WoD Pet Tamers

With the release of Warlords of Draenor, 6 new pet tamers found their way for us to battle. Curiously, however, I’ve heard from numerous people that these tamers are much easier than what we’ve seen so far. After the Mists tamers, these ones look tame by comparison. That is probably because the developers only require new tamers to complete the level 1-20 tamers (completing Taming Kalimdor or Taming Eastern Kingdoms in the process) before jumping into the WoD tamers.

It is unclear if that restriction is currently in place since the release of WoD or if it will make an appearance sometime in the future. Personally, I wouldn’t jump straight from those tamers into the WoD tamers, but do what you feel is right. πŸ™‚

In any case, let’s get into those tamers!

Gargra: Frostfire Ridge

Wolfus – Level 25 Beast

Power: 325
Speed: 260

Abilities:

Bite (Beast) – Bites at the enemy, dealing X Beast damage.
Call the Pack (Beast) – Calls for canine backup, dealing X Beast damage and increasing damage taken by 100% for 1 round.
Prowl (Damage Increase) – Reduces your speed by 30% and increases the damage of your next attack made within 2 rounds by 150%.

Fangra – Level 25 Beast

Power: 260
Speed: 325

Abilities:

Flurry (Critter) – Rapidly strikes at the enemy 1-2 times, dealing X Critter damage per hit. Hits an additional time if the user is faster than the enemy.
Dodge (Dodge) – Increases your chance to dodge an attack by 100%. Lasts 1 round.
Dazzling Dance (Speed Increase) – Increases your team’s speed by 25% for 9 rounds.

Wolfgar – Level 25 Beast

Power: 289
Speed: 260

Abilities:

Rip (Beast) – Deals X Beast damage and causes the target to Bleed for X Beast damage per round for 5 rounds.
Howl (Damage Debuff) – A distant howl frightens the target, increasing the damage they take by 100% for 2 rounds.
Maul (Beast) – Savagely mauls the enemy, dealing X Beast damage. Deals X additional damage if the target is Bleeding.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Blue Clockwork Rocket Bot (Missile, Minefield, Sticky Grenade)
Clockwork Rocket Bot (Missile, Minefield, Launch Rocket)
Mechanical Squirrel (Metal Fist, Overtune, Wind-Up)

Gargra is (generally) the first tamer that Horde characters will encounter, as she is in Frostfire Ridge. A good introduction into Draenor pet battles, all of Gargra’s pets are Beasts, making your job much easier. A full Mechanical team will have no problem defeating Gargra’s pets.

Wolfus is first up and it’s probably the most dangerous, damage-wise, of the three. Bite’s damage isn’t anything you need to worry about. At least not at the beginning of the battle. Call the Pack is something you will probably need to think about as it not only does a decent amount of damage, but it will also place the Shattered Defenses debuff on your pet, making your pet take an extra 100% damage for 1 round. At this point, Bite will become a bit of a problem. Wolfus’ last ability, Prowl, is also something to watch out for. Prowl will reduce Wolfus’ speed by 30% (which will make your pet faster than Wolfus), but it will also increase the damage of the next ability Wolfus uses by 150% for 2 rounds. Again, this could make Bite (and even Call the Pack) potentially problematic. Still, with a Mechanical pet going up against Wolfus, you shouldn’t have too much of a problem.

Fangra is next, and it’s the most annoying of the three to battle. Flurry’s damage isn’t high, but if it can get in 3 attacks consistently (and with 325 speed, it definitely has the potential to), the damage will ramp up quickly. Dodge is exactly what it does. It dodges things. It’s going to make Fangra near invincible for 1 round. Oh joy. Dazzling Dance is also annoying. It will increase the speed of Gargra’s entire team by 25% for 9 rounds. This is going to practically guarantee that her pets are going to be faster than yours. In conjunction with Flurry, it will ensure that it gets off that extra attack each time it’s used. Grrr…

Wolfgar is last and it certainly isn’t a slouch. Rip’s damage is low, but it will place a Bleed DoT on your pet that will tick away for 5 rounds. Ow. Howl is what you really need to worry about here. It will place the Shattered Defenses debuff on your pet, making it take an extra 100% damage for 2 rounds. It brings the hurt, that’s for sure. Maul’s does good damage by itself, but will deal additional damage if your pet is Bleeding. Unfortunately, Rip will place a Bleed on your pet, ensuring that Maul does indeed get that extra damage in. Used in conjunction with Howl and you’ll be lucky to survive.

The Battle:

As said before, a full team of Mechanicals should have no problem defeating Gargra’s pets. Let’s start off with the Blue Clockwork Rocket Bot. When the battle begins, use Sticky Grenade. This will detonate later on for good Mechanical damage. After Sticky Grenade, use Minefield. This will do very heavy damage to the next pet that swaps in. After that, use Missile spam until Wolfus dies. When Fangra comes in, use Sticky Grenade, then pass your turn until your Blue Clockwork Rocket Bot dies for good. Bring in your Clockwork Rocket Bot and use Minefield, then Missile spam until Fangra dies. When Wolfgar comes in, use Missile spam until it dies. If you need your Mechanical Squirrel, simply use Metal Fist spam until Wolfgar dies.

Ashlei: Shadowmoon Valley

Pixiebell – Level 25 Magic

Power: 276
Speed: 276

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.
Moonfire (Magic) – 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.
Life Exchange (Health Equalization) – Equalizes the health between the user and his enemy. Health gained cannot exceed the caster’s maximum health.

Doodle – Level 25 Magic

Power: 260
Speed: 211

Abilities:

Cute As A Button (Not Applicable) – Look cute.
Who’s The Best Elekk In The Whole World (Not Applicable) – Relish in your dominance as the greatest stuffed animal ever.
Nap Time (Not Applicable) – Take a short nap.

Tally – Level 25 Beast

Power: 317
Speed: 260

Abilities:

Horn Gore (Beast) – Gores the enemy, dealing X to X Beast damage.
Stampede (Critter) – Starts a stampede, causing X Critter damage. Opponents struck by the stampede take double damage for 2 rounds. Stampede continues for 3 rounds.
Headbutt (Beast) – Deals X Beast damage and has a 25% chance to stun the target.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Sen’jin Fetish (Flame Breath, Wild Magic, Rot)
Menagerie Custodian (Overtune, Shock and Awe, Ion Cannon)
Infinite Whelpling (Tail Sweep, Weakness, Early Advantage)

Ashlei is (generally) the first tamer that Alliance characters will encounter, as she is located in Shadowmoon Valley. Another good introduction into Draenor pet battles (and a new pet), Ashlei is ridiculously easy, as only 2 of her pets can do any damage. She is so easy, you probably won’t even need your third pet.

Pixiebell is up first and she’s pretty easy to deal with. Arcane Blast’s damage is low at first, but it’s damage increases each time it is used, so the damage can get pretty good once fully charged. Still, I don’t think you’ll need to worry about it. Moonfire does decent damage and changes the weather to Moonlight for 9 rounds. During Moonlight, all healing done is increased by 25% and Magic abilities deal an additional 10% damage. This is unfortunate, as Arcane Blast deals Magic damage and Moonlight will only increase that damage. Life Exchange is Pixiebell’s last ability. Simply put, Life Exchange equalizes the health between your pet and Pixiebell (so it adds what health your pet has left and the health that Pixiebell has left, then divides that by 2 to find the average, which is what both pets receive). Life Exchange generally isn’t a problem, as long as your pet isn’t at full health and Pixiebell isn’t at low health. Even so, I don’t think it will be a problem that you’ll need to overcome.

Doodle is the pet that I mentioned earlier, as the pet that can’t do damage. Being an Elekk Plushie, Doodle can’t do anything. It just stands there while you beat the stuffing out of it. There really isn’t anything else to mention since it doesn’t do anything.

Tally is Ashlei’s last pet and it’s a standard Beast pet. Horn Gore’s damage is usually decent, but now that it has a damage range, it can hit high or it can hit low. Not something you need concern yourself about. Stampede’s damage is low (and even after the Shattered Defenses debuff, it’s still low), so you won’t need to worry about that. You may want to keep an eye on Headbutt and Horn Gore after you’re hit with that debuff, though, as your pet will be taking an extra 100% damage for 2 rounds. Headbutt is Tally’s last (and most dangerous) ability. It deals a good amount of damage and has a chance to stun your pet for 1 round. Thankfully, it has a 4 round cooldown, so you generally won’t see it more than once per battle.

The Battle:

Poor Ashlei. Beating a little girl’s pets usually isn’t a nice thing to do, but you do what you gotta do. Start off with your Sen’jin Fetish. When the battle begins, use Flame Breath to deal good damage to Pixiebell and to place a DoT on her. After the DoT is up, use Wild Magic. Use Flame Breath spam to finish Pixiebell off. When Doodle comes in, use Flame Breath to deal damage to Doodle, then Wild Magic. Use Flame Breath, then Wild Magic on Tally. Use Flame Breath once more, then bring in your Menagerie Custodian. Use Overtune to finish Tally off. Use Shock and Awe on Doodle when it comes back in, then Ion Cannon to finish it off.

Cymre Brightblade: Gorgrond

Idol of Decay – Level 25 Undead

Power: 315
Speed: 287

Abilities:

Swarm of Flies (Critter) – A swarm of flies attacks the enemy’s active pet, dealing X Critter damage every round for 5 rounds. Persists through pet swaps.
Rot (Undead) – Rots the target’s flesh, dealing X Undead damage and transforming them into Undead for 5 rounds.
Dark Rebirth (Resurrection) – If killed on the next round, you are reborn with full health, but lose 20% health per round.

Wishbright Lantern – Level 25 Magic

Power: 319
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.
Illuminate (Magic) – Deals X Magic damage and transforms the weather into a sunny day for 9 rounds. During a sunny day, the maximum health of all pets is increased by 50% and healing done is increased by 25%.
Wish (Heal) – Next round, your active pet will be healed for 50% of its maximum health.

Gyrexle, the Eternal Mechanic – Level 25 Mechanical

Launch Rocket (Mechanical) – First use: Creates a rocket. Second use: Launches the rocket, dealing X Mechanical damage.
Railgun (Elemental) – Fires a magnetically-powered shot, dealing X to X Elemental damage.
Repair (Heal) – Enters repair mode, performing no actions for two rounds, then repairs X health.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Anubisath Idol (Crush, Stoneskin, Deflection)
Fel Flame (Flame Breath, Scorched Earth, Conflagrate) (Mine is H/P)
Water Waveling (Ice Lance, Frost Shock, Geyser) (Mine is H/S)

Cymre Brightblade is (probably) the first tamer that you’ll encounter that will not only give you a challenge, but also has a wide variety of pets that you’ll need to overcome. In fact, Cymre is probably the most difficult Draenor tamer that you’ll encounter.

Idol of Decay is a Voodoo Figurine that has a host of abilities that are not attributed to an obtainable version of the pet (with the exception of Rot). Swarm of Flies’ damage is low, but it lasts for 5 rounds and persists through pet swaps. Still, it’s generally not something that you’ll need to worry about. Rot deals a good amount of damage and turns your pet Undead for 5 rounds. This is when you should be worried about Swarm of Flies. Swarm of Flies deals Critter damage and Undead pets take increased damage from Critter attacks. So if you get hit with Rot, you’ll start taking increased damage and it will ramp up quickly. Try to avoid Rot if at all possible. Dark Rebirth is annoying because if the pet that uses it is killed in the round after it is used, it will revive with all of its health (although it will also take 20% of it’s maximum health in damage each round in addition to whatever damage you do to it). This is best avoided so that you don’t have to fight the Idol of Decay twice.

The Wishbright Lantern is next and it’s incredibly annoying. Arcane Blast’s damage is low at first, but it’s damage increases each time it is used, so the damage can get pretty good once fully charged. It has no abilities to boost its damage beyond that, though (such as Moonlight or Amplify Magic), so you probably won’t need to worry about it much. Illuminate deals a good amount of damage and changes the weather to Sunny Day. This will increase all pets’ maximum health by 50% and increases all healing done by 25% for 9 rounds. Normally this wouldn’t be much of a bother. However, when used in conjunction with Wish, it’s bad news. Wish will heal the active pet for 50% of its maximum health on the round after it is used. Unfortunately, the heal is increased with Sunny Day weather, so if you don’t get that lantern killed before Wish goes off, you could be in trouble.

Gyrexle, the Eternal Mechanic is last. It’s a standard Clockwork Gnome pet with standard Clockwork Gnome abilities, so you probably know what to expect from this pet already. Launch Rocket does a good amount of damage, however, it has to charge for 1 round before it can be used, so you can plan accordingly. Railgun does decent damage, but for some reason it seems like Gyrexle only uses it when your pet has low health. Kind of strange, but oh well. Repair is another annoying heal ability. Different from Wish, it is no less annoying when you are trying to kill Gyrexle off. The heal from Repair is generally higher than Wish (especially with Sunny Day up), and being a Mechanical pet, it has twice the opportunity for it to go off. The only saving grace there is that Gyrexle can’t do anything for 2 rounds while it charges, so you have a small window where you can kill it for good before the heal activates.

The Battle:

Start off with your Anubisath Idol. When the battle begins, use Deflection to dodge the incoming Rot. After that, use Stoneskin to reduce the damage you’ll take from Swarm of Flies. Use Crush twice until Deflection comes off of its cooldown, then use that to dodge the Rot that Idol of Decay uses. Refresh Stoneskin when you need to, otherwise use Crush spam and Deflection off of its cooldown until the Idol dies for good. If you see that the Idol of Decay is getting very low on health (less than 200 health), use Stoneskin as it will probably use Dark Rebirth. If it does, use Stoneskin (or Deflection off of cooldown to dodge a Rot), then continue with Crush until the Idol dies for good. When the lantern comes in, swap to your Fel Flame and use Flame Breath. Use Scorched Earth to remove the Sunlight weather and to add another Dragonkin DoT to the lantern. Once Scorched Earth is up, Conflagrate to finish the lantern off. Use Flame Breath if you can on Gyrexle. If not, bring in your Water Waveling and use Geyser. Once Geyser is up, use Frost Shock to deal a bit of damage and to slow Gyrexle. Use Ice Lance twice, then Frost Shock again. Use Ice Lance to finish Gyrexle off.

Taralune: Talador

Serendipity – Level 25 Flying

Power: 379
Speed: 390 (with Flying racial) 260 (without Flying racial)

Abilities:

Feedback (Magic) – Launches a surge of mana at the enemy, dealing X Magic damage.
Cocoon Strike (Flying) – Deals X Flying damage and increases your chance to block an attack by 100%. Lasts 1 round.
Counterspell (Magic) – Deals X Magic damage. Interrupts the opponent’s round if the user goes first.

Grace – Level 25 Flying

Power: 338
Speed: 390 (with Flying racial) 260 (without Flying racial)

Abilities:

Slicing Wind (Flying) – Attacks the enemy with 1-3 blades of wind, dealing X Flying damage per attack.
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.
Moth Dust (Flying) – Deals X Flying damage and has a 25% chance to put the target to sleep for 1 round.

Atonement – Level 25 Flying

Power: 354
Speed: 390 (with Flying racial) 260 (without Flying racial)

Abilities:

Alpha Strike (Flying) – Deals X Flying damage. Deals X additional damage if the user is faster than the enemy.
Nimbus (Hit Chance Increase) – Increases your team’s hit chance by 20% for 9 rounds.
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.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Lofty Libram (Arcane Blast, Amplify Magic, Inner Vision)
Nexus Whelpling (Tail Sweep, Mana Surge, Arcane Storm) (Mine is P/S)
Nether Faerie Dragon (Arcane Blast, Life Exchange, Moonfire) (Mine is S/B)

Taralune has gone the way of Gargra it seems and has a team full of the same type. In this case, this means that you’ll be combating all Flying type pets. Time to break out your Magic damage pets and make some chicken out of these things.

Serendipity is first up and it’s a standard moth, with perhaps the unusual addition of the Feedback ability. Feedback’s damage is decent, but not great. It has no added DoTs or stat modifiers, so you probably won’t need to worry about it much. Cocoon Strike is, in my opinion, one of the most annoying abilities in the Pet Battle System. The damage it deals is very low, but it will block the next attack made against the pet over the next round. So if you used your nuke on the same round that Cocoon Strike is used and Serendipity goes first (which being a Flying pet, it could), you can kiss your nuke goodbye. Bah! Counterspell is last and it’s also incredibly annoying. As in the case of Cocoon Strike, the damage is very low, but if it goes first (and again, it probably will), it will interrupt your pet that round so that it does nothing. Great.

Grace is next and it too is a standard moth, though it also has an unusual ability – in this case it’s Call Lightning. Slicing Wind’s damage is low, but it has the opportunity to hit up to 3 times, so the damage could ramp up quickly, depending on RNG. Call Lightning does good damage and changes the weather to Lightning Storm for 5 rounds. During that time, all attacks deal a certain amount of extra Mechanical damage and Mechanical abilities deal an additional 25% damage. Luckily, none of Taralune’s pets have any Mechanical abilities (with the exception of Call Lightning, of course). Still, when used with Slicing Wind, the damage can add up. Quickly. Moth Dust deals a good amount of damage and it has a chance to put your pet to sleep for 1 round. Thankfully, it has a 4 round cooldown, so you shouldn’t see it more than once or twice per battle.

Atonement is last and it’s probably the easiest of the three to deal with. Alpha Strike deals a decent amount of damage, plus additional damage if it strikes first (and with it on a Flying pet, it usually will). When used in conjunction with Call Lightning, this could be a problem. Nimbus does no damage and increases Taralune’s team’s hit chance by 10% for 9 rounds. By this time, though, that ability is almost pointless. However, it does help with Atonement’s last ability – Moth Balls. Moth Balls shoots moth balls at your pet 5 times each time it’s used, with each round having a 50% hit chance (60% with Nimbus up). Normally the damage isn’t that good, but if it hits multiple times, it can get dangerous (especially with Call Lightning up). It also has a chance to reduce your pet’s speed by 25% which we don’t want.

The Battle:

Start off with your Lofty Libram. When the battle begins, use Arcane Blast. You’ll lose your turn thanks to Counterspell, so it doesn’t really matter what you use, but Arcane Blast is always a good choice. Use Arcane Blast again to get rid of the cocoon that is up thanks to Cocoon Strike, then Amplify Magic to boost your damage by 50% for 2 rounds. Use Arcane Blast spam until Serendipity dies. It doesn’t matter what you use when Grace comes in because you’ll die immediately to Call Lightning. Bring in your Nexus Whelpling to change the weather from Lightning Storm to Arcane Winds, then Mana Surge to kill Grace off. Mana Surge will probably continue for a round when Atonement comes in, so let it finish, then use Arcane Storm again to finish Atonement off.

Vesharr: Spires of Arak

The Great Kaliri – Level 25 Flying

Power: 289
Speed: 390 (with Flying racial) 260 (without Flying racial)

Abilities:

Quills (Flying) – Flings 1-2 Quills at the enemy, dealing X Flying damage per hit. Hits an additional time if the user attacks first.
Caw (Critical Strike Increase) – Increases your critical strike chance by 50% for 3 rounds.
Slicing Wind (Flying) – Attacks the enemy with 1-3 blades of wind, dealing X Flying damage per attack.

Apexis Guardian – Level 25 Mechanical

Power: 289
Speed: 260

Abilities:

Batter (Mechanical) – Smacks the enemy 1-2 times, dealing X Mechanical damage per smack. Hits an additional time if the user attacks first.
Entangling Roots (Elemental) – Causes a thick nest of vines to begin growing around the enemy team. Next round, the opponent’s pet will take X Elemental damage and be rooted for 2 rounds.
Feathered Frenzy (Flying) – Attacks wildly, dealing X to X Flying damage and entering a frenzy for 1 rounds. While frenzied, damage dealt is increased by 50% and the user takes damage as if they were a Flying pet.

Darkwing – Level 25 Flying

Power: 325
Speed: 390 (with Flying racial) 260 (without Flying racial)

Abilities:

Shadow Talon (Magic) – Slashes at the target with cruel talons, dealing X to X Magic damage.
Consume Corpse (Heal) – Consumes an allied corpse to restore 50% of total health. Corpses can only be used once.
Anzu’s Blessing (Damage Increase) – Calls upon Anzu’s power, increasing damage and accuracy of your active pet by 25% for 4 rounds.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Nether Faerie Dragon (Arcane Blast, Life Exchange, Moonfire) (Mine is S/B)
Elementium Geode (Spark, Amplify Magic, Elementium Bolt)
Nexus Whelpling (Tail Sweep, Mana Surge, Arcane Storm) (Mine is P/S)

Vesharr is almost like Gargra and Taralune. Its team is made up of 2 Flying pets and 1 Mechanical. One more Flying pet and it would be Taralune all over again. Thankfully there’s that Mechanical pet to shake things up a bit.

The Great Kaliri is up first and it’s a standard Flying pet. Quills’ damage is low, but it hits multiple times (and an additional time if the user is faster than your pet). Unfortunately, being a Flying pet, The Great Kaliri will probably be faster than your pet and will get in that extra attack. Be prepared for that extra damage or it could prove potentially problematic. Caw is annoying in that it will increase The Great Kaliri’s critical strike chance by 50%. This could be bad because the multiple hits from Quills and Slicing Wind could critically strike 50% more often. Slicing Wind’s damage is low, but it has the potential to hit up to 3 times. Unlike Quills, though, it has no chance of getting an extra hit in if it goes first. Still, once The Great Kaliri’s loses the Flying family racial (and is then slower), Slicing Wind could still hit up to 3 times while Quills might only be able to hit up to twice.

Apexis Guardian is next and it is probably the most confused Mechanical pet ever. Batter is much like Quills, except that it deals Mechanical damage instead of Flying damage. You’ll face the same problems with Batter as you did with Quills. Entangling Roots is problematic in that it deals heavy Elemental damage and roots your pet for 2 rounds once it goes off. Thankfully it takes 1 round to charge, so you can plan accordingly. Feathered Frenzy is what makes this pet so odd. Feathered Frenzy deals a good amount of damage and changes the Apexis Guardian, in the sense that it will take damage as if it were a Flying pet for 1 round. Flying pets generally take extra damage from Magic abilities, so you may be thinking about using a Magic pet against the Apexis Guardian. I would strongly recommend against that idea, as Mechanical pets (which Apexis Guardian is 75% of the time) take reduced damage from Magic attacks. The choice is yours, of course, but I’m just stating my opinion.

Darkwing is Vesharr’s last pet and it’s a standard Dread Hatchling pet. Shadow Talon deals a good amount of Magic damage, but it has no added DoT components or stat modifiers, so I wouldn’t worry about it too much. Consume Corpse could become a roadblock for you if you don’t plan accordingly. Consume Corpse will heal Darkwing for 50% of its maximum health. However, it can only be used twice in a battle, so you won’t have to keep worrying about it forever. Anzu’s Blessing will increase Vesharr’s active pet’s damage and accuracy by 25% for 4 rounds. Usually you won’t encounter this on a pet other than Darkwing, so I wouldn’t worry about it too much.

The Battle:

Start off with your Nether Faerie Dragon. When the battle begins, use Moonfire to deal good damage and to change the weather to Moonlight. This is going to increase the damage of your Arcane Blasts by 10%, which is always nice. Use Arcane Blast spam to finish The Great Kaliri off. When the Apexis Guardian comes in, swap to your Elementium Geode. Use Elementium Bolt, then Amplify Magic. Use Spark as much as you can before you die. Bring your Nether Faerie Dragon back in and use Moonfire again as Vesharr should switch to Darkwing. Use Arcane Blast spam until Darkwing dies. When the Apexis Guardian comes back in, use Arcane Blast spam until it dies for good.

Tarr the Terrible: Nagrand

Gladiator Murkalot – Level 25 Humanoid

Power: 289
Speed: 260

Abilities:

Punish (Humanoid) – Lashes the enemy with a flail, dealing X to X Humanoid damage.
Falling Murloc (Humanoid) – Attempts to teleport above the enemy and land directly on them, dealing X Humanoid damage. The fall stuns the user for 1 round.
Shieldstorm (Block) – A magic shield surrounds each friendly pet, blocking the next attack they would take. Lasts 8 rounds.

Gladiator Deathy – Level 25 Humanoid

Power: 289
Speed: 260

Abilities:

Deep Breath (Dragonkin) – Takes one round to breathe in deeply. The next round the user unleashes a devastating breath attack, dealing X Dragonkin damage.
Clobber (Stun) – Stun the target for 1 round.
Scorched Earth (Dragonkin) – Scorches the ground, dealing X Dragonkin damage and dealing X Dragonkin damage to all active pets each round for 9 rounds. During Scorched Earth, all pets count as Burning.

Gladiator Murkimus – Level 25 Humanoid

Power: 301
Speed: 179

Abilities:

Punch (Humanoid) – Bashes the enemy, dealing X Humanoid damage.
Counterstrike (Humanoid) – Deals X Humanoid damage. Deals X additional Humanoid damage if you were struck this round.
Heroic Leap (Humanoid) – Leap up high, becoming unattackable for one round. On the next round, you attack, dealing X to X Humanoid damage.

Recommended level for pets attempting this trainer: 25

Pet Choice:

Macabre Marionette (Bone Bite, Death and Decay, Dead Man’s Party)
Fossilized Hatchling (Bone Bite, Ancient Blessing, BONESTORM)
Stitched Pup (Diseased Bite, Howl, Consume Corpse)

Tarr the Terrible is the last tamer that you’ll encounter in Draenor. Much like Gargra and Taralune, Tarr’s team consists of all Humanoids. Being the last tamer in Draenor, you would expect him to be the toughest to defeat, but he’s actually one of the easiest (in my opinion).

Gladiator Murkalot is up first and it’s probably the most dangerous, damage-wise, of the three. (It could be debated that Gladiator Deathy is actually the most dangerous, but his big ability, Deep Breath, takes a round to connect, giving you time to prepare where none of Murkalot’s abilities do that.) Flail’s damage is decent, but not great. With no stat modifiers or added DoT effects, it’s nothing to worry about. Falling Murloc is Murkalot’s big-damage ability. It deals a heavy amount of Humanoid damage, but it also stuns Murkalot for 1 round, so you should be prepared for it to swap out after using that ability (though it doesn’t always swap out). Shieldstorm will place a shield on each of Tarr the Terrible’s pets, blocking the next attack made against them. The shields last for 8 rounds, so expect them to still exist when you attack each pet for the first time following Shieldstorm’s use.

Gladiator Deathy is up next and it’s a dangerous one. Deep Breath will deal very heavy Dragonkin damage to your pet if allowed to connect. However, as said before, it takes 1 round to charge before its use, giving you time to prepare. Beware, though, that if you’re expecting a pet to soak that damage, that it will take at least half of your pet’s health in that single attack. Just something to think about. Clobber is a simple stun. Nothing new here. Your pet will be stunned for 1 round. At least it doesn’t do damage in addition to that. Scorched Earth deals a good amount of Dragonkin damage and changes the weather to Scorched Earth. During Scorched Earth, both active pets will take a certain amount of Dragonkin damage each round (unless they’re an Elemental). Good news is that it will hurt Deathy as well as your pet.

Gladiator Murkimus is last and it’s probably the easiest of the three to deal with. Punch’s damage is good, but not great. It has no added DoT effects or stat modifiers, making it a substandard ability at best. Counterstrike’s damage is decent, but can become a problem if Murkimus is hit before Counterstrike is used. Unfortunately, Murkimus has a very low speed stat (under 200), so you’re practically guaranteed to be faster than Murkimus. Still, don’t worry too much about it or you’ll start making mistakes. Heroic Leap is last and it’s basically a Humanoid version of Lift-Off. Murkimus will leap high off of the screen, becoming unattackable for 1 round. On the next round, it will connect, dealing a good amount of Humanoid damage. Generally, Murkimus is only alive long enough for that to be used once, so that’s something to be thankful for.

The Battle:

Start off with your Macabre Marionette. When the battle begins, use Death and Decay to almost negate the heal that Tarr’s pets would get from being Humanoids. Murkalot probably used Falling Murloc, stunning it at the end of the round and has switched to Deathy, so after Death and Decay, use Bone Barrage to deal good damage to Deathy, then Bone Bite spam until Deathy dies. Use Bone Barrage again when Murkalot comes into battle, then Bone Bite spam until he either uses Falling Murloc again or he dies. Use Bone Barrage on Murkimus when it swaps in, then Bone Bite until your Macabre Marionette dies for good. Bring in your Fossilized Hatchling and pass your turn (Murkimus is probably up in the air with Heroic Leap). When Murkimus comes back down, use Bone Bite spam to finish it off.

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