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Welcome to PvP Pet Battling

Surviving the Meta



1. Introduction


In this part of the PvP section we want to prepare you for the current Meta game that you will face playing against random opponents. Further below is a simple list of some of the most popular and strongest team compositions. We explain their functionality and also name some abilities/pets that these teams are being played with, together with suggestions of how to counter stated strategies.

Furthermore this article serves as a platform to upload your favorite PvP teams for others to discuss about or to help people who find themselves troubled creating good teams on their own. On the left side you can see different categories in which spoken teams can be uploaded.

Please note that different Meta-gameplay can be expected depending on the region you are in. Therefor both lists -the written introduction and the categories of the strategy creation tool- are never considered to be finished and will evolve with the Meta and your suggestions of themes that this article is missing ("Missing Cateories"-Tab).

We hope that we can make PvP pet battling more attractive to you and we look forward to read your opinions and knowledge for sharing and improving.
-Shenk & Rosqo




Here we will go through the most common strategies and highlighted abilities you will face whilst in the PvP queue and how to set up your teams to counter them.


2. Call Darkness


Call Darkness is the strongest weather ability bar none. It also has several abilities which synergize extremely well with it: Nocturnal Strike, Spectral Strike, Sneak Attack, Surge of Light, Light and Fury of 1000 Fists. Most Darkness teams will run at least one flying pet with Call Darkness and Nocturnal Strike and the rest with something else that gets buffed by darkness or blinding effects. They are difficult combinations to counter because of the burst nature of the teams.

Common pets: Bone Serpent, any Nocturnal Strike flier with 292+ speed or 300+ power like Dread Hatchling, Frostfur Rat, Nightshade Sproutling, Spectral Raven, Twilight, Shadow, Soul of the Aspects

Counters: Weather Changes (2+), Elementals, Blocks/Deflects/Dodges for the big combo hits, Surge of Light, Beasts with strong magic damage (take less damage from Call Darkness and counter the flier e.g. Thaumaturgical Piglet)








3. Traps


Traps are in theory depending on RNG but in the majority of fights they work pretty reliable. Quite often both Magma Trap and Snap Trap will trigger right away, dealing not few damage and also stunning the affected pet for an entire round. This gives you a huge advantage. Traps are also hard to counter due to their unpredictability and because they trigger when they get removed.

Common pets: Blazehound, Lil' Ragnaros, Magma Rageling, Tinder Pup, Curious Wolvar Pup, Gearspring Hopper

Counters: Critters, Arcane Winds (e.g. Arcane Storm), Dodge & Block abilities (can still fail) ->Note: dispelling or removing it will trigger the trap!








4. AoE/Cleave


This kind of teams is currently the most popular one for a number of reasons. AoE is easy to play, often very effective, can be tough to beat without a direct counter and you can play it even with very cheap pets. The strength of such a team lies within killing the whole enemy team simultaneously. This can also be used against it, as those players often spam nothing but cleaves, which will struggle against pets that are tanky or have a good self sustain.

Common pets: Blightbreath, Infernal Pyreclaw, Twilight Clutch-Sister, Lil' XT, Weebomination

Counters: Sandstorm, Team-Blocks (e.g. Smoke Bomb), Blinding Effects, Reflect/Thorns Effects (e.g. Brittle Webbing), Team Heal, Weakness/Jar of Smelly Liquid, High Hp Pets




5. Clone Dance


The Clone Dance strategy covers good single target and team-wide damage, which is what makes it so successful. The core idea is to summon a Cyclone and then boost it with a buff that increases your hit chance. In most of the cases that's a Rain Dance (hence the name 'Clone Dance).

Common Cyclone pets: Blighthawk, Infinite Hatchling, P/P Buzzards or Eagles (e.g. Fledgling Kingfeather), Shore Butterfly, Wild Golden Hatchling/Wild Jade Hatchling

Common buff pets: Jademist Dancer, Poda, P/P Toucans (e.g. Bloodbeak), Royal Peachick, Young Sand Sifter

Counters: Debuff Removals, Sandstorm, Dragons, Blocking or Blinding the Cyclone, Minefields (unless it's against a Jademist Dancer), any Wave Attacks (e.g. Magma Wave)




6. Leeching (Plagued Blood)


Instead of direct healing abilities this strategy relies on applying buffs or debuffs like Plagued Blood, which will heal the attacker whenever it hits the affected pet. That way a team of badly hurt pets can get back to full or high health in the middle of the match while still dealing damage. However, failing to hit debuffed pets however will negate the purpose of this strategy and lower the chance to win. Therefor often mind games will come into action.

Common pets: Son of Sethe, Ruby Droplet, Scourged Whelpling, Son of Animus, Ghost Maggot, Zandalari Shinchomper

Counters: Call Darkness, Sandstorm, Dodge/Block/Blinding for Touch of the Animus or other vampiric abilities with a Cooldown, Reflects (e.g. Toxic Skin)




7. Heal & Stall


For the most part these are the kind of teams which require little to no skill and are unnecessarily lengthening the match. They are spamming a lot of healing and blocking abilities to either prevent you from dealing any damage or outheal that which you can deal. We really don't want to support this behaviour but since there is a high chance for you to encounter them we're listing them for the sake of coverage. Not every pet that falls in this category is negative for the Meta and on its own can be a good and reasonable pick, but focusing an entire team around that theme is toxic and should be avoided for fair sportsmanship.

Common abilities: Photosynthesis+Sunlight combinations (e.g. Blossoming Ancient), Decoy Spam, anything that uses Wish, Humanoids with Immolation, Drain Blood together with Sunlight

Counters: Call Darkness or other Healing Reduce, Root Effects (e.g. Sticky Goo), Forced Swaps, strong Single Target Hits (e.g. Pump)





4 Comments (EN)

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Toenail

wrote on 06/10/2019

a counter team is only going to help if you see that team next time. I have seen a Fragment of Desire/Anger/Suffering undead team a few times, and SoulRush is stunning way too often.
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Remte

wrote on 06/10/2019

Are you playing on EU servers? I've seen that yesterday and it was hilarious.
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Shenk

wrote on 06/11/2019

well you don't have set up a whole team around one specific counter. often times one pet that does this job well will be enough
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Toenail

wrote on 06/10/2019

yeah, blossoming ancient, singing sunflower, corefire imp sucks. Even the imp healed to full once after a big hit. 30 rounds later 2 of those pets was at or near full health and the other was at 1/2.
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ragath

wrote on 05/23/2019

Would be cool to have something similar to the strategy system for PvP teams with information like (basic) rotation, pros / cons, win / lose statistics etc. I understand it's different from fights against scripted NPCs. It's thought as team suggestions.
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Gráinne

wrote on 05/23/2019

I'm really not sure what that would look like. Win/Lose stats maybe ... Disco did them for pets once, but they change with every meta, so there is no continuity. If you want to learn, start with the suggestions above, or some team you feel comfortable with, and just hop into the queue! It's pet week, so an excellent time, when all the beginners and non-battlers are out.
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Shenk

wrote on 05/23/2019

i can't see how the existing pvp teams don't already have basic rotations. and concerning the win/lose rate... they are not set in stone, since they may vary a lot based on your skill and the meta that you are playing in.
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ragath

wrote on 05/23/2019

I actually didn't see the PvP strategies on the left hand side otherwise I'd probably didn't write that. Although as highlighted above, in PvP there are other points that matter. An option would be to introduce a new strategy parameter like enemyType (environment|player). Depending on the value, it shows different information for a user. I'm clearly aware that enemies differ from fight to fight, but it's still statistical data, e. g. I make a new fancy PvP team and write that I won 89 fights out of 100 fights. Additionally, this was just an idea not a whole concept. Just an idea from a newbie. I like both, pve and pvp fights. For PvE this site is perfect with all those great strategies, but for PvP I get less information, I could chose one of those 6 teams / strategies created by Shenk and I dont say there are bad. I just mean there could be more of those, also from many other players, and with a better focus on PvP related information. I hope you get my impartial point.
And Grainne, of course you should have to update your PvP strategies as you should update your PvE strategies when Blizzard change spells or stuff.
Another suggestion would be to bound a strategy to the respective Game version and also show the updated time, e. g. when I would create a strategy now, you'd see Patch 8.1.5 - 23.05.2019. So you can easily see how updated a strategy is. People would simply see if a strategy is outdated.
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Shenk

wrote on 05/24/2019

you're asking too much from a pvp section on a website that actually is just there to help with pve encounters. putting so much effort into the systems you are proposing would be meaningful to just a very small amount of users.
also those pvp teams are there just to give a general idea about what you could play. playing and learning the strategies yourself is imo more beneficial than writing down every single situation that you could find yourself in (also that would be too much work^^)
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ragath

wrote on 05/24/2019

I'm not asking for it. It was an idea. You dont like it, that's okay.
I don't know how many users would use it, probably you also don't have statistical data about it, but nvm.
You can also use your own strategies for scripted fights or you use the knowledge of the mass. No one forces anyone to use any strategy. Personally, as said before, I would welcome it to see such pvp strategies of other players.
But if you decline my idea, simply remove this whole message and next time I have an idea I won't annoy you with it.
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aelfraed wrote on 05/05/2019

I don't like the heal and stall idea at all but Blizz in their wisdom, have given us an achievement to win 5 in a row and no pet dies, so heal and stall it is then
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Gráinne

wrote on 05/05/2019

Even the dreaded Sunlight->Photosynthesis->Swap->Sunlight->Photosynthesis->Swap sequence is very far from guaranteed. It is the ONE thing in PvP that will make me determined to chase that team through the queue and destroy its will to live. :)

OK, I'm not actually in the queue much these days, :) but I'm also not the only one that team riles up.

I have heard that if you have racked up one or more wins towards the achievement, and then flee a battle before any moves, that your wins remain towards the achievement. I DO NOT KNOW IF THAT IS TRUE. I heard it long after I got my NTTH, so I can't test it. If you are trying for the achievement, it would be a good time to test, when you see a counter that is sure to absolutely crush you.
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Shenk

wrote on 05/10/2019

iirc i did this a loooong time ago with a level 1 team. every win granted the team one more level (given they all participated). and in the lowlevels people tend to have very low exp and often not even rare quality pets