Guide To Creating PvP Pet Battle Teams

Pet Battles
Note: the most updated version of this guide can be found here:

Discodoggy’s Guide To Creating A PvP Team

Lately I have seen more threads asking how to get started in Pet Battle PvP. I figured rather than respond to each of them individually I would make this guide.

Pet battle PvP is quite different from PvE. When facing the trainers you know exactly what move sets they have and often the sequence in which they perform these moves. In PvP you will be facing a thinking opponent and you have no idea what type of team you will be facing. Creating teams to face these thinking opponents can be a daunting task.

What is the purpose of this guide?

This guide is intended primarily for people who already collect and have leveled pets from each family and would like to start PvPing at max level (which is 25 at the time of writing). Choosing your team is a huge part, perhaps the most important part of being successful in PvP. The goal after reading this is for you to be able to create your own viable PvP teams.

What this guide isn’t.

It is not a leveling guide. It is not a pet battle PvE guide. It is not a how to PvP guide. The actual act of pet battle PvPing will be up to you to learn after you create your team. This isn’t a guide on how to make a team that will steam roll every other team you encounter. It’s here to get new PvP battlers started making their own teams.

What are my qualifications?

I was a pet collector before MoP and one of the most anticipated parts of the new expansion for me was pet battling. You mean I can actually use these little guys that I’ve been spending absurd amounts of gold on? Awesome! I started PvP pet battling on day one of MoP. I pet battle every day that I play WoW. At the time of writing this I have around 2,900 PvP wins. I know this doesn’t necessarily make me “good”, but it does make me experienced. One of my favorite parts of pet battles is putting together pets that work well with one another to form competitive teams. I would like to share some of my methods.


Before getting started there are a few important facts that you need to know. If you have already done some pet battling then you probably already know this. I have included it nevertheless.

Preliminary Knowledge A: Families

Pets are classified into 10 families. In order to PvP you need to understand the strengths and weaknesses of each family. Every pet and every attack has a family classification. If an attack is strong against another pet then it does 150% of its normal damage. If an attack is weak against another pet then it does 66% of its normal damage. A major part of being successful in pet PvP is using strong attacks against your opponents.

Listed below is each family, what it is strong against and what it is weak against.

Humanoid is strong against Dragonkin but weak against Beast
Dragonkin is strong against Magic but weak against Undead
Magic is strong against Flying but weak against Mechanical
Flying is strong against Aquatic but weak against Dragonkin
Aquatic is strong against Elemental but weak against Magic
Elemental is strong against Mechanical but weak against Critter
Mechanical is strong against Beast but weak against Elemental
Beast is strong against Critter but weak against Flying
Critter is strong against Undead but weak against Humanoid
Undead is strong against Humanoid but weak against Aquatic

Note that a pet may have attacks from a different family. For example, a Bat from the flying family has flying, undead, and beast attacks.

While I have heard the terms used differently in other games, this is the way I will use the following terms:

Hard counter - This pet’s moves are strong against you. My Emperor Crab is a hard counter to your Fel Flame (elemental) because my Surge (aquatic attack) is strong against you.

Soft counter - Your attacks are weak against this pet. My Arctic Hare (critter) is a soft counter to your Fel Flame because your elemental attack is weak against me.

Double counter - Your attacks are weak against this pet and this pet’s moves are strong against you. My Shimmershell Snail is a Double Counter to your Fel Flame (elemental) because I have an aquatic attack (Dive) which is strong against you and I am a critter, so your elemental attacks are weak against me.
Preliminary Knowledge B: Stats and Breeds

There are three stats on your pet: Power(P), Speed(S), and Health(H). Each pet has a breed associated with it, which partially determines how much of each of the three stats the pet has. There are 10 different breeds (not including gender). Each breed has a number associated with it, but people have developed a two-letter system to make it easier to keep track of. From the add-on Battle Pet Breed ID by Hugh@Burning Blade and Simca@Malfurion:

“The letter system was developed as a way to more quickly tell breeds apart from each other. Each letter represents one half of the stat contribution that makes up a breed. A few examples: S/S (#6) is a pure speed breed. S/B (#11) is half Speed with the other half Balanced between all three stats. H/P(#7) is half Health and half Power.”

For more detailed info on breeds go to Warla’s awesome site

Creating a Team

Now that we have all the preliminaries out of the way it’s time to make a team. The first step is simple: choose a pet. This sounds simplistic, but you have to start somewhere. It is my belief that in 5.2 you can make a viable team out of almost any pet you choose. Blizzard has done a decent job of nerfing the overpowered pets this patch. Hopefully no seriously overpowered pets will come out of the woodwork and ruin the meta (I’m looking at you Fluxfire Feline).

So how do you choose that first pet. You can pick a pet based on appearance. You can pick based on emotional attachment, you know that you love that pet that’s been following you around for all these years. You can pick a pet that has performed well in PvE. You can pick a pet that you read is good on the forums. You can pick a pet because you like its family racial bonus or some effect it applies to your opponent.

Just pick one, and now the trick is to create synergy, a buzzword that is thrown around this forum quite often. From synergy is defined as “the interaction of elements that when combined produce a total effect that is greater than the sum of the individual elements”. Basically we will choose your two other pets in a way that will make your starting pet better.

Types of Synergy

Below I have listed some of the many types of synergy you can create. The more of these you have, the better your team will perform. However, you don’t need them all to have a good team.

A. Coverage

One of the most basic things to consider when trying to build synergy is coverage. Coverage is based on what type of family your pet is. You want to pick your second pet so that it is a strong counter to a pet that is strong against you. Let’s say you started with a critter. Then beast attacks are strong against you. So you would choose a pet with mechanical attacks, which are strong against beasts. Now your second pet is exposed to a certain family of attacks. Not to worry, pick your third pet to deal with that pet family. You only get three pets so the coverage has to stop somewhere.

Example 1: Start with an Arctic Hare. Since it is a critter it will be vulnerable to beast attacks. You then pick Robo-Chick (a mechanical) to attack the beasts. Now your Robo-Chick is vulnerable to elementals. You then pick an Emperor Crab (an aquatic), so he can attack the elementals.

Note that you don’t have to stay within families to use this method.

Example 2: Start with an Arctic Hare. Since it is a critter it will be vulnerable to beast attacks. You then pick Enchanted Broom, a magic pet that has mechanical attacks to attack the beasts. Now the Enchanted Broom is vulnerable to dragonkin. You then pick Flayer Youngling (a humanoid), so he can attack the dragonkin.

B. Diverse Family Attacks

Ok, you have a team that has coverage, what’s next. Depending on what moves you choose you may need to spread out the strong attacks onto different families. Let’s continue with Example 1 above. The Robo-Chick is used to kill beasts so you need to chose a mechanical attack. But there are three slots to choose moves from.

In the first slot you can choose between Batter and Peck. The second slot is a choice between a self-buff and a heal. The third choice is between Wind-Up and Supercharge. All of the attacks are mechanical except for Peck (a flying attack). For that reason you would choose Peck over Batter. Why? You will still get the strong attack against beasts with Wind-Up, but now you are better equipped to handle more families. Not only will beasts cower at the Wind-Up but any aquatics will now fear the Robo-Chick and his flying attack Peck!
Unfortunately this is not as clear cut as it may seem. By relying on Wind-Up as your sole mechanical attack you are now telegraphing the move (it is a charge up, two turn attack) and any potential beast victims can swap out. For every choice there is a trade-off, but in most cases having more types of attacks is a good thing.

The goal with diverse family attacks is to have strong attacks against as many families as possible. If you want to give up some coverage and focus on diversifying your family attacks you can always exchange a pet used for coverage with a pet that has three different family attacks. Some pets have more than three different family attacks to choose from. The Nether Ray Fry can choose form six!

C. Effects

A different type of synergy is based on effects. There are many moves in the game that add effects to the pets. Let’s pick the example of the Bleeding effect. There is a beast attack called Rip that does a minimal amount of damage but puts a DoT and an effect called “Bleeding” on the opponent. There are other attacks that have increased damage against or increased chance to hit a Bleeding target. Blood In The Water is a powerful attack that normally has a high chance to miss but always hits if the target is Bleeding. Maul does extra damage if the target is Bleeding.

You can now take this effect and try to create a team around it. Let’s say you choose Snarly to start with, who has both Rip and Blood In The Water. You will then choose either another pet that has Blood In The Water/Maul or another pet that can apply the Bleeding effect. You could choose Dun Morogh Cub because he has the move Maul. Now not only does Snarly benefit from the Bleeding effect, the Cub can really pack a punch on bleeding targets with Maul.

Ok, you have Snarly and the Dun Morogh Cub. Next you have a tough choice. Do you want to provide some coverage for Snarly or the Cub? Or do you want to create more effect synergy by including another Bleeder or Mauler? You could choose a Hyjal Bear Cub (beast) or Infested Bear Cub (undead) with Maul. Out of these two choices you should pick the Infested Bear Cub because it is undead and you already have a beast. Or you could choose a Squirrel so that you have another pet to apply Bleeding. So many choices. After you make those choices you can then try to diversify your family attacks or provide some coverage by choosing the appropriate moves for each pet.

Just a reminder in case you forgot, this isn’t a guide about how awesome Bleeding and Maul are. It’s supposed to help you create your own team. Go find another effect and build a team around it. Others types of effects are Blinded, Plagued Blood, Burning and Chilled to name a few.

D. Weather

Some effects are brought about by using skills that apply weather to the playing field. Weather differs from other effects because it applies the effect to all active pets, not just the pets that the move was used against. Creating a weather team is very common in PvP pet battles. While weather usually provides a powerful effect that benefits you it also has some big risks. Your opponent may be using weather also. If they change the weather your team might lose most of its effectiveness. Another risk is that it benefits both teams equally. I just love when I have a healing team and my opponent applies Moonlight (which buffs healing). Thanks for the help! Keep in mind that the elemental racial makes them immune to weather, so you may lose some effectiveness if facing elementals.

As an example of how to make a weather team I will choose one of the lesser used weathers, Cleansing Rain. Cleansing Rain gives aquatic attacks a 25% buff and reduces harmful damage over time effects by one round. An obvious choice would be to pick three aquatic pets for this team. Picking three (or even two) of the same family for your team is an extremely risky choice. If the opposing team has one hard counter you’re in for a world of hurt in the form of strong attacks. In other words, if I have three aquatics just one flying pet on the opposing team will destroy me.

So you have to be creative. Lets start with a Leopard Tree Frog. He can apply Cleansing Rain. Instead of choosing two more aquatics you can choose non-aquatics with aquatic attacks. How about Curious Oracle Hatchling (humanoid) and Legs (magic). Both of these pets have aquatic attacks. They also have magic, humanoid, and mechanical moves. If you decide to give the frog Tongue Lash then you also have a critter attack. That’s five families of attacks with one of the types being buffed by 25%. This team also has coverage with the humanoid attack covering the magic pet.
E. Mitigation

Sometimes you don’t want to get hit. There are many mitigation type moves in the game. Dodge is a common move that makes you unable to be hit for the turn it is cast on and the next turn. Burrow, Lift and Dive are two turn mitigation attacks that will make you unable to be hit on the first turn and then attack on the second turn. The attack part of these moves has a high chance to miss so most people consider these moves defensive rather than offensive.

I suggest taking at least one. That way when your opponent casts a nuke you can get out of the way. Or maybe you just need to stay alive for one more turn while your DoT kills your opponent. Mitigation moves, although not quite mandatory, are very useful. If you don’t have a mitigation move there are other ways of diminishing the damage done by nukes. You can always put in a soft counter to the nuke, but of course it’s better to avoid it completely.

F. Diverse Damage Types

Another consideration while making a team is the way in which your attacks do damage. I classify attacks in the following ways:

Normal - Your standard attack, it hits the opponent once for a set amount of damage.
Nuke - Hits for a big amount of damage, but is usually telegraphed in some way and has a long cooldown (3+ turns)
Multiple - Hits the opponent for a less than normal amount of damage multiple times, usually dependent upon speed
DoT - Applied once, it will continue to damage the opponent for multiple turns, even if they are not the active pet
Mitigation Attacks- A combination of dodge and a low hit rate attack
Mitigation - A shield or dodge, or anythng that lessens incoming damage
Effect - Does a small amount of damage but also applies an effect
Effect Based - Does more damage or has some utility if a certain effect is present
Ramp-up - Damage increases after each use on the same target, up to a maximum amount. In 5.4 these are no longer reset when the opposing pet is swapped, only when the pet using the ramp-up attack is swapped.
Utility - Does damage but also performs some other action.
Multi-turn - Does good damage or has good utility spread out over many turns
Buff/Debuff - Increases or decreases a certain stat (Health, Power, or Speed)
CC - Stuns, freezes, roots or otherwise makes your opponent have less control over their pet

With 600+ pets there are probably some moves that don’t fit nicely into any categories, but for the purposes of this guide we have most moves covered.

It’s good to have a mixture of many types of these on your team because they all have their pros and cons.

Nukes hit for a lot but can’t be used often and are telegraphed, thus easily mitigated. Using nukes that take multiple turns are not a good way to finish off an opponent who has a small amount of health remaining. Where nukes do a really good job is versus shielded opponents. Shields usually reduce damage by a flat rate rather than a percent. So a a small percentage of nuke damage will be mitigated by a shield, as opposed to a much larger percentage from normal, multiple, or DoT attacks.

Multiple attacks are great for killing mechanicals since the second and third attacks will hit after the pet has resurrected.

Multiple attacks can be shut down by shields and Sandstorm (a type of weather) very easily. Shields reduce the damage from each hit. Using a multiple attack against a shielded opponent means your normally small amount of damage is even smaller, so it’s better to use normal attacks or nukes against shields.

Another drawback of multiple attacks is the dependance upon your speed. Some multiple attacks will attack an extra time if you attack before your opponent and have a higher speed. Thus your extra attack can be stopped by speed debuffs or moves like Surge, which always goes first.

DoTs are great because you can apply them to your opponent’s active pet and they will continue to do damage if either you or your opponent swap pets. DoTs tend to hit for even less than multiple attacks. For this reason their major drawback is that they are even more vulnerable to shields and Sandstorm than multiple attacks.

Mitigation attacks were discussed above. Some form of mitigation is recommended for every team.

Effect and Effect Based attack synergy was discussed in detail above (the Bleeding team) so I won’t get into detail about effect attacks. I will say that Effect Based moves can be risky if the effect is missing. For example Maul on the Dun Morogh Bear is a mediocre move if the target is not Bleeding.
Ramp-up attacks I have always found to be somewhat weak. It is too easy to swap pets when the damage starts getting high. Of course if you are in a last pet one on one scenario your opponent can’t swap, but even then these attacks don’t ramp up very quickly.

Utility moves are situationally useful. Some common utility moves include Death Grip and Sweep, which forces a pet swap on top of doing damage.

Multi-turn attacks should be avoided in PvP whenever possible. When you choose one of these attacks you are committed for two or three turns. This allows your opponent to easily switch to a hard counter and do some serious damage to you, all while you are helplessly committed to your attack. There are some exceptions to this. Many people love swarm/flock/stampede type moves because of the 100% damage increase debuff they provide. I say use these moves with caution.

Buffs/Debuffs and CC are all situationally useful and should be considered when choosing breeds. Perhaps you can go with a slow and powerful breed if you are going to include a Speed buff on your team.

Ok, back to why we are here, creating teams. I discussed the different types of attacks for a reason. Your team will be better if you have different types of damaging attacks. Why? In PvP you never know what types of opponents you will be facing. Bring too many multiple attacks and DoTs against a shield/Sandstorm team and your damage will be shut down. If you have too many nukes and no multiple attacks you may find that when you need to kill a mechanical quickly or knock out that last bit of health from an opponent it will take you multiple turns.

Let’s take a look at Example 2 from part A to make sense of diverse types of attacks. So far you have an Arctic Hare, an Enchanted Broom, and a Flayer Youngling. For the Arctic Hare you choose Flurry (multiple), Dodge (mitigation) and Burrow (mitigation attack). For the Enchanted Broom you will choose Broom (normal), Sweep (utility, forced swap), and Wind-Up (nuke).

Now you have some tougher choices for the Flayer. Since you brought him into your team to cover the Enchanted Broom you will definitely want to take Blitz (multiple) because his only other humanoid attack is Kick (CC). Kick does minimal damage, stuns the opposing pet and has a three round cooldown; doesn’t really provide the dragon killing power that you chose the Flayer for. For the middle slot you have a choice between Deflection (mitigation) and Focus (buff). Neither is an attack. You could choose Deflection for more mitigation.

In the last slot you have a choice between Rampage (multi-turn) and Kick. Rampage will do two things for me, it will give me another family of attacks (beast) and it will provide some much needed damage. The major drawback it that is a multi turn attack. Many flayers have died to my Ghostly Bite (undead nuke) because they made the mistake of casting Rampage. I am also losing the utility of Kick, which can be a useful stun.

It’s a lot to consider, I know. If you take a step back and look at the types of attacks you will notice that you have 3 mitigation, 2 multiple attacks, 1 utility, 1 CC, 1 normal, 1 nuke, 1 multi-turn. Those three mitigation moves really stand out as being a bit too much.The attack potential of this team isn’t looking too good. While survivable, it might be hard to kill opponents. At this point you can go back and make some changes to your move set. Or you can rethink your choice of pets. Do you really need coverage for your Enchanted Broom? Maybe your third pet doesn’t need to be a humanoid. If you feel more comfortable having coverage, maybe the flayer is a poor humanoid choice. What other humanoids do you have at your disposal that would be a better fit? These are questions you should be asking and answering yourself.

Again I would like to remind you that there is nothing special about this particualr team or set of moves. It's the thought process that goes into creating a good team that I am trying to convey to you.

G. Breeds

So now you have it all worked out. You have coverage, diverse family attacks, diverse damage types, effect synergy, and mitigation. You’re not done yet. You still need to decide on which breeds to choose. First you need to know what breeds are available. You can either get an add-on like Pet Battle Breed ID or you can visit

Before continuing on this topic I would like to say that this is a beginner’s guide and Breeds are a more advanced type of synergy. If you would like to skip this section for now then by all means do so. The last thing I want is to do is dissuade someone from trying a team because they feel they don’t have the best breeds. Feel free to skip this section and come back after you’ve had some practice creating and trying out a few different teams.
The breed you choose really depends on what the role of your pet is. Let’s look at Example 2 from above. The Arctic Hare has a multiple attack and Dodge. I really need speed for this pet. Why? Getting an extra attack out of the multi attack is based upon your speed relative to your opponent’s speed. It is also beneficial to go first in order to maximize Dodge. If you cast Dodge before your opponent moves then you dodge all attacks for this turn and the next. If you are slower and cast dodge, you end up casting it after your opponent has already attacked you, thus dodging attacks during the next round only. The choice is obvious, you want a fast breed. Look at all the breeds of Arctic Hares and pick the faster breeds.

I go to the website listed above and notice that there are 6 different breeds of Arctic Hare (not counting gender). Two of the breeds have 322 Speed (S/B and H/S) and one has 357 speed (S/S). Since there are a lot pets with 325 Speed in my meta game I will choose the Arctic Hare with 357 Speed so that I am always faster than my opponent.

So now here’s what you need to do: go out and catch yourself an S/S breed Arctic Hare. If you already have an Arctic Hare that is a different breed don’t let that stop you from using it, but know that it could probably perform better if it were a different breed. You should also check to see if you have another Rabbit or Hare pet that is an S/S breed. There are many similar pets with different names and most rabbit pets have the exact same move set.

Lets look at another example of breeds, the Bleeding team from above. While technically different pets, Snarly, Toothy, Chuck, and Muckbreath are realistically the same pet (same move set and same model) with different breeds. Let’s analyze the breeds.

Snarly is H/P, his stats are 1546/305/244 (Health/Power/Speed)
Muckbreath is B/B his stats are 1481/293/260
Toothy is P/S his stats are 1400/305/273
Chuck is B/B, his stats are 1481/293/260

What do you want from your little crocolisk? The Bleeding team that you made is all about doing massive damage, so you want high Power. Snarly and Toothy both have the highest Power, so you will choose between those two. Now you need to decide what is more important to you, 273 speed and less Health or 244 speed and more Health? Speed is a tricky stat to work with.

I would argue that the H/P breed is a better choice. If you go with the P/S breed (Toothy) you get less Health and 273 Speed is really not that fast. Many pets will be faster that Toothy, so you are sacrificing health for no reason. Plus, you have a move called Surge which always goes first regardless of Speed. This makes Speed an even less desirable stat. It’s all pointing to choosing Snarly, the H/P breed.

Before proceeding I would just like to clear something up. The above example is special in the sense that you are comparing the breeds of different pets that have the same move sets. Most of the time you will be looking at one pet and trying to decide between the different breeds available for that one pet. For example, if you want a Scourged Whelpling on your team you will have to decide which of the two breeds is a better fit, the H/H or the P/S.

In general, you want to avoid and balanced breeds if you have the choice to do so. The reason is that balanced breeds have less overall stats. The pure breeds (S/S,H/H,P/P) have the most stats. Refer to for more details. This does not mean that any breed with a “B” in it is bad. In the Cleansing Rain team above both the Curious Oracle Hatchling and Legs are B/B. That’s the only breed those pets come in, so there is really no choice if we want to use them.

For pets with multiple breed choices I would say you really need to examine the role of each pet in your team and base your decision on that.
Final Thoughts

To sum it all up, I have covered different ways of creating synergy within your PvP pet team. To create a PvP team, pick a pet you like. Then pick the two remaining pets in order to create the following:

A. Coverage
B. Diverse Family Attacks
C. Effect Synergy
D. Weather Synergy
E. Mitigation
F. Diverse Damage Types
G. Breed Synergy

You do not need to have all of these, but usually more is better.

In the future you may find that you like some of these synergies more than others and you can build teams around just a few of them. That’s great, develop your own style. I started with coverage teams, then branched out to diversifying my family attacks. Lately I have been having a lot of fun and success with Effect Synergies.

I suggest just starting with one or two from the list above and then braching out later. It might be hard to get all of these synergies on one team, but go ahead and try if you like.

Now that you have your team go queue up!

Finally, I would like to thank the following people for their contributions to the pet battle/collecting community:

Warla for the awesome website
Simca for testing and addons.
Surrender for finding so many annoying and broken comps that can be abused (so they can be fixed/nerfed).
Nullberri for addons.
Annimositty for helping people create teams:
Wow, what a totally amazing PvP guide and just what I needed, thank you so much, Discodoggy for your comprehensive explanations. Its going to take me some time to analyze all you have to say and I can see I have a lot of learning to do.

I'm so pleased to see you give credit where credit is due to the other people on this forum who so deserve recognition.

Congratulations Sir.

/cheer Purrdy
It's a very good guide indeed. Nice formatting with a easy to understand language. I do think you might want to add a section on speed. I definitely agree it is a very tricky stat but it's far to valuable not to expand on it's usefulness.


Speed has it all if used properly.

Thank you for making the pet battle community a little bit better. Cheers!
As a new pet battler, this is exactly what I needed. I get overwhelmed with how many options there are, but have one or two pets that I love playing. It's good to know how to take them and build a team around them. Three cheers for discodoggy!
Thanks for this! After a long lull in my interest in pet battles, I've had a rebirth of interest. And now I'm not just interested in collecting pets, but thinking of putting together some teams for PVP pet battles. You know, make use of my collection of rares :)
I do think you might want to add a section on speed. I definitely agree it is a very tricky stat but it's far to valuable not to expand on it's usefulness.

I was going to put in a big section on speed like you suggest. There is just so much to say about it I wasn't clear on how I could keep it concise and simple so I opted to avoid the topic. You are right, I really should add at least a few paragraphs on such an important topic.

And thanks everyone for the positive feedback, glad I could be of some use to the community.
nice guide
Whats the best addon for pvp battles? One that shows the enemys attacks and cds
I believe Blizz have blocked out the ability to see cooldowns in pvp battles.
There are three stats on your pet: Power(P), Speed(S), and Health(H).

This section is accurate, but emphasis on breed tends to encourage players to overlook the actual stats of a pet.

Even amongst pets with the same move set, you'll often get variations. A standard P/P Crab has a 325 Power and a 244 Speed. A P/P Emperor Crab has a 357 Power and a 211 Speed. All S/S Rabbits and Hares have a 357 Speed/227 Power… except the Grasslands Cottontail at 325 Speed/260 Power. Felines all share the same move set, yet their Power varies up to 341 (Cornish Rex Cat) and their Speed varies up to 390 (Cheetah Cub) while their health is likewise all over the place.

And so on.

Many of the best pets in the game are marked not so much by their special movesets as simply being statistical outliers.

Multiple attacks are good when the attack is also a strong attack.

Multiple attacks do not receive any special bonus here since the strong attack bonus is multiplicative. If the multiple attack was all piled into a single lump of damage, you'd get the same benefit.

Where multiple attacks would benefit in the way you describe is with effects like Wild Magic, Call Lightning or Plagued Blood that apply a set bonus on each attack (no matter how large it may be).

Note that one particular multiple attack has all of the benefits but none of the drawbacks from Sandstorm/shielding: Trample. Because shielding does not mitigate percentage-based attacks, Trample is only reduced by shielding effects once. But it still attacks twice.

Ramp-up attacks I have always found to be somewhat weak.

I think of Arcane Blast as the 'standard' for these sorts of attacks. It pays off on the third attack (you do one attack at -damage, one attack at normal damage, all future attacks at +damage). Now, you can view this in a glass-is-half-empty fashion like above. Or you can consider that you're effectively forcing your opponent to abandon the fight (and give you a free action) after three turns.

This section is accurate, but emphasis on breed tends to encourage players to overlook the actual stats of a pet.

You are right. While I said that breeds partially determine the stats of a pet, I didn't talk at all about the other part, the base stats.

Multiple attacks are good when the attack is also a strong attack.

03/31/2013 04:11 AMPosted by Medeyn
Multiple attacks do not receive any special bonus here since the strong attack bonus is multiplicative. If the multiple attack was all piled into a single lump of damage, you'd get the same benefit.

Thanks for pointing this out, I’ll change it.

Ramp-up attacks I have always found to be somewhat weak.

I think of Arcane Blast as the 'standard' for these sorts of attacks. It pays off on the third attack (you do one attack at -damage, one attack at normal damage, all future attacks at +damage). Now, you can view this in a glass-is-half-empty fashion like above. Or you can consider that you're effectively forcing your opponent to abandon the fight (and give you a free action) after three turns.

What you say makes perfect sense. However, I personally have never found ramp-ups to work well against a thinking opponent in PvP. Unless they are unable to swap, which I did mention above.

Thanks a lot Medeyn for reading the whole thing and giving such in-depth responses. I appreciate it :)
Been wanting to dabble in the PvP side of pet battles, but never really understood the various synergies.

Your guide is just what I've been looking for.

Thank you and sticky requested!
Some (positive) criticism. I think this guide would be a lot better if you
- removed all the irrelevant, credential proving stuff there.
- added some general pvp stuff or pointed players on how to get started on that in main faq.
- really added some useful 5.2 related info, a lot of it is just very generic stuff.
A nice guide.

Speed is indeed tricky. It is a boon to a lot of abilities like dodge but can be easily negated due to so many abilities that can affect a pet's speed. Having a high-speed pet neutered due to one of those abilities can ruin your chances of victory. Imo, having a high-speed team is like playing Russian Roulette. If you face a slower team with no speed adjustment abilities, you will most likely win. If you face a team that is faster due to abilities or raw stats,.... well you get the idea.

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