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Category:Battle Tactics
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General Information
The Mabinogi combat system is a turn-based combat system; after a series of hits, the opponent is knocked back at which time they have a chance to retaliate. Running straight at the opponent immediately after attacking give a chance of either:
- Attacking the opponent and the opponent doesn't strike back.
- Attacking and damaging the opponent at the same time the opponent retaliates and damages you, causing both characters to be stunned and hurt.
- Not attacking/damaging the opponent at all and the opponent retaliates and likely kills you.
Depending on your weapon speed, skill used to knock back/down, recovery speed (differs in Dual Wield and Single Wield), your latency, the monster's latency, the monster's attack speed, AI, your distance from the monster and a wall, one or two of the above may occur at a lower or higher chance. (Ex. Normal Skeletons - it is possible to normal attack them until they skill, also they do not have time to skill when you are using normal attack if they are only knocked back and not down on a wall. Wolves, however will charge right back at you most of the time.)
It is highly recommended to disable Nagle's Algorithm when attempting many of these tactics as some of them require close to no lag.
Mabinogi Battle Tactics are generally designed to maximize your attacks and minimize (or completely circumvent) getting hit. They generally fall into one of five families shown below.
Attack+Defend
Go on the defense during the opponent's retaliation cycle; this means that you are not attacking in any way, only trying to minimize damage. Thus usually some damage is incurred, so HP potions are recommended.
Melee Only Tactics | Magic Only Tactics | Range Only Tactics | Melee/Magic Tactics | Magic/Range Tactics | Range/Melee Tactics |
---|---|---|---|---|---|
Standard Tactic #1 Standard Tactic #2 |
Standard Archery Tactic #1 |
Windheal Fire+Counter+Def+N+1+Def+N+1... |
Ranged+Def |
Attack+Stun
Uses an attack's stun time to prevent/suspend retaliation, sometimes indefinitely, thus allowing another chance to attack.
Melee Only Tactics | Magic Only Tactics | Range Only Tactics | Melee/Magic Tactics | Magic/Range Tactics | Range/Melee Tactics |
---|---|---|---|---|---|
N+1 |
Ice Revolver Icebolt Expel |
Standard Archery Tactic #1 |
Lightning-Counter Icebolt+N |
Ranged+N |
Attack+Push
Uses an attack's knock-back ability to push away the opponent, allowing more time to prepare another attack. Tends to be used on the faster monsters.
Melee Only Tactics | Magic Only Tactics | Range Only Tactics | Melee/Magic Tactics | Magic/Range Tactics | Range/Melee Tactics |
---|---|---|---|---|---|
Mill Spam | Fire-Counter | Fire Arrow Counter |
ArrowMill |
Attack+Pull
Uses a Skill to pull (lure) the opponent into an attack. This tends to be used when certain attacks causes the opponent to either run away or go into counter/defense/windmill. Also tends to be used on the slower monsters.
Melee Only Tactics | Magic Only Tactics | Range Only Tactics | Melee/Magic Tactics | Magic/Range Tactics | Range/Melee Tactics |
---|---|---|---|---|---|
Ice Counter |
Attack+Run
Attack the monster and then leave the field of combat until the opponent drops aggro. Useful when entirely outclassed by either the difficulty and/or numbers of the opponent(s).
Melee Only Tactics | Magic/Action Tactics | Range Only Tactics | Melee/Action Tactics | Magic/Range Tactics | Pet Tactics |
---|---|---|---|---|---|
Hit and Run |
Dead Magic |
Hit and Die |
Hide and Sneak (Mounts Only) |
Pages in category "Battle Tactics"
The following 4 pages are in this category, out of 4 total.