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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 Tactic #3
Def+WM
Smash/Fire+Counter+Def+N+1+Def+N+1...

Standard Archery Tactic #1
Windheal
Fire+Counter+Def+N+1+Def+N+1...
Ranged+Def

Ranged+Def+WM
Mag+Def+N

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

N+WM
Weapon Switch
Splash N+WM
Mill Finish

Ice Revolver

Icebolt Expel
Lightning Freeze
Skill Lock
Ice Spear Chain
Thunder Chain

Standard Archery Tactic #1

Support Shot Chain
Zero Shot
Only Zero Shot
Zero Missile

Lightning-Counter

Icebolt+N
Lightning+N
Firebolt+N
1+Ice/Lightning bolt
Skill Lock

Ranged+N

Assault Zero

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

Counter Counter

Fire-Counter

Fire Ice Counter

Fire Arrow Counter
ArrowMill

Magnum Counter
Fire Arrow Counter
Magnum Mill

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

Fire 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

Fireball Death
Ice Spear Death
Thunder Death

Hit and Die
Hide and Sneak (Mounts Only)

Mount Mill

Pages in category "Battle Tactics"

The following 4 pages are in this category, out of 4 total.