Kalimdor Pet Tamers

To complete the following trainers, you’ll need a hefty variety of pets. Below is a list of all pets that you’ll need:

3 Humanoid
2 Mechanical
1 Magic
2 Dragonkin
3 Elemental
2 Beast
1 Aquatic
1 Flying

I’m going to assume that you are already aware that all of the pets you are attempting these trainers with are of Rare quality. If you didn’t know, then now you do. All of the pets you are going to use on these trainers need to be of Rare quality. Whether they come rare, you captured one and upgraded it with a battle-stone, or if you went out and re-captured a Rare version of the pet doesn’t matter. They just need to be Rare. Also, where listed, they may also need to be of a specific breed, so be on the lookout for that.

Zunta: Durotar

Spike – Level 2 Beast

Power: 19
Speed: 19

Abilities:

Claw (Beast) – Deals X Beast damage.
Screech (Beast) – Deals X Beast damage and slows the opponent by 25% for 4 rounds.
Triple Snap (Beast) – Wildly flails at the enemy 1-3 times, dealing X Beast damage per hit.

Mumtar – Level 2 Critter

Power: 19
Speed: 19

Abilities:

Scratch (Critter) – Scratches the enemy, dealing X Critter damage.
Hiss (Beast) – Deals X Beast damage and reduces the target’s speed by 25% for 4 rounds.
Swarm (Critter) – Starts a swarm, causing X Critter damage. Opponents struck by the swarm take double damage for 2 rounds. Swarm continues for 3 rounds.

Recommended level for pets attempting this trainer: 2

Pet choice:

1x Beast Pet
1x Mechanical Pet

This is a fairly straightforward fight, as it’s an introduction to pet battle trainers. Spike is Zunta’s first pet, and it’s a rather unassuming Beast pet. It brings no surprises. Claw is the quintessential Beast ability, and its damage is decent, but not great. It’s nothing that you’ll really need to worry about. Screech is annoying because, while the damage it deals is low, it also reduces Spike’s enemy pet’s speed by 25% for 4 rounds. Because of this, Spike will probably be faster than your pet after it uses this ability. Spike is really only dangerous if it manages to get 3 hits multiple times with Triple Snap. The damage, while low for each attack, will ramp up quickly if it continuously gets 3 hits in. Bring in any mechanical pet that has a mechanical attack in at least 1 of its first 2 slots to deal with Spike. (Editor’s note: For example, the Lifelike Toad is not a good option, even though it’s a Mechanical pet, as its first attack is aquatic, not mechanical.) The mechanical pet will do extra damage to Beasts, making it an excellent choice to go up against Spike.

Mumtar is Zunta’s second pet and it’s a normal Critter pet. Scratch is the everyday Critter ability with no added DoTs or stat modifiers. Don’t worry about that, at least not yet. Hiss is basically a renamed Screech. It does Beast damage as well and reduces Mumtar’s enemy’s speed by 25% for 4 rounds. Nothing you haven’t seen before. Swarm doesn’t look very threatening, but looks can be deceiving. If you’re hit by Swarm, the pet hit will take double damage for 2 rounds. This could easily wipe out your pet within 2 attacks. Luckily, Swarm lasts 3 rounds, and the damage it does even after the increased damage is pretty negligible. You really only need to worry about Mumtar Scratching after having used Swarm, as it will deal quite a bit of damage. To combat Mumtar, you’ll want a Beast pet. Beast abilities do extra damage against Critters, so any Beast pet (or pet with a Beast attack) will do nicely. Your Beast pet shouldn’t have much trouble with Mumtar.

Dagra the Fierce: Northern Barrens

Longneck – Level 3 Beast

Power: 28
Speed: 28

Abilities:

Hoof (Critter) – Stomps the enemy, dealing X Critter damage.
Tranquility (Heal) – Fills the area with peace, causing your active pet to restore X health each round. Lasts 2 rounds and persists through pet swaps.
Stampede (Critter) – Starts a stampede, causing X Critter damage. Opponents struck by the stampede take double damage for 2 rounds. Stampede continues for 3 rounds.

Springtail – Level 3 Critter

Power: 29
Speed: 29

Abilities:

Hoof (Critter) – Stomps the enemy, dealing X Critter damage.
Nature’s Ward (Heal) – Restores X health every round for 5 rounds. While healing, your type is transformed into Elemental.
Headbutt (Beast) – Deals X Beast damage and has a 25% chance to stun the target.

Ripper – Level 3 Beast

Power: 26
Speed: 33

Abilities:

Claw (Beast) – Claws at the enemy, dealing X Beast damage.
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%.

Recommended level for pets attempting this trainer: 3

Pet choice:

2x Mechanical
1x Beast

Dagra the Fierce is the first pet tamer that you’ll encounter that has 3 pets. (All of the tamers from here on will have 3 pets as well, just so you know.) Longneck is Dagra’s first pet and it’s a normal Beast pet. Hoof is a Critter ability that deals decent damage, but with no added DoTs or stat modifiers, it’s a mediocre ability at best. It’s certainly not something that you’ll need to worry yourself about. Tranquility is a heal that will heal the user’s team’s active pet each round. So if Longneck uses the ability then dies, it will carry over to their next pet. Stampede is much like Swarm from the Mumtar battle. The damage it deals is low, but it will add that 100% damage taken debuff which could spell your doom if you’re not careful. Still, once Longneck commits itself to using Stampede, it’s stuck using that ability for the next 3 rounds. As with Spike from the Zunta battle, you’ll want to choose a mechanical pet to deal with Longneck. You’ll probably need the extra firepower from a Mechanical to overcome Longneck’s Tranquility spell. Note, however, that Longneck’s only 2 attacks both deal Critter damage, not Beast damage as would be expected. Still, as a Mechanical, you don’t take extra damage from Critter attacks so it’s really a moot point.

Springtail is Dagra’s next pet and it’s an interesting one. Springtail also has Hoof, a normal Critter attack. It also has Nature’s Ward and that’s what’s interesting about this pet. Nature’s Ward will heal the user each round over 5 rounds. However, it will also change Springtail’s type from Critter to Elemental. This means that Springtail will take damage as if it were an Elemental instead of a Critter for the duration of Nature’s Ward (so suddenly Aquatic attacks would deal more damage instead of Beast attacks). Do note, that Springtail’s racial passive does not change, just the way it takes damage. Headbutt is Springtail’s nuke and it’s a doozy. It deals a good amount of Beast damage, but also has a 25% chance to stun you for 1 round. That stun is bad news. Luckily, Headbutt has a 4 round cooldown, so it generally doesn’t see much use in battle. For Springtail, you’ll want a Beast pet for the extra damage. Do note, however, that if Springtail uses Nature’s Ward, it’s type will be transformed into Elemental meaning you’ll lose the bonus damage you would normally deal to a Critter. A Beast is still a good choice (especially if it’s fast) so you can get at least 1 or 2 bonus damage attacks in before it transforms.

Ripper is Dagra’s final pet and it’s probably the most dangerous, damage-wise, of the 3. Claw is the normal, everyday Beast attack. Rake is annoying, though. It deals a decent amount of Beast damage but will also reduce the damage of the enemy pet’s next attack by 50%. Note that this damage reduction does not have an expiration time on it, so it’s best to simply attack right away to rid yourself of that debuff as soon as possible. Beware of when Ripper uses Prowl because if you don’t kill him before his attack goes off, he’ll likely take at least half of your health away in that one hit, if not one-shot you. For Ripper, you’ll want a Mechanical just like with Longneck. Mechanical abilities deal additional damage to Beast pets, so that can help you to defeat Ripper before it uses its Prowled ability. (Editor’s Note: Another good reason for using a Mechanical is that you come back to life once per battle at 20% health, so you can essentially “soak” his Prowled nuke.)

Analynn: Ashenvale

Flutterby – Level 5 Flying

Power: 44
Speed: 83 (with Flying racial) 55 (without Flying racial)

Abilities:

Cocoon Strike (Flying) – Deals X Flying damage and increases your chance to block an attack by 100%. Lasts 1 round.
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.
Moth Dust (Flying) – Deals X Flying damage and has a 25% chance to put the target to sleep for 1 round.

Mister Pinch – Level 5 Aquatic

Power: 44
Speed: 44

Abilities:

Snap (Beast) – Snaps at the enemy, dealing X Beast damage.
Renewing Mists (Heal) – Fills the area with a healing mist, causing your front pet to restore X health every round. Lasts 3 rounds and persists through pet swaps.
Shell Shield (Damage Prevention) – Reduces up to X damage from each attack against you. Lasts 5 rounds.

Oozer – Level 5 Critter

Power: 49
Speed: 49

Abilities:

Ooze Touch (Magic) – Oozes onto the enemy, dealing X Magic damage.
Acidic Goo (Critter) – Spits poison goo onto the target, dealing X Critter damage each round and increasing damage taken by 25% for 3 rounds.
Absorb (Undead) – Deals X Undead damage. The user is healed for 100% of the damage dealt.

Recommended level for pets attempting this trainer: 5

Pet choice:

1x Magic
1x Flying
1x Beast

Flutterby is Analynn’s first pet and it’s a regular Flying pet. As this is the first Flying pet you’ll be up against, you’ll need to know that Flying pets receive an additional 50% speed while above 50% health. This means that it’s practically guaranteed to be faster than your pet when the battle first begins. Now that, that is out of the way, let’s start talking about how to kill off Flutterby. Cocoon Strike deals a small amount of Flying damage but also prevents the next attack made against them in the next round. Cocoon Strike is the bane of my existence. Seriously. Every time I use my nuke, the Flying pet comes in an Cocoon Strike’s before I can get it in. That is why it would be wise to wait until after Cocoon Strike has been used to use your nuke. Then it won’t get blocked. Moth Balls is a series of 5 attacks that each has a chance to deal a certain amount of Flying damage. Each attack also has a 50% chance to reduce your pet’s speed by 25% for 3 rounds. I hate when my pets’ speed gets reduced. (Note: The Magic pet racial prevents them from taking more than 35% damage in each attack. Moth Balls is a series of 5 attacks, however, so it bypasses that specific roadblock. Just something to be aware of if you use a Magic pet here.) Moth Dust is Flutterby’s nuke and it hits for a good amount of Flying damage. It also has a 25% chance to put your pet to sleep for 1 round, allowing Flutterby to attack it without fear of retribution (unless you swap the pet out, but for the purpose of this, I’m going to assume that you’re not). Use a Magic pet to attack Flutterby. Magic attacks deal increased damage to Flying pets (so you can take away that extra 50% speed faster) which is always nice. Just watch out for that Cocoon Strike and the sleep from Moth Dust and you should be ok.

Mister Pinch is the first pet that you’ll come across that you’ll probably really hate. Snap’s damage is good, but it has no added DoTs or stat modifiers, so it’s not something that you’ll need to watch out for. Renewing Mists sucks. It heals the user’s active pet each round for 3 rounds and persists through pet swaps. It’s just like Longneck’s Tranquility. If Mister Pinch uses Renewing Mists then dies, the next pet to swap in will benefit from the heal until it expires. It’s extremely annoying especially when used in conjunction with Shell Shield. Shell Shield will reduce a certain amount of damage from each attack made against Mister Pinch. So not only will your attacks do reduced damage thanks to the shield, but when used with Renewing Mists, he’ll heal at the end of each round too! Bring out a Flying pet here and go to town. With only one attack, your health is not something you’ll really need to watch here. Snap won’t do much damage at all to a Flying pet, as Flying pets take less damage from Beast attacks while Flying attacks deal additional damage to Aquatic pets. So you really get a 2 for 1 in choosing a Flying pet.

Oozer is a strange pet (as most snails are) in that it has a variety of attacks it can do to you. Ooze Touch is a Magic ability that deals good damage, but has no added effects (DoTs or stat modifiers) attached to it, so it’s not usually something that you’ll need to eye closely. Acidic Goo, unfortunately, is something that you’ll need to watch out for. It deals a small amount of Critter damage each round, and also increases the damage your pet takes by 25% for 3 rounds. When used in conjunction with Ooze Touch, your pet’s health could take a dive and quick. Absorb is Oozer’s last ability and it’s the most annoying. It will deal a certain amount of Undead damage to your pet and heal Oozer for the same amount. A Beast pet would probably work best here. While you’ll certainly deal extra damage to Oozer if you’re a Beast, the combination of Acidic Goo (which will put a Damage-Over-Time effect on you) and Absorb makes Oozer tough to overcome as the amount of health it will restore with Absorb will be increased if you have Acidic Goo on you (since Absorb does additional damage). As said before though, a Beast is still the best option as your extra damage should be enough to compensate for the increased healing from Absorb.

Zonya the Sadist: Stonetalon Mountains

Acidous – Level 7 Beast

Power: 62
Speed: 69

Abilities:

Strike (Beast) – Strikes at the enemy, dealing X Beast damage.
Poison Spit (Beast/Elemental) – Instantly deals X Beast damage and Poisons the target for X additional Elemental damage per round for 3 rounds.
Spiderling Swarm (Beast) – Swarms the enemy with spiderlings, dealing X Beast damage. Deals double damage if the target is Webbed.

Odoron – Level 7 Critter

Power: 65
Speed: 65

Abilities:

Scratch (Critter) – Scratches the enemy, dealing X Critter damage.
Perk Up (Heal) – Restores X health and increases the maximum health of your active pet by 5 per level for 9 rounds.
Stench (Debuff) – Reduces the enemy team’s hit chance by 25% for 4 rounds.

Constrictor – Level 7 Beast

Power: 69
Speed: 69

Abilities:

Bite (Beast) – Bites at the enemy, dealing X Beast damage.
Hiss (Beast) – Deals X Beast damage and reduces the target’s speed by 25% for 4 rounds.
Vicious Fang (Beast) – Deals X Beast damage. Damage increases by X each time it hits. Max X Beast damage.

Recommended level for pets attempting this trainer: 7 or 8

Pet Choice:

1x Beast
1x Flying
1x Mechanical

Zonya the Sadist is the next pet tamer that you’ll face and she can be a pain. Acidous is her first pet that she’ll bring out. Strike’s damage is good, but again (like so many others), it has no added DoTs or stat modifiers attached to it. Poison Spit, however, does have a DoT attached. The initial damage from Poison Spit is on the low side, but it makes up for that in adding a DoT debuff to your pet that will deal a certain amount of Elemental damage each round for 3 rounds. This can be deadly if your pet is getting low on health. Even if you were to swap out that pet, they would probably still die due to the DoT still ticking away. Spiderling Swarm is Acidous’ last ability and it’s not nearly as dangerous as it could be. It deals a good amount of Beast damage, but double if the target is Webbed. Unfortunately for Zonya, none of her pets have an ability to Web you, so that extra damage gets wasted. Acidous is not as straightforward a pet as you would think. Normally, you would want to use a Mechanical pet against him because of the extra damage that you would get from Acidous being a Beast, but I would recommend using a Flying pet here because they take less damage from Beast attacks, they usually go first thanks to their family ability (50% extra speed when above 50% health), and because Mechanicals take extra damage from the Elemental DoT from Poison Spit. Against a Mechanical, that DoT is nasty business.

Odoron is a regular Critter pet. It has no abilities to surprise you with, but it is still very annoying. Scratch’s damage is decent, but nothing that should kill your pet quickly, so let’s ignore that for the time being. Perk Up is annoying because not only does it heal Odoron for a certain amount, but it will increase Odoron’s maximum health by 5 per level (so 35 in this case) for 9 rounds. (Note: That extra maximum health will extend to another pet should Odoron die/swap out.) But what really makes Odoron annoying is Stench. When used, it will reduce your team’s hit chance percentage by 25%. So any abilities that you plan on using against Odoron now have a 25% decrease in hit percentage. (100% goes to 75%, 90% goes to 65%, and so on.) That Stench is going to hinder your attacks quite a bit, so if you plan on using a nuke against Odoron, I would recommend waiting until Stench is gone before attempting the nuke. (Editor’s Note: If Odoron happens to refresh the Stench debuff, I would go ahead and use the nuke because it will probably be dead by the time Stench eventually wears off.) Since Odoron is pretty much what you would expect from a Critter pet, you would want to use a Beast pet here. Beasts deal additional damage to Critters so hopefully you can kill Odoron quickly to avoid too many rounds with Stench up.

Constrictor is Zonya’s last pet and it’s the first you’ll encounter that has a Continuation ability (although this definition of the phrase is stretching it), but more on that in a second. Bite is a normal Beast attack. The damage it deals is decent, but without any DoTs or stat modifiers, it’s just a straightforward attack. Hiss annoys simply because of the speed reduction. The damage it deals is negligible and can practically be ignored. Vicious Fang is the continuation ability I was speaking of before. It’s considered a continuation ability (but is more of a “Ramping Up” ability) because you if you continue to use it, you’re rewarded. In this case, if you continue to use Vicious Fang, the damage will keep increasing with each subsequent use. That’s really the only ability Constrictor has that is what I would consider “dangerous”. To deal with Constrictor, get out a Mechanical pet and blast Constrictor. Mechanical abilities deal additional damage to Beast pets and without any sort of Elemental damage coming in, you don’t have to worry about it taking extra damage from that.

Merda Stronghoof: Desolace

Ambershell– Level 9 Elemental

Power: 79
Speed: 79

Abilities:

Stone Rush (Elemental) – Slams into the enemy, dealing X Elemental damage and dealing X Elemental damage to themselves.
Leech Life (Undead) – Deals X Undead damage. The user restores X health. Double if the target is Webbed.
Stoneskin (Damage Reduction) – Reduces up to X damage from each attack against you. Lasts 5 rounds.

Bounder – Level 9 Aquatic

Power: 79
Speed: 88

Abilities:

Water Jet (Aquatic) – Blasts the enemy with a spray of water, dealing X Aquatic damage.
Cleansing Rain (Weather Effect) – Restores X health to your team and calls down a cleansing rain for 9 rounds. During a cleansing rain, the duration of hostile damage over time effects is reduced by 1 round and Aquatic abilities deal 25% more damage.
Swarm of Flies (Critter) – A swarm of flies attacks the enemy’s active pet, dealing X Critter damage every round for 5 rounds. Persists through pet swaps.

Rockhide – Level 9 Critter

Power: 79
Speed: 79

Abilities:

Shell Shield (Damage Reduction) – Reduces up to X damage from each attack against you. Lasts 5 rounds.
Infected Claw (Undead) – Tears at the enemy with plagued claws, dealing X Undead damage.
Powerball (Critter) – Roll at the enemy, dealing X Critter damage and increasing your speed by 20%. Your speed continues to increase each time you use Powerball.

Recommended level for pets attempting this trainer: 9 or 10

Pet Choice:

1x Aquatic
1x Flying
1x Beast

Ambershell is Merda Stronghoof’s first pet and it’s reminiscent of Mister Pinch from the Analynn battle. Stone Rush is a strange ability in that it deals damage to the opponent, but because of the strength of the ability, it also deals damage to the pet that uses it. That said, Stone Rush’s damage is very good, but like I said, Ambershell will also be taking damage if it chooses to use Stone Rush. Leech Life is a decent ability, not because of the damage (which is low), but because it also heals the pet that uses it for a set amount (Note: the amount healed by Leech Life does not decrease if your pet is suffering from a damage debuff. The amount of health returned stays the same as it is not based off of damage done like Absorb is). It will heal the target for double if the they are Webbed. Fortunately for you, none of Merda’s pets have a web ability, so the double health return isn’t going to happen. Stoneskin is a pain simply because it reduces a set amount of damage from each attack made against Ambershell (much like Mister Pinch). So your attacks are going to have to hit that much harder to deal decent damage to Ambershell. To combat Ambershell, use an Aquatic pet (a Frog from Ashenvale works nicely).* Elemental pets take additional damage from Aquatic attacks, so that’s going to help combat Ambershell’s Stoneskin. Keep pounding away at Ambershell with Aquatic abilities until it falls.

Bounder is Merda’s second pet and it’s a basic Aquatic pet. Water Jet is the standard Aquatic attack. Its damage is decent, but because it’s a standard attack, there aren’t any added DoTs or stat modifiers attached to it. Because of this, you don’t really need to worry about the damage. Unless…. Cleansing Rain is Bounder’s second ability. It will heal Merda’s team for a small amount and reduce all DoT durations by 1 round. It also increases all Aquatic damage by 25%. This will make Bounder’s Water Jet much stronger and it may become a problem. There is a good side to Cleansing Rain, though, and that’s Swarm of Flies. Bounder will use Swarm of Flies on your pet, which will deal a certain amount of Critter damage each round for 5 rounds. If Cleansing Rain is up, though, it will only deal that damage for 4 rounds. Be aware that Swarm of Flies persists through pet swaps, though, so it will continue to attack your other pets if there is still a duration left on it. To combat Bounder, use a Flying pet. Flying abilities deal additional damage to Aquatic pets, and they are generally faster, so you’ll get to attack first. Keep using as many Flying abilities as you can and Bounder should fall in no time.

Rockhide is interesting as it’s a Critter with an Undead damage ability, but let’s start off with that old pain in the rear ability – Shell Shield. Shell Shield works exactly like Ambershell’s Stoneskin ability. It will reduce a certain amount of damage from each attack made against Rockhide. You’ll need extra firepower to overcome that. Infected Claw is the Undead ability Rockhide possesses. The damage it deals is decent, but without DoTs or stat modifiers attached to it, it’s not much to worry about. Last but not least is Powerball. Powerball is an interesting ability in that while the damage it deals is low, it will increase the speed of the pet that used it by 20%. The pet’s speed will continue to increase each time it uses Powerball. Do note that the extra speed gained from Powerball does not go away until the end of the battle, meaning that the user will continue to get faster and faster and will maintain that speed until either the battle is over or a speed reduction ability is used. To overcome all of this, I would suggest a Beast pet (either that or an Aquatic pet with a Beast attack like the Turquoise Turtle). Beast abilities deal additional damage to Critters, and you’re going to need all of the firepower you can get to overcome Rockhide’s Shell Shield. Just keep at it until Rockhide finally falls.

*Be sure to not include Cleansing Rain as part of your rotation. If you do, not only will it increase your Aquatic attacks, but it will also increase Bounder’s Water Jet as well. You don’t want that, you’d rather that Bounder waste a turn putting it up itself, so don’t use Cleansing Rain. If you’re worried about damage without the benefit of Cleansing Rain, don’t worry. As said, Aquatic abilities already deal increased damage against Elementals, so you should be fine. If you do use a Frog, use Healing Wave for more healing on your pet than Cleansing Rain.

Cassandra Kaboom: Southern Barrens

Whirls – Level 11 Mechanical

Power: 106
Speed: 117

Abilities:

Batter (Mechanical) – Smacks the enemy 1-2 times, dealing X Mechanical damage per smack. Hits an additional time if the user is faster than the enemy.
Repair (Heal) – Enters repair mode, performing no actions for two rounds, then repairs X health.
Supercharge (Damage Buff) – Increases the damage of your next attack made within 1 round by 125%.

Gizmo – Level 11 Mechanical

Power: 106
Speed: 132

Abilities:

Demolish (Mechanical) – Rams the target, dealing X Mechanical damage.
Extra Plating (Damage Reduction) – The user equips additional plating, reducing all damage taken by 50% for 3 rounds.
Overtune (Mechanical) – Overtunes the user’s central power core, dealing X Mechanical damage and increasing the user’s speed by 100% for 2 rounds.

Cluckatron – Level 11 Mechanical

Power: 117
Speed: 117

Abilities:

Launch (Mechanical) – Launch up high, becoming unattackable for one round. On the next round, you attack, dealing X Mechanical damage.
Missile (Mechanical) – Launches a rocket at the target, dealing X Mechanical damage.
Toxic Smoke (Mechanical) – Covers the enemy team in toxic smoke, dealing X Mechanical damage instantly and X Mechanical damage every round for 2 rounds. Persists through pet swaps.

Recommended level for pets attempting this trainer: 11 or 12

Pet Choice:

3x Elemental

This is the first team where each pet you’ll be up against comes from the same family (they’re all Mechanicals). To counter that, you’ll need a team of all Elemental pets. Not only do Elementals get bonus damage against Mechanicals, but Mechanical abilities do reduced damage to Elementals, so you get a 2-for-1 on all 3 pets. Whirls is probably the most dangerous of the 3, and you’ll need your most powerful Elemental to defeat it. Batter on its own isn’t that bad to deal with, but if it’s used in combination with Supercharge, you’re in for a world of hurt. Not only that, but if it uses Repair and you can’t defeat Whirls before it goes off, it will heal for a HUGE amount (basically all of its health). And to top all of that off, you have to defeat it again after it comes back from the dead. (Editor’s Note: If Whirls uses Repair and you defeat it once and it comes back to life and Repair’s countdown is up, the heal will go off still and heal Whirls for that same large amount. So save your nukes for when Repair is used.)

Gizmo can be a pain because of Extra Plating and Overtune. Overtune makes it so that it’s basically always going to be faster than you, so you’ll be attacked first and Extra Plating means that it takes reduced damage from your attacks, effectively negating the extra damage your Elemental would get against him. Be sure that you save your nukes for when Extra Plating comes off of Gizmo. There will be one round (at least) where Gizmo won’t be protected by Extra Plating and that’s when you should hit it with your nuke. Gizmo’s only “real” attack, Demolish, only has a 50% hit chance, which means you won’t be taking as much damage as you might think. Still, if you’re getting hit with Demolish over and over (and believe me, I’ve seen it happen), then you’re in for a world of hurt. Other than that, continuously hit Gizmo with Elemental abilities and you’ll see it die in no time.

Cluckatron is pretty much straightforward, as Missile does decent damage with no added DoTs or stat modifiers and Toxic Smoke does negligible damage against an Elemental. It does add a DoT to your pet, but as said, if your pet is an Elemental (and it should be), then the damage is not worth mentioning. Launch is the only thing you have to worry about, as you won’t be able to attack Cluckatron for 1 round. So save your nukes for after he has come back from Launching. Other than that, Cluckatron is pretty easy. Use your Elemental and you’ll melt his face faster than he can lay a mechanical egg.

Traitor Gluk: Feralas

Glimmer – Level 13 Dragonkin

Power: 125
Speed: 156

Abilities:

Moonfire (Magic/Weather Effect) – Deals X Magic damage and turns the weather into Moonlight for 9 rounds. During Moonlight, all pets receive 25% additional healing and Magic abilities deal 10% additional damage.
Evanescence (Dodge) – Fade into a cloud of mist, increasing your chance to dodge by 100%. Lasts 1 round.
Life Exchange (Life Equalization) – Equalizes the health between the user and his enemy. Health gained cannot exceed the caster’s maximum health.

Prancer – Level 13 Critter

Power: 125
Speed: 139

Abilities:

Hoof (Critter) – Stomps the enemy, dealing X Critter damage.
Tranquility (Heal) – Fills the area with peace, causing your active pet to restore X health each round. Lasts 2 rounds and persists through pet swaps.
Bleat (Heal) – Sings an inspiring song, which restores X health to all allies.

Rasp – Level 13 Beast

Power: 139
Speed: 139

Abilities:

Bite (Beast) – Bites at the enemy, dealing X Beast damage.
Vicious Fang (Beast) – Deals X Beast damage. Damage increases by X each time it hits. Max X Beast damage.
Counterstrike (Humanoid) – Deals X Humanoid damage. Deals X additional Humanoid damage if you were struck this round.

Recommended level for pets attempting this trainer: 13 or 14

Pet Choice:

1x Humanoid
1x Beast
1x Mechanical

Glimmer is the first dragonkin that you’ll encounter in a trainer pet battle and it’s an unusual dragon at that. Moonfire deals decent Magic damage, and it turns the weather into Moonlight. Moonlight will amplify any damage done by magic abilities by 10%, and it increases all healing done by 25%. Unfortunately for Traitor Gluk, none of his pets have any other magic abilities. Evanescence is a straightforward dodge ability that will dodge all attacks made against Glimmer for 1 round. If you’re using nukes, you’ll want to save them until after Evanescence has been used so that they don’t run the risk of being wasted. You’ll also need to watch out for Life Exchange. Life Exchange will equalize the health between both active pets. This means that if your pet has 500 health and the enemy pet has 200 health, it will equalize the health between you two, with you losing 150 health and the enemy gaining 150 health. If Glimmer is getting low on health and you know Life Exchange is not on cooldown, beware because the tables could turn and quick. For Glimmer, you’ll want to use a Humanoid pet with Humanoid attacks as Dragonkin take additional damage from Humanoid abilities. As said, though, keep an eye on Glimmer’s health and the cooldown on Life Exchange. Otherwise, pound away until Glimmer dies.

Prancer is what we would call a “healer”. 2 out of the 3 abilities that it uses are heals, with only 1 attack. Hoof deals decent Critter damage, but nothing spectacular. You won’t have to worry about it much, since Prancer will probably be using heals over and over again. Tranquility is a heal-over-time (HoT) ability that will heal the enemy’s active pet each round for 2 rounds that persists through pet swaps. So if Prancer uses Tranquility then dies, if there are any rounds left on the ability, they will carry over to the next pet that comes in to battle. Bleat is a multistrike heal, meaning that it will heal more than 1 pet simultaneously. In this case, Bleat heals all of the pets on the enemy team, including Prancer. So you get to contend with not 1, but 2 different heals! Yay! Do me a favor and bring out a Beast pet with Beast abilities to take care of this critter. This fight can be a bit long, though, as Prancer has 2 heals – Tranquility and Bleat. The bonus damage you get from being a Beast, though, should be more than enough to compensate for the heals.

Rasp is the basic blueprint for all snake pets. Bite deals decent (but not great) Beast damage, but has no added DoTs or stat modifiers. If you were going to worry about any of Rasp’s attacks, this one shouldn’t be it. Vicious Fang is just like in the Zonya the Sadist fight. The damage on the ability will continue to increase each time Rasp uses it, until the ability reaches the maximum amount of damage it can do. This can be dangerous if you allow Rasp to continue to use Vicious Fang over and over again, but I really don’t think you’ll have that problem. Counterstrike can either be a good ability or a mediocre one, depending on the circumstances of the attack. It deals a certain amount of Humanoid damage and additional Humanoid damage if it was already attacked that turn. If you’re slower than Rasp, then you’ll always go last, so you will never get hit by that second strike from Counterstrike, and thus you won’t have as much to worry about. If you’re faster, then if Rasp uses Counterstrike and you struck Rasp already, you’re in for a world of hurt. In either case, a Mechanical pet would work best here. Mechanical abilities deal additional damage to Beasts and Rasp has no abilities that would deal additional damage to a Mechanical pet, so you’re safe there. Use any Mechanical ability you have, and Rasp should be a pair of snakeskin boots in no time.

Grazzle the Great: Dustwallow Marsh

Firetooth – Level 14 Dragonkin

Power: 158
Speed: 126

Abilities:

Breath (Dragonkin) – Overwhelms the enemy with draconic breath, dealing X Dragonkin damage.
Healing Flame (Heal) – Restores X health plus half of the last hit taken by the user.
Deep Breath (Dragonkin) – Takes one round to breathe in deeply. The next round the user unleashes a devastating breath attack, dealing X Dragonkin damage.

Flameclaw – Level 14 Dragonkin

Power: 176
Speed: 126

Abilities:

Breath (Dragonkin) – Overwhelms the enemy with draconic breath, dealing X Dragonkin damage.
Tail Sweep (Dragonkin) – Deals X Dragonkin damage. Deals X additional damage if the user is slower than the enemy.
Deep Breath (Dragonkin) – Takes one round to breathe in deeply. The next round the user unleashes a devastating breath attack, dealing X Dragonkin damage.

Blaze – Level 14 Dragonkin

Power: 158
Speed: 141

Abilities:

Breath (Dragonkin) – Overwhelms the enemy with draconic breath, dealing X Dragonkin damage.
Scorched Earth (Dragonkin/Weather Effect) – Scorches the ground, dealing X Dragonkin damage and dealing X Dragonkin damage to all active pets each round for 9 rounds. During Scorched Earth, all pets count as Burning.
Deep Breath (Dragonkin) – Takes one round to breathe in deeply. The next round the user unleashes a devastating breath attack, dealing X Dragonkin damage.

Recommended level for pets attempting this trainer: 14 or 15

Pet Choice:

3x Humanoid

Grazzle the Great is the second trainer where all of the pets you will face belong to the same family (Dragonkin). Let’s talk about making these dragons extinct, shall we? Blaze is Grazzle’s first pet and it’s probably has the most damage potential of the three of Grazzle’s pets (an argument could be made for Flameclaw doing at least as much as Blaze). Breath is the quintessential Dragonkin attack, as you can see (all 3 of Grazzle’s pets use it). It deals good Dragonkin damage, but only has a 90% hit chance percentage so it can miss sometimes. Scorched Earth is a powerful move which deals good Dragonkin damage and will continue to deal Dragonkin damage to active pets each round. There’s a good side and a bad side to this. The bad side is that you’ll continue to take damage each round, but if you’re using a Humanoid pet (which you should be) the heal should almost negate the damage from Scorched Earth. The good side is that Grazzle’s pets are NOT immune to the damage from Scorched Earth, so they will also continue to take damage each round. Deep Breath is another common Dragonkin ability. It is a delayed effect ability that will cause the pet to pause for one round, but when it attacks, Deep Breath deals a heavy amount of Dragonkin damage (enough to take at least 50% of your pet’s health off). Get out a Humanoid pet and go to town on Blaze before it can overwhelm you with damage.

Firetooth is Grazzle’s second pet and it’s probably the hardest of the three to kill. Oh look, Firetooth has Breath. Who would have guessed? Healing Flame is what makes Firetooth so hard to kill. It heals Firetooth for a certain amount plus 50% of the last hit that Firetooth took. So if you hit Firetooth for 450 damage, it would heal the base amount plus an additional 225. Unfortunately, Healing Flame only has a 3 round cooldown, so you might see it used more than once per battle. Deep Breath is on Firetooth as well as Blaze. It is a delayed effect ability that will cause the pet to pause for one round, but when it attacks, Deep Breath deals a heavy amount of Dragonkin damage (enough to take at least 50% of your pet’s health off). This is why Healing Flame is so dangerous here. It gives Firetooth the ability to endure longer than the others, giving it a higher chance of Deep Breath landing. You’re going to want to defeat Firetooth as soon as possible to avoid this. Bring out a Humanoid pet and you shouldn’t have too many problems. Humanoid abilities deal additional damage to Dragonkin and with the 4% heal if they successfully attacked a pet that round, they should be able to stay alive long enough to finish off Firetooth.

Flameclaw is Grazzle’s last pet and it has the potential to be the most dangerous of the three, depending on how fast your pets are. Like the previous two pets, Flameclaw also has Breath. What a surprise. Tail Sweep is the ability that Flameclaw does not share with the previous two pets. Tail Sweep will deal decent Dragonkin damage and, if slower than your pet, an additional amount of Dragonkin damage. This can be bad, since you will probably be faster than Flameclaw. I don’t think that you’ll have too much of a problem, though, since Flameclaw likes to use Deep Breath a lot. (Yes, Flameclaw also has Deep Breath. Not very original, but oh well.) If you can make it to Flameclaw, though, and still have at least half of your health left, then you should be able to withstand Flameclaw’s Deep Breath too. Get out another Humanoid and work that dragon over. Make Onyxia think twice about reproducing.

Kela Grimtotem: Thousand Needles

Cho’guana – Level 15 Beast

Power: 160
Speed: 144

Abilities:

Screech (Critter) – Deals X Beast damage and slows the opponent by 25% for 4 rounds.
Quick Attack (Critter) – Deals X Critter damage. This ability always goes first.
Ravage (Beast) – Deals X Beast damage. If the user kills an enemy with Ravage, they restore X health. Ravage continues for 2 rounds.

Indigon – Level 15 Critter

Power: 144
Speed: 144

Abilities:

Scratch (Critter) – Scratches the enemy, dealing X Critter damage.
Hiss (Beast) – Deals X Beast damage and reduces the target’s speed by 25% for 4 rounds.
Swarm (Critter) – Starts a swarm, causing X Critter damage. Opponents struck by the swarm take double damage for 2 rounds. Swarm continues for 3 rounds.

Plague – Level 15 Critter

Power: 160
Speed: 160

Abilities:

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.
Comeback (Critter) – Deals X Critter damage. Deals X additional damage if the user has lower health than the target.
Survival (Death Prevention) – You endure, preventing your health from being reduced below 1 health until the end of the next round. Pets affected by Survival will survive an Apocalypse.

Recommended level for pets attempting this trainer: 15 or 16

Pet Choice:

1x Mechanical
2x Beast

Next is Kela Grimtotem of the traitorous Grimtotem Clan. Cho’guana is Kela’s first pet and it’s very interesting for a Beast pet. Scratch is the standard Critter ability, so it’s interesting to see it on a Beast pet. Scratch’s damage is decent, but it has no added DoTs or stat modifiers to augment the attack. Quick Attack is the first tamer pet ability where it will always go first.* The Critter damage Quick Attack deals is decent (but certainly not great) thanks to the fact that it will always hit first. I highly doubt that you’ll need to worry yourself over Quick Attack. Ravage is Cho’guana’s last ability and it’s the most promising of the 3. It deals a certain amount of Beast damage each round for 2 rounds (Ravage is a Continuation ability), but if the pet that it attacks is killed by Ravage, then Cho’guana will heal for a certain amount. Be sure to look out for that as you don’t want Cho’guana getting any unnecessary heals. Cho’guana can easily be dealt with by a Mechanical pet. Mechanical abilities deal additional damage to Beasts and with Cho’guana lacking any abilities that deal additional damage to Mechanicals, a Mech is a great choice to go up against Cho’guana.

Indigon is Kela’s next pet and it’s a standard Critter pet. Indigon possesses the standard Critter attack, Scratch, which probably is no longer surprising to anyone who has fought their way to this point in the guide. Indigon also possesses Hiss, which will deal a low amount of Beast damage, but also reduce the speed of your pet by 25% for 4 rounds. This is probably going to make the stats fall in place so that Indigon is now faster than your pet. Swarm is Indigon’s last ability and it’s probably the most dangerous. The damage that Swarm deals is low, but it will also place a 100% increased damage taken debuff on your pet if it is hit by the ability. Once the damage debuff is on your pet, you’ll need to watch out for Scratch as the damage it deals will be quite a bit more than usual. To combat this, I suggest using a Beast pet. Beast abilities deal extra damage to Critters and Indigon possesses no abilities that will do additional damage to a Beast, so you should be fine.

Plague is Kela’s last pet and it’s a standard Critter pet as well. Flurry is a standard Critter ability that deals low damage. What it lacks in damage it makes up for in amount of attacks. Flurry will benefit Plague as long as it is faster than your pet. If it’s slower, it won’t benefit from the extra attack it would get from being faster than you. Comeback is an interesting ability. It deals a decent amount of Critter damage to you and an additional amount of Critter damage if its health is lower than yours is. Once you see Plague getting low on health, be sure to use your most powerful abilities so that you can kill Plague off before it’s able to use Comeback more than a few times. Survival is Plague’s last ability and its most annoying. Survival will prevent Plague’s health from being reduced below 1 for 1 round, essentially making Plague unkillable for 1 round. After that round is up, though, you can certainly destroy that little bugger. As in the case of Indigon, Plague would be dealt with best by a Beast pet. As with Indigon, Plague has no abilities that deal additional damage to Beasts, while Beast abilities deal additional damage to Critters, so a Beast would be an excellent choice here.

*If 2 pets use Quick Attack at the same time, a problem that I call the Surge Dilemma happens. See the corresponding article I wrote about the Surge Dilemma to find out this information.

Zoltan: Felwood

Hatewalker – Level 16 Mechanical

Power: 144
Speed: 154

Abilities:

Thrash (Beast) – Wildly flails at the enemy 1-2 times, dealing X Beast damage per hit. Hits an additional time if the user is faster than the enemy.
Supercharge (Damage Buff) – Increases the damage of your next attack made within 1 round by 125%.
Quake (Mechanical) – Pounds the ground, dealing X Mechanical damage to the enemy and half that damage to their backline pets. Quake continues for 3 rounds and can affect enemies underground.

Beamer – Level 16 Magic

Power: 192
Speed: 154

Abilities:

Interrupting Gaze (Magic) – Deals X Magic damage. Interrupts the opponent’s round if the user goes first.
Focused Beams (Magic) – Blasts the enemy with a beam of arcane power, dealing X Magic damage. Damage increases by X each time it is used. Max X Magic damage.
Eyeblast (Magic) – Deals X Magic damage and reduces the target’s speed by 25% for 4 rounds.

Ultramus – Level 16 Magic

Power: 171
Speed: 154

Abilities:

Crush (Humanoid) – Crush the enemy, dealing X Humanoid damage.
Immolation (Elemental) – Ignites the caster, causing them to deal X Elemental damage to the current enemy pet every round. Lasts 9 rounds.
Meteor Strike (Magic) – Launch up high, becoming unattackable for one round. On the next round, you impact, dealing X Magic damage.

Recommended level for pets attempting this trainer: 16 or 17

Pet Choice:

1x Elemental
2x Dragonkin

Zoltan is the next pet tamer that you’ll encounter. His first pet is Hatewalker, a Mechanical pet. Hatewalker has Thrash, an ability that deals Beast damage over multiple hits, with Hatewalker being granted an additional hit if it is faster than your pet. Try to find a pet that is faster than Hatewalker so that you deny it the extra hit. Supercharge is Hatewalker’s next ability and it will increase the damage of its next attack made within 1 round by 125%. No matter what attack it uses, your pet is going to be hurt by Hatewalker.* Finally, there is Quake, which will damage your entire team at once. Quake’s damage is low in the beginning but will ramp up with each round that it is used. Once Hatewalker decides to use Quake, it will be stuck using that ability for 3 rounds as well. So that could give you some leeway on how to attack it. No matter which way you decide on, an Elemental pet here is by far the best choice. Elemental abilities deal additional damage to Mechanical pets and Mechanical abilities deal reduced damage to Elemental pets.

Beamer is next and it’s really a standard Magic pet. Interrupting Gaze deals a decent amount of Magic damage, but it will also interrupt your turn if Beamer is faster than your pet. This basically means that your turn gets skipped that round. To ensure this doesn’t happen, use a pet that’s faster than Beamer and you won’t have to worry about it. Focused Beams is next and it’s like Vicious Fang in that the damage it deals increases each time that it is used. You won’t have to worry about Focused Beams unless Beamer uses it constantly to the point where it reaches its maximum damage output. By then, your pet would be almost dead anyways, so it wouldn’t really matter. Eyeblast is Beamer’s last ability and it is basically the magic version of Hiss. It deals a low amount of magic damage and reduces your pet’s speed by 25% for 4 rounds. This could be bad news, as it will probably make your pet slower than Beamer, allowing it to interrupt your turn with Interrupting Gaze. So how about we get out a Dragonkin pet to kill Beamer? Yes, an excellent suggestion! Dragonkin abilities deal additional damage to Magic pets, which is always a good thing. Keep in mind that Magic pets cannot be dealt more than 35% of their maximum health in one attack, so any nukes you may have aren’t going to be actual nukes in this instance. Still, a Dragonkin should make quick work of Beamer.

Ultramus is Zoltan’s last pet and it’s the coolest one of his (in my opinion, anyways). Seriously, I want that skin of Minfernal. Anyways, Ultramus has Crush, which will deal good Humanoid damage, but it only has an 80% hit chance percentage, allowing for it to miss sometimes. It also has Immolation, which will deal a small amount of Elemental damage to your active pet each round for 9 rounds. Be aware that it can deal damage from the back row, meaning that if Ultramus swaps in, uses Immolation, then swaps back out that it can still deal damage to you each round. Last is Meteor Strike, which is the magic version of Lift-Off. It causes Ultramus to become unattackable for 1 round, then it will attack, dealing a heavy amount of magic damage. It too only has an 80% hit chance, causing it to miss sometimes. As in the case of Beamer, a Dragonkin pet with Dragonkin abilities would work best here for the same reasons as those listed for Beamer.

*Do note that Hatewalker’s Supercharge will only work for the first attack it performs. So if it gets in more than one attack with Thrash, it will only apply to the first attack made, not the subsequent attacks. The same goes for Quake. Supercharge will increase the damage dealt to your active pet, but not to your backline pets. Something to think about while battling.

Elena Flutterfly: Moonglade

Lacewing – Level 17 Flying

Power: 163
Speed: 272 (with Flying racial) 182 (without Flying racial)

Abilities:

Slicing Wind (Flying) – Attacks the enemy with 1-3 blades of wind, dealing X Flying damage per attack.
Cocoon Strike (Flying) – Deals X Flying damage and increases your chance to block an attack by 100%. Lasts 1 round.
Adrenaline Rush (Critter) – Deals X Critter damage and increases your speed by 75% for 3 rounds.

Beacon – Level 17 Magic

Power: 182
Speed: 163

Abilities:

Beam (Magic) – Blasts the enemy with a beam of arcane power, dealing X Magic damage.
Illuminate (Magic/Weather Effect) – Deals X Magic damage and transforms the weather into a sunny day for 9 rounds. During a sunny day, the maximum health of all pets is increased by 50%. and healing done is increased by 25%.
Flash (Magic) – A brilliant flash deals X Magic damage and Blinds the target, reducing their hit chance by 50% for 2 rounds.

Willow – Level 17 Dragonkin

Power: 182
Speed: 182

Abilities:

Breath (Dragonkin) – Overwhelms the enemy with draconic breath, dealing X Dragonkin damage.
Tail Sweep (Dragonkin) – Deals X Dragonkin damage. Deals X additional damage if the user is slower than the enemy.
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: 17 or 18

Pet Choice:

1x Magic
1x Dragonkin
1x Humanoid

Lacewing is the quintessential Flying pet, so a Magic pet will work best here. Slicing Wind isn’t much to worry about, as the damage it deals is low, but if it happens to hit for 3 hits multiple times, then you could be in trouble. I don’t think it’s something that you’ll have to worry about, but you may want to keep an eye on your pet’s health should that particular scenario occur. And there’s that super annoying Cocoon Strike again. I bet you were wondering when that was going to show up again, right? I thought so. Make sure that you wait until the round after Cocoon Strike goes up so that you don’t waste any potential nukes against Lacewing. Adrenaline Rush pretty much ensures that Lacewing will always be faster than your pet, even after it loses its family racial of 50% additional speed when above 50% health. Still, even with all of that speed, a Magic pet with Magic abilities shouldn’t have much problem bringing Lacewing down.

Beacon is the next pet to come into battle and it can be a tough nut to crack. Beam is a standard Magic attack that deals a decent amount of Magic damage, with no added DoTs or stat modifiers. Illuminate is an interesting ability. It deals a good amount of Magic damage, and turns the weather into Sunlight for 9 rounds. During Sunlight, all pets’ maximum health is increased by 50% and all healing done is increased by 25%. It’s just too bad that Beacon has no healing ability to take advantage of that healing increase. You’re going to want to kill Elena Flutterfly after dealing with Flash. Flash deals a good amount of Magic damage and reduces your pet’s hit chance percentages by 50% for 2 rounds. This is going to severely cripple your ability to attack, so it’s best that these rounds are used for healing or buff abilities so that you aren’t wasting any turns. If you do decide to attack (or have no other choice) be aware that your ability to hit has been severely reduced, to the point where you probably won’t land any attacks on Beacon while Blinded. A Dragonkin pet is best for Beacon as Magic pets take increased damage from Dragonkin abilities. Also, a lot of Dragonkin possess a healing ability which could be augmented by the Sunlight weather effect.

Willow is pretty much what you would expect when fighting a Dragonkin. Breath is the standard Dragonkin attack (remember Grazzle and all of those dragons with Breath?). It deals a good amount of Dragonkin damage, but nothing stellar. Tail Sweep is really only dangerous if you are faster than Willow, which even if you are, you probably won’t be killed by Tail Sweep. That is, unless Willow uses Roar. Roar deals a low amount of Beast damage, but it increases all damage that Willow deals by 25% for 3 rounds. All of Willow’s attacks will be augmented, which means that you’ll be taking more damage. At this point, you may want to start watching your health bar to prevent your pet(s) from dying. Bring in a Humanoid pet against Willow and you should be ok. Humanoid abilities deal additional damage to Dragonkin pets, and Humanoids get healed for 4% of their maximum health each round that they successfully land an attack. Those small heals should allow your pet to stay alive long enough to finish Willow off.

Grand Master Trixxy: Winterspring

Tinygos – Level 19 Dragonkin

Power: 182
Speed: 203

Abilities:

Arcane Storm (Magic/Weather Effect) – 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.
Surge of Power (Magic) – Instantly deals X Magic damage. The user must recharge for two rounds afterwards.
Wild Magic (Damage Buff) – Adds X damage to every attack against the target. Lasts 5 rounds.

Frostmaw – Level 19 Beast

Power: 203
Speed: 203

Abilities:

Claw (Beast) – Claws at the enemy, dealing X Beast damage.
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%.

Blizzy – Level 19 Flying

Power: 182
Speed: 342 (with Flying racial) 228 (without Flying racial)

Abilities:

Nocturnal Strike (Flying) – Deals X Flying damage. Always hits if the target is Blinded.
Quills (Flying) – Flings 1-2 Quills at the enemy, dealing X Flying damage per hit. Hits an additional time if the user attacks first.
Predatory Strike (Flying) – Deals X Flying damage. Deals double damage if the target is below 25% health.

Recommended level for pets attempting this trainer: 19 or 20

Pet Choice:

1x Humanoid or Clockwork Gnome* (see below)
1x Mechanical
1x Magic

Grand Master Trixxy is the last of the Kalimdor trainers for the initial quest chain (Brok and Grand Master Obalis are also on Kalimdor, but they are more advanced in their difficulty). As such, she is going to be the most difficult tamer that you’ve thus far encountered. Tinygos looks like he’s going to be a problem, but it’s not so bad. Arcane Storm deals low damage to all of your pets and changes the weather to Arcane Winds for 9 rounds. During Arcane Winds, all pets are immune to stuns and roots. However, none of Trixxy’s pets have any abilities that can stun or root so the Weather effect can be completely ignored (unless you rely on stuns or roots to win, which I’m not sure why you would at this point). Wild Magic will place a debuff on your pet which will increase the amount of damage it takes from each attack by a certain amount. This really isn’t going to be much of a problem against Tinygos, as it doesn’t really have any attacks that would benefit from Wild Magic (though the other pets do, if you choose to leave your pet in for Frostmaw.). Surge of Power is the problem. It does a HUGE amount of damage and in conjunction with Wild Magic, consider yourself lucky if it doesn’t one-shot your pet. The only upside to that attack is that Tinygos has to recharge for 2 rounds after using it, giving you 2 rounds of damage while it deals none. For Tinygos, I suggest going with either a Humanoid pet (as Humanoid abilities deal additional damage against Dragonkin) or a Clockwork Gnome.*

Frostmaw is actually a copy of the pet “Ripper” from the Dagra the Fierce trainer battle. The abilities are exactly the same the only difference is the amount of damage they do and perhaps the order in which they are used. Like Ripper, Claw’s damage isn’t that high, and there are not DoT components or stat modifiers attached to it, making it a substandard attack. Rake’s damage is low, but again, it will reduce the damage of your next attack by 50%, so make sure you wait until after Rake is used to use your nuke so it’s not wasted. Prowl is by far the biggest problem with Frostmaw. It will increase the damage of Frostmaw’s next attack made within 2 rounds by 150%.** This can easily take 50% or more of your pets health off at a time, so watch out for that. Against Frostmaw, I would suggest a Mechanical pet. Mechanical abilities deal additional damage to Beasts and they come back to life once per battle with 20% of their maximum health, so it can “soak” Frostmaw’s Prowl-ed attack.

Blizzy can either be the most dangerous of the 3 or the least dangerous, depending on if Nocturnal Strike hits (or if it’s used at all). Nocturnal Strike will easily take off half of your health in that one hit if not more. Luckily, the hit chance on that ability is only 50% (Editor’s Note: It will always hit if you are Blinded, but as Blizzy has no abilities to blind, you don’t have to worry about that.) Quills’ damage is low, but what it lacks in damage, it makes up for in the amount of hits it causes. Quills will gain an extra hit if Blizzy is faster than you, and at the beginning of the battle, that’s 99.99% guaranteed to be true. Even after Blizzy loses the Flying family racial, it may still be faster than you are. Predatory Strike is the most dangerous ability Blizzy has in my opinion. It does a large amount of damage (double if your pet has below 25% health, which at this point it would flat out one-shot you) and has a 95% hit chance so it’s almost guaranteed to hit you. The only saving grace of this ability is that it has a 4 round cooldown, so it is generally only used once per battle. A Magic pet here would work best, as Flying pets take bonus damage from Magic attacks and Magic pets cannot take more than 35% of their health in any one attack, so Nocturnal Strike and Predatory Strike won’t do nearly as much damage as they normally would.

*The Clockwork Gnome would be my pet of choice against Tinygos because it is a Mechanical pet, which take reduced damage from Magic attacks and if it’s above level 15 (which if you’re attempting this, it should be), it has the Blitz ability which does Humanoid damage. So you get actually get a 3-for-1 in that you’ll do extra damage to Tinygos, take reduced damage from his attacks, and if you’re killed you’ll come back to life once (which by this time Tinygos should be dead and you’ll be able to use the gnome against Frostmaw as well. Just make sure you have Metal Fist as your first ability on your Clockwork Gnome so Frostmaw takes the extra damage from the attack.). If you do not have a Clockwork Gnome, I would strongly encourage you to invest in one, either by purchasing one from the Auction House or by doing Archaeology until you obtain one. It’s a very useful Mechanical pet that will see a decent amount of usage in pet battles.

**Be aware that if Frostmaw misses its attack during the first round that it is Prowled, any attack made in the second round will still benefit from that increased damage. But if Frostmaw misses an attack during that turn as well, then the buff dissipates.

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