Frequently Asked Questions
Intro

Q - What is the Battledome?
A - The Battledome is where you fight your pets against other pets, either computer or user pets.

Q - Where is the Battledome?
A - You can go to your inventory by clicking on the amount of NP you have on you, then you can click the Battledome button under the list of links. Or you can click here.

Training

Q - Where do I train my pet?
A - You have three choices, you can train in the Academy at Krawk Island with dubloons, or the Training School on Mystery Island with codestones. Choice three is explained later.

Q - What's the difference with the training?
A - Generally, dubloons are cheaper to buy but you will be training at the Academy longer. Codestones will be a little more expensive, but you can get the training done faster. The Academy is also for pets under level 40 only, so you will eventually have to move to the training School.

Q - You said I have three choices to train, what's the third?
A - Just like the Academy cannot train you after level 40, the Training School cannot train you after level 250. It's fairly hard to get a pet to that level, but if you do manage to get that good, you'll have to move to the Secret Ninja Training School. This school requires red codestones, which can be made from the regular ones at Techo Mtn.

You can get to the Secret Ninja Training School by clicking on the door on the volcano of Mystery Island, or by clicking here. As most people won't get to train there in their Neopets career, I've took some screenshots. It's actually quite like the regular training school:

The main entrance:

The types of courses:


Just a difference in color between schools really:

This is sort of like the wishing well, only the statue gives a saying of wisdom back:

You can buy an item here every 30 minutes (no haggle) and sell for a quick profit.


Q - You can train at both schools at level 250?
A - If you noticed in the above screenshot, yes you can. Take advantage of it

Q - Does the Volcano Training School give out bonuses like the other schools?
A - Yup

Q - Should I train all my stats?
A - No, only HP, Strength, Defence, and level are important. Speed is useless in the BD, along with Intelligence… there are a few exceptions to speed and intelligence however like the Heavy Blue Tunic.

Q - Is there a limit to training stats?
A - This can get complicated but I'll try to explain it as best I can.

You can train strength and defence up to twice the amount of your level in all training schools. Hit points works differently; they can be trained 3 times your level in the Mystery Island and Secret Ninja Training Schools. For example, if you are level 100, you can get strength and defence to 200 and hp to 300 before having to train your level again. Level can be trained 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 or defence. For example, if you were level 100 with 201 hit points (just over twice the level) and wanted to train strength or defence, you would have to get level up by 1 before you could train. So you can train hit points twice your level, but not strength and defence if you do this.

The Academy is different and simpler; all stats can be trained twice level.

Q - Are there other ways to train?
A - Yes, there are certain items like Cool Negg, Strength Serum, Muntando Fruit, etc. that can boost a pet's stats. These are generally not used as they are very expensive. They are a quick way to gain stats however.

Q - How do you train?
A - I Try to put my pet in the Secret Ninja Training School everyday. I sometimes do ten kitchen quests everyday. I also use the lab ray every now and then. It's the cheapest way to train. Faerie Quests help too, although you can't count on them.

Q - How do I cancel a training course?
A - Only those that use the Secret Ninja Training School can cancel a course. If a course is canceled, 24 hours must pass before training can continue.

Q - Why Kitchen Quests?
A - 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 mark 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.

Q - Is the lab ray worth it?
A - In most cases, yes. If you use the 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 then down. It's also nice to get some cool colours.

Tip - 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.

Q - Why use the lab ray when it could put my level down to 1?
A - The lab can only put your level down to 1 if you are level XX* or lower.

*Many people say level 20, others say 50. Honestly, there's so much debate about the exact level that I don't know what it is for sure. For a long time I had level 20 down on my guide though, and I had no complaints from anyone.

Now, if it is level 20 for example, at level 20 you could go down to level 1, but as soon as you hit level 21, the worst that could happen to your level at that point is -2.

Q - What do all the faeries give you as rewards for quests?

Regular Faeries

  • Air Faerie - 2 Speed/Agility.
  • Dark Faerie - 2 Hit Points.
  • Earth Faerie - Makes your pet not hungry, and gain 1 pound.
  • Fire Faerie - 2 Strength.
  • Light Faerie - 1 Level.
  • Water Faerie - 2 Defence.

  • Special Faeries
  • Faerie Queen - 3 Strength, 3 Hit Points, AND 1 Level. Very nice
  • Fountain Faerie - The choice to paint your pet any colour any time (one use, go to the rainbow fountain in faerieland to use this privilege if you complete her quest).
  • Space Faerie - 4 levels.
  • Q - I've been training constantly, but notice no increase in attack, why?
    A - This may be because you have not reached another strength boost yet.

    Q - What's a boost?
    A - Boosts are specific numbers at which point you will start doing more damage. These boosts are:

    1
    8
    13
    20
    35
    55
    85
    125
    200
    250
    300
    350
    400
    450
    500
    550
    600
    650
    and
    700

    This means that if you are at 30 strength, you have the 20 boost. Having 20 to 34 strength is like having 20 strength. As soon as you make it to 35 however, you'll start doing extra damage as you'll then be at the 35 boost. Technically speaking, what really is happening is that you are doing more damage per icon, icons are explained later. Basically, once your strength reaches those numbers, you'll start dealing more damage in the Battledome.

    How much more? Like I said, each boost will do more damage per icon:

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

    The top row is still all the strength boosts, the new bottom row 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 do 1 HP of damage. If you were to do 3 icons of attack with the 350 boost, you would do 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.

    That is not counting abilities that boost the attack like fierce or berserk.

    Q - Do these boosts work for defence too?
    A - 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 one 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, you need to defend fire icons if your opponent attacks with fire, you need to defend water if they attack with water, etc.

    Back to the example; the one 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 hit 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.

    Q - What is berserk attack?
    A - Berserk attack is an ability your pet can use once you are at level 50. Like fierce attack, berserk attack will strengthen your damage by a certain percentage; 50%. Berserk attack is a constant and does not get stronger as your strength boosts grow.

    It should be noted that attacks like fierce and berserk also boost up your opponents attacks by the same percentage.

    Q - Can I lose berserk attack, if say the lab ray puts my level down?
    A - Yup, if you go below level 50 you would lose it. Getting back to level 50 would give you it back again.

    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? Some 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.

    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.

    This may look expensive, but if you follow this to the word, this is the cheapest possible way you can train. Remember, you don't need all this NP at once. All this training can take years, plenty of time to gain more NP.

    Course Type Neopet Level Cost Length
    Sea Urchin 10 and under
    1 Dubloon
    4 hours
    Deckhand 11-20
    2 Dubloons
    6 hours
    Pirate 21-30
    5 Dubloons
    8 hours
    Cap'n 31-40
    5 Dubloons
    10 hours
    Starting Out
    When starting out, I recommend training in the academy with dubloons. This is because they are usually cheaper than codestones.

    Deckhand - Train your level to 20, then strength, defence, agility, and hit points to 40. Do this in any order. In this case, you actually want to get away from Sea Urchin as soon as possible, as Two Dubloon Coins are cheaper than One Dubloon Coins.
    (unknown amount of dubloons)

    Pirate and Cap'n -

    Train your strength, defence, agility, and hit points to 80. Train your level to 40. Do this in any order.
    (140 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.

    Using Codestones
    Course Type Neopet Level Cost Length
    Grasshopper 20 and Under 1 codestone 2 hours
    Basic 21-40 2 codestones 3 hours
    Intermediate 41-80 3 codestones 4 hours
    Adept 81-100 4 codestones 6 hours
    Advanced 101-120 5 codestones 8 hours
    Expert 121-150 6 codestones 12 hours
    Master 151-200 7 codestones 18 hours
    Grand Master 201-250 8 codestones 24 hours
    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. 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)
    Course Type Neopet Level Cost Length
    Intermediate 250 1 codestones 4 hours
    Adept 300 2 codestones 6 hours
    Advanced 400 3 codestones 8 hours
    Expert 500 4 codestones 10 hours
    Master 600 5 codestones 12 hours
    Grand Master 750 and above 6 codestones 12 hours
    Advanced
    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. I don't recommend you do so however. Train level to 250, strength and defence to 500, and HP to 598.
    (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 Codestones)

    Adept -

    Train level to 350. Train strength and defence to 700. 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 from here before moving on to 3 red codestones.

    Weapons

    Q - Is there another way I can do more damage?
    A - This is where weapons come in. Weapons do damage by icons. The more icons the weapon does, the more damage you will do.

    Q - What are the different types of icons?
    A - There are 7 different types:

    Air, Darkness, Earth, Fire, Light, Physical, and Water.

    Some icons are more commonly used than others.

    Q - What is a good amount of icons for a weapon?
    A - The minimum for a fair set is 6 icons for one multi-use item. 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 6 + 2 icons or 6 to 8 icons, meaning it will do either 6, 7 or 8 icons of damage.


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

    Q - What is freezing?
    A - Freezing an opponent makes them not able to do anything the next turn. This can devastate almost any opponent. A good freezer is essential to anybody serious in the BD. I recommend going for an H4000 Helmet as soon as you can, as this is the cheapest 100% freezer. Until then, cheaper freezing weapons are things like the frost cannons. Try to get a Black Frost Cannon as this has the highest rate of freezing. Or a Snowglobe Staff if you can't afford the BFC.

    Q - What is stealing?
    A - 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 it then. But like I said, this could be used as a strategy, for instance if your opponent has really good weapons. 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 when done the battle, so don't worry about losing your weapons.

    Q - What are bombs?
    A - Bombs are one use items or once per battle items that do massive damage, more than your multi-use weapons. They are sometimes paired up with a freeze weapon; this is called a 'freeze bomb' combo. This is done to offset the low damage from your freezing weapon.

    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.

    Faerie Abilities

    Q - What are faerie abilities?
    A - Faerie abilities are given to you if you use a bottled faerie. You can get a list of most of the abilities here. Make sure you are at least the level by at the side, or you will not get the ability. The abilities will go in order regardless of your level.

    Q - How can I get the level of an ability up?
    A - Ability levels are useless right now, so don't worry about that. An ability will have the same effect regardless of its level. Whether TNT plans on changing that one day I don't know.

    GET BOTH OF THESE
    Burrow

    Sink

    Faeries - 4th Bottled Earth Faerie
    Level - 10
    Faeries - 8th Bottled Dark Faerie
    Level - 30
    Description
    Defends 97.5% of the following icons:

    Defends 97.5% of the following icons:

    As you can see, both Burrow and Sink defend 97.5% of water, fire, and physical icons. The only difference is that Burrow also defends earth and air icons, while Sink also defends dark and light icons.

  • If you're fighting someone using a lot of air or earth icons, use burrow.
  • If you're fighting someone using a lot of dark or light icons, use sink.
  • And if you're fighting someone using a lot water, fire, or physical icons, use both.
  • It is highly recommended that you get both these abilities as soon as you can.

    GET THIS
    Drain Life
    Faeries - 7th Bottled Dark Faerie
    Level - 21
    Description
    Steals 11% of your opponent's HP and adds it to your own. Up to a maximum of 100 HP.
    This ability is particularly good when facing much tougher opponents. This can pretty much take off 100 HP from their attack (when you get a full heal) by taking it from their HP and adding it back on to your own. To get a full heal of 100 HP; your opponent will need to have at least 905 HP.

    This ability is typically used the first turn when your opponent will have his/her most HP and you can get the most use out of it.

    GET ONE OF THESE
    Regeneration

    Healing Vapour

    Restore

    Faeries - 8th Bottled Earth Faerie
    Level - 23
    Faeries - 8th Bottled Water Faerie
    Level - 27
    Faeries - 7th Bottled Light Faerie
    Level - 22
    Description
    Heals 33% of total lost HP
    Heals 33% of total lost HP
    Heals 33% of total lost HP
    This ability gets better as you get sTRonger. For example, this would heal much more for a 300 HP pet than it would for a 100 HP pet.

    All these abilities do the same thing so there is no use getting them all. Get the one easiest to get for yourself.

    CONSIDER GETTING THESE
    Quench

    Steam Shield

    Water Breathing

    Faeries - 4th Bottled Water Faerie
    Level - 9
    Faeries - 5th Bottled Water Faerie
    Level - 12
    Faeries - 6th Bottled Water Faerie
    Level - 16
    Description
    Defends all fire icons
    Defends all light icons
    Defends all water icons
    These abilities won't be used often if you do happen to get these. If your opponent does however use something like a Portable Kiln, Quench for instance would completely block that weapon as it does 11 fire icons.

    With that said, still consider getting these, especially if you know your opponent will be using a lot of fire, water, or light icons.

    You must turn on your faerie abilities here before you can use them.

    Building a Battledome Set

    The big question now; what weapons should you get? This first depends on how much NP you have. Don't worry too much about NP though; you can get a basic starter set for very cheap.

    In most cases, you should have two multi use attacking items at a time. I say in most cases because some more experienced battlers may have three or more multiple use weapons, or spare weapons. A basic set should consist of at least two multiple use items, and one healing item.

    Since there are hundreds upon hundreds of weapons, I've found listing a bunch of good weapons for you to pick from. They are in order of price, from cheapest to most expensive. All items on this list are worthwhile; you just have some choices to make.

    There are two important things beside each weapon name:

    Each weapon has a number of asterisks beside it. This will tell you how good the weapon is, in my opinion:

    * = decent
    ** = good
    *** = really good!
    **** very good!!
    ***** = excellent!!!

    Each weapon will also be coloured to tell you, roughly how much that weapon will cost. This way it will be a little easier for you to build a set based on your budget. Keep in mind that these prices may fluctuate due to war or retirement:

    This is an item that will cost less than 10,000 NP.
    This is an item that will cost between 10,000 NP and 500,000 NP.
    This is an item that will cost between 500,001 NP and 2,000,000 NP.
    This is an item that will cost between 2,000,001 and 10,000,000 NP.
    This is an item that will cost more than 10,000,000 NP.

    Offensive Weapons

    ****Bone Sceptre - 6 icons (2 air, 2 dark, and 2 earth). One of the many 6 icon weapons, this however is probably the cheapest one you'll find anywhere. If you can afford it, go straight to the Scarab Ring.

    **Cobrall In A Can - 6 icons (3 dark and 3 light). One of the many 6 icon weapons; this does the same as a Scroll of Dark Nova but is less expensive.

    ***Scroll of Moon Light - 6 light icons. One of the many 6 icon weapons; if you use this in 2P then watch out for Dusty Magic Broom and Air Faerie Crown. This will get through both Leaf Shield and Scarab Rings defences however.

    ***Scroll of The Dark Star - 6 dark icons. Similar to Scroll of Moon Light, except with different icon types. Both Tooth of Terask and Jade Staff beat this, while Jeweled Battle Collar and Golden Geraptiku Talisman can hurt it. This will get through both Leaf Shield and Scarab Rings defences however.

    *****Mud Mixture - 5.2 earth icons plus a 1 to 5 HP heal; can be used once per battle. These are great for low level battlers with up to about 50 HP. Once you've gotten a hold of 2 multiple use weapons, a weak healer, and maybe a freezer, then consider filling up the rest of your set with these.

    *****Unstable Slime - 7 icons (3 air, 2 darkness, and 2 water). A very cheap 7 icon weapon; all icons will get through Scarab Rings defences. This is typically recommended for beating Punchbag Bob for low level battlers as well.

    **Battle Ready Pencil Box - 7 icons (3 earth, 2 light, and 2 physical), another very cheap 7 icon weapon. See Unstable Slime for a cheaper alternative.

    ***Obsidian Dagger - 5.2 plus 2.8 icons or 5.2 to 8 icons. For a starter weapon, I would get this or the Scarab Ring. Both are very cheap. Pick the ring if you want a little defence, or the dagger for a little more attack.

    ***17-Pound Trout - 6.65 plus 2 icons or 6.65 to 8.65 icons. A slightly better version of the Obsidian Dagger; nice if you can't quite afford a 9 iconer.

    ***Von Roo Dice - 6 plus 3 icons, or 6 to 9 icons. A slightly better version of the Obsidian Dagger; nice if you can't quite afford a 9 iconer.

    **Earth Faerie Slingshot - 7 plus 2 icons, or 7 to 9 icons (3 air, 3 light, and 1 to 3 physical). A slightly better version of the Von Roo Dice; again, nice if you can't quite afford a 9 iconer.

    *****Fighting Folder - 6 plus 2 icons (3 fire, 2 earth, and 1 to 3 physical); also gives a 2 HP heal each use. I really like this weapon; a multiple use attacking weapon with an added heal is very unique at this low level of battling, it's like an Obsidian Dagger with a small heal. The 2 HP heal will get less and less significant over time as you get stronger though. It's only good for low level battlers who can really make use of that 2 HP heal (or 4 HP if you use two of these). If it's another multi use heal you're looking for, try the Everlasting Crystal Apple.

    ***Halo of Devilpuss - 6 to 10 icons (5 dark and 1 to 5 physical). A nice weapon with dark attack. Sink will stop all of it, but for its price, it's still a very nice buy. It's surprising how cheap this is nowadays. NeoQuest II Evil mode prize.

    **Gold Handled Katana - 8 icons (3 earth, 2 fire, and 3 physical). The icons could be a little better, but on the whole it's still good because it's a solid 8 icon weapon that's buyable from the shop wizard.

    ***Electro Sword - 8 icons (3 fire, 3 light, and 2 physical), another cheap, solid 8 icon weapon buyable from the shop wizard. Bonus point for looking awesome!

    ***Skeletal Fire Gun - 8 icons (6 fire, and 2 light). A pretty good icon combination, also buyable from the shop wizard. Good for getting through Ghostkershield. Flaming Oven Gloves stops all but 1 of its icons.

    **Curious Sticks of Lethal Wax - 7 to 9 icons (2 air, 2 earth, 2 light, and 1 to 3 physical). 7 to 9 icons are quite good for the price. Look towards one of the three bows below for upgrades or alternatives.

    **Enchanted Wooden Bow - 2 air, 2 fire, 2.65 light, plus 0.2 to 2 physical icons (6.85 to 8.65 total) I would say this weapon is a little better than the Halo of Devilpuss, as it's cheaper, has more icon variety, and has a better minimum damage amount. Great if you still can't afford a 9 or 10 iconer yet.

    **Spectral Forest Bow - 6.85 plus 2.8 or 6.85 to 9.65 icons. I would say this weapon is a little better than the Halo of Devilpuss, as it's cheaper, has more icon variety, and has a better minimum damage amount. Great if you still can't afford a 9 or 10 iconer yet.

    **Earth Faerie Bow - 8 to 9 icons (2 air, 3 earth, 2 fire, and 1 to 2 physical). Again, I would say this weapon is a little better than the Halo of Devilpuss, as it's cheaper, has more icon variety, and has a better minimum damage amount. Great if you still can't afford a 9 or 10 iconer yet.

    ***Tyrannian Lupe Tooth - 8.66 icons (3 earth, 2.66 fire, and 3 physical), a decent and cheap item. Consider saving straight for the Ice Club or Stone Club.

    *****Psellias Fighting Fan - 9 icons (3 air, light, and physical). I believe this is the cheapest 9 icon out there now, making this extremely useful. See Stone Club or Ice Club for different icon types or Golden Compass for a small upgrade.

    ****Stone Club - 9 icons (3 air, 3 physical, and 3 earth). For a 9 icon weapon that's buyable on the wiz, you can't go wrong. If you don't care about defence much, pick this up for 1P or 2P battles. Look towards the Golden Compass if you can afford to spend a little more. Leaf Shield hurts this weapon.

    ****Ice Club - 9 icons (3 air, 3 physical, and 3 water). Another good 9 iconer buyable on the wiz. If you don't care about defence much, pick this up for 1P or 2P battles. Look towards the Golden Compass if you can afford to spend a little more. Leaf Shield hurts this weapon.

    ****Jittery Jipple Potion - 6 icons (3 air and 3 darkness) or 10 icons (5 air and 5 darkness). In 2P battles, this will do 6 icons if your opponent has 9 intelligence or less, otherwise it will do 10 icons. This will always do 6 icons in 1P. Similar to the Steaming Skeem Potion.

    *****Steaming Skeem Potion - 8 icons (3 air, 2 fire, and 3 water) or 11 icons (3 air, 5 fire, and 3 water). In 2P battles, this will do 8 icons if your opponent has 19 intelligence or less, otherwise it will do 11 icons. This will always do 8 icons in 1P. Similar to the Jittery Jipple Potion. Gets quite a bit through Ghostkershield too.

    *Pike Pike - 9 icons, 4.5 of both water and light. This is a nice alternative to the Scuzzys Comb, Ramtors Spellbook, or Essence of Esophagor if you can get it cheaper than the three. Look to the Golden Compass for an upgrade.

    *Essence of Esophagor - 9 icons; 4.5 earth and water. Great for 1P battles, however this could get completely blocked in 2P by a Leaf Shield. There are cheaper alternatives to this 9 iconer though such as the Ice Club or Stone Club.

    **Scuzzys Comb - 10 icons (5 light and 5 physical). Given out as NeoQuest II evil mode prize. They will only get more expensive if war inflation happens, otherwise it will always go down from being released over and over again. Not such a good weapon nowadays. 10 iconers were something everybody would work towards, but now I think I'd rather use the Golden Compass over this. Ramtors Spellbook is usually considered better though, as all 10 icons will get through burrow but all 10 will be blocked by sink, as apposed to the comb where 5 will get through burrow, and none through sink.

    **Ramtors Spellbook - 10 icons (5 light and 5 darkness). Given out as NeoQuest II evil mode prize. They will only get more expensive if war inflation happens, otherwise it will always go down from being constantly released. Not such a good weapon nowadays. 10 iconers were something everybody would work towards, but now I think I'd rather use the Golden Compass over this. The book is usually considered better than Scuzzys Comb, as all 10 icons will get through burrow but all 10 will be blocked by sink, as apposed the comb where 5 will get through burrow, and none through sink.

    ****Prickly Potion - 6 icons (3 fire and 3 darkness). This item is very unique because the icons you attack with show up as reflected icons. That means this weapon uses your opponents strength boost. This is very valuable if you're going up against someone much stronger with you. An upgrade is the Glowing Cauldron.

    ***Chilli Sword - 8 fire icons. This weapon is sometimes used as a backup in 2P sets because it completely gets through Ghostkershield. An upgrade would be the Portable Kiln.

    **Staff of Righteous Fury - 7.5 to 12 icons (7 light and 0.5 physical to 5 physical). Known as the worst NeoQuest II InSaNe prize, but consider keeping for use if you won it through NeoQuest II.

    **Sword of Apocalypse - 8.5 to 13 icons (3 fire, 5 darkness, and 0,5 – 5 physical). Slightly better than the Staff of Righteous Fury, but not by much; consider keeping for use if you won it through NeoQuest II.

    **Bzzt Blaster - 11 icons (3 air, 3 water, and 5 light). A little more expensive and harder to find, but a nice small upgrade from the 10 iconers. Just go straight to Ylanas Blaster.

    **Fungus Ray - 11 icons (3 dark, 3 earth, and 5 water). A little more expensive and harder to find, but a nice small upgrade from the 10 iconers. Just go straight to Ylanas Blaster.

    **Goo Blaster - 11 icons (3 earth, 3 physical, and 5 water). A little more expensive and harder to find, but a nice small upgrade from the 10 iconers. Just go straight to Ylanas Blaster.

    **Garoo Elite Blaster - 11 icons (3 earth, 5 fire, and 3 physical). A little more expensive and harder to find, but a nice small upgrade from the 10 iconers. As far as the 11 iconers go, this is considered by most to be the one with the best icons. Just go straight to Ylanas Blaster.

    *****Ylanas Blaster - 12.63 icons (2 air, 2.63 earth, 5 fire, and 3 physical). If you were to tell me when I first started Neopets that I could one day get a nearly 13 icon multiple use weapon for roughly 1.1 million NP, I'd say that's impossible. You'd have to be crazy to not want one of these guns for its current price when considering the price for upgrades.

    ***Portable Kiln - 11 icons, all fire. If you are a 2P battler and keep getting a Ghostkershield used against you, this is the item to go for. All 11 fire icons will get through. If you're a 1P battler however, look to the cheaper Bzzt Blaster / Fungus Ray / Goo Blaster / Garoo Elite Blaster for 11 icons, or save a bit more for Wand of Reality or Bow of Destiny. Ylanas Blaster is a good upgrade also.

    ***Bow of Destiny - 13 icons (5 air, 3 fire, and 5 earth). This is given out as a prize for NeoQuest II, but on InSaNe mode. 10 icons (5 earth and 5 air) will make it through sink, but everything will be blocked by burrow. Not widely used nowadays with Ylanas Blaster being so much cheaper for only 0.37 icons less.

    ***Wand of Reality - 13 icons (5 air, 5 light, and 3 physical). This is given out as a prize for NeoQuest II, but on InSaNe mode. The 5 light will get through burrow and the 5 air will get through sink, making this arguably better than the Bow of Destiny for 2P in my opinion. Not widely used nowadays with Ylanas Blaster being so much cheaper for only 0.37 icons less.

    ***Ultra Bubble Gun - Attacks with 10 icons (5 air, 5 water), 15 icons (5 air, 5 water, and either 5 more air or 5 more physical), or 20 icons (10 air, 5 physical, and 5 water). This has the potential to do 20 icons which sounds nice, but you can't always count on that. It has an average of about 13 icons per turn, so you might be better off with something like the Werelupe Claw Necklace at this price.

    ***Werelupe Claw Necklace - 12.52 to 17.32 icons (3 earth, 4.66 fire, 4.66 darkness, and 0.2 to 5 physical). This is a small jump from the Bow of Destiny, Wand of Reality, or Ylanas Blaster, but it's generally worth it. The necklace is usually just a temporary item until you can get a Sword of Skardsen or better. Many will skip the necklace and go straight for the sword, it's only an extra 3 mil more or so.

    **Dull Stone Axe - 12 to 19 icons (5 light, 5 physical, and 2 to 9 earth). The Werelupe Claw Necklace is fairly similar, it's almost a tossup when it comes to choosing one or the either. I'd have to give a slight edge to the necklace though.

    **Slingshot of Fire - 12 to 21 icons (5 air, 5 fire, and 2 to 11 physical). This apparently has a very low average of just under 14 icons. When you look at the price tag, it's simply not worth it when compared to something like the Sword of Skardsen. It's really only worthy of taking a look at if you like the icons.

    *****Kelpbeards Trident - 5 physical and 12 plus 7 water icons. This is the new Sword of Skardsen for 1P battlers. This is a great constant. In 2P, expect to see more out of Faerie Tabard Faerie Tabard and other waters defenders.

    ****Glowing Cauldron - 10 icons, all fire. This item is like the Prickly Potion in the fact that it will attack by reflection and use your opponent's strength boost. It's commonly used against opponents with a much higher strength boost than the one using it. You must click first for this to work though. It's a complicated little weapon, but IDB has a good explanation on how exactly it works.

    *****Sword of Skardsen - 16.25 to 24 icons (15 dark and 1.25 to 9 physical). A truly great weapon for its price; most all good battlers would have owned one of these weapons in the past. The only threat to it is in 2P. Because it does a ton of dark icons, Ghostkershield, Ultimate Dark Reflectorb, Ring of the Lost, or even Starlight Potion can destroy this sword. It's best not to get two of these if you fight in 2P a lot.

    ****Pirate Captains Cutlass - 16.25 to 24 icons (5 light, 5 physical, and 6.25 to 14 air). Same amount of icons as the Sword of Skardsen, but more expensive and different icon types. Just like the sword does mostly dark icons, the cutlass does mostly air icons and a bigger variety of icon types, so it's generally harder to block. Good to pair up with a Sword of Skardsen if you're into two player battles.

    ***Glittery Faerie Dust - 15 random icons. Most 2P battlers would rather buy this over a Sword of Skardsen or Pirate Captains Cutlass because it keeps your opponent on their toes. The random icons make it very hard to defend.

    **Ghostkersword - 16 to 31 icons (3 dark, 5 physical, and 8 to 23 air). The air icons will attack in blocks of 3, meaning you will either do 16, 19, 22, 25, 28, or 31 icons. This is a major jump in price from the Sword of Skardsen or Pirate Captains Cutlass. This does an average of 22 icons which is very nice, but it's just too expensive. This and the Faerie Slingshot are pretty much the last stop before the pea family though, which cost hundreds of millions. I feel this item is overrated. The retirement of this and the slingshot have made the price rise to astronomical heights, but because there are no weapons to fill in the gap between the Sword of Skardsen and this sword, there's really no other choice.

    ***Faerie Slingshot - Roughly 67% of the time it will do 5 to 7 icons (2 earth, 2 light, and 1 to 3 physical), while the other 33% of the time it will do 35 to 60 icons (17 earth, 12 light, and 6 to 31 physical). This has the potential to do more icons than the legendary Super Attack Pea; it's just not that reliable. Pirate Captains Hat or a physical blocker such as Yooyuball Player Sling can be very detrimental to this.

    ***Attack Pea - 24 earth icons. Upgrades include the Seasonal Attack Pea or the Super Attack Pea. Those who consider this should also consider the Faerie Slingshot, Illusens Staff, or Wand of the Dark Faerie.

    ***Seasonal Attack Pea - 28 icons (20 earth and 8 light). Upgrades include the Super Attack Pea. Those who consider this should also consider the Faerie Slingshot, Illusens Staff, or Wand of the Dark Faerie.

    ***Super Attack Pea - 32 icons (12 air and 20 earth). One of the weapons we could all dream for, but few of us will ever have.

    Defensive Weapons

    *****Downsize! - This is a good little weapon to have in any set. This will defend half the damage done to you for one round, at a very cheap price as well. Thick Smoke Bomb or Thyoras Tear would be the upgrades.

    ****Thick Smoke Bomb - This is a one use item that will defend everything thrown at you for one turn. A little more costly than the Downsize! so only use it if you are going against a tough opponent. Thyoras Tear is the upgrade.

    **Flaming Oven Gloves - 5 fire and 2 light defence. This is a very cheap fire defender that would only be used in a select few tactical situations. For example, if your opponent had a Chilli Sword or a Portable Kiln and your defence boost was higher than their attack boost, this could prove to be useful.

    **Basic Shield of Flight - 5 air and 2 earth defence. This is much like the Flaming Oven Gloves, but different icons. Again, only good for a few tactical situations.

    **Sinsis Crown - 5 air and 1 to 3 physical defence. Similar to the Basic Shield of Flight, but with physical defence. Again, only good for a few tactical situations.

    ***Earthen Scorchstone - 4.5 air and 4.5 dark defence. Very cheap for the defence you're getting, not a very broad range though. Look towards items like Leaf Shield or Patched Magic Hat for a better range.

    ****Shiny Shoal Shell Shield - Defends 2.7 air, 2.7 earth, 2.7 water, and 0.2 to 2.7 physical. The amount of icons it defends could be better, but it's not bad for low level battlers. This or the Leaf Shield are nice starter shields.

    **Fish Scale Breastplate - Defends 3 dark, 3 earth, and 3 physical. This defends some nice icon types, especially for low level battlers. This will put a damper in the very common Scarab Ring.

    **Ugga Marbleshield - Defend 3 earth, 3 physical, and 3 water. Another small shield that defends some nice icon types especially for low level battlers. This can hurt the very common Scarab Ring.

    **Mystical White Cloak - Defends 3 air, 3 dark, and 3 light. A nice variety of icons at a decent price.

    *****Leaf Shield - Defends 5 earth, 3 physical, and 5 water. There's a reason this item is recommended by many; all of these icons are very common in low level battling. This takes a bite out of Scarab Ring, Honey Potion, Essence of Esophagor, Ice Club, Stone Club, Fighting Folder… the list goes on. Don't neglect to train your defence and miss out on the advantages of this weapon if you're a 2P battler.

    *****Patched Magic Hat - Similar to the Leaf Shield, but this defends 5 earth, 3 light, and 3 physical. Additionally, it will defend another 3 physical icons if the user receives air damage. Like the Leaf Shield, this is a nice variety of icons for low level battling.

    ****Virtupets X-514 Super Shield - Defends 2 darkness, 3 earth, 2 light, 2 water, and 0.9 to 3 physical. A more broad range compared to the Leaf Shield and Patched Magic Hat; a little more expensive but safer in my opinion.

    ***Sophies Magic Hat - 3 darkness, 5 earth, 3 fire, and 3 physical defence. Kind of expensive for what it does, but it has a decent array of icon types.

    **Enchanted Kiko Squeeze Toy - Defends all water icons. Water isn't used in great amounts, but this is probably the cheapest full blocker of any one icon you'll find. Sponge Shield, Faerie Tabard, and Battle Plunger are all upgrades. I like the Dehydration Potion too.

    **Sponge Shield - Defends all water icons as well as 1 to 5 physical. Enchanted Kiko Squeeze Toy, Faerie Tabard, Dehydration Potion and Battle Plunger are all possible alternatives.

    ***Superior Reflection Shield - Defends all light icons and also reflects 25% water. The light defence is nice and the water reflection is a bonus. It allows you to defend an icon type and possibly attack too. See Shadow Shield for an alternative. Jhudoras Bewitched Ring is also good for light defence.

    ***Shadow Shield - Good if you know your opponent uses light icons as this shield defends all light, also defends 3 fire icons. Good for the Space Faerie. See Superior Reflection Shield for an alternative. Skarls Sword is also good for light defence.

    ***Illusens Silver Shield - Blocks all earth and 2 to 3 dark icons. A reliable weapon that can destroy a common icon type; earth. Upgrades are the Shield of Pion Troect, Pirate Captains Hat, or Greater Staff of the Earth Faerie.

    ****Pirate Captains Hat - This one defends all light, all earth, and 5 fire to boot. This can stop a lot of weapons including Honey Potion, Faerie Slingshot, Attack Pea, Seasonal Attack Pea, or Super Attack Pea. The only downside is that it is fragile, meaning it could break and become useless for the rest of the battle. It may be too unreliable to some people, but it's still a very worthwhile shield.

    ****Faerie Tabard - One of the newest hidden tower items. It's very similar to the Ghostkershield. This defends all water, 3 air, 5 fire, 3 earth, and 5 physical. The Ghostkershield will be sought after more however, because of the heavy dark defence. Water is not usually used in great amounts.

    *****Ghostkershield - Considered to be one of the best defending weapons available because it can defend all dark, 3 air, 5 earth, 3 light, and 5 physical icons. This absolutely destroys Sword of Skardsen or other heavy dark weapons. If you train your defence, this is the weapon to go for.

    ***Yooyuball Keepers Chest Guard - Defends 3 dark, 3 earth, 2 water and all physical. I consider this weapon much like a mini Ghostkershield; only you'd probably be using this to a lesser degree. The full physical defence is nice, and although many weapons use small amount of physical here and there, not many use mass amounts of it. If you had enough points to buy one from the Altador Cup, consider keeping it.

    *Shield of Soaring - Defends all air icons and 3 fire icons. Great if you know you're going to go up against something like a Pirate Captains Cutlass or a Ghostkersword. Upgrades or alternatives include Triple Turbo Dryer, Tornado Ring, Alien Aisha Scrambler, or Jhudoras Wand.

    **Alien Aisha Scrambler - Defends all air and light icons. Very expensive.

    ****Thyoras Tear - The best defence weapon in Neopia, this defends all damage once per battle.

    **Castle Defenders Shield - Same as Thyoras Tear, except much more expensive. I've always liked the look of it though.

    Dual Duty

    Note - A dual duty weapon is generally referred to a weapon that both attacks and defends

    **Starlight Potion - 2 fire and 3 light icons, also defends all dark icons. It's only one use then it's gone for good, but it's very cheap for what you're getting.

    **Potion of Concealment - 3 earth icons plus 1 to 3 physical icons, also defends 2 light, 2 physical, and all earth. It's only one use then it's gone for good, but it's very cheap for what you're getting.

    **Steam Jug - 7 icons (2 air, 2 darkness, and 3 water), also defends 2 water and all light icons. It's only one use then it's gone for good, and again, it's very cheap for what you're getting.

    **Slippery Floor Potion - 6 icons (2 air, 2 physical, and 2 water), also defends all fire and water. It's only one use then it's gone for good, but it's very cheap for what you're getting.

    *****Scarab Ring - 6 icons of attack (2 dark, 2 physical, and 2 water) with 6 icons of defence (3 fire and 3 physical). The standard and most common beginner weapon; very cheap and great for starter sets.

    ****Thief Dagger - 4 to 6 icons (3 earth and 1 to 2 physical), also 3 light and 3 physical defence. A weaker version of the Scarab Ring, but still notable because of its icon difference.

    **King Kelpbeards Blessing - 5.2 icons of attack (2.6 dark and 2.6 water) with 3 icons of light defence. There are quite a few weak dual duty weapons like this. Nothing very special unless you like the icon types.

    **Golden Geraptiku Talisman - 3 dark icons of attack with 3 dark and 3 earth icons of defence. Not a great weapon, but very cheap for what you're getting.

    **Jeweled Battle Collar - 3 fire icons of attack with 3 dark and 3 physical icons of defence. Not a great weapon, but very cheap for what you're getting. Scarab Ring shuts down the attack on this.

    ***Jade Staff - 6 icons of attack (3 earth and 3 light) with 3 dark defence. The dark defence is nice; this will actually beat out a Scarab Ring if you go up against one.

    ***Black Fan of Shenku - 6 icons of attack (3 air and 3 physical) with 3 physical defence. The physical defence is nice. It's one of many 6 icon attacking and 3 icon defending weapons.

    ***Tooth of Terask - 6 icons of attack (3 air and 3 water) with 3 darkness defence. This is finally cheap enough to consider as a weapon. This will come out ahead of Scarab Ring.

    ***Superior Shovel - 6 icons of attack (3 earth and 3 light) with 3 physical defence. The physical defence is nice; this is another weapon that will beat out the Scarab Ring.

    *Zapatron 2000 - 6 light icons with 3 dark defence. Rather easily blocked, but the 3 dark defence is good against most other weapons, expensive too.

    **Rusty Lamppost - 5 light icons with 2.66 dark defence and 2.66 physical defence. The price kind of hurts this weapon, but if you earned it from the Tale of Woe plot you could consider using it. Beats the Scarab Ring.

    ***Sword of the Dead - 3 air and 3 darkness icons. Also defends 5 light icons. Look towards the Dusty Magic Broom and Air Faerie Crown for an upgrade.

    ***Carved Sansetsukon - 7 icons (2 earth, 2 light, and 3 physical), also 1 to 3 physical defence. A pretty cheap 7 icon weapon with some added physical defence.

    ***Amulet of Inevitable Betrayal - 7 icons (2 air, 2 dark, and 3 water) with 3 light defence. If you were to pair this up with a Wand of the Moon or Carved Sansetsukon you would get a nice variety of attacking icons plus up to 6 defensive icons.

    *****Golden Compass - 9 icons of attack (3 air, 3 fire, and 3 light), also 2.6 icons worth of dark defence; a slight upgrade from the 9 iconers. For only a few thousand NP more than the Stone Club or Ice Club you get the added 2.6 darkness defence. It's well worth it.

    **Wand of the Moon - 7 icons (3 earth, 2 fire, and 2 light) with 3 dark defence. 1 more icon than the Scarab Ring, but the different attack and defence icons would be a nice combo. Try for one of each if you're short on NP.

    *Cloudy Wand of Storms - 7.2 icons (2.6 darkness, 2.6 fire, 2 water) of damage with 3 earth defence. A little pricy, get if it comes down in price or you don't mind spending the extra cash.

    *Frozen Wand of Crystals - 7.6 icons (2.6 air, 2 fire, 3 light) of damage with 3 water defensive icons. Also get if you don't mind spending the extra NP or can't quite afford the bigger weapons.

    *Makeshift Ships Hammer - 8 icons of attack (2 air, 3 earth, and 3 physical) with 3 physical defence. Definitely consider keeping and using it if you won it from the Journey to the Lost Isle plot. Getting a little too expensive to consider buying.

    ***Dusty Magic Broom - 8 icons (3 air and 5 earth) with 5 light defence icons. This one is iffy; it's still very much worth considering because of that 5 light defence. If you fight a lot of people with Ramtors Spellbook or Pike Pike, go with this as it will overpower it; otherwise, go with a 10 iconer or better.

    **Air Faerie Crown - 8.73 icons (2.73 air, 3 darkness, 3 light) and 5 light defence. A very small upgrade from the Dusty Magic Broom, thus, don't get this if you have to spend a fortune on it compared to the broom.

    ***Dehydration Potion - 3 air and 2 fire icons. Also defends all water. I like this better than the Enchanted Kiko Squeeze Toy, but I would consider Faerie Tabard to be a nice upgrade.

    *Hobans Hat - 10 icons (2 air, 2 earth, 3 light, and 3 physical) and 5 water defence. An array of different icon types. This was a prize from the Cyodrakes Gaze plot. It's retired so it will be expensive.

    ****Mask of Coltzan - 8 fire icons of attack with 6 dark and 5 earth defence icons. The dark and earth defence is what makes this one special. Consider getting if you train your defence and want something other than Wand of Reality or Bow of Destiny. The 8 fire is nothing to scoff at either, as it will get through Ghostkershield. Portable Cloud would make a nice upgrade.

    **Shield of Pion Troect - 3 dark icons, 1 to 2 light defence, and full earth defence. A little expensive, but the earth defence is nice. Illusens Silver Shield and Pirate Captains Hat are nice alternatives for earth defence.

    **Dark Faerie Collar - Attacks with 10 dark icons, defends 5 light icons, and reflects 25% dark. It's a Jhudora's quest prize for level 44. I would probably only use this if you won it from Jhudora's quests.

    ***Portable Cloud - Attacks with 5 air and 5 light, and defends with 5 earth and 5 physical. Also has the chance to give your opponent the watery eyes illness (in 2P only). Prize from Jhudoras quest level 47. A nice combination of icons, but a little pricey. However, as people continue to do Jhudora's quests for the wand, more and more of these clouds will hit the market which will lower the price. Something to consider for those who train strength and defence fairly evenly.

    ***Yooyuball Player Sling - 3 light and 3 dark icons of attack, plus all physical defence. Just like the Ring of the Lost, you won't be buying this for the attack, but for the full physical defence. The full physical defence is nice. Not many weapons use mass amounts of physical, but many weapons use small amounts of it. If you had enough points to buy one from the Altador Cup, consider keeping it or using it. Some people like pairing this with a Ring of the Lost because the two will completely block Sword of Skardsen and you'll still be attacking with a fair amount of icons. A slightly cheaper physical blocker would be the Yooyuball Keepers Chest Guard.

    ***Ring of the Lost - 9.5 icons (5 fire and 4.5 light) and full dark defence. What makes this ring worth while is its full dark defence. This can reduce something like a Sword of Skardsen (a very commonly used item for higher level battlers) to rubble. Some people like pairing this with a Yooyuball Player Sling because the two completely block the sword. Ghostkershield is a nice alternative to the ring.

    **Greater Staff of the Earth Faerie - Attacks with 3 earth icons, and 0.33 to 3 physical icons. Also defends 2 air icons and all earth icons. This is a multiple use item and is sought after for its full earth defence. This is retired and can wreak havoc on the Honey Potion, Attack Pea, Seasonal Attack Pea, Super Attack Pea, and a many number of other weapons.

    **Battle Plunger - 1 physical and 2 water icons plus 6 more physical and 5 more water. Defends all water. Also can steal 1 to 20 HP from your opponent, does not heal yourself. Incredible for low level battlers, it's quite expensive though. Similar to the Golden Pirate Amulet.

    **Golden Pirate Amulet - 3 darkness and 2 water icons. Defends all light. Also steals 3 – 27 HP from your opponent, does not heal yourself. Also incredible for low level battlers, but super expensive. Similar to the Battle Plunger.

    ***Skarls Sword - Attacks with 21 plus 4 (5 dark, 10 light, and 6 to 10 physical) icons, and defends all light icons. This is one of the best dual duty weapons obtainable. This has the potential to do more icons than the Attack Pea, and it does beat the Seasonal Attack Pea by just a tad. The price really hurts this though.

    ***Jhudoras Wand - Much like Illusens Staff, Wand of the Dark Faerie, and a few other weapons, this can be very confusing. In 1P, it will always do 3 earth icons, 5 darkness icons, defends all air, and reflects 75% light. In 2P, if no light is dealt it will do everything explained above. If light is dealt, then the light makes a copy of itself into light and air. The user will receive 100% of the copied air and 25% of the copied light. The remaining 75% light will be reflected... anyway, it's very expensive now.

    Reflection

    **Amulet of Reflection - Reflects 25% of all fire damage and 75% of all dark damage thrown at you. It's a one use item though, but still, it's fairly cheap. Good for something like a Sword of Skardsen.

    *Shield of Reflection - Reflects 25% of all fire damage and 75% of all light damage thrown at you. It's once per battle, and can also brake however. Great for enemies such as the Space Faerie who use lots of fire and light.

    **Double Dryer - 50% reflection of all air damage thrown at you. Only good if you know your opponent uses a lot of air icons.

    **Triple Turbo Dryer - 75% reflection of all air damage thrown at you. Very expensive, only get this if you're constantly getting beaten by people with Pirate Captains Cutlass, Ghostkersword, or other heavy air weapons.

    **Ultra Dark Reflectorb - 50% reflection of all dark damage thrown at you. Only good if you know your opponent uses a lot of dark icons.

    **Ultimate Dark Reflectorb - 75% reflection of all dark damage thrown at you. Very expensive, only get this if you're constantly getting beaten by people with the Sword of Skardsen. Ghostkershield is a good alternative.

    **Shovel Plus - 50% reflection of all earth damage thrown at you. Only good if you know your opponent uses a lot of earth icons.

    **Ultra Dual Shovel - 75% reflection of all earth damage thrown at you. Very expensive, but great against the Attack Pea, Seasonal Attack Pea, and Super Attack Pea.

    **Dual Battle Mirror - 50% reflection of all light damage thrown at you. Only good if you know your opponent uses a lot of light icons. Fragile, could break permanently.

    **Combo Battle Mirror - 75% reflection of all light damage thrown at you. A lot of weapons use light, but not enough to justify the price for this I think.

    **Super U-Bend - 50% reflection of all water damage thrown at you. Only good if you know your opponent uses a lot of water icons.

    **Mega U-bend - 75% reflection of all water damage thrown at you. This is the cheapest of all 75% reflection items. The only problem is, there aren't many water dealing weapons out there to make good use of this.

    **U-Bend of Great Justice - The best of the water reflectors, 80% - 100% reflection of all water damage thrown at you. Only get this if you're opponents are constantly using items like Slumberberry Potion. Faerie Tabard is a good upgrade.

    **Turbo Flame Reflector - 50% reflection of all fire damage tossed your way. Only good if you know your opponent uses a lot of fire icons.

    **Flame Reflectozap - 75% reflection of all fire damage thrown at you. A semi-cheap 75% reflector. The problem with this, like the water reflectors, is that there aren't many heavy fire dealing weapons out there to make good use of this, Portable Kiln being perhaps the biggest one.

    *Reflectozap 2000 - 80% - 100% reflection of all fire damage thrown at you. The best of the fire reflectors; retired and on the expensive side as a result.

    **Clawed Shield - 3 dark and 60% - 80% all fire reflected back at the opponent. A nice defence if you're going against someone with a lot of fire icons.

    ***Kings Lens - Reflects 50% of all dark, earth, and light. Considered by many as the best reflector that can be bought.

    Freezing

    **Green Frost Cannon - Just over 10% chance of freezing according to IDB, or 3 to 4 icons. Vanishes for the battle after freezing. A decent starter freeze, move to the Black Frost Cannon as soon as you can.

    ****Snowglobe Staff - Roughly 20% chance of either: freezing, breaking for the battle, doing nothing, creating a yellow snowball, or attacking with 6 icons (3 light and 3 water). Vanishes for the battle after freezing. A good starter freeze.

    ***Black Frost Cannon - Roughly 23% chance of freezing according to IDB, or 3 to 5 icons. Vanishes for the battle after freezing. Best frost cannon for freezing.

    ****Entangling Lenny Lasso - 100% Freeze. For use with Lennys only. Great if you have a Lenny and just can't afford an H4000 Helmet yet.

    ****Icy Chia Goggles - 100% Freeze. For use with Chias only. Great if you have a Chia and just can't afford an H4000 Helmet yet.

    ****Golden Peophin Harp - 100% Freeze and defends 3 darkness icons. For use with Peophins only. Great if you have a Peophin and just can't afford an H4000 Helmet yet.

    *****H4000 Helmet - 100% freeze. Once per battle. Great for all battles regardless of experience. This is a weapon that will help ensure a victory.

    *****Freezing Potion - 100% freeze and 2 water icons. Once per battle. The price of this is quickly closing in on the H4000 Helmet. You're basically paying the difference for the extra 2 water icons. Only get this is your pet's strength boost can take advantage of the extra 2 icons; otherwise that extra NP can be better spent elsewhere.

    ****Magical Marbles of Mystery - 100% freeze and 3 physical icons. Once per battle. Again, the 3 physical icons will probably not make much of a difference, plus if you're a 2P battler, they can be blocked with burrow or sink. If you're a 1P battler however, go for these if you can't afford Sleep Ray and you have a good strength boost to back up those 3 icons.

    ****Slumberberry Potion - Roughly 17.4% chance of freezing and 10 water icons; this also does not disappear after a freeze. A lower chance of freezing than the Ice Dice, but it makes up for that with its 10 icons of water attack. There aren't many water defensive weapons out their either, although the somewhat common Faerie Tabard would be something to worry about. Using this item or not is a tough choice to make later on in your Battledome career. Pets with 1,000 HP or more will sometimes use multi freeze items like this or Ice Dice because they can take a few big hits, and with any luck get in a few freezes. The important thing to keep in mind if you're planning on using this item is, can you survive the first two rounds if you don't freeze and your opponent does? I've used this many times in the past and it's my freezer of choice. Yes you can go many turns without a freeze, but you can also go multiple turns with freezes. Having no freezes for quite a few turns can hurt, but having 3, 4, 5, or even more freezes in a row is such a devastating power to have. Never have I debated on getting an item in the past so much as I did with this one; if you need help deciding on getting this or not feel free to send me a mail to discuss it further.

    ***Sleep Ray - 100% freeze and 2 air and dark icons. Once per battle. Again, and I can't stress this enough, only get this if you think your pet's strength can take advantage of the 4 icons. Good for 2P, 2 icons will get through burrow and sink.

    ****Heavy Blue Tunic - 100% freeze, and a defence of 3 fire, 3 air, and 3 water icons to boot. This freeze item, simply put, is one of the best. A pet with the 350 defence boost could get more use out of this than a pet with the 700 strength boost using a Sleep Ray. You do however need a pet with 1,000 intelligence for the freeze to work, otherwise it just defends. This may seem daunting, but it's easier than you think. You can get literally hundreds of books from the Book Shop for less than 1K NP each. You'll probably need more than just the books at the book shop though, so also try other book shops around Neopia, such as Sutek's Scrolls in the Lost Desert. If you're seriously interested in this weapon, spend a few weeks at different book shops, and that 1,000 intelligence should cost no more than 600K.

    *Ice Dice - About 25% chance of freezing. Once this freezes it will not vanish for the battle however. Good for long battles and experienced fighters, otherwise stick to the 100% freezers. I don't like this weapon personally. Comparing it to the Slumberberry Potion, the dice has 10 icons less and it's very expensive being that it's retired. You're paying many millions more for only an extra 8% chance to freeze. The price simply does not justify this.

    **Moehog Skull - 100% freeze, 10 air and 5 dark attack, and 5 dark and earth defence. Once per battle. The best 100% freeze weapon that can be bought.

    Stealing

    Note - Stealing weapons are not permanent; all weapons will be returned to their original owners once the battle is over

    ***Purple Sticky Hand - Steals about 53.85% of the time according to IDB. Very cheap, and a great starter steal. Your opponent will get this item once it steals however.

    **Green Sticky Hand - Steals about 66% of the time according to IDB. A little more on the expensive side. Only get if you are really in to stealing, otherwise, stick with the Purple Sticky Hand.

    *****Heavy Robe of Thievery - This robe will defend 2 light icons. However, if your agility is 201 or higher, and intelligence is 101 or higher, you will also steal an item from your opponent. Best of all, unlike a sticky hand, the robe won't go to your opponent after using it; it will just disappear for the battle. This is the best steal weapon if you can get it cheap, you don't have to waste moves trying to get an item with the 100% steal rate. The only downside is that 200 agility part. It's a thinker, but if you want to train your agility to use this stealer (or hope for the best from kitchen quests and lab ray), go for it.

    Bombs

    **Snow Mudball - 9.5 to 13.5. One use. Good for important battles where you don't have a good enough set yet.

    **Water Muffin - 15 icons, but it's one use. Brain Muffin, Darigan Muffin, Golden Muffin, Radioactive Muffin, Icy Muffin, Smelly Dung Muffin, Water Muffin, Poison Muffin, Robot Muffin, Shooting Star Muffin, and Stone Muffin all do 15 icons as well; they just do different variations of icon types. Because of the price, these should only be used for very important battles, or if you want to do a lot of damage for one round and can't afford things like Sword of Skardsen. Decent for DoN battles.

    *****Honey Potion - 13.3 to 16 icons (13 earth and 0.3 to 3 physical). Once per battle. Probably the best bomb in Neopia because of its price. Chances are that you will own this item at one point or another. The amount of earth is its downfall however, and can be fairly expected in most pet's sets.

    **Rainbow Clockwork Grundo - 16 to 20 icons (4 air, 4 dark, 4 fire, 4 light plus 1 air, dark, fire, and light). Appears to be fractional. Once per battle. This is one of the lower rated bombs as it is pretty costly for an average of two icons more than the Honey Potion. It's worth mentioning however for its different icon types. This is usually used as an upgrade to the potion as some people want to get away from all the earth icons it does. Others may pair it with the Honey Potion or Ghostkerbomb for a big blast.

    ****Jhudoras Potion - 16 darkness icons with 1 to 10 more physical. This is similar to the Sword of Skardsen, except it is only one use. Why consider getting this then? Two reasons; it has a higher average over the sword, and this is an unexpected weapon. If you're a 1P battler this shouldn't interest you much, but 2P battlers may find this weapon intriguing.

    *****Ghostkerbomb - 21 plus 9 or 21 to 30 icons (10 fire, 10 earth, 1 to 10 physical). Once per battle. The best bomb in Neopia, part of many battler's sets. It averages 25 to 26 icons. From experience, this is a very fun and all round great weapon, but only get it if your multi use weapons are fairly good. I would say make sure you have dual 13 iconers at least. 2P is its only flaw, as it is totally blocked by burrow.

    Healing

    Note – There are two different types of healing items; pre-heals and post-heals. Click here for an explanation on both.

    ****Jade Elixir - Full heal. One use. Good for DoN missions or other very important battles.

    ****Bronze Scorchstone - 15 hp heal. Once per battle. The lowest healing weapon most pets should have.

    ****Blue Scorchstone - 30 hp heal. Once per battle. There are other weaker heals than this for a slightly cheaper cost, but in most cases you should just skip them and go straight for this scorchstone as your first healer.

    *****Greater Healing Scroll - 50 hp heal. Once per battle. Used to be breakable, but that is no longer the case. If you've got a little more cash to spare, get this instead of the Blue Scorchstone.

    *****Kacheek Life Potion - Full heal if pet's hp is above 33% full. 33% heal if pet's hp is below 33% full. Also very good for a Kacheek; many people buy and use a morphing potion or transmogrification potion and change to a Kacheek in times of war to use this item. Borrowing Kacheek Flour is a good option too.

    ****Gelert Healing Remedy - Heals 50% max hit points. Good if you have a Gelert. Consider buying a Gelert morphing potion or transmog in times of a war so you can use this item.

    ****Elephante Unguent - Heals 50% max hit points. Again a species healer, good to morph during a war.

    ****Short Sleeved Yellow Tunic - Defends 2 fire, 2 water, and 2 darkness icons. If you have more than 500 intelligence however, you'll also heal 75 HP. Once per battle.

    **Squishy Shoyru Healing Stone - Heals 50% max hit points. Very expensive as apposed to other 50% healers. If you don't want to change your species however, then this would be a great choice.

    **Healing Ankh of the Nimmo - Heals 50% max hit points. Another very expensive 50% healer. If you don't want to change your species however, then this would be an alright choice.

    ****Everlasting Crystal Apple - Heals 30 HP, and it is multiple use. Great for low level battlers, but once you and your opponents start doing hundreds of damage to each other every turn, the 30 HP heal will seem very insignificant. It also tells you what weapons your opponent is using in 2P.

    ****Crisp Blue Tunic - This is a miraculous little healing weapon. This will defend 2 earth and 2 water, and it will also drain 100 HP from your opponent and give it to yourself as a heal, as long as you have at least 100 HP to heal, and you have 100 HP to take from your opponent. Like the Heavy Blue Tunic however, you need intelligence to use the heal; 751 or more to be precise. The intelligence bit is the least of your worries, 0 - 400 intelligence can be gained very quickly in a week or so if you restock at the Book Shop. Like I said with the Heavy Blue Tunic, intelligence can be quickly gained if you just spend a few weeks at it.

    *****Bag of Healing Dust - Heals 50% max hit points. Once per battle. Not a species healer. Great if you can't afford a once per battle full healer yet.

    *****Leaded Elemental Vial - Full Heal. Once per battle. This is probably the heal all BDers will work towards. Great to have in the BD, but it's costly of course.

    ***Jade Scorchstone - Full Heal. Once per battle. More expensive than the Leaded Elemental Vial, but still notable as this is retired, thus it will not decrease in price.

    *Jeweled Scarab - Full Heal. Once per battle. Same as the Leaded Elemental Vial and Jade Scorchstone, but much more expensive. Cool looking though.

    Special Weapons

    Note - For one reason or another, these weapons don't fit in the above categories, there's just something different, about each of them.

    **Bracelet of Kings - This will either do 5 light and .5 physical plus 4.5 physical (all shown as reflected icons), heal 50 HP, or defend 5 earth and 5 dark icons. This is a pretty good weapon for weaker pets since they are essentially attacking with the opponent's strength boost, and good for those who can take advantage of that 50 HP heal. You may want to heal however, and it will attack or defend, or vice versa. It may be a little bit too random for many people

    *Scroll Potion - Permanently drains 5 intelligence from your opponent. Can be used once per battle and only works in 2P battles. Great if you need intelligence for some of the weapons that require intelligence.

    ****Jhudoras Bewitched Ring - Attacks with 10 dark and 1 plus 4 physical icons. Also defends all light icons. As far as a weapon goes, this is a really good one. The only thing that's stopped me from not getting this is the fact that it cannot be unequipped. Not ever.

    **Tornado Ring - Attacks with 2 air and 1 to 2 physical icons, defends all air icons, heals 4 HP, and has a chance to steal your opponents weapon. Talk about a weapon that does a lot. Most people would probably buy this for the full air defence and the chance for a multi-steal. I believe this is the only weapon with multi-steal capabilities.

    **Rod of Dark Nova - Attacks with 2 fire and 2 dark icons, defends all fire and dark icons, heals an average of 35 HP, and gives you 3 dark novas. This is another weapon that does a number of really cool things. The full dark and fire defence is extremely useful, and the fact that it's a better multi heal item than the Everlasting Crystal Apple makes this very valuable. The price however makes it so that few people will ever own this item.

    ***Illusens Staff - 14 to 19 icons (13 earth and 1 to 6 physical), defends all dark icons, reflects 75% of all light as dark, but what makes this unique is the fact that it will also heal you 20% of your maximum hit points when you have less than 20% of your maximum hit points.

    ***Wand of the Dark Faerie - 23 to 32 (22 darkness and 1 to 10 physical) icons, reflects 75% of all light, but what makes this unique is the fact that it will also heal you 25% of your maximum hit points when you have less than 25% of your maximum hit points.

    Stat Increasers

    Q - What is a stat increaser?
    A - A stat increaser is an item that will boost your pet's stats. For example, many neggs will boost your HP, strength, defence, etc.

    Q - Are they worth it?
    A - To most people, no. You're going to be paying a lot of NP per stat when it comes to stat increasers. Why consider it 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 want to speed train, stat increasers might be a viable 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. Items that you use on your pet (such as potions) can be used over and over again; however they are generally more expensive.

    Q - Is there anything I can do to feed my pet more of these stat increasers?
    A - 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 two hours it will be back at dying. 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.

    Q - Is there anything I should avoid?
    A - Don't visit the healing springs if you're using the starving / dying method. Remember, the faerie could raise your hunger level to not being hungry any more. Earth faerie quests are another thing to avoid. If you get one, you can simply cancel it.

    Food

    *Muntando Fruit - Has a small chance of giving you 1 hit point. This used to be a lot cheaper, not really worth it now.

    ****Purple Spotted Shroom - Either gives you 1 hit point, 1 strength, or heals you 3 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 like them. 66% chance for a stat isn't bad. This is also a Jhudora's Cloud prize.

    Neggs

    Negg - Worth 1 negg point at the neggery.

    Purple Negg - Worth 2 negg points at the neggery.

    Icy Negg - Worth 2 negg points at the neggery.

    Cookie Negg - Worth 2 negg points at the neggery.

    Lime Swirly Negg - Worth 3 negg points at the neggery.

    Super Icy Negg - Worth 4 negg points at the neggery.

    Lemon Swirly Negg - Worth 4 negg points at the neggery.

    Ultra Icy Negg - Worth 6 negg points at the neggery.

    Rock Negg - Worth 7 negg points at the neggery.

    Scrambled Rainbow Negg - Worth 12 negg points at the neggery.

    Frozen Negg - Worth 14 negg points at the neggery.

    *Basic Power Negg - Small chance to give you 1 defence. 39 tokens.

    ****Faerie Queen Negg - 1 hit point. 57 tokens.

    ****Silver Knight Negg - 1 to 2 defence. 72 tokens.

    ***Power Negg - 1 strength. 79 tokens.

    ****Ferocious Negg - 1 to 3 strength and a random disease. 124 tokens.

    ****Snegg - 2 to 3 hit points, and 2 to 3 movement points. 126 tokens.

    **Spiked Negg - 2 to 3 hit points. 195 tokens.

    **Super Negg - 1 to 3 hit points, 1 to 3 movement points, and 1 level. 210 tokens.

    ****Cool Negg - 1 to 3 hit points, 1 to 3 movement points, 1 to 3 strength, and 1 level. 247 tokens.

    Potions

    *Cooling Balm of the Warrior - Has a small chance of giving you 1 to 2 defence.

    *Bomberry Elixir - Has a small chance of giving you 1 defence, otherwise it will injure your pet slightly.

    *Essence of Drackonack - Has a small chance of giving you 1 to 2 strength.

    *Energizing Elixir - Has a small chance of giving you 1 to 2 hit points.

    *Kaylas Super Special Potion - 0 to 1 defence and 0 to 1 level.

    ***Greater Earthen Potion - 2 intelligence and 2 strength.

    ***Strength Serum - 1 to 4 strength. Great when you get 3 or 4 strength, not so much when you get 1.

    **Kauvaras Potion - 1 defence, 1 strength, 1 level, and 2 hit points.

    Others

    *****Terror Trove Scratchcard - Has a small chance of giving you 1 level. You can scratch 5 each day.

    *****Festering Fortune Scratchcard - Has a small chance of giving you 1 level. You can scratch 5 each day.

    ****Mummified Scroll - 1 to 3 hit points, takes away 1 to 3 movement, and possibly 1 intelligence. This is considered to be a book and can only be read to your pet once.

    ****Scroll of the Warrior - 1 to 3 defence, takes away 1 to 3 movement, and possibly 1 intelligence. This is considered to be a book and can only be read to your pet once.

    ***Irritable Genie-in-a-Bottle - 1 to 3 levels. Won from Underwater Fishing.

    Defenders of Neopia – Series I

    Pant Devil

    Difficulty:
    21
    How to obtain:
    Random Event
    HP gain per win:
    2
    Suggested Abilities:

    Burrow or Sink
    Suggested Weapons:

    Scarab Ring, Scarab Ring, and Blue Scorchstone.
    Weapon you steal:

    Level 2 Bubble Beam
    Tips on beating the Pant Devil:
    You probably won't have Burrow or Sink by this point, but don't worry about it much. Keep training and try for Burrow if you still can't beat him without it, or if you're in a hurry Try a Downsize!.

    You really shouldn't have much trouble with him though, the super cheap Scarab Rings should be enough to take him out in a turn or two for almost any pet, and the even cheaper Slime Potion should prevent you from losing.

    Don't bother stealing anything from him; you'll only get a worthless Level 2 Bubble Beam. Try not to use a lot of dark icons, as his Rod of Supernova can block all dark. Other than that, he really should be pretty simple for nearly all pets.

    Ghost Lupe

    Difficulty:
    32
    How to obtain:
    Go here then click on 'Neopia Central,' then 'Soup Alley,' then type 131 in the text box that appears and finally click on 'Find Neohome!
    HP gain per win:
    3
    Suggested Abilities:

    Burrow or Sink
    Suggested Weapons:

    Scarab Ring, Leaf Shield, Downsize!, and Blue Scorchstone.
    Weapon you steal:

    Grand Lightning Beam
    Tips on beating the Ghost Lupe:
    It's understandable if you still don't have Sink by this point, but Try to have at least burrow.

    The Ghost Lupe isn't a huge jump from the Pant Devil, just use Burrow and maybe a Downsize! too, and you'll be fine. He can reflect 50% light keep in mind. Using Scarab Ring and Leaf Shield on the same turn will defend from most of his attacks, plus you'll be getting in some damage too which is a good way to beat him. Stealing from him is almost pointless.

    Cave Chia

    Difficulty:
    58
    How to obtain:
    Refresh here.
    HP gain per win:
    5
    Suggested Abilities:

    Burrow or Sink
    Suggested Weapons:

    Scarab Ring, Scarab Ring, and Blue Scorchstone.
    Weapon you steal:

    Blue Frost Cannon
    Tips on beating the Cave Chia:
    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 can defend quite a bit, including all physical, so be wary. The Scarab Rings are guaranteed to damage him, although they could do a very low amount if he uses his defending weapons. Don't worry about it though, the Scarab Rings will make up for that by defending the fire and physical he attacks with. Sink and Burrow shouldn't even be needed here.

    Meuka

    Difficulty:
    75
    How to obtain:
    You have to have the neoflu or sneezles disease then look at your pet here.
    HP gain per win:
    7.5
    Suggested Abilities:

    Sink
    Suggested Weapons:

    Ice Club, Stone Club, Snowglobe Staff, and Thick Smoke Bomb.
    Weapon you steal:

    Downsize Power Plus
    Tips on beating Meuka:
    This is an opponent most people have trouble on, so don't worry if you're stuck, he is probably one of the hardest DoN opponents for its level. Sink is highly recommended for this opponent. If you don't have it, get it.

    Sink will block most everything he throws at you, there is the chance he could use his Meukas Snot Trail however and get ya with 6 earth icons. Try to freeze on the first turn, if you're not using a 100% freeze, keep withdrawing until you get that necessary freeze in with the Snowglobe Staff. Use Sink on the first turn too to keep your damage to a minimal. Try to take him out on the second turn while he's frozen, however if you're not strong enough, feel free to use a third turn just as long as you use a Thick Smoke Bomb if you need it. Or if you have a good stealer, you can use the Downsize Power Plus that you steal, which will also defend everything.

    The Brain Tree

    Difficulty:
    91
    How to obtain:
    Complete the Brain Tree's quest. You have to do the Esophagor's quests twice in order to get the answers.
    HP gain per win:
    8
    Suggested Abilities:

    Burrow or Sink
    Suggested Weapons:

    Ice Club, Stone Club, and Greater Healing Scroll.
    Weapon you steal:

    Ultra Rainbow Flash
    Tips on beating The Brain Tree:
    Nothing special here, a freeze isn't even really necessary. Just use Sink and Burrow on strong along with two good attacking weapons and it should be enough to get you through two rounds easily. You might not even need the Greater Healing Scroll here, the Brain Tree has some pretty weak weapons. Stealing is almost pointless.

    Commander Garoo

    Difficulty:
    120
    How to obtain:
    Refresh here.
    HP gain per win:
    12
    Suggested Abilities:

    Burrow
    Suggested Weapons:

    Stone Club, Stone Club, Snowglobe Staff, and Shovel Plus.
    Weapon you steal:

    Attack Fork
    Tips on beating Commander Garoo:
    Garoo can block all wind with Tornado Ring, so be careful if you use a heavy wind weapon like PCC, even though you probably won't have that when fighting Garoo for the first time. He should be relatively easy otherwise. Just Burrow and freeze during the first turn and Try to take him out during the second. If you need a third turn, be sure to use the Shovel Plus to avoid his heavy earth icons. Avoid using Sink for the same reason, you'll be vulnerable to a lot of earth icons. Stealing is almost pointless.

    Tekkitu the Witch Doctor

    Difficulty:
    120
    How to obtain:
    Pay to go on the Tiki Tours here.
    HP gain per win:
    12
    Suggested Abilities:

    Sink
    Suggested Weapons:

    Golden Compass, Golden Compass, and Snowglobe Staff,
    Weapon you steal:

    Dark Scroll
    Tips on beating Tekkitu the Witch Doctor:
    The Golden Compass is a good weapon against this guy; it can't be defended with his weapons but you can defend some of his attack. Try to use these or something better. Tekkitu shouldn't be too difficult though, if you sink and freeze him on the first turn. He does have a Purple Scorchstone however, which can be annoying. Take him out on the second while he's frozen. If you need any more turns, be sure to use something like a Downsize! or possibly a Thick Smoke Bomb. Stealing is almost pointless.

    Meerca Henchmen

    Difficulty:
    150
    How to obtain:
    Refresh here.
    HP gain per win:
    15
    Suggested Abilities:

    Burrow or Sink
    Suggested Weapons:

    Golden Compass, Golden Compass, Snowglobe Staff, Honey Potion, and Thick Smoke Bomb.
    Weapon you steal:

    Green Apple
    Tips on beating the Meerca Henchmen:
    Another tough opponent, don't worry if you're stuck. These two tend to freeze quite a bit with their Meerca Brothers Water Pistol. Freeze them the first round and defend using either Burrow or Sink. Withdraw if you don't freeze them the first round and keep Trying until you do freeze them. Make sure you don't get frozen too. Do an all out attack for the second turn, and they should be taken out on the third. Just make sure you either Burrow or Sink on that third turn, or if you're really damaged a Thick Smoke Bomb on that third turn can secure the win. Stealing will get you a useless item.

    Giant Ghostkerchief

    Difficulty:
    250
    How to obtain:
    Click on him a little down the page here.
    HP gain per win:
    17
    Suggested Abilities:

    Burrow
    Suggested Weapons:

    Golden Compass, Golden Compass, Snowglobe Staff, Honey Potion, and Thick Smoke Bomb.
    Weapon you steal:

    Fruity Jubpops
    Tips on beating the Giant Ghostkerchief:
    What a tank, this DoN challenger will be using a Ghostkerbomb, Ghostkersword, Ghostkershield, Jade Scorchstone, and a Prismatic Mirror which reflects 80% to 100% of all but physical icons. The good news is that if you use Burrow on strong, the worst he can do to you is 3 dark icons, not counting what he could reflect back with that Prismatic Mirror. Burrow, freeze, and attack on the first turn, and Try to take him out on second with the Honey Potion. Any more turns and you're really taking a risk of getting a beating, or him healing to full, but if you'd like to Try for the win, use a Thick Smoke Bomb. You should Try to have better multi use weapons than Essence of Esophagor by this point also, or you're going to have trouble soon. Stealing is pointless.

    Evil Sloth Clone

    Difficulty:
    85
    How to obtain:
    Go to Neopia's Moon, Kreludor.
    HP gain per win:
    12.5
    Suggested Abilities:

    Burrow or Sink
    Suggested Weapons:

    Golden Compass, Golden Compass, Snowglobe Staff, and Honey Potion.
    Weapon you steal:

    H4000 Helmet
    Tips on beating the Evil Sloth Clone:
    Know that Burrow will be more effective than Sink, so use Burrow first. All you have to worry about is his H4000 Helmet and Rainbow Scorchstone. Use Burrow and Sink for an easy two turns, or freeze him with the Snowglobe Staff if necessary for a third turn. Try to take these robots out in the second turn as with most other DoN challengers or he may heal, or even freeze with his H4000 Helmet. It's worth it to steal his H4000 Helmet if you have a good stealer, this way you can get a dual freeze in, which is always nice for an easy win.

    Snow Beast

    Difficulty:
    300
    How to obtain:
    Refresh here.
    HP gain per win:
    30
    Suggested Abilities:

    Burrow or Sink
    Suggested Weapons:

    Wand of Reality, Golden Compass, Snowglobe Staff, and Honey Potion.
    Weapon you steal:

    Bubble Beam
    Tips on beating the Snow Beast:
    The Snow Beast has some good weapons, including a Jade Scorchstone. The best way to go about this is freezing him during the first turn and taking him out on the second so he can't heal on the third. Use a third turn with Sink if necessary, he shouldn't do too much damage. Burrow will defend more icons however, so use it first. Stealing is almost pointless.

    Giant Hungry
    Malevolent Chomby

    Difficulty:
    300
    How to obtain:
    Refresh here.
    HP gain per win:
    30
    Suggested Abilities:

    Burrow or Sink
    Suggested Weapons:

    Wand of Reality, Bow of Destiny, Snowglobe Staff, Honey Potion, and Thick Smoke Bomb.
    Weapon you steal:

    Thyoras Tear
    Tips on beating the Giant Hungry Malevolent Chomby:
    You may be able to do this without dual 13 iconers depending on your stats, but I do recommend at least upgrading away from basic 9 icon weapons.

    Now be careful with this opponent: If you Sink he could get you with a big 20 icons, and if you Burrow he could still get you with an even bigger 23 icons, and he still has a Jade Scorchstone and Thyoras Tear. Use Sink and a freeze on the first turn. Do an all out attack on the second turn. If necessary, use the Thick Smoke Bomb (or if you're confident with your HP, use Burrow instead) on the third turn and hope he doesn't heal back to full.

    Mootix Warrior

    Difficulty:
    375
    How to obtain:
    Automatic Challenger
    HP gain per win:
    40
    Suggested Abilities:

    Burrow
    Suggested Weapons:

    Wand of Reality, Bow of Destiny, Snowglobe Staff, and Honey Potion.
    Weapon you steal:

    Ice Dice
    Tips on beating the Mootix Warrior:
    The Mootix Warrior really only has 4 good weapons: Ice Dice, Mootix Warriors Armour (Thyoras Tear), Mootix Warriors Spear (Ghostkerbomb), and he could get a strong hit out on his Faerie Sling Shot.

    If you Burrow, the worst case scenario is him doing 12 light icons, which isn't half bad at all considering he has Ghostkerbomb and Faerie Slingshot. Freeze him and burrow in your first turn, take him out in the second. A third turn is risky unless you use a Thick Smoke Bomb. You don't have to worry about him healing at least. Stealing his Ice Dice can be profitable, although you'll still only have about a 25% chance of freezing him.

    Kastraliss

    Difficulty:
    400
    How to obtain:
    Refresh here.
    HP gain per win:
    42
    Suggested Abilities:

    Burrow
    Suggested Weapons:

    Wand of Reality, Bow of Destiny, Snowglobe Staff, and Honey Potion.
    Weapon you steal:

    Pile Of Sludge
    Tips on beating Kastraliss:
    Kastraliss is fairly easy. Use Burrow on the first turn and he can do a max of 5 light icons to you. Freeze him on the first as well and take him out on the second. Taking a third turn would mean he could heal back to full.

    If he freezes you on the first turn with his Freezing Potion, withdraw and Try again. If you don't beat him in the second turn, withdraw and Try again. Stealing is absolutely pointless.

    Slug Monster

    Difficulty:
    500
    How to obtain:
    Refresh here with 'Slug Flakes' in your inventory.
    HP gain per win:
    45
    Suggested Abilities:

    Burrow
    Suggested Weapons:

    Wand of Reality, Bow of Destiny, Snowglobe Staff, and Honey Potion.
    Weapon you steal:

    Cup-o-slime
    Tips on beating the Slug Monster:
    Use Burrow and the worst case scenario is 3 dark icons against you. Freeze him in the first turn and Try to take him out in the second. Again, if you don't freeze with the Snowglobe Staff, withdraw and Try again. Use Sink on the third if you want to take a risk, however he could do 11 icons against you in this case, not to mention he could also heal.

    His Vile Swamp Water also gives you Watery Eyes, so you may have to buy an Onion Balm. Stealing is pointless.

    The Drenched

    Difficulty:
    600
    How to obtain:
    Refresh here. The weather must be raining.
    HP gain per win:
    60
    Suggested Abilities:

    Burrow or Sink
    Suggested Weapons:

    Wand of Reality, Bow of Destiny, H4000 Helmet, and Honey Potion.
    Weapon you steal:

    Bottled Water Faerie
    Tips on beating The Drenched:
    The Drenched don't have great weapons, but they don't have terrible weapons either. Nonetheless, feel free to take up to 3 turns against them. Sink and freeze on the first, all out attack on second, attack and Burrow on third. The bad news is that they could heal to full with their Jade Scorchstone on that 3rd turn, so if you can do it in 2 turns, that's even better. Sink will be slightly more effective than Burrow. Stealing is pointless.

    I also list the H4000 Helmet now instead of the Snowglobe Staff just because by this point in battling, you really should have a 100% freezer.

    Qasalan Mummy

    Difficulty:
    550
    How to obtain:
    Refresh here.
    HP gain per win:
    50
    Suggested Abilities:

    Burrow or Sink
    Suggested Weapons:

    Wand of Reality, Bow of Destiny, H4000 Helmet, and Honey Potion.
    Weapon you steal:

    Broken Fuzzie Bear
    Tips on beating the Qasalan Mummy:
    I still don't know why TNT made the Qasalan Mummy the 17th DoN challenger, he is weaker than The Drenched and has worse weapons. Anyway, you really shouldn't have any trouble beating this guy if you beat The Drenched. Use Burrow or Sink with a freeze in there somewhere. 2 - 3 turns should be an easy task as long as he doesn't use his Jade Scorchstone. If he does, try again. Stealing is useless.

    Defenders of Neopia – Series II

    Mr. Chuckles

    Difficulty:
    10
    How to obtain:
    Refresh here.
    HP gain per win:
    1
    Suggested Abilities:

    Burrow or Sink
    Suggested Weapons:

    Scarab Ring, Scarab Ring, and Blue Scorchstone.
    Weapon you steal:

    Red Frost Cannon
    Tips on beating Mr. Chuckles:
    Nothing special here, this opponent is the same as the Chia Clown but with different weapons. Dual Scarab Rings should do the job nicely for nearly any pet. Don't worry about using Sink or Burrow. You may be unlucky enough to have him use his Downsize Power Plus or Ultra Bubble Gun on you though.

    Eyrieki

    Difficulty:
    25
    How to obtain:
    Go to the Temple of 1,000 Tombs and click one of the doors inside the temple. You'll get him eventually.
    HP gain per win:
    2.5
    Suggested Abilities:

    Burrow or Sink
    Suggested Weapons:

    Scarab Ring, Scarab Ring, and Blue Scorchstone.
    Weapon you steal:

    Red Scorchstone
    Tips on beating Eyrieki:
    Another easy one. His weapons are not great, so the standard Scarab Rings and Slime Potion should do the job. The only problem I could see a beginner having with this opponent is his freeze. He can freeze quite a bit. He froze me 45 times out of 100 one turn battles when I fought him for the first 100 battles. Withdraw and Try again if he freezes you and you're too weak to take a hit.

    The steal from this level of opponent is pretty good too. Consider stealing the SS with a cheap sticky hand if you're still having trouble.

    Kasuki Lu

    Difficulty:
    38
    How to obtain:
    Buy a Kasuki Lu collectable card on the Shop Wizard. Go to your inventory and click to view it.
    HP gain per win:
    6
    Suggested Abilities:

    Burrow or Sink
    Suggested Weapons:

    Scarab Ring, Scarab Ring, Snowglobe Staff, and Honey Potion.
    Weapon you steal:

    Trident of Poseidon
    Tips on beating Kasuki Lu:
    You may not have Sink by this point, but don't worry about it. Burrow and freeze on the first turn. Try to take him out on the second turn while he is frozen, otherwise he could heal back to full with his Life Giver. The Scarab Rings will defend a lot of the fire and physical he hits you with if you need more turns. Stealing is pointless.

    Lady Frostbite

    Difficulty:
    40
    How to obtain:
    Refresh here.
    HP gain per win:
    4.5
    Suggested Abilities:

    Burrow or Sink
    Suggested Weapons:

    Scarab Ring, Scarab Ring, Snowglobe Staff, and Honey Potion.
    Weapon you steal:

    Stone Snowball
    Tips on beating Lady Frostbite:
    Similar to Kasuki Lu in the aspect that she can deal a good amount of damage, still, she's relatively weak. With Sink and Burrow defending the majority of her attacks and the fact that her HP is only 2 more than that of the last challenger's, you shouldn't have much trouble with her if you've beaten Kasuki Lu.

    She can freeze though, so if she does withdraw and Try again if you're in danger of being beaten. Stealing is not totally pointless, but it's not all that helpful either.

    Battledome Avatars

    Wins
    Beat the Ghost Lupe. See the DoN section on how to obtain and defeat this challenger.
    Beat Kasuki Lu. See the DoN section on how to obtain and defeat this challenger.
    Beat Meuka. See the DoN section on how to obtain and defeat this challenger.
    Beat the Black Pteri. Click here for help on how to obtain and defeat this challenger.
    Beat the Meerca Brothers. You have to collect the trophy of Defenders of Neopia mission 8 to get the avatar. See the DoN section on how to obtain this challenger.
    You can only get one of these, not both. It's random which one is given to you.
    Beat the Meerca Brothers. You have to collect the trophy of Defenders of Neopia mission 8 to get the avatar. See the DoN section on how to obtain this challenger.
    Beat the Space Faerie. Click here for help on how to obtain and defeat this challenger.
    Other
    Fight and lose to Punchbag Sid. Sid randomly appears for a short time in the BD.
    Lose to Balthazar. It can also be obtained if you have a Lupe and lose.
    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.

    The Black Pteri

    Difficulty:
    89
    How to obtain:
    Random event.
    HP gain per win:
    8
    Suggested Abilities:

    Burrow or Sink
    Suggested Weapons:

    Golden Compass, Golden Compass, Snowglobe Staff, Honey Potion, and Green Sticky Hand.
    Weapon you steal:

    Thyoras Tear
    Tips on beating The Black Pteri:
    This is one of the more annoying avatar challengers as he could hit you big even when using burrow or sink. Steal his Thyoras Tear on the first turn, freeze him, and Burrow. Bomb him on the second turn. Use Thyoras Tear on the third turn, along with an attacking weapon. If he's still not gone by the fourth turn, use Sink if you have enough HP left.

    Space Faerie

    Difficulty:
    450
    How to obtain:
    Use a rare item code here. Not a TCG code.
    HP gain per win:
    45
    Suggested Abilities:

    Sink
    Suggested Weapons:

    Turbo Flame Reflector, Dual Battle Mirror, Lucky Robots Foot, H4000 Helmet, and Honey Potion.
    Weapon you steal:

    Attack Fork
    Tips on beating the Space Faerie:
    You can beat the Space Faerie with brute force, or if you're weaker with reflection. I've suggested weapons for the reflecting way of going about things. Freeze on the first turn and bomb her on the second. The rest of this battle should be just reflecting and hoping for the best. Use the Lucky Robots Foot to heal if she's dealing out more damage than you are reflecting. Don't bother with Burrow here, stealing is also useless.

    Other Things to Keep in Mind…

    Wars 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 4 little items in the Battledome that can ruin anybodies 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 instance. 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.
  • 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.

    Back to SilverCyanide's Guides



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