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15 abilities total. Also browse abilities by family.


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1-15 of 15
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Acidic Goo
Acidic Goo

Spits Poison goo onto the target, dealing 98 Critter damage each round and increasing damage taken by 25% for 3 rounds.


Vs. Undead

Vs. Humanoid
Agony
Agony

Inflicts agony on the target, causing increasing Undead damage each round for 2 rounds.


Vs. Humanoid

Vs. Aquatic
Corrosion
Corrosion

Splashes the target with corrosive acid, causing 197 Magic damage instantly and 39 Magic damage each round and increases damage taken by up to 98.5 for 2 rounds.


Vs. Flying

Vs. Mechanical
Exposed Wounds
Exposed Wounds

Adds 98.5 damage to every attack against the target.

 

Lasts 5 rounds.

Flock
Flock

Flocks the target, causing 177 Flying damage every round. Lasts 3 rounds.

 

Opponents struck by the flock take double damage for 2 rounds.


Vs. Aquatic

Vs. Dragonkin
Flyby
Flyby

Deals 197 Flying damage and increases the target's damage taken by 25% for 3 rounds.


Vs. Aquatic

Vs. Dragonkin
Heartbroken
Heartbroken
2 Round Cooldown

Next round you take 50% additional damage. If hurt, you will deal 100% additional damage for 2 rounds.

Howl
Howl
3 Round Cooldown

A distant howl frightens the target, increasing the damage they take by 100% for 2 rounds.

Mangle
Mangle

Adds 59.1 damage to every attack against the target.

 

Lasts 10 rounds.

Rabid Strike
Rabid Strike

Deals 256 Undead damage and turns the target rabid for 3 rounds.

 

While rabid, the target deals 25% additional damage and receives 50% additional damage.


Vs. Humanoid

Vs. Aquatic
Stampede
Stampede

Starts a stampede, causing 177 Critter damage.

 

Opponents struck by the stampede take double damage for 2 rounds.

 

Stampede continues for 3 rounds.


Vs. Undead

Vs. Humanoid
Swarm
Swarm

Starts a swarm, causing 177 Critter damage.

 

Opponents struck by the swarm take double damage for 2 rounds.

 

Swarm continues for 3 rounds.


Vs. Undead

Vs. Humanoid
Unholy Ascension
Unholy Ascension

Sacrifices your remaining life to haunt the enemy team, increasing all damage they take by 25% for 9 rounds.

Wild Magic
Wild Magic

Adds 98.5 damage to every attack against the target.

 

Lasts 5 rounds.

Zergling Rush
Zergling Rush

Starts a Zergling Rush, causing 177 Magic damage.

 

Opponents struck by the rush take double damage for 2 rounds.

 

Zergling Rush continues for 3 rounds.


Vs. Flying

Vs. Mechanical
1-15 of 15
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