Doopy is a legendary battle pet located in Icecrown. The roughest part of this fight is stumbling across him. He’s in an out of the way location, and there’s really nothing to point you to the fact that he’s there.

doopy map battle pet brawlers guild

Well, except me.

The fight itself is relatively straightforward. Doopy is an aquatic penguin with Slippery Ice, Ice Lance & Ice Tomb. He also has the standard 50% damage reduction buff given to many pets nowadays. Each component is able to be countered relatively easily. Here’s 1 team I’ve chosen to highlight.


The key here is strong Flying attacks. Since Doopy is Aquatic, as long as you have a lot of Flying firepower you should be able to take out this solo battle pet relatively easily. The Nether Faerie Dragon‘s main trick here, other than its off-family flying damage, is Life Exchange. Life Exchange is fun for single-pet fights though it’s fairly unnecessary.

The Phoenix Hawk Hatchling is well suited to this fight. It has both Lift-Off to dodge Doopy’s Ice Tomb, and Fly By, which increases damage dealt by 25%. Ice Tomb is going to annihilate your pets with both big damage and a stun, so dodging it is a good thing, and it’s relatively easy. When the counter says there’s 1 round to go on Ice Tomb, use your Lift Off and your pet will dodge both. Same for any other dodges or absorbs on other pets. Of course, increasing damage dealt always a plus.

The Feline Familiar is in there, perhaps a bit oddly, because Doopy’s bread & butter move is Ice Lance, which uses multiple relatively smaller hits. As a result Stoneskin is good to use on an anchor. The old standby the Anubisath Idol or Emperor Crab make decent anchors too.


I’ve beaten Doopy handily with a bunch of owls, a trio of moths, a fistful of chickens, etc. Ravens & Crows are extremely useful in this fight, if you have one available. In general I’d really recommend to just use a bunch of pets with Flying damage, but I’m putting out as many options as possible, because this is a pet a lot of non-pet battlers are going to want to beat. Actual pet battlers? Funnily enough, not so much.


Each time you beat Doopy, you get a special egg item. It goes directly into your bags & is mailed to you if they’re full. This egg unlocks a new boss at the Brawler’s Guild, and it’s your only reward for besting Doopy besides the satisfaction of a job well done. The boss itself combines the earlier Dippy fight from rank 1 with Doopy, and in my case the result is kind of a mess.


A gory, gory mess. Nice knowing you.

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Clockwork Gnome – PotM

This month, my compatriot Quintessence and I wrote about the Clockwork Gnome over at Warcraft Pets. I totally admit that there’s bias, because my un-cuddly Prufrock is one of my all-time favorites and go-to battle pets.


Beyond his adorable tiny mustache and the fact that he’s a robot and robots are almost as cool as dinosaurs, he’s a wrecking ball. His turret is my favorite moveset, just because I think the DoT play style is really fun. The nature of the turret’s relative permanence (ie, the DoT doesn’t ‘fall off’ when your target dies because it’s independent of your target) makes it a lot less fussy to maintain in a team fight than most other DoTs.

There are a lot of other things to discuss with this teeny marvel of engin–wait, my notes say archaeology? Those Titans are at it again, I guess. Anyway, head on over to the Warcraft Pets site for the full rundown on my metal friend here.


So, this happened.


I’ve been embroiled in a lot of real life stuff, meaning that the blog has fallen a bit by the wayside, so this is relatively old news, but I still have to devote a post to the NPC bearing my name in the Warlords beta. There’s an NPC with my name on it! It’s very strange and surreal, but also so, so awesome.

Of course, I’m going to get to make another post to talk about it, because Lio seems to be a boss-style pet along the lines of the Beasts of Fable. There are a few others in already too, all nods to the pet battle community. Eleanor is named after a pet blogger and frequent battling comrade of mine on twitter, and her handle, @undeadgoat, is revealing of her NPC: an Undead Goat boss. Cymre Jones is the name of a blogger, and also a new tamer, whose team has yet to be revealed.

The pet battling community is tight-knit and welcoming, and everyone I know who creates content for this teeny niche does so because they really love pets or battling. I hope (maybe slightly assume) that other battlers will also be highlighted as more tamers and encounters in Draenor are revealed. And of course, this is all beta, so anything could change tomorrow.

But, to be selfish, this is a post about me. So now, thank you so much for reading, and letting me tell you how to make fuzzy little companions fight to the death. I can’t wait to help you through Draenor. Though I may tell you something totally wrong to beat my NPC. I mean, come on. You don’t really want to beat this adorable face, do you?


Accuracy – Warlords of Draenor

There are new things afoot in the latest Warlords of Draenor Alpha build for pet battlers.


Many abilities which used to have lower accuracies now instead have an accuracy of 100%, and the randomness is instead based on range of possible damages. The abilities which previously had high, but not 100% accuracy, like Snap, were just decreased, because the range of damages would kind of just be within the scope of RNG for just the one value. The idea is that you’ll end up doing the same amount of damage with that ability over time, but the overall experience will be more positive. Missing feels terrible even when you win.


So far, I’ve definitely found this to be the case, especially with a few specific abilities. One of my favorite battle pets to grind with is my Clockwork Gnome, but I always seem to get misses with Metal Fist when I’m trying to one-shot level 5s. Now I don’t even think about that miniscule chance to miss, because it no longer exists. If this change makes it to Live, I’m going to have to retool nearly all my guides because I frequently recommend 100% abilities for the sake of replicating results, even if another move might be a bit stronger, and now this won’t be an issue. I’ve also been Burrowing and Diving knowing that the damage component will hit for a unique change of pace. The game is more fun as a result.

The main concern I have, which remains to be seen as far as my own playtest goes, is the issue of transparency. Now, if your Anubisath Idol misses its 400 damage Crush twice in a row, it feels crappy, but you know why you’re starting over, and which move you may want to reconsider. If Crush hits on the low side of its 207-384 damage range, the reason you lost will be far less apparent.


Overall though, this change does make the game quite a bit more fun. I haven’t PVPed with it yet, though, so we’ll see whether my tune changes when other people can use their newfound accuracy against me.

Warlords of Draenor Travelogue: 1

Instead of just posting my observations about the Warlords of Draenor Alpha to twitter, I’m also going to post things here in a less transitory format. The first few are bound to be larger, as I uncover various quality of life improvements that nobody but me cares about.


Firstly, my much-awaited Peacock is a reward from a pet-related achievement. The achievement itself is Not Yet Implemented, so it’s hard to tell what’s what. I’d hypothesize that it’s either the Tame achievement or Beat Tamers achievement.


Also, the good old ‘you have no pets on PTR’ deal is alive & quite well, so here’s a quick plug for my Cascade guide, because mercifully it’ll only take me a few hours to get to 25s. Until then, the new quest log format makes it easy to see your account-wide quests, and separate them out from any active quests you may have as well.


If you right click a wild battle pet’s nameplate, it brings up the option to see it in your spellbook. A small thing, but a cool quality of life enhancement.


There don’t seem to be many new pets available at the moment. Many of the new ones seem to be via engineering–the Boar, Scorpid and Toucan. The one I found the most interesting though, is the Albino Chimaeraling. Other than not being tiresome to type at all, it’s apparently found in Eggs in Shadowmoon Valley. This is a feature I’m really excited about, but don’t know a ton about just yet. Shadowmoon Valley isn’t open yet, so I’ll be sure to investigate when it is.


Move the heck over, Clockwork Gnome. With laser beams shooting from its eyes and a turret, I may have a new BFF.


The very first wild pet I found in Draenor was a lvl 1 Sea Gull in my Horde Garrison. I’m really curious about this, and will report back when I have higher level pets. This seems an excellent place for a menagerie.

A very interesting bit about that level 1 Sea Gull. It looks like that’s intentional, and they’re supposed to scale with your pets’ levels, at least for now. If the scaling tech doesn’t pan out, the wild pets in the garrison will just be level 25.

Guardian Cub

With this little guy retiring from the shop in just a few short weeks, I figured I’d give him a quick feature, if you’re debating whether to spend your hard-earned real life cash on him before he goes away.


I usually don’t focus on the visuals of pets too closely, but this guy has one of the cutest idle animations I’ve seen, where he paws at a gold fly that spawns near him occasionally. All his animations are adorable, but that one in particular makes me want to pet him. He’ll also fly behind you, and until Gloria’s Glorious Gliding Goodies are realized in WoD that’s a pretty unique commodity.


The Guardian Cub has a pretty standard cluster of usual flying moves: Cyclone, Wild Winds & Slicing Wind. He’s also one of a very few Flying battle pets with Magic offensive abilities, with Onyx Bite in his moveset. Nether Rays are the only others. Rounding out his moveset are the Pyrrhic Reckless Strike and the damage-boosting Beast ability Roar.

The issue with this pet is that, although his moves are solid, his stats aren’t the best. Even with that unique Magic ability, Nether Rays are more versatile, and have better available stat allocation, so this pet is hardly a must-have for battling.


The really unique thing about this pet is that, to my knowledge, he’s the only battle pet which is both available for purchase with real cash and also able to be caged in-game. People cottoned on to this scheme real quick, so the value plummeted soon after they first appeared in the shop. I bought mine ages ago for under 2000 gold. However, since the announcement that this battle pet is being retired, the gold value has skyrocketed again, and there are very few available for trade. It’s hard to say what’s going to happen to the gold value after it’s retired, but if you’re looking to legally swap some real life cash for some in-game gold this may be your ticket, even if your gratification is a wee bit delayed.

Until he’s retired, possibly as soon as June 18th, the Guardian Cub is still available for purchase here at the store: (link removed)

edit – As of this later date, the Guardian Cub is no longer available for purchase from the store. You may still be able to find one on your local auction house.

Nether Faerie Dragon

This incorporeal little guy has been breaking hearts since battle pets came to be.


Nether Faerie Dragons are Dragonkin battle pets which like to hang out around Dire Maul in Feralas. They can be tamed in the open air area in the world, and are not present in the Dire Maul instance. They share a moveset with the very colorful Sprite Darters, also found in Feralas, but the Sprite Darters are drops. The two share a very similar skin as well, but Nether Faerie Dragons are transparent, which can make them just a bit difficult to screenshot, thank you very much.


Much of a Nether Faerie Dragon’s utility is wrapped up in Life Exchange, which is a fun, quirky ability to use. It equalizes the health between your Faerie Dragon and its target. Initially it completely steamrolled the Beasts of Fable. If your Nether Faerie Dragon starts off at 1384 health and Dos-Ryga starts off with 1942, if your Dragon acts first, it would hit Dos for 279 (the difference of the two numbers, 558, halved, to bring both pets to equal health). But in the earlier iteration of the Beasts of Fable, where Dos-Ryga’s health pool was over 3K, with no damage cap on Life Exchange, it was truly devastating.


Now, it’s not quite so key, because of a series of nerfs. That’s alright though, because initially, my strategy for the Beasts was pretty much just frontload a couple dragons, and now it takes a bit more strategy, which pretty much always means more fun. And still, to use Life Exchange properly involves a good bit of timing and luck, because otherwise you could heal your opponent, or get killed before you can pull it off.

Beyond that, the Nether Faerie Dragon has a handful of Flying abilities (Slicing Wind and Cyclone) and a handful of Magic abilities (Arcane Blast and Moonfire), which, along with the Dragonkin family defense against Magic, makes it a really good choice to counter Flying battle pets. Sharing a slot with Life Exchange is Evanescence, a move ability similar to a rabbit’s Dodge. It can be more useful than Life Exchange, depending on your opponent, but it’s less unique.


Also, I’m kind of afraid if I make this poor thing fade away more than it already has, it may just up & disappear altogether.


It’s rare that a WoW NPC is named absolutely perfectly for its role. My personal favorite is Malfurion Stormrage, whose name literally means Badangry Angryangry. But Gorespine comes pretty close.


Gorespine is a Beast of Fable in Book 3, along with Ti’un and No-No. He’s located on the extreme West of the Dread Wastes, on a cliff overlooking the Briny Muck. Gorespine has 2 relatively straightforward attack abilities, plus the slightly complicated Spined Skin. It adds a per-hit shield component and a reflexive damage component if you can manage to punch through the shield. Gorespine’s regular damage does either 600 a hit, or 400 a hit with a DoT. So, he has spines, and he’s going to gore you. Get it?


The first 2 battle pets selected, the Darkmoon Tonk and Darkmoon Zeppelin, have a straightforward single-hit damage dealer, plus a huge hitting single nuke blaze of glory move. The anchor battle pet, the Sunreaver Micro-Sentry, has a few relatively straightforward moves, but more importantly the Extra Plating move, which gives that last pet far more longevity to hopefully finish off Gorespine.


The strategy is a bit similar to what we used for Kafi. Basically, we single-target nuke Gorespine until we’re fairly sure our pet will die next turn, and then we use our last Pyrrhic move. Explode on the Zeppelin means your pet just up & dies after delivering a massive hit. Ion Cannon on the Tonk means that after its hit, it has to recover for several rounds before you can perform any other actions (including swapping pets). Both mean you need to use them when you’re done with that pet.


Saving the Sunreaver Micro-Sentry for last means that we can use Extra Plating to get in extra damage on Gorespine if necessary, but I’ve rarely had to use my anchor pet at all, unless I duff one of the 2 take no prisoners moves. Every hit all your battle pets deal will receive a ~130 reflexive damage in return, so just using a whole bunch of pets with Extra Plating generally doesn’t have the firepower to win the match.


In place of the first 2 battle pets, the Tranquil Mechanical Yeti or Menagerie Custodian are good choices, as are the Pet Bombling and Blackfuse Bombling, because they all have those big match-ending moves. Just keep in mind that you need to select non-DoT, single-hitting damage moves in your other slots. A pet with Launch Rocket, like the Clockwork Gnome, might be an alright backup choice. Launch Rocket’s 2-turn nature makes it a bit less easy to use, but may lend to more dps throughput depending on how many turns your pet can survive. The Mechanical Pandaren Dragonling is further down the list for me here, because while it does have the Explode button, it has no other meaningful offense to use here. To be completely honest, in place of the Micro-Sentry I actually prefer Son of Animus, but he’s still super rare and the Micro-Sentry gets the job done really well anyway. Nearly any pet with Extra Plating is an OK choice here.

Howl Bomb strategy works really well here, too.


Look at the ickle widdle faaaace this little guy has just wooook at his…


Ahem. Well. Look, I have a thing for otters, okay? They hold hands in the wild. How can anyone not like that? Anyway, we have a job to do. No mercy.


I said no mercy.


No-No is in book 3 of the Beasts of Fable daily along with Ti’un. He is located in the Vale of Eternal Blossoms, next to the Serpent Spine, just a bit north of the Setting Sun Garrison. No-No’s main offense with Tail Slap is straightforward, though with a bit of an accuracy wrinkle. He also uses Dive. No-No’s unique move is a huge dodge with his Beaver Dam ability. So, we’re going to have a lot of counting to do, because Dam.

I try to keep this site kid-friendly, so let me have my moment.


I’ve found that just about any team of 3 flying battle pets will work for this fight. I like the Moth in particular because of Cocoon and Moth Dust’s chance to sleep, and the Pterrordax Hatchling’s heal is really handy, but if all you’ve got is 3 chickens that’ll work pretty well too. Really.

The thing about No-No’s Beaver Dam ability is that the 2 charges on it are absorbed both by your attacks and by his, making this the perfect time to use any abilities you’re going to need to charge up, self-buff abilities or heals, as well as make pet swaps. This also means that non-turret DoT strategies are going to shine, because they’ll continue to tick, and you can just pass turns. Lastly, possibly the most important part, because his hits destroy his own shield, anytime the shield is up, you need to pass until he destroys it for you.


I know, it’s weird and unintuitive and kind of unsportsmanlike, but letting No-No hoist himself on his own petard is the path of least resistance. Beyond being aware of the dam, if the flying battle pet you’re using has an avoidance ability like Cocoon or Lift-Off, you’ll want to avoid the damage component of Dive for longevity’s sake, but it’s not really necessary.

One small final note: If one of your 3 chosen pets is a Firefly-type battle pet, do not use Glowing Toxin. For some reason, it consumes a charge of No-No’s Beaver Dam.


And then he’ll go back to sleep by a fishing chair, or whatever. You don’t know what otters do in their spare time either, don’t judge.

Because of the nature of Beaver Dam, this is one of the few fights where the Howl Bomb strategy is a bit sketchy. For alternate options, I’d recommend the strategy laid out for Dos-Ryga, because although it obliterates No-No’s dam, it also obliterates No-No.


Ti’un is an exception. I mean, they’re all exceptions at this point, right?


Ti’un The Wanderer is an Aquatic Beast of Fable in Book 3 of the Beasts of Fable Daily quests. He’s located in the Townlong Steppes, just west of the Gao-Ran Battlefront. Ti’un packs a strong defense, strong offense, and his one terribly, awfully unique thing among Beasts of Fable: an AOE.


Our first step to deal with AOE is usually to break out our Sandstorm pets, but not so fast. Ti’un has the ability Shell Shield, which adds an extra amount of flat damage we’ll have to burst through to even make a scratch. Add a Sandstorm, and we won’t be able to get anything at all past him. His other main offense is Pump, which does a ridiculous amount of damage after being activated, then re-activated for a big hit. He, like Nitun way back in Book One, uses a variable moveset, so he could conceivably just murder all your pets in 4 turns a pop, or he may kill all 3 at once with his AoE. Very, very tricky. This particular strategy hasn’t failed me yet, though.


Yeah, I know, the Raven again. The Nocturnal Strike combo is so deadly it’s really hard to pass up in general, but especially here, because it’s one of very few abilities which is a single hit and powerful all on its own, without a ton of synergistic buffing malarkey. Many of the buffs I’d use in this situation require being able to punch through that shell shield in order to activate, and almost none can. A Chrominius or Fox with Howl would help a bit, but because of the shield both bring relatively negligible damage otherwise in this case. I chose the moth for a couple reasons. The first is that moths are generally really readily available at high levels so everyone has a couple kicking around to help fill out a Flying pet-heavy team. The other is to illustrate just how hearty Ti’un is. Alpha Strike is able to push through that shell shield mentioned earlier, but the added damage for being faster is tacked on as an extra hit, making it, well.

tiunalpha beast of fable


For this reason, Peck is the preferred move in slot one for all my pets here, including the real star of the show here: the Kaliri. If you can muster up a few Owl-type battle pets like the Kaliri (including Miniwing, the Night Elf vendor pets, etc), that would be fairly ideal. Though their damage-reducing debuff does need to get through the shield, Ti’un is occasionally very lax in applying the shield, and because your birds will almost always be faster as soon as the shield drops you can apply it. The other reason you really want to bring some Owls to the party is Predatory Strike.

Predatory Strike is on a relatively long cooldown and deals a good amount of damage to start, but once your opponent is below 25% health, it deals double damage. For Ti’un, that magic number is 566 health. Predatory Strike is especially appealing here, because the extra damage is tacked on to the first hit, not split into a separate hit like Alpha Strike. This means that after the first hit punches through the shield, the added damage is entirely applied to your opponent. If you can get Ti’un to 25% and have an Owl as your anchor, you pretty much win.


This is why I start off the fight with the Gilnean Raven instead of using it as the anchor. I also lead with the Raven because with my speed and the two-turn nature of Ti’un’s Pump, I can 1-2 punch Darkness and Nocturnal Strike for sure at least once before my Raven is toast. I use the Moth second because I can stall out the rest of Darkness’s hit-lowering Blindness aspect by using Cocoon. I wait for Darkness to run out before trying Moth Dust because of its long cooldown. We don’t want Moth Dust to miss. Stuns are nearly always fantastic for single-pet fights, and even if not it deals a ton of damage. And we definitely want to stall out the rest of Darkness for that Predatory Strike.


An alternate strategy I’ve used is a team of just moths. Heck, if I get lucky with the timing of my Cocoon to absorb a Pump or two and hit Moth Dust’s sleep effect I can all but solo him with just one. But that requires a lot of RNG on your side, so I’m not going to recommend it as my A-line strategy here. It’s just nice to note if you’d like to try this guy and have a few moths kicking around. The Howl Bomb strategy works nicely here, too.