Basics of Battling: Pet Abilities
Let’s talk a little about pet abilities before we get into the actual battles themselves. Abilities come in many varieties. Some are straight damage abilities, some add status effects, some require additional effects before a certain ability can be used, some change the weather, and some add other buffs/debuffs. No matter what the ability does, it’s designed to do one thing – help you defeat your opponent on the battlefield.
Each pet ability has a hit chance, a cooldown (if applicable), a description of what the ability does, and information on if it will deal additional damage to the pet or not based on what family of pet the opponent is. Straight buff spells generally do not have this information on them. They simply tell you what the ability does and what its cooldown is, if it has one.
Abilities are not family-specific, so you may see a Flying ability on a Humanoid pet (as in the case of the Anubisath Idol) or a Magic ability on a Beast pet (as in the case of the Feline Familiar). In fact, sometimes a pet may not have any abilities that belong to their own family! (Mr. Bigglesworth is an example. It’s an Undead pet, but has absolutely no Undead abilities.)
Every pet has a pool of 6 abilities to choose from, 2 from each column, that they will learn as they level up. The levels at which they gain abilities are the same for each pet and they are:
Level 1 – Column 1, First Ability
Level 2 – Column 2, First Ability
Level 4 – Column 3, First Ability
Level 10 – Column 1, Second Ability
Level 15 – Column 2, Second Ability
Level 20 – Column 3, Second Ability
After you’ve hit level 20, you will have learned all 6 abilities and you’ll get to choose one from each column for your pet. To choose their abilities, place them in one of your battle pet slots. By default, they will have all of their first slot abilities active. To change them, click the little dropdown menu for each ability. From there, choose the ability you want by clicking on the ability’s portrait. Note that you are not allowed to switch abilities once the battle has begun. What you start the battle with is what you’re stuck with, so if you want to change abilities, do it before the battle otherwise you’re out of luck.
In some guides, you’ll see people describing what abilities to use as (1, 1, 2 or maybe 2, 2, 1 or some other combination of 1s and 2s). This means that you should use the first ability for that slot. So in the following example, that would be Bite. The second “1” indicates that out of the abilities in the middle column, you should use the first one as well. That would be Hiss in this case. “2” is in relation to the last line and in this case, would indicate that you should use “Vicious Fang”. I, personally, won’t be using that sort of description, but it’s a common thing to see when looking through guides.
You Need To Cool Down!
Some abilities, usually abilities that deal more damage or have a buff/debuff component to them, have what is called a “cooldown”. A cooldown is the time spent between allowed uses of an ability. I’ll use the ability, Headbutt, as an example. As you can see from the link, Headbutt has a 4 round cooldown. That means that after you use Headbutt, you won’t be able to use Headbutt again for another 4 rounds. This is because of Headbutt’s high amount of damage and because it has a chance to stun the enemy pet for 1 round. Stuns are a very dangerous debuff, one that should not be taken lightly, hence the reason for the long cooldown.
Not all abilities that have a cooldown deal damage or are buffs/debuffs. Most healing abilities have cooldowns as well. Healing your pets is probably the single most important thing you can do to your pets because healing abilities can be used during battle to keep your pets alive. Again, this is the reason why they have cooldowns (and some of them have long cooldowns at that). If you could simply spam your healing ability over and over again, the battle would either never end or would take forever to finish because you could keep healing over and over again.
Cooldowns are a necessary part of pet battling, and one that will see continued use as pet battles evolve. So if you don’t particularly care for cooldowns, I’m afraid you’ll have to get used to them because they won’t be going anywhere. If you don’t want to get used to them, simply use abilities that have no cooldowns and you’ll be fine.
Hey! Why Can’t I Hit You?
All damage dealing abilities come with what’s called a hit chance. Hit chance is the percentage of chance that your pet’s ability will hit the enemy pet. For example, if I were to use Bite on the enemy pet, it would have a 100% hit chance, so it would always hit….normally. There are ways of avoiding always being hit by 100% hit chance abilities. One way to avoid always being hit is to be a higher level than the enemy pet. The enemy pet will receive a negative 2% hit chance per level difference.
Some abilities, such as Burrow or Lift-Off, make the pet that used the ability unattackable for 1 round (and a few make pets unattackable for 2 rounds). So no matter how high your hit percentage is, for that 1 round, almost every ability you throw at the pet will miss. Note that I said “almost”. There are a few abilities that will still hit even though the pet is unattackable because these abilities are placed on the battlefield itself and not on the enemy pet. (Death and Decay is an example of an ability that would still hit.) DoTs may also hit the enemy pet if they are unattackable, but only if the DoT was applied before they used the ability to make them unattackable. Even though that is true, using Burrow or Lift-Off to avoid damage is still a good idea.
Sometimes you will come across a pet that has a dodge/block/evasion effect in play that will cause any attack that is made against the target to miss. Block effects generally only block the next attack that is made against them, though there are a few that block two attacks. There are even some that block attacks that both the enemy makes and you make, so watch out for that as well. Dodge and Evasion effects generally last an entire round, so all attacks made against that target that round will miss (although DoTs will still hit). A few of these dodge/evasion effects also always go first.
You’ll undoubtedly come across a time when your pet is under the Blindness effect, which will reduce hit chance percentages, usually by 50%. This is a severe debuff that will, more than likely, cause all of your attacks to miss the target, which can be fatal if not dealt with promptly. Thankfully, the Blindness effect generally doesn’t last more than 2 rounds, so it’s not something you’ll have to worry about throughout the entire battle. (You could also swap the Blinded pet out, at least until the Blindness was over.)
Abilities that have a lower than 100% hit chance are generally stronger abilities that either deal more damage or add a DoT component or buff/debuff to the enemy pet (debuff)/your pet (buff). These powerful abilities can easily take out 50% of a pet’s health in one strike, which is the reason for the lower hit chance percentage. Got to have some give and take, you know?
Conversely, there are abilities that will increase your hit chance percentage. (Nimbus is an example of this, and it affects your whole team.) These are nice to use in conjunction with those stronger abilities with lower hit percentages, as it will increase the chance that they will hit the enemy pet. Also, they can be used to combat the effects of the Blindness debuff. As you can probably see by now, almost everything has its counter.
There is one ability that is special that I would like to talk about in regards to hit chance percentage and that’s Laser. Laser is the only ability that naturally has a higher than 100% hit chance – it’s naturally at 200%. This means that it’s almost impossible to bring down a pet’s hit chance low enough to bring it under a 100% hit chance. Normally, I would say that there are no abilities that are guaranteed to hit, 100% of the time, but for this ability, I would make an exception. The odds of you getting into a battle where the hit chance percentage is below 100% are so astronomical that it’s not even worth mentioning. So for the sake of this guide, I will go ahead and say that barring any dodge/evasion/unattackable effects in play, you are 100% guaranteed to hit the pet if you use Laser against it. (Whether or not it does damage is another story, but we’re talking about hit percentages, not damage.)
Start Up The Shield Generators!
There are many abilities in pet battles that you can use to shield yourself from a certain amount of damage. We call these abilities, “damage reduction abilities/effects”. Damage reduction is a highly useful way of protecting yourself from being killed by the enemy pet. Most damage reduction abilities reduce each attack made against you by a certain amount. For example: your Shell Shield may be protecting you from 40 damage from each attack. This means that every attack that the enemy does to do will have its damage reduced by 40 damage.
There are other damage reduction abilities that will reduce your damage taken by a certain percentage rather than by a certain amount of damage. Most of these abilities reduce your damage taken by 50% for a certain amount of time (generally 3 rounds). These kinds of damage reduction abilities can offer great protection against those hard-hitting abilities. There’s nothing like putting one of these damage reduction abilities up only to see the enemy attempt a nuke on you.
Dodges/Evasion Effects/Absorption Effects can also be classified as damage shields, and are listed in the section above.
Now, there is a counter to shields and damage reduction abilities, just like there is to practically everything else. The most prominent of these counters are the abilities that deal a set percentage of health, such as Life Exchange. Life Exchange can be extremely dangerous, especially if you have low health because it will completely bypass any and all damage reduction abilities in play (even those used by the highest PvE tamer battles, like the Boss and Elite buffs) when calculating damage. So whether the enemy has a shield up or not, it will still do its full damage to the enemy.
(test whether or not glowing toxin damage is absorbed by shell shield or not)
A unique sort of damage reduction ability is called Survival. Survival will ensure that your health does not drop below 1 within the next round. This essentially makes your pet “unkillable”, giving them a free round to attack you (or heal) while they stay alive. After the Survival is over, your pet will generally die unless you used a heal, and even then it’s no guarantee of safety. Still, it’s better than nothing.
If a pet that you’re currently using has a damage reduction ability, I would recommend that you use it and ensure that it’s up as much as possible. It will keep your pets alive longer, granting you a higher chance of success at winning the overall battle.
Damage-over-Time effects (DoTs) are effects that do their damage over a set period of time rather than all at once (although many DoT abilities also have a direct damage component which is used when the ability is used). The actual DoT component becomes a debuff, which deals its damage every round until the effect ends. Most DoT abilities only hit the enemy’s active pet, but there are some that can hit multiple enemies (Pheromones from Kovok is a good example). Almost every family of damage is represented by DoTs. To my knowledge, there is only one family that does not have a DoT ability for its damage type and that’s Humanoid. Every other family is represented by at least 1 DoT ability (and before people start asking about Magic, I’m going to tell everyone now that it has a DoT ability – Corrosion).
DoTs can be both a blessing and a curse. It’s a blessing because even if you’re hit with an ability that will reduce your hit chance/are stunned/are put to sleep/etc., the DoT will still tick, hitting the opponent. Not only that, but some DoTs are required for other abilities. I’ll talk more about that in a second.
It’s a curse because the damage they do is dealt over time so your pets could be killed before the DoT completes its effect or if you’re trying to capture a pet, the DoT might kill the pet before you can capture it. There’s nothing more annoying than trying to capture a pet, only to have a DoT kill it before you can do so. If you’re going to use DoTs on pets you’re planning to capture, this is something you’ll need to look out for.
DoT abilities have the unfortunate side-effect of doing only a small amount of damage each round. This is unfortunate because most DoTs can be sharply reduced in the severity of their damage by damage reduction abilities such as Shell Shield or Stoneskin. In fact, it is not uncommon to see a shield completely negate the damage from DoTs. If you know you’re going up against a pet that could potentially be using one of these abilities (turtles, for example), it’s best to leave the DoTs behind and concentrate more on direct damage.
In my opinion, DoTs really are incredibly useful, they just have their time and place to be used, that’s all. In fact, when used correctly, DoTs can take down even the mightiest of opponents (such as Chi-Chi in the Celestial Tournament).
I’ll Get You And Your Little Dog Too!
Some abilities do not hit a single pet, they hit all of the pets on a team. These are called Multistrike abilities. Multistrike abilities are something to consider since they attack all 3 of the enemy’s pets at once. Pets on the back row have no way of defending themselves so they will take the full brunt of the damage. To counter that kind of attack, the damage on multistrike abilities is on the low side so that you aren’t completely obliterating the enemy team without them being able to do anything about it. That is not the only counter to multistrike abilities, though.
To combat the amount of damage that your backline pets are taking, you have a few options available. There are healing spells that target your entire team, such as Bleat. That will help alleviate some of the damage that your backline pets take. You can also use a weather ability, Sandstorm, to place a kind of protective shield on all of your pets. Do note, if you take the Sandstorm approach, not only will your pets get damage reduction, but so will the enemy pets.
There are also multistrike abilities that are also conditional abilities and debuff abilities as well. Dreadful Breath is a multistrike ability that is also a conditional ability, in that it requires the Cleansing Rain weather effect to be in place in order to deal its extra damage. Primal Cry is a good example of a multistrike ability that is also a debuff ability, as it not only damages the entire enemy team, but it also reduces all of their speeds by 25% for 4 rounds. There are also multistrike abilities that affect the weather, such as Arcane Storm, but I’ll get more in-depth with weather abilities later on in the guide.
As you can see, you have many options when it comes to multistrike abilities.
Buffs and Debuffs are special conditions that are placed on either yourself (buffs) or the enemy pet (debuffs). (Note that, that is not always the case. Debuffs can be placed on yourself as well, as in the case of the Apocalypse ability. Be aware of that when attempting to debuff an enemy.) Buffs are positive effects that amplify an aspect of battle (usually damage or a stat) for a certain amount of time for your pet. Because buffs are cast upon yourself, they generally do not have a hit percentage attached to them, they are assumed to always hit. However, buffs do have cooldowns. Debuffs are the opposite of buffs. They are negative effects that dampen an aspect of battle (again, usually damage or a stat) for a certain amount of time for the enemy pet. Debuffs have both hit percentages and cooldowns. Status effects (and sometimes even DoTs) are considered to be debuffs and can be cleansed via certain abilities such as Sear Magic.
Buffs can range from increased damage such as Amplify Magic to speed increase buffs such as Dazzling Dance and damage reduction abilities like Extra Plating. As you can see from the Dazzling Dance link, not all buffs are pet-specific. Some buffs are applied to the entire team and have rather long durations. There are also abilities that deal damage and have a buff component to them, such as Adrenaline Rush. There are even buffs that amplify more than one of your stats at one time, such as is the case with Uncanny Luck.
If you can get buffs on your pet, it is a good thing to do as they will only make your pet stronger. However, there are buffs with drawbacks to them, like Crystal Overload. Crystal Overload will deal double damage to the enemy pet via the next attack you make against the enemy pet within the next 2 rounds, but in order to use it, it will deal a certain amount of damage to you as well. It’s kind of a double-edged sword. Almost like a buff and debuff at the same time, except that the debuff is straight damage and adds no other effects (like DoTs, statuses, or stat reductions). Be on the lookout for these kinds of abilities as they can sometimes hurt you more than they hurt the enemy.
Debuffs can range from causing increased damage to the enemy pet with an ability such as Howl, which will cause the enemy pet to take 100% increased damage for 2 rounds to reduced accuracy with an ability like Stench and webbing a target in place with an ability like Sticky Web. Again, as in the case of buffs, we have an example of a debuff that affects an entire team, with Stench, so not all debuffs are pet-specific. There are also abilities that deal damage and place a debuff on the enemy pet, such as Sticky Web or Darkflame. As in the case of buffs, there are debuffs that affect more than one aspect of a pet at a time, such as with Corrosion. It seems like there are far more debuff abilities than there are buff abilities. In any case, you’ll want to debuff the enemy as often as you can in order to weaken the pet so you can defeat it.
Some debuffs can be very dangerous, even fatal in some cases, such as stuns and roots/webs. Stuns are dangerous because the stunned pet cannot perform any actions for 1 round. They may, however, swap out for another pet if that is an option. If that’s not an option, then they are at the mercy of the enemy pet for 1 round. Roots, on the other hand, are (in my opinion at least) just as dangerous as stuns, if not more so. Rooting a pet ensures that it cannot swap out for a certain amount of time so you can continue to wail on the pet while it cannot swap out. This can be dangerous especially if you’re getting low on health. Of course, there are counters to these kinds of status debuffs. First off, Critters are completely immune to all stun, root, and sleep effects so they don’t have to worry about them. (I’ve heard that there are still a few bugs around that bypass this immunity, but I’ve not personally encountered them.) The second way to bypass these debuffs is to use the weather ability Arcane Winds. The weather prevents all pets from being stunned or rooted for 9 rounds. I’ll discuss weather effects in greater detail a little later on in the guide.
As said before, DoTs are generally considered to be debuffs as well, since they continue to debuff the enemy by continuously providing damage without your pet needing to do anything. Unlike the status effects, though, DoTs are not considered debuffs when it comes to a cleanse ability, such as Sear Magic or Eggnog. So they will stick around for their full duration, unlike the statuses. Also DoT debuffs tend to last much longer than a status or stat debuff.
Help! I’ve Fallen And I Can’t Get Up!
Status effects are some of the most interesting abilities that battle pets can have. Mainly because statuses are generally created to create some sort of havoc for your opponent. There are many different statuses, and the main ones are: Asleep, Bleeding, Blindness, Burning, Chilled, Poisoned, Rooted (sometimes called Webbed), and Stunned. As you can see, just from the names of the statuses, that they are bad news. Let’s go through each of them, shall we?
Asleep is a status that puts your pet to sleep. While asleep, your pet cannot perform any actions, however, any damage that the pet might take will immediately wake the pet up from its slumber. The sleeping status generally lasts 1 round, but there are abilities that can put pets to sleep for 2 rounds. Putting pets to sleep is a good way to allow yourself some breathing room and heal yourself while the enemy pet can’t do anything.
Bleeding is a status that causes your pet to Bleed for a certain amount of Beast damage each round until the effect (or pet) expires. It’s usually needed for some of the more hard-hitting abilities (such as Blood In the Water), so it goes hand-in-hand with conditional abilities (more on those later).
Blindness is a status that reduces the hit chance of the enemy by a set amount. It’s a powerful status, which is why the effect generally doesn’t last very long (with the exception of the Darkness weather effect). Like Bleeding, Blindness is needed for some of the more powerful conditional abilities (such as Nocturnal Strike).
Burning is a status much like Bleeding in that it causes your pet to take a certain amount of damage (usually Elemental) each round until the effect (or pet) expires. By now, you are probably aware that a lot of status effects go hand-in-hand with conditional abilities (such as Conflagrate), and this one is no exception.
Chilled is a status that doesn’t have a clearly defined purpose. Only a few abilities place the Chilled status on pets, but it’s used with some conditional abilities. You would think that Chilled would reduce speed, but only one ability that causes Chilled does that. How strange…..
Poisoned is a status like Bleeding and Burning in that it causes a set amount of Elemental damage each round until the effect (or pet) expires. There is only 1 conditional ability that is used with Poisoned – Puncture Wound.
Rooted (sometimes called Webbed) is a status that causes your pet to be rooted in battle so that it can’t swap out. Rooted generally doesn’t last as long as Webbed, and it’s used along with a few conditional abilities (such as Leech Life).
Stunned is a status that stuns your pet for 1 round. When stunned, a pet cannot perform any actions with the exception of swapping out. There are a few abilities that use Stunned as a condition, but not many.
All statuses will end once the battle is over, regardless of whether or not there was still time left on the status when the battle ended.
All Flights Are Delayed
Another type of effect are Delayed effects. Delayed effects are effects that take place a few rounds after the ability was used. For example, the ability Whirlpool does nothing for its first two rounds of being in play, but after those two rounds, it connects, dealing damage and rooting the target for 2 rounds.
Because delayed effects are…well…delayed for several rounds before attacking, they are usually very powerful abilities that deal high damage and add some sort of debuff to the enemy to compensate. As in the Whirlpool example above, it does nothing for a few rounds, but you are rewarded later with high Aquatic damage and it also roots the target for 2 rounds. Do note that not all delayed effects deal damage and have a debuff component to them. For those that do not, you are generally rewarded with even higher damage (and those abilities can take out roughly half of a pet’s health in one attack, which is why they have delays on them).
There are roughly 7 types of delayed effects: Effects with damage and a debuff component (like Whirlpool), Effects with straight damage (like Curse of Doom), Effects that have a first use effect, then deal damage with their second use (like Wind-Up), Effects that do damage and then additional damage later on (like Bombing Run), Effects that eventually do DoT damage (like Spore Shrooms), Effects that will instantly kill living pets (like Apocalypse), and a healing delayed effect (like Plant).
There is an inherent danger in using delayed effects in that the ones that deal damage are tied to the pet that they are cast on. So if that pet dies before the delayed effect occurs, it will be wasted. The delayed effect does not transfer over to the next pet to swap in.
While some may be a little apprehensive about using delayed effects, I can assure you, they are really quite spectacular and the delay between casting and effect will go by very fast. If you’re apprehensive, I urge you to try them out at least once, just so you know what it is they do and how to use them. You may find that you like using delayed effects after all.
I’ll Show You Mine If You Show Me Yours
Conditional Abilities are abilities that require you to have a certain status/debuff on the target before they can either: be used or perform their additional ability on the target. For example, Conflagrate is an ability that will deal damage on its own, but if the target is Burning (that’s the Condition aka the status/debuff), then it will deal additional damage to the enemy. Conditional abilities are generally very strong attacks that have long cooldowns to compensate. That’s not always the case, though.
Flurry is a conditional ability that requires the user to be faster than the enemy. In turn, for being faster than the enemy, they are rewarded with an extra strike. Also notice that Flurry has no cooldown and a high hit percentage. That is due to the fact that Flurry’s strikes deal a small amount of damage each. Still, they can add up fast, especially if the enemy pet is weak against that family of attack (in this case, it would be Undead pets who would have to watch out for that).
Conditional abilities revolving around speed are probably the most prevalent ones that you’ll encounter. While a good majority of them depend upon your pet being faster than the enemy, there are some that require you to be slower than the enemy, such as Tail Sweep. With speed playing such a major role in the outcome of a battle, these speed-based conditional abilities can certainly work in your favor.
There are several different kinds of conditional abilities. I’m going to list some of them here:
Enemy is afflicted by a status listed above in the Status section
Faster than the enemy
Slower than the enemy
Has lower health the enemy
Has lower than 25% health
Requires a certain weather effect
Effect will occur unless hit (this one is debatable)
Heals additional damage based on how much they were hit for last turn
Deals additional damage if the user was struck that round
Healed if the ability misses
Some pets have what are called Continuation Abilities. This means that once they perform an attack, they will continue to perform this ability each round for a certain amount of rounds. For example: Stampede will attack the enemy pet, causing the enemy pet to take damage and (if hit) take 100% increased damage for 2 rounds. Then it will continue that ability in the next round, and again in the round after that. Continuation abilities will display in their tooltip what the duration for the continued attack will be.
Once you decide to use a continuation ability, you are stuck with it. There is no way of getting out of the ability barring being killed, stunned, or put to sleep. Even if the enemy you used the ability initially on dies, you will still continue to perform the attack. Be sure that you want to use a continuation ability before you decide to commit yourself to it.
Some people group continuation abilities in with abilities that take more than one round to achieve its effect (I consider them to be more delayed effects, but to each their own). An example of this would be Lift-Off in which your pet becomes unattackable for 1 round before attacking. In either case, continuation abilities and delayed effects both play their parts in the world of pet battles. The only difference really is that a lot of the delayed effects deal far more burst damage than continuation abilities, while continuation abilities excel more at sustained damage.
Another group of abilities that may be considered a continuation ability are abilities where the damage of the ability increases each time it is used. An example of this would be Arcane Blast. Arcane Blast’s damage will increase each time it is used up to a set maximum. Usually that set maximum is higher than what a normal attack would be and that would be because it takes longer to get up to that point, whereas a normal attack is already at its attack damage. Whether you consider this a continuation ability or not (I personally do not) is completely up to you.
Letting Your Toys Work For You
There are abilities that create special objects on the battlefield that will attack the enemy for you, independently, without your need to do anything. Some, such as Build Turret, will shoot at the active enemy pet at the end of each round. It’s almost like a DoT ability except that it doesn’t get placed on the enemy pet, it gets placed on the actual battlefield itself. There are other object abilities that will create an object to be used later on, as in the case of XE-321 Boombot. As you can see there are different types of object abilities that you can use, you just have to find one to suit your playstyle.
As with all abilities, object abilities too have their counters. Certain multistrike abilities, such as Tidal Wave, will also wipe out any objects on the battlefield. Be aware that these sort of “wipeout” abilities will destroy all objects on the battlefield, not just the enemy’s. So if you’re dependent upon object abilities to deal damage, then you’ll probably want to stay away from these wipeout abilities to avoid accidentally destroying your own objects by them.
It’s The End Of The World As We Know It
There is another special ability that I would like to discuss and it’s called Apocalypse. Apocalypse is an extremely dangerous ability that will kill all active pets, instantly. It achieves this by dealing the target’s maximum health to the pet, ensuring that its health reaches 0. This also does not mean that it will kill all pets, just the two who are actively battling when the countdown expires.
Normally, Apocalypse would instantly kill pets, however, there are counters to Apocalypse just like everything else. First, all cockroaches and beetles survive Apocalypse no matter what. The damage from Apocalypse cannot kill them. Second, any pets protected by the Survival ability likewise always survive the Apocalypse. Third, all Magic family pets with more than 35% of their health remaining when Apocalypse hits will also be protected from the Apocalypse (because Magic pets cannot take more than 35% of their maximum health in any one attack). Finally, if you reduce the hit chance of the pet before Apocalypse hits, there is a chance that it will miss you as well.
Something that you should know about Apocalypse is that if it is cast in battle, do not be tempted to remove it from you via a cleanse ability (Sear Magic/Eggnog/etc.). It will indeed remove the Apocalypse debuff from you…by dropping the meteor immediately on your head. By removing the debuff, the game believes that instead of cleansing the debuff from yourself, that the debuff’s countdown had instead expired, and will thus trigger the Apocalypse on you. So unless you’re looking to die immediately, do not cleanse the debuff whatever you do.
One last thing to know about Apocalypse is if one pet casts it then another pet casts it later in battle, the countdown will increase back to its original 15 rounds. You may be able to give yourself a little breathing room if you’re able to pull this one off.
I’m Bleeding Out Over Here!
(Note: This section is about healing while in battle only. Healing after battle and reviving your pets will be covered in a later section of the guide.)
Being able to heal your pets in battle is very important, since it will help keep your pet alive. A pet that is alive at the end of a battle is a happy pet. Healing in battle comes in many different varieties and combos, much like attacks. They can add buffs as well, heal through a debuff on the enemy pet, and even heal all of your pets at one time. If there is a type of attack (direct, DoT, debuff, conditional, multistrike, etc.), then there is probably a heal of that type as well. Let’s talk a bit about the different ways of healing your battle pets.
First off, there are the simple, easy to use, straightforward throughput heals, such as Healing Wave. They will heal your pet for a certain amount then go on a cooldown. Some throughput heals have additional effects added to them, as in the case of Ancient Blessing. Not only does your pet get healed, but it will increase the health of your active pet by 5 per level. Not hard to use, easy to fit into a rotation, they’re invaluable abilities designed to keep your pet alive and kicking for as long as possible. Use these as often as possible so that you can keep your pet’s health up.
Next there are the opposite of DoTs: HoTs. HoTs (Heal-over-Time) abilities will heal your pet for a certain amount each round for a determined amount of rounds. Some people consider HoT abilities as slightly superior to throughput heals (and I agree in some circumstances). For example, if your pet is missing a small amount of health, a throughput heal might be too much and you wouldn’t want to waste it, while a HoT would heal some of that missing health and continue healing incoming attacks. Another reason it could be considered superior is that some HoTs will persist through a pet swap, so the new pet would benefit from the HoT as well. A final reason why it could be considered superior to throughput heals are that while throughput heals have cooldowns (and sometimes long cooldowns at that), most HoTs have no cooldown at all so you can keep a heal up at all times.
Another way to heal your pets is by placing a debuff on your target with an ability like Plagued Blood. With Plagued Blood active, you can heal your pets (even if the amount is tiny) with each attack that lands on the enemy pet. Siphon Life is another example of a debuff healing your pet. Siphon Life is a DoT that heals you for a certain amount each round. The good thing about this way of healing your pets is that you continue to deal damage to them while healing yourself at the same time.
As said earlier, you can heal your entire team at one time. Heals of this nature generally have low healing, since it heals all of your pets at one time. However, if you’re consistently taking team damage, then these kinds of heals are a godsend. Perhaps surprisingly, multistrike heals usually have the same cooldown as a throughput heal when it might be expected to have a much larger one. That said, if you’re not taking team damage all that often or if your other pets have ways of healing themselves, multistrike heals are probably not your best option. The healing from them doesn’t really do the ability justice if you’re only taking direct, one-pet hits.
In addition to what I’ve listed, there are still more ways of healing your pets. Some of them involve weather conditions, some involve other conditional abilities, and some are delayed effects. Experiment with different heals and find which kind you like best to suit you and your playstyle.
Come Back To Me!
I’m sure some of you are wondering about combat resurrection spells. Well I’m here to tell you that unfortunately, there are no combat resurrection spells. The only ability that even comes close to something like that is Dark Rebirth. It will resurrect your pet if it’s killed in the next round, but you will also lose 20% of your health each round in addition to what the enemy does to you. If your pet isn’t killed in that next round, the ability fails and you simply die.
The only other “resurrection” abilities belong to the Mechanical and Undead families of pets. I’ll discuss more about them in the families section.