your pet DOES KILL ITSELF there is nothing to consider.... x-x basically to use pokemon terms.. it is explosion with a DoT instead of upfront damage
This is the alternative to taking Unholy Ascension for the Unborn Val'kyr.
One thing to consider is that if the effected pet dies whilst being haunted, your Val'kyr seems to die as well rather than popping back out as far as I've been able to observe. Something to think about if you intend to take Curse of Doom along with haunt.
Edit: Another thing which seems to be a negative for this spell is that if you miss, or is it dodged in any way, your pet just dies. Kind of disappointing.
Edit 2: It seems as though the Val'kyr, whilst haunting, counts as a corpse for the purpose of Consume Corpse, and you can basically use it indefinitely due to the Val corpse not being "consumed" because it is technically inside the enemy pet.
Since patch 5.4, it seems they have fixed this pet! Fighting one today and although my haunted pet died with the Val'kyr inside it, the enemy pet just popped back out alive and well =)
Edit 4: 2017: Not sure but I *think* it now works that if you *miss* with the ability your pet just dies, however it will not die if the pet you are haunting dies whilst your pet is still haunting it.
I lost a chance at capturing the pet because of this spell. Also, it did more than the listed damage on a dragonkin.
My val'kyr has been randomly dying latley while haunting in PvP, has anyone else noticed this?
How to deal with Haunt from a battle perspective. This will be posted on the unborn val'kyr page too.
Have you run into the problem of having to fight a trainer with an unborn val'kyr and getting wiped all over the floor? If not, you probably haven't battled one. The best defense that I have found so far is Chrominius, open with Howl, then finish off with Surge of Power. If you crit, it will die. The only problem is with the undead trait it will still haunt you or use Unholy Ascension or whatever it can to part blows with you, BUT, the 2 round stun will be down to a 1 round stun when the next pet comes out, and trading 1 for 1 really helps to balance out the teams with that pet.
If you don't happen to kill it, having a pet that can hit the back line is very helpful as well, as usually they will put it to the back line when it comes out of the pet that is currently haunted, and you can kill it before they put it back into the active pet slot.
Until this pet gets nerfed, the only other way I have found to counter it is with a pet that can use armor plating or some similar buff, then casting Sandstorm for a double damage soak.
As many of you would expect, multiple Haunts
do not stack with each other
If you use
, the Val'kyr dies, and remains dead until the target is killed or Haunt expires. However, if you use a second Haunt while there is one still active, the first Haunt is
(not replaced), even if the second one would have dealt more damage. While this is true for all other DoT effects, it has additional implications with Haunt.
As a result, Haunt's duration will be reset to 4 rounds with the base damage of the first Val'kyr, which will also delay her resurrection; and when it expires, only
the first Val'kyr will come back to life
the second one will die permanently
This is one of those things that aren't really
, but are
good to know
if you are planning on running several Val'kyrs on your team.
Extremely frustrating that if two unborns square off and both use haunt in the same turn the second one dies completely for the battle. Seems like a bug, wish they would fix it.
If you use this ability with this pet as the last one out you will lose the battle.
This ability needs to be nerfed. There is no escape from it and it basically makes it's caster immune for the entire battle. I've read that if they cast it and it's blocked (ex:decoy) the caster dies. This never happens when I encounter it. The pet just sits there and waits for it's next turn. It also has no CD, so if you do block it successfully, they simply recast it next turn. Besides that it's too overpowered. Pets who do not have a heal are pretty much dead by the time the 4 turns are up. So they get to kill your pet and be completely immune to any and all damage for the duration of the pet battle. You can't force the caster into battle while it's dead either. Also, if you are using another pet with
it can repeatedly restore life on the same corpse. Previous posts seem to suggest this is a bug, but either way it's not right. I'm not complaining. I have a valkyri and could use it. I'm simply saying this is a seriously overpowered spell. It needs to be adjusted. When at least 70% of the pvp pet battles I enter have a valkyri, that suggests I'm not imagining things. When such a high number of players use the same pet, it says to me that it's success rate is outstanding. Blizz needs to make adjustments to this spell so that players can't just haunt and have 2 other pets as placeholders for her until the opponents are all dead. Maybe put haunt and curse of doom on the same slot. It's too much by itself and when you use it with curse of doom...really?
EDIT: Another overpowered point. Just had a valkyri die and rez, then cast haunt (I was faster) THEN it still got it's last attack. Casting haunt is supposed to "kill" the caster. So it's last attack should have been forfeited when she cast haunt.
This has been nerfed. It now has a 4 turn cooldown.
Seems broken at the moment. No change in the description, 100% hit chance but it misses every time I use it both on the round i die and the rez round. Opponent pet has no buff to make it miss and there's no weather effect.
Faced one player using a pet with this skill on my very first time using pet battle system. It was also the first time I've encountered a pet with this skill.
From what I've seen so from my fight, this skill seems a bit OP to me. Unless you manage to keep your pet alive from its damage, the enemy pet casting this skill will be alive as soon as its over. So, this is the gimmick: open up with haunt, switch pets, wait for cooldown while you mow down the haunted pet with skills that will hit pets on backline (assuming your oponent switched them once he got haunted) and its pretty much a guaranteed win.
I'm not sure if the change is intended, but it seems like Haunt got nerfed in 8.0. When coming back to life, my pet only has 50% of the HP it has when entering the "Haunt dead" state. For this it seems not of interest if it came back to life because the duration was reached of the enemy pet died.
This makes strategies that uses Haunt somewhat more difficult to play...
Appears to be bugged in BfA. When haunt ends your pet does not return with the same HP. Seems to be about 50%. Almost seems like it takes the same damage that it inflicted on the target for the duration of Haunt.
edit: just noticed someone else already reported.
Some mechanical notes for how this ability works in the current patch.
Whilst Haunting, debuffs on your pet remain in effect, and their timers seem to be frozen, if your pet is poisoned before Haunt, they will likely still be poisoned when Haunt ends and they revive.
Your pet will revive with 50% of the HP they had when they cast Haunt.
If Haunt misses for any reason, Haunt will go on cooldown, but your pet will not die.
If Haunt is queued to cast whilst your pet is immortal for one turn due to the Undead racial passive, Haunt is guaranteed to miss.
If two pets cast Haunt on one target, the duration of the debuff will be refreshed, but the second pet that cast Haunt will not revive when the debuff expires, only the first pet will be revived, the second pet will just die.
Occasionally, your pet will not revive when the enemy pet dies whilst under the effect of Haunt, this seems to happen more often when the enemy pet dies to a multi-hit ability on the turn after Haunt is cast.
Haunt is once again failing to revive the user if you kill the target before the debuff ends. It's not all the time though, but at the time I'm writing this comment you've got a *chance* for your death to be permanent, and you *definitely* come back with only half of your initial health. For the long-term viability of pet battles, I suppose it's a good thing that Haunt has been nerfed , but now pretty much every pet battle's comments will need to be pruned of their no-longer-viable "Use Unborn Valkyrie for literally everything" strats.
Not sure why, but Haunt seems to miss a ton. For a skill with 100% chance to hit, it misses more than any other skill with the same claim.
It seems to always miss when used after being resurrected for one turn.
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