New Pets, Pt. 11

Storm Dragon – Dragonkin

Storm Dragons are dragons from Skywall – the elemental plane of Air. They serve Al’Akir and are tightly connected to the element of Air. It is believed that the proto-dragons and thus true dragons are actually descendants of these (and other) elemental dragons.

Description of Appearance: Storm Dragon

Interactivity: As most of the other dragons have no interactivity, this one shouldn’t either.

Level 1: Lightning Blast, 95% hit chance – Blasts the enemy with lightning, dealing X elemental damage.
Level 2: Healing Well – Restores X health to your active pet each round. Lasts 5 rounds and persists through pet swaps.
Level 4: Twisting Winds, 100% hit chance, 5 round cooldown – Sharp winds deal X flying damage instantly to each enemy pet and an additional X flying damage to the enemy’s active pet each round for 2 rounds.
Level 10: Chilling Breath, 100% hit chance, 2 round cooldown – Breathes a cone of cold breath on the enemy team, dealing X elemental damage to each enemy pet.
Level 15: Spiked Skin – Reduces up to X damage from each attack against you and deals X dragonkin damage each time you take direct damage. Lasts 5 rounds.
Level 20: Call the Wind, 100% hit chance, 6 round cooldown – Creates a constant wind where you and your pets are upwind and the enemy team is downwind. Being upwind increases your speed and damage by 25% and being downwind decreases the enemy team’s speed and damage by 25%. Lasts 3 rounds.

Stone Dragon – Dragonkin

Stone Dragons are from Deepholm – the elemental plane of Earth. They serve Therazane, but were once twisted to serve Deathwing. They are tightly connected to the element of Earth. Like the Storm Dragons, it is believed that the proto-dragons and thus true dragons are actually descendants of these (and other) elemental dragons.

Description of Appearance: Stone Dragon

Interactivity: As most of the other dragons have no interactivity, this one shouldn’t either.

Level 1: Stone Breath, 90% hit chance – Breathes sharp stones upon the enemy, dealing X elemental damage.
Level 2: Stoneskin – Reduces up to X damage from each attack against you. Lasts 5 rounds.
Level 4: Crystal Storm, 100% hit chance, 5 round cooldown, 3 round ability – Channels a crystal storm on the enemy team, dealing X dragonkin damage each round to the enemy’s active pet and half that damage to their backline pets. This attack increases in damage and continues for 3 rounds.
Level 10: Stone Spike, 100% hit chance – Impales the target on a stone spike, dealing X elemental damage and causing the target to Bleed for X beast damage each round for 5 rounds.
Level 15: Stone Grip, 100% hit chance, 3 round cooldown – Places the “Creeping Paralysis” debuff on the target, granting a 25% chance to stun the enemy pet each round. Lasts 2 rounds.
Level 20: Dragon Golem, 8 round cooldown – Summons a dragon golem before flying high into the air, becoming unattackable for 2 rounds. While in the air, the dragon golem will fight the enemy pet for you. After 2 rounds, the golem crumbles to dust.

Primal Elemental – Elemental

Primal elementals are elementals that are comprised of all four classical elements: air, earth, fire, and water. As such, they can speak all of the elemental dialects and are capable of using spells and abilities from each of the elements that they are composed of.

Description of Appearance: Primal Elemental

Interactivity: The Primal Elemental could be seen using spells of different elements to kill critters.

Level 1: Magma Blast, 95% hit chance – Blasts the target with a ball of magma, dealing X elemental damage.
Level 2: Slippery Ice, 100% hit chance – Shoots a jet of rapidly chilling ice, dealing X elemental damage and coats the ground near the enemy with ice. Frozen ground causes enemies to be Chilled and reduces hit chance by 20%. Lasts 4 rounds. Persists through pet swaps.
Level 4: Tornado, 100% hit chance, 5 round cooldown – A tornado appears to ravage the enemy team, dealing X elemental damage to each enemy pet and throwing the enemy’s active pet into the air, stunning and rooting them for 1 round.
Level 10: Tidal Wave, 100% hit chance – Deals X aquatic damage to the enemy’s pets. Destroys objects created by both teams.
Level 15: Gravity Crush, 100% hit chance – Summons a crushing field of gravity under the enemy pet, dealing 8% of their maximum health each round for 3 rounds. While the field exists, the pet cannot swap out.
Level 20: Lava Fissure, 100% hit chance, 4 round cooldown – A fissure of lava bursts up through the ground, dealing X elemental damage to each enemy pet. The enemy’s current pet also takes X elemental damage each round for 4 rounds. Persists through pet swaps.

Fire Hawk – Elemental

Fire Hawks are large fiery bird-like creatures that are native to the elemental plane of Firelands. Their leader is a former green dragon named Alysra (now Alysrazor) who was an agent of Ragnaros, and was transformed into a fire hawk as reward. The Druids of the Flame use the Fire Hawk form as their flight form.

Description of Appearance: Fire Hawk

Interactivity: The Fire Hawk could probably do without having interactivity.

Level 1: Blazing Claw, 100% hit chance – Attacks the target with blazing claws, dealing X elemental damage.
Level 2: Molten Feather – Picks up a molten feather to increase speed by 25%. Your speed will continue to increase each time you use Molten Feather.
Level 4: Flame Burst, 100% hit chance, 5 round cooldown – Launches a massive concentration of flame at a group of enemies, dealing X elemental damage and knocking the enemy’s active pet back, forcing a new pet to swap in.
Level 10: Flame Seed, 100% hit chance – Throws a flame seed at the target. After 3 rounds, the seed explodes, dealing X elemental damage. This damage cannot be dodge, blocked, or avoided. An enemy pet can only be affected by one flame seed at a time.
Level 15: Firestorm, 100% hit chance, 3 round cooldown – Summons a firestorm, dealing X elemental damage and changing the weather to Scorched Earth. During Scorched Earth, all active pets are dealt X dragonkin damage each round for 9 rounds and all pets count as Burning.
Level 20: Gout of Flame, 100% hit chance, 5 round cooldown – Causes a gout of flame to appear underneath the enemy pet. After 3 rounds, the gout erupts, dealing X elemental damage to the enemy pet and stunning it for 1 round.

Corrupted Fire Hawk – Elemental

The Corrupted Fire Hawk is the exact same as a regular fire hawk except that it has been corrupted by dark energy. They are large fiery bird-like creatures that are native to Firelands, but instead of looking like ordinary flame, they burn purple due to the corruption.

Description of Appearance: Corrupted Fire Hawk

Interactivity: The Corrupted Fire Hawk could probably do without having interactivity.

Level 1: Gushing Wound, 100% hit chance – Savagely rip the flesh of the target, dealing X flying damage and causing the target to Bleed for an additional X beast damage each round for 5 rounds.
Level 2: Blazing Shield – Reduces up to X damage from each attack against you and each attack made against you deals X elemental damage. Lasts 5 rounds.
Level 4: Shower of Corrupted Flame, 100% hit chance, 5 round cooldown, 3 round ability – Summons a shower of corrupted fireballs on the enemy team, dealing X elemental damage to each enemy pet. This attack continues and increases in damage for 3 rounds.
Level 10: Corrupted Fireball, 100% hit chance – Spits a corrupted fireball at the enemy, dealing X elemental damage.
Level 15: Blazing Power – Increases your speed by 10% and damage by 5%. Your speed and damage will continue to increase each time you use Blazing Power. After 3 uses, you will also gain 50% increased critical strike chance for 2 rounds.
Level 20: Incendiary Cloud, 100% hit chance, 4 round cooldown – Creates a cloud of corrupted flame on the enemy team, dealing X elemental damage. Deals an additional X elemental damage to each enemy pet that is Burning.

Fel Flame Hawk – Elemental

The Fel Flame Hawk is the exact same as a regular fire hawk except that it has been corrupted by fel energy. They are large fiery bird-like creatures that are native to Firelands, but instead of looking like ordinary flame, they burn green due to the corruption from fel energy.

Description of Appearance: Fel Flame Hawk

Interactivity: The Fel Flame Hawk could probably do without having interactivity.

Level 1: Blazing Claw, 100% hit chance – Attacks the target with blazing claws, dealing X elemental damage.
Level 2: Brushfire, 100% hit chance – Summons a wall of fel flame, dealing X elemental damage to each enemy pet. Destroys objects created by both teams.
Level 4: Molten Meteor, 100% hit chance, 6 round cooldown – Calls down a molten meteor, dealing X elemental damage to the enemy pet and creates a patch of fire underneath the enemy, dealing X elemental damage each round for 4 rounds. Persists through pet swaps.
Level 10: Gushing Wound, 100% hit chance – Savagely rip the flesh of the target, dealing X flying damage and causing the target to Bleed for an additional X beast damage each round for 5 rounds.
Level 15: Scalding Winds, 100% hit chance – A scalding wind gust deals X elemental damage instantly and X elemental damage every round for 2 rounds. Persists through pet swaps.
Level 20: Fiery Vortex, 100% hit chance, 5 round cooldown – Envelops the enemy pet in a vortex of fel flame, dealing X elemental damage each round. Deals an additional X damage if the enemy pet is Burning. Lasts 3 rounds.

Mistlurker – Elemental

The Mistlurkers are primitive, peaceful creatures who live in the Lower and Upper Sumprushes of the Townlong Steppes. Recently, they have come under attack by Yaungol shaman who control or kill them, depending on if they follow orders or not. They have also been discovered to exist on the Timeless Isle.

Description of Appearance: Mistlurker

Interactivity: The Mistlurker could walk around then disappear into the mists.

Level 1: Lash, 100% hit chance – Lashes the enemy 1-2 times, dealing X elemental damage per lash. Attacks an additional time if the user is faster than the enemy.
Level 2: Renewing Mists – Fills the area with a healing mist, causing your front pet to restore X health every round. Lasts 3 rounds. Persists through pet swaps.
Level 4: Murky Cloud, 100% hit chance, 5 round cooldown – Breathes a murky cloud over the enemy team, dealing X elemental damage to each enemy pet every round and reducing their accuracy by 25%. Lasts 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: Plant – Activate: Plant your roots into the ground, absorbing nutrients. While planted your pet cannot swap. Deactivate: For every round spent planted, you gain X health.
Level 20: Cyclops, 100% hit chance, 5 round cooldown – Searches for the enemy pet with a search light, before assaulting them with eye beams, dealing X elemental damage. The light provided increases the enemy’s damage taken by 25% for 3 rounds.

Terracotta Warrior – Humanoid

The terracotta warriors are artifically created mogu that are brought to life via souls. With bodies crafted out solid rock, they can be animated at a moment’s notice then sit dormant for centuries until they are needed.

Description of Appearance: Terracotta Warrior

Interactivity: The terracotta warrior could be seen brought to life then turned back into stone.

Level 1: Massive Attack, 90% hit chance – Attack the enemy with your massive weapon, dealing X humanoid damage.
Level 2: Shadow Blast, 100% hit chance, 1 round cooldown – Blasts the enemy with shadow magic, dealing X undead damage and reducing their damage by 25% for 1 round.
Level 4: Crazed, 5 round cooldown – Enters a crazed state, increasing damage and speed by 50%, but reducing accuracy by 25% for 3 rounds.
Level 10: Pinning Arrow, 100% hit chance – Shoots an arrow at the enemy, pinning them to the ground. Deals X humanoid damage and roots the target for 2 rounds.
Level 15: Impervious Shield, 3 round cooldown – An impervious shield surrounds the caster, blocking the next attack made against them.
Level 20: Flesh to Stone, 5 round cooldown – The Terracotta Warriors can enter a stone state that gives them much more defense against attacks. Decreases damage taken by 50% and removes a DoT effect from the caster each round. Lasts 3 rounds.

Murmur – Elemental

Murmur is an incredibly powerful elemental that was born when the universe was created. It is the primordial essence of sound and was summoned by the Shadow Council into the Shadow Labyrinth section of Auchindoun. It seems that they have had a hard time keeping control of it.

Description of Appearance: Murmur

Interactivity: Murmur could be seen being summoned into the Shadow Labyrinth where it kills members of the Shadow Council.

Level 1: Sonic Shock, 95% hit chance – Shocks the target with sonic energy, dealing X magic damage.
Level 2: Thundering Storm, 85% hit chance – Calls forth sonic bolts, which deal X elemental damage to the enemy pet. Deals additional damage if the weather is Lightning Storm. Your pet continues performing this attack for 3 rounds.
Level 4: Magnetic Pull, 100% hit chance, 5 round cooldown – Magnetically pulls on the opponent’s pets, dealing X elemental damage and forcing an opponent’s pet to swap in.
Level 10: Resonance, 100% hit chance – Resonates energy toward the enemy pet, dealing X magic damage and increasing their damage taken by 25% for 3 rounds.
Level 15: Murmur’s Touch, 100% hit chance, 3 round cooldown – Causes a sonic disturbance around the enemy pet. In two rounds, the opponent’s pet will take X elemental damage and be rooted for 2 rounds.
Level 20: Sonic Boom, 100% hit chance, 6 round cooldown – Unleashes a massive sonic boom on the enemy team, dealing X magic damage and an additional X magic damage to the enemy’s active pet for 3 rounds.

Gnomish Bomber – Mechanical

Gnomish Bombers were created some time ago, but only recently joined the Alliance army due to the fall of Gnomeregan. When the troggs invaded, the gnomes withheld their flying machines from the Alliance army. Today, they are seen in many Alliance bases as they make great scouting devices.

Description of Appearance: Gnomish Bomber

Interactivity: The gnomish bomber could be seen dropping bombs on Horde settlements.

Level 1: Machine Gun, 100% hit chance – Shoots a machine gun at the target 1-2 times, dealing X mechanical damage per hit. Hits an additional time if the user is faster than the enemy.
Level 2: Imbued Gunpowder, 3 round cooldown – Improves your gunpowder’s power, increasing damage done by 50% for 2 rounds.
Level 4: Flak Cannon, 100% hit chance, 5 round cooldown – Instantly deals X mechanical damage to the enemy pet and half that damage to the enemy’s backline pets. The user must recharge for two rounds afterwards. While recharging, you cannot perform any actions.
Level 10: Bombing Run, 100% hit chance, 3 round cooldown – Deals X mechanical damage and calls in a bombing run. After 3 rounds the bombs will arrive, dealing X mechanical damage to the current enemy pet.
Level 15: Mithril Plating, 4 round cooldown – Improves the metal plating surrounding your vehicle, reducing all damage taken by 50% for 3 rounds.
Level 20: Launch, 80% hit chance, 4 round cooldown – Launch up high, becoming unattackable for one round. On the next round, you attack, dealing X mechanical damage.

Dwarven Siege Engine – Mechanical

The Dwarven Siege Engine was created to replace the old Dwarven Steam Tanks that were used in the Alliance army. Like the Gnomish Bomber, the siege engine is a relatively new piece of technology as they first appeared during the Alliance battles with the Scourge.

Description of Appearance: Dwarven Siege Engine

Interactivity: The dwarven siege engine could be shown ramming towers and crumbling them to dust.

Level 1: Steam Rush, 100% hit chance – Rushes over the enemy pet, dealing X mechanical damage. This ability always goes first.
Level 2: Fire Cannon, 100% hit chance, 1 round cooldown – Fires a cannon at the enemy pet, dealing X mechanical damage and increasing their damage taken by 25% for 1 round.
Level 4: Battering Ram, 90% hit chance, 5 round cooldown – Charges towards an enemy like a battering ram, dealing X mechanical damage and forces an opponent’s pet to swap into battle.
Level 10: Barrage*, 100% hit chance – Fires powerful dwarven rockets, dealing X mechanical damage to all enemy pets.
Level 15: Shield Generator – Reduces up to X damage from each attack against you. Lasts 5 rounds.
Level 20: Napalm, 100% hit chance, 4 round cooldown – Fires a ball of napalm, dealing X elemental damage to each enemy pet and Burns the enemy’s active pet for an additional X elemental damage each round for 4 rounds.

*I imagine Barrage to function like Rapid Fire in that it attacks each pet twice for the total damage.

Orcish Demolisher – Mechanical

The Orcish Demolisher is a great asset to the Horde’s arsenal. They are capable of catapulting fiery projectiles over great distances, much to the dismay of the Alliance. Though it takes a group of orcs to command them, they are by far the Horde’s greatest siege weapon.

Description of Appearance: Orcish Demolisher

Interactivity: The Orcish Demolisher could be seen demolishing Alliance encampments.

Level 1: Hurl Boulder, 100% hit chance – Hurls a large boulder at the enemy pet, dealing X elemental damage.
Level 2: Arcanite Armor, 4 round cooldown – Improves the metal plating surrounding your vehicle, reducing all damage taken by 50% for 3 rounds.
Level 4: Anti-Air Rocket, 100% hit chance, 4 round cooldown – Fires an anti-air rocket at the enemy pet, dealing X mechanical damage and reducing their speed by 25% for 2 rounds. This ability can hit enemies that are in the air.
Level 10: Mortar, 90% hit chance, 1 round cooldown – Fires a small explosive blast, dealing X mechanical damage to each of the enemy’s pets.
Level 15: Increased Speed – Injects liquid pyrite into the engines, increasing your speed by 25%. Your speed will continue to increase each time you use Increased Speed.
Level 20: Hurl Pyrite, 100% hit chance, 6 round cooldown – Hurls a barrel of pyrite at the enemy pet, dealing X mechanical damage and increasing mechanical damage each round for 3 rounds.

The Leaper – Undead

The Leaper was one of the undead Scourge who was under the mental dominion of the dread Lich King. Eventually, it was freed from the Lich King’s control by an adventurer and becomes a member of the Knights of the Ebon Blade.

Description of Appearance: The Leaper

Interactivity: The Leaper could be seen leaping around.

Level 1: Creepy Chomp, 95% hit chance – Chomps on the enemy, dealing X undead damage.
Level 2: Geist Frenzy – Increases your speed by 10% and damage by 5%. Your speed and damage will continue to increase each time you use Geist Frenzy.
Level 4: Unholy Strength, 5 round cooldown – Increases your damage and critical strike chance by 25% and each attack will deal an extra X undead damage. Lasts 3 rounds.
Level 10: Gnaw, 95% hit chance – Deals X beast damage plus X additional damage if the user is faster than the enemy.
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: The Leaper, 100% hit chance, 5 round cooldown – Leaps into the air, becoming unattackable for 1 round. On the next round, you fall on top of the enemy pet, dealing X undead damage.

Skeletal Mage – Undead

Skeletal Mages are incredibly dangerous abominations, as they are skeletons that can cast magic. You will usually find them fighting alongside the necromancers or surrounded by a group of acolytes who do the mage’s bidding, that is until the mage ascends into lichdom.

Description of Appearance: Skeletal Mage

Interactivity: The skeletal mage could be seen raising lesser undead from their graves.

Level 1: Agony, 100% hit chance – Inflicts agony on the target, causing increasing undead damage each round for 2 rounds.
Level 2: Frost Armor – Reduces up to X damage from each attack made against you and reduces the target’s speed by 25% for 1 round. Enemies who attack you are considered Chilled. Lasts 5 rounds.
Level 4: Mana Explosion, 100% hit chance – Attacks the enemy with the last of the mage’s magic, dealing X magic damage instantly to the enemy’s active pet and increasing magic damage to each enemy pet every round for 2 rounds. The user can only use this ability on their Undead racial resurrection turn.
Level 10: 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 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: Necromancy, 100% hit chance, 8 round cooldown – Reanimates a group of undead before casting an invisibility spell, becoming unattackable for 2 rounds. While invisible, the undead attack the enemy pet for X undead damage each round.

Skeletal Warrior – Undead

Skeletal Warriors are just that – skeletons that are warriors. As with the skeletal mages, skeletal warriors are incredibly dangerous to encounter and are known for being quite vicious when out on the battlefield. They are a common sight around necromancers.

Description of Appearance: Skeletal Warrior

Interactivity: Skeletal Warriors could be seen juggling their heads before reattaching them and slicing at critters with their weapons.

Level 1: Unholy Strike, 100% hit chance – Strike the enemy with an unholy blade, dealing X undead damage.
Level 2: Plagued Blood, 100% hit chance – Deals X undead damage and plagues the target for 5 rounds. While plagued, enemies who strike the target are healed.
Level 4: Unholy Ascension, 100% hit chance – Sacrifices your remaining life to haunt the enemy team, increasing all damage they take by 25% for 9 rounds.
Level 10: Shadow Slash, 90% hit chance – Slashes at the target with dark energy, dealing X undead damage.
Level 15: Army of Death, 100% hit chance – An army of death rushes over the enemy pet, dealing X undead damage. Opponents struck by the army take double damage for 2 rounds. The army continues for 3 rounds.
Level 20: Warrior’s Death – Crumbles into a pile of bones to reanimate as a new warrior. This new warrior is immune to all damage, debuffs, and status effects for 2 rounds, but crumbles to dust after 2 rounds. Can only be used if the caster has more than 50% of their health remaining. Users of this ability do not get the Undead racial resurrection round.

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