Pets are the units you fight with in Battle Pets. Each one carries its own passive ability, a set Health value, and an Attack value. You build your roster by defeating an enemy and stealing one of the pets they have available, so knowing what each pet does before you take it matters.
Quick answer: To add a pet to your team, beat an enemy in combat and claim one of their pets. Pick based on the passive trigger you need, such as on-faint buffs for aggressive teams or every-round healing for survival.
How pets and passives work
Every pet has two combat numbers and one passive. Base DMG is how hard the pet hits, and Base HP is how much damage it can take before fainting. The passive fires on a specific trigger, and some passives have a limited number of uses listed in parentheses.
Triggers fall into a few clear groups. “On Faint” passives activate the moment the pet dies, “On Hit” passives respond when the pet is attacked, “On Attack” passives fire when the pet strikes, and “Every Round” passives repeat each turn until their uses run out. “Friend” triggers react to what your other pets do, such as attacking or being summoned.
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Add to Google Preferences →Common pets list (passives and stats)
Common pets are the seven units you meet earliest. Their stats sit on the lower side, but several carry passives that scale a whole team, like the Chick and Mushroom, which both trigger on faint.
| Pet | Passive | Stats |
|---|---|---|
![]() Chick | On Faint: Give all friends +1 DMG | Base DMG: 2 Base HP: 5 |
![]() Ant | Friend Attacks: Gain +1 DMG (5 uses) | Base DMG: 3 Base HP: 5 |
![]() Worm | On Hit: Freeze the attacker for 1 round (2 uses) | Base DMG: 2 Base HP: 6 |
![]() Mushroom | On Faint: Reduce all enemies by 2 DMG | Base DMG: 2 Base HP: 7 |
![]() Rat | On Attack: Steal 1 HP from the defender On Faint: Deal 2 damage to a random enemy | Base DMG: 4 Base HP: 5 |
![]() Slime | On Faint: Summon Baby Slime | Base DMG: 3 Base HP: 7 |
![]() Snail | Every Round: Heal yourself for 2 HP (4 uses) | Base DMG: 2 Base HP: 8 |
Uncommon pets list (passives and stats)
Uncommon pets bring stronger numbers and more impactful passives. The Turtle stands out with a Base HP of 18 and two stacking heal effects, making it a strong wall, while the Bee hits for 6 and buffs the team on faint.
| Pet | Passive | Stats |
|---|---|---|
![]() Ladybug | Friend Summoned: Give the summoned pet +2 DMG and +2 HP (4 uses) | Base DMG: 1 Base HP: 8 |
![]() Pig | Every Round: Heal yourself for 1 HP (3 uses) | Base DMG: 3 Base HP: 6 |
![]() Caterpillar | On Faint: Summon Weak Butterfly | Base DMG: 2 Base HP: 9 |
![]() Bee | On Faint: Give all friends +2 DMG | Base DMG: 6 Base HP: 6 |
![]() Turtle | On Hit: Heal yourself for 3 HP (3 uses) Every Round: Heal yourself for 2 HP (5 uses) | Base DMG: 1 Base HP: 18 |
Picking pets by passive type
Match each pet to the role you want it to fill. On-faint buffers like the Chick and Bee pay off when they die early, passing damage to the rest of your team. Summoners like the Slime and Caterpillar leave behind a fresh body to keep pressure on.
- Team buffers (on faint): Chick (+1 DMG to all), Bee (+2 DMG to all), Mushroom (-2 DMG to all enemies).
- Summoners (on faint): Slime brings a Baby Slime, Caterpillar brings a Weak Butterfly.
- Self-healers (every round): Snail, Pig, and Turtle keep themselves alive across turns.
- Defensive disruptors (on hit): Worm freezes the attacker, Turtle heals on every hit.
- Scaling attackers: Ant grows with friend attacks, Rat drains HP on attack.
Note: Passives with a use count, such as the Snail’s four heals or the Worm’s two freezes, stop working once those uses are spent. Plan your line-up so a pet’s effect lands during the turns that matter most.
Because pets only come from beating enemies and stealing one of their available units, the pets you can field depend on who you fight. Keep an eye on the enemy roster before each battle, then prioritize stealing the passive that fills a gap in your own team rather than the one with the biggest raw stats.


















