The Celestial Tournament

The Celestial Tournament represents the highest caste of PvE pet battles. The tamers all have legendary pets with at least one exaggerated stat. Because of this, you’re going to need solid strategies to defeat these tamers. Especially considering that you’ll have to contend with the celestial pets after the tamers. It probably seems like an insurmountable task, but it’s really not as bad as it may seem at first.

The Celestial Tournament takes place in a special, solo scenario (kind of like the ones that you complete on the Isle of Thunder). You can’t see other players participating in the tournament and other players cannot see you. This is so you aren’t distracted by other people and their pets. To queue for the tournament, you need to talk to Master Li at the Celestial Court. You will definitely see him as he’s surrounded by 4 celestial pets. Talk to him, accept the quest, then talk to him again to actually queue. Once inside, you’ll be in a kind of courtyard where you will find the 3 tamers for the week and the celestial pets.

Each week, the Celestial Tournament will offer you a random bunch of tamers for you to battle. These “teams” of 3 will always consist of the same 3 tamers for that particular set, so you’ll know what pets you’ll need for any specific week. You’ll also have to battle the 4 celestial pets each week, regardless of what team you have to fight. The teams (and celestial pets) are as follows:

  • Lorewalker Cho, Dr. Ion Goldbloom, and Sully “The Pickle” McLeary
  • Taran Zhu, Chen Stormstout, Wrathion
  • Wise Mari, Blingtron 4000, Shademaster Kiryn
  • Chi-Chi, Hatchling of Chi-Ji
  • Xu-Fu, Cub of Xuen
  • Yu’la, Broodling of Yu’lon
  • Zao, Calfling of Niuzao

Once you’ve defeated one of those teams of 3 for the week, you’ll progress on to face the celestial pets. You’ll have to defeat all 4 of them each week in order to complete the tournament, so you’ll need plenty of pets so that you can have backups in case something goes wrong. Speaking of which, you must have at least 15 level 25 pets in order to queue for the tournament. If you don’t have that many, you won’t be able to participate.

You cannot heal your pets while in the tournament. If you want to heal your pets, you’ll have to leave the tournament. By leaving the tournament, though, you’ll have to complete the whole thing again. There is a way to cheese the system, though. Bring out a pet, such as the Terrible Turnip and use a team-wide heal, such as Inspiring Song then forfeit the battle. This will heal your pets, and because they are tamer battles, your pets will not receive the 10% health loss when forfeiting a battle. Also, unless you’re going up against a tamer with a first pet that you know won’t attack, there will be a limited number of attempts that you’ll be able to do this. Still, it’s a nice way to heal your pets if you really need to without having to exit the tournament.

I will be posting this guide with the assumption that your pets are going to die and that you’re not going to use any carry pets (which, while possible, is not advisable). So be prepared for that as the guide I’m posting won’t support carry pets.

There is no time limit that you must complete the tournament in, and it’s not uncommon to hear first time tournament players spending hours on it attempting to complete the thing. With a little bit of practice and a nice, handy guide to help you, the tournament should go down without too much of a hiccup. The key to remember is to not get frustrated. Things happen and not always for the best, but if it knocks you down, you’ve got to get back up and try again. Otherwise, you’ll never complete the tournament and that’s not good. Now, on to the tamers!

Lorewalker Cho

Knowledge – Level 25 Dragonkin

Power: 431
Speed: 244

Abilities:

Tail Sweep (Dragonkin) – Deals X Dragonkin damage. Deals X additional damage if the user is slower than the enemy.
Amplify Magic (Damage Buff) – Increases the damage done by your active pet by 50% for 2 rounds.
Solar Beam (Elemental) – Instantly deals X Elemental damage, plus X damage if the weather is Sunlight. The user must recharge for two rounds afterwards. While recharging, you cannot perform any other actions.

Patience – Level 25 Magic

Power: 300
Speed: 253

Abilities:

Broom (Mechanical) – Whack the enemy, dealing X Humanoid damage.
Tranquility (Heal) – Fills the area with peace, causing your active pet to restore X health each round. Lasts 2 rounds and persists through pet swaps.
Clean-Up (Magic) – Deals X Magic damage and removes any objects on the battlefield.

Wisdom – Level 25 Flying

Power: 281
Speed: (with Flying racial) 394 (without Flying racial)

Abilities:

Peck (Flying) – Pokes at the enemy with a sharp beak, dealing X Flying damage.
Wild Magic (Damage Buff) – Adds X damage to every attack against the target. Lasts 5 rounds.
Rip (Beast) – Deals X Beast damage and causes the target to Bleed for X Beast damage per round for 5 rounds.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Peddlefeet (Bow Shot, Perfumed Arrow, Love Potion)
Infinite Whelpling* (Tail Sweep, Weakness, Early Advantage)
Nether Faerie Dragon (Arcane Blast, Life Exchange, Moonfire)

*The Infinite Whelpling needs to be a P/P breed Infinite Whelpling to ensure that you are slower than Patience, thus getting in that extra hit with Tail Sweep.

Lorewalker Cho is the first tournament tamer we’re going to talk about and for the most part, his pets are pretty straightforward. Knowledge is a Dragonkin with a very high power stat. Still, we’re going to overcome it. Tail Sweep is normally not that dangerous, but because of Knowledge’s low speed, it’s practically always going to get that extra damage in. Amplify Magic increases the damage Cho’s active pet deals by 50% for 2 rounds. Note that I said active pet and not Knowledge, specifically. This means that if Knowledge dies and Amplify Magic is still up and has a round or two left before its expiration, then it will carry over to the next pet. Solar Beam is Knowledge’s last ability and while it does deal a heavy amount of Elemental damage, it won’t get that extra damage as it has no abilities that can produce the Sunlight weather effect.

Patience is Cho’s next pet and it’s a standard Broom pet. Broom’s damage is good, but not great so you won’t need to worry about that. Tranquility can get annoying because it will heal Patience over time and it persists through pet swaps, like Amplify Magic does. You’ll need extra firepower to overcome that. Clean-Up is Patience’s last ability and it deals a good amount of Magic damage and destroys any objects on the battlefield. You shouldn’t have any of those, though, so it doesn’t really matter.

Wisdom is Cho’s last pet and it’s a standard Flying pet. Peck’s damage is good, but not great, with no added DoT effects or stat modifiers. Wild Magic is basically the opposite of Stoneskin/Shell Shield. Instead of reducing a certain amount of damage to your pet from each attack, each attack made against a pet affected by Wild Magic has a certain amount of damage added to it. It can be particularly dangerous, especially when used in conjunction with Rip. Rip’s damage on its own is decent but not that good, but it also causes your pet to Bleed for a certain amount of Beast damage each round for 5 rounds. With Wild Magic up, that DoT becomes much more dangerous.

To combat Cho’s pets, start off with your Nether Faerie Dragon. We’re going to want the pets to line up so that Wisdom is first, Patience is second, and Knowledge is last. If the order doesn’t occur this way, forfeit and restart the battle until you get this setup. Once you have those pets in place, it’s time to battle. Use Moonfire first to deal good Magic damage to Wisdom and to increase your Arcane Blast’s damage by 10%. After Moonfire is up, keep using Arcane Blast until Moonfire is off of its cooldown. Use Moonfire then go back to Arcane Blast until Wisdom is dead. (Wisdom might actually die with the second Moonfire, so you won’t need to Arcane Blast anymore.)

Once Wisdom is dead, Patience comes in. If your Nether Faerie Dragon is still alive, immediately use Life Exchange to deal heavy damage to Patience and to heal yourself. (Be aware that because Patience is a Magic pet, it cannot be dealt more than 35% of its maximum health in one attack. However, because Life Exchange deals a set amount of damage, it will bypass that particular block.) Then use Arcane Blast and Moonfire when it’s off cooldown until your NFD dies (and it will). Bring in your Infinite Whelpling and start using Tail Sweep. Keep using Tail Sweep until Patience falls (it shouldn’t take too long).

Finally, Knowledge will come in. When Knowledge comes in, use Early Advantage to deal good damage to Knowledge (and if your health is lower than Knowledge’s after the first hit, you’ll get the second hit of Early Advantage in, which would be nice). After that, use Weakness then Tail Sweep until dead. Now it’s time to bring in your Peddlefeet. Once Peddlefeet is in, have it use Perfumed Arrow to deal good Humanoid damage to Knowledge with a chance of stunning it for 1 round. After that, simply alternate between Bow Shot and Perfumed Arrow and Knowledge will go down fast.

Dr. Ion Goldbloom

Chaos – Level 25 Magic

Power: 281
Speed: 394

Abilities:

Logic (Humanoid) – Assault the enemy with infallible logic, dealing X Humanoid damage.
Uncertainty (Critical Strike Buff/Accuracy Debuff) – Increases your critical strike chance by 100% and decreases your accuracy by 25% for 1 round.
Instability (Dragonkin) – Deals X Dragonkin damage.

Screamer – Level 25 Flying

Power: 422
Speed: 253 (without Flying racial)

Abilities:

Alpha Strike (Flying) – Deals X Flying damage. Deals X additional damage if the user is faster than the enemy.
Feign Death (Avoidance) – The user feigns death, avoiding the opponent’s attack. The user then swaps automatically with your highest health pet.
Lift-Off (Flying) – Fly up high, becoming unattackable for one round. On the next round, you attack, dealing X Flying damage.

Trike – Level 25 Beast

Power: 314
Speed: 248

Abilities:

Bite (Beast) – Bites at the enemy, dealing X Beast damage.
Adrenaline Rush (Critter) – Deals X Critter damage and increases your speed by 75% for 3 rounds.
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.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Spawn of Onyxia (Tail Sweep, Healing Flame, Lift-Off)
Nordrassil Wisp (Light, Flash, Soul Ward)
Robo-Chick (Batter, Overtune, Wind-Up)

Dr. Ion Goldbloom is the second tamer that we’re going to talk about and he has some rather interesting pets. Chaos is Ion’s first pet and it possesses some abilities that player pets cannot obtain. Logic is one of those abilities. Logic will deal good, but not great, Humanoid damage. Without any added DoT effects or stat modifiers, you shouldn’t have a problem dealing with Logic. Uncertainty is another of those strange abilities. It will increase Chaos’ critical strike chance by 100%, but also reduce its accuracy by 25%. This will make Chaos’ abilities hit much harder…if the ability lands. With a 25% reduction in hit chance, Logic will have a 75% hit chance and Instability will only have a 25% hit chance. Instability is Chaos’ last ability and it deals extreme Dragonkin damage. However, it only has a 50% hit chance, and so it will miss most of the time that it’s used.

Screamer is a straightforward Flying pet (at least for a Pterodactyl pet). Alpha Strike’s damage is good, and with Screamer being faster than your pet (and it will be faster), it will get in that extra damage. Still, we should be able to survive that. Feign Death is the next ability Screamer has and it will allow Screamer to avoid your attack one round then swap out for Ion’s highest health pet. It’s kind of annoying, but at least you can generally tell when Screamer is going to use Feign Death and can act accordingly. Lift-Off is the last ability Screamer has and it’s the most dangerous, damage-wise, of the 3 abilities. It will make Screamer unattackable for 1 round, then attack for very heavy Flying damage. Thankfully, it only has an 80% hit chance, so it can miss.

Trike is a basic, straightforward Trihorn pet. Bite’s damage is good, but not great. It would benefit from DoT effects or stat modifiers, but it has neither, so don’t worry too much about it. Adrenaline Rush’s damage is low, but it will increase Trike’s speed by 75%, almost ensuring that Trike is faster than your pet. It needs that extra speed too, for Horn Attack. Horn Attack deals good Beast damage and if Trike is faster than your pet, it will have a 50% chance to trample your pet, so that they lose their turn. You don’t want that happening (If you’re a Critter it won’t. Critters are immune to the loss of turn), as it give Trike an extra chance to attack your pet.

To combat Ion’s pets, bring out your Nordrassil Wisp. We’re going to want the pets to line up so that Screamer is first, Chaos is second, and Trike is last. If the order doesn’t occur this way, forfeit and restart the battle until you get this setup. Once you have this setup and your Wisp is out, immediately use Soul Ward. This is because Screamer will almost always (if not always) use Lift-Off on its first round and with Soul Ward up, it will block that Lift-Off damage. Once you have Soul Ward up, use Flash to deal good Magic damage to Screamer and to Blind it. This will severely reduce Screamer’s hit chance and it will set you up for your next attack. Once Blinded, use Light to deal very heavy Magic damage to Screamer (since it’s Blinded, it will get that double damage). Now, on the next round, it’s practically guaranteed that Screamer will use Feign Death, so swap in your Robo-Chick to deal with Trike, since that’s the pet that will get swapped in.

Once your Robo-Chick is in, immediately use Overtune. This will ensure that you are faster than Trike, even if it uses Adrenaline Rush. After you’ve used Overtune, use Wind-Up to gain that extra 10% damage, then use Overtune again to keep that speed up. Batter once to deal a good amount of Mechanical damage to Trike then use Overtune again. (You’re probably tired of Overtune by now, but it’s going to keep your pet faster than Trike which is what you want.) Batter one more time to deal good Mechanical damage to Trike. By this time, it’s health should be down by at least 40 – 50%, so use Wind-Up again to finish Trike off.

This will bring Screamer back in, so swap in your Spawn of Onyxia because it’s probably going to use Feign Death again to swap in Chaos. Once Chaos is in, Tail Sweep until you feel you need to use Healing Flame. If you never feel like you need to use Healing Flame, keep Tail Sweeping. Be aware that as a Magic pet, Chaos cannot be dealt more than 35% of it’s maximum health in any one attack. This won’t matter much, as your attack comes in 2 parts, so it bypasses that specific roadblock. Eventually, Chaos will fall to your Spawn of Onyxia. This will bring Screamer back in. Swap your Nordrassil Wisp back in (Screamer will probably try to Feign Death again this round…and fail) and immediately use Soul Ward (to block the incoming Lift-Off that will undoubtedly happen). Flash again to Blind Screamer then use Light to finish it off.

Sully “The Pickle” McLeary

Monte – Level 25 Critter

Power: 431
Speed: 263

Abilities:

Huge, Sharp Teeth! (Beast) – Deals X Beast damage and causes the target to Bleed for X Beast damage per round for 4 rounds.
Vicious Streak (Critter) – Deals X Critter damage and increases your speed by 100% for 2 rounds.
Burrow (Beast) – Burrow under the ground, becoming unattackable for one round. On the next round, you attack, dealing X Beast damage.

Rikki – Level 25 Aquatic

Power: 319
Speed: 309

Abilities:

Gnaw (Beast) – Deals X Beast damage plus X additional damage if the user is faster than the enemy.
Cute Face (Dodge) – Increases your chance to dodge an attack by 25%. Lasts 4 rounds.
Bloodfang (Beast) – Deals X Beast damage. If the user kills an enemy with Bloodfang, they restore X health.

Socks – Level 25 Undead

Power: 319
Speed: 263

Abilities:

Claw (Beast) – Claws at the enemy, dealing X Beast damage.
Infected Claw (Undead) – Tears at the enemy with plagued claws, dealing X Undead damage.
Unholy Ascension (Increased Damage Debuff) – Sacrifices your remaining life to haunt the enemy team, increasing all damage they take by 25% for 9 rounds.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Dragonbone Hatchling (Thrash, Adrenaline Rush, Lift-Off)
Amber Moth (Alpha Strike, Adrenaline Rush, Moth Dust)
Frog (Tongue Lash, Healing Wave, Swarm of Flies)

Sully “The Pickle” McLeary is the last of the tamers in the first set that I’m covering. Monte is a cracked out rabbit on steroids, but with relatively normal rabbit abilities. Huge, Sharp Teeth’s initial damage is decent and it adds a DoT on your pet that will cause it to Bleed for Beast damage each round for 4 rounds. Vicious Streak’s damage is on the low side of decent, but it increases Monte’s speed by 100% for 2 rounds, ensuring that Monte will be faster than your pet. Finally, there is Burrow. Burrow will make Monte unattackable for 1 round then attack for heavy Beast damage. Thankfully, it only has an 80% hit chance, so it has the opportunity to miss.

Rikki is a bit strange for an Aquatic pet, especially since it doesn’t use any Aquatic abilities. Still, to each their own and if it suits them, who am I to judge? Gnaw deals good Beast damage and an additional amount of Beast damage if Rikki is faster than your pet. It’s really only dangerous when Rikki is allowed to get in that extra damage. Cute Face is annoying, plain and simple. It will give Rikki an additional 25% chance to dodge attacks each round for 4 rounds. This is going to make hitting Rikki more difficult, because it can simply dodge the attack. Finally, there is Bloodfang. Bloodfang’s damage is good, and if it is used to kill your pet, it will restore a good amount of health to Rikki. We can’t let that happen.

Socks is Sully’s last pet and it’s pretty straightforward. Claw’s damage is good, but without any added DoT effects or stat modifiers, it’s not as good as it could be. Infected Claw is the same way, except that it deals Undead damage instead of Beast damage and the amount of damage is a bit more with Infected Claw than it is with Claw. Unholy Ascension is the last ability Socks possesses and it’s the most dangerous of the three. It will sacrifice Socks to haunt your team, increasing the damage they take by 25% for 9 rounds. This can be potentially disasterous if you aren’t careful and don’t take the proper steps to ensure your survival.

To combat Sully’s pets, bring out your Frog. We’re going to want the pets to line up so that Socks is first, Monte is second, and Rikki is last. If the order doesn’t occur this way, forfeit and restart the battle until you get this setup. Once you have this setup, bring out your Frog and immediately use Swarm of Flies. This will place a DoT that will deal a decent amount of Critter damage to Socks each round. Once you have Swarm of Flies up, use Tongue Lash a couple of times. If you need to use Healing Wave, do so whenever you need to. Otherwise, ensure that Swarm of Flies is always up and Tongue Lash as much as possible to bring Socks down as quickly as possible.

Next up is Monte and it’s probably the most problematic of the three, damage-wise, to deal with. If your Frog is still alive, be sure to use Swarm of Flies to get that DoT up for extra damage before it croaks. Once it dies, bring in your Dragonbone Hatchling and immediately use Adrenaline Rush. This will ensure that your pet is faster than Monte, even after the removal of the Flying racial. Once you have Adrenaline Rush up, Thrash until Adrenaline Rush is over. Adrenaline Rush again then continue to Thrash until Monte dies.

Last is Rikki and it’s probably the most annoying of the three. Immediately use Lift-Off to try to get in some heavy Flying damage before Rikki uses Cute Face. Once that has been used, it will be very difficult to get that to connect. After Lift-Off, use Thrash until you’re dead. Bring in your Amber Moth and immediately use Moth Dust. It will deal heavy Flying damage to Rikki (if it hits) and has a chance to put Rikki to sleep for 1 round. After Moth Dust, Alpha Strike until you need to use Adrenaline Rush to ensure that you’re faster than Rikki. Continue to use Moth Dust as it comes off of cooldown and Alpha Strike and soon Rikki will fall.

Blingtron 4000

Au – Level 25 Elemental

Power: 384
Speed: 272

Abilities:

Gilded Fist (Humanoid) – Smashes the enemy, dealing X Humanoid damage.
Goldskin (Elemental) – Deals X Elemental damage and reduces up to X damage from each attack against you for 1 rounds.
Gold Rush (Elemental) – Rushes the enemy, dealing X Elemental damage and dealing X Elemental damage to themselves.

Banks – Level 25 Critter

Power: 300
Speed: 281

Abilities:

Make It Rain (Mechanical) – Casually tosses gold coins at the enemy, dealing X Mechanical damage. Gold continues to fall on the enemy’s current pet, dealing X Mechanical damage each round for 4 rounds.
Uncanny Luck (Hit Chance/Accuracy Buff) – Increases your team’s hit chance by 50% and critical strike chance by 25% for 4 rounds.
Buried Treasure (Heal) – Digs up a bone, healing up to 25% of your health.

Lil’ B – Level 25 Mechanical

Power: 300
Speed: 356

Abilities:

SMCKTHAT.EXE (Mechanical) – Initiates smacking protocol, dealing X Mechanical damage plus X Mechanical damage if the user surprises the target by attacking first.
Extra Plating (Damage Reduction) – The user equips additional plating, reducing all damage taken by 50% for 3 rounds.
Blingtron Gift Package (Magic) – Tosses a Blingtron Gift Package for X Magic damage. If the ability misses, the user is healed for X.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Swamp Croaker (Water Jet, Croak, Bubble)
Electrified Razortooth (Rip, Blood In The Water, Devour)
Water Waveling (Ice Lance, Frost Shock, Geyser)

Blingtron 4000 is the first trainer of the second set that we’re going to go over. Au is a standard Elemental pet, even if it doesn’t look like it at first. Gilded Fist’s damage is good, but without any DoT effects or stat modifiers, it’s probably the least of your worries. Goldskin is nothing more than a renamed Ironbark. The damage it does is decent, but it will also reduce a certain amount of damage from each attack made against Au for 1 round. Gold Rush is again, a renamed ability. This time, it’s a rename of Stone Rush. It will deal heavy Elemental damage, but will also harm Au for decent Elemental damage.

Banks is Blingtron’s second pet and it’s an odd critter. Make It Rain is usually an ability not found on a Critter pet. It will deal good Mechanical damage and then an extra amount of Mechanical damage each round for 4 rounds. Normally, this would be a big problem, but as it’s Banks’ only offensive ability, it’s not that bad. Uncanny Luck will increase Blingtron’s team’s hit chance by 50% and critical strike chance by 25% for 4 rounds. This isn’t anything to worry about, but be aware that if Banks dies while that buff is up, it will transfer over to the next pet. Buried Treasure is the last ability Banks has and it does nothing but heal Banks for 25% of its total health. You may need a bit of extra firepower to deal with that.

Lil’ B is Blingtron’s last pet and it’s a standard Blingtron-esque pet. SMCKTHAT.EXE deals decent damage, but will also deal additional Mechanical damage if Lil’ B is faster than your pet. This is something that you should watch out for so that you aren’t taken by surprise if Lil’ B is faster than you. Extra Plating will reduce all of the damage that Lil’ B takes by 50% for 3 rounds. This is annoying because it’s going to take longer to kill Lil’ B. Blingtron Gift Package is another annoying ability. It deals good Magic damage, but if the ability misses, it will heal Lil’ B for a large amount of health. You’ll definitely want to get rid of Lil’ B as soon as possible.

To combat Blingtron’s pets, bring out your Swamp Croaker. We’re going to want the pets to line up so that Au is first, Banks is second, and Lil’ B is last. If the order doesn’t occur this way, forfeit and restart the battle until you get this setup. Once your Swamp Croaker is out, immediately use Croak to deal good Aquatic damage to Au and ensure that Au doesn’t get any critical strikes against you. After that, use Bubble. This will block the next 2 attacks made against your Swamp Croaker, which is nice. After that, Water Jet to continue bringing Au down. Croak when off of its cooldown, then continue to Water Jet until Au dies.

Once Au dies, Banks comes in. If your Swamp Croaker is still alive, Water Jet until either Croak or Bubble come off of their cooldown. By now, though, you’re probably dead, so bring in your Electrified Razortooth. Immediately use Rip to deal decent damage to Banks and to put a DoT on the pet. You’re going to need that DoT for your next ability. After Rip, use Blood In The Water to deal extreme Aquatic damage to Banks. By now, Banks’ health is probably getting low, so use Devour and see if it kills Banks off. If it does, great. If not, use Rip again and it’ll finish Banks.

Lil’ B is the last pet that you have to deal with. If your Electrified Razortooth is still alive, Rip to deal damage and place a DoT on Lil’ B. If you live through that attack, try to use Blood In the Water. If you don’t get the chance to do that, bring in your Water Waveling and use Frost Shock. This will make Lil’ B slower than your Water Waveling and it will Chill the pet which you need. Use Ice Lance once then Frost Shock again to keep Lil’ B Chilled and slow, then use Ice Lance. You can throw in a Geyser in there, but wait until the round after Lil’ B uses Extra Plating so that it will go off when Extra Plating isn’t up. Other than that, keep up with Ice Lance and Frost Shock and Lil’ B will go down quick.

Wise Mari

Carpe Diem – Level 25 Aquatic

Power: 300
Speed: 263

Abilities:

Grasp (Aquatic) – Grabs the target, dealing X Aquatic damage. The target cannot swap for 2 rounds.
Cleansing Rain (Heal/Weather Effect) – Restores X health to your team and calls down a cleansing rain for 9 rounds. During a cleansing rain, the duration of hostile damage over time effects is reduced by 1 round and Aquatic abilities deal 25% more damage.
Dreadful Breath (Humanoid) – Channels a dreadful toxic breath which deals X Humanoid damage to the enemy team. Deals additional damage if the weather is Cleansing Rain. Your pet continues performing this attack for 3 rounds.

River – Level 25 Elemental

Power: 300
Speed: 384

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.
Pump (Aquatic) – First use: Increases your damage dealt by 10%. Second use: Blasts the target with a surge of water, dealing X Aquatic damage.
Dive (Aquatic) – Submerges, becoming unattackable for one round. On the next round, you attack, dealing X Aquatic damage.

Spirus – Level 25 Magic

Power: 375
Speed: 300

Abilities:

Arcane 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.
Healing Wave (Heal) – Restores X health to the user.
Soul Ward (Dodge) – A ward of powerful magic surrounds you, blocking the next attack.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Qiraji Guardling (Crush, Sandstorm, Reckless Strike)
Muckbreath (Rip, Surge, Blood In The Water)
Infinite Whelpling (Tail Sweep, Healing Flame, Early Advantage)

Wise Mari is the second tamer that you’ll encounter in the second set of tamers. Wise Mari uses relatively normal pets, just with extra power and speed. Carpe Diem is a normal pet with normal abilities. Grasp deals decent Aquatic damage and roots the target for 2 rounds. The root is technically a problem, but as we’re just trying to beat Wise Mari and not attempting to use a carry pet, it’s not bad. Cleansing Rain will heal each of Wise Mari’s pets a bit and it changes the weather to Cleansing Rain for 9 rounds. This will reduce DoT effects by 1 round and all Aquatic offensive abilities will deal an additional 25%. Normally this isn’t a problem. However…. Dreadful Breath is the last ability Carpe Diem has and it’s one that the pet loves to use. It will deal a low amount of Humanoid damage to each of your pets, but it deals additional damage if the weather is Cleansing Rain. Because of this, and the fact that it hits your whole team at once, we’re going to have to do something about that.

River is Wise Mari’s second pet and it’s a powerful Elemental pet. Whirlpool will deal heavy Aquatic damage and it will root your pet for 2 rounds. Again, the root is technically a problem, yet not because we’re trying to win, not carry a pet. Pump will increase the damage River deals by 10%, then blast you for extreme Aquatic damage. This is a potential problem if River ever gets to use the ability. Dive is River’s last ability and the most annoying. It will cause River to become unattackable for 1 round. On the next round, it will attack, dealing heavy Aquatic damage. All of River’s abilities deal a lot of damage, but they are all delayed abilities, meaning that they take at least 2 rounds to deal damage. This can work to your advantage.

Spirus is the last pet that Wise Mari has and it can also be annoying. Arcane Blast’s initial damage isn’t that good, but it will ramp up the damage quickly. Thankfully, it is the only offensive ability that Spirus possesses. Healing Wave is straightforward. It will heal Spirus for a large amount. You’ll need some extra firepower to overcome that healing. Soul Ward is the last ability that Spirus has. It will block an attack from hitting Spirus, so that in combination with Healing Wave, it can take a lot of damage or attacks to defeat Spirus. I still don’t think that you’ll have too much of a problem defeating Spirus, though.

To combat Wise Mari’s pets, bring out your Qiraji Guardling. We’re going to want the pets to line up so that Carpe Diem is first, Spirus is second, and River is last. If the order doesn’t occur this way, forfeit and restart the battle until you get this setup. Once your Qiraji Guardling is out, what ability you use is dependent on if your pet is faster than Carpe Diem. If it is, use Reckless Strike for heavy Flying damage. If it’s not, use Sandstorm. You’ll want to change the weather immediately from Cleansing Rain to Sandstorm so that your team isn’t hit by the extra damage from Dreadful Breath. Plus, with Sandstorm, it will severely reduce the damage your pets take from Dreadful Breath. Once you have Sandstorm up, use Crush and Reckless Strike as much as you can until Sandstorm comes off of cooldown. When it does, recast it as Carpe Diem will probably try to use Cleansing Rain again to amplify its Dreadful Breath. By now, Carpe Diem should be dead, if not, use Reckless Strike or Crush until you finish it off.

When Spirus comes in you can continue your attack with your Qiraji Guardling or you can swap to your Infinite Whelpling (this is what I would personally do). In any case, once your Infinite Whelpling does come in, start Tail Sweeping to deal good Dragonkin damage to Spirus and remove Soul Ward (if it’s up). Continue this method of attack until you need to use Healing Flame (if you ever need to use it). If you do, start Tail Sweeping again after you do to kill off Spirus.

This leaves River. If you leave your Infinite Whelpling in, use Early Advantage to deal heavy Elemental damage to River then Tail Sweep until dead. If not, bring in your Muckbreath. Immediately use Rip to deal a small amount of damage to River and to add a DoT that will deal Beast damage over time. Once you have the Bleed DoT up, use Blood In The Water to deal extreme Aquatic damage to River. If that doesn’t kill River, Surge until River falls.

Shademaster Kiryn

Nairn – Level 25 Humanoid

Power: 300
Speed: 244

Abilities:

Nairn! (Critter) – Shouts the user’s name with incredible power, dealing X Critter damage. Damage increases by X each time it is used. Max X Critter damage.
Call of Winter (Elemental) – Deals X Elemental damage to enemy team and causes a Blizzard for 9 rounds. Deals additional damage against targets already Chilled. During a Blizzard, all pets are considered Chilled.
Giant’s Blood (Heal/Damage Buff) – Howls with primitive fury, restoring X health and enlarging the user, increasing the damage they deal by 25% for 3 rounds.

Stormoen – Level 25 Mechanical

Power: 413
Speed: 272

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.
Call Lightning (Mechanical) – Deals X Mechanical damage and causes a Lightning Storm for 5 rounds. During a Lightning Storm, all pets deal X bonus Mechanical damage on each attack and Mechanical abilities deal 25% additional damage.
Build Turret (Mechanical) – Builds a turret that assaults the enemy team’s front pet, dealing X Mechanical damage each round. Each turret lasts 4 rounds.

Summer – Level 25 Beast

Power: 295
Speed: 384

Abilities:

Bite (Beast) – Bites at the enemy, dealing X Beast damage.
Dodge (Dodge) – Increases your chance to dodge an attack by 100%. Lasts 1 round.
Prowl (Damage Buff) – Reduces your speed by 30% and increases the damage of your next attack made within 2 rounds by 150%.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Lofty Libram (Shadow Shock, Amplify Magic, Curse of Doom)
Ruby Sapling* (Ironbark, Poisoned Branch, Photosynthesis)
Menagerie Custodian (Overtune, Shock and Awe, Ion Cannon)

*I used a B/B Ruby Sapling in my battles.

Shademaster Kiryn is the last of the tamers that you’ll face in the second tamer set and she uses some rather unique pets. Nairn is the first pet that you’ll encounter and it’s probably the most unique of the pets that Kiryn has. Nairn!’s damage is decent, but it will continue to increase each time Nairn! is used. It’s a force to be reckoned with once it reaches its maximum damage potential. Call of Winter is basically a renamed Call Blizzard. It deals good Elemental damage and causes a Blizzard for 9 rounds. Unfortunately for Kiryn, the Chill from the Blizzard doesn’t affect anything, so it’s useless. Giant’s Blood is the last ability that Nairn possesses. It will heal Nairn for a certain amount and it increases the damage Nairn does by 25% for 3 rounds. This could be potentially problematic once Nairn!’s damage reaches its maximum potential. That is, of course, unless you kill Nairn before that can happen.

Stormoen is the next pet that Kiryn has and it’s a standard Mechanical pet. Batter’s damage is low, but it gets in multiple hits each round, so the damage actually turns out to be decent. Also, if Stormoen is faster than your pet, then Batter will get in an extra attack, and we never want that to happen. Call Lightning is the next ability that Stormoen has and it’s the most dangerous of the three abilities that it has. It will deal a good amount of Mechanical damage and change the weather to Lightning Storm for 5 rounds. This means that any attacks that are made against either pet will deal an additional amount of Mechanical damage. In addition to the multiple hits from both Batter and Build Turret, it could be disasterous for your pet. Build Turret is the last of Stormoen’s abilities. It will place a turret on the ground that will shoot your active pet multiple times each round for Mechanical damage. With used in combination with Call Lightning, this can be deadly.

Summer is Kiryn’s last pet and it’s potentially the most dangerous of the three, damage-wise. Bite’s damage is decent, but without any added DoT effects or stat modifiers, it’s not as good as it could be. At least, not yet. Dodge will dodge all attacks made against Summer within 1 round. This is annoying because there will be a round where you can’t do anything to Summer, and that’s never a good thing. Prowl is Summer’s last ability and it’s what you have to worry about with this pet. It will reduce Summer’s speed by 30%, but it will increase the damage of Summer’s Bite by 150% if it hits in the next 2 rounds. This could easily spell disaster for your pet if you’re not careful, especially since Beasts get an additional 25% damage when below half health.

To combat Kiryn’s pets, start off with your Lofty Libram. We’re going to want the pets to line up so that Nairn is first, Stormoen is second, and Summer is last. If the order doesn’t occur this way, forfeit and restart the battle until you get this setup. Once your Lofty Libram is out, immediately cast Curse of Doom. When the countdown is up, it will deal extreme Undead damage to Nairn. After you have Curse of Doom up, Amplify Magic and then Shadow Shock until Curse of Doom expires. This will probably kill Nairn off. If not, continue to Shadow Shock until it does kill it off. Once Nairn is dead, you can either leave in your Lofty Libram or swap in a new pet. I would leave it in, but that’s just my preference.

After Nairn has died, Stormoen will swap in. If you left your Libram in, cast Curse of Doom (if possible) or Shadow Shock (if CoD is on cooldown). This will again, deal heavy Undead damage to Stormoen, which you’ll want. If you didn’t leave your Libram in, swap in your Ruby Sapling and use Ironbark. This will completely block all of the damage done by both the Lightning Storm (not the actual ability but the extra damage it gives to each attack) and Build Turret, so you don’t have to worry about those anymore. After you use Ironbark, use Photosynthesis to help you gain health back each round. Use Ironbark again to deal damage and place your shield back up. Use Poisoned Branch, then Ironbark until Stormoen dies.

This leaves Summer. If your Ruby Sapling is still alive (and it should be), use Ironbark to keep your shield up, then use Photosynthesis (Summer should have used Dodge by now so you won’t have completely wasted your turn). Use Ironbark again, then Poisoned Branch. Keep using Ironbark (Photosynthesis when Summer uses Dodge) until your Sapling dies. Bring in your Menagerie Custodian and use Overtune. This will make your Custodian faster than Summer. If Summer has less than 1000 health left (and it should by this point), use Ion Cannon to finish it off.

Wrathion

Cindy – Level 25 Undead

Power: 300
Speed: 375

Abilities:

Diseased Bite (Undead) – Infects the enemy, dealing X Undead damage.
Blistering Cold (Elemental) – Chills the air around the enemy, causing them to be afflicted with Frostbite each round for 3 rounds. Frostbite’s damage grows until the pet is swapped. Blistering Cold lasts for 4 rounds. Persists through pet swaps.
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.

Alex – Level 25 Dragonkin

Power: 300
Speed: 300

Abilities:

Breath (Dragonkin) – Overwhelms the enemy with draconic breath, 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.
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.

Dah’da – Level 25 Dragonkin

Power: 375
Speed: 300

Abilities:

Shadowflame (Dragonkin) – Overwhelms the enemy with draconic breath, dealing X Dragonkin damage.
Roll (Dragonkin) – Lil’ Deathwing performs a flying roll, dealing X Dragonkin damage and enraging the user, increasing the damage they deal by 25% for 3 rounds.
Elementium Bolt (Dragonkin) – Launches an elementium bolt at the enemy team. After 3 rounds, the bolt strikes, causing the current enemy pet to take X Dragonkin damage and become stunned for 1 round.

Recommended level for pets attempting this trainer: 25

Pet choice:

Stone Armadillo* (Scratch, Shell Shield, Powerball)
Peddlefeet (Bow Shot, Perfumed Arrow, Love Potion)
Grizzly Squirrel (Scratch, Crouch, Nut Barrage)

*This pet needs to be the H/S breed so that it will be faster than Cindy after 2 rounds. You can also use the Armadillo Pup in place of this pet, but it also needs to be H/S breed.

Wrathion is the first of the last set of trainers that you’ll encounter at the Celestial Tournament. Wrathion uses relatively normal Dragonkin pets. Cindy is a normal “Frosty” pet that you could obtain from having a collector’s edition of Wrath of the Lich King attached to your account. Cindy uses Diseased Bite, which deals good Undead damage but has no added DoT effects or stat modifiers. Blistering Cold is a kind of DoT in that it causes a new stack of damage to appear for each round that your pet stays in battle with Cindy. Ice Tomb is dangerous because it will deal a heavy amount of Elemental damage and stun your pet for 1 round when the countdown expires. We’ll need something special to counter this pet.

Alex is Wrathion’s next pet and it’s a standard Dragonkin pet. Breath is the quintessential Dragonkin ability. It deals good Dragonkin damage, but like Cindy’s Diseased Bite, it has no added DoT effects or stat modifiers, so it’s really a substandard ability. Ancient Blessing will heal Alex for a certain amount, plus it will also increase the maximum health of Wrathion’s active pet by 5 per level (so 125 health, in this case). This health increase will continue on if Alex happens to die before the end of the effect. Flamethrower is also a normal Dragonkin/Elemental ability. It will deal a decent amount of Elemental damage and it adds a DoT to your pet for a certain amount of Elemental damage each round for 2 rounds. That shouldn’t be much of a problem.

Dah’da is, in my opinion, Wrathion’s most difficult pet to overcome. Shadowflame is much like Alex’s Breath in that it is a normal Dragonkin ability and just like Breath and Diseased Bite, it has no added DoT effects or stat modifiers attached to it. Shadowflame’s damage tends to be a bit higher than those two abilities’ damage, however. Roll deals a low amount of Dragonkin damage, but it also increases Dah’da’s damage done by 25% for 3 rounds. This is very dangerous, especially since it will increase Shadowflame’s already substantial damage. Elementium Bolt is Dah’da’s last ability and it’s the most deadly. Like Ice Tomb, it is a delayed ability, but after 3 rounds, it will deal heavy Dragonkin damage to your pet and stun your pet for 1 round.

To combat Wrathion’s pets, start off with your Stone Armadillo. We’re going to want the pets to line up so that Cindy is first, Alex is second, and Dah’da is last. If the order doesn’t occur this way, forfeit and restart the battle until you get this setup. Once your Stone Armadillo is out, use Powerball. Cindy will almost always use Ice Tomb first so this will let you deal decent Critter damage to Cindy while also increasing your speed by 20%. After you’ve used Powerball, Cindy will probably use Blistering Cold, so use your Shell Shield to negate that damage. (Stone Armadillo is a Critter and they automatically take reduced damage from Elemental attacks. Shell Shield is just the icing on the cake.) After that, use Powerball 2 more times to increase your speed by a further 40%. Once your speed is up some more, use Scratch until you need to refresh Shell Shield. Refresh Shell Shield then use Scratch some more until Cindy dies (both times).

When Alex comes out, you can either stay in with your Stone Armadillo or swap out. I would keep it in, but that’s just my preference. If you do keep it in, Scratch as much as you can until you either die or need to refresh Shell Shield. Once you do die, bring in your Peddlefeet and Bow Shot. Continue to Bow Shot until you know that Ancient Blessing is off of its cooldown, then use Love Potion. After that, use Bow Shot once more then use Perfumed Arrow to try to stun Alex. Continue swapping between Bow Shot and Perfumed Arrow (and Love Potion when you know Ancient Blessing is off of cooldown) and Alex will go down fast.

That leaves Dah’da. Using Peddlefeet, use Perfumed Arrow (if you can) to deal good Humanoid damage to him, then Bow Shot. Keep switching between the two of those until your Peddlefeet dies. When it does, swap in your Grizzly Squirrel and use Crouch. This will reduce all damage done to it by 50%. In combination with the fact that Critters cannot be stunned, it should help keep you alive. After you have Crouch up, Scratch until Crouch comes off its cooldown. Crouch again, then start up with Scratch again until you defeat Dah’da.

Chen Stormstout

Tonsa – Level 25 Beast

Power: 381
Speed: 287

Abilities:

Bite (Beast) – Bites at the enemy, dealing X Beast damage.
Headbutt (Beast) – Deals X Beast damage and has a 25% chance to stun the target.
Chew (Critter) – Patiently chew some grass. On the next round, you will deal X Critter damage in addition to your next attack. Chew can deal damage from the back row.

Chirps – Level 25 Critter

Power: 319
Speed: 375

Abilities:

Flank (Critter) – Flanks the enemy 1-2 times, dealing X Critter damage per hit. Hits an additional time if the user is faster than the enemy.
Lullaby (Sleep) – Sings the target to sleep for 2 rounds.
Locust Swarm (Critter) – Summons locusts for one round and then swarms the enemy, dealing X Critter damage.

Brewly – Level 25 Elemental

Power: 300
Speed: 281

Abilities:

Brew Bolt (Aquatic) – Hurls a bolt of potent brew at the enemy, dealing X Aquatic damage.
Barrel Toss (Beast) – First Use: Fills a barrel. Second use: Throws the barrel, dealing X Beast damage.
Inebriate (Accuracy Reduction) – Reduces the enemy team’s hit chance by 25% for 4 rounds.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Blue Clockwork Rocket Bot (Missile, Toxic Smoke, Sticky Grenade)
Electrified Razortooth (Rip, Blood In The Water, Devour)
Swamp Croaker (Water Jet, Croak, Bubble)

Chen Stormstout is the second tamer of the last set of pet tamers in the Celestial Tournament. Chen’s pets are pretty much straightforward pets with nothing particularly special about them. Tonsa is the first pet that Chen has and it’s a normal Beast pet. Bite deals decent Beast damage, but it would benefit from a DoT effect or stat modifier. Nothing new to see there. Headbutt deals a heavy amount of Beast damage and has a chance to stun your pet for 1 round. We don’t like stuns being used on us, only the other way around. Chew is Tonsa’s last ability and it will deal a good amount of Critter damage on the next round in addition to whatever attack Tonsa uses on that next round. This could mean that your pet will be taking a lot of damage in a single round.

Chirps is Chen’s second pet and it’s a standard Critter pet. Flank deals a low amount of damage, but it has the potential to deal multiple hits per round, making it more deadly than it might seem at first. Still, it’s generally not something that you’ll need to worry about. Lullaby is an interesting twist on a “normal” sleep ability. Instead of doing damage and putting a pet to sleep, it skips the damage step and instead puts your pet to sleep for 2 rounds. This kind of sleep is dangerous because if the enemy is using a delayed ability, that sleep puts them that much closer to detonating that ability on your poor, defenseless pet. Finally, Chirps has Locust Swarm. Locust Swarm is exactly the kind of delayed ability that I just described. It takes one round to charge, then attacks for heavy Critter damage. It’s something to consider when deciding on a team.

Brewly is Chen’s last pet and it’s a standard Alemental pet. Brew Bolt deals a good amount of Aquatic damage, but has no added DoT effects or stat modifiers. It’s not what you’ll have to worry about in this battle. Barrel Toss is what you should worry about. It takes 2 rounds in order to deal damage, but it deals extreme Beast damage, so if you’re hit with it, you’ll be hurting for sure. Inebriate is Brewly’s last ability and it’s extremely annoying. It will reduce all of your pets’ hit chance by 25% for 4 rounds. It’s going to make it much harder for your pets to land any attacks on Brewly. That is, if you can’t find a way to rid yourself of the debuff.

To combat Chen’s pets, start off with your Blue Clockwork Rocket Bot. We’re going to want the pets to line up so that Tonsa is first, Chirps is second, and Brewly is last. If the order doesn’t occur this way, forfeit and restart the battle until you get this setup. Once you have your Blue Clockwork Rocket Bot out, immediately use Sticky Grenade. Once your grenade is on Tonsa, use Toxic Smoke to deal good Mechanical damage to Tonsa and add a DoT on it for additional Mechanical damage each round for 2 rounds. Keep using Missile until Tonsa dies.

Once Chirps comes in, you can either stay with your Rocket Bot or switch to your Electrified Razortooth. I would stay with the Rocket Bot so it can soak up the damage from Locust Swarm. (Chirps uses Lullaby first round and Locust Swarm the second, so you’ll want to wait until those are gone before bringing in your intended pet for this battle.) Locust Swarm will more than likely kill your Rocket Bot, so bring in your Razortooth and use Rip to deal good Beast damage to Chirps and to place a DoT on Chirps for Beast damage each round for 5 rounds. Once Rip is up, use Blood In The Water for extreme Aquatic damage. Use Rip once more, then Devour to try to finish Chirps off. If you’re put to sleep at any point during this battle, continue with your rotation after the sleep has worn off.

Finally, in comes Brewly. You can either bring in your Swamp Croaker or leave in your Razortooth (if applicable). If you bring in your Swamp Croaker, use Croak to remove any chance Brewly has of getting a critical strike for the next 4 rounds. After Croak, use Bubble to block two attacks made against your Swamp Croaker. This should block most of a Locust Swarm, so that’s good. Once Bubble has been used, start using Water Jet until Croak comes off of cooldown. Alternate between Water Jet and Croak (when off cooldown). If you’re battling long enough for Bubble to come back off of cooldown, use that as well, but that’s unlikely to happen. Keep at it and Brewly will drop like a bad habit.

Taran Zhu

Yen – Level 25 Humanoid

Power: 362
Speed: 306

Abilities:

Comeback (Critter) – Deals X Critter damage. Deals X additional damage if the user has lower health than the target.
Blackout Kick (Stun) – Stun the target for 1 round.
Feign Death (Dodge) – The user feigns death, avoiding the opponent’s attack. The user then swaps automatically with your highest health pet.

Bolo – Level 25 Humanoid

Power: 334
Speed: 300

Abilities:

Punch (Humanoid) – Bashes the enemy, dealing X Humanoid damage.
Blinding Powder (Accuracy Reduction) – Throws blinding powder into the target’s eyes, reducing their hit chance by 100% for 1 round.
Rampage (Beast) – Goes on rampage, dealing X Beast damage. Rampage continues for 3 rounds.

Li – Level 25 Humanoid

Power: 300
Speed: 394

Abilities:

Triple Snap (Beast) – Wildly flails at the enemy 1-3 times, dealing X Beast damage per hit.
Bandage (Heal) – Restores X health plus half of the last hit taken by the user.
Spin Kick (Humanoid) – Deals X Humanoid damage. Interrupts the opponent’s round if the user goes first.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Pandaren Air Spirit (Wild Winds, Soothing Mists, Arcane Storm)
Stitched Pup (Diseased Bite, Howl, Consume Corpse)
Snowy Owl (Quills, Cyclone, Predatory Strike)

You can also try:

Pandaren Air Spirit (Wild Winds, Soothing Mists, Arcane Storm)
Fjord Worg Pup* (Bite, Howl, Dazzling Dance)
Lesser Voidcaller (Shadow Shock, Siphon Life, Curse of Doom)

*This pet needs to be P/P breed to get the most out of its attacks.

It seems like more people have a problem fighting Taran Zhu than any other tamer in the Celestial Tournament. I will agree that he can be a pain in the rear, but with proper preparation, he’s not so bad. Yen is Taran Zhu’s first pet and it’s a normal Pandaren Monk pet. Comeback deals good Critter damage, but if Yen has lower health than your pet, it will deal additional Critter damage. This can be bad once Yen’s health starts going down, so keep an eye on both your health and his and you shouldn’t have a problem. Blackout Kick is annoying because it will stun your pet for 1 round. Any time a pet is getting hit without being able to retaliate is a bad time. Feign Death is Yen’s last ability and it’s the worst of the three. It will dodge your attack and swap out Yen for Taran Zhu’s highest health pet at the time. VERY annoying.

Bolo is Taran Zhu’s next pet and while not quite as annoying as Yen, it’s still annoying. Punch deals a good amount of Humanoid damage, but has no added DoT effects or stat modifiers attached to it. Blinding Powder is what makes Bolo annoying. It will reduce your hit chance by 100% for 1 round, effectively ensuring that whatever attack you use will miss Bolo completely. Of course, if your hit chance was above 100%, then that’s something else entirely, but it’s highly unlikely that, that will be the scenario you’ll be facing. Rampage is Bolo’s last ability. It deals a heavy amount of Beast damage each round for 3 rounds. This means that once Bolo commits to using Rampage, it can’t do anything else for 2 additional rounds after that initial round. It trades off heavy damage for not being able to do anything else while performing the attack.

Li is Taran Zhu’s last pet and it’s also annoying (though not as much as Yen). Triple Snap deals a low amount of damage, but it has the potential to deal multiple hits per round, making it more deadly than it might seem at first. Bandage is basically a renamed Cauterize. It will heal Li for a certain amount plus half of the last hit that you did to Li. You’ll need some extra firepower to overcome that healing. Spin Kick deals a low amount of Humanoid damage, but if it attacks you first, it interrupts your turn, effectively skipping you that round. Annoying, isn’t it? I would definitely say so.

To combat Taran Zhu’s pets, start off with your Pandaren Air Spirit. We’re going to want the pets to line up so that Yen is first, Bolo is second, and Li is last. If the order doesn’t occur this way, forfeit and restart the battle until you get this setup. Once your Air Spirit is out, immediately use Arcane Storm. Yen’s second attack is going to be Blackout Kick which stuns your pet for 1 round. With Arcane Storm up, you’ll be immune to stuns, effectively wasting Yen’s second turn. Once Arcane Storm is up, use Soothing Mists for a HoT to help keep you alive. After that, use Wild Winds three times. This should bring Yen down far enough that the next ability he uses will be Feign Death. So after you’ve use Wild Winds three times, use Soothing Mists again to prevent from having wasted your turn. It should swap in Bolo. Once Bolo is in, keep using Wild Winds until you die.

After your Air Spirit is dead, bring in your Stitched Pup. Use Diseased Bite once, then use Consume Corpse to heal yourself. Keep using Diseased Bite until Bolo has used Blinding Powder and it has worn off. Once that has happened, use Howl, then Diseased Bite once or twice and it should kill Bolo off.

Yen will swap back in, but don’t bother attacking because more than likely he will just Feign Death back out. So in comes Li. Once Li is in, use Diseased Bite if you can. By now, your Stitched Pup should be dead. Bring in your Snowy Owl and use Quills. You can either continue to use Quills until Li dies, or you can use Quills until Li reaches less than 450 health, then use Predatory Strike. That will kill Li off and bring Yen back in. Keep using Quills until Yen dies.

Xu-Fu, Cub of Xuen

Power: 606
Speed: 296

Abilities:

Spirit Claws (Beast) – Rakes the enemy with ghostly claws, dealing X Beast damage. Always hits when the weather is Moonlight.
Moonfire (Magic/Weather Effect) – Deals X Magic damage and turns the weather into Moonlight for 9 rounds. During Moonlight, all pets receive 25% additional healing and Magic abilities deal 10% additional damage.
Feed (Beast) – Deals X Beast damage. The user is healed for 100% of the damage dealt.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Zandalari Anklerender* (Hunting Party, Leap, Black Claw)
Zandalari Footslasher* (Hunting Party, Leap, Exposed Wounds)
Zandalari Kneebiter* (Hunting Party, Black Claw, Leap)

*These pets need to be either of the S/S breed or P/S breed (preferred) so that you’re faster than Xu-Fu. You can obtain these pets from the Zandalari Dinomancers on the Isle of Giants. If you can’t or don’t want to obtain one that way, you can purchase them out of the Auction House. They generally go for around 300 gold a piece.

Xu-Fu, Cub of Xuen is the first celestial pet that I’m going to cover and it’s one of the more difficult celestials to defeat. Spirit Claws deals a heavy amount of Beast damage, but only has an 80% hit chance. However, if the weather is Moonlight, Spirit Claws will always hit. Unfortunately, Xu-Fu has the Moonfire ability. It will deal a good amount of Magic damage and change the weather to Moonlight. So Xu-Fu will practically always hit with Spirit Claws. Feed is Xu-Fu’s last ability. It deals a heavy amount of Beast damage and will heal Xu-Fu for 100% of the damage that Feed does. This is bad because it will heal Xu-Fu for around 700 each time it’s used. We won’t have much of a problem with it, though.

To start off, bring out your Zandalari Anklerender. Once it’s out, use Black Claw. This will add a certain amount of damage to each attack that is made against Xu-Fu. After Black Claw is up, use Hunting Party. Initially, the damage will be low, but after the Shattered Defenses debuff increases all damage Xu-Fu takes by 100%, the damage will be greatly increased. Hunting Party will continue and your Anklerender will probably die before it ends, so bring in your Zandalari Footslasher and use Hunting Party. This round of Hunting Party will probably kill Xu-Fu, if not, Hunting Party will continue and will (hopefully) kill Xu-Fu before he has a chance to use Feed again.

Zao, Calfling of Niuzao

Power: 572
Speed: 276

Abilities:

Trample (Beast) – Tramples the target, dealing X Beast damage plus an additional 10% of the target’s health.
Niuzao’s Charge (Beast) – Builds up power during the first round. The next round the user charges the enemy with unstoppable force, dealing X Beast damage.
Wish (Heal) – Next round, your active pet will be healed for 50% of its maximum health.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Zandalari Anklerender* (Hunting Party, Leap, Black Claw)
Zandalari Footslasher* (Hunting Party, Leap, Exposed Wounds)
Zandalari Kneebiter* (Hunting Party, Black Claw, Leap)

*These pets need to be any breed but P/P so that they are faster than Zao.

Zao, Calfling of Niuzao is the next celestial pet that we’re going to battle. It seems that quite a few people have difficulty in defeating Zao, but it’s really not as bad as it may seem. Trample deals a decent amount of damage plus an additional 10% of your pet’s health. That’s not so bad. Niuzao’s Charge charges up for one round, then deals extreme Beast damage. Unfortunately, this will all but one-shot your pet (unless you’re a Magic pet). But what really annoys everyone, is Wish. Wish will heal Zao for 50% of his maximum health (about 1100) at the end of the round after it’s used. This constant heal (which he uses when he starts to hover around 50% health remaining) seems like it makes him unkillable, but it’s not true.

To defeat Zao, use the exact same strategy as with Xu-Fu. Do not deviate from it at all and you shouldn’t have any problems with Zao.

Chi-Chi, Hatchling of Chi-Ji

Power: 606
Speed: (with Flying racial) 310 (without Flying racial)

Abilities:

Fire Quills (Elemental) – Flings 1-2 fiery quills at the enemy, dealing X Elemental damage per hit. Hits an additional time if the user attacks first.
Ethereal (Dodge) – Enter an ethereal state, avoiding all attacks the round it is used. This ability always goes first.
Tranquility (Heal) – Fills the area with peace, causing your active pet to restore X health each round. Lasts 2 rounds and persists through pet swaps.

Recommended level for pets attempting this trainer: 25

Pet choice:

Sen’jin Fetish (Flame Breath, Wild Magic, Rot)
Rapana Whelk (Ooze Touch, Acidic Goo, Dive)
Nordrassil Wisp (Light, Flash, Soul Ward)

Chi-Chi, Hatchling of Chi-Ji is the next celestial pet that I’m going to cover. Like Zao, some become frustrated with Chi-Chi due to a few of his abilities. Let’s go through them. Fire Quills deals a decent amount of Elemental damage, but it deals multiple hits so the damage is still good. If Chi-Chi is faster than you are (and he will be), it will deal an extra hit as well. Ethereal is the next ability Chi-Chi uses and it dodges all attacks made against Chi-Chi for 1 round. This ability will always go first so be careful with what attacks you use, as you don’t want to waste a potential nuke against a Chi-Chi that can’t be hit. Tranquility is Chi-Chi’s last ability and it will heal Chi-Chi for a decent amount each round for 2 rounds. The overall healing from this ability will usually be around 700 health. You’ll need some extra firepower for this battle.

To combat Chi-Chi’s pets, start off with your Sen’jin Fetish (although a Voodoo Figurine would work just as well here). Once it’s out, use Flame Breath over and over until your pet dies and resurrects for their Undead racial round. Then use Wild Magic to add a certain amount to each attack made against Chi-Chi. This will kill your pet, so bring in your Rapana Whelk. Immediately use Acidic Goo to add another DoT to Chi-Chi and to increase all damage Chi-Chi takes by 25% for 3 rounds. After that, simply Ooze Touch until either you die or Chi-Chi dies (it’s more likely that Chi-Chi will die first). If you do die, bring in your Wisp, use Flash, then Light to finish Chi-Chi off.

*I obtained part of this strategy from Tamer Liopleurodon over at Battlepetroundup.com.

Yu’la, Broodling of Yu’lon

Power: 606
Speed: 287

Abilities:

Jade Breath (Dragonkin) – Breathes jade fire on to the enemy, dealing X Dragonkin damage.
Emerald Presence (Damage Reduction) – Reduces up to X damage from each attack against you. Lasts 5 rounds.
Lift-Off (Flying) – Fly up high, becoming unattackable for one round. On the next round, you attack, dealing X Flying damage.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Anubisath Idol (Crush, Stoneskin, Deflection)
Feral Vermling (Crush, Poison Lash, Backflip)
Bonkers* (Jab, Dodge, Tornado Punch)

You can also try:

Bonkers* (Jab, Dodge, Tornado Punch)
Feral Vermling (Crush, Poison Lash, Backflip)
Hopling (Crush, Poison Lash, Backflip)

*This pet needs to be one of the following breeds so that they are faster than Yu’la: S/S, H/S, P/S (preferred)

Yu’la, Broodling of Yu’lon is the last celestial pet that we have to battle in the Celestial Tournament. It’s probably also the easiest one to overcome as Yu’la has no abilities that heal her. Jade Breath deals good Dragonkin damage, but it has no added DoT effects or stat modifiers that would augment the attack. Emerald Presence reduces a good amount of damage from each attack made against Yu’la. Unfortunately, when combined with the Boss and Elite buffs that the Celestial pets have, it severely reduces the amount of damage that you’ll deal against Yu’la. Lift-Off is Yu’la’s last ability and it causes Yu’la to become unattackable for one round, then on the next round it deals an extreme amount of Flying damage (practically all but one-shotting your pet).

To combat Yu’la, start off with your Anubisath Idol. When it comes out, use Crush once to deal damage to Yu’la. After that, use Stoneskin because Yu’la is going to use Lift-Off and there’s no point in attacking (and thus wasting a turn) when you can use that round to buff yourself. Use Deflection on the next round to dodge the Lift-Off, then start Crushing until the round after Yu’la refreshes Emerald Presence. Now it’s time to begin the whole cycle again. Once your Anubisath Idol dies, bring in your Feral Vermling. Use Crush until Emerald Presence wears off, then use Backflip to stun Yu’la that round, allowing you to get in an extra attack without Emerald Presence. Continue to Crush until your Vermling dies. Bring in your Bonkers and use Tornado Punch to deal damage and have a chance to stun Yu’la for one round. Jab and Tornado Punch until either Yu’la is dead, or until Yu’la uses Lift-Off, then use Dodge to dodge the damage.

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