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#Fate of The Empress Guide: Pets 101 (Part 2)

  • Lucian Kai
  • Nov 23, 2022
  • 1 min read

Updated: Nov 28, 2022

Author: Jiodi

Last Update: 2022, August 3rd


If you haven't read Part 1, kindly check it here.

If you haven't read Part 3, kindly check it here.


Because we have so many pets and the guide is very long, so it will be split into at least 3 parts. We will hold a free online course about Pets in Fate of The Empress for everyone. Please join our Discord or like our Facebook page to get updated about the class (Link at bottom of this guide).


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7. Chinchilla


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Natures:

  • Tough:

    • Effect: 18%/24%/30% heal one time per combat when hero’s hp drops below 30%

    • Grade: A

    • Why: It’s a decent oh crap button but there are so many other good options, as far as oh crap buttons go.

  • Timid:

    • Effect: 10.8%/14.4%/18% heal for all allies when hero dies

    • Grade: B

    • Why: Another niche ability to give daji or some other weaker hero on a rez team.

  • Cautious:

    • Effect: 24%/32%/40% chance to trigger a double healing effect when hp is lower than 50%

    • Grade: S

    • Why: Probably the best skill, even if it’s nearly impossible to understand the in game explanation. It basically has a chance to get a Gentle Mizzle/Liu Shan paw print effect. Basically it gives the user a chance to get healed for double if their hp is under 50%.

Passives:

  • Rip: Increase 750/1100/1500 atk

  • Bold: Increase 15%/22%/30% hp

  • Tear: Increase 15%/22%/30% def

  • Lick Wound: Increase 8%/12%/16% dmg res

Role: Healing

Minimum Viability: EPIC

Analysis:

Chinchilla is an odd one. It gives some decent healing but ends up being extremely underwhelming compared to other pets. The saving grace here is that the chinchilla is also diverse in terms of passives, having offensive and defensive boosts.


Usage/Best Champs:

  • Daji - timid:

    • Any ability that does something on death is great for daji, and this is no exception. The heal is pretty powerful at +10 (healing for 14.4% base) and having it proc twice is pretty great.

  • Li Qingzhao/Huo Qubing/Jia Barfyu/Sun Ce - Cautious: Usually Characters who can sustain themselves or grow in power are great w/ cautious Chinchilla cause it isnt a one time only thing

  • Non-healers - tough/timid: Similar to leech cat a tough chinchilla can save a big damage dealer from a death and let them hit again for great justice. Conversely, a timid chinchilla can heal allies when the damage dealer goes down. Two different functions depending on how you want to use it.

8. Piggy


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Natures:

  • Cautious:

    • Effect: Tag one random enemy at the beginning of battle and share 21%/28%/35% dmg taken.

    • Grade: S

    • Why: This is a really fun ability begging for more testing. It might end up being higher than the current grade if I can find a really good hero to pair it with.

  • Tough:

    • Effect: Tag ally with lowest hp at the beginning of battle. 50% to take 50% of the dmg taken by target. 36%/48%/60% dmg reduction for shared dmg.

    • Grade: SSS

    • Why: Turn anyone into a temporary Jia! It is more limited but it can still help mitigate big early hits.

  • Timid:

    • Effect: For the first three rounds of combat, gives random target def equal to 5.6%/7.5%/9.4% atk of target. Can be stacked up to three times.

    • Grade: SSS

    • Why: This skill is going to end up shocking people when we all get tired of heirs blasting us away. Since heir nukes ignore mitigation and don't proc other skills, increased def is the way to go. And this thing really packs a defensive punch.

Passives:

  • Hide: Increase 750/1100/1500 def

  • Bold: Increase 15%/22%/30% hp

  • Tear: Increase 15%/22%/30% def

  • Lick Wound: Increase 8%/12%/16% dmg res

Role: Defensive

Minimum Viability: EPIC

Analysis:

Piggy is so good. Slap it on a tank or a high hp/low defense support unit and watch the magic happen.


Usage/Best Champs:

  • Daji - cautious/tough:

    • Pain linking and tanking damage for an ally are both useful for a unit who can rez herself. Pretty straightforward.

  • Tanks with high defense and damage resist - tough:

    • Strong tanks who can soak a lot of damage will protect your weakest unit use tough piggy nicely.

  • High hp and res, low def and damage resist - cautious:

    • Units who can soak a lot of damage by just eating it into their hp pool are the best cautious users. They take more punishment, doling out more punishment to their pain linked target.

  • High Hp, High Atk - timid: I was so stupidly wrong about this ability. It’s very, very good when used correctly. It doesn't remove the atk it ‘transforms’, it simply increases def by that amount. I apologize for telling everyone to yeet this thing.

9. Cubbie


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Natures:

  • Grumpy:

    • Effect: Tag enemy with the highest atk at the beginning of the round. At the end of the round, deal 18%/24%/30% of dmg received to the tagged enemy.

    • Grade: S

    • Why: Chip damage. But it can be like super strong chip damage. If you can do a ton of damage this can help finish that pesky high atk enemy off.

Passives:

  • Wrath: Increase 750/1100/1500 crit

  • Bold: Increase 15%/22%/30% hp

  • Aggression: Increase 8%/12%/16% atk

  • Claws: Increase 8%/12%/16% dmg buff

Role: Offensive

Minimum Viability: EPIC

Analysis:

Cubby is an interesting pet because it’s kind of a reverse vixen. Tag an enemy and give them a nice lil burst of damage at end of round. Not the best for your highest damage dealers but great for support/damage hybrids.


Usage/Best Champs:

  • Hybrid attackers/support:

    • Units that like crit and attack but also do other things (like ying zheng, song yu, wu zetian) are best users of this pet. It enhances their offensive stats while letting them take the utility of cubbies ability. Cubby doesn’t directly enhance an attacker with its ability so it can go on anyone who isn’t going to nuke, but does do some damage.

10. Hydra


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Natures:

  • Brave:

    • Effect: Randomly does one of the following effects for the first three rounds of combat:

      • 18%/21%/24% of atk and 14%/16%/19% def reduction to single target.

      • 9%/13%/17% of atk and 10%/13%/14% of enemy max hp to three enemies.

        • Caps at 100%/130%/140% atk for max hp

      • 22%/26%/30% of atk and 30%/35%/40% chance to freeze (scales with acc)

    • Grade: A

    • Why: Variance. I hate it. It gives a little bit more power to some of the effects but you don’t know what you’re going to get each time. I would rather know.

  • Charming:

    • Effect: 20%/24%/27% of atk and 15%/18%/21% def reduction to single target.

    • Grade: SS

    • Why: Def reduction is incredible. The only reason this isn’t SSS is because it only hits one target.

  • Grumpy:

    • Effect: 9%/12%/15% of atk and 8%/10%/12% of enemy max hp to three enemies.

      • Caps at 80%/100%/120% atk for max hp

    • Grade: SS

    • Why: This can hurt a lot. Like a lot a lot. Especially in Cascade or against powerful enemy players. Max HP scaling is very strong, hence why they cap it.

  • Naughty:

    • Effect: 22%/26%/30% of atk and 25%/30%/35% chance to freeze (scales with acc)

    • Grade: S

    • Why: I really thought this would be better, but the ‘single target’ thing is a huge issue and severely hinders the utility.

Passives:

  • Wrath: Increase 750/1100/1500 crit

  • Bold: Increase 15%/22%/30% hp

  • Aggression: Increase 8%/12%/16% atk

  • Claws: Increase 8%/12%/16% dmg buff

Role: Offensive/Support

Minimum Viability: EPIC

Analysis:

Coming soon!


Usage/Best Champs:

  • Hybrid attackers/support:

    • Depends on the nature, Brave/Naughty wants acc/atk. The others just need atk.

    • Basically any hero who would make use of Naughty Cat, Cubby, or Monkey King are candidates here.

11. Penguin


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Natures:

  • Cautious:

    • Effect: 10%/16%/25% chance to release active skill when attacked

      • This can only happen up to 3 times per round.

    • Grade: SSS

    • Why: It grants the user counterattack. Extremely versatile and can completely change how your team runs.

Passives:

  • Hide: Increase 750/1100/1500 def

  • Bold: Increase 15%/22%/30% hp

  • Tear: Increase 15%/22%/30% def

  • Lick Wound: Increase 8%/12%/16% dmg res

Role: Defensive/Counter

Minimum Viability: FABLED

Analysis:

Penguin has a bunch of defensive passive skills for bulk, but that doesn’t mean it is solely a defensive pet. It’s actually incredibly versatile. It’s special ability allows for a chance for the user to trigger their active skill up to *three* times a round. This ability allows for some extremely silly things. Check out usage/champions for more info.

Usage/Best Champs:

  • Mi Yue:

    • Penguin on Mi Yue is dumb. Dumb dumb dumb dumb. Up to 9 extra stun proc chances if her counter is activated all three times. But since she’s stunning everyone anyway it doesn’t need to. Only use this if you aren’t running Reindeer on her, or have tons of evasion.

  • Zhuang Zhou:

    • ZZ is an absolute monster in his own right. But with penguin he not only gets the defensive passives he also gets the ability to use his heal up to three more times per round. This is some serious healing support.

  • Guards: If you put penguin on a guard they can counterattack. This is especially useful on MC guard because they hit three times at random. And if they can counter 3 times per round and hit 3 times a counter, and then follow up with a single target nuke if they kill someone with that counter, well that’s a lot of damage. Keep in mind that they lose the offensive passives gained from offensive pets.

  • Zhuge Liang: Zhuge has this imprint stacking ability when he deals damage. His active skill hits 3 times with a 50% chance to cast an imprint stack on himself for each. When he gets to 5 imprints he launches a big ol nuke on the enemy (48% of attack 5 times at random, reducing damage by 50% on subsequent hits to the same foe). This skill does *not* have a cooldown so if he has penguin he can top out at 3*4 imprints. Thats 12 imprints in one round, meaning *two* procs of his passive. This is some serious damage output.

12. Reindeer


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Natures:

  • Naughty:

    • Effect: 9%/13%/18% atk to all enemies with a 12%/16%/20% chance to freeze up to three enemies for the first three rounds of combat.

      • Scales with acc. Assume this means 12/16/20*(1+acc) as all the other acc-based skills work.

    • Grade: SSS

    • Why: Freeze is broken. Enemies can’t do anything about it except freeze you first or get a control protect off. The fact that you can freeze up to three enemies, and it can be used in conjunction with players you party up with to use three reindeer and completely freeze the enemy.

Passives:

  • Hide: Increase 750/1100/1500 def

  • Bold: Increase 15%/22%/30% hp

  • Tear: Increase 15%/22%/30% def

  • Lick Wound: Increase 8%/12%/16% dmg res

Role: Support/Crowd Control

Minimum Viability: EPIC

Analysis:

While I no longer consider this the best pet in the game, it is still very powerful and unless you know what you’re doing you should always use reindeer, even on a hero that doesn’t have acc if you don’t have heavy acc-based heroes. Freeze is currently the most broken thing in the game right now. The only thing that freezes is reindeer. Three enemies getting frozen before they can move for the turn is basically an i-win button. Plus it scales with ACC making it even stronger. The dmg function is negligible so it’s really just gravy. Another cool thing about reindeer is that it doesnt require tons of investment. You only invest for the stats, the freeze is effective as soon as unlocked.


Usage/Best Champs:

  • Doctors/Any unit that uses ACC:

    • The higher the ACC, the stronger the reindeer. Put it on your highest ACC unit and you will instantly be a stronger team.

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