Outland 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 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.

Nicki Tinytech: Hellfire Peninsula

ED-005 – Level 20 Mechanical

Power: 214
Speed: 192


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.
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.
Sticky Grenade (Mechanical) – Throws a sticky grenade at the target. After 3 rounds, the grenade detonates, dealing X Mechanical damage. This damage cannot be dodged, blocked, or avoided. An enemy pet can only be affected by one sticky grenade at a time.

Goliath – Level 20 Mechanical

Power: 214
Speed: 192


Missile (Mechanical) – Launches a rocket at the target, dealing X Mechanical damage.
Minefield (Mechanical) – Lays down a field of mines behind the opponent. The next pet to swap into the battle will receive X Mechanical damage.
Launch (Mechanical) – Launch up high, becoming unattackable for one round. On the next round, you attack, dealing X Mechanical damage.

Sploder – Level 20 Mechanical

Power: 192
Speed: 192


Screeching Gears (Mechanical) – Deals X Mechanical damage and has a 25% chance to stun the target for 1 round.
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.
Explode (Kamikaze Damage) – Instantly kills the caster, dealing damage equal to 40% of the user’s total health to the current enemy. Using explode will prevent the caster from activating Failsafe mechanisms.

Recommended level for pets attempting this trainer: 20 or 21

Pet Choice:

Phoenix Hatchling (Burn, Immolate, Conflagrate)
Dark Phoenix Hatchling (Burn, Immolate, Conflagrate)
Singing Sunflower (Lash, Photosynthesis, Early Advantage)

Nicki Tinytech starts out with ED-005, and it’s not much of a challenge. Seeing as how all 3 pets that you’ll be using are elementals, they will do extra damage to all 3 of Nicki’s pets while their attacks will do less damage to all of your pets. The only ability that ED-005 has that is even semi-dangerous is Sticky Grenade and that’s only because it WILL hit you. You cannot dodge it, you can’t block it, and you can’t avoid it. So whichever pet has the grenade on it will be taking that damage. The nice part is that only 1 pet can be hit with a grenade at one time, so while its damage is high, it doesn’t hit very often as it takes 3 rounds for the ability to activate.

Next, Nicki uses Goliath and it’s not dangerous, exactly, but more annoying than anything. The damage from Missile is mediocre and Minefield won’t hit at all if you never switch out your pets (or if the 9 round cooldown completes). Launch is by far the most annoying and dangerous ability Goliath has. Launch will shoot Goliath up into the air, making it unattackable. The only plus to this attack is that it does Mechanical damage, so your elemental pets won’t take as much damage from it. Also, Launch has a long cooldown, so it generally won’t be used but 1 time during the battle.

Finally we get to Nicki’s most dangerous pet of the 3 – Sploder. Toxic Smoke is the same as ED-005, and it’s a joke just like before. Screeching Gears is dangerous, but not because it does a lot of damage. The dangerous part is that it can sometimes trigger a stun, which can be potentially lethal to one of your pets. The biggest danger with Sploder is that at low health, there is a chance for it to cast Explode, which will deal 40% of its maximum health to your pet in damage (in Sploder’s case this will equal 520 damage). This damage has no “family” to it, so it will deal its complete damage to your pet regardless of what kind of pet you have out*. That’s the biggest obstacle you’ll have to face against Nicki’s pets.

*Note: Explode will do its maximum damage to a pet regardless of what kind of pet it is. It will also completely bypass any damage reductions the enemy pet may have, including the Elite and Boss buffs certain pets have once you get up into the Beasts of Fable and Celestial Tournament pets. As you can imagine, Explode is VERY dangerous. Proceed with caution.

To attack Nicki’s pets, I recommend starting off with the Phoenix Hatchling. You’re going to want to keep Immolate up on her pets as much as possible as they are weak against elemental attacks and Immolate is both an attack and a DoT creator, making it extremely useful. It also causes the Burning debuff, which is needed for Conflagrate’s second attack (and you’ll definitely want that second attack). After you’ve hit ED-005 with Immolate and Conflagrate, keep hitting it with Burn until it dies. Remember that all mechanicals come back to life once per battle with 20% health, so you’ll have to factor that in to your attack. The Phoenix Hatchling should make quick work of ED-005, at which point Goliath comes in.

For Goliath, it’s the same thing as ED-005. Attack with Immolate, then Conflagrate, and Burn until dead. Watch out for when Goliath uses Launch, or you could potentially waste your nuke (Conflagrate). Both the Phoenix Hatchling and Dark Phoenix Hatchling should be able to take out ED-005 and Goliath. At least one of them will probably still be alive when you begin to attack Sploder.

If so, use whatever you can before you’re killed. If you get to use the Singing Sunflower, cast Photosynthesis as soon as it’s swapped in*. Then use Lash until either Sploder has less health than the Sunflower or is dead. If you have less health, but are still alive, use Early Advantage for double damage against Sploder (and it’s elemental so it’s power is boosted against Sploder). This should kill Sploder, but if it doesn’t, it will certainly severely weaken it, so beware of Explode.

*Note: Some might ask why not use Sunlight instead of Early Advantage with the Sunflower. The reasoning behind this is that Sunlight will increase the maximum health of all pets by 50%, making Sploder’s Explode much stronger. The double healing from Photosynthesis isn’t worth the extra damage taken from Explode, in my opinion. However, if you want to risk it, you are certainly most welcome to do so.

Ras’an: Zangarmarsh

Glitterfly – Level 21 Flying

Power: 202
Speed: 378 (with Flying racial) 252 (without Flying racial)


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.
Cocoon Strike (Flying) – Deals X Flying damage and increases your chance to block an attack by 100%. Lasts 1 round.
Glowing Toxin (Percentage Damage) – Deals 6% of the target’s max health as damage every round. Lasts 4 rounds.

Tripod – Level 21 Magic

Power: 214
Speed: 214


Psychic Blast (Magic) – Overwhelms the target’s mind, dealing X Magic damage. Deals X additional damage if the weather is Arcane Winds.
Surge of Power (Magic) – Instantly deals X Magic damage. The user must recharge for two rounds afterwards.
Arcane Storm (Magic) – 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.

Fungor – Level 21 Humanoid

Power: 202
Speed: 202


Creeping Fungus (Undead) – A creeping fungus infects the target, causing X Undead damage each round for 4 rounds. Deals additional damage in Moonlight.
Spore Shrooms (Elemental) – Places a mushroom near the enemy team. It grows for 2 rounds, then unleashes a cloud of spores. The spore cloud infects the front pet, dealing X Elemental damage every round for 3 rounds.
Takedown (Humanoid) – Takes down an enemy, dealing X Humanoid damage. Deals double damage if the target is Stunned.

Recommended level for pets attempting this trainer: 21 or 22

Pet Choice:

Nether Faerie Dragon (Arcane Blast, Life Exchange, Moonfire)
Golden Dragonhawk Hatchling (Quills, Conflagrate, Flame Breath)
Infected Squirrel (Diseased Bite, Creeping Fungus, Consume)

Ra’san starts out with Glitterfly, and it can be somewhat of a pain. Glowing Toxin isn’t much to worry about, and Swarm does a small amount of damage. It’s Cocoon Strike that you have to worry about. If you use your nuke on the round that it uses Cocoon Strike, you’ll have wasted your nuke as Glitterfly is almost certain to be faster than you are. Other than that annoying bit, you shouldn’t have much of a problem killing it.

Tripod is probably the most dangerous pet of Ra’san’s in terms of damage output. Psychic Blast does a decent amount of damage, but nothing that you should worry about, unless the weather is Arcane Winds. Unfortunately, it has the Arcane Storm ability which changes the weather to Arcane Winds. So be mindful of that. It’s Surge of Power that you really need to worry about. The amount of damage it does it very high and if you’re not careful, it can one-shot your pet. The only upside to Tripod using that ability is that there will be 2 rounds where it won’t be able to do anything while you pound away at it.*

Fungor is Ra’san’s last pet and it’s probably the easiest to deal with. 2 of its 3 abilities are DoTs, so they won’t do much damage by themselves. Together, though, the damage can ramp up quickly. Thankfully, Spore Shrooms has to “grow” for 2 rounds before it does anything, so it gives you a little bit of breathing room. Takedown is really only dangerous if your pet is stunned, which Fungor has no stunning abilities, so you don’t have anything to worry about.

*Even though Tripod has 2 rounds where it can’t attack you, it is still more difficult to overcome than what you might think at first. Because it’s a Magic pet, it cannot be dealt more than 35% of its total health in any 1 attack. So if you’re counting on nukes to take care of Tripod after Surge of Power, you may want to re-think that strategy as they may not do as much damage as you think they would.

To attack Ra’san’s pets, you’ll want to start off with your Nether Faerie Dragon, as it will begin with Glitterfly and Flying pets are weak against Magic attacks. You’re going to want to use Arcane Blast as much as possible because its damage will continue to increase the more that you use it. Moonfire is something that you’ll want to use as well to further increase the damage of your magic attacks. I would wait to use Moonfire until after Glitterfly uses Cocoon Strike, though, so that you ensure it hits. Continue to hit Glitterfly with Arcane Blast and Moonfire until Glitterfly falls.

If Nether Faerie Dragon is still alive after Glitterfly is dead, use Life Exchange on Tripod to gain back some health and take some of Tripod’s off. Don’t worry about getting killed by Tripod before you can get that off because ALL breeds of Nether Faerie Dragon are faster than Tripod at level 21, so you will be guaranteed to go first. If you want to keep the dragon alive, go ahead and swap out, otherwise continue hitting it with Arcane Blast ONLY until the dragon is gone.* Once dead or if you want to swap, bring in the Golden Dragonhawk Hatchling. Dragonkin abilities do more damage to Magic pets, so this one is a good choice. Start off with Flame Breath, which will not only damage Tripod, but place a Dragonkin DoT on it, for even more damage. You also need that DoT for Conflagrate. Now Conflagrate won’t do a tremendous amount of damage like it normally would because Tripod is a Magic pet, but it will still do a good amount. Just keep following up with Flame Breath and an occasional casting of Quills to bring Tripod down.

Once dead, you can either keep attacking Fungor with Flame Breath and Quills or swap in your Infected Squirrel. Once the squirrel is in, cast Creeping Fungus to place an Undead Dot on Fungor to help alleviate some of the health that it will regain when attacking. After that, just keep using Diseased Bite on Fungor with an occasional casting of Consume to return some of your health. Make sure Creeping Fungus is up at all times, though, to ensure you get that extra damage.

*You’re probably wondering why I said to cast Arcane Blast only, right? Well if you use Moonfire, you’ll not only augment your Arcane Blast, but ALL of Tripod’s abilities as well as it uses nothing but Magic attacks. You won’t want Tripod doing more damage, so I would refrain from re-casting Moonfire. Even though Moonfire would help your Infected Squirrel’s Creeping Fungus, it would also help Fungor’s Creeping Fungus and we don’t want that either.

Narrok: Nagrand

Prince Wart – Level 22 Aquatic

Power: 224
Speed: 224


Frog Kiss (Aquatic) – Deals X Aquatic damage and has a 25% chance to transform the target into a frog for 1 round. Damage increases by X each time it is used. Max X Aquatic damage.
Tongue Lash (Critter) – Licks the enemy 1-2 times, dealing X Critter damage per hit. Hits an additional time if the user is faster than the enemy.
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.

Dramaticus – Level 22 Critter

Power: 235
Speed: 235


Chomp (Critter) – Chomps on the enemy, dealing X Critter damage.
Crouch (Damage Reduction) – The user lowers its body close to the ground, reducing all damage taken by 50% for 3 rounds.
Comeback (Critter) – Deals X Critter damage. Deals X additional damage if the user has lower health than the target.

Stompy – Level 22 Beast

Power: 211
Speed: 211

Horn Attack (Beast) – Deals X Beast damage. If the user is faster than the target, they have a 50% chance to be trampled and lose their turn.
Trample (Beast) – Tramples the target, dealing X Beast damage plus an additional 10% of the target’s health.
Trumpet Strike (Beast) – Enrages the user, causing them to attack, dealing X Beast damage and increasing the damage they deal by 25% for 3 rounds.

Recommended level for pets attempting this trainer: 22

Pet Choice:

Forest Moth (Alpha Strike, Cocoon Strike, Moth Dust)
Feline Familiar (Pounce, Stoneskin, Devour)
Robo-Chick (Batter, Rebuild, Wind-Up)

Narrok starts off the fight with Prince Wart, who is one of the more annoying pets of his (some say Dramaticus is more annoying and I’d have to say they’re about even). Frog Kiss is Prince Wart’s only Aquatic ability but it can be quite annoying. Not only does the damage it deals increase each time it gets used, but there is also a 25% chance to transform the target into a frog for 1 round, meaning you can’t do anything but swap out. Frog Kiss can mainly be ignored, though since even with the increased damage, it’s still pretty negligible. Tongue Lash can be annoying, especially if it gets in the extra attack from being faster than you are. Swarm of Flies can be dangerous as it’s a kind of stealthy attack, doing damage at the end of each round. Not only that, but it persists through pet swaps so it will be around for the full 5 rounds (unless you have Cleansing Rain up, which you shouldn’t so the point is moot). All in all, Prince Wart shouldn’t give you much trouble if you follow the strategy listed below.

Dramaticus, like Prince Wart, is annoying. Chomp isn’t that dangerous unless Dramaticus goes on the offensive, but I’ve very rarely seen that so I wouldn’t worry about it. Crouch is what’s so annoying about this pet. It reduces the damage it takes by 50% for 3 rounds. The spell itself is only on a 4 round cooldown, so it can almost always have that damage reduction up if it so chooses. Some people might use abilities to counteract that damage reduction, such as Howl, but we’re going to focus on the slow and steady way of killing the pet which is ensured to win.* Comeback isn’t very dangerous, unless Dramaticus has less health remaining than you do. At this point, Comeback will deal additional damage to you, which you should watch out for.

Stompy is Narrok’s last pet and it’s probably the easiest to defeat. Horn Attack’s damage is nothing to worry about, but if Stompy happens to be faster than you are, there is a 50% chance that you’ll get trampled and lose your turn. You definitely don’t want that happening so ensure that you’re always faster than Stompy. Trample is like Horn Attack in that it doesn’t do a large amount of damage and the extra 10% of your health in damage shouldn’t be anything that you need to worry about. Trumpet Strike is what you should worry about. The damage it does is small, but it will increase all of the damage that Stompy deals by 25% for 3 rounds. Since the spell has no cooldown, it can potentially have 25% increased damage throughout the entire fight. Still, you shouldn’t have too much of a problem with Stompy.

*If for some reason you DO decide to deviate from this guide and use a pet that has Howl, be sure to use attacks that will hit the pet, not attacks such as Burrow which take an extra turn to use. Not only do they have reduced hit percentages, but you’re also wasting an entire round of 100% increased damage against the pet which is something you should never do. Also be wary of using your nukes while Crouch is up. Although it can almost always have it up, there will be 1 round where it can’t, so save your nukes for that round.

To attack Narrok’s pets, start off with the Forest Moth against Prince Wart. Flying attacks do more damage to Aquatic pets, so you’re going to be constantly doing increased damage against it. In addition, you will always be faster than Prince Wart, even if you lose your 50% increased speed from the Flying family racial, so Tongue Lash will never get the extra attack it would get if used against a pet slower than Prince Wart. Alpha Strike does Flying damage plus additional Flying damage if faster than the enemy pet, so you will always get that extra attack in. Some people like to start off with Moth Dust and go from there, but I prefer to attack with Alpha Strike a couple of times, then use Moth Dust. By then, Prince Wart should have less than 50% health remaining, and Moth Dust (if it hits) would finish it off. If it doesn’t kill Prince Wart, use Cocoon Strike which should kill him and block an attack made against you. Next, bring in your Feline Familiar against Dramaticus.*

As you will be faster than Dramaticus, use Pounce against it to get in the full damage before it has a chance to use Crouch. Since you go first, you’ll get the extra damage from Pounce. If on the first round Dramaticus uses Crouch, follow up your first Pounce with Stoneskin to reduce the damage Dramaticus’ attacks do to you. If it attacks you, then use Pounce again to do more damage to Dramaticus. Once it uses Crouch, use Stoneskin and from that point on, make sure you always have Stoneskin up. Otherwise, continue with Pounce until Dramaticus’ health gets low, then use Devour. Devour will not only damage Dramaticus, but if it kills the pet, then it will restore a good amount of health to your Feline Familiar.

When Stompy comes up, go ahead and use your Robo-Chick. For your first attack, use Wind-Up, which will increase the damage you do against Stompy by 10%. Then just Batter away at Stompy until it has about 40% of its health remaining, then use Wind-Up again for a big nuke attack which should kill Stompy. If it misses, continue to use Batter until it’s dead. If at any time your Robo-Chick’s health falls to a point where you’re uncomfortable with it, use Rebuild to restore some of your health. Remember, as a Mechanical pet, Robo-Chick will come back to life once during the battle, so be sure to use that to your advantage if you need to.

*The Feline Familiar is almost a must-have pet for PvE pet battles, especially if you upgrade the pet to rare. In later battles, Stoneskin will make DoTs useless and the amount of health restored by Devour gets to be quite high. Not only that, but it also has a magic attack (Onyx Bite) which makes it a good pet to use against Flying pets as well as Critters. The Feline Familiar’s power stat at level 25 (with it being upgraded to rare) is 322, making it a VERY powerful pet, one that you’ll definitely want. If you don’t have one already, I would STRONGLY suggest you invest in one as they are incredibly useful.

Morulu the Elder: Shattrath City

Chomps – Level 23 Aquatic

Power: 276
Speed: 221


Rip (Beast) – Deals X Beast damage and causes the target to Bleed for X Beast damage per round for 5 rounds.
Surge (Aquatic) – Rushes to the enemy on a stream of water, dealing X Aquatic damage. This move always goes first.
Devour (Beast) – Deals X Beast damage. If the user kills an enemy with Devour, they restore X health. Devour continues for 2 rounds.

Gnasher – Level 23 Aquatic

Power: 276
Speed: 221


Rip (Beast) – Deals X Beast damage and causes the target to Bleed for X Beast damage per round for 5 rounds.
Devour (Beast) – Deals X Beast damage. If the user kills an enemy with Devour, they restore X health. Devour continues for 2 rounds.
Blood In The Water (Aquatic) – Deals X Aquatic damage. Always hits if the target is Bleeding.

Cragmaw – Level 23 Aquatic

Power: 246
Speed: 246


Consume (Undead) – Deals X Undead damage. The user is healed for 100% of the damage dealt.
Water Jet (Aquatic) – Blasts the enemy with a spray of water, dealing X Aquatic damage.
Blood In The Water (Aquatic) – Deals X Aquatic damage. Always hits if the target is Bleeding.

Recommended level for pets attempting this trainer: 23 or 24

Pet Choice:

Sea Gull (Slicing Wind, Cyclone, Lift-Off)
Forest Moth (Alpha Strike, Cocoon Strike, Moth Dust)
Gilnean Raven* (Peck, Call Darkness, Nocturnal Strike)

*To obtain the Gilnean Raven, you have to do the Worgen starting area and then purchase it from Will Larsons at Lor’danel in Darkshore. If you’re serious about pet battling, it’s definitely worth the time to do those quests to get this pet. It’s easily one of the best Flying pets there are. It will see a LOT of use in battle against Aquatics.

Morulu starts off with Chomps, which is the pet that does the least amount of damage, but is the most annoying. Rip does a negligible amount of damage, especially to a Flying pet, so it’s nothing you need to worry about*. Devour could be potentially dangerous…..if it wasn’t being used on a Flying pet. It has the ability to restore health if it is used to kill an enemy pet. Unfortunately for Morulu, Beast attacks do less damage to Flying pets, so it’s very rare that it would ever actually work. Surge is the last ability of Chomps’ which is also it’s most annoying. It doesn’t do a whole lot of damage, but the fact that it always goes first is what makes it annoying. That’s why I wouldn’t bother using a pet with an ability like Alpha Strike on Chomps, because it won’t get in that extra hit from not going first. Still, if you want to try, you’re more than welcome to.

Next is Gnasher, and it’s the most powerful of Morulu’s pets in my opinion. It has Rip, which we’ve already covered and Devour which we’ve already covered. It’s Blood In The Water that you need to worry about. Blood In The Water is Gnasher’s nuke, and a powerful one at that. Because it deals Aquatic damage, instead of Beast damage, it will do its full damage to a Flying pet. In order to use it, though, your pet has to be Bleeding. Again, unfortunately, Rip adds a Bleed debuff to your pets, so they’ll probably be bleeding when it’s used, so it will definitely connect (unless you’ve used Lift-Off or another similar move where you can’t be attacked). Still, Gnasher shouldn’t prove to be too difficult to overcome.

Cragmaw is Morulu’s last pet and it’s kind of annoying, like Chomps. Blood In the Water, we’ve already covered. Water Jet is an Aquatic move, so it will do full damage to your Flying pet like Blood In The Water does. Consume is what makes Cragmaw annoying. It will deal Undead damage to you, which isn’t reduced by being a Flying pet, and it will heal Cragmaw for 100% of the damage the ability does. So you’re going to need pets that have at least 1 nuke to overcome that disadvantage. I think I can help you out there.

*Beware of Chomps using Rip on your pet and allowing the debuff to carry over to Gnasher. If you do so, Gnasher would be able to use Blood In The Water immediately, which would more than likely one-shot the pet that you had out. Watch out for that so you aren’t taken by surprise.

To attack Morulu’s pets, start off with your Sea Gull. Flying attacks do more damage to Aquatic pets, and since Morulu has all Aquatic pets, you shouldn’t have any trouble defeating him with 3 Flying pets. When Sea Gull comes out, immediately cast Cyclone. It has a 35% chance to deal some Flying damage to each enemy pet every round, so you might be able to damage Morulu’s other pets a little before you face them. After Cyclone, use Lift-Off. Chomps has no nukes, so there’s no need for you to save Lift-Off for when a nuke may be used. Once Lift-Off is on cooldown, continue to use Slicing Wind until either Lift-Off comes off of cooldown, or Chomps is dead (it should be dead by the time Lift-Off comes off cooldown again). Also, always ensure that you have Cyclone up if your Sea Gull is out. Once Chomps is dead, bring in your Forest Moth.

Begin the battle by casting Moth Dust. If is a nuke, one which will take off at least half of Gnasher’s health and it has a 25% chance to put him to sleep. If it does, Morulu will bring in Cragmaw. If not, continue to cast Alpha Strike until either Gnasher is dead or you get the Bleed debuff on you from Rip. If you have the debuff, I would use Cocoon Strike to try and see if it will absorb Gnasher’s nuke. If not, don’t worry, you’ll still be able to defeat it rather easily. If by some chance your Forest Moth gets killed, bring your Sea Gull back in for another Cyclone. It may not kill Gnasher, but it will still have a chance to do damage each round to both of Morulu’s pets. If Gnasher survives both your Sea Gull and Forest Moth, bring in your Gilnean Raven and Peck it. Once should be enough to kill off Gnasher.

Once Cragmaw comes in, Peck it ONCE. After you’ve Pecked it, use Call Darkness to both deal a decent amount of damage and to reduce the amount of healing that Cragmaw receives from Consume.* On the round after you’ve used Call Darkness, use Nocturnal Strike. If it doesn’t kill Cragmaw, continue to use Peck until it’s dead.

*Call Darkness also reduces the hit chance of all pets’ abilities from being Blinded. However, Nocturnal Strike will always hit (unless you’re an Elemental) if the enemy pet is Blinded, so if Call Darkness is up, it will definitely hit Cragmaw.

Grand Master Antari: Shadowmoon Valley

Arcanus – Level 24 Magic

Power: 265
Speed: 265


Feedback (Magic) – Launches a surge of mana at the enemy, dealing X Magic damage.
Drain Power (Magic) – Deals X Magic damage, reduces the target’s damage by 25% for 2 rounds and increases the user’s damage by 25% for 2 rounds.
Amplify Magic (Damage Buff) – Increases the damage done by your active pet by 50% for 2 rounds.

Jadefire – Level 24 Elemental

Power: 278
Speed: 250


Burn (Elemental) – Blasts the enemy with fire, dealing X Elemental damage.
Immolate (Elemental) – Deals X Elemental damage instantly. The enemy Burns for X additional Elemental damage per round for 4 rounds.
Conflagrate (Elemental) – Deals X Elemental damage. Deals X Elemental additional damage if the target is Burning.

Netherbite – Level 24 Dragonkin

Power: 278
Speed: 278


Phase Shift (Dodge) – Phase out, increasing your chance to dodge by 100%. Lasts 1 round.
Nether Blast (Magic) – Blasts the enemy with a surge of arcane power, dealing X Magic damage. Damage increases by X each time it is used. Max X Magic damage.
Soul Ward (Dodge) – A ward of powerful magic surrounds you, blocking the next attack.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Infinite Whelpling* (Tail Sweep, Weakness, Early Advantage)
Sea Pony** (Water Jet, Cleansing Rain, Pump)
Peddlefeet*** (Bow Shot, Perfumed Arrow, Love Potion)

*When you get up to this level, what breed your pet is does actually have some bearing on what the outcome of the battle will be. When you use your Infinite Whelpling, you’re going to want to make sure that you’re slower than Arcanus so that you get the extra damage from being slower than him. To ensure that this is the case, you’ll want either a P/P (the best breed, in my opinion) or a P/B breed. (To find out what your pet’s breed is, create an account on WarcraftPets.com and upload your pets there and it will show you.) A P/P breed at 25 and Rare (which it should be) will have 341 attack power and 244 speed. A P/B breed at 25 and Rare will have 305 attack power and 257 speed.

**If you don’t have a Sea Pony, you can purchase one from the auction house for around 3k gold or you can try to catch one in the water off of Darkmoon Island when the Darkmoon Faire is in town.

***If you don’t have a Peddlefeet, you can purchase one from the auction house for next to nothing. As Peddlefeet begins as an Uncommon pet, you’ll want to use a stone to upgrade him to Rare. If you purchase one that’s Rare from the auction house or have a Rare one on your own, you can obviously skip this step.

Let me start off by saying that Antari is very difficult. Seriously. Most people find Antari to be ridiculously difficult, to the point where he’s actually one of the most difficult trainers to beat, including the Northrend, Cataclysm, and Pandaria trainers. But if you follow this, you shouldn’t have too much trouble. Antari will start off with Arcanus, which is probably the most straightforward pet that he has. Feedback does a decent amount of damage, but it’s not anything that you need to worry about….at least not yet. Eventually, he will use Amplify Magic or Drain Power which will augment his attack. Drain Power’s damage is low, but it will reduce your damage by 25% for 2 rounds and increase his damage by 25% for 2 rounds. It still shouldn’t be that much of a problem, but be aware that your damage will be lower than you’re used to for a few rounds. Amplify Magic is dangerous. It will increase Antari’s active pet’s damage done by 50% for 2 rounds. It’s going to make Feedback quite a damage dealer and it’s something you’ll want to watch out for.

Jadefire is Antari’s next pet and it’s the most dangerous, damage-wise, of the three. Burn’s damage isn’t that bad, but it can add up quickly if you’re not careful. Immolate’s damage is low, but it adds the Burning debuff and deals a small amount of damage to you each round. Conflagrate is what you really need to worry about. It’s very dangerous if you have the Burning debuff on you, which you more than likely will, and your health will drop like a hot potato. If you’re lucky, Jadefire will use this ability either first so it misses the extra damage from you Burning, or when he does use it, it misses (which is EXTREMELY unlikely). Otherwise, you’re in for a world of hurt. Ow.

Finally there is probably *the* most annoying tamer pet in all of WoW. Netherbite only has one attack, Nether Blast, which does decent damage. Like Arcane Blast, though, the damage will ramp up as it uses the ability. What makes this pet so annoying, though, is its use of not 1, but 2 dodge moves – Soul Ward and Phase Shift. Soul Ward will block the next attack made against Netherbite and it lasts until it’s attacked, so it’s going to block an attack one way or another.* Phase Shift dodges all attacks for 1 round, so you’ll get to endure 1 round of not being able to do anything against Netherbite. Still, as long as you pay attention to when the abilities are on cooldown and plan accordingly, you shouldn’t run into too much trouble.

*Since Soul Ward lasts until attacked, there is no reason why you should bother waiting to attack Netherbite in order to get rid of Soul Ward. Also if Netherbite has both Soul Ward and Phase Shift up and you attack, it WILL still count as being “hit” and remove the Soul Ward, so that’s a nice little tidbit.

To combat Antari’s pets, you’ll want to start off with the Infinite Whelpling. If Arcanus starts off with either Drain Power or Amplify Magic, start off with Weakness. If not, use Tail Sweep. If you started off with Weakness, begin to attack with Tail Sweep and continue doing so until Arcanus is dead. If it started off with Feedback, begin to attack with Tail Sweep and then use Weakness if it uses Amplify Magic (do not use Weakness if it uses Drain Power). Continue to use Tail Sweep until Arcanus is dead.

When Jadefire comes in, use Early Advantage. Chances are, you’ll probably be killed before you get the chance to use Early Advantage, but if not, you’ll do a nice chunk of damage to Jadefire before dying. When your whelpling is dead, bring in Sea Pony. Start off with Pump and then use Water Jet. If Jadefire has 900 or less health left, though, use Pump a second time instead of Water Jet to finish Jadefire off. Because your Sea Pony will be faster than Jadefire, you’ll get to attack first so be sure to use your Pump immediately once his health hovers around 900. Continue to attack with Water Jet until Jadefire is dead.

When Netherbite comes in, keep using Water Jet. If it uses Nether Blast, then good. You’ll get in a free hit against Netherbite. If it uses Soul Ward, again this is in your favor, since Water Jet will remove the ward. If it uses Phase Shift, you’ll have wasted a turn, but don’t worry, it’s not that important. Continue to use Water Jet until your Sea Pony falls. This brings in Peddlefeet. If there is a ward up when Peddlefeet comes in, go ahead and Bow Shot it down. If Phase Shift is up, go ahead and just skip your turn because you won’t be able to do anything anyways. On the first turn that you get when neither Soul Ward or Phase Shift is up, use Perfumed Arrow. There is a 25% chance to stun Netherbite for 1 round, so you’ll get a free turn to attack it. Keep using Bow Shot until it uses Phase Shift again. When that happens, use Love Potion on that turn to return 25% of your health. In addition to the health returned when you hit Netherbite, it should enough to keep you alive. Just keep alternating between Bow Shot and Perfumed Arrow (when neither Phase Shift nor Soul Ward are up) and you won’t have any problem with Netherbite.

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