Currently, not including the rappy, there are 11 pets, with 3 being “evolved” versions of previous pets. Each of the evolved pets has higher base stats, high bonus stat caps, and an enhanced PA over their base versions, and can be directly upgraded to via pet rarity enhancement of the lower evolution pet.
Each pet has 2 “personalities” that are determined when it drops, with each having a “super” version, that includes a drop rate bonus on top of the normal effects, available only from untekked eggs. Pet personalities level as the pet does, up to a maximum of level 5 when the pet is level 100. The pet’s personality can be changed when increasing a pet’s rarity, thus, eggs of the same rarity will work as well.
Each pet is assigned an element, either when it drops or chosen when untekking. Pet elements are always 10% base, but can be enhanced changed via candy.
Pet Overviews
(All pet PAs start with the pet's name, but for the sake of simplicity, that part will be ommited)
Wanda/Jinga: The starting pet for anyone playing summoner as their first class. This adorable dog is a balanced pet, with high hp, good defense, good sustained damage, and a variety of AoE PAs. While good enough to work anywhere, Wanda and Jinga lack heavy burst damage and shine more against groups of normal enemies than taking bosses out quickly. Jinga, the doggo to Wanda’s Pupper, improves the Wanda Assault PA with the larger AoE, higher damage, Jinga Assault.
Drop Locations:
6*: Red Boxes
7*: Native/Phantom Enemies, Native/Phantom Minibosses , Red Boxes
8*: Native/Phantom Bosses, Red Boxes (Quest lvl 41+)
9*: Native/Phantom Midbosses (lvl 41+), Red Boxes (Quest lvl 61+)
10*: Native/Phantom Bosses(lvl 41+), Red Boxes (Quest lvl 61+)
11*: Native/Phantom Midbosses (lvl 56+)
12*: Native/Phantom Bosses(lvl 56+)
13*: Dark Falz Loser (76+), Train Gidoran (71+), Ultimate Naberious (area drop), Profound Invasion (XH), Mining Base Defense: Invasion (XH), Mining Base Defense Despair (XH)
Jinga:
10/12*: Ultimate Amduscea Area Drop
13*: Ultimate Amduscea Area Drop, Anga Fundarge (Beast Form)
Personalities:
Spirited / Super Spirited(こんじょう / 超こんじょう): Gives a certain chance to heal when hp is reduced to zero and gain a damage boost. Due to Wanda and Jinga's inherent tankyness, this personality doesn't see much use, and I can't recommend it on a clear concious.
Likes Sunny Weather / Really Likes Sunny Weather(晴れ好き / 超晴れ好き): Boost damage durring "clear" weather up to +12% at level 5. "Clear" weather in this case refers to a map not having weather effects such as rain, but due to the games mechanics, also includes the Auroras in Tundra, or Fireworks in Vegas. Normal boss rooms almost never have weather effects, though most raid bosses don't have weather at all (including no clear weather), making it not take effect there.
Single Target: B
AoE: A
Burst: C
PP Management: A
Utility: B
Survivability: S
PAs:
Slicer: Wanda turns to face its target, and does two quick slices forward. Does good damage, has a wide, fan shaped AoE, has good damage, and good pp efficiency. A basic bread and butter PA for Wanda. However, the animation is long, making it easy to accidentally interrupt, skipping the second, stronger hit.
Break: A spin that does a point blank AoE. Smaller and less pp efficient than Slicer, but has slightly higher DPS when spammed and knocks enemies down. Good for finishing things off, DPSing limited weakpoints, or knocking down things to set up other PAs.
Assault: Wanda's return PA. A quick dash that hits enemies in a straight line before calling it back to you. Jinga's version is stronger with a wider AoE, making it more practical for actually dealing damage in an AoE when spammed.
Shock(lvl20): Wanda creates a very large electrical field around itself that deals damage and stuns enemies. Not as strong as slicer or break, but good for getting things to stand still, or deal with large groups of small mobs.
Quasar(lvl40): Wanda performs a spinning uppercut on enemies infront of it. The attack itself doesn't do much damage, but leaves an effect that causes a DoT, pulsing 8 hits of damage to the struck hitbox every 3-4 seconds. These hits still count as parts of the PA, and are affected by skills like any other PA, and can affect bosses. Only one DoT can be placed on a specific enemy at a time, but they deal direct damage to the hitbox struck, even if it isn't currently targetable. The DoT effect doesn't trigger chain finish, and in fact, builds chains, making it useful for setting up Su/Gu combos.
Recommended Candies:
Torim/Aero: A strong offensive pet, that excels at burst damage. While not as good as good against large groups as Wanda, it can still hold its own while mobbing. All this power comes at the cost of being incredibly squishy, and having a long charge for its main nuke, Torim/Aero Spiral. While not the weakest pet defensively it's important to make use of Torim's position, PAs, and timing. Aero, the evolved Torim, improves said nuke, Torim Spiral, with Aero Spiral having a larger AoE.
Drop Locations:
6*: Red Boxes
7*: Oceanid/Kuronite Enemies, Oceanid/Kuronite Minibosses , Red Boxes
8*: Oceanid/Kuronite Bosses, Red Boxes (Quest lvl 41+)
9*: Oceanid/Kuronite Midbosses (lvl 41+), Red Boxes (Quest lvl 61+)
10*: Oceanid/Kuronite Bosses(lvl 41+), Red Boxes (Quest lvl 61+)
11*: Oceanid/Kuronite Midbosses (lvl 56+)
12*: Oceanid/Kuronite Bosses(lvl 56+)
13*: Dark Falz Elder (Lvl 76+), Ultimate Lilipa (Area Drop), Profound Invasion (XH), Mining Base Defense: Intrusion (XH), Mining Base Defense: Despair (XH)
Aero:
10/12*: Ultimate Amduscea Area Drop
13*: Ultimate Amduscea Area Drop, Anga Fundarge (Beast Form)
Personalities:
Clever / Super Clever(おりこうさん / 超おりこうさん): Increases damage against enemies with status effects by 21% at level 5. Due to status effects not working on bosses, and Torim not having any ways to apply status effects itself, this personality isn't especially useful.
Tryhard / Super Tryhard(がんばりや / 超がんばりや): Increases damage by 15% and pp costs of PAs by 30% at level 5. More reliable than Clever, but the increased pp cost can make Torim spiral VERY costly. Still this is the one I would recommend, due to not being conditional otherwise.
Single Target: S
AoE: C
Burst: S
PP Management: C
Utility: D
Survivability: B
PAs:
Stab: Torim dashes towards its target and attempts to get behind it, striking all enemies on the way. A good general use PA. Can also be used to get Torim to the other side of an enemy quickly, to avoid attacks, trigger Fi stances, or make completing certain XQ orders easier. Keep in mind, that against small enemies the attack will usually hit from the opposite side Torim started on.
Slash: A flurry of slashes in front of Torim in an AoE. Not as much DPS as Stab, due to a longer animation, but more PP efficient. Like Wanda Slicer, it's important to not accidentally cancel the PA early. There's currently a quirk of the PA where it will end if the target enemy or hitbox is destroyed, making it a bit impractical in some cases.
Bullet: Torim's return PA. Causes Torim to shoot a projectile that causes the struck hitbox to take damage over time before returning to your side. The DoT is similar functionally to Wanda's, but deals 6 hits every 2 seconds instead. In addition the PA has generous I-frames that trigger the instant the PA is activated, making it good for keeping torim alive while in an enemy's face.
Shout(lvl20): Torim shouts causing a small AoE around it. Doesn't deal much damage, but places a buff on Torim that boosts the damage of Bullet's DoT (+66.7%), Slash (+20%), and Spiral (+150%) for 20 seconds. A very important PA, especially for Spiral.
Spiral(lvl40): A high cost charged PA that causes a large, powerful upper slash in front of Torim. It takes about 5 seconds to reach max charge, and Torim is unable to move while charging (though you can). At each charge step a sound effect will play, with both you and torim flashing. Deals 8% of the damage notation uncharged, 35% at the first charge level, and 100%. Because of the high PP cost, and long charge time, it's imparrative to use Shout before Spiral for the extra 150% damage, effectively giving this PA a 70 base pp cost total. Works best on bosses that are stunned for a long time, though it can also be used right in the face of something that doesn't move much in general. Aero's version simply has a larger forward AoE.
Recommended Candies:
Cery/Popple: A magical cat(???) wizard. A pet that fights from a distance using spell like attacks. Has very good PP efficiency and recovery. Many of its PAs have built in utility, making it good for support if its ever needed. Because all of its attacks are ranged, it's easy to keep Cery close to you to take advantage of techs like megiverse and zanverse. Due to a quirk it's VERY easy to accidentally cancel most of Cery's PAs before they activate, making it impractical to attempt spamming them by holding the button. Popple turns Ceryplode into the charable Popplode.
Drop Locations:
6*: Red Boxes
7*: Dragon Kin/Lilipa Mecha Enemies, Dragon Kin/Lilipa Mecha Minibosses , Red Boxes
8*: Dragon Kin/Lilipa Mecha Bosses, Red Boxes (Quest lvl 41+)
9*: Dragon Kin/Lilipa Mecha Midbosses (lvl 41+), Red Boxes (Quest lvl 61+)
10*: Dragon Kin/Lilipa Mecha Bosses(lvl 41+), Red Boxes (Quest lvl 61+)
11*: Dragon Kin/Lilipa Mecha Midbosses (lvl 56+)
12*: Dragon Kin/Lilipa Mecha Bosses(lvl 56+)
13*: Dark Falz Apprentice Zia (lvl 76+), Anga Fundarge (lvl 76+), Perennial Appocolypse (XH), Mining Base Defense: Demise (XH), Annihilator's Apparation (XH)
Popple:
10/12*: Ultimate Amduscea Area Drop
13*: Ultimate Amduscea Area Drop, Anga Fundarge (Beast Form)
Personalities:
Expert / Super Expert(てきぱき / 超てきぱき): Increases the pp recovery of normal attacks by 30% at level 5. Basically makes Cery a pp battery, due to its already high base pp recovery and fast normal attack when the attack button is held. Highly recommended purely for the utility.
Easygoing / Super Easygoing(やさしい / 超やさしい): Heals reserve pets after a certain amount of time. Not especially useful due to pets recovering quickly in reserve anyway, and the availability of resta when switching back to reserve pets.
Single Target: C
AoE: B(A*)
Burst: C
PP Management: S
Utility: S
Survivability: B
(*as Popple)
PAs:
Plode: Lobs a magic ball at the target that explodes and deals AoE damage. The time between firing and landing is always the same, regardless of how far the target is, meaning the projectile moves faster when used against farther enemies. The Popple version is chargable for a larger AoE and more damage comparable to crafted divine launcher.
Fall: Cery creates a black hole at the target location sucking enemies in and dealing decent damage. Good for setting up other PAs.
Curse: Fires a ball that tracks slightly. Doesn't deal much damage for its pp cost, but causes a Jellen effect, reducing the enemy's atk but 15% for 10 seconds. Unfortunately the effect doesn't stack in duration, and using it again simply resets the time back to 10 seconds. Has a graze effect, similar to Foie, but no actualy AoE from striking a target.
Chaser(lvl20): Fires a bolt that homes on nearby enemies, similar to Ilmegid. Seems to have a chance of knocking enemies down when possible. Does good damage and moves quickly, but has low manuverability, which may cause it to get stuck spinning uselessly around an enemy. Works best against spread out mobs, but can also hit the same target multiple times, making it good for large mobs or bosses as well.
Territory(lvl40): Creates a large orb on the target that pulses AoE damage and slowly drains PP as long as the button is held. The first 4 hits deal 25% of the damage notation, while all the ones after deal 125%. The orb is stationary, making it impractical for mobile enemies, but can be a good follow up to Fall.
Recommended Candies:
Maron/Melon: Putting the throw back in throw pillow, Maron and Melon are a pair of masochistic puffballs that specialize in defense and (literal)burst damage. Maron has the highest hp of any pet, but very low defense, while Melon is the opposite, having ridiculous defense but the lowest hp.
Much like Brock's onix using bide, they grow stronger each time they're hit, powering up their primary PA Maron/Melon Strike, which causes them to faint, but can deal massive potential damage. Maron grows larger every 3 hits (for a total of 6), while Melon grows larger every hit (for a total of 2), until they reach a total of 2 charges. When fully charged, a purplish fire effect will surround them. While this is when their Strike PA is at its strongest, it also means they will explode after a few seconds, dealing damage, fainting, and dealing massive damage to you (and only you), effectively wasting their charges. It's important to either use strike and throw them at an enemy or switch pets to avoid this. The explosion can't defeat you on its own (it only drops you to 1 hp), but can trigger zanverse, which may end up finishing you off.
Many of their other PAs are like modified versions of other pet PAs. While they share personalities, and PAs mechanically, neither is the evolved form of the other, and in many cases Melon's normal PAs are purely infirior due to less damage and/or higher PA costs.
Drop Locations:
6*:
7*: Spacetime Enemies, Spacetime Minibosses
8*: Spacetime Bosses
9*: Spacetime Midbosses (lvl 41+)
10*: Spacetime Bosses(lvl 41+)
11*: Spacetime Midbosses (lvl 56+)
12*: Spacetime Bosses(lvl 56+)
13* Maron: Ultimate Naberious (Area Drop), Profound Invasion (XH), Mining Base Demise (XH)
13* Melon: Ultimate Lilipa (Area Drop), Perennial Appocolypse (XH) Annihilator's Apparition (XH)
Personalities:
Perseverant / Super Perseverant (逆境 / 超逆境): increases their damage by 17% while below 25% hp. Because their hp is decreased before the damage of strike is dealt, it will almost always trigger for strike (Megiverse may screw this up)
Short Temper / Super Short Temper(やせ我慢 / 超やせ我慢): Gives them by 18% when struck at level 5. May be good for weird synergies with the heal share ring or for use against VERY high damage boses, such as PD, but otherwise not as useful as Perseverant, due to the fact that the whole goal is to blow them up anyway.
Single Target: S
AoE: S
Burst: S
PP Management: A
Utility: B
Survivability: C
PAs:
Strike: Their main gimmick. Throw fluffball, fluffball explodes, stunning enemies and dealing damage in an AoE based off how many charges they built up from being struck. Has a very low pp cost and high potential damage, but causes them to instantly faint when completed. Deals 10% notation damage with no charges, 70% with 1, and 100% with 2. Only causes an explosion when hitting an enemy or destructable object, thus, won't trigger when hitting a wall. While holding them the PA can be canceled by mirage dashing.
Maron Strike is a single heavy hit, while Melon strike is 10% weaker and has a higher pp cost but can be spammed if timed properly. Due to Melon's being usable multiple times without immediately popping, it's possible to safely use Melon Strike as a normal PA at 0 or 1 charge.
Break: Similar to Wanda break, with a lower pp cost, but no knockdown. Good dps PA to use while waiting for oppritunities to get them hit.
Shield: Their return PA. Calls them to you for a very low pp cost, and while held has them hover in front of you while draining pp at a rate of 1 every 2 seconds. Not only does this make it easier to have them be damaged to charge strike, even if an attack manages to get past them, or has an AoE and hits you, you have constant block frames from the front.
Chaser(lvl20): Similar to Cery Chaser. Deals less damage and moves slower, and doesn't knock enemies down, but lasts longer and is more manuverable, making it easier to get multiple hits. Good for drawing aggro against spread out groups of mobs, or just general mobbing damage.
Curse(lvl40): A homing version of Torim Bullet. Has a slower projectile and much higher pp cost, but Hits 10 times for 9% of the damage notation after an innitial 10% hit.
Recommended Candies:
Viola: The unholy fusion of a sheep, an afgan hound, Mr Fantastic, and an alicorn Viola is a heavy hitting monument to man's hubris. Able to switch between a fast weak mode and a slow strong mode Viola is acts as a more offensively oriented Wanda with a bit more emphesis on beating down tough targets.
Drop Locations:
8*: Tokyo Area Drop, Kuron Free Field Area Drop
10*: Tokyo Area Drop (VH+), Kuron Free Field Area Drop (VH+)
12*: Tokyo Area Drop(SH+), Kuron Free Field Area Drop (SH+)
13*: Apos Dorios (lvl 76), Guar Zigmorde (lvl 76+), Tokyo or Las Vega Area Drop, Kuron Free Field Area Drop (XH), Unleased Prestege (XH)
Personalities:
Poser / Super Poser(目立ちたがり / 超目立ちたがり): Decreases damage recieved by 10% and increases aggro generation at level 5. Not much more to say.
Healer/ Super Healer(いやし系 / 超いやし系): Increases the hp recovery of reserve pets. Like Cery's second personality, it isn't very useful.
Single Target: S
AoE: B
Burst: B
PP Management: C
Utility: C
Survivability: A
PAs:
Slicer: A faster, higher dps, but less efficient, and smaller AoE version of Wanda Slicer. In heavy mode the AoE is much larger, higher dps, and it becomes very pp efficient due to the increased damage, but MUCH slower. Unlike Wanda, Viola won't turn to face your target before using this PA, making it a bit clunky to use.
Stamp: A quick small AoE that hits twice andstuns nearby enemies. The heavy version, is, again, slower, but more more pp efficient and stronger. While in heavy mode the second AoE is larger and able to hit enemies from farther away, but both AoEs can hit enemies near the center.
Assault: Viola's return PA. Slightly faster than Wanda Assault, but due to not really being meant for damage, the heavy version isn't very useful.
Pulsar: Again, faster than Wanda's, both the innitial damage and dot effect are increased in heavy mode. Because the normal and heavy versions count as seperate PAs, both can be applied to the target at once.
Change: Switches between normal and heavy modes. Heavy mode is denoted by larger wings, open eyes, and a glowing aura. While in heavy mode pp recovery, both natural, and from attacks is reduced, and PAs are slower, but their damage is increased, and Viola gains a 20% bonus to its base defense stats. Due to the slowed animations of the heavy mode it's very easy to accidentally cancel PAs while in heavy mode. In addition, heavy mode is unsuited to fast moving enemies. That said, it's great for enemies that move too soon for torim spiral, but aren't active enough to charge melon, or mobs that are tough, but not tough enough to warrent a Torim Spiral.
Recommended Candies:
Synchro: A fast unrelenting flurry of slashes and punches ending in a powerful slam, Synchro specializes sacrifices raw damage and defense for constant sustained damage and pp efficiency, while still having access to good burst. Each of its PAs is improved if used right after a different PA, making it important to keep up the assault. Unfortunately, having a slow, weak normal attack means it's not very useful when you finally run out of PP.
Due to a weird quirk in its AI, Synchro acts like its hitboxes are large than they actually are and may require some vertical repositioning to reach enemies below it with PAs.
Drop Locations:
6*:
7*:
8*: Las Vegas Area Drop,
9*:
10*:
11*: Las Vegas Area Drop (VH+)
12*: Las Vegas Area Drop (SH+)
13*: Las Vegas Area Drop (XH+)
Personalities:
Team Player / Super Team Player(なかま思い / 超なかま思い): Increases damage by 12% when switching to Synchro from a fainted pet at level 5. Lasts until you switch from synchro or get in a vehicle. If you're only getting one synchro choose this one.
Cunning / Super Cunning(こうかつ / 超こうかつ): Decreases pp costs by 20% when switching to Synchro from a fainted pet at level 5. Lasts until you switch from synchro or get in a vehicle. This might sound silly with how low synchro's pp costs already are, but with the right candies it's possible to get a 45% pp cost reduction in total, making this a good personality for a secondary Synchro.
Single Target: S
AoE: C
Burst: A
PP Management: C
Utility: B
Survivability: C
PAs:
Zan: Synchro quickly dashes to its target and does a slash, dealing damage to enemies infront of it. Deals 50% more damage when used after a different Pa.
Dan: Synchro's return PA. Unlike Torim Bullet Synchro returns to you before firing the projectile. If used after a different PA it causes bind making it good for getting annoying enemies, like the ufos in Vegas, to stay still. Alternate with Zan for a low pp cost combo. Also good for repositioning to get Synchro at the right elevation to hit things with other PAs, avoiding incoming attacks, or just hitting things from range.
Ken: Does two quick punches in a cone infront of Synchro. When used after a different PA hit has twice as many hits, effectively doubling the damage. Alternate with Zan for a high dps combo.
Kyaku: A spinning kick dealing AoE damage around Synchro, and blocking attacks. Because of Synchro's low defense and HP this PA is important for keeping it alive. Has a long animation as long as it isn't canceled, making it good for maintaining a combo while repositioning yourself, casting a support tech, or something else. Has a larger AoE when comboed. Alternate with Dan for an AoE combo.
Gekki: The end goal of Synchro burst combos. Deals damage in a short range in front of synchro and stuns enemies. Unlike other Synchro PAs this one has a notable pp cost of 30. Also different from other Synchro PAs it requires multiple PA chains beforehand to reach maximum effectiveness. Each time a different PA from the last is used (alternating still works), a charge is built up, denoted by a purple aura around you and Synchro. After 4 PA combos a chime will play and a symbol will appear over you and synchro, letting you know its at full charge.
While the charge won't increase from using the same PA multiple times in a row, it also won't reset, meaning it's possible to spam a PA to maintain it while trying to wait for an opening or to reposition synchro.
The damage is increased by 50% after one combo, 300% with two combos, and 500% with 3 combos. Because Gekki is still a PA, using another PA right after immediately starts the next combo chain.
Due to the reletively high pp cost, it may not always be best to use Gekki as soon as its ready, especially in cases where you may be using Synchro for mobbing.
Recommended Candies:
Ledran: As the physical embodyment of Panzer Dragoon, Ledran specializes in long range homing attacks and AoEs. This pet is at its best when faced with multiple and/or large opponents, as it lacks the quick, cheap, simple, options many other pets have for dealing with small trash mobs. In addition it's one of the squishiest and easiest to get Ko'd, but makes up for it by filling the sky with lasers and being able to deal focused damage from very far away, or over a very large area. Like Cery and Popple, fighting at range makes it easy to keep Ledran near you for support techs.
Drop Locations:
6*:
7*:
8*: Racing the Phantom Mother
9*:
10*: Racing the Phantom Mother (SH+)
11*:
12*: Racing the Phantom Mother (SH+)
13*: Racing the Phantom Mother (XH)
Personalities:
Rowdy / Super Rowdy(あばれんぼう / 超あばれんぼう): Increases damage by 2% each time Ledran defeats an enemy at level 5. Caps at 50% regardless of level. Maintains between area changes, but resets when switching weapons, returning to the camp ship or boarding a vehicle. The effect itself requires that Ledran be the one to deal the finishing blow. A good choice for a seconday Ledran, but because it provides no benifit against raid bosses, and can be impractical when switching pets often it shouldn't be your first choice.
Fighting Spirit / Super Fighting Spirit(とうそうしん / 超とうそうしん): Increases damage based on how many enemies are nearby, by 6% for 1-4 enemies, and 12% for 5 or more at level 5. The range is relatively generous, being slightly shorter than Ledrans normal attack range.
Single Target: A
AoE: A
Burst: A
PP Management: D
Utility: C
Survivability: D
PAs:
Laser: Ledran hovers beside you while locking on to up to 8 enemy hitboxes in front of you, from the same enemy or multiple enemies, starting with the targeted one. Releasing the button fires multiple homing shots that each deal a bit of damage. While each projectile appears to be two, the only deal a single hit of damage.
Very inneficient aganst very small groups of single hitbox enemies but good for large groups or enemies with multiple hitboxes (such as dingels). Only locks on to hitboxes you can target normally
Slash: Ledran's return PA. Does a quick slash, knocking down enemies then Ledran returns to you. Because Ledran comes to you for its normal attacks and some of its PAs, the main purpose of this PA is making it stop using normal attacks.
Burst: Ledran charges, creating up to 8 orbs around itself. Releasing the PA fires all of the orbs at a single hitbox. Functions similarly to Namegid, in that losing the target resets the PA's charge. Each orb deals more damage per hit than laser, making this a better single target burst option for a higher pp cost. Unlike laser, Ledran stays where it is when charging this PA, rather than follow you.
Gravity: Fires a bullet that creates a gravity effect. Deals no damage on its own, and the projectile is slow, but it has uses.
Mine: Shoots a bolt at the target that stick to it when struck. Any other Ledran PA that hits the target, except slash, causes it explode into a pulsing AoE. Combined with Gravity it can be a good tool for dealing with small enemies. It also makes a good opener for Burst, or can help get more out of laser against smaller groups.
Only one bolt can be out at a time, but once it's triggered the AoE stays, making it possible to alternate PAs, or in some cases hit an enemy with it while Laser is still in the air.
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