Frequently Asked Questions
Intro
Training
Boosts
Icons
Other Strategies
Faerie Abilities
Stat Increasers
Specifics
What to Train
Pre-Heal vs. Post-Heal
Species Resistances
Building a Battledome Set
Intro
Click here to view!
Defenders of Neopia
Series 1
Series 2
Battledome Opponents
Other Challengers
Miscellaneous
Battledome Avatars
Other Things to Keep in Mind...

Frequently Asked Questions – Intro

Question - What is the Battledome?
Answer - The Battledome is where you get to fight other pets; either against a computer in 1 Player fights or against other user owned pets in 2 Player fights.

Question - Where is the Battledome?
Answer - Go to your inventory by clicking on the amount of NP you have on you and then click the Battledome button under the list of links, or click here.

Question - Can I win anything from battling?
Answer - Yes! You can win up to 1,500 NP and 15 prizes each day from battles. You will get more NP for defeating tougher challengers. The prizes however are random and your opponent's difficulty will not matter. There are far too many prizes for me to list, but if you'd like to see which opponents give what, jellyneo.net and sunnyneo.com both have lists of all the prizes. You can also complete the Defenders of Neopia series for trophies, or avatars, although you should check out the Battledome beta news page to see if they are working first. Additionally, prizes may awarded to people who participate in a war or plot.

Question - What do I need to know before starting?
Answer - Know that getting good at battling will take time, patience, and lots of NP. You'll need quite a bit of NP to train your pet and make them stronger, as well as NP for weapons your pet can use.

Frequently Asked Questions – Training

Question - How do I increase my pet's stats?
Answer - There are many ways to increase your pet's stats, but training is the cheapest and easiest way. We'll talk about the other ways later on in the guide.

Question - Where do I train my pet?
Answer - You have three choices, you can train in Cap'n Threelegs' Swashbuckling Academy at Krawk Island with dubloons, the Mystery Island Training School on Mystery Island with codestones, or the Secret Ninja Training School also located on Mystery Island with red codestones.

Question - What's the difference with the training?
Answer - Only pets at or below level 40 can train at the Swashbuckling Academy, pets at or below level 250 can train at the Mystery Island Training School, and pets at level 250 and higher must train at the Secret Ninja Training School. Training at the Swashbuckling Academy takes longer, but dubloons are cheaper than codestones. Codestones will be a little more expensive, but you have to start using them eventually. Red codestones are the most expensive, but most pets won't even get to see the Secret Ninja Training School.

Question - You can train at both schools at level 250?
Answer - Yes you can. Take advantage of it.

Question - Does the Volcano Training School give out bonuses like the other schools?
Answer - Yes.

Question - Should I train all my stats?
Answer - No, only hit points, strength, defence, and level are important. Agility and intelligence are (debatably) useless in the BD; however, there are a few exceptions to agility and intelligence that I will go over further down the guide.

Question - It's not letting me train a stat, why not?
Answer - The Swashbuckling Academy is the easiest to explain; all stats can be trained to twice the pet's level. If your pet's level is 20, all stats can be trained to 40 before you have to train level again. Things are different at the other training schools…

You can train strength, defence, and agility to twice your level in the other training schools. Hit points works differently; they can be trained three times your level in the Mystery Island and Secret Ninja Training Schools. For example, if you are level 100, you can get strength, defence, and agility to 200 and hit points to 300 before having to train your level again. Level can be trained at any time.

If you have your hit points past twice your level however, you must get your level back up to half of your HP if you want to train strength, defence, or agility. For example, if you were level 100 with 201 hit points (just over twice the level) and wanted to train strength, defence, or agility, you would have to get level up by one before you could train something other than your hit points. Now if your level was 100 and your strength was 201, you would have to train your level by one if you wanted to train your defence or agility. Hit points could still be trained however.

In other words; you can train your strength, defence, and agility twice your level, and you hit points three times your level at any time, but if you want to train strength, defence, or agility, your level has to be half the amount of your highest stat.

Question - Can I cancel a training course?
Answer - Only pets training at the Swashbuckling Academy and the Secret Ninja Training School can cancel a course. There is no penalty if a course is canceled at the Swashbuckling Academy. If a course is canceled at the Secret Ninja Training School, 24 hours must pass before training can continue.

Question - Are there other ways to increase stats?
Answer - Yes. You can do quests for the faeries, or for Mumbo Pango at the Mystery Island Kitchen. There are certain items that can boost your pet's stats like Cool Negg, Strength Serum, etc. Then there is the lab ray, oh, and certain scratchcards could also increase you pet's levels. There are many things around Neopia to help you increase your pet's stats; it just depends on how much NP you are willing to spend.

Question - Why Kitchen Quests?
Answer - When completing a kitchen quest, there is a chance that one of your pets will gain a random stat as a reward; the stat could be good like a hit point, or it could be something fairly useless like agility. You won't always get stats. If you do wish to do the quests, it's best to pick a price to stop at. For example, sometimes he may ask for a 30K item and if you're on three codestones lets say, it probably wouldn't be worth it to buy the item for one stat… a chance at one stat that is.

Question - Is the lab ray worth it?
Answer - In most cases, yes. If you use the lab ray to train then it is a very good help, and most definitely worth it in the long run. The lab will put your stats up more often then down. The only time people don't get the lab ray is if they care what their pet looks like. If you just spent a few million on a Zombie Paint Brush for your new Draik and don't want your pet to get changed into a purple Moehog, then you probably won't want to use the lab ray. If you only care about stats, get the lab ray.

The lab ray tends to put your level down and hit points up quite a bit. If you don't train in conjunction with the ray, then you can have trouble training down the road. I've seen many pets that simply can't train because the ray has put their level down so much, and raising it to half their hp is a hard and annoying task. Pets in this position are called lab rats.

Question - What can the lab ray do to my pet?
Answer - The lab ray can change your pet's species, colour, gender, or do nothing. But if you're going to be training with the lab ray, you should only care about the stats. The lab ray can make your pet gain or lose 2 to 3 movement, gain or lose 2 to 3 defence, gain or lose 2 to 3 strength, gain 2 to 5 endurance (you can't lose hit points from the lab ray), gain or lose 2 levels, and it can also bring your pet down to level 1 in a single zap if your Neopet isn't a high enough level.

Question - Why use the lab ray when it could put my level down to 1?
Answer - The lab ray can put your level down to 1 only if you are below a certain level. I'm still not sure what this level is, but I'm fairly certain it's somewhere between 20 and 60. So if it's 60 let's say, then once you are level 61 or higher, you don't need to worry about being zapped down to level one. Now, if your pet is level 61 for example, you could get the -2 levels zap one day, and the "down to level 1" zap the next day. Just make sure your pet is always level 61 or higher before using the lab ray, or you use it at your own risk.

Question - I got a faerie quest. What do I do? Is it worth it?
Answer - Most faerie quests give you useful stats for your pet. Look at the cost of getting the item versus training. If it's cheaper to get the item than it is to train, then do the quest! You won't be able to use the Shop Wizard while on a quest. If you need help with a quest a friend might be able to help you out, or you could try the Quests Neoboard. To hand in a quest or to see if you are currently on a quest, head to the Faerie Quests page. There is no penalty for quitting a faerie quest.

Question - What do all the faeries give you for completing their quests?
Answer - They will give you the following…


Air Faerie
2 Agility

Dark Faerie
2 Endurance

Fire Faerie
2 Strength

Light Faerie
1 Level

Water Faerie
2 Defence

Battle Faerie
1 - 3 of these:
1 - 2 Defence
1 - 6 Endurance
1 - 6 Levels
1 - 6 Strength

Earth Faerie
1 of these:
1 - 2 Agility
1 - 2 Defence
1 - 2 Strength

Faerie Queen
1 Level
4 Endurance
4 Strength

Fountain Faerie
The ability to paint your pet nearly any colour at the Rainbow Fountain

Space Faerie
4 Levels

Question - I got a Crafting Faerie quest, is that worth it?
Answer - The Crafting Faerie doesn't give you any stats. Instead, you must buy an NC item for her. You can buy the items she needs in the Crafting Faerie Quest Shop. She will give you another NC item for completing her quest.

Frequently Asked Questions – Boosts

750
16
700
15
650
14
600
13
550
12
500
11
450
9.75
400
8.5
350
7.5
300
6.5
250
5.5
200
4.5
125
3
85
2.5
55
2
35
1.5
20
1.25
13
1
8
0.75
1
0.5

Question - I've been training constantly, but notice no increase in attack, why?
Answer - This may be because you have not reached another strength boost yet.

Question - What is a boost?
Answer - Boosts are specific strength points at which you will start doing more damage. These boosts are located to the right. The first column is the strength required; the second column is how much damage you will do per icon.

This means that if you are at 30 strength, you have the 20 boost. Having 20 to 34 strength is like having 20 strength, but as soon as you make it to 35 strength, you'll have the next boost and will start doing more damage. Technically speaking, what really is happening is that you are doing more damage per icon; icons are explained later. Basically, once your strength reaches a higher boost, you'll start dealing more damage in the Battledome.

How much more? Like I said, each boost will do more damage per icon. The first column has all the strength boosts, and the second column is how much damage each of those boosts will do per icon. This means if you were to do 1 icon of attack with the 13 boost, you would deal 1 HP of damage. If you were to do 3 icons of attack with the 350 boost, you would deal 23 damage (it's rounded up). If you were to do 10 icons of attack with the 700 boost, you would do 150 HP damage, etc.

These examples are not taking into consideration stances you or your opponent may be using, species resistances, etc. Right now both of these things have been removed from the Battledome so you don't have to worry about it anyway.

Question - Do these boosts work for defence too?
Answer - Yes, although this is a little more complicated. All the boosts and icon multipliers are the same for defence.

Let's say there are 2 pets fighting each other, the first has the 500 strength boost. If that pet attacks with 5 fire icons, the damage done would be about 55 according to the 500 strength boost. If the other pet defended anything but fire, nothing would be defended. What I mean to say is that you need to defend fire icons if your opponent attacks with fire; you need to defend water if they attack with water, etc.

So the first pet attacks with 5 fire icons with the 500 boost doing 55 points of fire damage. Assume the other pet does not have the 500 defence boost, but instead the 300 defence boost. This is where it can get complicated. The 300 defence boost pet does NOT have to defend 5 fire icons to cancel out the attack; they have to defend 55 points worth of fire icons based on their boost. 55 (total damage) / 6.5 (damage per icon according to the 300 defence boost) = 8.46 (icons). Round it up and about 9 fire icons have to be defended. If the 300 boost pet defends 9 fire icons, they are essentially defending 59 hit points of fire damage.

Frequently Asked Questions – Icons

Question - What are icons?
Answer - This is where weapons come in. Weapons do damage by icons. The more icons a weapon does, the more damage you will do. There are seven different icon types:

Air
Darkness
Earth
Fire
Light
Physical
Water

Here are some other Battledome symbols that you may run into:

Limit One
Freeze
Heal
Gives Something

Question - What are the best icons to attack with?
Answer - There is no "best" icon in terms of attack. Water icons will not do more damage to Flaming Meerca for example. For the most part though, when fighting in 1P battles it's not very important which icons you use. In 2P battles however, icons can become more important. If you are using a Sword of Skardsen and your opponent has a Ghostkershield, things aren't going to turn out too well for you, unless you have a contingency plan. If you keep a Sword of Reif or a Kelpbeards Trident on your pet just in case your opponent has something to block your Sword of Skardsen, then you should do a lot better.

Question - What is a good amount of icons for a weapon?
Answer - The minimum for a fair set is 6 icons for one multi-use item, but a good average would probably be somewhere from 8 to 13. Refer to which weapons to get later on. Some weapons can do variable icons, meaning they will not always do the same thing. When thinking about buying these weapons, it's best to take into consideration the average amount of icons dealt. Obsidian Dagger for instance, can be referred to as a 6 to 8 icon weapon, meaning it will do either 6, 7 or 8 icons of damage. Some weapons will do fractional icons, meaning they will only do a portion of an icon. For example a Sword of Skardsen does 16.25 icons of damage on its weakest hit.

Frequently Asked Questions – Other Strategies

Question - Is the BD all about attacking and defending?
Answer - No, there are other things you can do to add some strategy to the Battledome. For instance: freezing, stealing, bombs, healing, using faerie abilities, etc.

Question - What is freezing?
Answer - Freezing an opponent makes them not able to do anything the next turn. This will devastate many opponents. A good freezer is essential to any serious Battledomer. I recommend going for a reliable freezer as soon as you can, something like a Randomly Firing Freeze Ray, or a 100% freezer. Until then, cheaper freezing weapons are things like the Green Frost Cannon or Snowglobe Staff.

Question - What is stealing?
Answer - You can steal weapons from your opponent with certain items such as Green Sticky Hand. Generally, most people don't use stealing weapons as it wastes a turn just to get the item from your opponent, and you may not even get a good item. Of course, if your opponent has really good weapons, stealing one may be beneficial to you. If you do manage to steal a weapon with a sticky hand, your opponent will then get the sticky hand. The steal is not permanent, so when the battle is over you won't lose your weapons. Your pet can hold up to eight items and one of them can be a stealer. The weapon you steal is random. Sometimes it can be a good idea to fill the rest of your equipment up with junk weapons for your opponent to steal. For example, if your set consists of five good items, add three junk weapons in there. You can even equip a Pile of Sludge for your opponent to steal.

Question - What are bombs?
Answer - Bombs are one use or once per battle items that do massive damage; more than your multi-use weapons. They can commonly be paired up with a freeze weapon to offset the low damage freeze weapons often do; this is called a "freeze-bomb" combo.

Question - What is healing?
Answer - Healing is when you use an item in the Battledome to heal your pet of some or all of the damage it has taken. Some good beginner healers are Greater Healing Scroll or Blue Scorchstone.



Question - I'm stuck in a battle, what do I do?
Answer - The Battledome is still new, and it's not uncommon to run into errors or glitches. If an error message pops up, usually you can click "Battle" at the top of the page to re-enter the battle and fix any problems. If something a little more serious happens and you need to withdraw from the battle for whatever reason, you can visit this page to withdraw from a fight. Withdrawing from a fight now counts as a loss! If you can't even withdraw from a battle, submit a ticket and ask TNT for assistance.

Frequently Asked Questions – Faerie Abilities

Question - What are faerie abilities?
Answer - Faerie abilities are techniques you can use in the Battledome. They are given to you if you use a weak bottled faerie. You can get a list of all the abilities here.

Question - How do I gain faerie blessings?
Answer - You need to bless (give) your pet a weak bottled faerie. If you want fire faerie blessings, then you will need to give your pet a Weak Bottled Fire Faerie, if you want water faerie blessings, then you will need to give your pet a Weak Bottled Water Faerie, etc. An Unidentifiable Weak Bottled Faerie will give your pet a random blessing. You can gain multiple blessings from a single bottle.

Question - How can I get weak bottled faeries?
Answer - You can win weak bottled faeries from the Battledome. The Koi Warrior seems to be a popular challenger for winning codestones and faeries. You can also combine any three of the retired faeries at the cooking pot and receive a random type of weak bottled faerie.

Question - Which faerie abilities should I get?
Answer - I've not yet had the time or willingness to spend millions of NP to test out the faerie abilities, one day though. Until then, check out _mariokart_'s faerie ability guide. Credit to him and the many others that helped him test all the abilities.

Frequently Asked Questions – Stat Increasers

Question - What is a stat increaser?
Answer - A stat increaser is an item that your pet can consume to boost his or her stats. Many neggs will boost your HP, strength, defence, etc.

Question - Are they worth it?
Answer - To most people, no. You're going to be paying a lot of NP per stat when it comes to stat increasers. Why consider them then? When you're using multiple red codestones, sometimes stats increasers are actually cheaper to gain stats. Stat increasers also have the advantage of speed. If you're a few points away from the next strength boost and you want to gain a few points quickly, stat increasers might be a good option.

It helps to know that there are two basic types of stat increases; those that you feed to your pet, and those that you use on your pet. Items that you feed to your pet (such as most neggs) are generally cheaper; however your pet will eventually become too bloated to eat any more. Dozens or even hundreds of potions can be used on your pet and they will not make your pet bloated, however they are generally more expensive.

Question - Is there anything I can do to feed my pet more of these stat increasers?
Answer - When it comes to feeding your pet, one of the fastest and cheapest ways to feed your pet as much as possible is to let its hunger level drop to dying. Once it's at dying, you can feed it a stat increaser. The hunger level will move to starving, but in just over an hour you can feed them again. You can repeat as many times as necessary. The only disadvantage to this is the fact that your pet will not be able to enter the Battledome while in the starving / dying condition.

Another good thing to use is the Rainbow Melt Pizza. This will bring your hunger level to very full no matter what your previous hunger level was. Of course, using this over and over again can get very expensive. Zeenana Potion is said to make your pet hungrier, although this is unconfirmed.

Question - Is there anything I should avoid?
Answer - Don't visit the healing springs if you're using the starving / dying method. The water faerie there could raise your hunger level to not hungry.

Question - So what are some good stat increasers?
Answer - Here is a list of all stat increasers, what they can do, approximate cost, and my rating:

This item can affect your: hit points | strength | defence | agility | level | intelligence
Altador Strength Potion - This will give your pet five strength every time you use one. This item was available for purchase if you participated in The Faeries' Ruin plot for 8,000 points.
My Rating:
4 / 5
Approx. Cost:
450,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Armoured Negg - This gives you one defence for only 16 negg tokens. It also gives you a random weapon upon opening; either a Nurias Battle Shield, an Omelette Shield, Scamander Shield, or a Shoulder Armour, none of which are really good. I wish I had these when I was training; I had to use Silver Knight Neggs.
My Rating:
5 / 5
Approx. Cost:
44,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Basic Power Negg - This only has a chance of giving you one defence point for 39 negg tokens. Use an Armoured Negg instead, unless you'd like to pay twice as much just to have a chance at one defence.
My Rating:
1 / 5
Approx. Cost:
60,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Bomberry Elixir - Drinking this potion has the chance of increasing your pet's defence by one, doing a random amount of damage to your pet, or nothing at all. Another potion you should probably skip. Look to the Armoured Negg.
My Rating:
1 / 5
Approx. Cost:
20,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Bubbling Fungus - This has the possibility of raising your strength one to five points, or it could lower it one to three points, possibly up to five. Results seem to suggest it has a positive effect more often then not though.
My Rating:
3 / 5
Approx. Cost:
100,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Bullseye Potion - This potion can raise or decrease your strength by one to three points. Too risky if you ask me.
My Rating:
1 / 5
Approx. Cost:
60,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Cool Negg - This will give you one to three agility, one to three hit points, one to three strength, and one to two levels. This will cost 247 negg tokens and is the most expensive stat negg out there.
My Rating:
3 / 5
Approx. Cost:
545,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Cooling Balm of the Warrior - Has a small chance of increasing your defence by one to two points. I used a few of these a long time ago and didn't really like them. Besides, now you can just use the Armoured Negg.
My Rating:
1 / 5
Approx. Cost:
10,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Elixir of Intellect - Consuming this potion will give your pet two intelligence points. If you want quick intelligence, Sparkle Potion might be better, otherwise you're probably much better off using books instead.
My Rating:
3 / 5
Approx. Cost:
15,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Energising Elixir - It may give you zero, one, or two hit points. A Snegg will give you a minimum of two hit points.
My Rating:
1 / 5
Approx. Cost:
115,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Essence of Drackonack - This has a small chance of increasing your strength by zero, one, or two points. This is another potion that should probably be skipped unless you're feeling lucky. Check out the Altador Strength Potion instead.
My Rating:
2 / 5
Approx. Cost:
20,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Essence of Mortog - This has a small chance of increasing your strength by zero to three points. This is rare and probably not worth using; you can spend a little more for an Altador Strength Potion and get more stats guaranteed.
My Rating:
1 / 5
Approx. Cost:
200,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Faerie Queen Negg - Feeding this negg to you pet will give them one hit point for 57 negg tokens. Sneggs generally have a better hit point to NP spent ratio.
My Rating:
3 / 5
Approx. Cost:
125,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Ferocious Negg - This gives you one to three strength for 124 negg tokens. It also gives you a random disease. These used to be good, but then the Altador Strength Potions came out. The potions may rise in price eventually due to rarity, making these a more viable option again.
My Rating:
3 / 5
Approx. Cost:
275,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Festering Fortune Scratchcard - Some scratchcards have a chance of increasing your level. At the scratchcard kiosk in the Haunted Woods, any scratchcard equal to or better than the Festering Fortune Scratchcard can increase your pet's level. You can scratch 5 cards per day.
My Rating:
5 / 5
Approx. Cost:
7,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Genius Negg - This negg gives you one intelligence point for 24 negg tokens. It will also give you a random book.
My Rating:
1 / 5
Approx. Cost:
55,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Glamour Negg - This negg will remove one intelligence point for the low price of 7 negg tokens. It will also give you a Gold Mirror or a Gold Hairbrush; what a deal! Okay, maybe not, but if for any reason you'd like to decrease your intelligence, this is the negg for you.
My Rating:
1 / 5
Approx. Cost:
15,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Greater Earthen Potion - This potion will give you two strength and two intelligence points. Unless Altador Strength Potion gets to be very expensive, this probably won't be used often.
My Rating:
2 / 5
Approx. Cost:
300,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Illusen Day Elixir - This gives your pet two intelligence points. Elixir of Intellect or Sparkle Potion are cheaper and better for intelligence, but even so, just use books if you want more intelligence.
My Rating:
1 / 5
Approx. Cost:
40,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Irritable Genie-in-a-Bottle - This gives your pet one to three levels. This is very expensive and probably shouldn't be used. Train to get your levels, or if you're in a hurry use some scratchcards and hope you get lucky.
My Rating:
1 / 5
Approx. Cost:
250,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Jar of Forest Earth - This has the possibility of giving you strength. You could gain anywhere from 0 to 10. 10 would be awesome, but 0 is a possibility.
My Rating:
3 / 5
Approx. Cost:
70,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Kaleideonegg Negg - This negg has similar effects as the lab ray. It costs 52 negg tokens. Just get the lab ray instead.
My Rating:
1 / 5
Approx. Cost:
115,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Kauvaras Marvellous Potion - This potion will supposedly give your Kau 2 points to every stat except for agility and intelligence. This restocked at Smugglers Cove and is way too rare and expensive to be considered as a viable training method.
My Rating:
1 / 5
Approx. Cost:
5,000,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Kauvaras Potion - This potion will give your pet one point to defence, level, and strength, as well as two hit points. Cool Negg is very similar and cheaper than this.
My Rating:
2 / 5
Approx. Cost:
500,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Kaylas Super Special Potion - This potion will give you either zero or one level, as well as either zero or one defence point. This is too expensive for just a chance at one level and defence. If you want cheap defence; Armoured Negg. If you want cheap levels; Terror Trove and Festering Fortune Scratchcards.
My Rating:
1 / 5
Approx. Cost:
190,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Level Up Shroom - This will increase your pet's level by one if you feed it to your pet. Unfortunately it's retired and way too rare and expensive now. It would most likely be cheaper to grain a level with six red codestones.
My Rating:
1 / 5
Approx. Cost:
500,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Mega Power Plusshroom - This will either increase your level, hit points, or strength by one if you feed it to your pet. Another retired item that is too rare and expensive now. It would most likely be cheaper to grain a stat with six red codestones.
My Rating:
1 / 5
Approx. Cost:
500,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Mummified Scroll - Reading this to your pet will increase its hit points by one to three points, it will also lower the agility by one to three points, and the intelligence by zero or one point. This is a book and can only be read to your pet once.
My Rating:
3 / 5
Approx. Cost:
100,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Muntando Fruit - This has a small chance of giving you one hit point. This is made in the cooking pot by maxing a Teal Juppie and Krakuberries. This used to be a lot cheaper, but it's not really worth it now.
My Rating:
1 / 5
Approx. Cost:
70,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Negg of Purity +1 - This has a small chance of giving you one defence point for only 10 negg tokens. I guess if you were really low on cash and really lucky this might be worth it, but you should probably just save up 6 more points and get an Armoured Negg.
My Rating:
1 / 5
Approx. Cost:
20,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Potion of Brightvale Castle - This potion gives your pet zero, one, or two intelligence points. Look to the Sparkle Potion or Elixir of Intellect if you want intelligence, or better yet just read some cheap books.
My Rating:
1 / 5
Approx. Cost:
20,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Power Negg - Increases your strength by one. This will set you back 79 negg tokens. This was decent before the Altador Strength Potion came out. Look to that item first.
My Rating:
2 / 5
Approx. Cost:
175,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Purple Spotted Shroom - This either gives you one hit point, one strength, or heals you three lost hit points. I've used quite a few of these in the past and they always seem to give me a hit point or strength, so I liked them. 66% chance for a stat isn't bad. This is also a Jhudora's Cloud prize for completing quest 26.
My Rating:
3 / 5
Approx. Cost:
70,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Scroll of the Ancients - Reading this to your pet will increase its strength and agility by one, and its intelligence by two. This is a book and can only be read to your pet once.
My Rating:
3 / 5
Approx. Cost:
200,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Scroll of the Warrior - Reading this to your pet will increase its defence by one to three, decrease its agility by one to three, and decrease its intelligence by zero or one. This is a book and can only be read to your pet once.
My Rating:
3 / 5
Approx. Cost:
100,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Silver Knight Negg - Increases your defence by either one or two points. This will cost you 72 negg tokens. This was the only option I had back in the day, and I went through quite a few of these. Now with the Armoured Negg, this is a collector's item.
My Rating:
1 / 5
Approx. Cost:
160,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Snegg - This will increase your hit points by two or three, and your agility by two or three as well, for 126 negg tokens. Once you get your strength and defence to 750, all that is really important are your hit points, and this is what a lot of the bigger battlers will use to get those hit points.
My Rating:
5 / 5
Approx. Cost:
350,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Sparkle Potion - This potion can increase your intelligence by zero to three points. If you've read a ton of books and still want more intelligence, this is so cheap that it might be a good way to go.
My Rating:
4 / 5
Approx. Cost:
4,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Staring Negg - Will decrease your pet's intelligence by 10 for 30 negg tokens. This is useless unless you specifically want to avoid taking heavy damage from a Sroom Fruit Potion.
My Rating:
1 / 5
Approx. Cost:
60,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Strength Serum - Using this potion will give your pet one to four strength points. You could potentially get more bang for your buck if you get lucky and hit four strength, or you could take the safe bet and go with an Altador Strength Potion.
My Rating:
2 / 5
Approx. Cost:
100,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Strength Shroom - This will give your pet one to three strength points. Get an Altador Strength Potion instead.
My Rating:
1 / 5
Approx. Cost:
5,000,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Spiked Negg - This will increase your hit points by two or three points, for 195 negg tokens. Worse than a Snegg and more expensive; only use this if you don't want agility for some reason.
My Rating:
2 / 5
Approx. Cost:
430,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Super Fast Shroom - This will give your pet one agility point. Don't even think about using this one.
My Rating:
1 / 5
Approx. Cost:
5,000,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Super Negg - This will increase your hit points by one to three points, your agility by one to three points, and your level by one, for 210 negg tokens. It would probably be better to use a Cool Negg if you're looking for a large group of stats.
My Rating:
3 / 5
Approx. Cost:
465,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Terror Trove Scratchcard - Some scratchcards have a chance of increasing your level. At the scratchcard kiosk in Terror Mountain, any scratchcard equal to or better than the Terror Trove Scratchcard can increase your pet's level. You can scratch 5 cards per day.
My Rating:
5 / 5
Approx. Cost:
1,500 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Twisted Potion of Strength - Using this potion will either increase your strength by five, decrease your strength by five, or do nothing. It's quite a risky potion if you ask me. I would rather use an Altador Strength Potion personally.
My Rating:
2 / 5
Approx. Cost:
100,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Vortex Negg - I've seen conflicting reports on this negg, but apparently it can change the colour of your pet to one of the basic colours; blue, green, red, or yellow. It could also raise or lower your hit points by one for 24 negg tokens. If true, this is currently the only way to decrease hit points.
My Rating:
1 / 5
Approx. Cost:
55,000 NP
This item can affect your: hit points | strength | defence | agility | level | intelligence
Witchy Negg - This negg costs 48 negg tokens and can do a number of things according to TNT, including turn your Neopet Halloween, change your pets gender, turn them into a Lenny, Tuskaninny or Moehog, boost their intelligence, raise their hit points or cure any disease your pet may have.
My Rating:
1 / 5
Approx. Cost:
105,000 NP

Question - I got a bonus in the training school, but now I have to pay an extra codestone. Is there a way to lower any particular stat so I can train for a cheaper cost?
Answer - Yes, we can focus on specific stat and raise, or even lower some stats. Of course training is the best way to increase stats, but if you're in a hurry these might be some good options. Choose which stat you want to look at below and we'll see what we can do…

Question - I need to raise or lower my level, what can I do?
Answer - Worthwhile ways to increase your level include Cool Negg, Irritable Genie-in-a-Bottle, Kauvaras Potion, Super Negg, the Fruit Machine, Coltzan's Shrine, the lab ray, scratchcards, Kitchen Quests, and certain faerie quests and random events if you are really lucky.

If you're looking to lose levels, the lab ray would probably be your best bet. The Kaleideonegg Negg works like the lab ray and could also be used. There is also Deadly Dice, which can only be done from 12 AM to 1 AM NST. You will either gain or lose a set amount of levels from Count Von Roo. The only sure fire way to lose levels would be with Fake Von Roo Fangs, which are very rare and expensive.

Question - I need to raise or lower my hit points, what can I do?
Answer - The best way to gain cheap hit points would probably be the lab ray. The lab can't take away hit points, so you can only gain with it. Kaleideonegg Negg also works like the lab ray. Snegg is probably the best HP to cost effective item, followed by the Faerie Queen Negg. Other good hit point increasers are the Cool Negg, Energising Elixir, Kauvaras Potion, Mummified Scroll (one use), Purple Spotted Shroom, Spiked Negg, Super Negg, Vortex Negg, and Witchy Negg. There are also Kitchen Quests, Coltzan's Shrine, and certain faerie quests.

If you're looking to lower your HP, currently there is only one way; with the Vortex Negg. This is unconfirmed as far as I know, but apparently it can give or take away one hit point.

Question - I need to raise or lower my strength, what can I do?
Answer - Right now the Altador Strength Potion is a great strength increaser, followed by Strength Serum and Ferocious Negg. The lab ray, kitchen quests, Coltzan's Shrine, Fruit Machine, Turmaculus, certain faerie quests, and a random event could increase strength. Other good ways to increase strength are with Cool Negg, Essence of Drackonack, Greater Earthen Potion, Kauvaras Potion, Power Negg, Purple Spotted Shroom, Scroll of the Ancients (one use), or Twisted Potion of Strength.

To lose strength, the lab ray might be your best bet. Bullseye Potion is a good choice. The Kaleideonegg Negg is like a one use lab ray. The Twisted Potion of Strength could decrease your strength by five, or it could increase it by five.

Question - I need to raise or lower my defence, what can I do?
Answer - If you want quick defence, look no further than the Armoured Negg. If you want cheap defence, the lab ray, Kitchen Quests, Coltzan's Shrine, and certain faerie quests will work.

If you want to lose defence, the lab ray is notorious for doing exactly that. Whether the Kaleideonegg Negg is as haphazard about taking defence away or not, I don't know. There are no items that take away defence.

Question - I need to raise or lower my agility, what can I do?
Answer - The Snegg might be your best bet for agility. The lab ray, Kitchen Quests, Coltzan's Shrine, and certain faerie quests can gain you agility. Other decent options for agility would include Cool Negg, or Super Negg.

If you're looking to lose agility, the lab ray would be the best bet. Both the Mummified Scroll and the Scroll of the Warrior will lower your agility by at least one, but they can only be read to your pet once. Your pet can actually forget which books they have read if you land on a specific spot on the Wheel of Misfortune, so it could technically be possible to read these multiple times.

Question - I need to raise or lower my intelligence, what can I do?
Answer - Books are the best way to increase intelligence. You can find hundred of cheap books throughout Neopia. If you've read so many that they are starting to get expensive, look to the Sparkle Potion. Elixir of Intellect is also a good option.

If you do low end 2P battles a lot, lowering intelligence might be a good idea to avoid getting hit with a Steaming Skeem Potion, Sroom Fruit Potion, Flask of Liquid Fire, or other intelligence based weapons. Good ways to lower intelligence include the Staring Negg followed by the Glamour Negg.

Specifics – What to Train

Don't exactly know what to train on your pet? Don't know which stats to increase and which to leave alone? This is for you.

There are many different ways to train. Some people don't train defence; if they never use it then why train it, right? Others choose to train their defence much higher than their other stats. These pets are known as tanks. When using the right defensive weapons, they can defend a lot of damage.

First, make sure that you're aware of the special Neopet days if you have a pet that is level 40 or lower. These are the days that certain Neopets can receive free training from the Swashbuckling Academy. For example, if you have a Chomby that is level 40 or lower, you can get free training for that pet on March 22nd. To see the full list of all the special Neopet days, you can visit The Neopian Calendar. Additionally, all Neopets that are level 40 and lower can receive free training at the Swashbuckling Academy on Neopet's Birthday, November 15th.

This section has been made with the assumption that you will want to train all of your stats evenly. This is a good way to go about things, and can be changed later down the road. I included agility in these calculations. The only reason we are including agility is so we can use weapons like the Heavy Robe of Thievery later on. You may want to also train your intelligence as well to use items like Short Sleeved Yellow Tunic or Crisp Blue Tunic later on down the road.

This may look expensive, but if you follow this to the word, this is the cheapest possible way you can gain your stats using training. And don't get discouraged! You don't need all this NP at once. All this training can take years, plenty of time to gain more NP. When starting out, I recommend training in the academy with dubloons. This is because they are generally cheaper than codestones.

Sea Urchin - Train your level to 10, then strength, defence, agility, and hit points to 20. Do this in any order. Dubloons are very cheap now, this shouldn't cost too much (unknown amount of One Dubloon Coins).

Deckhand - Train your level to 20, then strength, defence, agility, and hit points to 40. Do this in any order. Check the prices of One Dubloon Coins and Two Dubloon Coins. It might actually be more beneficial to get away from Sea Urchin as soon as possible if Two Dubloon Coins are cheaper than One Dubloon Coins. It will take longer to train but it will be cheaper (90 Two Dubloon Coins).

Pirate - Train your strength, defence, agility, and hit points to 60. Train your level to 30. Do this in any order (90 Five Dubloon Coins).

Cap'n - Train your strength, defence, agility, and hit points to 80. Train your level to 40. Do this in any order (90 Five Dubloon Coins).

Pretty simple so far, right? Now we move on to the training school. The Mystery Island Training School is where you'll be training for a very long time. You should have your strength, hp, agility and defence at 80, and level at 40 by this point.

Basic - This training school allows you to train your HP 3 times higher than your level. Take advantage of just two codestones and train your HP to 120 (80 Codestones).

Intermediate - Now that your HP is 120, you must train your level to at least 60 before you can train anything else. Get your level to 80, and train your strength, agility, and defence to 160 in any order, then bring your HP to 200 (840 Codestones).

Adept - You should now have your HP at 200, strength, defence, and agility at 160, and level at 80. Train level to 100, and strength, defence, and agility to 200. Train HP to 240 (660 Codestones).

Advanced - Train level to 120. Train agility to 201. Agility doesn't need to be trained any higher than 201; the reason we were training agility was to use the Heavy Robe of Thievery. Strength and defence can go to 240. HP can go to 300 (805 Codestones).

Expert - Now train your level to 150. Train strength and defence to 300. Train HP to 400 (1,500 Codestones).

Master - Train level to 200. Train strength and defence to 400. Once this is all done, HP should be Trained to 500 (2,450 Codestones).

Grand Master - Moving straight on to the Secret Ninja Training School is going to seem very appealing while at this point, since training will be much faster. If you want to try to get to and stay at level 250 and use both, by all means. If you wish to stay with 8 codestones, train level to 250, strength and defence to 500, and HP to 598 in any order (2,784 Codestones).

Congratulations, you will have come a long way if you made it this far, but it's only going to get tougher now. Take a deep breath and say hello to the red codestone.

Intermediate - Train level to 299. Train strength and defence to 598. Leave HP at 598 (243 Red Codestones).

Adept - Train level to 350. Train strength and defence to 750. From this point on, you no longer need strength or defence, and you can train solely HP. Luckily you can train your HP 3 times your level, so you'll be on 2 red codestones for quite some time. You can get your HP all the way up to 1,197 before moving on to 3 red codestones. At this point, stat increasers like Sneegs might be a good option too (unknown amount of Red Codestones).

Specifics – Pre-Heal vs. Post-Heal

There are two types of healing items in the Battledome; pre-healers and post-healers. You may find that there are different terms for these items but this is what I'm going to call them. Basically, pre-healers are items that heal before damage is calculated, and post-healers are items that heal after damage is calculated. I'm going to use the Greater Healing Scroll and Blue Scorchstone to explain how the two heal types work through an example. The Greater Healing Scroll is a pre-heal and the Blue Scorchstone is a post-heal.

We're going to have a battle in the Battledome. You're pet has 30 HP. During the first turn I do 20 damage and you have 10 / 30 HP left. During the second turn I again do 20 damage and you use the Greater Healing Scroll. Because the scroll is a pre-heal, it is going to heal you for 20 HP, bringing you back to full health, then the damage will be calculated, thus you would be back down to 10 / 30 HP.

We're going to have another battle now. The first turn is the same; I do 20 damage bringing you down to 10 / 30 HP. On the second turn, I do another 20 damage to you, but this time you use the Blue Scorchstone. The damage is going to be calculated first, you would theoretically have -10 / 30 HP, then because the Scorchstone is a post-heal it will be calculated last, and you would end up with 20 / 30 HP.

As you can see through the example above, even though the scroll can heal for more than the scorchstone, the scorchstone came out on top. Post-healing items tend to be better for lower HP pets; this is why the scroll is usually recommended to pets with a little more than 50 HP, since you want to be able to heal 50 HP to get the most use out of it.

Many pets with low amounts of hit points tend to use post-healers like scorchstones. If you only have 20 hit points and you can heal for 40 or 50 hit points with a Green or Purple Scorchstone, you're basically getting a free turn against similar stated opponents.

Specifics – Species Resistances

Species resistances are gone for now :(
Move along, nothing to see here.

Building a Battledome Set – Intro

Due to the massive amount of characters used…


This section had to be moved to its own page.

You can find it here!

Defenders of Neopia – Series 1

Defenders of Neopia trophies aren't being awarded yet (avatars are being granted, and the Bob trophy is also working now). Check the Battledome beta news page for more info.

Defenders of Neopia Headquarters - Series 1

Pant Devil | Ghost Lupe | Cave Chia | Meuka
The Brain Tree | Commander Garoo
Tekkitu the Witch Doctor | Meerca Henchmen
Giant Ghostkerchief | Evil Sloth Clone
Snow Beast | Giant Hungry Malevolent Chomby
Mootix Warrior | Kastraliss | Slug Monster
The Drenched | Qasalan Mummy

Difficulty: 21
Starting HP: 22
HP Gain Per Win: 2
Battledome ID: 11
PANT DEVIL
How to obtain: Random event, possibly through the Wheel of Excitement
Weapon you steal: Level 2 Bubble Beam (fairly useless)
How effective is burrow? Very effective (three icons could still get through)
How effective is sink? Very effective (two icons could still get through)
Weapons to worry about: Rainbow Frost Cannon, Rod of Supernova
Potential maximum damage per turn: 20, 27 if you use Fierce Attack
The Pant Devil is the first Defenders of Neopia challenger, and he is by far the easiest in the first series. The hardest part about the Pant Devil will be obtaining him as a challenger; it can take a long time. You'll want to watch out for his Rainbow Frost Cannon. If on the off chance he does manage to freeze you with it, just withdraw from the battle and try again. Also keep in mind that his Rod of Supernova has the potential to block all dark icons and heal himself.
Brute Force
Hit Points: 28
Strength:
20
Defence:
-
Cloak and Dagger
Hit Points: 14
Strength:
13
Defence:
13
If you want to beat the Pant Devil in one turn, you need to hit him with 16 icons and Fierce Attack while having at least 20 strength. Assuming the Pant Devil doesn't block any of the icons, you will do at least 22 damage, even if he defends. The Pant Devil will do a maximum of 27 damage to you, even if the both of you use Fierce Attack. Light is the only icon type the Pant Devil cannot block. Two Carved Qasalan Blowgun will work if he only blocks up to 2 of the icons. Worst case scenario; he does block a few of the icons and you beat him in the second turn with the help of a Thick Smoke Bomb or Blue Scorchstone.
Physical is the Pant Devil's most prevalent icon, followed by water. Two Scarab Rings will do just fine, or a Scarab Ring and an Oversized Maractite Rune Sword. He should only be able to get through about four icons each turn, at best. Fighting Folder might be a good option too. The heal will offset some of the damage he does, but keep in mind that it doesn't defend like the other weapons. You should be alright to use Fierce Attack, but let's not just to be safe. Remember that using any move past Normal Attack will also boost your opponent's attack power. It will take at least two turns to defeat him. Bring a Bronze Scorchstone to push it to a third turn if necessary.

Back to Defenders of Neopia - Series 1

GHOST LUPE
Difficulty: 32
Starting HP: 32
HP Gain Per Win: 3
Battledome ID: 66
How to obtain: Go here:
http://www.neopets.com/neohome.phtml?type=neighbourhood&location=0&street_name=4&street_number=131
Weapon you steal: Grand Lightning Beam (fairly useless)
How effective is burrow? Fairly effective (four icons could still get through)
How effective is sink? Somewhat effective (six icons could still get through)
Weapons to worry about: Icy Snowball
Potential maximum damage per turn: 31, 43 if you use Fierce Attack, he can also reflect your light icons
The Ghost Lupe isn't that much harder than the Pant Devil. He actually has the same strength boost, so the damage he does is essentially the same. The only problem is that he has better weapons than the Pant Devil. The Icy Snowball is his most powerful weapon, capable of hitting up to 12 icons. The Combo Battle Mirror might be something to worry about too; it reflects 50% of your light attack back at you.
Brute Force
Hit Points: 32
Strength:
20
Defence:
-
Cloak and Dagger
Hit Points: 19
Strength:
13
Defence:
13
The Ghost Lupe can't defend air or fire icons, so we're going to try to get an item with either of those icon types. Bottled Scorchio Breath would be good, but Flask of Liquid Fire would be better. Avoid any attack past Normal Attack, incase he gets you with the Icy Snowball. A freeze with a Snowglobe Staff would be nice, but shouldn't be necessary. On the first turn let's use two of the flasks with one of your pet's species moves. You will get at least 12 icons through, and you shouldn't take more than 25 damage at worst. If you do manage to take a lot of damage, use a Blue Scorchstone. With a little luck, he should be defeated in two or three turns using the Scorchio breaths or flasks.
Like the Pant Devil, the Ghost Lupe uses a lot of physical icons. Nearly all his weapons attack with some physical. Altadorian Swordbreaker would be a good choice, but if you can't afford that, Scarab Ring has some physical defence. Golden Compass will get six icons through for sure, but it probably won't defend as much. He uses every icon type there is, so if you want to defend use something that defends a wide range of icons, like Shiny Shoal Shell Shield. I would refrain from using any attacks that would boost his own, but instead use your pet's species attacks. Burrow would be extremely helpful as well. Take a Bronze Scorchstone just in case. It will take about three or four turns to defeat him cautiously like this.

Back to Defenders of Neopia - Series 1

Difficulty: 58
Starting HP: 61
HP Gain Per Win: 5
Battledome ID: 37
CAVE CHIA
How to obtain: Refresh here!
Weapon you steal: Blue Frost Cannon (fairly useless)
How effective is burrow? Very effective (two icons could still get through)
How effective is sink? Very effective (two icons could still get through)
Weapons to worry about: None
Potential maximum damage per turn: 24, 34 if you use Fierce Attack
The good news about the Cave Chia is that he has pretty bad attacking weapons, so you shouldn't have to worry about your HP much. The bad news is that what he lacks in attack, he makes up for in defence. He has two weapons that can defend all physical. The only icons he can't defend are fire and light.
Brute Force
Hit Points: 36
Strength:
35
Defence:
-
Cloak and Dagger
Hit Points: 25
Strength:
20
Defence:
20
Flask of Liquid Fire would work great against the Cave Chia. All eight icons are guaranteed to get through. Get two Bottled Scorchio Breath if you can't afford the flasks. You could even afford to use Fierce Attack. Both burrow and sink would defend a lot, but he could still get two icons through each. Blue Scorchstone would be a good heal to take along.
Personally, I would attack with one offensive weapon and one defensive weapon. We already know Bottled Scorchio Breath and Flask of Liquid Fire work great. I would pair one of those with a Leaf Shield or Patched Magic Hat. Either shield should half his attack in most cases, and you'll still be doing some decent damage with the Scorchio breath or flask. A scorchstone of any kind as well as both burrow and sink should help ensure a victory.

Back to Defenders of Neopia - Series 1

MEUKA
Difficulty: 75
Starting HP: 75
HP Gain Per Win: 7.5
Battledome ID: 60
How to obtain: Get a pet with Neoflu or Sneezles and go here.
Weapon you steal: Downsize Power Plus (very useful!)
How effective is burrow? Not especially effective (twelve icons could still get through)
How effective is sink? Not especially effective (nine icons could still get through)
Weapons to worry about: Radio Active Muffin, Meukas Snot Trail
Potential maximum damage per turn: 77, 108 if you use Fierce Attack
As you progress through the Defenders of Neopia series, you're going to notice some major jumps in difficulty between certain opponents. This is one of those jumps in difficulty. Meuka might be one of the hardest DoN opponents for its level; he can do a lot of damage. Be prepared to put a lot more time into training and upgrading your set. Watch out for his Radio Active Muffin and Meukas Snot Trail, his most powerful weapons. Try to steal his Downsize Power Plus before he uses it.
Brute Force
Hit Points: 54
Strength:
35
Defence:
-
Cloak and Dagger
Hit Points: 46
Strength:
35
Defence:
35
Light and dark are the only icons Meuka can't defend against, so let's find some weapons with those icons. Ramtors Spellbook would be a great choice, but if you're strapped for cash Staff of Righteous Fury would be a good choice too, followed by Flask of Liquid Light. I strongly recommend stealing his Downsize Power Plus before he uses it. This defends all icons for one turn. I would also recommend a freeze. Snowglobe Staff would be fine if you get lucky, but let's go with a Randomly Firing Freeze Ray for a little more reliability. First turn, steal, freeze, and use sink if you have it, otherwise use burrow and hope for the best. Worst case scenario he will do up to 37 damage, although if your pet has a weakness to physical or fire, they could potentially take more. Hit him as hard as you can while he is frozen, with one use bombs if you have to. On the third turn, use the Downsize Power Plus you stole, along with one of the weapons he has a hard time blocking that I mentioned above. Have a Thick Smoke Bomb and a Blue Scorchstone if you need to push it to a fourth and fifth turn.
Meuka attacks with everything expect air icons, and he could defend everything except dark and light. Rusty Lamppost would make for a good dual-duty. Leaf Shield would pair nicely with it as well. Pairing the Leaf Shield with a Hanso Charisma Charm might be a better option though. He could hit you up to about 45 damage in this way, but it will be much less after he uses his Radio Active Muffin. Get a healer, a stealer, a freezer, then fill the rest of your set with bombs, like Water Muffin or Stone Muffin. I would very much recommend stealing his Downsize Power Plus, and freezing him during the battle. Try to freeze him in the first turn, and defend if you have to avoid any damage. Using the Hanso Charisma Charm with burrow will cover some holes that burrow doesn't defend. On the second turn, let's steal his Downsize Power Plus and hit him with your strongest attack. It is okay to Fierce Attack him on that frozen turn. On the third turn use his Downsize Power Plus and hit him with a bomb of some kind, or your strongest weapon. Fierce Attack him to boost the power of the attack. You can't take damage while using the Downsize you stole. Do the same thing on the fourth turn but with a Thick Smoke Bomb. If you need to push it to any more turns you're taking a risk, but you could certainly use a Blue Scorchstone to heal, then the Hanso Charisma Charm / Rusty Lamppost and Leaf Shield combo.

Back to Defenders of Neopia - Series 1

Difficulty: 91
Starting HP: 105
HP Gain Per Win: 8
Battledome ID: 9
THE BRAIN TREE
How to obtain: Complete a Brain Tree Quest. You must do two of the Esophagor's Quests to get the answers.
Weapon you steal: Ultra Rainbow Flash (fairly useless)
How effective is burrow? Fairly effective (four icons could still get through)
How effective is sink? Fairly effective (five icons could still get through)
Weapons to worry about: None
Potential maximum damage per turn: 42, 58 if you use Fierce Attack
The Brain Tree is much easier than Meuka. Yes he is stronger, but his weapons are much worse. Both sink and burrow would be useful here. Stealing is pointless and freezing is probably not necessary, but it will make things easier of course.
Brute Force
Hit Points: 68
Strength:
55
Defence:
-
Cloak and Dagger
Hit Points: 52
Strength:
35
Defence:
35
The Brain Tree's defence is pretty weak; air, earth, and light will get through no problem. Try to avoid dark. This makes Hanso Charisma Charm and Altadorian Swordbreaker a great combo. If you can't afford those, Bow of the Fire Faerie is a great choice. Flask of Liquid Light and Scroll of the Earth are cheaper options. If you have Hanso Charisma Charm and Altadorian Swordbreaker, you should be able to save burrow and sink for later turns. You will only take 19 damage at max when using either, as long as you don't use Fierce Attack. If you have dual Bow of the Fire Faerie or Scroll of the Earth, use burrow and sink on the first few turn that you use them. You might want to try freezing if you need an extra turn, which you may or may not need. Now might be a good time to upgrade your healer to the Greater Healing Scroll.
We want to try for weapons that attack with air, earth, and light, and defend as much possible except air. This gives us a lot of options; Rusty Lamppost, Golden Compass, Devious Top Hat and Cane, Altadorian Swordbreaker, Dusty Magic Broom, Stocking Full of Coal, and Hanso Charisma Charm are all good choices. Sophies Magic Hat would be a very good defensive choice. Use your freezer on the first turn along with a dual duty. Hit him hard on the freeze, and attack / defend the rest of the way. Have a Blue Scorchstone or Greater Healing Scroll for your healer. Remember to make good use of burrow and sink.

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COMMANDER GAROO
Difficulty: 120
Starting HP: 120
HP Gain Per Win: 12
Battledome ID: 63
How to obtain: Refresh here!
Weapon you steal: Attack Fork (fairly useless)
How effective is burrow? Very effective (one icon could still get through)
How effective is sink? Not effective (twenty icons could still get through)
Weapons to worry about: Brown Clockwork Grundo, Commander Garoos Battle Axe
Potential maximum damage per turn: 94, 132 if you use Fierce Attack
The big weapon you have to watch out for here is his Brown Clockwork Grundo. It could do up to 15 icons. Fortunately it's a one use item. Commander Garoos Battle Axe is his next strongest weapon, with up to 10 icons of attack. Garoo uses a lot of physical and earth icons in his attack. He also has the ability to block all air icons with his Tornado Ring, and all physical icons with Commander Garoos Shield.
Brute Force
Hit Points: 82
Strength:
55
Defence:
-
Cloak and Dagger
Hit Points: 60
Strength:
55
Defence:
55
We want to use darkness, fire, light, and water icons against Garoo if possible. Stay away from air and physical since he can potentially fully block them both. Flaming Blooble Potion, Flask of Liquid Fire, Pike Pike, and Ramtors Spellbook are all decent options. That Brown Clockwork Grundo is leering over our head though. Consider using a Shovel Plus until he uses that thing. If you have more cash to spare, Illusens Silver Shield would take care of all of his earth. Freeze him on the first turn with a Randomly Firing Freeze Ray, and use the Shovel Plus in case he hits you with all that earth. Hit him with everything you've got while he's frozen. Use the shovel until that Brown Clockwork Grundo shows up. After it does, start hitting him. Bring along a Greater Healing Scroll, and remember to use burrow.
Garoo attacks with earth and physical mainly, so we want to defend those icon types for sure. His defence isn't too bad, but he can potentially block all air and physical icons, so we're going to stay away from those. For earth defence we could go with Shovel Plus, or Illusens Silver Shield if you have the cash. For physical defence we should use an Altadorian Swordbreaker. Rusty Pitchfork and Leaf Shield would be a decent combo too, but I wouldn't use that until he let out his Brown Clockwork Grundo first, it's all that earth you have to worry about for the first few turns. Freeze him on the first turn, hit him hard on the second, and you might be able to get away with using the swordbreaker and shovel the rest of the way. Take along a Greater Healing Scroll and use burrow when you need it. He shouldn't do more than four or five damage when you use it on strong. You could consider using Sink after he uses his Brown Clockwork Grundo, only about five icons would get through that.

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Difficulty: 120
Starting HP: 150
HP Gain Per Win: 12
Battledome ID: 61
TEKKITU
THE WITCH DOCTOR
How to obtain: Take one of your Neopets on the Tiki Tours. It costs 50 NP.
Weapon you steal: Dark Scroll (fairly useless)
How effective is burrow? Not especially effective (ten icons could still get through)
How effective is sink? Fairly effective (six icons could still get through)
Weapons to worry about: Tekkitu Bag, Purple Scorchstone, Drain Life
Potential maximum damage per turn: 77, 108 if you use Fierce Attack
Tekkitu should be easier than Garoo, but there are a few things to watch out for. His Tekkitu Bag is his strongest weapon at 11 icons. He can also heal 50 HP with the Purple Scorchstone, and he could use Drain Life to steal some HP from you.
Brute Force
Hit Points: 92
Strength:
85
Defence:
-
Cloak and Dagger
Hit Points: 66
Strength:
55
Defence:
55
Tekkitu can defend against some earth and light, and a lot of physical. Steaming Skeem Potion and Flaming Blooble Potion will get through his defences no matter what, but it shouldn't be too big of a problem. You could use Bow of the Fire Faerie or Ylanas Blaster to get a few more icons through, but a portion of either could be blocked by him. Try to freeze him on the first turn with a Randomly Firing Freeze Ray. Pair that with any of the attacking weapons, and use sink to avoid some damage. Hit him hard on the second turn while he's frozen. From here on out it's just a matter of out damaging him and hoping he doesn't use his Purple Scorchstone at a bad time. As long as he doesn't keep using his Tekkitu Bag, you should be able to out damage him with the 85 boost. At this point it would be awesome if you had a Short Sleeved Yellow Tunic, but a Greater Healing Scroll should be sufficient.
Tekkitu's Purple Scorchstone could be a pain. It might be a good idea to make sure he uses it early, otherwise withdraw and try again. He can attack with everything except earth and water. This eliminates Leaf Shield as a viable shield. He will tend to have more darkness icons in his attacks as well. Even though Hanso Charisma Charm might not get any damage through, it might be a good idea to use one to defend against all that potential dark attack. If you can't afford that, Golden Compass would be a downgrade. Royal Blue Cape would be good to pair it with, and Studded Leather Cuirass to a lesser extent. Altadorian Swordbreaker is another option although you're leaving yourself open to his air, fire, and light attacks. Use your freezer in the first round, and pair it with either a defensive weapon like Hanso Charisma Charm, or just use sink. Hit him hard on the second turn while he's frozen. Burrow would be acceptable to use on the third turn as long as you use it with a Hanso Charisma Charm to cover the dark; only three light icons could potentially get through. Bring a Greater Healing Scroll and Thick Smoke Bomb just in case.

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MEERCA HENCHMEN
Difficulty: 150
Starting HP: 175
HP Gain Per Win: 15
Battledome ID: 88
How to obtain: Refresh here!
Weapon you steal: Green Apple (utterly useless!)
How effective is burrow? Not especially effective (eight icons could still get through)
How effective is sink? Not especially effective (eight icons could still get through)
Weapons to worry about: Meerca Brothers Water Pistol, Hefty Loot Bag, Drain Life
Potential maximum damage per turn: 113, 158 if you use Fierce Attack
The Meerca Henchmen are another big jump in difficulty. The worst weapon here is their Meerca Brothers Water Pistol, capable of doing 15 icons and freezing you. The good news is that once this freezes it disappears for the battle. Their Hefty Loot Bag can do another 10 big icons.
Brute Force
Hit Points: 96
Strength:
85
Defence:
-
Cloak and Dagger
Hit Points: 75
Strength:
55
Defence:
55
The good news is that the Meerca Henchmen can only defend against physical icons, so that gives us a lot of weapon choices. Hanso Charisma Charm and Altadorian Swordbreaker would probably be the best bet, but if you're looking for pure attack, Bow of the Fire Faerie and Bow of Destiny cannot be blocked by them. Now when it comes to their water pistol, we can do one of two things. We can either hope they never freeze us, or we can hope we freeze each other on the first turn so that we don't have to worry about that thing any more. Because this is the brute force method things, let's take the potentially harder route and assume we freeze each other on the first turn. Pair your freezer with a Hanso Charisma Charm and burrow on the first turn. They should only be able to get through three icons like this at worst. If you don't freeze each other on the first turn, withdraw and try again. From here on out, you could use Hanso Charisma Charm and Altadorian Swordbreaker. Both of those weapons paired will totally stop the Hefty Loot Bag. They could then only do up to 27 damage to you per turn. Bring a Thick Smoke Bomb and a Greater Healing Scroll if things get tight.
We really don't want to have to deal with that water pistol of their down the battle, so we're going to freeze them on the first turn, and hope they freeze us on the first turn as well. Use your freezer, a Hanso Charisma Charm, and burrow on the first turn. From this point on, the Meerca Henchmen can only attack with dark, earth, light, and physical icons. You could pair a Hanso Charisma Charm with a Devious Top Hat and Cane or Patched Magic Hat, or you could pair an Altadorian Swordbreaker with a Parchment Cloak for a lesser effect. These combinations should diminish their attack to a maximum of 29 damage per turn as long as your don't use any stance above Normal Attack. If you need to heal, use sink on the turn that you heal if you have it.

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Difficulty: 250
Starting HP: 250
HP Gain Per Win: 17
Battledome ID: 89
GIANT GHOSTKERCHIEF
How to obtain: Click here!
Weapon you steal: Fruity Jubpops (utterly useless!)
How effective is burrow? Very effective (three icons could still get through)
How effective is sink? Not effective (thirty-three icons could still get through)
Weapons to worry about: Ghostkerbomb, Ghostkersword, Prismatic Mirror
Potential maximum damage per turn: 504, 705 if you use Fierce Attack, he can also reflect everything but physical icons
What a tank! Not only do you have to worry about those big weapons listed above, but the Giant Ghostkerchief has a Ghostkershield, and can heal back to full health with his Jade Scorchstone. Wait! Where are you going? Come back! Don't worry, we'll get through this.
Brute Force
Hit Points: 120
Strength:
85
Defence:
-
Cloak and Dagger
Hit Points: -
Strength:
-
Defence:
-
To see a much easier method of defeating the Giant Ghostkerchief, look to the right. If you want a more legitimate battle guide, read on. So the Giant Ghostkerchief has some pretty impressive weapons. He can deal some major damage and he could possibly stop just about everything except physical. We're going to use a pure physical weapon mainly, called Engraved Chakram. If you are confident with your strength boost, use the chakram, if you would rather use the Giant Ghostkerchief's strength boost, then you could consider using a Double Dryer. On the first turn, let's freeze him, and make sure he uses his Ghostkerbomb so it won't be a problem later on down the road. Burrow will totally defend against nearly everything, so there shouldn't be any problems on the first turn. It would also be ideal if he could use his Jade Scorchstone on the first turn as well, that way he can't heal later on in the battle. On the frozen turn, hit him as hard as you can with two bombs. A Stone Muffin or a Water Muffin will be just fine. Hopefully you'll have Berserk Attack now to do a little extra damage. From here on out it's just a matter of how to defend against that Ghostkersword. Double Dryer works, but the problem is he could still do a lot of damage with it. You could pair the two chakrams, or a chakram and dryer, but I'll be honest, you're going to have to get lucky either way. Definitely bring a Thick Smoke Bomb to go an extra turn, and a good heal, maybe a Jade Elixir this time.
Whenever the Giant Ghostkerchief is fighting someone who has less than ten hit points, he will always use the same move set; Ghostkershield, Prismatic Mirror, and the Psychic Attack ability. Fight some weaker opponents that you have a little more control over, and let them work your HP down to between one and ten. Withdraw from the battle and get ready for the Giant Ghostkerchief. Since the mirror reflects 80% to 100% of all icon types except physical, and the Ghostkershield defends five physical icons, the only way to get through that defence is with as many physical icons as possible. Engraved Chakram does six physical icons, and Meteor Rock is a cheaper albeit weaker alternative. The only other thing we have to worry about is his Psychic Attack ability, which does about half an earth icon. Sandstone Boots will take care of the earth, even if you only have the 13 defence boost. The boots attack with physical icons as well. You can literally use Engraved Chakram and Sandstone Boosts every turn until he is defeated. If your defence is incredibly low, you could use a full earth blocker like Illusens Silver Shield I suppose. Is this a glitch? Is it considered abusing a glitch? I'm not sure exactly, it's debatable I suppose. It's bad programming on TNT's part at the very least. I did not discover this tactic and cannot take credit for it. To be perfectly honest I'm not sure who did, but I give them total credit for managing to figure this out.

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EVIL SLOTH CLONE
Difficulty: 85
Starting HP: 100
HP Gain Per Win: 12.5
Battledome ID: 14
How to obtain: Refresh here!
Weapon you steal: H4000 Helmet (very useful!)
How effective is burrow? Super effective (zero icons could get through!)
How effective is sink? Somewhat effective (seven icons could still get through)
Weapons to worry about: None
Potential maximum damage per turn: 62, 87 if you use Fierce Attack
The Evil Sloth Clone might be the last easy challenger in the first series. The only problem is that we have to beat him four times. You can steal an H4000 Helmet from him, so I strongly recommend using a stealer of some kind.
Brute Force
Hit Points: 120
Strength:
85
Defence:
-
Cloak and Dagger
Hit Points: 80
Strength:
55
Defence:
55
Let's freeze and steal on the first turn, use burrow to stop any possible damage. You could then freeze him again with the H4000 Helmet you stole. From here on out it's pretty easy. Every weapon the Evil Sloth Clone uses has some physical icons, so I would recommend a physical blocker of some kind. If you don't train defence, Altadorian Swordbreaker would be a good choice. While using that, the worst he could do is about 30 damage, and it shouldn't even be that bad most of the time. Any type of heavy hitting multiple use weapon would be good to pair it with, Brynns Legendary Sword of Wraith Smiting for example. He could heal 80 hit points back with his Rainbow Scorchstone, but that shouldn't even provide much of a problem. Try to stay away from fire icons, as he is capable of blocking them all.
The Evil Sloth Clone uses physical icons in all of his attacks, so we need a good physical defender. Rusty Pitchfork would be great, but Altadorian Swordbreaker is a cheaper alternative. Pairing either of those with a Royal Blue Cape would shut down most of his attacks all together. Leaf Shield could be a cheaper alternative to the cape. On the first turn, steal his H4000 Helmet so he can't use it against you, and freeze him with your freezer, use burrow to avoid any damage. Freeze him on the second turn with his helmet. If you need additional turns, the combos mentioned above should provide four easy victories.

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Difficulty: 300
Starting HP: 300
HP Gain Per Win: 30
Battledome ID: 91
SNOW BEAST
How to obtain: Refresh here! Note - The Snow Beast is notorious for taking a long time to obtain.
Weapon you steal: Bubble Beam (fairly useless)
How effective is burrow? Not especially effective (ten icons could still get through)
How effective is sink? Not effective (sixteen icons could still get through)
Weapons to worry about: Block of Ice, Snowbeast Horn, Werelupe Claw Necklace
Potential maximum damage per turn: 527, 738 if you use Fierce Attack
The Snowbeast has some pretty exceptional weapons. While the Werelupe Claw Necklace is formidable by itself, what we really have to watch out for is the Snowbeast Horn and the Block of Ice, capable of dealing 31 and 23 icons, respectively. The Block of Ice also freezes, but at least it's only a one time deal. The Snow Beast also has a full healer, the Jade Scorchstone.
Brute Force
Hit Points: 160
Strength:
125
Defence:
-
Cloak and Dagger
Hit Points: 92
Strength:
85
Defence:
85
Because the Snow Beast uses such powerful weapons, it can be hard to defend against him. Burrow, even though it could still let through around 90 hit points of damage, might be our best bet. If we're looking to beat him with our own strength boost, then I would definitely recommend the 125 boost, but 200 would of course be better. On the first turn we're going to freeze him with our freezer, burrow, and use something that defends some dark or light icons to cover some of the holes in burrow. Something like a Hanso Charisma might be fine. The Snow Beast's defences are minimal. If he freezes you with his Block of Ice, withdraw and try again. While he is frozen we are going to hit him as hard as we can. Use two muffins (Stone Muffin, Water Muffin, etc.) or better yet, a Ghostkerbomb if you can afford one by now. On the third turn, we're going to use sink, but we'll have to cover air icons somehow. Unless we go to a 100% defender like Shield of Faerieland, Double Dryer might be our cheapest option. Use sink, Double Dryer, and attack with another bomb. If you need a fourth turn, use a Thick Smoke Bomb, or possibly a full healer. You're taking a risk with his big weapons. Hope he doesn't heal or freeze you during all of this.
The Snow Beast uses a large variety of icons in his attacks. Although burrow and sink could still let through many icons, we're going to strengthen them by covering some of the holes that they don't defend. We're going to bring along a Double Dryer and a Super U-Bend, although if you could get your hands on a Mega U-Bend temporarily, that would be even better. On the first turn we'll freeze him with our freezer and we'll also use sink with the Double Dryer. It's important that he hits us with his Snowbeast Horn, but not the Block of Ice. This way we can get some extra damage in on him with the Double Dryer, but we're not frozen from the Block of Ice. Hit him hard on the frozen turn with bombs. On the third we'll use burrow and the Double Dryer / U-Bend combo. During the third turn it's important that he again hits us with his Snow Beast horn so we can reflect some damage on him. If he hits us with the Block of Ice, great, even more damage will be reflected, but it's only great if we defeat him in that turn. If he doesn't use the Block of Ice during these first three turns, you could use a Thick Smoke Bomb to go one more round and hope he doesn't heal.

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GIANT HUNGRY
MALEVOLENT CHOMBY
Difficulty: 350
Starting HP: 350
HP Gain Per Win: 40
Battledome ID: 92
How to obtain: Refresh here!
Weapon you steal: Thyoras Tear (very useful!)
How effective is burrow? Not effective (twenty-three icons could get through)
How effective is sink? Not effective (twenty icons could still get through)
Weapons to worry about: Seasonal Attack Pea, Sword of Skardsen
Potential maximum damage per turn: 585, 819 if you use Fierce Attack
This Chomby is a powerhouse to fight against, but the good news is that we can steal a Thyoras Tear from him. Make sure you have a stealer to do just that. There are ways to get around his more powerful weapons, and with any luck the only thing we'll have to worry about is him healing back to full HP with his Jade Scorchstone.
Brute Force
Hit Points: 200
Strength:
200
Defence:
-
Cloak and Dagger
Hit Points: 122
Strength:
85
Defence:
85
Although burrow and sink are ineffective on their own here, we're going to combine some weapons with them so we can use them. On the first turn, use your freezer, a Hanso Charisma Charm, and burrow. Burrow coupled with the charm should bring down his attack to eight icons at best. Hit him hard on the frozen turn. On the third turn we're going to use sink, but we need something to cover all the possible earth we would receive if he were to use his Seasonal Attack Pea. A full earth block like Illusens Silver Shield or Pirate Captains Hat is one option, but if you can afford to take a bigger hit, go with a Shovel Plus. Remember to steal his Thyoras Tear somewhere in there. If you need more turns, another good combo would be a Pirate Captains Hat and a Hanso Charisma Charm. The hat will totally block his Seasonal Attack Pea and many of the fire based weapons he is capable of using, and the charm will stop most of his Sword of Skardsen. Otherwise, take along a Thick Smoke Bomb and Jade Elixir, and hope he doesn't heal by the fourth or fifth turn.
Just like with some previous Defenders of Neopia challengers, burrow and sink are not helpful by themselves, so we're going to use certain weapons with them in order to get some use out of them. Burrow cannot block dark or light and sink cannot block air or earth. For burrow, we'll use a Hanso Charisma Charm and perhaps Jhudoras Cursed Sword, or any other kind of light defending dual-duty, there are a few good ones. For sink, we don't have to worry about air icons since the Chomby doesn't use any, its just earth we need defended. We'll go with a Shovel Plus, although he could still hit you with 113 damage in this way. If you can't afford to take that much, use a Downsize! with this combo to take 57 damage tops. On the first turn we'll use our freezer, sink, and the Shovel Plus. Steal his Thyoras Tear and hit him hard on the second turn, or heal up if you need to. On the third turn, use burrow along with the Hanso Charisma Charm and light defender of choice. For the fourth turn, use the Thyoras Tear and any weapon you wish. You could consider using a reflecting weapon like the Prickly Potion or Voidberry Potion here as well. If you need a fifth turn bring along a Thick Smoke Bomb. Hope he doesn't heal back to full with his Jade Scorchstone.

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Difficulty: 375
Starting HP: 375
HP Gain Per Win: 40
Battledome ID: 102
MOOTIX WARRIOR
How to obtain: Automatic challenger!
Weapon you steal: Ice Dice (This one is a toss up...)
How effective is burrow? Not especially effective (twelve icons could still get through)
How effective is sink? Not effective (twenty-seven icons could still get through)
Weapons to worry about: Faerie Slingshot, Ice Dice, Mootix Warriors Armour, Mootix Warriors Spear
Potential maximum damage per turn: 1,013, 1,418 if you use Fierce Attack
The Mootix Warrior has some pretty crazy weapons. He uses Ice Dice which is capable of freezing you multiple times in a match, Faerie Slingshot, Mootix Warriors Armour which is like a multiple use Thyoras Tear, and Mootix Warriors Spear which is like a multiple use Ghostkerbomb. Yikes!
Brute Force
Hit Points: 250
Strength:
250
Defence:
-
Cloak and Dagger
Hit Points: 144
Strength:
125
Defence:
125
It might be possible to take out the Mootix Warrior with the 125 strength boost, but things are going to be a lot easier with the 200 strength boost. On the first turn, freeze him and use burrow. You shouldn't take more than 135 damage and that's only if he gets a strong hit with his Faerie Slingshot. You could use a light defender to counter that potential light if you wish, or you could consider stealing his Ice Dice and hope you get a few freezes with it. Even if you only got one extra freeze it should be enough to take him out the rest of the way. If you're not interested in that, hit him hard on the second turn. For the next turn you could use a Thick Smoke Bomb with a bomb of some kind and hope he doesn't defend, otherwise, you're going to need a way to defend against his possible attacks. Pirate Captains Hat and Altadorian Swordbreaker is a good combo while the hat lasts. You shouldn't take more than 78 damage per turn like this, unless you attack with anything above Normal Attack.
We have a few choices for defending and attacking against the Mootix Warrior. Pirate Captains Hat and Altadorian Swordbreaker is a good combo to stop his attacks, but not much damage will get through. Shield of Reflection and Shovel Plus is another good option. Potion of Concealment if coupled with sink will actually block the majority of his damage too. We're going to start off by reflecting some damage back at him. In the first round, use the Shield of Reflection, Shovel Plus, and burrow. Make sure he uses his Mootix Warriors Spear and he also gets a strong hit with his Faerie Slingshot. The damage you take should be minimal, yet he should take a good chunk of damage from the reflection. On the second turn, freeze him as well as use a Potion of Concealment and sink, and try to take him out on the third turn when he is frozen. If you need more turns you could try using the Pirate Captains Hat and Altadorian Swordbreaker combo mentioned above, or you could try using a Prickly Potion of Voidberry Potion with a Thick Smoke Bomb.

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KASTRALISS
Difficulty: 400
Starting HP: 400
HP Gain Per Win: 42
Battledome ID: 105
How to obtain: Refresh here! Alternatively, search for Kastraliss in any of the search bars at the side and refresh at that items screen.
Weapon you steal: Pile of Sludge (utterly useless!)
How effective is burrow? Fairly effective (five icons could get through)
How effective is sink? Not effective (eighteen icons could still get through)
Weapons to worry about: Pirate Captains Cutlass
Potential maximum damage per turn: 434, 607 if you use Fierce Attack
Kastraliss is a little easier than the last few challengers we've faced. Although he can heal back to full with a Jade Scorchstone and freeze us with his Freezing Potion, he is incapable of defending our attacks, and his best attacking weapon is a Pirate Captains Cutlass which isn't too bad.
Brute Force
Hit Points: 250
Strength:
250
Defence:
-
Cloak and Dagger
Hit Points: 160
Strength:
125
Defence:
125
Because Kastraliss isn't that much more difficult than the last few opponents we've faced, you could spend some time and money on upgrading your set rather than your pet. Burrow will defend most of the potential attack from Kastraliss, so for the first turn we'll use that along with our freezer and any attacking weapon. Whether he freezes us or not should be okay, just as long as it's done on the first turn when we freeze him. Obviously if you can go without him freezing us that would be better. We don't want to leave ourselves open to a huge attack by him. You can afford to use sink if you couple it with an air defender of some kind. Shield of Faerieland might be overkill, so Double Dryer is an option if you can afford to take a bigger hit. If you need additional turns after the first three, Thick Smoke Bomb would probably clench the win for you, unless he heals back to full with his Jade Scorchstone.
Kastraliss isn't too bad, if you can beat the Giant Hungry Malevolent Chomby and the Mootix Warrior, you should be able to beat this guy. On the first turn we're going to use our freezer, as well as burrow. Burrow will defend everything but five light icons, so if you could combine burrow with a light defender of some kind, that would help. Maybe a Jhudoras Cursed Sword or even a Dual Battle Mirror. It would be ideal if he could use his Jade Scorchstone and Freezing Potion on this turn too, that way we don't have to worry about them down the road. On turns three and on, you definitely need something to defend against all the possible air attack. Shield of Faerieland will help defend a lot, and Double Dryer is a cheaper and weaker option. Double Dryer paired with sink might be a good option; you could still take about 102 damage in this way though, more if either you or him attack with anything above Normal Attack. Prickly Potion and Voidberry Potion are two good ways to get in some attack, with his strength boost even. Use a Thick Smoke Bomb if you need one last turn against him.

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Difficulty: 500
Starting HP: 500
HP Gain Per Win: 45
Battledome ID: 125
SLUG MONSTER
How to obtain: Make sure you have the item Slug Flakes in your inventory, then, refresh here!
Weapon you steal: Cup-o-slime (utterly useless!)
How effective is burrow? Very effective (three icons could still get through)
How effective is sink? Not especially effective (eleven icons could still get through)
Weapons to worry about: None
Potential maximum damage per turn: 281, 393 if you use Fierce Attack
The Slug Monster is another fairly easy challenger. Again, this is a good opportunity to spend time and money upgrading your set rather than your pet. There are no overly powerful weapons to worry about here, although he can freeze you with a Freezing Potion, heal back to full with his Jade Scorchstone, and possibly give your pet the illness Watery Eyes with the item Vile Swamp Water, which is curable with an Onion Balm.
Brute Force
Hit Points: 250
Strength:
250
Defence:
-
Cloak and Dagger
Hit Points: 180
Strength:
125
Defence:
125
The Slug Monster has no defences, and only a minor attack. Burrow will basically get us a free turn, but on the first turn lets use Drain Life, our freezer, and attacking weapon. Hopefully you have an anagram sword or Kelpbeards Trident by now. If you can make sure he uses his Jade Scorchstone on the first turn, even better. On the frozen turn, hit him with everything you've got. You should have taken out at least half of his hit points by this point. Use burrow on the next turn. From this point on, it can be hard to defend against his attacks without a good defence boost, and even then it can be difficult. I would recommend a simple Downsize!, or a Thick Smoke Bomb if you need to push it one more turn.
Because the Slug Monster's attack boost is so much stronger than our own at this point, and he doesn't attack with enough icons to make reflecting them worthwhile, we're going to use Prickly Potion or Voidberry Potion mainly for the attack. As for defending, it's hard to pick a good shield that can take care of most of his attacks unless we have a really good defence boost. If you do have a really good defence boost, Hubrid Nox Memorial Shield paired with Hanso Charisma Charm would work well. Otherwise, even if you do train defence you might be limited to burrow, Downsize!, and a Thick Smoke Bomb. On the first turn, freeze him, burrow, and attack. Make sure he uses his Jade Scorchstone, and we're going to hope he doesn't use his Freezing Potion during the battle. Hit him as hard as you can on the second turn while he's frozen. On the third turn, make sure you use a Downsize! and Prickly Potion or Voidberry Potion. On the fourth, use a Thick Smoke Bomb and potion. If you need any more turns, be sure you have a way to defend against him somehow, his boost his very high and he could take you out in one hit without an adequate defence.

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THE DRENCHED
Difficulty: 600
Starting HP: 600
HP Gain Per Win: 60
Battledome ID: 152
How to obtain: Refresh here when it's raining, you'll see the blue Kacheek holding an umbrella
Weapon you steal: Bottled Water Faerie (utterly useless!)
How effective is burrow? Not especially effective (eight icons could get through)
How effective is sink? Fairly effective (five icons could still get through)
Weapons to worry about: Water Muffin
Potential maximum damage per turn: 546, 765 if you use Fierce Attack
The Drenched aren't too bad, if you can beat them you should be able to beat the Qasalan Mummy. The good news is that they don't have a freezer, and on top of that both burrow and sink are useful if you know when to use them. Try not to use many water icons as they can reflect a lot of them back with their U-Bend of Great Justice.
Brute Force
Hit Points: 250
Strength:
250
Defence:
-
Cloak and Dagger
Hit Points: 180
Strength:
125
Defence:
125
If you have 300 hit points you can afford to use burrow and sink without coupling them with anything. If you want a little extra defence, burrow will go well with a Hanso Charisma Charm, and sink would go well with an earth defender like Potion of Concealment, although I probably wouldn't even bother with that. The Water Muffin is the only way they can get earth icons through sink, so if you can wait until they use it, you know sink will defend just about everything. Freeze The Drenched on the first turn and use burrow and a Hanso Charisma Charm. Hit them hard on the frozen turn, you know deal. As long as they use that Water Muffin on the first turn, you will then know that sink will defend nearly everything. Use it whenever you wish. You shouldn't have much trouble taking them down unless they heal. Don't forget to stay away from water icons if you can help it.
We're going to use burrow and a Hanso Charisma Charm on the first turn. This combo will defend nearly everything. Make sure they use their Water Muffin on that first turn too. From this point on we could literally use the Hanso Charisma Charm and an Altadorian Swordbreaker the rest of the way. They will only be able to get through three fire icons with this combo, which would be about 88 damage, and that's even if the both of you use Berserk Attack. You shouldn't need a Thick Smoke Bomb, but take along a Jade Elixir if you have to heal. Pair it with the Hanso Charisma Charm if you're going to use it during battle.

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Difficulty: 550
Starting HP: 550
HP Gain Per Win: 50
Battledome ID: 153
QASALAN MUMMY
How to obtain: Refresh here!
Weapon you steal: Broken Fuzzie Bear (utterly useless!)
How effective is burrow? Somewhat effective (seven icons could still get through)
How effective is sink? Not especially effective (eight icons could still get through)
Weapons to worry about: None
Potential maximum damage per turn: 486, 681 if you use Fierce Attack
If you have already beaten The Drenched, the Qasalan Mummy shouldn't be any problem. His Regulation Meridell Crossbow could potentially hit for 20 icons, but the chances of that are low. He also has a Jade Scorchstone, but no way to freeze. His defences are minor.
Brute Force
Hit Points: 250
Strength:
250
Defence:
-
Cloak and Dagger
Hit Points: 180
Strength:
125
Defence:
125
Pairing burrow with a Hanso Charisma Charm will stop nearly everything. Use this combo with your freezer on the first turn. If you could make sure he uses his Jade Scorchstone on that turn too, awesome. Do some damage on the second turn when he's frozen. Use sink and any two of your best multi-use weapons on the third turn. Use a Downsize! on the fourth turn. Use a Thick Smoke Bomb if you need a fifth turn.
On the first turn we'll use our freezer, a Hanso Charisma Charm, and burrow. This will block nearly all potential damage and freeze him. Make sure he uses his Jade Scorchstone on that first turn so he won't heal later on down the road. Hit him hard on the second turn while he's frozen. Unless you have an anagram sword, you would probably be better off attacking with a Prickly Potion or Voidberry Potion to take advantage of your opponent's strength boost. Pairing either of those with a Ghostkershield would be good, but if you can't afford that, Sophies Magic Hat would be decent too, as long as your defence boost is big enough to take some of that damage. As always, bring along a Downsize!, a Thick Smoke Bomb, and Jade Elixir if you need additional turns.

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Defenders of Neopia – Series 2

Defenders of Neopia trophies aren't being awarded yet (avatars are being granted, and the Bob trophy is also working now). Check the Battledome beta news page for more info.

Defenders of Neopia Headquarters - Series 2

Mr. Chuckles | Eyrieki | Kasuki Lu
Lady Frostbite | Cybunny Scout

Difficulty: 10
Starting HP: 10
HP Gain Per Win: 1
Battledome ID: 158
MR. CHUCKLES
How to obtain: Refresh here!
Weapon you steal: Red Frost Cannon (fairly useless)
How effective is burrow? Very effective (one icon could still get through)
How effective is sink? Not especially effective (fourteen icons could still get through)
Weapons to worry about: Ultra Bubble Gun
Potential maximum damage per turn: 30, 41 if you use Fierce Attack, he can also reflect your light and fire icons
We shouldn't have much trouble beating Mr. Chuckles. He's only got 10 HP, however his weapons are fairly decent. He is capable of defending everything for one turn, his Ultra Bubble Gun can cause some big damage to smaller pets, and he could potentially reflect most of our light icons and some of our fire icons.
Brute Force
Hit Points: 13
Strength:
13
Defence:
-
Cloak and Dagger
Hit Points: 10
Strength:
8
Defence:
8
If you can afford a 9-iconer, go with one, something like Ridiculously Heavy Battle Hammer. Scroll of the Earth is a little cheaper and a little weaker. You should be able to defeat Mr. Chuckles in one turn with either, as long as he doesn't defend. It's just a matter of what to pair that weapon with. So on the first turn, use your hammer or scroll, Fierce Attack, and either a Thick Smoke Bomb or Blue Scorchstone. If you're at full health, even if he gets a full attack with his Ultra Bubble Gun, because the scorchstone is a post-heal, you will be healed after the damage is taken and still have some HP left to win the match.
Combining either a Buckled Leather Tunic or Shiny Shoal Shell Shield with a Scarab Ring will give you a nice range of defence while still getting six icons of attack through. Use the Defend stance when attacking. Even if he defends everything with his Downsize Power Plus, you shouldn't have trouble beating him in two to three turns. The only thing you'll need to watch out for it a full hit from his Ultra Bubble Gun. Bring along a Bronze Scorchstone to heal up if needed.

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EYRIEKI
Difficulty: 25
Starting HP: 25
HP Gain Per Win: 2.5
Battledome ID: 159
How to obtain: Click the different doors in the Temple of 1,000 Tombs and you'll get him eventually
Weapon you steal: Red Scorchstone (useful)
How effective is burrow? Fairly effective (five icons could still get through)
How effective is sink? Very effective (two icons could still get through)
Weapons to worry about: Mystical Bag of Sand
Potential maximum damage per turn: 23, 32 if you use Fierce Attack
Eyrieki isn't too much of a jump from Mr. Chuckles. Generally, his weapons are weaker, although he can freeze you for a turn. Out of 100 one-turn battles that I had with him, he froze me 45 times. He has a slight air and light defensive weapon, but nothing so big that we should worry about it.
Brute Force
Hit Points: 22
Strength:
20
Defence:
-
Cloak and Dagger
Hit Points: 13
Strength:
13
Defence:
13
If you could get a freezer to counter Eyrieki's freeze, that would be great, but it's not necessary. Something like Snowglobe Staff and hope you get lucky. Just withdraw and try again if he freezes you. Dual 9-icons or better would be nice. Carved Qasalan Blowgun or Ridiculously Heavy Battle Hammer will work just fine. Fighting Folder would also be good for its healing capability. Bring along a Blue Scorchstone to heal up and counter some damage. You could also steal his Red Scorchstone with a Purple Sticky Hand.
Parchment Cloak and Scarab Ring make a good cheap combo against Eyrieki here, as does Sophies Magic Hat and Thief Dagger. Both of these combinations offer defence for every icon type Eyrieki hits you with. If your defence boost is high enough you won't even take damage. All you have to worry about is being frozen for a turn. You could bring along a Snowglobe Staff to counter the freeze, or you can just hope that he doesn't use his freezer. Bring along a scorchstone in case you need a heal. You could also steal his Red Scorchstone.

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Difficulty: 38
Starting HP: 38
HP Gain Per Win: 6
Battledome ID: 158
KASUKI LU
How to obtain: Buy a Kasuki Lu collectible card on the Shop Wizard, go to your inventory, then click to view it
Weapon you steal: Trident Of Poseidon (fairly useless)
How effective is burrow? Somewhat effective (six icon could still get through)
How effective is sink? Super effective (zero icons could get through!)
Weapons to worry about: Red Clockwork Grundo
Potential maximum damage per turn: 54, 76 if you use Fierce Attack
Kasuki Lu's most powerful attack will come from his Red Clockwork Grundo, capable of doing 15 fire icons. Luckily both burrow and sink will defend this. Although you might not have it yet, sink will only let a fraction of his damage through no matter what he hits you with. Kasuki Lu is also capable of healing back to full health with his Life Giver.
Brute Force
Hit Points: 28
Strength:
20
Defence:
-
Cloak and Dagger
Hit Points: 19
Strength:
13
Defence:
13
If you can get a freeze in on Kasuki Lu early on, you should have no problem winning. A Snowglobe Staff will do, but consider upgrading to a Randomly Firing Freeze Ray by now. Freeze him on the first turn, attack him, and burrow (or sink if you have it). Take him out on the second turn. Dual 9-iconer should do it but if you need a little more damage you could use bombs like the Brain Muffin or Stone Muffin. You could also take a Thick Smoke Bomb with you, or if you're worried about that Red Clockwork Grundo, you could consider using the faerie ability Quench.
Kasuki Lu attacks with a heavy amount of fire and physical, although the amount of fire icons he can attack you with will be significantly reduced once he uses his Red Clockwork Grundo. Scarab Ring offers both fire and physical defence, but it might not be enough. Altadorian Swordbreaker will take care of all the physical. Fire can be a tough icon to defend against in low level battling. I would attempt to freeze Kasuki Lu on the first turn, attack, and use the faerie ability burrow. Make sure that Kasuki Lu uses his Red Clockwork Grundo on this turn so that we won't have to worry about it later. Hit him hard on the turn he is frozen. If you need additional turns, pairing Altadorian Swordbreaker with something would be a good choice. Perhaps an Oversized Maractite Rune Sword, but only if you have a low defence boost. If you have the 20 defence boost and a little more HP, you might be able to get away with the cheaper Scarab Ring and Thief Dagger as another option.

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LADY FROSTBITE
Difficulty: 40
Starting HP: 40
HP Gain Per Win: 4.5
Battledome ID: 178
How to obtain: Refresh here!
Weapon you steal: Stone Snowball (fairly useless)
How effective is burrow? Not especially effective (eight icons could still get through)
How effective is sink? Not especially effective (eleven icons could still get through)
Weapons to worry about: Freezing Potion
Potential maximum damage per turn: 50, 70 if you use Fierce Attack, she can also reflect your light icons
Lady Frostbite has the same strength and defence boost as Kasuki Lu, but she does gain a small jump in terms of weapons. She can freeze you with her Freezing Potion, reflect light icons back at you, and she could possible heal back to full with her Ice Scorchstone. She has no means of defending herself (other than the light reflection), and she has quite a few snowballs capable of doing some good damage.
Brute Force
Hit Points: 35
Strength:
35
Defence:
-
Cloak and Dagger
Hit Points: 24
Strength:
20
Defence:
20
Lady Frostbite only uses four icon types: earth, light, physical, and water. Physical is the most prevalent, followed by earth. Getting an Altadorian Swordbreaker will stop many of her attacks. Ridiculously Heavy Battle Hammer is a good 9-iconer without light, and Ylanas Blaster would be even better. If you can freeze her in the first turn without her freezing you, you shouldn't have nay trouble beating her. The Altadorian Swordbreaker is fore turns three and on if you need them.
Leaf Shield and Thief Dagger is one combo that will defend a small portion of every attack that Lady Frostbite hits you with. Patched Magic Hat and Oversized Maractite Rune Sword will offer a little less defence but more attack. If you have a freezer, freezer her and do some damage on that second turn. If you don't have a freezer, or just need additional turns, you can use either of those combos with burrow and sink to avoid some additional damage. Bring a healer, and possibly a Thick Smoke Bomb if you need to push it one more round.

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Difficulty: 90
Starting HP: 90
HP Gain Per Win: 8.5
Battledome ID: 185
CYBUNNY SCOUT
How to obtain: Go here:
http://www.neopets.com/tcg/displayCard.phtml?edid=3&id=45
Weapon you steal: Thyoras Tear (very useful!)
How effective is burrow? Somewhat effective (six icon could still get through)
How effective is sink? Somewhat effective (six icons could get through!)
Weapons to worry about: None
Potential maximum damage per turn: 83, 116 if you use Fierce Attack, she can also reflect your light icons
The Cybunny Scout has some pretty good weapons. She has dual 11-iconers, a Thyoras Tear, a Green Scorchstone, and a Combo Battle Mirror. Fortunately, we don't have to worry about many of these. We can actually steal the Thyoras Tear, the 40 HP heal isn't too bad, and to get around the mirror we just avoid using light.
Brute Force
Hit Points: 55
Strength:
55
Defence:
-
Cloak and Dagger
Hit Points: 42
Strength:
35
Defence:
35
Steal, freeze, and burrow on the first turn. Hit her hard on the second turn while she's frozen. If you have dual Ylanas Blasters or better, you should be doing nearly enough to beat her on this turn with the 55 boost. You could use bombs if you want to finish her off in a hurry, something like Darigan Muffin or Stone Muffin. Use the Thyoras Tear you stole on the third turn, and sink on the fourth. Bring along a Blue Scorchstone or Greater Healing Scroll if you want to push it to a sixth turn.
The Cybunny Scout shouldn't get much more than 24 damage through both sink and burrow, so try to have both if possible. Make sure you have a stealer like Purple Sticky Hand to steal that Thyoras Tear too. On the first turn, use your stealer, freezer, and sink. Make sure she uses her Green Scorchstone now so she won't use it later on in the battle. Do some major damage on the second turn with two bombs; Brain Muffin, Stone Muffin, etc. Use your Thyoras Tear on the third turn, burrow and a Golden Compass or Hanso Charisma Charm on the fourth, and a Thick Smoke Bomb if necessary on the fifth.

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Battledome Opponents – Other Challengers

Neopets Battledome

The Black Pteri | Space Faerie

Difficulty: 89
Starting HP: 93
HP Gain Per Win: 8
Battledome ID: 30
THE BLACK PTERI
How to obtain: Random Event
Weapon you steal: Thyoras Tear (very useful!)
How effective is burrow? Not especially effective (eleven icons could still get through)
How effective is sink? Not especially effective (eleven icons could still get through)
Weapons to worry about: Song Of Futility
Potential maximum damage per turn: 87, 121 if you use Fierce Attack
The Black Pteri uses a lot of dark and air icons in his attack. He also has a Thyoras Tear that you can steal for the battle, and a multi-freeze weapon called the Song Of Futility. He's got some good attacking weapons and is capable of some heavy damage, so watch out.
Brute Force
Hit Points: 44
Strength:
35
Defence:
-
Cloak and Dagger
Hit Points: 24
Strength:
20
Defence:
20
The two major icons you have to worry about here are air and dark. A Hanso Charisma Charm will take care of the dark. For the air, Shield of Faerieland would be awesome, or you can just try to over power him. On the first turn, freeze The Black Pteri with your freezer, use a Hanso Charisma Charm, and the faerie ability burrow. On the second turn, steal that Thyoras Tear and get some damage in. On the third, use the Thyoras Tear and get some more damage in. Hopefully he'll be defeated by this point, but if you need extra turns, make sure to bring either a Thick Smoke Bomb or some type of big air defender. Remember that he has the ability to freeze you multiple times in a match.
Bring along a Purple Sticky Hand to steal the Thyoras Tear. We're going to be doing some of our damage with reflectors. On the first turn, freeze him, use burrow, and use an Ultra Dark Reflectorb. Make sure he attacks with a good amount of dark icons here to take advantage of our reflectorb. On the second turn, steal the Thyoras Tear and attack him. On the third turn, use the Thyoras Tear you stole to hopefully finish him off. If you need an additional turn, use sink, a Double Dryer, and heal up if necessary.

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SPACE FAERIE
Difficulty: 450
Starting HP: 550
HP Gain Per Win: 45
Battledome ID: 12
How to obtain: Use a rare item code here
Weapon you steal: Attack Fork (fairly useless)
How effective is burrow? Not especially effective (fourteen icons could still get through)
How effective is sink? Super effective (zero icons could get through!)
Weapons to worry about: None
Potential maximum damage per turn: 360, 504 if you use Fierce Attack, she can also reflect your light icons
Just about every one of the Spaces Faerie's weapons uses fire, light, or physical icons. Burrow will let through a lot of the light unless you get lucky. I wouldn't use it unless you pair it with a heavy light defender. Apart from the Jade Scorchstone she carries, the Space Faerie doesn't have any major over powered weapons to worry about.
Brute Force
Hit Points: 250
Strength:
250
Defence:
-
Cloak and Dagger
Hit Points: 180
Strength:
125
Defence:
125
The Space Faerie can be hard to defend against; she attacks with everything except air and earth icons. This makes sink very useful against her, and burrow somewhat useless unless paired with a good light defender. She will be attacking with more fire, light, and physical icons. Altadorian Swordbreaker will take care of any potential physical. Consider pairing a Turbo Flame Reflector or Dual Battle Mirror with the sword if your HP isn't high. Her defences aren't too bad; she is capable of defending a small amount of darkness, fire, light, and a little more physical. Try to attack with air, earth, or water icons if you can help it. Bow of Destiny might be a good choice. Freeze her on the first turn, attack, and sink. You shouldn't take more than a few hit points of damage. Hit her hard on the second turn while she is frozen. Use the faerie ability Steam Shield on your third turn to avoid any light damage. You could take over 200 damage like this. Pair Steam Shield with a Turbo Flame Reflector to reduce the damage, or a better fire blocker to reduce even more. Altadorian Swordbreaker would help stop even more. Use a Thick Smoke Bomb if you need to push it to another turn.
Dual Prickly Potion or Voidberry Potion are going to do a good amount of damage to the Space Faerie. On the first turn let's use sink, a freezer, and either of the potions. Hit her on the second turn with two potions and a Berserk Attack. From here on you need a way to defend against her fire, light, and physical attacks. Altadorian Swordbreaker will defend against all of her physical attack, and Pirate Captains Hat will defend all the light and some fire as one possible combination. Dr. Sloths Personal Body Armour would defend all the light and some physical, while a Clawed Shield would reflect 60% - 80% of the fire as another possible combination. If you are more confident with your HP you could go for the much cheaper Turbo Flame Reflector and Dual Battle Mirror combo. If things get tight but you could win with one more turn, bring along a Thick Smoke Bomb.

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Miscellaneous – Battledome Avatars


Beat the Ghost Lupe.


Beat Kasuki Lu.


Beat Meuka.


Beat The Black Pteri.


Beat the Meerca Henchmen. You must collect the Defenders of Neopia trophy to receive the avatar.
You can only obtain one of these avatars, not both. It's random which is given to you.


Beat the Space Faerie.


Fight and lose to Punchbag Sid. Sid randomly appears for a short time in the BD.


Lose a fight with your Lupe. You can also lose to Balthazar.


Fight with a Shoyru and win. You must own the Shoyru.


Fight a battle with a Jetsam.


Fight as, or against a Darigan Tonu. It doesn't matter if you win or lose.


Given out randomly on the trophy page after winning a fight.

Miscellaneous – Other Things to Keep in Mind...

Wars and plots are the biggest chance you get to showing off just how strong you really are. Generally, new opponents in the Battledome will come out and you have to fight them for points. The more wins you get on them, the more points you'll have. After each war you'll usually get a nice trophy for your lookup and a few prizes. Keep an eye on the News page often to see what is going on in Neopia.

There are four little items that can be used in the Battledome that could ruin your day: Slorg Flakes, Chia Flour, Kacheek Flour, and Eraser of the Dark Faerie.
  • Slorg Flakes if used in the Battledome will turn your current pet's petpet into a Slorg. Be wary if you have an expensive petpet.
  • Chia Flour will turn the pet you're fighting with into a yellow Chia. Be careful if you have something like a Maraquan Draik for example. Kacheek Flour will do the same thing, but your pet will turn into a blue Kacheek.
  • Eraser of the Dark Faerie will permanently erase one of your weapons if used by your opponent. Don't worry about this though. The Eraser has long been retired, there are but a few left. I wouldn't be worried about someone using it on you.
  • These items can only be used by other players in 2P fights. It's rare for any of these items to be used on someone. It's in bad taste.

    Need more help? Why not check out the Battledome board? It's a great place to ask even more questions about the Battledome or anything Battledome related.

    All of the information in this guide is not only a culmination of my expenience, but also from people on Neopets like garet_jaxx (species resistances)(which we'll hopefully have again one day), and places on the Internet like IDB and TDN (for certain weapon info), and I give them full credit for said information. If you would like more guides on the Battledome, you can check out noggins147's directory of Battledome guides.

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