a target with less than 25% health remaining.

Gnome – Humanoid

Gnomes are diminutive humanoids who are of great intelligence. Having had their home destroyed by the trogg invasion and a bathing of radiation, the gnomes lived with the dwarves in Ironforge for years. Recently, however, gnomes have begun to retake their homeland using all of their spectacular gadgets and gizmos.

Description of Appearance: Gnome*

*To prevent favoritism amongst classes, the race pets could change gender/class/clothing each time they are summoned. I would imagine the classes to simply wear the clothing they receive when a Gnome character is first made.

Interactivity: To prevent favoritism again, the race pets should be without interaction.

Level 1: Frostbolt, 90% hit chance – Sends a bolt of frozen water at the enemy dealing X elemental damage. Enemies hit by the frostbolt have their speed reduced by 25% for 1 round.
Level 2: Arcane Resistance – Decreases the amount of damage taken by magic abilities by 50%. Lasts 3 rounds.
Level 4: Escape Artist, 5 round cooldown – Increases the caster’s speed by 25% and makes them immune to root and sleep effects. Lasts 4 rounds.
Level 10: 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 is used. Max X magic damage.
Level 15: Expansive Mind, 1 round cooldown – Increases damage by 100% for 1 round.
Level 20: Nimble Fingers, 100% hit chance, 6 round cooldown, 3 round ability – Attacks the enemy with fast fingers, dealing X humanoid damage and increasing your speed by 10%. Each time Nimble Fingers deals damage, your speed will increase by 10%. This speed increase continues until the end of battle.

Human – Humanoid

Humans are descendants of the much larger, more barbaric, Vrykul – a race of half-giant humanoids who reside in Northrend. Originally scattered, they joined together to combat the trolls during the Troll Wars. Today, the humans serve as the backbone of the Grand Alliance.

Description of Appearance: Human*

*To prevent favoritism amongst classes, the race pets could change gender/class/clothing each time they are summoned. I would imagine the classes to simply wear the clothing they receive when a Human character is first made.

Interactivity: To prevent favoritism again, the race pets should be without interaction.

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: Diplomacy – Your diplomatic ability between races increases your team’s accuracy by 25%. Lasts 4 rounds. Persists through pet swaps.
Level 4: The Human Spirit, 5 round cooldown – Your prove that the human spirit is a tough thing to overcome, increasing the caster’s speed by 50% and critical strike chance by 25% and reducing the amount of damage they take by 25%. Lasts 3 rounds.
Level 10: Punch, 100% hit chance – Bashes the enemy, dealing X humanoid damage.
Level 15: Counterstrike, 100% hit chance, 2 round cooldown – Deals X humanoid damage. Deals X additional humanoid damage if you were struck this round.
Level 20: Every Man For Himself, 5 round cooldown – Removes all debuffs from the caster and avoids enemy attacks during the round it is used. This ability always goes first.

Night Elf – Humanoid

Night Elves are an ancient and powerful people, descended from a tribe of dark trolls who resided near the Well of Eternity. After the coming of the Burning Legion and the subsequent Sundering, the Night Elves decided to forsake arcane magic and took up druidism and the worship of the Moon Goddess, Elune.

Description of Appearance: Night Elf*

*To prevent favoritism amongst classes, the race pets could change gender/class/clothing each time they are summoned. I would imagine the classes to simply wear the clothing they receive when a Night Elf character is first made.

Interactivity: To prevent favoritism again, the race pets should be without interaction.

Level 1: Bow Shot, 95% hit chance – Takes a shot, dealing X humanoid damage.
Level 2: Nature Resistance – Decreases the amount of damage taken by elemental abilities by 50%. Lasts 3 rounds.
Level 4: Wisp Spirit, 100% hit chance – Turns into a wisp, which then explodes, dealing 40% of your maximum health to the enemy pet and destroying any objects on the battlefield.
Level 10: Touch of Elune, 100% hit chance – Touch the enemy with the power of Elune, dealing X magic damage and increasing your speed by 25% for 1 round if used during a weather effect or increasing your critical strike chance by 25% for 1 round if used without a weather effect occuring.
Level 15: Quickness – Increases your chance to dodge an attack by 25%. Lasts 4 rounds.
Level 20: Shadowmeld, 100% hit chance, 8 round cooldown – Meld into the shadows, becoming unattackable for 2 rounds. During this time, wisp spirits appear and attack your opponent, dealing X magic damage each round.

Worgen – Humanoid

Worgen are large lupine humanoids who act as if they are wolves. Hailing from the secluded kingdom of Gilneas, the Worgen curse spread throughout the kingdom as if it were a plague, eventually even affecting King Genn Greymane. Only recently have the Worgen been accepted into the Alliance.

Description of Appearance: Worgen*

*To prevent favoritism amongst classes, the race pets could change gender/class/clothing each time they are summoned. I would imagine the classes to simply wear the clothing they receive when a Worgen character is first made.

Interactivity: To prevent favoritism again, the race pets should be without interaction.

Level 1: Flay, 100% hit chance – Flay open the target, dealing X humanoid damage and causing the target to Bleed for X beast damage per round for 5 rounds.
Level 2: Viciousness – Increases your critical strike chance by 25%. Lasts 3 rounds.
Level 4: Darkflight, 4 round cooldown – Increases the caster’s speed by 50% for 4 rounds and your team’s speed by 25% for 4 rounds.
Level 10: Claw, 90% hit chance – Claws at the enemy, dealing X beast damage.
Level 15: Aberration – Decreases the amount of damage taken by undead and elemental abilities by 50%. Lasts 3 rounds.
Level 20: Thirst For Blood, 100% hit chance, 5 round cooldown – Viciously ravage the enemy, dealing X beast damage. Also adds X damage to every attack against the target. Lasts 3 rounds.

Pandaren – Humanoid

Pandaren are a race of humanoid pandas who live on the continent of Pandaria and the Wandering Isle. Until recently, not much was known about the Pandaren, as the continent of Pandaria was shrouded in impenetrable mists. With the mists now gone, the Horde and Alliance have raced to Pandaria to meet this elusive race.

Description of Appearance: Pandaren*

*To prevent favoritism amongst classes, the race pets could change gender/class/clothing each time they are summoned. I would imagine the classes to simply wear the clothing they receive when a Pandaren character is first made.

Interactivity: To prevent favoritism again, the race pets should be without interaction.

Level 1: Tiger Palm, 95% hit chance – Attacks the target with the power of a tiger, dealing X humanoid damage and increasing their damage taken by 25% for 2 rounds.
Level 2: Epicurean, 3 round cooldown – Eats a tasty bounty, healing X health and increasing all healing received by 50% for 2 rounds.
Level 4: Inner Peace, 100% hit chance, 5 round cooldown – Creates a sense of inner peace, reducing all damage taken by 50% for 2 rounds and summoning a Chi Wave on the battlefield. The Chi Wave will cause a wave of energy to pass through all pets on the battlefield, healing your pets for X and damaging the enemy pets for X.
Level 10: Rising Sun Kick, 95% hit chance, 2 round cooldown – Kicks upwards, dealing X humanoid damage and reducing the healing the target receives by 50% for 2 rounds.
Level 15: Bouncy, 4 round cooldown – Removes any root effects and movement speed debuffs and makes you immune to them for 2 rounds.
Level 20: Quaking Palm, 100% hit chance, 5 round cooldown – Strikes the target with lightning speed, dealing X humanoid damage and has a 25% chance to stun the target. Deals an additional X humanoid damage to targets immune to stun effects.

Blood Elf – Humanoid

The Blood Elves of Quel’thalas are the descendants of the Highborne who were cast out of Night Elven society at the end of the War of the Ancients. Having been decimated by the Scourge and betrayed by their prince, the Blood Elves finally found at least some semblance of peace with the restoration of the glorious Sunwell.

Description of Appearance: Blood Elf*

*To prevent favoritism amongst classes, the race pets could change gender/class/clothing each time they are summoned. I would imagine the classes to simply wear the clothing they receive when a Blood Elf character is first made.

Interactivity: To prevent favoritism again, the race pets should be without interaction.

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 is used. Max X magic damage.
Level 2: Arcane Acuity – Increases your critical strike chance by 50% for 2 rounds.
Level 4: Arcane Torrent, 100% hit chance, 5 round cooldown – Absorbs the energy of the enemy team, dealing X magic damage and increasing their spells’ cooldowns by 1 round.
Level 10: Arcane Storm, 100% hit chance, 3 round cooldown – Deals X magic damage to all enemies and warps the weather into Arcane Winds for 9 rounds. During Arcane Winds, pets cannot be stunned or rooted.
Level 15: Arcane Resistance – Decreases the amount of damage taken by magic abilities by 50%. Lasts 3 rounds.
Level 20: Arcane Empowerment, 5 round cooldown – Imbues the caster with the power of the Sunwell, increasing damage and health by 25% and blocking the next attack made against them. Lasts 3 rounds.

Forsaken – Humanoid

The Forsaken are a race of undead beings, usually humans, who were once under the control of the Lich King. When the Lich King began to lose his mental domination powers, some undead broke free of his control and under the guidance of Lady Sylvanas Windrunner, came together to become the Forsaken.

Description of Appearance: Forsaken*

*To prevent favoritism amongst classes, the race pets could change gender/class/clothing each time they are summoned. I would imagine the classes to simply wear the clothing they receive when a Forsaken character is first made.

Interactivity: To prevent favoritism again, the race pets should be without interaction.
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Level 1: Shadow Slash, 90% hit chance – Slashes at the target with dark energy, dealing X undead damage.
Level 2: Shadow Resistance – Decreases the amount of damage taken by undead abilities by 50%. Lasts 3 rounds.
Level 4: Will of the Forsaken, 4 round cooldown – The caster becomes immune to sleep, root, and forced swap effects. Lasts 4 rounds.
Level 10: Touch of the Grave, 100% hit chance – Deals X undead damage and plagues the target for 5 rounds. While plagued, enemies who strike the target are healed.
Level 15: Cannibalize, 5 round cooldown, 3 round ability – Consumes a friendly corpse, healing the caster for 20% of their health each round. Cannibalize continues for 3 rounds and corpses can only be used once.
Level 20: Shadow Explosion, 100% hit chance – A ring of shadow energy explodes from the caster, dealing X undead damage to the enemy team and changing the weather to Darkness for 5 rounds. During Darkness, all pets are considered Blinded and all healing received is reduced by 50%.

Goblin – Humanoid

Goblins are green, diminutive humanoids whose love of money and explosives sometimes get them into trouble, even with their own allies. Hailing from the isle of Kezan, goblins are the masters of commerce and trade and anyone who walks away thinking they got the upper hand in a deal is almost always sorely mistaken.

Description of Appearance: Goblin*

*To prevent favoritism amongst classes, the race pets could change gender/class/clothing each time they are summoned. I would imagine the classes to simply wear the clothing they receive when a Goblin character is first made.

Interactivity: To prevent favoritism again, the race pets should be without interaction.

Level 1: Rocket Jump, 95% hit chance – Activate your rocket boots, jumping at the enemy pet. Deals X humanoid damage.
Level 2: Time Is Money – Increases your speed by 50% for 3 rounds.
Level 4: Rocket Barrage, 100% hit chance, 5 round cooldown – Launches a barrage of rockets at the enemy team, dealing X mechanical damage to each enemy pet and increasing their damage taken by 25% for 3 rounds.
Level 10: Make It Rain, 80% hit chance, 1 round cooldown – Casually tosses gold coins at the enemy, dealing X mechanical damage. Gold continues to fall on the enemy’s current pet, dealing X mechanical damage each round for 4 rounds.
Level 15: Best Deals Anywhere, 100% hit chance – Deals with the enemy pet, unfavorably for them, dealing X humanoid damage and increasing your critical strike chance by 25% for 1 round.
Level 20: Better Living Through Chemistry, 100% hit chance, 5 round cooldown – Throws an unstable alchemical creation at the enemy pet, dealing increasing humanoid damage each round for 3 rounds. If after the 3rd round the pet has less than 10% health remaining, they explode, killing them and Poisoning their other pets for X elemental damage each round for 3 rounds.

Orc – Humanoid

Orcs are a race of green-skinned humanoids who are native to Draenor. Having been betrayed by their most revered leaders and having drunk the blood of a powerful demon, the Orcs have had quite a tumultuous history. Only in recent times have the Orcs been able to overcome their bloodlust and develop a nation for themselves.

Description of Appearance: Orc*

*To prevent favoritism amongst classes, the race pets could change gender/class/clothing each time they are summoned. I would imagine the classes to simply wear the clothing they receive when a Orc character is first made.

Interactivity: To prevent favoritism again, the race pets should be without interaction.

Level 1: Lightning Bolt, 95% hit chance – Hurls a bolt of lightning at the enemy, dealing X elemental damage.
Level 2: Hardiness – Reduces up to X damage from each attack against you. Lasts 5 rounds.
Level 4: Command, 5 round cooldown – Your ability to command warriors under you is inspiring. Increases the damage of the next pet to swap in by 50% for 3 rounds.
Level 10: Punch, 100% hit chance – Bashes the enemy, dealing X humanoid damage.
Level 15: Lightning Shield, 4 round cooldown – Deals X elemental damage each time you take direct damage. Lasts 2 rounds.
Level 20: Blood Fury, 5 round cooldown – Increases your damage and critical strike chance by 50% for 3 rounds. Decreases your accuracy by 25% for 3 rounds.

Tauren – Humanoid

Tauren are huge, bovine-like humanoids who were nomadic in nature until the coming of the orcs. Establishing a home in the verdant lands of Mulgore, the tauren have a place to call their own, free from the threat of their mortal enemies, the centaur. Deeply spiritual, the tauren have close allies in the orcs and even in the night elves.

Description of Appearance: Tauren*

*To prevent favoritism amongst classes, the race pets could change gender/class/clothing each time they are summoned. I would imagine the classes to simply wear the clothing they receive when a Tauren character is first made.

Interactivity: To prevent favoritism again, the race pets should be without interaction.

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 Resistance – Decreases the amount of damage taken by elemental abilities by 50%. Lasts 3 rounds.
Level 4: War Stomp, 100% hit chance, 5 round cooldown – Stomps the ground under the enemy pet, dealing X humanoid damage and stunning them for 1 round.
Level 10: Takedown, 100% hit chance – Takes down an enemy, dealing X humanoid damage. Deals double damage if the target is Stunned.
Level 15: Endurance, 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: Brawn, 3 round cooldown – Increases the caster’s critical strike chance and damage by 10%. These bonuses continue to increase as you use Brawn.

Troll – Humanoid

Trolls are large humanoids who are the oldest playable race native to Azeroth. According to legend, trolls are one of the extremely few races that predate the titans coming to Azeroth. As such, in past times, Trolls lorded over much of the ancient continent of Kalimdor. They are known for their brutality and questionable practices.

Description of Appearance: Troll*

*To prevent favoritism amongst classes, the race pets could change gender/class/clothing each time they are summoned. I would imagine the classes to simply wear the clothing they receive when a Troll character is first made.

Interactivity: To prevent favoritism again, the race pets should be without interaction.

Level 1: Bow Shot, 95% hit chance – Takes a shot, dealing X humanoid damage.
Level 2: Beast Slaying – Increases your damage dealt by 25%. Lasts 4 rounds.
Level 4: Da Voodoo Shuffle, 4 round cooldown – Removes all movement speed debuffs and root effects and makes you immune to them while the spell lasts. Lasts 4 rounds.
Level 10: Voodoo Curse, 100% hit chance, 4 round cooldown – Deals X magic damage, reduces the target’s damage by 25% for 2 rounds and increases the user’s damage by 25% for 2 rounds.
Level 15: Regeneration, 3 round cooldown – Restores X health to the caster and increases their healing received by 10%. This bonus continues to increase as you use Regeneration.
Level 20: Berserking, 5 round cooldown – Trolls can enter a state of berserk, where they lose control over their senses. Increases the caster’s speed by 50% and critical strike chance by 25%, but increases their damage taken by 25%. Lasts 4 rounds.

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