Strategy added by Kroan#2404
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Any Pet
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Script |
2 | 5.0 | 84% | 47 | 52
0:52
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5 | ||
Any Level 12+ Pet
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Your level pet will take some back-line poison damage so needs about 600 HP.
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RNG Level 12+ Script |
2 | 5.0 | 100% | 9 | 68
1:08
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5 | |
Any Level 1+ Pet
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Level 1+ Script |
2 | 5.0 | 100% | 8 | 93
1:33
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8 | ||
Any Pet
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*** 9.0.2 approved ***
One of the easier fights on Mechagon Island, even with two teamwide Poison DoT effects and Toxic Spray to increase DoT damage. But to be honest, using it before both debuffs are applied feels wasted. Make sure your last pet has a standard damaging attack selected. In Patch 8.3 Sputtertube's Power was lowered from 521 to 420 what leads to high HP squirrel breeds surviving Round 2. Slightly changed steps and script, please overwrite your old one if you were using this strategy. |
Script |
2 | 5.0 | 99% | 4 | 64
1:04
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6 | |
Any Pet
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Script |
2 | 5.0 | 100% | 2 | 44
0:44
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4 | ||
Any Level 25+ Humanoid
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On an extreamly unlucky crit-streak, Sunreaver Micro-Sentry might get RNG-killed 1 round too early,
I use Anubish Idol as 3rd pet to save the day. |
Script |
2 | 5.0 | 100% | 2 | 65
1:05
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4-5 | |
Any Pet
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I originally ran this with the Gusting Grimoire in slot #1, and it absolutely destroys Sputtertube. However, I recognize that it's a TCG pet, so I put a pet in Slot#1 that's more accessible.
For the Grimoire (1,1,2): Curse of Doom > Fel Immolate > Agony (If you can) |
Script |
2 | 5.0 | 100% | 0 | 58
0:58
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5 | |
Any Level 5+ Pet
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If Darkmoon Zeppelin gets crit round 2 with DOT and dies, you will need to restart the fight so about a 5% chance IMO but at least you'll know a few seconds into the match.
495 damage comes from Beast type and allows for 1 crit (4 x 110 damage). Will need 744HP for critters. |
Level 5+ Script |
2 | 5.0 | 98% | 2 | 55
0:55
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5 | |
Any pet with greater than 244 speed & Predatory Strike will work in slot #3
Video for Fight |
Script |
2 | 5.0 | 100% | 7 | 43
0:43
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5 | ||
Any Level 1+ Pet
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Thanks for the great suggestion and script WhyDaRumGone.
Strat now 6 turns. |
Level 1+ Script |
2 | 5.0 | 100% | 1 | 62
1:02
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7 | |
Script |
2 | 4.5 | 100% | 2 | 76
1:16
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9 | |||
Any Pet
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Script Unobtainable |
2 | 3.3 | 100% | 0 | 72
1:12
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7 | ||
Any Level 25+ Elemental
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Script |
2 | 0.0 | 100% | 0 | 64
1:04
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7 | ||
Any Level 25+ Elemental
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RNG |
2 | 0.0 | N/A | 0 | 75
1:15
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6-7 | ||
Script |
2 | 0.0 | 100% | 0 | 62
1:02
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6 | |||
Script |
2 | 0.0 | 100% | 0 | 63
1:03
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7 | |||
Any Pet
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2 | 0.0 | N/A | 0 | 67
1:07
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4-5 | |||
Any Pet
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Sputtertube is nice enough to buff my DOT damage, and further boosting it with increased Crit chance and Shattered Defenses puts a nice polish on the shine.
Shadowlands Update: Still works in pre-patch. Any third pet will do, but strong elemental damage would be best. /way 60.7 46.5 Sputtertube |
Script |
2 | 0.0 | 99% | 0 | 53
0:53
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6-7 | |
2 | 0.0 | N/A | 0 | 47
0:47
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6 | ||||
2 | 0.0 | N/A | 0 | 75
1:15
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8-9 | ||||
Unobtainable |
2 | 0.0 | N/A | 0 | 104
1:44
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11 | |||
Script |
2 | 0.0 | 100% | 0 | 74
1:14
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6-7 | |||
2 | 0.0 | N/A | 0 | 73
1:13
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7 | ||||
2 | 0.0 | N/A | 0 | 63
1:03
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6+ | ||||
RNG |
2 | 0.0 | N/A | 0 | 85
1:25
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11 |
Incl. steps:
Substitutes:
1 / 2
Before | After | Experience Gain | |
---|---|---|---|
1 | ➜ | 5 | 479 |
2 | ➜ | 5 | 508 |
3 | ➜ | 5 | 535 |
4 | ➜ | 6 | 558 |
5 | ➜ | 6 | 578 |
6 | ➜ | 7 | 594 |
7 | ➜ | 8 | 607 |
8 | ➜ | 9 | 617 |
9 | ➜ | 9 | 624 |
10 | ➜ | 10 | 627 |
11 | ➜ | 11 | 627 |
12 | ➜ | 12 | 624 |
13 | ➜ | 13 | 617 |
14 | ➜ | 14 | 607 |
15 | ➜ | 15 | 594 |
16 | ➜ | 16 | 578 |
17 | ➜ | 17 | 558 |
18 | ➜ | 18 | 535 |
19 | ➜ | 19 | 508 |
20 | ➜ | 20 | 479 |
21 | ➜ | 21 | 446 |
22 | ➜ | 22 | 409 |
23 | ➜ | 23 | 370 |
24 | ➜ | 24 | 327 |
Safari Hat |
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Lesser Pet Treat |
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Pet Treat |
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Darkmoon Hat |
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Pet Battle Week |
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Pet levels to 25 with minimal XP lost |
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Additional XP above level 25 is lost |
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Ikky | PS |
Mechanical Pandaren Dragonling | SS |
Dark Phoenix Hatchling | HS |
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For the best display of your strategy, please follow these guidelines:
For the best display of your strategy, please follow these guidelines:
For the best display of your strategy, please follow these guidelines:
For the best display of your strategy, please follow these guidelines:
For the best display of your strategy, please follow these guidelines:
For the best display of your strategy, please follow these guidelines:
For the best display of your strategy, please follow these guidelines:
Is it a tank? Is it a strider? No one knows!
2
You must be logged in to vote on commentsMaidendg
wrote on 2020-01-20 12:02:09
2
You must be logged in to vote on commentsDragonsAfterDark
wrote on 2019-09-06 17:56:27
Other than that, the fight worked well. :)
Here's my version of the script:
ability(Black Claw:919) [!enemy.aura(Black Claw:918).exists]
ability(Flock:581)
ability(Thunderbolt:779)
ability(Explode:282) [self.round>2]
ability(Conflagrate:179) [self.round=2]
ability(#1)
change(next)
2
You must be logged in to vote on commentsDamijin wrote on 2019-07-12 17:31:35
change(#2) [ self(#1).dead ]
change(#3) [ self(#2).dead ]
if [ self(#1).active ]
ability(#2) [ round=1 ]
ability(#3) [ round=2 ]
endif
if [ self(#2).active ]
ability(#2) [round=3]
ability(#1) [round=4]
ability(#3) [round=5]
endif
if [ self(#3).active ]
ability(#1) [round=6]
ability(#3) [round=7]
ability(#3) [round=8]
endif
2
You must be logged in to vote on commentsDragonsAfterDark
wrote on 2019-09-06 17:54:38
ability(Black Claw:919) [round=1]
ability(Flock:581)
ability(Thunderbolt:779)
ability(Explode:282) [self.round>2]
ability(Conflagrate:179) [self.round=2]
ability(#1)
change(next)
The problem with tying every move to a specific round, means that it doesn't allow room for RNG. What happens if a pet dies before a given round? It essentially breaks the script.
Here's a breakdown behind how I wrote it:
ability(Black Claw:919) [round=1]
We can tie this to round 1, because we know this is when Ikky needs to use it, but we also have to put the condition [round=1] on it, because otherwise it will spam Black Claw, which we don't want. Another way to write this is:
ability(Black Claw:919) [!enemy.aura(Black Claw:918).exists]
I use the enemy aura version if Ikky will stick around long enough to apply it again, otherwise, I just use [round=1], if it's the first round of the fight, or [self.round=1] if Ikky comes in later.
ability(Flock:581)
This is tied to Ikky's next move, since we specified only to use Black Claw on round 1. We don't have to worry about using any of Ikky's moves beyond Flock, so we can just leave it there.
ability(Thunderbolt:779)
This is the first ability we want the MPD to use, and since the MPD doesn't have Black Claw or Flock, it's what the script reads next.
ability(Explode:282) [self.round>2]
We want MPD to use Breath before Explode, so we have to specify that we don't want it to use Explode until [self.round=3] or [self.round>2], which are both the same thing. The second one is good if you might get stunned, which would break it being used in self.round=3.
ability(Conflagrate:179) [self.round=2]
Obviously this is indicating that Conflag will be used in the DPH's second active round.
ability(#1)
When the script goes through all the other lines, and none of the conditions are met, it finally lands on using the ability #1 of whatever pet is active at the moment. Because both the MPD and DPH use their ability #1, and all the other lines have conditionals, ability #1 will be used when none of the conditions have been met.
change(next)
When all your pets are dead, they can't use moves. Thus, putting change(next) at the bottom changes over to the next pet when the one before it is dead.
Let me know if you have any questions!
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