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Advancement Test Hall/Charge

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For information on other Advancement Tests, return to the test information section.


Use Charge to defeat as many monsters as you can within the time limit. Stopping a monster's Ranged Attack with Charge results in a higher score. As the test rank increases, stronger monsters will appear and you will need a higher score to pass the test.



  • 100 Points: Attack an enemy with Charge
    • +100 Points: Attacked a bonus monster with Charge
  • 200 Points: Defeat an enemy with Charge
  • 50 Points: Hit over 1000 damage with Charge
  • 100 Points: Hit over 2000 damage with Charge
  • 200 Points: Hit over 3000 damage with Charge
  • 200 Points: Used Charge to block an enemy's ranged attack

Test Spawn Patterns


General Tips

  • Your Close Combat ranks will carry over into the test, so having higher ranks would be useful.
  • Attacking an enemy with Charge will reset it's cooldown.
    • Failing to attack an enemy with Charge (i.e. by using Charge against Counterattack, Windmill, or a faster Normal Attack) will not reset the cooldown.
    • Rapid use of Charge will quickly consume stamina. The use of stamina potions that drop will likely be required at some point during the test.
      • Giant players consume more stamina using Charge, and will need to watch more carefully this resource pool.
  • If quick enough, it's possible to stun-lock an enemy by continuously charging it into the wall.
  • Targeting weaker enemies first can reduce the need to manage too many simultaneously attacking monsters.
  • Critical Charge damage is very important, because high damage attacks provide crucial bonus points.
    • Giant players have an advantage here with their greatly increased damage potential using Charge.
  • Blocking ranged attacks gives a large amount of points, but it can also quickly get the player killed. Use with caution.
    • Using the health potions that drop can help mitigate this damage.
  • Players can disable names and chat using Ctrl+N to improve visibility of enemy skills.