Northrend Pet Tamers

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/Eastern Kingdoms/Outland 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.

Beegle Blastfuse: Howling Fjord

Dinner – Level 25 Flying

Power: 289
Speed: 434 (with Flying racial) 289 (without Flying racial)

Abilities:

Flock (Flying) – Flocks the target, causing X Flying damage every round. Lasts 3 rounds. Opponents struck by the flock take double damage for 2 rounds.
Squawk (Flying) – Lets out a loud squawk, dealing X Flying damage and reducing the damage the target deals by 25% for 3 rounds.
Lift-Off (Flying) – Fly up high, becoming unattackable for one round. On the next round, you attack, dealing X Flying damage.

Gobbles – Level 25 Flying

Power: 260
Speed: 434 (with Flying racial) 289 (without Flying racial)

Abilities:

Food Coma (Sleep) – Puts the target to sleep for 2 rounds.
Slicing Wind (Flying) – Attacks the enemy with 1-3 blades of wind, dealing X Flying damage per attack.
Gobble Strike (Critter) – Deals X Critter damage and increases your speed by 50% for 4 rounds.

Warble – Level 25 Aquatic

Power: 276
Speed: 276

Abilities:

Peck (Flying) – Pokes at the enemy with a sharp beak, dealing X Flying damage.
Ice Tomb (Elemental) – Launches an orb of freezing energy at the target. After 3 rounds, the ice hits, causing the current enemy pet to take X Elemental damage and be stunned for 1 round.
Slippery Ice (Elemental) – Shoots a jet of rapidly chilling ice, dealing X Elemental damage and coats the ground near the enemy with ice. Frozen ground causes enemies to be Chilled and reduces hit chance by 20%. Lasts 4 rounds. Persists through pet swaps.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Nether Faerie Dragon (Arcane Blast, Life Exchange, Moonfire)
Oily Slimeling* (Ooze Touch, Corrosion, Expunge)
Gilnean Raven (Alpha Strike, Call Darkness, Nocturnal Strike)

*Even though this trainer is in the Howling Fjord, to get the Oily Slimeling, you’ll need to head over to the Borean Tundra to get this pet.

Beegle starts off with Dinner, which is really nothing more than a completely leveled, normal chicken. Flock’s damage is very low, even with the double damage taken when struck. Squawk’s damage is about the same, although it’s a bit more annoying since it will reduce the damage you deal by 25% for 3 rounds. Lift-Off is really the only ability that Dinner has that is even remotely dangerous. It will fly up, making it unattackable for 1 round, so you’ll be stuck with 1 round where you can’t do anything to it before it attacks. While the damage is decent, it’s deadly when combined with the damage debuff taken from Flock. So beware of that when you’re battling Dinner.

Gobbles is Beegle’s next pet and it’s annoying. Gobbles doesn’t do a great amount of damage, but Food Coma is just annoying. I hate that ability. When Gobbles comes in, 9 times out of 10, it will begin with Food Coma, putting you to sleep. The only good part is that when you’re attacked, the sleep goes away, so you’ll only lose 1 round where you can’t attack.* Because Slicing Wind’s damage is low, but if it continues to hit you 2 and 3 times each time it’s used, you might be in trouble. Gobble Strike’s damage is very low, but it will increase Gobbles’ speed making sure that it’s always faster than you are.

Warble is Beegle’s last pet, and the most dangerous one of the three. Peck does a decent amount of damage, but nothing that you should have any trouble with. Ice Tomb is what you should worry about. It will place a debuff on you that will detonate after 3 rounds, doing a lot of elemental damage and stunning your pet for 1 round. Should that happen, you’re almost certain to get killed by Warble. Slippery Ice is another one of those annoying moves. The damage it does isn’t anything to worry about, but it will cause you to be Chilled and it will reduce your hit chance by 20%. So all of your abilities will have their hit percentages reduced by 20%. Lucky you. You can either combat this by using abilities that increase your hit chance, use Laser (which has a 200% hit chance, so even with all of the hit percentage debuffs, it will still always hit unless they are unattackable for some reason), or kill Warble before he has the chance to use Slippery Ice. I think we’ll go for that last option.

*I say only 1 round where you can’t attack because both of Gobbles’ other moves do damage which will remove the sleep effect as soon as one of them are used. So even though the sleep could technically last 2 rounds, it never will because Gobbles will always attack you on that next round.

Combating Beegle’s pets could go one of 2 ways. You could either use the pets that I’ve listed above, or substitute another Nether Faerie Dragon with the same moveset in place of the Oily Slimeling. I don’t like to use 2 of the same pets in one battle, though, because I find it boring, but to each their own. Therefore, I am going to go through this strategy assuming you’re using the pet list above. To combat Dinner, begin with the Nether Faerie Dragon. Moonfire on your first turn regardless of whether you think that Dinner will use Lift-Off or not. This will change the weather to Moonlight, increasing all of your magic attacks by 10%. Arcane Blast on Dinner until it’s dead. You should have plenty of health left after Dinner is dead since Flying attacks do reduced damage to Dragonkin pets, so keep your dragon in.

When Gobbles comes up, you’ll undoubtedly have to wait a turn before you can attack, but when you can, go ahead and use Moonfire again if it’s off of its cooldown. Otherwise, Arcane Blast until you can use Moonfire again, then Moonfire on it. Arcane Blast on Gobbles until either you die or Gobbles dies. If you die, go ahead and switch in your Oily Slimeling.

If Gobbles dies, use Life Exchange on Warble immediately when it is swapped in. That will reduce Warble’s health and increase yours, and you’ll want to use it before Warble has a chance to use Slippery Ice. If you get the chance to use Life Exchange and live, keep using Arcane Blast (and Moonfire when off its cooldown) on Warble until one of you is dead. If your Nether Faerie Dragon died during the battle with Gobbles, have your Oily Slimeling use Ooze Touch on Gobbles until Gobbles is dead. When Warble comes in, use Expunge immediately to try to get some heavy damage in before Slippery Ice. If it uses Slippery Ice first, you’re kind of screwed there, but you can try to use Corrosion and Ooze Touch to kill Warble. If it doesn’t work, bring in your Gilnean Raven and use Call Darkness. After it’s dark, use Nocturnal Strike to practically one-shot Warble (basically if it has 900 or less health, it will one-shot Warble).

Okrut Dragonwaste: Dragonblight

Drogar – Level 25 Dragonkin

Power: 289
Speed: 289

Abilities:

Flamethrower (Dragonkin) – Turns the battlefield into a raging inferno, dealing X Elemental damage. Fire continues to Burn the enemy dealing X Elemental damage each round for 2 rounds.
Proto-Strike (Dragonkin) – Fly up high, becoming unattackable for one round. On the next round, you attack, dealing X Dragonkin damage.
Ancient Blessing (Heal) – Heals the user for X health and increases the maximum health of your active pet by 5 per level for 9 rounds.

Rot – Level 25 Undead

Power: 289
Speed: 260

Abilities:

Shadowflame (Dragonkin) – Overwhelms the enemy with draconic breath, dealing X Dragonkin damage.
Plagued Blood (Undead) – Deals X Undead damage and plagues the target for 5 rounds. While plagued, enemies who strike the target are healed.
Death and Decay (Undead) – Deals X Undead damage to the enemy’s active pet every round for 9 rounds. Persists through pet swaps.

Sleet – Level 25 Undead

Power: 260
Speed: 289

Abilities:

Call Blizzard (Elemental) – Deals X Elemental damage and causes a Blizzard for 9 rounds. During a Blizzard, all pets are considered Chilled.
Ice Tomb (Elemental) – Launches an orb of freezing energy at the target. After 3 rounds, the ice hits, causing the current enemy pet to take X Elemental damage and be stunned for 1 round.
Frost Breath (Dragonkin) – Freezes the target, dealing X Dragonkin damage.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Peddlefeet (Bow Shot, Perfumed Arrow, Love Potion)
Frog (Tongue Lash, Healing Wave, Swarm of Flies)
Alpine Chipmunk* (Scratch, Crouch, Nut Barrage)

*The Alpine Chipmunk should be the S/S breed so that you are ensured to go first.

I’ve heard that people have more trouble with Okrut than any other Northrend trainer. He really isn’t that difficult to beat, if you know what kind of damage he does. Okrut starts off with Drogar, which is nothing more than a typical dragon. Flamethrower’s damage is on the low side, and the DoT doesn’t do much, either. Ancient Blessing is a pain to deal with, since it will heal Drogar for a nice amount plus increase its maximum health by 125 for 9 rounds. Last but certainly not least is Proto-Strike which will make Drogar unattackable for 1 round and then deal a large amount of Dragonkin damage to your pet. It’s really the only ability of Drogar’s that you have to worry about.

Next, Okrut will use Rot. Shadowflame’s damage is decent, but nothing that will one or two-shot you. However, it’s damage can really ramp up if Rot uses Shadowflame almost exclusively, so beware of that. Plagued Blood is annoying in that it will place a debuff on you so that when that pet is attacked, it will heal the attacking pet*. The damage Plagued Blood does isn’t a lot, but it’s still something to watch out for, especially if Rot has been using Shadowflame a bunch. You may need a nuke to overcome all of the extra healing Rot will receive from Plagued Blood, but I doubt it. Death and Decay is a DoT that does negligible damage each round to your active pet. Even though it persists through pet swaps, it’s not something to be any cause of concern.

Finally comes Okrut’s most dangerous pet – Sleet. Call Blizzard does a good amount of Elemental damage and causes a Blizzard for 9 rounds. Ice Tomb is just like with the last trainer, Beegle, and his pet, Warble. Ice Tomb is only a danger if it is allowed to connect. Otherwise, you’ll be fine. Frost Breath is as Shadowflame was to Rot. It’s damage is decent, but unless Sleet is constantly using it, it’s not something that should give your pet any heart attacks. All in all, the fights are pretty straightforward, just that they do a bit more damage than you might expect.

*Be aware that if the pet that placed the debuff on you dies, the debuff does not go away. The other pets can still hit you and heal themselves at the same time.

To combat Okrut’s pets, start off with your Peddlefeet. Use Perfumed Arrow on Drogar to place it on cooldown, so that you can have it again sooner rather than later. Once it’s on cooldown, use Bow Shot until one of the following occurs: Perfumed Arrow comes off of cooldown, Drogar uses Proto-Strike, or your health drops below 60%. If Perfumed Arrow comes off of its cooldown, use it again in place of Bow Shot. If Drogar uses Proto-Strike or your health drops below 60%, use Love Potion to restore some lost health. If you haven’t lost any health yet, then don’t do anything if Drogar uses Proto-Strike. Otherwise, keep using Bow Shot to kill off Drogar.

Once Rot comes in, you can bring in your Frog. Frogs are good against Rot as 2 of his 3 abilities do Undead damage and Aquatic pets take less damage from Undead attacks. For your first attack, use Swarm of Flies which will deal damage to the enemy’s active pet each turn. Since Rot is an Undead pet, and Swarm of Flies does Critter damage, it will deal extra damage to Rot. Then use Tongue Lash until you get to 50% health. Use Healing Wave to heal back some of your lost health, if you need. After using Healing Wave, continue with Tongue Lash until either Healing Wave comes off of cooldown or Swarm of Flies expires. Make sure Swarm of Flies is up at all times as its damage will negate any healing that Rot receives from Plagued Blood. Just keep at it with Tongue Lash until Rot is dead and use Healing Wave when needed to help keep you alive.

Once Sleet comes out, switch to your Alpine Chipmunk* and use Nut Barrage. It will cause Critter damage, which is extra-powerful against Undead pets. Then use Crouch to reduce your damage taken by 50%. It will make Sleet’s attacks hit like a wet noodle and it will make the battle much easier on you. Once you’ve got that set up, use Scratch for 2 rounds, then Nut Barrage, then Crouch. Just keep continuing that pattern until you kill Sleet. (You don’t have to worry about the stun from Ice Tomb, as your chipmunk is a Critter and they are immune to stuns.)

*The reason for switching to the chipmunk once Sleet comes out is not only are Critters immune to stuns, but they also take reduced damage from Elemental attacks, which 2 of Sleet’s 3 attacks do Elemental damage.

Gutretch: Zul’Drak

Cadavus – Level 25 Beast

Power: 289
Speed: 260

Abilities:

Acidic Goo (Elemental) – Spits Poison goo onto the target, dealing X Critter damage each round and increasing damage taken by 25% for 3 rounds.
Leap (Beast) – Instantly deals X Beast damage and increases your speed by 100% for 1 round.
Burrow (Beast) – Burrow under the ground, becoming unattackable for one round. On the next round, you attack, dealing X Beast damage.

Fleshrender – Level 25 Beast

Power: 260
Speed: 260

Abilities:

Acidic Goo (Elemental) – Spits Poison goo onto the target, dealing X Critter damage each round and increasing damage taken by 25% for 3 rounds.
Leap (Beast) – Instantly deals X Beast damage and increases your speed by 100% for 1 round.
Consume (Undead) – Deals X Undead damage. The user is healed for 100% of the damage dealt.

Blight – Level 25 Critter

Power: 289
Speed: 289

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.
Sting (Beast) – Poisons the target for X Beast damage every round for 6 rounds.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Blue Clockwork Rocket Bot (Missile, Minefield, Sticky Grenade)
Robo-Chick (Batter, Overtune, Wind-Up)
Feline Familiar (Pounce, Stoneskin, Devour)

Gutretch starts off with Cadavus, which is a straightforward grub fight. Acidic Goo doesn’t do much damage, but it increases your damage taken by 25% for 3 rounds, which could have potentially disastrous results. Still, I don’t think that you’re going to have much of a problem, even with Acidic Goo up. Leap’s damage is low, but it increases the pet’s speed by 100%, meaning that it’s about 99.9% sure to be faster than you, so it will go first next round. Burrow is really Cadavus’ only decent attack, and it has a long cooldown (4 round cooldown), so Cadavus’ damage output is kind of low. Still, when it uses Burrow it will have 1 round where you can’t attack it and then it can damage you, so beware of that. You don’t want to set yourself up to win only to fall due to an Acidic Goo-powered Burrow.

Fleshrender comes in next and it’s also a pretty straightforward grub fight. As with Cadavus, Acidic Goo and Leap are nothing to concern yourself over. The other attack that Fleshrender has is Consume, which will deal Undead damage and heal Fleshrender for 100% of the damage it deals. Thankfully, the damage isn’t great so you don’t have to worry about it. In fact, Fleshrender is kind of a pushover. Sad, really, when you think about it.

Finally, there is Blight, which is by far the most powerful pet that Gutretch has. Flurry’s damage is low, but if it continuously gets that extra hit in, the damage can really start to rack up. Comeback is really only dangerous when Blight has less health than you. At that point, Comeback is very dangerous and you’ll need to watch out for that. Sting is a simple DoT that deals a small amount of Beast damage each round. You can pretty much ignore Sting since it won’t do enough damage to really harm you, especially if you follow the strategy that I’m going to give you.

To combat Gutretch’s pets, start off with the Blue Clockwork Rocket Bot. When it’s brought in, immediately use Sticky Grenade. Once you have your grenade stuck to Cadavus, start to use Missile until Cadavus uses Burrow. Once Burrow has passed, use Minefield then continue your Missile attack until you kill off Cadavus.

When Fleshrender is brought in, Minefield should explode, doing a hefty amount of damage (generally about half of its health) to the pet. Use Sticky Grenade then continue to Missile until you die. If it’s your first time dying, you’ll be brought back to life. If not, you’ll stay dead. In any case, switch to your Robo-Chick and use Overtune. If it doesn’t kill Fleshrender, use Batter to finish it off.

When dead, you can either switch to your Feline Familiar or continue with your Robo-Chick. If you decide to keep going, use Wind-Up immediately then use Overtune. Use Batter ONCE, then use Wind-Up for a big hit. If for some reason your Robo-Chick dies or if you don’t want to continue going, switch to your Feline Familiar. Immediately use Stoneskin to make Sting practically useless and severely reduce the amount of damage both Flurry and Comeback do. Once Stoneskin is up, keep using Pounce until Blight has about 25% health left. When that occurs, use Devour, which will finish the pet off (if not on the first turn, then certainly the second), and heal you at the same time.

Nearly Headless Jacob: Crystalsong Forest

Spooky Strangler – Level 25 Undead

Power: 289
Speed: 289

Abilities:

Agony (Undead) – Inflicts agony on the target, causing increasing Undead damage each round for 2 rounds.
Curse of Doom (Undead) – Deals X Undead damage after 5 rounds.
Death Grip (Undead) – Deals X Undead damage and forces the opponent’s lowest health pet to swap into battle.

Stitch – Level 25 Undead

Power: 260
Speed: 289

Abilities:

Bone Prison (Undead) – Deals X Undead damage and prevents the target from fleeing for 2 rounds.
Call Darkness (Humanoid) – A shadow falls across the battlefield, dealing X Humanoid damage and turning the weather to Darkness for 5 rounds. During Darkness, all pets are considered Blinded and all healing received is reduced by 50%.
Weakness (Magic) – Deals X Magic damage and reduces the target’s speed by 50% and damage done by 50% for 1 round.

Mort – Level 25 Undead

Power: 289
Speed: 260

Abilities:

Ghostly Bite (Undead) – Deals X Undead damage and stuns the user for 1 round.
Spectral Strike (Magic) – Strikes at the enemy with the power of a spirit beast, causing X Magic damage. Always hits if the target is Blinded.
Siphon Life (Undead) – Deals X Undead damage per round for 3 rounds and heals the user for X.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Frog (Tongue Lash, Cleansing Rain, Swarm of Flies)
Alpine Chipmunk* (Scratch, Crouch, Nut Barrage)
Arctic Hare** (Flurry, Dodge, Burrow)

*You’re going to want a S/S Alpine Chipmunk in order to be faster than Nearly Headless Jacob’s pets.
**For the Arctic Hare, an H/P Arctic Hare is probably the best breed for this fight.

Alternatively, you could use 3 Frogs and it wouldn’t matter much what breeds they are, but as I’ve said before, I don’t like to run more than 1 of each pet in a battle because I think it’s boring.

Believe it or not, but a lot of people seem to have problems with Nearly Headless Jacob. He uses 3 Undead pets, so that should help point you in the right direction in terms of which pets to use against him. I’ve listed some above which I use to kill him with relative ease. Jacob starts out with Spooky Strangler, which is a normal Crawling Claw that you can get from Archaeology. It seems that his first 3 attacks are always the same, so you can plan accordingly. It starts out with Agony, which doesn’t do much damage at first, but it ramps up quickly. After Agony, the Strangler will cast Curse of Doom – it’s biggest nuke. After Curse of Doom, it will use Death Grip on your pet, which will force you to swap in one of your other pets. Whichever pet you have that has the lowest amount of health will be the one swapped in (if you’re using the pets I’ve listed above and in the breeds I’ve described, the Chipmunk should be the one swapped in).

Stitch comes in next and don’t be surprised if it casts Call Darkness as it’s first move. It seems to love that ability and will always use it whenever it’s off of its cooldown. Bone Prison’s damage isn’t anything to worry about and the root that goes along with it gets nullified by the fact that Critters are immune to root effects. Weakness is actually more trouble than what it looks like at first. The damage it deals is low, but it reduces your speed and damage by 50% for 1 round. It’s a serious gimping spell and with it only having a 1 round cooldown, it can be used more than once during the battle, so beware of that.

Last there is Mort, who is by far the strongest of the 3 pets, damage-wise. Ghostly Bite does a lot of damage, but it also stuns Mort for 1 round. So while you’ll get about half of your health taken off with that one hit, you will also get a free round to attack him with it not being able to do anything to do. Spectral Strike’s damage is about on par with Ghostly Bite, but it only has a 50% hit chance. Unfortunately, it always hits if the target is Blinded and if the weather is still Darkness from Stitch’s Call Darkness ability, you will be blinded. You’ll want to plan around that accordingly. Siphon Life isn’t anything to worry about. The damage it deals is negligible and the heal from it is also not worth your time.

To combat Nearly Headless Jacob’s pets, start off with your Frog. When the frog comes in, immediately cast Swarm of Flies. It will place a DoT on Spooky Strangler that does Critter damage. Since all of Jacob’s pets are Undead, they’ll take extra damage from Critter attacks. Because of this, you’ll want to keep Swarm of Flies up as much as possible. After you’ve used Swarm of Flies, Tongue Lash until you’re swapped out for the Chipmunk. When the Chipmunk comes in, cast Nut Barrage. It will deal a good deal of damage to the Strangler and place another DoT type effect on him that does Critter damage. If the Strangler hasn’t died the first time yet, Scratch until it’s dead. On the Undead round where it comes back to life, use Crouch then await Stitch to come in.

When it comes in, use Nut Barrage again, then Scratch until Crouch comes off of its cooldown. Luckily, because you’re a Critter, the root that Bone Prison has is wasted. Continue to use Nut Barrage and Scratch until you die or Stitch dies. When one of you die, bring the Frog back in and use Cleansing Rain to rid yourself of the Darkness weather. Then use Swarm of Flies to put that DoT back up for extra damage. Continue to use Tongue Lash until dead. This leaves the Arctic Hare.

When swapped in, immediately use Burrow. It will dodge an attack (almost always one of those nukes) and set yourself up to do some decent damage to Mort on the next turn. When Burrow is over, cast Dodge, then start using Flurry to bring Mort’s health down. Be sure to keep up with Burrow and Dodge when they come off of their cooldowns, so you can (hopefully) avoid Mort’s nukes and kill him with relative ease.

Grand Master Payne: Icecrown

Grizzle – Level 25 Beast

Power: 280
Speed: 280

Abilities:

Bash (Stun) – Stun the target for 1 round.
Hibernate (Heal) – Fall asleep, restoring X health on the first round, X health on the second, then X health on the third.
Rampage (Beast) – Goes on rampage, dealing X Beast damage. Rampage continues for 3 rounds.

Beakmaster X-225 – Level 25 Mechanical

Power: 289
Speed: 289

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.
Shock and Awe (Mechanical) – Deals X Mechanical damage and has a 25% chance to stun the target for 1 round.
Wind-Up (Mechanical) – First use: Increases your damage dealt by 10%. Second use: Unleashes a flurry of attacks, dealing X Mechanical damage.

Bloom – Level 25 Elemental

Power: 260
Speed: 289

Abilities:

Entangling Roots (Elemental) – Causes a thick nest of vines to begin growing around the enemy team. Next round, the opponent’s pet will take X Elemental damage and be rooted for 2 rounds.
Lash (Elemental) – Lashes the enemy 1-2 times, dealing X Elemental damage per lash. Attacks an additional time if the user is faster than the enemy.
Soothing Mists (Heal) – Restores X health to your active pet every round for 5 rounds. Persists through pet swaps.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Blue Clockwork Rocket Bot (Missile, Toxic Smoke, Launch Rocket)
Phoenix Hatchling (Burn, Immolate, Conflagrate)
Strand Crab (Surge, Healing Wave, Whirlpool)

Grand Master Payne is the final trainer in Northrend and one of the more difficult ones to overcome. Still, you shouldn’t have any problem if you stay with this guide. Grizzle is the first pet that Payne uses. Bash will stun your pet for 1 round, but it does no damage so you don’t have to worry about your health going down from that. Hibernate is Grizzle’s heal and it will heal him for a LOT if it is allowed to go all 3 rounds. Be sure to plan your attacks and use your nukes when he’s hibernating so that you can defeat him before he heals for all of that health. Rampage does good damage and has a high hit percentage, but it’s a 3 round ability so it can’t do anything other than Rampage for 3 rounds. Plan your attacks accordingly so that you can defeat him before it defeats you with Rampage.

Next comes Beakmaster X-225 and it’s a bit different than a regular Mechanopeep. For example, Mechanopeeps that players can use do not have the Shock and Awe ability. Nevertheless, it’s not that big of a deal. Batter does low damage, but if allowed to continuously get the extra hit in, the damage can ramp up quickly. Shock and Awe does good damage and has a 25% chance to stun you for 1 round. It has a 4 round cooldown, though, so generally it’s only used once per battle which is nice. Wind-Up is Beakmaster’s nuke and it does a lot of damage if allowed to connect. It’s always a good idea to kill off the pet before it’s allowed to hit you with such a powerful ability.

Finally there is Bloom. Bloom is, oddly enough, the pet that I’ve heard gives players the most trouble of the 3. Entangling Roots does good damage and roots your pet for 2 rounds. However, it takes a round before the damage hits, so you might get to defeat it before it defeats you. Lash is like Batter in that the damage is low, but if allowed to get that extra attack, the damage can get up there. Soothing Mists is annoying because it’s a heal over time ability that you’ll have to fight through. All in all, the battle is really pretty straightforward with only a few hiccups that you might encounter along the way.

To combat Payne’s arsenal of pets, you’ll want to start off with your Blue Clockwork Rocket Bot. When the battle begins, immediately use Toxic Smoke to deal decent Mechanical damage to Grizzle and to place a Mechanical DoT on him, allowing you to continue to damage Grizzle when it stuns you (which it will). Once the stun wears off, use Launch Rocket to charge your rocket, then use Missile once to deal good damage to Grizzle. When/if Grizzle uses Hibernate, use Launch Rocket again and it should finish Grizzle off. Your Rocket Bot will probably still be alive after the battle, so you can either choose to leave it in (my preference) or you can swap in your Phoenix Hatchling.

When the Hatchling comes in, cast Immolate then Conflagrate immediately after that. Continue to use Burn on Beakmaster until it falls. If you’re stunned by Shock and Awe at any point during this battle, perform the move that you’re on after the stun has expired. Be sure that you always have the Immolate debuff up on Beakmaster for the extra damage and so you get the extra hit from Conflagrate. Also be sure to use Conflagrate each time it comes off of cooldown for heavy damage against Beakmaster. Eventually, it will fall and when it does, Bloom comes in.

When Bloom appears, switch to your Strand Crab and cast Whirlpool. After you’ve cast Whirlpool, continue to cast Surge* until your health drops to a point you’re uncomfortable with, then cast Healing Wave. Be sure to use Whirlpool every time it comes off of cooldown to do heavy damage to Bloom. This battle may take a little longer than the other two because you’ve got to contend with Bloom’s Soothing Mists ability which will continuously heal it over time. Unfortunately, Bloom loves to keep Soothing Mists going, so it’s almost assured that you’ll have to fight through it in order to kill Bloom.

*Luckily, the only attack Bloom has that doesn’t have a cooldown is Lash. When you use Surge, it always goes first so every round that you use it, you deprive Bloom of the extra hit that it would get from Lash by going first. So be sure to use it as much as possible.

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