- This article is about the ranger's animal companions. For the ranger skill type which affects your pet, see Pet (skill type). For the miniature creatures sometimes called "minipets", see Miniature.
Pets are the NPC allies that constitute the Ranger's special mechanic. Each pet belongs to a family that determines its primary attributes and its three auto-attacking pet skills; its species determines the fourth, user-controlled skill. For example, all felines use slash, bite, and maul, but only the jaguar uses stalk. There are three types of pet families: aquatic, terrestrial, or amphibious, which respectively appear underwater, on land, or both.
A ranger has limited control over the actions of their pet: they can set the aggressiveness of the pet, order it to attack a particular target (perhaps while they attack another target), stop attacking and run back to them, and activate the user-controlled pet skill. Otherwise the pet will attack its owner's target or whichever enemy is attacking its owner, and will automatically determine which of its 3 other skills to use in combat. If the ranger moves too far away, the pet will stop fighting and follow. If the ranger is in the downed state, they can use their pet to help in rallying them while absorbing part of the damage that may still be coming their way.
- 1 Acquisition, management, and customization
- 2 Pet attributes and skills
- 3 Pet interaction
- 4 Families and species
- 5 Locations
- 6 Related skills
- 7 Related traits
- 8 Character Quotes
- 9 Notes
- 10 Trivia
Acquisition, management, and customization
- See also: List of pet locations
A ranger can tame one of each type of pet, and can choose before entering combat which two pets they would like to use (two terrestrial pets and two aquatic pets, with only one pet active at any given time).
Any friendly animal (green nameplate) whose name begins with Juvenile can be tamed (charmed) by the ranger, unless it already belongs to another ranger, by approaching it and using Juvenile Black Widow Spider or Juvenile White Raven, are duplicates of similar pets in terms of functionality, but with a different appearance. They are special achievement rewards intended for players of Guild Wars 1, and cannot be obtained otherwise.or double-clicking it. After a short conversation, the pet will follow the ranger. Every area in the game, including cities, contains a number of juvenile pets to tame. Some pets, such as the
Pets can be stowed using the button to the left of their portrait, and will automatically show up again when the ranger enters combat. Switching pets is done by clicking the button to the right of the pet's portrait.
The Pet Management panel can be accessed by clicking your current pet's portrait above your skill bar or by using a shortcut key, which defaults to. From here you can view the attributes and skills of the currently activated pet, rename it, and pre-select 4 pets you wish to use (the same way you assign skills to slots). The 2 upper slots are used for terrestrial pets and two lower ones for aquatic pets. Amphibious pets (drakes, for example) can be placed in any of the 4 slots.
You can rename the 4 currently slotted pets. To rename a pet, swap to it then click on the quill icon to the left of the pet's name. You have to be underwater to rename your aquatic pets and view their attributes and skills. Note that only the currently slotted pets can be renamed; once a pet is stowed, its name will revert to its default identifier.
Pet attributes and skills
Pets have a set of attributes very similar to characters. A pet's level is always the same as the ranger's. Their attributes and damage will scale with their level. In addition, a number of ranger traits can enhance pet damage, attributes and behavior.
Pets within the same family share a special feature such as the ability to knock down enemies, or do AoE damage, poison foes, buff allies, attack from range, attract aggro, etc... In addition all pets within the same family share the same attributes. Some pet families have high health, others high toughness or power or precision.
All pets have 4 skills based on their family and species. Each family shares three skills (the 3 rightmost skills in the pet panel) which are characteristic of that family and which the pet uses automatically during combat. In addition to these family-based skills, each pet has a unique user-activated skill, theskill.
The ranger's mechanic bar unlocks at level 5 and provides the ranger some control over the actions of their pet:
|Attack My Target — commands the pet to attack the current target.|
|Varies — activates the user-controlled skill of the pet.|
|Return to Me — calls your pet back to you.|
| Guard — commands pets to attack foes you are attacking or foes attacking you.|
Avoid Combat — commands pets to not attack.
| Stow — dismisses your pet, disabling all other commands. Automatically reactivates when in combat.|
Activate Pet — reactivate your pet to follow you.
The ranger and their pet fight as one. The profession is designed taking into account the damage and defense capabilities of both partners working together. A ranger with a dead pet will do less damage and will likely receive more damage due to the absence of their pet. Rangers and pets enter and exit combat mode together.
Depending on whether the pet is set on aggressive or passive, the pet will attack an enemy if it is attacked, its owner is attacked, or its owner attacks the enemy while aggressive, or only when specifically commanded to attack an enemy while passive.
Pets can "see" an enemy as soon as it appears, sometimes before a player can see it on screen due to drawing lag, and will attack the invisible enemy if it attacks the ranger or the pet if set on aggressive behavior. This can be very useful information as to revealing the position of the still hidden enemy.
Downed & defeated
Like all NPCs, pets go directly to the defeated state instead of being downed, and limps back to its owner. The pet cannot be healed in that state, except when under the effect of Signet of the Wild. Defeated pets cannot be revived like player characters; they are automatically revived after end of combat, after swapping pets, or by the Lick Wounds skill.
Certain environmental damage effects, such as traps, can sometimes send pets to a "dead" state where they will not limp back to the owner and can be revived.
The ranger can switch to their other pet at any time with, allowing for quick adaptation during fights. The base recharge time for switching pets during combat is 20 seconds and extends to 60 seconds if the original pet was defeated; thus it can be very beneficial to swap pets before they are defeated to avoid fighting without active pet. Swapping a pet counts as deactivating it.
Because different families of pets have different attributes and skills, it can be a good strategy to use different kinds of pets which together can fill a multitude of roles.
Aggro and tanking
Like all creatures and players, pets also gain aggro. The ranger has the choice of using pets with high vitality and toughness which ensures their pet can take and hold enemies' attention, or the ranger can take the tanking role themselves while using more damage-oriented pets, such as birds or spiders.
The ranger can also order their pet to attack a distant enemy with, then call their pet back with to lure the enemy to them.
Swapping of pets can also be used to manage aggro; swapping pets removes the previously aggroed pet from play, allowing either another tanking pet to take its place or switching it for a more damage-oriented pet while allowing the ranger to hold enemies' attention. Pet swapping can also be used to escape combat more easily; while a pet has the aggro of enemies, retreating from combat and swapping pets will recall the previously attacking pet while both the ranger and the freshly swapped pet can get out of combat.
A pet can also be "stowed" (or put away) by clicking on the down-arrow button in the pet bar while not in combat.
- Stowing can be used to avoid having the pet attract enemies. It is also useful in tight areas where a large pet can obscure players' vision.
- Pets automatically reappear after entering a new zone or when entering combat mode.
- Stowing a pet counts as deactivating it
Reviving the owner
A ranger's pet can help revive their master when they are downed:
- The ranger will rally if their pet kills a foe.
- While downed, the Lick Wounds skill will command the pet to revive its owner (and itself if necessary). Because reviving generates additional aggro, the ranger can more safely use the Bandage skill at the same time to revive faster.
Families and species
There are twelve different families of pets each with one or more similar species. All pets within a family possess identical stats and skills, except for a user-controlled pet skill, which is different for every pet. Families and species are listed below according to their type of evironment.
Pets can be found in nearly every region and zone in the game. The list of pet locations also includes an abbreviated list for those wishing to charm each animal with the least amount of effort.
Weapon skills that affect pets
- Hilt Bash — pet's next attack does 50% more damage
- Hunter's Shot — pet gains swiftness
- Crippling Shot — pet's next three attacks inflict bleeding
- Pounce — pet gains might
- Winter's Bite — pet's next attack inflicts weakness
Underwater weapon skills that affect pets
Healing skills that affect pets
Utility skills that affect pets
- "Protect Me"
- "Search and Rescue"
- "Sic 'Em"
- Signet of Renewal
- Signet of Stone
- Signet of the Hunt
- Signet of the Wild
Elite skills that affect pets
Downed skills that affect pets
Traits that affect pets
- Alpha Training - Pets have Opening Strike.
- Malicious Training - Increases duration for conditions applied by your pets.
- Predator's Onslaught - You and your pet deal bonus damage to enemies suffering from movement-impeding conditions.
- Pet's Prowess - Pet do more damage on critical hits.
- Companion's Might - Critical hits grant might to your pet.
- Agility Training - Pets move faster.
- Carnivorous Appetite - Pets gain health on critical hits.
- Moment of Clarity - Gain an attack of opportunity for you and your pet on interrupting a foe. Daze and stun durations you inflict last longer.
- Companion´s Defense - You and your pet gain protection when you dodge roll.
- Shared Anguish - Incoming disabling conditions (stun, daze, knockback, knockdown, sink, float, fear, or launch) are transferred to your pet instead.
- Expertise Training - Pets deal extra condition damage.
- Empathic Bond - Pets periodically take conditions from you.
- Bark Skin - You and your pet take less damage while your health is below the threshold.
- Poison Master - After swapping pets, your pet's first attack will inflict poison. Your poison damage is increased.
- Fortifying Bond - Any boon you get is shared with your pet.
- Bountiful Hunter - You and your pet deal more damage while you have a boon.
- Concentration Training - Boons applied by your pets last longer.
- Enlargement - Use Signet of the Wild when your health drops below the threshold.
- Each point in Beastmastery increases the pets' attributes by +10.
- Instinctual Bond - When you are downed, your pet gains quickness.
- Speed Training - Reduces recharge on pet skills.
- Master's Bond - Your pet has a bond with you that increases its attributes each time you kill a foe. When it is defeated or deactivated, the bond is reset.
- Compassion Training - Pet healing attributes are increased.
- Mighty Swap - You and your pet gain might when they are activated.
- Rending Attacks - Pets inflict bleeding on critically hit with their basic attacks.
- Stability Training - Pets gain stability when disabled.
- Intimidation Training - Activated attack abilities (F2) for pets cause cripple. This effect will only occure once on each target affected by abilities
- Vigorous Training - Pets grant vigor to nearby allies when activated.
- Zephyr's Speed - You and your pet gain 3 seconds of quickness when you swap pets.
- Natural Healing - Your pets have natural health regeneration.
- Invigorating Bond - Your pet heals allies in an area when executing a command [F2] ability.
Your character may occasionally shout one of the following lines while interacting with their pet, depending on race and gender.
- When commanding to attack your target:
|Asura|| Sick 'em!
|Go get them!|
|Sylvari||Go for the throat!||Attack!|
- When swapping pets:
|Asura|| I choose you!
| I choose you!|
|Charr|| I choose you!|
|Human||I choose you!|
|Norn|| Come here, old friend
I choose you!
| I choose you!|
|Sylvari||I choose you!|
- On pet downed:
I'm coming for you!
| My pet is down!|
I'll revive you.
Heal my pet!
|Charr|| Pet down!
My pet needs help!
I'll revive you.
|Human|| My pet needs help!
Don't worry! I'll revive you.
| Not my pet!|
I'll revive her soon.
|Norn|| Poor thing.
I'll save you.
| Poor thing.|
Not my pet!
|Sylvari|| My pet has suffered terrible wounds!
I'm here. I'll bring you back.
I cannot lose my pet!
| Not my pet, no!|
My pet is mortally wounded.
- On pet revival:
|Asura|| I'll admit. I did miss you.
Good to have you back!
|Charr|| Welcome back, friend.
Haha, were you just playing dead?
|Human|| Were you just playing dead?
Welcome back, my friend.
| Oh, so you were just playing dead?|
Back to the fight, my friend.
|Norn|| Up, you!
I need you.
You're not done.
| There you are. All better.|
|Sylvari|| It's ok. Stay close.
You'll not die on my watch.
It's not time to die. Get up.
|Silly creature, I wont let you die.|
- The Ranger's boon duration does not affect boons applied by their pets.
- The game only remembers the custom names of the four pets in the current array; names are reset to the default name if they are swapped out of the cycle.
- Changing zones will reset any traits or effects on a pet that reset on deactivation
- Armor fish and sharks have skills and attributes unlike any other family of pets, making them the unique members of their ranger pet families.