This is the signature move of Digle- I mean, um, various snake and rodent type pets.
Ah screw it. Diglet Dig! Diglet Dig!
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
As of 5.1, this ability protects against
, which makes sense.
I'd like to point out that when a pet is burrowed and unattackable it can still be captured.
This ability feels like it has a 65% Chance to hit, the amount of Misses i get are too high. Impossible to be an 80% chance to hit.
I don't know if it's just me, but Burrow feels like it's more of a 30-40% chance to hit, but for NPCs, the 80% holds true.
A Burrow'd pet is not immune against an opponent's subsequent Burrow damage, which could make sense because they're facing each other underground. Either that or Burrow really ends after the user's round and doesn't continue until its pop-up and attack in the second round if the opponent is Burrow'd as well, even though the animation suggests otherwise.
Unless I'm over-interpreting or missing something.
Old (pre-Warlords) values:
434 dmg for 25lvl H/S breed
518 dmg for 25lvl B/B breed
603 dmg for 25lvl P/P breed
Slightly nerfed, but still looks OP for players wont to old ability.
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)
Burrow does not protect from enemy using burrow or dive or similar abilities.
A Pet Battler's Guide to: Defeating the Celestial Tournament
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