Beasts of Fable

For these “trainers”, I will be using specific pets and describing what attacks those pets will be using against which pets. These pets will be guaranteed to win against the trainers, so that is why I’m showing specific pets instead of family-specifics. (Note: I would recommend using these pets/leveling these pets against the trainers from Kalimdor/Outland/Northrend/Cataclysm/Pandaria so that they are a decent level when you get to this spot. Then you won’t have to waste any time (or at least not that much) leveling the pets needed. (Note: You should be level 90 with Pandaria flying before attempting these trainers. These beasts are placed all over Pandaria so having the ability to fly makes it much faster than if you had to run.)

The Beasts of Fable are unique in the fact that they are the ONLY pets that you have to fight in their battles. So you will be fighting only one pet per battle. Still, they are fantastically powerful and you’ll need all of your wits about you if you’re going to defeat them.

The Beasts of Fable are different from normal pet battles in that while you only have to defeat one pet, they have an buff called “Elite” meaning that they automatically have all damage taken reduced by 50%.

*For these pets, specific breeds may be required for their defeat. They will be labeled as such in their respective areas.

Nitun the Midnight Plunderer: The Jade Forest

Power: 606
Speed: 329

Abilities:

Rake (Beast) – Deals X Beast damage and reduces the target’s next attack by 50%.
Prowl (Damage Buff) – Reduces your speed by 30% and increases the damage of your next attack made within 2 rounds by 150%.
Ravage (Beast) – Deals X Beast damage. If the user kills an enemy with Ravage, they restore X health. Ravage continues for 2 rounds.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Lost of Lordaeron (Shadow Slash, Siphon Life, Curse of Doom)
Alpine Foxling (Bite, Howl, Dazzling Dance)
Alpine Foxling Kit (Bite, Howl, Dazzling Dance)

Nitun uses Rake which will deal decent beast damage and reduce your next attack by 50%. This really sucks because you’re going to need all of your attack damage in order to overwhelm Nitun and kill it off. Still, it’s not an insurmountable problem. Prowl increases the damage of Nitun’s next attack within 2 rounds by 150%, but reduces its speed by 30% to compensate. This is good and bad. Bad because the increased damage will probably all but one-shot you, but good because you’ll go first on the next round giving you an extra attack before you’re killed off. Ravage deals good beast damage, but if it kills you, it will restore a lot of Nitun’s health (like half of its health), so be aware of that if it gets to that point.

As I said earlier, these Beasts of Fable are extremely powerful (606 attack power is ridiculous), so you’ll need all of your power to defeat Nitun. Still, it’s possible. Start off with your Lost of Lordaeron*. When it comes in, immediately cast Curse of Doom as it will deal decent undead damage when the countdown is up. After you have CoD up, simply Shadow Slash until you die. When you come back for your undead-res turn, Shadow Slash again to deal damage before biting the dust. After you’re dead, bring in your Alpine Foxling and immediately cast Dazzling Dance. This will increase your team’s speed by 25% for 9 rounds, making you faster than Nitun. After Dazzling Dance, cast Howl to do double damage to Nitun, then Bite until you die. This should bring Nitun down quite a bit. Bring in your Alpine Foxling Kit and immediately Howl, then continue to Bite until Nitun is dead.

*Because the Lost of Lordaeron is an undead pet, if Nitun uses Ravage against it, Nitun will receive no healing for killing it with Ravage because Undead pets resurrect after they die, essentially telling the game that the pet didn’t actually die, so no heals will be given. For some reason, if a mechanical pet is killed with a Ravage-like ability, the pet will receive the healing even though the pet came back to life. It’s unknown why that happens.

Ka’wi the Gorger: The Jade Forest

Power: 615
Speed: 281

Abilities:

Moth Balls (Flying) – Launches a barrage of smelly pheromones at the target, each dealing up to X Flying damage and has a 50% chance to reduce the target’s speed by 25% for 3 rounds.
Super Sticky Goo (Elemental) – Flings a sticky goo at the target, dealing X Elemental damage and making it impossible to flee for 2 rounds.
Chew (Critter) – Patiently chew some grass. On the next round, you will deal X Critter damage in addition to your next attack. Chew can deal damage from the back row.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Alpine Foxling (Bite, Howl, Dazzling Dance)
Alpine Foxling Kit (Bite, Howl, Dazzling Dance)
Cat (Claw, Rake, Prowl)

Ka’wi takes about the same pets as Nitun, except that I think Ka’wi is easier than Nitun. Moth Balls’ damage is low, but it has a 50% chance each time to reduce your speed by 25%. You’re going to want as much speed as you can get in order to kill Ka’wi before it can kill you. Super Sticky Goo’s damage is low, but it prevents your pet from swapping out for 2 rounds. So basically, your pet will be fighting to the death if it gets hit with Super Sticky Goo. That’s ok, though, because we’re not going to waste a turn by swapping out a pet. Chew is by far Ka’wi’s most dangerous ability. It takes one round to charge, but when it activates, it deals heavy critter damage in addition to the attack they chose for that turn. If your pet has at least 75% health, you should be ok, but any less than that and you may die. One good thing about Ka’wi is that it has no healing ability, so you don’t have to fight through that.

The Ka’wi fight is much like the Nitun fight in the respect that they are both susceptible to Beast attacks. Start off with your Alpine Foxling and immediately use Dazzling Dance. This will ensure that you are faster than Ka’wi (unless it uses Moth Balls and you get the speed reduction, then you might not be faster, but for the most part you will be). After Dazzling Dance, use Howl to increase the damage dealt to Ka’wi by 100%. After that, use Bite until either you die or Howl comes off of its cooldown. If Howl comes off of its cooldown, use that then continue Biting, otherwise swap in your Alpine Foxling Kit. If you weren’t able to use Howl before dying with your last pet, Howl now. Otherwise, Bite until Howl is gone then Howl again and continue Biting until you die. By now, you may have killed Ka’wi (it’s actually more likely that you have than not). If not, bring in your Cat and Prowl. Then cast Claw and it will surely finish Ka’wi off.

Skitterer Xi’a: Krasarang Wilds

Power: 563
Speed: 375

Abilities:

Skitter (Critter) – Pokes the enemy, dealing X Critter damage.
Water Jet (Aquatic) – Blasts the enemy with a spray of water, dealing X Aquatic damage.
Flurry (Critter) – Rapidly strikes at the enemy 1-2 times, dealing X Critter damage per hit. Hits an additional time if the user is faster than the enemy.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Forest Moth (Alpha Strike, Adrenaline Rush, Moth Dust)
Crow* (Alpha Strike, Call Darkness, Murder)
Gilnean Raven (Alpha Strike, Call Darkness, Nocturnal Strike)

*You can get a Crow from the area around the Darkmoon Faire on Darkmoon Island. They appear as secondary pets to Darkmoon Glowflies.

Skitterer Xi’a is the first Aquatic pet that you’re going to encounter and it’s relatively easy despite the fact that it has 375 speed. Skitter’s damage is good, but nothing game-breaking. Especially since it has no DoT component or ability modifiers attached to it. Water Jet goes pretty much the same way as Skitter, except that this time it deals aquatic damage instead of critter damage. Flurry is Skitterer Xi’a’s last ability and it’s probably the most dangerous of the three. The damage normally isn’t anything to be proud of, but if it continuously gets 3 hits in, you’re in for some trouble. Plus if Xi’a is faster than your pet, then it hits an additional time. Unfortunately, Xi’a’s speed is 375 or even Flying pets won’t be as fast after they’ve dropped past their 50% health threshold. So we’re going to have to get all of our damage in within 2 rounds with each pet. Oh joy.

Even though Skitterer Xi’a is extremely fast, you can still defeat it. Start off with your Forest Moth. Because your health is above 50%, you’re going to be faster than Skitterer Xi’a. Immediately cast Moth Dust when you bring in your Forest Moth. This will deal good flying damage and may put Xi’a to sleep for 1 round. After Moth Dust, use Adrenaline Rush. The damage is next to nothing, but it will increase your speed by 75% for 3 rounds, making you faster than Xi’a even without the Flying racial speed buff. After that just Alpha Strike until either you die or Moth Dust comes off of its cooldown. Once your Forest Moth is dead, bring in your Crow and immediately use Call Darkness. It will deal decent humanoid damage, but it will change the weather to Darkness which we want. After you’ve changed the weather, use Murder. The damage is practically non-existant, but it will give Xi’a a debuff increasing its damage taken by 100% for 2 rounds. Your Crow will probably die in a couple of rounds before Murder ends, so bring in your Gilnean Raven and immediately use Nocturnal Strike. That should deal extreme flying damage to Xi’a to the point where it kills Xi’a.

Greyhoof: Valley of the Four Winds

Power: 600
Speed: 306

Abilities:

Trample (Beast) – Tramples the target, dealing X Beast damage plus an additional 10% of the target’s health.
Hoof (Critter) – Stomps the enemy, dealing X Critter damage.
Roar (Beast) – A fierce roar deals X Beast damage and enrages the user, increasing the damage they deal by 25% for 3 rounds.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Tranquil Mechanical Yeti (Metal Fist, Call Lightning, Ion Cannon)
Menagerie Custodian* (Overtune, Shock and Awe, Ion Cannon)
Darkmoon Tonk** (Missile, Shock and Awe, Ion Cannon)

*You can get the Menagerie Custodian from the Curator in Karazhan or you can purchase one from the auction house. They generally get sold for around 1,000g.

**You can get the Darkmoon Tonk from the Darkmoon Faire for 90 Darkmoon Faire Tickets or you can purchase one from the auction house. They usually cost around 2,000g, but they are well worth the money. They destroy Beast pets quite easily.

Greyhoof is the first “Beast” of Fable that we’re going to encounter in this guide and he’s actually much more easy than you would think. Even with his immense speed and power, Greyhoof is one of the easiest of the Beasts of Fable. Trample’s damage is decent and it deals an additional 10% of your health. All in all, Trample is not something for you to worry about. Hoof’s damage is heavy, but it has no DoT component or ability modifiers attached to it, making it a substandard ability at best. Roar’s damage is low, but it increases the damage Greyhoof deals by 25% for 3 rounds. Even with the increased damage, Greyhoof’s damage output is not really on par with the other Beasts of Fable, in my opinion. You shouldn’t have any problem defeating Greyhoof.

As said before, Greyhoof is kind of a pushover. Start off with your Tranquil Mechanical Yeti. When it comes in, immediately cast Call Lightning to deal decent mechanical damage to Greyhoof and to change the weather to Lightning Storm. During Lightning Storm all of your mechanical attacks will deal 25% additional damage (which in addition to the extra damage mechanicals do to beasts, should compensate for the automatic 50% damage reduction Greyhoof receives). After using Lightning Storm, use Metal Fist a few times. By this time, your Yeti is probably about to die, so cast Ion Cannon for extreme damage against Greyhoof. That comes at a price of not being able to do anything for 2 rounds, but that’s ok, it doesn’t matter if your Yeti dies. Bring in your Menagerie Custodian and use Overtune. That will increase the Custodian’s speed by 100% for 2 rounds, making it faster than Greyhoof. Use Shock and Awe to deal decent mechanical damage with a chance to stun Greyhoof for 1 round. After using Shock and Awe, use Ion Cannon for some more heavy mechanical damage. By now, Greyhoof should be getting low on health. Greyhoof will probably kill your Custodian, so bring in your Darkmoon Tonk and use Shock and Awe for decent damage and a chance to stun. Use Ion Cannon again to finish Greyhoof off.

Lucky Yi: Valley of the Four Winds

Power: 549
Speed:

Abilities:

Quick Attack (Critter) – Deals X Critter damage. This ability always goes first.
Perk Up (Heal) – Restores X health and increases the maximum health of your active pet by 5 per level for 9 rounds.
Uncanny Luck (Hit/Critical Strike Buff) – Increases your team’s hit chance by 50% and critical strike chance by 25% for 4 rounds.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Alpine Foxling (Bite, Howl, Dazzling Dance)
Alpine Foxling Kit (Bite, Howl, Dazzling Dance)
Zandalari Anklerender* (Hunting Party, Leap, Black Claw)

*The Zandalari Anklerender has a chance to drop off of the Zandalari Dinomancers on the Isle of Giants in the far north of the Kun-Lai Summit. If you don’t want to go to the Isle of Giants or can’t, you can purchase the Zandalari Anklerender out of the auction house for about 500g. They are very useful pets that will see a decent amount of usage in pet battles.

Lucky Yi is the second of the two Beasts of Fable in the Valley of the Four Winds and like Greyhoof, it can be kind of a pushover if you do things right. Quick Attack’s damage is on the low side of decent and it’s Lucky Yi’s only attack. The only upside to this for Yi is that it gets to go first, other than that, it’s kind of a joke. Perk Up heals for quite a bit thanks to Lucky Yi having such a high attack power, so you’re going to need some good burst damage to overcome that huge heal. Uncanny Luck is Lucky Yi’s final ability and it increases it’s hit chance by 50% and crit chance by 25%. Quick Attack already has a 100% hit chance, so the hit chance portion of the ability is all but useless. The critical chance increase is more important as it will cause Quick Attack to critically strike more often, which can decimate pets fast if it continuously critically strikes. Even after all of that, though, Lucky Yi shouldn’t prove to be much in terms of opposition.

We’re going to go the route of burst damage to overcome Lucky Yi, especially so we don’t have to deal with that annoying Perk Up ability more than once or twice. Start off with your Alpine Foxling. Immediately use Howl to increase Lucky Yi’s damage taken by 100%, then Bite twice. On the round after you’ve bitten twice, use Dazzling Dance to increase your team’s speed (not that it’s going to matter because Lucky Yi will still go first if it’s attacking you). If you haven’t died yet, Howl again and continue Biting until you die. Once you’re dead, bring in your Alpine Foxling Kit and do EXACTLY the same thing you did with your Alpine Foxling. By the time you’ve completed the rotation, Lucky Yi should be dead. If for some reason it’s not and you are, bring in your Zandalari Anklerender. Immediately use Black Claw to increase the damage each attack does to Lucky Yi, then use Hunting Party. Initially, the damage it deals is low, but once you have the double damage taken debuff on Lucky Yi (it comes along with Hunting Party), that in combination with Black Claw will deal heavy damage to Lucky Yi, killing it off.

No-No: Vale of Eternal Blossoms

Power: 586
Speed: 309

Abilities:

Tail Slap (Aquatic) – Slaps the enemy with its tail, dealing X Aquatic damage.
Dive (Aquatic) – Submerges, becoming unattackable for one round. On the next round, you attack, dealing X Aquatic damage.
Beaver Dam (Avoidance) – Creates a wooden dam that blocks two attacks. Both enemy and allied attacks will be blocked.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Forest Moth (Alpha Strike, Cocoon Strike, Moth Dust)
Gilnean Raven (Alpha Strike, Call Darkness, Nocturnal Strike)
Crow (Alpha Strike, Call Darkness, Nocturnal Strike)

No-No is the only Beast of Fable located in the Vale of Eternal Blossoms, and it’s one of the most annoying to battle. Tail Swap’s damage is good, but not great, plus it has no DoT component or ability modifiers added to it so it’s not something that you should really worry about. Dive is No-No’s nuke and it deals heavy aquatic damage. Unfortunately, it also makes it so that No-No can’t be attacked for 1 round. Again, it’s probably not something that you should be too worried about. Especially with the last ability to contend with. Beaver Dam blocks two attacks made. It blocks our attacks against it, but it also blocks its attacks against us. And so the Gods smile upon us. Generally, Beaver Dam will block No-No’s Dive, so you really don’t have to worry about being hit by it at all.

Because of all of the avoidance No-No gets, you can either choose to try to burst it down or go the slow and steady route. We’re going for burst because….well….I like burst. Start off with your Forest Moth and use Moth Dust for good flying damage with a chance to put No-No to sleep. From here on out, the abilities you use will depend upon what avoidance abilities No-No has up. If No-No simply used Tail Swap, Alpha Strike. If No-No used Dive, use Cocoon Strike. If No-No used Beaver Dam, simply pass your turns until Beaver Dam is gone. If you are able to time everything right, you can actually defeat No-No with the Forest Moth only. Keep Alpha Striking (Moth Dust when off of its cooldown) until No-No uses another avoidance ability, then act accordingly. Dive = Cocoon Strike, Beaver Dam = pass your turns until Beaver Dam disappears. If your Moth dies, swap in your Gilnean Raven and Call Darkness. Wait until you have an opening to attack again, then use Nocturnal Strike for heavy flying damage against No-No. If that doesn’t kill it, simply Alpha Strike like you did with your Forest Moth and you’ll have no trouble defeating No-No.

Gorespine: Dread Wastes

Power: 652
Speed: 286

Abilities:

Spiked Skin (Damage Reduction) – Reduces up to X damage from each attack against you and deals X Dragonkin damage each time you take direct damage. Lasts 5 rounds.
Rip (Beast) – Deals X Beast damage and causes the target to Bleed for X Beast damage per round for 5 rounds.
Scratch (Critter) – Scratches the enemy, dealing X Critter damage.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Pet Bombling* (Zap, Toxic Smoke, Explode)
Tranquil Mechanical Yeti (Metal Fist, Call Lightning, Ion Cannon)
Darkmoon Tonk (Missile, Shock and Awe, Ion Cannon)

*You can get a Pet Bombling from an Engineer or you can purchase one from the auction house. They generally cost around 300g.

Gorespine is the only Beast of Fable located in the Dread Wastes and it’s an annoying pet to battle. Spiked Skin’s damage is low, but it also reduces the damage each attack made against Gorespine by a certain amount. You’ll need powerful attacks to overcome that damage reduction. Rip’s damage is decent, but it also adds a Bleed effect which will deal damage each round for 5 rounds. You’ll want to watch out when you get Rip on you because the damage will ramp up quickly from the DoT. Scratch is Gorespine’s last ability and it’s damage is pretty heavy (generally about 700 damage). This is why you’ll want powerful attacks against Gorespine, because it can (and will) kill you within 2-3 rounds. Let’s get to it then, shall we?

Gorespine is a pain to battle thanks to Spiked Skin, so we’re going to keep our attacks at a minimum, yet deal the maximum amount of damage we can. Start off with your Pet Bombling. The bombling should be faster than Gorespine, so go ahead and use Zap to deal a small amount of mechanical damage (probably around 200) to Gorespine. Gorespine will probably use Spiked Skin on its first turn, so Zap again just because you’re waiting until your health gets low. When you have about 400 health left, use Explode. Explode will do about 650 damage* to Gorespine, bringing it down to about half health. After you’ve used Explode, bring in your Tranquil Mechanical Yeti. Immediately cast Call Lightning to do some damage to Gorespine and to change the weather to Lightning Storm. This will increase all of your attacks (and the Darkmoon Tonk’s) by 25%, making them hit Gorespine for that much more damage. After Call Lightning, Metal Fist once, then use Ion Cannon to deal good mechanical damage to Gorespine. Now your Yeti will die, so bring in your tonk and use Shock and Awe to deal damage and have a chance to stun Gorespine for one round. Doesn’t really matter if it does or not because you’re going to use Ion Cannon next round and it will kill Gorespine for sure.

*Explode will do about 650 damage even through the Elite buff. Explode (and abilities like it such Life Exchange which do percentages of health) will always deal their full damage no matter what buffs the opponent has up. They bypass any and all damage reduction abilities, so they are guaranteed to ALWAYS do their full damage against the opponent. Just something to think about when pet battling.

Ti’un the Wanderer: Townlong Steppes

Power: 591
Speed: 263

Abilities:

Tidal Wave (Aquatic) – Deals X Aquatic damage to the enemy’s pets. Destroys objects created by both teams.
Pump (Aquatic) – First use: Increases your damage dealt by 10%. Second use: Blasts the target with a surge of water, dealing X Aquatic damage.
Shell Shield (Damage Reduction) – Reduces up to X damage from each attack against you. Lasts 5 rounds.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Nether Faerie Dragon* (Arcane Blast, Life Exchange, Moonfire)
Pet Bombling (Zap, Toxic Smoke, Explode)
Gilnean Raven (Peck, Call Darkness, Nocturnal Strike)

*You do not want the P/P or H/P versions of the Nether Faerie Dragon because they will be slower than Ti’un and you want to be faster so you can go first.

Ti’un the Wanderer is the Beast of Fable for the Townlong Steppes and it is probably the most annoying out of all of them. Tidal Wave’s damage is on the low side of decent, but it hits your entire team for damage which sucks. Pump is Ti’un’s nuke and if allowed to connect, it will do about 1200 damage to your pet, all but one-shotting it. Thankfully, it takes 1 round to charge before Ti’un can use it. Shell Shield is by far the most annoying ability Ti’un has. Not only does it have the Elite buff which reduces all damage it takes by 50%, but Shell Shield also absorbs a huge amount from each attack made against it, meaning that the damage it takes is severely reduced. We’re going to need some power to overcome that.

Ti’un looks like it’s impossible to defeat, but it’s not. It’s just very difficult, especially considering the fight is completely based on RNG. Unlike a lot of pet battles, Ti’un’s attack strategy is completely unpredictable so you never know what ability it’s going to use and when. It could use Pump, but then Tidal Wave the entire fight. It could use Tidal Wave over and over, or Shell Shield over and over. You just don’t know, and that’s why no one can create a guide for this fight that is 100% foolproof. Let’s try, though. Start off with your Nether Faerie Dragon. Use Moonfire at the beginning to do a small amount of damage, then let Ti’un attack you for a while. When you get down to about half health (or if Ti’un used Pump on you and practically one-shot you), use Life Exchange*. It will deal heavy damage to Ti’un (it should bring it down close to half health) and heal you at the same time. Keep at it with Arcane Blast and Moonfire until you die. Bring in your Pet Bombling and immediately Explode. As with Gorespine, it will deal about 650 damage to Ti’un, almost killing it. Speaking of killing Ti’un, bring in your Gilnean Raven, cast Call Darkness then Nocturnal Strike and you should have killed Ti’un.

*As said before, Life Exchange does a set percentage of health that completely bypasses any and all damage reductions in play, so it will deal its full damage to Ti’un regardless of whether or not it has Shell Shield up.

Kafi: Kun-Lai Summit

Power: 596
Speed: 292

Abilities:

Gnaw (Beast) – Deals X Beast damage plus X additional damage if the user is faster than the enemy.
Headbutt (Beast) – Deals X Beast damage and has a 25% chance to stun the target.
Leap (Beast) – Instantly deals X Beast damage and increases your speed by 100% for 1 round.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Tranquil Mechanical Yeti (Metal Fist, Call Lightning, Ion Cannon)
Menagerie Custodian (Overtune, Shock and Awe, Ion Cannon)
Darkmoon Tonk (Missile, Shock and Awe, Ion Cannon)

Kafi is the first of the Beasts of Fable in the Kun-Lai Summit that we’re going to encounter in this guide and it’s actually one of the easier ones to defeat. Gnaw’s damage is decent, but nothing spectacular. However, if Kafi is faster than you are (and it usually is) then it deals additional damage that can add up quickly. Headbutt’s damage is heavy and it has a 25% chance to stun you for 1 round. Thankfully, it has a 4 round cooldown so it won’t be used but maybe twice in a battle. Leap’s damage is low, but it increases Kafi’s speed by 100%, practically ensuring that Kafi will be faster than you are, allowing the extra damage from Gnaw. I don’t think you’ll have much of a problem with Kafi, though.

Battling Kafi can prove to be disastrous if you don’t take certain precautions. Even though Kafi’s abilities don’t do as much damage as perhaps Nitun’s or Gorespine’s but they are still very powerful and they will still kill you. So we’re going to start off with the Tranquil Mechanical Yeti. When it comes in, use Call Lightning to change the weather to Lightning Storm for 5 rounds. You’re going to want that extra 25% damage, so make sure it’s up as much as possible. Once Call Lightning is on cooldown, use Metal Fist once, then Ion Cannon to deal heavy damage to Kafi. Your Yeti is going to die, so swap in your Menagerie Custodian and use Overtune. This will make your Custodian faster than Kafi for at least 1 round (2 if it doesn’t use Leap). Use Shock and Awe for decent damage and a chance to stun Kafi, then Ion Cannon for more heavy damage. This will bring Kafi’s health down very low, so swap in your Darkmoon Tonk and use Ion Cannon to finish Kafi off.

Dos-Ryga: Kun-Lai Summit

Power: 559
Speed: 296

Abilities:

Frost Breath (Elemental) – Freezes the target, dealing X Dragonkin damage.
Whirlpool (Aquatic) – Causes a whirlpool to form under the enemy pet. In two rounds, the opponent’s pet will take X Aquatic damage and be rooted for 2 rounds.
Healing Wave (Heal) – Restores X health to the user.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Darkmoon Zeppelin (Flyby, Explode, Decoy)
Gilnean Raven (Alpha Strike, Call Darkness, Nocturnal Strike)
Crow (Alpha Strike, Call Darkness, Nocturnal Strike)

Dos-Ryga is the second Beast of Fable in the Kun-Lai Summit we’re going to encounter in this guide and the last of the Beasts of Fable in general. Frost Breath’s damage is good, as long as you don’t use any Magic pets. We don’t want Dos-Ryga dealing any more damage than it already is. Whirlpool is Dos-Ryga’s nuke and it hits hard. Thankfully, it takes 2 rounds to charge before it connects, so you have 2 rounds before you have to worry about being killed by Whirlpool. Healing Wave is Dos-Ryga’s last ability and it’s the most annoying. Not only does it have the Elite buff, reducing all of the damage it takes by 50%, but you also have to contend with a heal. Lovely. I still think Dos-Ryga is going to wind up on a seafood platter, though.

Many people have difficulty in defeating Dos-Ryga because of its Healing Wave ability. It will heal for close to 800 damage on a 3 round cooldown, so you have to do a lot of damage and fast. I think we can do that. Start off with your Darkmoon Zeppelin and immediately use Decoy. That will block the next 2 attacks made against your team (or if it’s a team damage ability like Tidal Wave, it’ll block 1 or 2 of your pets from being damaged, depending on how many charges it had left). After that, keep using Flyby until Dos-Ryga uses Healing Wave. On the round after it heals, Explode to deal about 600 damage to Dos-Ryga. Bring in your Gilnean Raven and use Call Darkness. That will reduce the healing that Dos-Ryga receives by 50%, making it much easier to deal with. After Call Darkness, use Nocturnal Strike for heavy flying damage, then Alpha Strike until you’re either dead or you can use Nocturnal Strike again. When your Raven does die, bring in your Crow and use Call Darkness again to ensure that it’s always up. Nocturnal Strike again, then Alpha Strike until Dos-Ryga dies.

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