In Warlords of Draenor you can recruit followers for your garrison each zone. You’ll come across a lot during questing, but the zones are so big you might miss them. As we discover the rarer followers we’ll add them to the list as well. To help you keep track of them all we’ve compiled a list of all the followers we’ve been able to find. Remember WoD is still in beta, anything can change. If we missed any feel free to leave a comment with the location and name of the rare mob or event. Click on the map for a full size version.
Number
Follower Name
Image
Comments
1
Bruto/ Pitfighter Vaandaam
Horde / AllianceBoth associated with choosing the sparring arena at the outpost
2
Rangari Kaalya / Kaz the Shrieker
Alliance / HordeQuesting will lead here
3
Penny Clobberbottom/Gilrin
Horde / AllianceAssociated with choosing the lumber mill
This guide is to introduce pet battlers to the Celestial Tournament event; it aims to offer some explanation about the event itself, as well as observations on the encounters faced within, and suggestions towards strategies to overcome those encounters. It should be noted that there may very well be pet teams that complete the challenges in a more definitive manner, but that these teams have worked for me.
The Celestial Tournament is a series of challenging PvE Pet Battle encounters, representing the pinnacle of PvE Pet Battles in the Mists of Pandaria expansion. The tournament may be accessed by speaking to Master Li at the celestial court on the timeless isle, once you have accumulated 15 or more lvl 25 pets. Once inside the tournament scenario, participants will be faced by a series of 7 pet battles, all of which must be completed without being able to heal or revive any pets. The opponents found within the tournament vary each week; the final round opponents are always the four celestial pets, while the first round opponents change weekly in set groups.
Completing the weekly quest The Celestial Tournament by defeating the celestial tournament is the only way to obtain the celestial coins used as currency with Master Li, and therefore the only way to obtain the four uncageable celestial pets. Completion of the celestial tournament for the first time awards a bonus 2 coins, allowing players to purchase their first celestial pet immediately. Completion will also award the achievement The Celestial Tournament. Defeating all of the encounters available through the scenario will give the achievement Master of the Masters while collecting all four celestial pets will grant Celestial Family.
Wise Mari brings a set of water themed pets to the tournament. The aquatic Carpe Diem, the magical Spirus, and the elemental River. Carpe Diem’s Dreadful breath ability can weaken your back line pets if left unchecked, and should be dealt with swiftly.
Open with Alpha strike, then replace Carpe Diem’s cleansing rain weather by using Call Darkness on round 2. Use Nocturnal Strike on round 3, then spam Alpha Strikes until Carpe Diem dies. The Crow should last long enough into Spirus to Nocturnal Strike again. The Mechanical Pandaren Dragonling can just spam Breath until Spirus dies, and continue to do so against River up until the Dragonling is about to die, typically on the turn that River’s Whirlpool ability will resolve, when you should use Explode instead. River should now be low enough that almost any pet can finish him off, here we use an Arctic Hare for its burrow ability.
Blingtron 4000 has a set of wealth related pets; the elemental Au, the golden critter Banks, and the familiar looking mechanical Lil’ B. Both Banks and Lil’ B are reliant on attacks with multiple small ticks of damage (Make it Rain, SMCKTHAT.EXE), so pets with flat damage reduction abilities here are at an advantage.
Open with Bubble, then spam Water Jet until Au dies. Once Banks is swapped in, use Swarm of Flies, then spam Water Jet until the Swamp Croaker dies. Do not refresh Bubble against Banks, as Make it Rain will swiftly deplete the charges. The Shale Hatchling should open with Stoneskin, which negates Banks’ Make it Rain ability, then spam Poison Spit exclusively. Once Lil’ B enters play, take the first turn to refresh Stoneskin, then make use of Burn until the Hatchling dies. Lil’ B should be so low by then that almost any pet with elemental attacks would be able to finish him off. Here we make use of a Phoenix Hatchling’s burn ability.
Shademaster Kiryn brings the humanoid Nairn, the mechanical Stormoen, and the beast Summer. Nairn can do significant damage to your back line pets through using Call of Winter, combined with his resilience through humanoid self healing and Giant’s Blood. Stormoen can also do serious damage if left unchecked, by setting up a lightning storm and combining it with turrets to cause significant mechanical damage.
While the Qiraji Guardling may be difficult to acquire (It only spawns during the months of WoW summer), it neatly encompasses the ability to send Nairn to the back line, and deal with Kiryn’s second pet, Stormoen. Opening with Blackout kick will stun Nairn and interrupt his turn. Use Crush on until Stormoen has used its Call Lightning ability, then overwrite that with Sandstorm. From here you can Crush until Stormoen dies. Do not refresh the duration on Sandstorm however, as it will counter your own Clockwork Gnome. Blackout kick Nairn back to the back line after Stormoen dies, then crush against Summer until the Guardling falls. The Clockwork gnome should enter the encounter by building a turret, then activating it’s repair ability. Once repair is completed, build another turret, then metal fist until Summer dies. Continue to build turrets whenever possible against Nairn but do not repair, as prolonging the matchup will only weaken the maggot on the back line. Once the clockwork has died, use acidic goo to boost the effectiveness of consume against Nairn, and Burrow when Consume is on CD.
Lorewalker Cho brings the flying owl Wisdom, the magical broom Patience, and the dragon Knowledge. Lorewalker Cho is a straightforward encounter which should pose little issue with the correct team.
Open with Gravity, then use Laser until the Coilfang Stalker is near to death, at which point it should use Surge of Power. Similarly, the Mechanical Pandaren Dragonling only needs to use Breath to defeat Patience, and should aim to use Explode before Knowledge kills it. As your dragonling should be faster than Knowledge, it should be easy to exploit the mechanical passive for an additional round of Breath while still accomplishing this. By this time, Knowledge should be low enough that the Qiraji Guardling can easily finish it, although you may want to use Blackout Kick if Knowledge is still under the effect of Amplify Magic.
Dr Ion Goldbloom brings the evasive flying pet Screamer, the beast Trike, and the infuriating magic pet Chaos. Goldbloom can be a troublesome encounter, with Screamer making for frequent alterations to the pet line up, and Chaos contributing an element of randomness to the team. For this reason I recommend challenging Dr Goldbloom first in any clear of the celestial tournament.
The Nether Faerie Dragon should begin the encounter with Evanescence, as Screamer will have gone first and already be airborne. Screamer will use Feign Death if it is below 50% and Lift-Off is on CD. Moonfiring on turn two may be sufficient to drop Screamer low enough to trigger Feign Death, if not an Arcane Blast on turn three will be required.
Use the free turn from Feign Death to swap in Crow, who should use Call Darkness followed by Nocturnal Strike, with Alpha Strikes available to finish off Trike. At this point Screamer will be brought back to the front line, and will Lift-Off again before using Feign Death to bring Chaos to the front line. You may wish to use this turn to bring out your Lunar Lantern.
Chaos can be a difficult pet to beat, given the unpredictable nature of its damage output. The Lunar Lantern can mitigate some of that by use of Flash and Soul Ward, as well as the magical pet passive ability. Once Chaos is defeated, Screamer will again return to the front line, but should be easily dispatched.
Sully “The Pickle” McLeary, comic relief of the alliance introductory quests to Pandaria, has brought a team of whiskery pets to the tournament; including the now-undead Socks, the killer rabbit critter Monte, and the aquatic Rikki.
Opening with Acidic goo will cause the Maggot’s Chomp ability to hit even harder, hopefully pushing Socks into his free immune round early. Burrow during this round to hit Monte early, and continue to Chomp until the Maggot dies. At this point, Monte should either be dead, or so low that either of your flying pets can step in and finish the fight.
Taran Zhu brings a trio of Pandaren monks; Yen, Bolo, and Li. The monks will bring a barrage of status altering abilities; with blinds, stuns, feign death and self heals making for a frustrating encounter. Fortunately they are all humanoid, so bring out your (un)dead!
The Crate should open with BONESTORM, as the trick to beating Taran Zhu is in exploiting his single pet type team with area damage. When stunned, swap in your Unborn Val’kyr and Curse of Doom, spam shadow slash until the Val’kyr dies once, then use Unholy Ascension in your free turn. Bring the Creepy Crate back out and BONESTORM again, then try to put out any Curses or Agony that will land. If lucky, you may just get a third BONESTORM before your crate dies. If you do not have access to an Unborn Val’kyr, this encounter is equally doable by bringing a second pet with access to BONESTORM.
At this point, Taran Zhu’s line up should be looking ragged, and the Devouring Maggot can clean up. Remember to acidic goo to increase its self healing through Consume, and Burrow in between to reduce incoming damage.
Chen Stormstout brings the beast Tonsa, the critter Chirps, and the elemental Brewly to the tournament. Brewly is another pet whose accuracy debuff can throw the outcome of the battle off course, and for this reason I recommend defeating Chen first in any run of the Celestial Tournament.
The Darkmoon tonk should open with Shock and Awe, and then follow up with Ion cannon (even if the tonk is stunned by Tonsa’s opening Headbutt) to defeat Tonsa. Chirps will most likely destroy the tank while the recharge period on the ion cannon is still taking place, but fit in whatever attacks you can if not. The Kun-Lai Runt only needs to use Rampage in order to defeat Chirps, and should attempt to Frost Shock and Thrash Brewly when it arrives. This can be difficult to achieve however, as Brewly will open with Inebriate. The Sea Pony, or any pet with strong elemental attacks, should be able to finish off Brewly with the advantage gained by the Runt.
Wrathion brings the undead Cindy, the dragonic Alex, and the suspiciously named dragonic Dah’da. Cindy is notable for many small ticks of damage from Blistering Cold, interspersed with the avoidable Ice Tomb. While Alex brings strong self healing and damage, Dah’da is pure damage.
The Snail should start with an Absorb, then Shell Shield. Dive before the Ice Tomb resolves, then continue to absorb, refreshing Shell Shield as necessary. Continue to play out against Alex, but don’t expect for the Snail to achieve much in terms of damage, it is mostly there to absorb damage until the Blistering Cold debuff fades.
Once the Scourged Whelpling enters play, Call Darkness to weaken Alex’s self healing ability, then use Dreadful breath to damage both Alex and Dah’da without having to suffer Dah’da’s damage output. Your whelpling may be sufficient to kill both dragons, but if needed the Sporeling is available to finish off either.
Round Two Opponents:
The second round of the tournament is against the four Celestial Pets themselves. While only a single pet per encounter, these celestials each take only half damage from attacks, and represent a challenge greater than that of the Fabled pets of Pandaria. Fortunately, they are prone to attacks with a ramp up time, and attacks that incur a long recharge time, as the damage is less likely to be lost into overkill than against normal pets.
Xu-Fu is a beast pet, with strong Beast and Magic attacks, and an incredibly strong self heal in the form of Feed. However, he healing from Feed can be negated by not allowing Xu-Fu to deal any damage.
Xu-Fu should be a very simple fight. Open with Decoy, use Missile once, then Explode. Repeat with your second Zeppelin, and if Xu-fu isn’t already dead, the Darkmoon tonk has both Shock and Awe and Ion Cannon available as finishers.
Yu’la is a dragonkin, with a strong damage reduction effect in the form of Emerald Presence. Fortunately, she has a very predictable rotation of attacks that allow you to exploit the free round in Lift-Off.
The Fox Kit should open with Bite, before Yu’la uses Emerald Presence. Bite again before she Lifts Off, then Dazzling Dance as Lift Off resolves. Finally Howl as the Fox Kit is about to die. The Anubisath Idol should use Crush up until Yu’la uses Emerald Presence again, indicating that she will Lift Off next turn. Use that turn to Stoneskin instead, then Deflection as Lift Off is about to resolve. Repeat that pattern through the second Anubisath Idol if required and Yu’la should die.
Chi-Chi is a flying pet, with a very strong elemental attack in the form of Fire Quills, which can hit three times in a round if Chi-Chi is the faster pet. It also has self healing from Tranquility and damage avoidance from Ethereal. Beating Chi-Chi requires high damage between these recovery abilities.
The Wyrmling can Pass on the first round, and Deflect on the second, as Chi-Chi will start Tranquility and use Fire Quills. Amplify Magic on round three as Chi-Chi becomes Ethereal, then start using Feedback until the Wyrmling dies.
The trick to defeating Chi-Chi is in the correct timing of Spirit Spikes. Chi-Chi will become Ethereal on rounds 3, 7, and every fourth round thereafter. If you set up Spikes on the turn prior to Ethereal, and your porcupette is slower than Chi-Chi, then the effect will be wasted. For example, if your wyrmling dies on turn 5, it is better to open with Spectral Spine on turn 6, and Spikes on turn 7. This will ensure than on turn 8, Chi-chi will still be faster (and therefore likely to strike three times), and your spikes will be in place to cause maximum damage. Once you have this timing right, Chi-Chi should be defeated.
Zao is a Beast with two strong beast attacks, and it’s Wish ability is a 50% heal. The strength of Zao’s self heal necessitates high damage to burst the calfling down.
The Sunreaver Micro-sentry should open with Fel Immolate. The sentry must use Call Lightning on the turn before it dies, which may vary by whether Zao hits or not. Judge this timing cautiously however, as Zao is the faster pet. Once the Storm is in place, use Black claw to increase its damage, then start using Hunting Party, continuing with the second raptor if required. The damage ramp up should ensure that Zao dies before a critical Wish resolves.
Shopping List:
Wild Pets:
Crow: A wild pet that spawns on the Darkmoon Island.
Arctic Hare: A wild pet that spawns in Storm Peaks. Many alternative rabbits are suitable.
Emerald Shale Hatchling: A wild pet that spawns in Deepholm. Any of the Shale Hatchlings are suitable.
Swamp Croaker: A wild pet that spawns on the Isle of Thunder
Qiraji Guardling: A wild pet that spawns in Silithus around the Scarab gate during the summer months.
Devouring Maggot: A wild pet that spawns in Howling Fjord. Many alternative maggots are suitable.
Mei Li Sparkler: A wild pet that spawns in the Krasarang Wilds
Unborn Val’kyr: A rare wild pet that spawns in various locations around Northrend. This pet can be replaced by either a Creepy Crate or Fossilized Raptor.
Kun-Lai Runt: A wild pet that spawns in Kun-lai summit
In Warlords of Draenor there are many rares in each zone, a lot of them are to kill while leveling to diversify the leveling experience. It’s a combined and improved version of leveling and the timeless isle. To help you keep track of them all we’ve compiled a list of all the rares we’ve been able to find. Remember WoD is still in beta, anything can change. If we missed any feel free to leave a comment with the location and name of the rare mob or event. Click on the map for a full size version.
Number
Rare Name
Image
Comments
1
Stomper Kreego
2
Sulfurious
3
Gelgor of the Blue Flame
4
Rolkor
5
Char the Burning
6
Sylldross
7
Hyve Queen Skrikka
8
Bashiok
9
Riptar
10
Sunclaw
Use the ropes to climb to the top. Or fly to the top with the Lumber Mill outpost Shredder ability.
The drums of war have begun to sound for Draenor’s orcs, and the power-mad warlock Gul’dan is the latest to play them. Brimming with fel energy, Gul’dan is convinced that his people will gain glory and strength if they only kneel to the demonic Burning Legion. But a hooded stranger has recently arrived in Gul’dan’s camp with a somewhat… contradictory vision.
The stranger has walked in places where terrifying war machines will soon shake the earth. From the smoldering ridges of Gorgrond to the hunting grounds of Nagrand, he watches over the orcish ranks, stoking their dreams of a united Horde: pure, free, and utterly dominant. And he has a message for Gul’dan.
We invite you to read and download the free comic, “Gul’dan and the Stranger,” written by Micky Neilson and illustrated by Alex Horley.
The recent WoD beta build (that had a character wipe <editor’s tears rolling down the webpage>) changed the draenor ability perks to be gained every other level. Celestalon confirmed that the uninteresting ones were baked into the abilities.
@Dummerheld Yes. We’re switching to perks every *other* level, instead of every level. Most of the unused perks were ‘baked in’.
In Hearthstone news, an observer mode is being worked on and the next content release will feature a new card set larger than 30 cards!
.@bdbrode confirmed that Team 5 is actively working on an Observer mode, and the next #Hearthstone content release will be a large card set. — Hearthhead (@Hearthhead) August 6, 2014
In our latest Warlords of Draenor zone preview, we turn our gaze upward to the beautiful Spires of Arak. Here, the winged arakkoa plot atop their high perches, well out of the reach of the brutal Shattered Hand orcs and the cursed wingless outcasts below.
Located in the southernmost part of Draenor, the Spires of Arak is a zone of soaring heights and shadow-drenched crags—but as with much of the planet, the beauty of this place hides something sinister. Game Designer Don Adams and Associate Quest Designer Johnny Cash fill us in on what to expect.
What awaits players among the Spires of Arak?
Don Adams: First of all, we love the arakkoa, and we knew players would be excited to see them again. The Spires of Arak is their home territory, so it felt like the right place to really dive in and explore their culture. We already teased the flying arakkoa at BlizzCon, but players might be surprised to find the familiar cursed arakkoa from The Burning Crusade there too, only with a fancy new model. We felt it was important to portray both sides of the arakkoa, and their duality gave us some interesting themes to draw on throughout the zone.
In The Burning Crusade, the arakkoa of Skettis had pretty much fallen entirely into evil, but in Warlords of Draenor we see them at a crossroads. They’re outcasts, hated and oppressed by the flying arakkoa who are torching their villages with an enormous beam weapon fixed atop Skyreach. To make matters worse, the Shattered Hand orcs have begun expanding into the region, killing anyone in their path. These arakkoa outcasts are caught between several enemies, and they really have nobody on their side before you show up.
Over the course of the zone, you’re helping this shady resistance group of cursed arakkoa to make their final stand. You’re learning about the curse they bear, the ancient gods of their land, and the very real threat posed by the Adherents of Rukhmar, the ruling caste of zealous arakkoa in Skyreach. Your adventure leads to two climactic events in the zone: one involving the plight of the outcasts against the flying arakkoa, and another focusing on the Shattered Hand fortress of Bladefist Hold.
What’s the zone’s ambience like?
Don Adams: You first enter the zone through a mountain pass that shows off some of the harsher elements of the landscape. Boulders are suspended overhead by huge thorny vines reaching out from the mountainside. As you progress down the path, arakkoa refugees push past you in a mass exodus from Skettis. You reach a dramatic vista to see Skyreach looming high above a forest canopy stretching out into the horizon.
Skyreach and its satellite spires maintain an imposing presence throughout the entire zone. You can look up and see them from pretty much anywhere—a constant reminder of the threat looming overhead.
Overall, the vibe in the zone is dire and dark, with hints of light scattered throughout. You are helping these underdogs, and they’re extremely shady and creepy, but you can sense some potential within them. Hopefully players will connect with the cursed arakkoa and forgive them for the whole “monstrous kaliri” thing back in Terokkar.
What are some of your favorite locations in the zone?
Don Adams: You can get a great sense of the look and feel of the Spires of Arak from the Artcraft post detailing the zone’s level design and environment art. The forested regions are dark and mysterious, while the sun-bathed coastal plains are blanketed in brilliant wildflowers. There are contrasting visuals throughout the zone, and yet somehow it all feels tied together.
One of my favorite areas has to be Skettis, with its narrow alleys that evoke the feeling of a bustling bazaar; the wild, uprooted terrain; and precarious walls. We wanted to show that a landslide had swept through the city, and you can actually follow the wash all the way down the mountain to find more ruined pieces settled in the ponds below. Skettis is such a great intro to the zone, offering a straight-on view of the glorious Skyreach from the dilapidated slums full of squatting outcasts.
I also absolutely fell in love with the Howling Crag, which is a bonus objective area on the northeastern side of the zone. The canyons, caves, and land bridges crisscrossing through the area create this very cool vertical element with several tiers of gameplay space. The place really feels hidden, and since we don’t explicitly send you there for quests, you get to discover and explore it on your own.
One last area I’d like to call out is Veil Akraz, one of the outcast villages blasted by the Skyreach beam weapon. It’s such a great display of the destructive power in the hands—talons?—of the Adherents of Rukhmar. You really get the sense that this was an idyllic little outcast village, and now it’s an inferno with a scar of glassed earth running through the center.
What outposts will players be able to build in the Spires of Arak, and how do they impact the Garrison?
Johnny Cash: Alliance commanders, your Garrison forces have established Southport on the western coast as your home away from home in the Spires of Arak. Horde, your forces have erected Axefall not far inland. Heroes of both factions, you’ll quickly find that your outpost is struggling to survive.
As you quest through the Spires of Arak, you’ll be presented with the choice to construct an Inn to help you house more soldiers and supplies or a Trading Post to establish trade agreements with friendly locals. Which building you choose to construct also leads to a unique quest line.
Based on your choice, you’ll receive a powerful ability usable within the Spires of Arak. The Inn lets you hearth to your outpost on a very short cooldown and also gives you the ability to gain rested experience anywhere in the zone. The Trading Post grants you the ability to call in a smuggling run, which lets you purchase rare and powerful goods unavailable elsewhere—you’ll find these very helpful as you battle the Adherents of Rukhmar and the Shattered Hand.
To the south of your outpost, Rivett Clutchpop has set off with the Steamwheedle Draenor Expedition on a daring drilling venture. However, something has gone terribly wrong, and you’re the only one who can help. After rescuing Rivett and his crew, you’ll receive blueprints to construct a Salvage Yard at your Garrison. Your Salvage Yard will offer you a daily selection of, well, salvage. Sometimes you’ll get vendor fodder, but there’s always a chance your hardworking salvage crew will find something truly tantalizing.
The zone has a little something for everyone, and there are tons of other surprises waiting as you brave its formidable terrain.