Critters -- ElusiveCoupled with even more information on strong/weak abilities for each family type, pet battles is getting more and more complicated. Those who thought it would be a simple "rock, paper, scissors" mini-game, might want to reconsider.
Critters break out of crowd control effects more quickly.
Beasts -- Enrage
Beasts deal 25% extra damage below half health.
Humanoid -- Recovery
Humanoids recover 2% of their maximum health every time they attack.
Dragonkin -- Execute
Deals 50% additional damage to targets with less than 25% health.
Flying -- Swiftness
Flying creatures gain 50% extra speed while above 50% health.
Aquatic -- Purity
The duration of harmful damage over time effects is reduced on Aquatic pets.
Elemental -- Weather Immune
Elementals ignore all weather effects.
Undead -- Damned
Undead pets return to life for one round when killed.
Magical -- Spellshield
Magic pets cannot be dealt more than 50% of their maximum health in one attack.
Mechanical -- Failsafe
Comes back to life once per battle, returning to 25% health.
So far there are family types, family type attacks and abilities that are strong/weak against other (specific) pet types, pet stats, pet levels, and now pet "racial" passives. These little companions are starting to feel more like miniature players than vanity pets.
I don't know if this is a good thing or a bad thing. On one hand, I think it's interesting how Blizzard is trying to make Pet Battles more than just a roll of the dice upon each player's turn. Then again, is theorycrafting going to creep into what was meant to be a fun and casual style of gameplay? Are we going to have to start min/maxing our pets to get the most out of Pet Battles?
I'm going to wait and see how the battles actually play out before I form a concrete opinion.
Who knows? Maybe Lil' Gear isn't that far off... heh.