Pandaren Spirit 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/Outland/Northrend/Cataclysm/Pandaria so that they are a decent level when you get to this spot. Then you won’t have to waste any time (or at least not that much) leveling the pets needed. (Note: You should be level 90 with Pandaria flying before attempting these trainers. Some, like the Whispering Spirit, you can’t access without flying so unless you can fly there or get someone to fly you there, you won’t be able to get there.)

Whispering Pandaren Spirit: The Jade Forest

Dusty – Level 25 Flying

Power: 315
Speed: 315 (without Flying racial)

Abilities:

Moth Balls (Flying) – Launches a barrage of smelly pheromones at the target, each dealing up to X Flying damage and has a 50% chance to reduce the target’s speed by 25% for 3 rounds.
Moth Dust (Flying) – Deals X Flying damage and has a 25% chance to put the target to sleep for 1 round.
Cocoon Strike (Flying) – Deals X Flying damage and increases your chance to block an attack by 100%. Lasts 1 round.

Whispertail – Level 25 Dragonkin

Power: 319
Speed: 319

Abilities:

Slicing Wind (Flying) – Attacks the enemy with 1-3 blades of wind, dealing X Flying damage per attack.
Flyby (Flying) – Deals X Flying damage and increases the target’s damage taken by 25% for 3 rounds.
Wild Winds (Flying) – A sharp wind gust deals X Flying damage instantly and X Flying damage every round for 2 rounds. Persists through pet swaps.

Pandaren Air Spirit – Level 25 Elemental

Power: 319
Speed: 319

Abilities:

Slicing Wind (Flying) – Attacks the enemy with 1-3 blades of wind, dealing X Flying damage per attack.
Wild Winds (Flying) – A sharp wind gust deals X Flying damage instantly and X Flying damage every round for 2 rounds. Persists through pet swaps.
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:

Nether Faerie Dragon (Arcane Blast, Life Exchange, Moonfire)
Anubisath Idol (Crush, Stoneskin, Deflection)
Rusty Snail* (Ooze Touch, Acidic Goo, Dive)

*You can really use any kind of snail here, it just needs to be level 25, Rare, and have the moveset stated.

The Whispering Pandaren Spirit (Air spirit) is the first Pandaren spirit I’m going to list here. Unlike most other pet battle trainers, the starting pet in this battle will be generated when the battle is started, so you never know exactly which pet you’re going to get that will go first. I’m going to go Dusty-Whispertail-Pandaren Air Spirit. If you don’t get this combination, keep leaving the battle and restarting it until you get that combination.

Dusty is the air spirit’s first pet and it’s a normal moth pet. Moth Balls’ damage is low, but if it hits you 3+ times, the damage can get to be quite high. Also, each time the pheromones hit you, there is a 50% chance that your speed will be reduced by 25% for 3 rounds. This will make your pet slower than Dusty, but since Dusty’s a Flying pet, it’s going to be faster than you are anyways, so the speed reduction is moot. Moth Dust is Dusty’s nuke, and it’s dangerous. The damage it deals is decent, but it has a 25% chance to put your pet to sleep for 1 round, which is not something we want. The results could be disastrous, but I don’t think they will be for you if you follow this guide. Cocoon Strike is Dusty’s last attack and it’s annoying not because of the damage it deals, which is low, but because it will block the next attack made against it for the next round. Make sure you don’t waste your nukes when Cocoon Strike is up.

Whispertail is the air spirit’s next pet and even though it’s a Dragonkin, all of its abilities deal Flying damage. Slicing Wind’s damage is low, but if it continuously hits 3 times each time it’s used, the damage will add up quickly. You may want to keep an eye on it, but I don’t think it will be much of a problem. Flyby’s damage is low, but it also increases all damage that you take by 25% for 3 rounds. When used in conjunction with Slicing Wind, it can be very dangerous. Again, I don’t think you’ll have a problem, but you should keep an eye on it just in case. Wild Winds is the last ability Whispertail has and it’s not particularly powerful, either. It does add a DoT on you that deals flying damage each round for 2 rounds that persists through pet swaps. That means that if you swap out your pet that had Wild Winds placed on it, the DoT will carry over to the next pet rather than fizzle out.

Finally, there is the Pandaren Air Spirit. Slicing Wind and Wild Winds are exactly the same as the last pet, Whispertail, so you should know what to expect when it uses those 2 abilities. In addition to those, it also has Soothing Mists, which is a HoT ability that also persists through pet swaps. This means that if you stunned or put one of the enemy pets to sleep, and the Air Spirit was swapped in and used Soothing Mists, if it died or swapped back out, then the next pet would still have the HoT on it. It will prolong the battle, but hopefully not by too much.

To combat the Pandaren Air Spirit’s pets, start off with the Nether Faerie Dragon. Immediately use Moonfire to deal good magic damage to Dusty and to change the weather to Moonlight. During Moonlight, all of your attacks are going to do 10% extra damage, which is nice. After Moonfire is applied, use Arcane Blast 3 times, then re-apply Moonfire. That should kill Dusty. If at any time you are put to sleep by Dusty’s Moth Dust, simply use the ability you were going to use on the next round. The only exception to that is when Moonfire comes off of cooldown. When that happens, always use that ability for maximum damage against Dusty. When Whispertail comes in, leave your dragon in and attempt to use Life Exchange. If it goes off, it will deal probably deal good damage to Whispertail (depending on how much health you have left after the battle with Dusty) while healing you as well. If this happens, keep using Arcane Blast until you die. If you’re already dead, swap in your Anubisath Idol and immediately use Stoneskin to reduce the damage you take.

Start using Crush to deal good humanoid damage to Whispertail. If Whispertail manages to get your health below 50%, use Deflection on the turn when it has the Dragonkin buff (50% extra damage on the next round after bringing your opponent’s health down below 50%) to completely avoid the attack, thus robbing Whispertail of that super-powered attack. Continue to use Crush until Whispertail is dead. Always be sure, however, to keep Stoneskin up as it will severely reduce the damage you take from Whispertail.

When the Air Spirit comes in, you can either continue to Crush or you can swap in your Rusty Snail. If you swap in your snail, immediately use Acidic Goo to place a DoT on the Air Spirit and to increase the damage it takes by 25% for 3 rounds. After Acidic Goo, use Dive to avoid the next attack made against you that round, then to deal (hopefully) heavy aquatic damage to the Air Spirit. After Dive is up, use Ooze Touch once, then Acidic Goo to put the DoT back up. Ooze Touch twice more, then Dive once more if the Air Spirit hasn’t died yet from its injuries. That second Dive should finish off the Air Spirit.

Flowing Pandaren Spirit: Dread Wastes

Marley – Level 25 Aquatic

Power: 300
Speed: 375

Abilities:

Pump (Aquatic) – First use: Increases your damage dealt by 10%. Second use: Blasts the target with a surge of water, dealing X Aquatic damage.
Whirlpool (Aquatic) – Causes a whirlpool to form under the enemy pet. In two rounds, the opponent’s pet will take X Aquatic damage and be rooted for 2 rounds.
Dive (Aquatic) – Submerges, becoming unattackable for one round. On the next round, you attack, dealing X Aquatic damage.

Tiptoe – Level 25 Aquatic

Power: 334
Speed: 315

Abilities:

Water Jet (Aquatic) – Blasts the enemy with a spray of water, dealing X Aquatic damage.
Healing Wave (Heal) – Restores X health to the user.
Tidal Wave (Aquatic) – Deals X Aquatic damage to the enemy’s pets. Destroys objects created by both teams.

Pandaren Water Spirit – Level 25 Elemental

Power: 300
Speed: 334

Abilities:

Whirlpool (Aquatic) – Causes a whirlpool to form under the enemy pet. In two rounds, the opponent’s pet will take X Aquatic damage and be rooted for 2 rounds.
Geyser (Aquatic) – Causes a water geyser to form under the enemy team. After 3 rounds, the geyser erupts, causing the current enemy pet to take X Elemental damage and be stunned for 1 round.
Tidal Wave (Aquatic) – Deals X Aquatic damage to the enemy’s pets. Destroys objects created by both teams.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Gilnean Raven (Alpha Strike, Call Darkness, Nocturnal Strike)
Forest Moth (Alpha Strike, Cocoon Strike, Moth Dust)
Anubisath Idol (Crush, Sandstorm, Deflection)

The Flowing Pandaren Spirit is the second Pandaren spirit I’m going to tackle, and it’s not that bad considering 2 of the pets are Aquatics and they are absolutely destroyed by Ravens and Moths (I’ve actually destroyed the first 2 pets with 1 moth before and it was still alive after killing those pets). As with the Whispering Pandaren Spirit, the starting pet in this battle will be generated when the battle is started, so you never know exactly which pet you’re going to get that will go first. I’m going to go Marley-Tiptoe-Pandaren Water Spirit. If you don’t get this combination, keep leaving the battle and restarting it until you get that combination.

Marley is the first pet that you’ll encounter and it’s pretty dangerous. Pump has to charge for one round, but it increases the damage Marley does by 10%. When used in combination with any of its other attacks, it’s dangerous. If Pump is used again, it will deal heavy aquatic damage to you. Whirlpool takes 2 rounds to connect, but when it does, it will also deal heavy aquatic damage but it will also root you for 2 rounds. The root isn’t going to matter much because you’re going to want to keep your Raven in anyways to deal as much damage as it can before dying. Dive is Marley’s last ability and it’s the most annoying. It will submerge, becoming unattackable for 1 round, meaning you can’t do squat to it. When it connects, it will also deal heavy aquatic damage. As you can see all 3 of Marley’s abilities deal heavy damage, but they generally take at least 1 round to charge up, so you get in a free attack or two before they deal damage. That’s good because you can generally kill Marley within 3 rounds (4 if it uses Dive).

Next is Tiptoe, who is the easiest one to defeat, in my opinion. Water Jet’s damage is decent, but nothing to write home about. Tidal Wave’s damage is low, but it hits your entire team. Still, not much to worry about. Healing Wave is what makes Tiptoe annoying. Because Tiptoe’s attack power is so high, Healing Wave will deal for a good amount (generally around 500 health), so you’ll need strong attacks to combat that large heal. Tiptoe is kind of a pushover as you can see.

Last is the Pandaren Water Spirit. Like Marley, it has the potential to do tremendous damage, but it won’t. Aww. Whirlpool is the exact same as the Marley battle, so you know what to expect. Tidal Wave is the exact same as the Tiptoe battle, so again, you know what to expect. Finally, there is Geyser, which is the most worrisome of the Water Spirit’s attacks. It takes 3 rounds before it attacks, but when it does, it deals heavy elemental damage and will stun your pet for 1 round. If that happens (it usually connects on the same round as Whirlpool), you can kiss your pet goodbye because it won’t get a chance to swap out before it’s killed. So we better do something about that, right?

To combat the Flowing Pandaren Spirit’s pets, start off with your Gilnean Raven. When it comes out, immediately cast Call Darkness to do good humanoid damage and to change the weather to Darkness. During Darkness, your Nocturnal Strike is guaranteed to hit (unless your opponent is an Elemental pet), so use Nocturnal Strike after Call Darkness to deal extreme flying damage to Marley. By now, Marley will probably Dive, so when that happens, just skip your turn because you won’t be able to do anything anyways. After Dive connects, use Alpha Strike to finish Marley off.

When Tiptoe comes out, cast Nocturnal Strike again for extreme flying damage against Tiptoe. Depending on what ability Tiptoe uses, you may get killed before you can use your next ability. If not, use Call Darkness again for good humanoid damage. By now, it’s pretty much guaranteed that your raven will be dead. Switch to your Forest Moth and immediately use Alpha Strike for good flying damage. If you were able to get Call Darkness off again, using Alpha Strike that once will probably kill Tiptoe off. If not, use Alpha Strike again to finish it off.

When the Pandaren Water Spirit comes into play, immediately cast Alpha Strike. It will probably use Whirlpool or Geyser, so Alpha Strike again for good flying damage against the Spirit. On the next round, use Moth Dust to deal heavy flying damage to the Water Spirit and have a chance to put it to sleep for 1 round. The Water Spirit probably used Whirlpool or Geyser (whichever it didn’t use before), so use Alpha Strike once again. If that didn’t kill the Water Spirit, use Cocoon Strike on your next turn to absorb the damage from either Whirlpool or Geyser, whichever went off first (hopefully Geyser so you miss the stun). If you were stunned by the Geyser, pass your turn, then Moth Dust on your next turn to finish the Water Spirit off.

Burning Pandaren Spirit: Townlong Steppes

Crimson – Level 25 Dragonkin

Power: 334
Speed: 334

Abilities:

Breath (Dragonkin) – Overwhelms the enemy with draconic breath, dealing X Dragonkin damage.
Cyclone (Flying) – Creates a cyclone which has a 35% chance to deal X Flying damage to the enemy team each round. Lasts 5 rounds.
Lift-Off (Flying) – Fly up high, becoming unattackable for one round. On the next round, you attack, dealing X Flying damage.

Glowy – Level 25 Flying

Power: 315
Speed: 334 (without Flying racial)

Abilities:

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.
Confusing Sting (Flying) – The target is stung, dealing X Flying damage every round for 5 rounds. While stung, the target has a 10% chance to harm themselves while attacking and is Poisoned.
Glowing Toxin (Percentage Damage) – Deals 6% of the target’s max health as damage every round. Lasts 4 rounds.

Pandaren Fire Spirit – Level 25 Elemental

Power: 334
Speed: 334

Abilities:

Conflagrate (Elemental) – Deals X Elemental damage. Deals X Elemental additional damage if the target is Burning.
Immolate (Elemental) – Deals X Elemental damage instantly. The enemy Burns for X additional Elemental damage per round for 4 rounds.
Cauterize (Heal) – Restores X health plus half of the last hit taken by the user.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Anubisath Idol (Crush, Sandstorm, Deflection)
Nether Faerie Dragon (Arcane Blast, Life Exchange, Moonfire)
Rusty Snail* (Ooze Touch, Acidic Goo, Dive)

*Any snail here would do, it just needs to be level 25, Rare, and use the ability set stated.

The Burning Pandaren Spirit is the next spirit tamer we’re going to tackle and it can either be really easy or really difficult. We’re going to go with the former. Unlike most other pet battle trainers, the starting pet in this battle will be generated when the battle is started, so you never know exactly which pet you’re going to get that will go first. I’m going to go Crimson-Pandaren Fire Spirit-Glowy. If you don’t get this combination, keep leaving the battle and restarting it until you get that combination.

Crimson is the Fire Spirit’s first pet and it’s a dragonkin with “normal” dragonkin abilities. Breath deals good dragonkin damage, but it deals no extra DoT damage or ability modifiers so it’s not something you need to watch out for in that regard. Cyclone is what you need to look out for, in my opinion. It has a 35% chance to deal flying damage to each of your pets each round. The damage can ramp up quickly if it continuously hits your pets. Crimson loves to have Cyclone up, too, so it’s potentially dangerous. Lift-Off is the same old ability where the pet becomes unattackable for 1 round, then the ability connects for heavy damage. Lift-Off deals heavy flying damage, but it’s not anything that you should worry about (you’ll find out later on).

The Pandaren Fire Spirit is the next pet used and it’s more powerful than it might seem at first. Conflagrate deals heavy elemental damage plus extra elemental damage if you’re Burning. Unfortunately, thanks to Immolate, you’re more than likely going to be Burning. Immolate’s damage is low, but it adds a DoT that deals elemental damage to you each round for 4 rounds. When those abilities are used in conjunction, they can practically kill your pet within 2 rounds (the only pets that I can think of off the top of my head that would survive that onslaught without using defensive abilities are magic pets and critter pets). Cauterize is annoying because it heals the Fire Spirit plus half of the last hit that it endured, so if you hit it with a nuke then it used Cauterize, it would probably heal back all of the damage your nuke did to it. Grrr.

Glowy is the Fire Spirit’s last pet and it’s probably the easiest of the 3 to kill. Swarm’s damage is low, but if you’re struck with it, you’ll take double damage for 2 rounds. Fortunately, even after the double damage debuff, Swarm’s damage is low, so it’s not something you need to worry about. Confusing Sting’s damage is very low and the 10% chance to harm yourself when attacking is a joke. It almost never goes through, so it’s certainly something you need not worry yourself over. Glowing Toxin is Glowy’s last ability and believe it or not, it may actually be the most powerful ability of Glowy’s. Yeah, I said it. I can’t believe it myself, but there it is. Glowing Toxin deals 6% of your pet’s maximum health each round for 4 rounds. After it’s ran its 4 rounds, it’ll have dealt 24% of your pet’s health. Not exactly stellar for something that takes 4 rounds to complete. Glowy is really a joke pet. I would almost feel sorry for it if I didn’t have to kill it. Almost.

To combat the Burning Pandaren Spirit’s pets, start off with your Anubisath Idol. When it comes out, immediately cast Sandstorm for decent elemental damage. The real reason you’re casting Sandstorm is to change the weather so that you gain the damage reduction for each of your pets, thus negating most of the damage Crimson’s Cyclone ability deals. Once you have Sandstorm cast, use Crush until Crimson uses Lift-Off. On the round after it first casts Lift-Off, before it’s connected, cast Deflection to completely avoid all of the damage Lift-Off deals. After that, cast Crush until Sandstorm comes off cooldown, cast Sandstorm, then Crush again until Crimson uses Lift-Off again. Deflection the Lift-Off, then Crush until Crimson is dead.

The Pandaren Fire Spirit will come in and use Conflagrate, so cast Crush, then Sandstorm, then Crush again until you have been hit with Immolate. This is when you need to be watchful. When you see that Conflagrate comes off cooldown (if you’re using the add-ons mentioned at the beginning of the guide, they show you when abilities come off of cooldown), immediately use Deflection because it’s almost guaranteed that the Fire Spirit will cast Conflagrate again, and you don’t want to be hit by that. After that, simply continue to use Crush until the Fire Spirit is dead. If you die to something before the Fire Spirit dies, switch to your Rusty Snail and use Acidic Goo. On the next round, use Dive to dodge a round of attacks and to deal extreme aquatic damage to the Fire Spirit on the next round. That should kill off the Fire Spirit.

When Glowy comes in, immediately use Acidic Goo for the DoT and to increase Glowy’s damage taken by 25%. Simply use Ooze Touch 3 times to take Glowy’s health down quite a bit. Use Acidic Goo once more, then continue to use Ooze Touch until Glowy is dead. As I said before, this battle can either be really easy or really difficult and if you follow this guide, it will be really easy.

Thundering Pandaren Spirit: Kun-Lai Summit

Pandaren Earth Spirit – Level 25 Elemental

Power: 334
Speed: 300

Abilities:

Rupture (Elemental) – Stone spikes erupt from the ground, dealing X Elemental damage and has a 25% chance to stun the target.
Crystal Prison (Stun) – Seals the target in crystal, stunning them for 1 round.
Stone Shot (Elemental) – Hurls a stone, dealing X Elemental damage.

Sludgy – Level 25 Magic

Power: 300
Speed: 334

Abilities:

Ooze Touch (Magic) – Oozes onto the enemy, dealing X Magic damage.
Creeping Ooze (Aquatic) – Covers the target in a Poisonous ooze, which deals X Aquatic damage plus X damage each round. Lasts 3 rounds.
Expunge (Magic) – Deals X Magic damage to the target.

Darnak the Tunneler – Level 25 Beast

Power: 300
Speed: 300

Abilities:

Burrow (Beast) – Burrow under the ground, becoming unattackable for one round. On the next round, you attack, dealing X Beast damage.
Stoneskin (Damage Reduction) – Reduces up to X damage from each attack against you. Lasts 5 rounds.
Stone Rush (Elemental) – Slams into the enemy, dealing X Elemental damage and dealing X Elemental damage to themselves.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Rusty Snail* (Ooze Touch, Acidic Goo, Dive)
Infinite Whelpling (Tail Sweep, Healing Flame, Early Advantage)
Tranquil Mechanical Yeti** (Metal Fist, Call Lightning, Ion Cannon)

*Any snail here would do, it just needs to be level 25, Rare, and use the ability set stated.

**You can get the Tranquil Mechanical Yeti from an Engineer or purchase one from the auction house. They generally go for around 1,000g and they are a very good mechanical pet that will see a decent amount of usage in PvE pet battles.

The Thundering Pandaren Spirit is the final Pandaren Spirit Tamer to beat, and for most people, when they first fight this tamer, they consider it to be the hardest of the four to defeat. Luckily for you, you have a guide to follow that will help you through the fight. Unlike most other pet battle trainers, the starting pet in this battle will be generated when the battle is started, so you never know exactly which pet you’re going to get that will go first. I’m going to go Pandaren Earth Spirit-Sludgy-Darnak the Tunneler. If you don’t get this combination, keep leaving the battle and restarting it until you get that combination.

The Pandaren Earth Spirit is first in this battle and it can be quite difficult to defeat if you do not take certain precautions and steps to ensure your survival. Rupture deals good elemental damage and has a 25% to stun you for 1 round. That stun can be very dangerous in this fight, so you definitely do not want to get hit by that. Which brings us to Crystal Prison which is guaranteed to stun your pet for 1 round. Again, this is something that you’ll want to avoid so that the Earth Spirit doesn’t get any extra damage in on you without your ability to do anything about it. Stone Shot is the Earth Spirit’s last ability and it deals decent elemental damage. It’s not anything that you should be overly worried about.

Sludgy is the Thundering Spirit’s next pet and it’s a normal ooze pet. Ooze Touch deals decent magic damage, but it has no DoT component or ability modifiers to it, so it’s not something that you should be really worried about. Creeping Ooze’s damage is low, but it adds an aquatic DoT to you that will deal damage each round for 3 rounds. Still, it’s nothing that you should be particularly worried about. Expunge is Sludgy’s nuke and it can be very dangerous if you’re not expecting it and you get hit by it. It has a high hit chance and a relatively short cooldown (3 rounds) that deals heavy magic damage. You may want a pet that has some healing ability or damage reduction ability to defeat Sludgy if you don’t feel comfortable fighting it without one of those.

Darnak the Tunneler is the last pet of the three and it’s a normal rat pet. Burrow is something you should be used to by now. It causes the pet to burrow under the ground, becoming unattackable for 1 round, then on the next round it appears dealing good beast damage. Stoneskin reduces the damage that Darnak takes from each attack made against it, which can be a problem. If you attempt to use an ability such as Batter or Flank, because those are multiple hit moves with low damage that adds up, the Stoneskin will reduce the damage to almost nothing, practically wasting your turn. You don’t want that. Stone Rush deals good elemental damage to you, but also does a low amount of elemental damage to the Darnak. All in all, Darnak really isn’t that difficult if you plan well.

To combat the Thundering Pandaren Spirit’s pets, start off with your Rusty Snail. Immediately use Acidic Goo to place a DoT on the Pandaren Earth Spirit, then use Dive to attempt to deal extreme aquatic damage to the Earth Spirit. The Earth Spirit will start off with Crystal Prison to stun you, but because the Rusty Snail is a critter, you’re immune to stuns. That takes away the stun from Crystal Prison and the stun from Rupture. Yay. After you’ve dove, Ooze Touch once, then re-apply Acidic Goo. You always want that DoT up because it also increases the damage the Earth Spirit takes by 25%. Keep using Ooze Touch until Dive comes back off cooldown. If the Earth Spirit has more than 400 health by this point, use Dive again, otherwise use Ooze Touch to finish the spirit off.

When Sludgy appears, use Acidic Goo to apply the DoT. If you’re not dead by this point, use Ooze Touch until you’re killed. Bring in your Infinite Whelpling and Tail Sweep Sludgy a few times. This will probably bring Sludgy down quite a bit, so use Healing Flame if you need, otherwise use Tail Sweep if you wish. The only other option would be to use Early Advantage, which you may want to do as Darnak will probably use Burrow on its first turn, robbing you of the chance to use Early Advantage. Still, if you have more health than Sludgy, Early Advantage won’t hit nearly as hard you would want it to, so it may be best to stay with Tail Sweep. Let the moment be the deciding factor in which path you choose to take.

In any case, when Sludgy is dead, use Healing Flame if possible, otherwise use Tail Sweep to try to deal some damage to Darnak before dying. If you’re not able to, bring in your Tranquil Mechanical Yeti and use Call Lightning. That will deal good mechanical damage against Darnak and increase all of the damage you deal by 25%. Metal Fist once to bring Darnak’s health down a bit, then use Ion Cannon*. That should kill Darnak.

*Ion Cannon is like Surge of Power in that you trade the extreme damage in for the fact that you can’t do anything for the next 2 rounds. In this scenario, that doesn’t matter because Call Lightning is going to increase your Ion Cannon’s damage by 25%, plus the fact that Beasts take increased damage from mechanical abilities means that your Ion Cannon will probably deal close to 1500 damage to Darnak, which will be much more than is needed to finish it off.

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