On Pet Battle Healing
Posted: July 19th, 2012, 11:47 pm
Since I don't like running back to the stable master all the time, and I definitely don't want my little darlings
keeling over, I've been skimming through all the pets and their abilities looking to find good ways to keep my team
healthy. I thought I would share some of what I've found. (This ended up being way longer than I meant it to be.)
Of course, beta being beta, this could all change tomorrow. If there is interest, I will try to keep this post
updated. Please let me know if I've gotten anything wrong, and I'll try to fix it.
(For reference, the base power of a basic attack, such as Scratch, is 20.)
Group Heals
-Bleat: Heals 15 health for all team members, 4 turn cooldown. This is the most basic group heal. Bleat can
be found at low levels on most hoofed pets. Fawns (Fawn, Little Fawn, Gazelle Fawn, Winter Reindeer) are probably
the best low-level healers since they get Tranquility at level 2 and Bleat at level 4. Sheep and goats also get
Bleat at 4, but lack Tranquility (though at level 15 they gain Soothe, which can put enemies to sleep). The Giraffe
Calf also learns both Tranquility and Bleat, but it doesn't learn Bleat until level 10, and if it knows both spells
its only available attack is Headbutt, which has a 3 turn cooldown. Skunks can learn Bleat at level 20, and gain a
small individual heal and group buff in Perk Up at level 15.
-Rebuild: Heals 15 health for all mechanical team members, 3 turn cooldown. You'll find this ability on the
robotic poultry (Robochick, Mechanical Chicken, Mechanopeep). Good for mechanical themed groups.
-Inspiring Song: Heals 10 health for all team members, but has no cooldown. I've so far found this only on
the Singing Sunflower and several crickets (Grassland Hopper, Singing Cricket and Marsh Fiddler), all at level 20.
-Cleansing Rain: Heals 10 health for all team members and changes the weather to cleansing rain, 5 turn cooldown.
Cleansing rain reduces the duration of hostile damage over time effects by one round and increases damage done by
Aquatic pets by 25%. Found on the Sea Pony, frogs and water striders.
Transferable Heals
These single-target heals apply to the front pet rather than just the user, and thus can be passed on when switching
pets.
-Tranquility/Renewing Mists/Soothing Mists: Heals the front pet 6 each turn for 5 turns. Tranquility is found
on fawns, the Winter Reindeer, the Giraffe Calf, and the Emerald Whelpling. Renewing Mists is found on the Magical
Crawdad and many crabs. Soothing Mists is found on various plant elementals (Venus, Crimson Lasher, Ammen Vale
Lashling)
-Wish: On the next turn, heals the active pet for 50% of its maximum health, 5 turn cooldown. Found on the
Magical Crawdad (at level 20) and the Magic Lamp (the Horde version, the Enchanted Lantern, does not have this
spell, but the pets do not bind and can be transferred through the neutral AH). I haven't been able to test this yet
myself, but based on the wording it should still work if you switch pets on the turn after using it.
keeling over, I've been skimming through all the pets and their abilities looking to find good ways to keep my team
healthy. I thought I would share some of what I've found. (This ended up being way longer than I meant it to be.)
Of course, beta being beta, this could all change tomorrow. If there is interest, I will try to keep this post
updated. Please let me know if I've gotten anything wrong, and I'll try to fix it.
(For reference, the base power of a basic attack, such as Scratch, is 20.)
Group Heals
-Bleat: Heals 15 health for all team members, 4 turn cooldown. This is the most basic group heal. Bleat can
be found at low levels on most hoofed pets. Fawns (Fawn, Little Fawn, Gazelle Fawn, Winter Reindeer) are probably
the best low-level healers since they get Tranquility at level 2 and Bleat at level 4. Sheep and goats also get
Bleat at 4, but lack Tranquility (though at level 15 they gain Soothe, which can put enemies to sleep). The Giraffe
Calf also learns both Tranquility and Bleat, but it doesn't learn Bleat until level 10, and if it knows both spells
its only available attack is Headbutt, which has a 3 turn cooldown. Skunks can learn Bleat at level 20, and gain a
small individual heal and group buff in Perk Up at level 15.
-Rebuild: Heals 15 health for all mechanical team members, 3 turn cooldown. You'll find this ability on the
robotic poultry (Robochick, Mechanical Chicken, Mechanopeep). Good for mechanical themed groups.
-Inspiring Song: Heals 10 health for all team members, but has no cooldown. I've so far found this only on
the Singing Sunflower and several crickets (Grassland Hopper, Singing Cricket and Marsh Fiddler), all at level 20.
-Cleansing Rain: Heals 10 health for all team members and changes the weather to cleansing rain, 5 turn cooldown.
Cleansing rain reduces the duration of hostile damage over time effects by one round and increases damage done by
Aquatic pets by 25%. Found on the Sea Pony, frogs and water striders.
Transferable Heals
These single-target heals apply to the front pet rather than just the user, and thus can be passed on when switching
pets.
-Tranquility/Renewing Mists/Soothing Mists: Heals the front pet 6 each turn for 5 turns. Tranquility is found
on fawns, the Winter Reindeer, the Giraffe Calf, and the Emerald Whelpling. Renewing Mists is found on the Magical
Crawdad and many crabs. Soothing Mists is found on various plant elementals (Venus, Crimson Lasher, Ammen Vale
Lashling)
-Wish: On the next turn, heals the active pet for 50% of its maximum health, 5 turn cooldown. Found on the
Magical Crawdad (at level 20) and the Magic Lamp (the Horde version, the Enchanted Lantern, does not have this
spell, but the pets do not bind and can be transferred through the neutral AH). I haven't been able to test this yet
myself, but based on the wording it should still work if you switch pets on the turn after using it.