Some information about evade-then-attack abilities (
Pay attention to the speed of your pet: if you are fastest, you will evade the current turn attack but be vulnerable to the next turn attack. If you are slowest it's vice-versa. In the latter case, a human opponent is likely to use a non-damaging move like a heal or pet switch. Careful timing with expiring
on your pet or
on opponent pet can allow avoiding two attacks.
These abilities appear to have a modarate chance to miss (80% accuracy). Their usefulnes lies mostly in the ability to avoid damage rather than deal it, especially dodging hard-hitting attacks like
These abilities only protect against direct attacks or delayed attacks like
, not against already present DoTs, weather damage, persistant damage like
I just fought someone with an otter pet and she used DIVE on the first turn and stayed underwater and unattackable for the entire fight. The pet never surfaced once and was only able to be hit by global spells like Starfall. One otter killed my whole team and since Starfall has a long cooldown, I only managed to hit the otter once. Clearly this ability is bugged.
impressively otters can dive underwater even on dry land!
Maybe I'm just incredibly unlucky, but this attack misses more for me than any other Pet Battle attack. Nothing on the tooltip suggests it has a high miss chance, but I've seen this attack miss more times than any other attack. Really sucks for an attack with a 1 round charge time and 4 round cooldown.
, which all have the same abilities, including this one, and as Critters take less damage from Elemental attacks, are very good Elemental killers: open with
, then use Dive, and with a crit, you may even immediately kill legendary battle pets like the
Pandaren Elemental Spirits
Should be called Dive and Miss, since it hits 1 out of 5 times at best in my experience.
I'm pretty sure Dive had an 80% hit chance in MoP but in WoD it has a 100% hit chance. Am I crazy or is that correct?
Moves with a semi-invulnerable charging turn that hit for above average damage (base 30) on the second turn, with a 4 round cooldown:
Similar charge-up moves but with an exposed charging turn that hit for significantly higher damage (base 50) on the next turn with various cooldowns:
(3 round cooldown, unique to
(3 round cooldown, unique to
(4 round cooldown, unique to
Similar charge-up moves with no cooldown that apply a 10% damage buff on the first use then consume the buff to deal higher damage (base 45) on the second use:
Similar multi-use charge-up moves with no cooldown that create an infinite round buff on the first use, then on second use, consume the buff to deal decent damage (base 45):
(Buff is instead an allied object that can be used by any allied pet with the ability)
(Buff is applied to the user of the ability)
(Buff is applied to the enemy pet, remains on the same pet if it is switched and can be used on multiple pets in a single battle)
A Pet Battler's Guide to: Defeating the Celestial Tournament
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