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Mists of Pandaria: Pet Battles
Mists of Pandaria
Guild and General Changes
New Race: Pandaren
New Class: Monk
Talents and Calculator
Dungeons & Raids
Models and Items
Zones and Questing
Player vs Player
Factions and Lore
Pet Battles are WoW's
: you'll dust off your vanity pets you've collected over the years, fight other vanity pets, and unlock more pets along the way! There are over
100 new wild pets
to discover, and you will be able to
name your pets
. We've got info on the
Wild Pets in Eastern Kingdoms
as well as
for each pet battle class.
Currently, pet battles were available for a few days on beta, before being removed for further internal tweaking. The pet battle journal and pet tab have been merged, and both preview all the vanity/battle pets you've collected and those you still need. The pets in the journal are constantly changing--some that never made it to live for 5 years are showing up. In addition, not all wild pets found in zones have pet battle entries.
We've datamined all the
pet battle abilities
as well--they've got really distinctive tooltips!
Purely optional activity, but
WoW's first mini-game
, a turn-based combat system.
Over 100 wild pets
--some with special quirks. For example, some can be found only between 9pm-midnight, others only in the rain. TCG and Blizzard Store pets will work as well.
Players can customize pets by
giving them names
Pets will have the following stats: Attack, Defense, Movement Speed, Health.
As pets skill up, they will eventually
unlock 6 different abilities
. Three of these abilities will be chosen by the player for each pet battle.
Pets can fight against critters and specific NPCs that have pets for practice.
will include a list of current and unobtained pets, pet-specific achievements, and stats.
Sample pet battle presented at the Press Tour showed Arthas vs Illidan fighting with three pets each. (Illidan won.) The battle was fairly quick, and impersonal--no opportunity for players to chat or learn the other's name.
These decisions are intended to cut down on trash talking and 'the sting of defeat' after a match--problems that dissuade some players from entering into PvP.
Losses will not be tabulated
Pets can be swapped out in battle
for tactical advantages--some pets are natural counters against others.
Pet battles are meant to be
light-hearted and quick
You will be able to favorite your pets, as well as release them:
BATTLE_PET_FAVORITE = "Set Favorite"; BATTLE_PET_RELEASE = "Release";
Here's the overview of Pet Battles from BlizzCon 2011:
I appreciate the time you put into creating your post, Niente. That said, I think the way you open your assertions with the third question here is problematic:
Pet battles? Why? Who wanted this?
We do add features to the game often based on concepts players have expressed interest in. But in order to dedicate ourselves to making epic games, we also need to spend a lot of time and resources anticipating what gamers of all walks of life will find fun. That's how all of our games thus far have been created. While our design decisions for any game will always be met with mixed reactions, we couldn't be respected in our industry if our approach to game design is always reactive.
You made it clear you don't like the idea of pet battles. It seems there's a decent chance you won't enjoy them when the system's released either, though there's no sense in conceding that absolutely before you try it -- no matter how convinced you are you'll hate it. But, as was said multiple times by Game Director Tom Chilton at BlizzCon, we want more content systems and forms of progression in the game so our extremely diverse playerbase has a lot of choices over what to spend time doing for fun, accomplishment, socializing, a challenge, etc.
I guarantee you a lot of players are really going to love this feature. It's going to be an engaging mini-game that actually has quite a bit of depth and progression, just not in the traditional sense of increasing your character's power. That shouldn't always have to be a driving factor in our content. As the OG players have said countless time before, Southshore and Tarren Mill world PvP battles didn't become popular because there was a tangible reward incentive. The majority of World of Warcraft systems and content, particularly at level 85, are currently directed at enhancing a character's power. While that won't fully change, we want to continue creating new avenues to make that happen as well, such as is the case with adding a third, more accessible raid tier with the Raid Finder, or adding PvE Scenarios to facilitate the quick formation of smaller groups to take on a series of event-driven quests.
But Pet Battles and Dungeon Challenges are very different. With one, you're actually getting a use out of the pets you've collected over the years, in order to progress them in a fun mini-game, unlock countless more pets, and just generally give your character a new depth of style and flavor. Similarly, Dungeon Challenges are difficult 5-player dungeons which really allow you to push your skills and PvE small group coordination to the limits. They'll scale, so the better you do, the better you're rewarded and ranked. That gives your character a new measurement of PvE progression prowess and bragging rights. Plus, you can earn exclusive set designs which are purely aesthetic -- to be used with Transmogrification -- which, again, give your character a new depth of style and flavor.
It's about giving people options in the game to play it how they want to. We have a lot of people playing, so with almost seven years of World of Warcraft on the market, we want to continue innovating features we believe people will enjoy experiencing in this game. And a hell of a lot of thought, discussion, debate, and iteration at Blizzard goes into this stuff, mind you. :)
To address your overarching point a little bit, the way various development resources are expended on creating features for the game is extremely complicated and very unique to each project. That can't be explained in a way that will be fully understood by the community at all times, in all situations. While I understand your point is that no resources should be spent on pet battles, you're really not in a place to make a well-referenced argument about what features in development are taking time away from others you feel are more pertinent.
Do you want to be the best, that no one ever was?
Battle Pet Training
from a Master Pet Tamer such as
in Goldshire, you will be able to both capture wild pets and battle them. Both types will be tracked on your minimap. The screenshots below show a pet battle we initiated with a
in Northern Stranglethorn.
In addition, mounts and pets have been removed from the Character tab and placed in a separate one:
we datamined in build 15640 are new additions to the Pet Battle Journal, as well as some other ones from Cataclysm zones.
We found a ton of pet battle achievements yesterday, and broke them all down. If you're really diligent about chasing these achievements, you'll get
All Growns Up!
Just a Pup
All Pets Allowed
Rookie Pet Group
Rookie Pet Crew
Rookie Pet Mob
Pro Pet Group
Pro Pet Crew
Pro Pet Mob
Time for a Leash
Pet Battle Tamers
Taming Eastern Kingdoms
Taming the Wild
Eastern Kingdoms Safari
Going to Need More Traps
Local Pet Mauler
Master Pet Hunter
Building a Team
Traveling Pet Mauler
That Was Close!
World Pet Mauler
Winning Pet Battles
Big City Pet Brawler
Big City Pet Brawlin' - Alliance
Big City Pet Brawlin' - Horde
Eastern Kingdoms Tamer
Experienced Pet Battler
Experienced Pet Brawler
Grand Master Pet Battler
Grand Master Pet Brawler
Legendary Pet Battler
Legendary Pet Brawler
Master Pet Battler
Master Pet Brawler
On A Roll
No Time To Heal
We datamined over
100 new pet battle abilities
in Build 15640, in addition to the
ones from past builds. There are some abilities shared between pets in the same family, but most vanity pets have unique abilities, like
And as we datamined
, each Pet Battle family has passive racial abilities:
Critters break out of crowd control effects more quickly.
Beasts deal 25% extra damage below half health.
Humanoids recover 2% of their maximum health every time they attack.
Deals 50% additional damage to targets with less than 25% health.
Flying creatures gain 50% extra speed while above 50% health.
The duration of harmful damage over time effects is reduced on Aquatic pets.
Elementals ignore all weather effects.
Undead pets return to life for one round when killed.
Magic pets cannot be dealt more than 50% of their maximum health in one attack.
Comes back to life once per battle, returning to 25% health.
Aquatic attacks deal bonus damage to Elemental companions and less damage to Magical companions.
Spotted Bell Frog
Blood in the Water
: Deals 40 Aquatic damage, but has a high chance to miss. Always hits if the target is bleeding.
: Deals 20 Aquatic damage. Deals double damage if the user has lower health.
Swallow You Whole
: Deals 20 Aquatic damage. Double if the target is below 25% health.
: Reduces the duration of hostile damage over time effects by 1 turn. Aquatic pets deal 25% more damage.
: Restores 30 health to the user.
Beast attacks deal bonus damage to Critter companions and less damage to Flying companions.
Wind Rider Cub
: Hurls bananas at the enemy, dealing 20 Beast damage. Bananas continue to fall on the enemy team dealing 5 Beast damage each turn for 3 turns.
: Instantly deals 10 Beast damage and deals 1 additional Beast damage per round for 9 rounds.
: Fall asleep, restoring 10 health on the first turn, 20 health on the second, then 50 health on the third. While Hibernating you cannot swap pets.
: Deals 40 Beast damage and has a 25% chance to stun the target.
: Wildly flails at the enemy 1-3 times, dealing 10 Beast damage per hit.
Critter attacks deal bonus damage to Undead companions and less damage to Humanoid companions.
: Increases your team's accuracy by 50% and critical strike chance by 25% for 10 rounds.
: Sings to the target, causing them to become drowsy. Drowsy targets will fall asleep at the end of next turn unless hit.
: Lets out a helpless bleat, reducing the damage the target deals by 25% for 5 rounds.
: Rushes at the enemy to inflict damage.
: Hurls nuts at the enemy, dealing 20 Critter damage. Nuts continue to fall on the enemy team dealing 5 Critter damage each turn for 3 turns.
Dragon attacks deal bonus damage to Magical companions and less damage to Undead companions.
: Calls down a shower of stars, either dealing X Dragonkin damage to the current enemy pet or X healing to the current allied pet each turn. Lasts for 10 turns.
: Places 3 eggs onto the field. After 3 turns, the eggs hatch and attack the opponent.
: Scorches the ground, causing all pets who enter or leave battle to take X Dragon damage. Lasts 10 turns.
: Deals 10 Dragonkin damage instantly. Deals 5 additional Dragonkin damage per turn for 4 turns.
: Deals 20 Dragonkin damage. Deals double damage if the user goes last.
Elemental attacks deal bonus damage to Mechanical companions and less damage to Critter companions.
Kirin Tor Familiar
: Sings an inspiring song, which restores 10 health to all allies.
: Restores 8 healing every turn. Lasts 4 turns. Twice as effective in sunny weather.
: Causes a thick nest of vines to begin growing around the enemy team. Next turn, the opponent's pet will be rooted for 2 turns.
: Causes a water geyser to form under the enemy team. After 3 turns, the geyser erupts, causing the current enemy pet to take 40 Elemental damage and be stunned for 1 turn.
: Hits the enemy with a ball of snow, dealing 20 Elemental damage.
Flying attacks deal bonus damage to Aquatic companions and less damage to Dragonkin companions.
Silver Dragonhawk Hatchling
: Fly up high, becoming unattackable for one turn. On the next turn, you attack, dealing 30 Flying damage.
: Increases your chance to dodge an attack by 100%. Lasts 1 turns.
: Your opponent's next ability becomes unusable for 10 turns.
: Deals 30 Flying damage and has a 25% chance to put the target to sleep for 2 turns.
: Deals 40 Flying damage. This ability has a high chance to miss. This attack goes first if the weather is a Blizzard.
Humanoid attacks deal bonus damage to Dragonkin companions and less damage to Beast companions.
: Slams into the enemy, dealing 35 Humanoid damage and dealing 35 Humanoid damage to themselves.
: Deal 30 Humanoid damage to self.
: Your opponent's next ability hurts them instead.
: Stun the target for 2 turns.
: Whack the enemy, dealing 20 Humanoid damage.
Magic attacks deal bonus damage to Flying companions and less damage to Mechanical companions.
Blast of Hatred
: Deals 20 Magic damage. Deals extra damage if you were struck first this turn.
: Clones the opponent's last attack.
: Throws his hat at the enemy, dealing 20 Magic damage.
: Starts a Zergling Rush, causing 30 Magic damage every turn. Lasts 3 turns. You cannot perform any other actions until the zerg rush completes.
: Increases your critical strike chance by 50% and decreases your accuracy by 25% for 5 rounds.
Mechanical attacks deal bonus damage to Beast companions and less damage to Elemental companions.
: A random pet on each team takes 2 damage each turn. Lasts 10 turns. During a Lightning Storm, Mechanical abilities deal 25% additional damage.
: Next turn you take 50% additional damage. If hurt, you will dead 100% additional damage for 2 rounds.
: First use: Increases your damage dealt by 10%. Second use: Unleashes a flurry of attacks, dealing 40 Mechanical damage.
: Pounds the ground, dealing 10 Mechanical damage to the enemy and half that damage to their backline pet. Tantrum lasts 3 and can effect enemies underground.
: Rams the target, dealing 40 Mechanical damage. This ability has a high chance to miss.
Undead attacks deal bonus damage to Humanoids and less damage to Aquatic companions.
: Sacrifices your remaining life to haunt the enemy team, increasing all damage they take by 50% for 10 turns.
Death and Decay
: Deals 5 Undead damage to the current enemy pet every turn for 10 turns.
: Slashes at the target with dark energy, dealing 20 Undead damage.
: Tears at the enemy with plagued claws, dealing 20 Undead damage.
: Deals 10)] Undead damage over 4 turns. The user is healed for 100% of the damage dealt.
Pet Battle Commands
Battle Pet Control Frames
Battle Pet Training
: Allows you to train and fight battle pets.
Fully Weaponized Mechanical Companion
: Summon a weaponized companion.
Summon Test Pet
Wild Pets Preview
While you will still be able use your regular pets that you already own, Mists of Pandaria introduces new random spawns across the world known as wild pets to add to your collection. As of build 15640, some pets are catchable on beta, but not as many as initially thought.
Zones have unique wild pet spawns that are zone specific--for example, a
is unique to Duskwood. Similarly, a
can only be found in the farm fields of Westfall!
Every zone also has more common ones that you can catch in multiple zones. You can find tons of
everywhere, for example.
There are also extremely rare wild pets specific to zones, such as a named parrot called
in Stranglethorn Vale. These can also have conditionals applied to them: outside of Karazhan, a ghost called
spawns only in the early morning.
You are able to track and find these pets through a new UI feature:
Pets that are in
are unique to the zone.
Wild Pet Locations
We have included the entire list of
pets in the next tab. (Thanks for the tip,
(only available at night)
Swamp of Sorrows
Little Black Ram
Tiny Bog Beast
Infested Bear Cub
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