This month, the pet Quintessence & I discussed in this monthly feature was the Molten Corgi.
Honest to god y’all, my first draft was pretty much, ‘wook at dat widdow faaaaaace.’
There are lots of other reasons to obtain this cutie, including a moveset full of bells & whistles. You have a very limited amount of time to get it before it’s gone forever, so you’d better get on it.
It’s yet another menagerie fight! This time, for either Scrappin or Battle Pet Roundup, you’re going to face Quintessence Of Light.
This is going to be a tough one. Quintessence is a moderator & site contributor over at Warcraft Pets, and also writes her own stand-alone pet blog at Perks And Peeves. She knows what’s what. So does this pet, but we’ve got the tools to get the job done.
The Creepy Crate is honestly, oddly, primarily a stall. You can fill this role with most battle pets. Mechanicals are right out, as all Quintessence’s offense is Elemental. The thing I particularly like about the Crate is that it has a lot of DoTs to lend a hand, and that Curse Of Doom is definitely a plus. I’ve used a Fel Flame, the Macabre Marionette, a Wild Golden Hatchling, a Nether Faerie Dragon, and a couple others. Your choices are pretty vast, but I’ll leave this filler up to you. Unfortunately, the latitude there is made up for with a rather specific next couple of pets. The Senjin Fetish can pretty much only be swapped with the Voodoo Figurine or Fetish Shaman, which are effectively the same pet. The Rabbit can be swapped for a handful of other critters, but this is one of a very few times I’m going to caution you on breed. Stampede or Swarm is crucial here, but your critter has to has over 315 speed.
Like I said, the first pet just kinda stalls, up until the point Quintessence Of Light casts Heat Up.
We need to have control over Heat Up to win this fight, because it’s a doozy. Heat Up deals 270 damage to Quintessence’s opponent every time they deal direct damage, and persists for 3 turns as a buff on her. “Direct damage” is an important distinction. DoTs don’t really count. But we need to know when it’s coming to time everything else.
As soon as Quintessence casts Heat Up, swap on over to your Fetish. Cast your Wild Magic and Dragon Breath as needed. You’re slower than Quintessence, a Flying pet, so you should always use Rot on your ‘free’ undead Res turn.
After that, it’s bunny madness!
Stampede your fuzzy little heart out. Depending on prior RNG, Heat Up may come back up during that last turn of Stampede, which is why I go with the speedy rabbits. At that point, Quintessence will be below half health, so my rabbit will suddenly start going first. You don’t want to swap in your rabbit early to try & fudge using a slower rabbit, because Quintessence’s speed means you’re always a turn behind for swap purposes, so your Rabbit will get creamed before it does its job.
All else fails, you can always Howl Bomb this one. I won’t tell. #yolo
This trio of battle pets is another group you may face in your garrison’s Menagerie as a part of Battle Pet Roundup, Scrappin or Mastering the Menagerie.
This is a fairly standard, no-frills fight. After all the Roboflauges and Iron Threads, it’s kind of a refreshing change of pace. Here’s the team:
In place of the spider, most strong beast offenses will do, though there are a lot of high-level tamed spiders to choose from. Crabs do pretty well too, & same deal. The mechanical needs to have either very strong offense, or lots of heals & dodges. I tend to like the pets with big single-hitting abilities, like the tonk’s Lock-On, Ion Cannon, etc. In the last slot that magic damaging Dragonkin battle pet family is at it again. I like the handful with heals, just as extra insurance, but it’s not really necessary. The Nether Faerie Dragon in particular works out really well to level the playing field.
The fight starts off relatively slow. Part of the reason there are so many available swaps is because Grubbles starts off with Sticky Goo, meaning that each pet’s abilities are relatively insular. There’s not a lot of synergy here, so just swap with wild abandon. Grubbles has the multi-hitting Flank as its main offense, which is why I like the Spider. Brittle Webbing means that each hit damages Grubbles too. Grubbles also has Adrenaline Rush, which he’ll use occasionally to get off an additional hit of Flank. This isn’t really an issue for my Spider, but if you’re making some swaps you may decide against, eg, using Pounce on a Cat here.
Scrags combines a stun with Takedown. Because of Grubbles’ Sticky Goo, unless your previous pet has a dodge ability there’s no saving it by swapping out after the stun. Scrags also has Ravage so we have to watch out for heals. The best way to counter this is to simply destroy it. I like the Tonk here, because I can time my Lock-On to ensure I finish Scrags before it can use Ravage. As an added bonus, the Tonk has the Minefield ability, which will significantly damage Stings when it’s his turn to come out. I just keep using my Missile ability in the meantime. I’ve had really good luck with the Tranquil Mechanical Yeti with Ion Cannon, or the Clockwork Gnome with Build/Launch Rocket too. Alternately, the Darkmoon Zeppelin with the Decoy ability can clinch a win fairly handily. I can occasionally pull off a 2-pet carry with the Zeppelin, too.
Stings can be very tricky, though so many of the teams in Draenor are Flying battle pets with Flying offense so you probably have the tools in your kit to prevail. Most Dragonkin battles pets with a Magic move or 2 can get the job done. I like the additional insurance of Life Exchange just in case Scrags manages to get off a Ravage & I have to finish the whole thing job with my 3rd pet, but it’s not really necessary. Stings uses Barbed Stinger, which means there is some degree of RNG involved, additionally so with Focus, so some heals may be in order if you’re getting smacked with the RNG stick.