Using Practice Mode: How I Set Up My Dual Blade Runes with the Training Dummy in Mabinogi Mobile
게임왕랜디

"This content was created as part of Nexon PEAK activities."
Making the Most of Practice Mode: How I Used Training Dummies to Choose My Dual Blade Runes in Mabinogi Mobile

Mabinogi Mobile has so many runes that choosing which ones to equip can be difficult. I test mine on the scarecrow crew member aboard the guild ship. That is where I compared and chose the runes I currently use on my Dual Blade, for two reasons. First, the scarecrow crew member cannot be knocked down, so I can repeat the same damage rotation as often as I need without interruption. Second, I do not have to worry about getting hit, so I can swap runes and compare the results while keeping everything else the same.
Feel Alone Is Not Enough to Choose Your Runes

I used to equip each new rune, try it a few times in a hunting area, and make my decision based on whether I felt “a little stronger.” But monsters have different defense values, and moving around during combat makes it impossible to compare runes under identical conditions. With a class like Dual Blade, which lands rapid, repeated slashes, the damage numbers also overlap and become difficult to read.
I avoided external damage meters because they are unauthorized programs. Instead, I decided to make proper use of the game’s training dummies.
I Started in Tir Chonaill, but Now I Use the Ship


The Tir Chonaill school also has training dummies. Interact with the dummy in front of Ranald and select free sparring to bring out 6 at once. This is useful for checking the range of area-of-effect skills. However, these dummies fall over easily and take more damage than enemies in actual combat, so they did not work well for comparing runes.

That is why I test runes on the guild ship. The scarecrow crew member is available at ship level 1, and the punching ball at ship level 3. If your guild does not have a ship, or its ship level is too low for a punching ball, you can board another guild’s ship or a raid ship. Asking other guilds for access is an option.
Use the Punching Ball for Single Hits and the Scarecrow Crew Member for Full Rotations

The punching ball displays the highest damage you have dealt, so there is no need to pick out your best hit from overlapping numbers. I use it to check how much my maximum damage changes when I swap runes that affect my main skill. However, the display is limited to 8 digits, so it cannot measure damage over 100 million.

The scarecrow crew member has no break gauge and cannot be knocked down, letting you run through your entire rotation several times. The ship’s small interior also keeps you from straying too far when using charge or movement skills. Damage numbers are lower than in Tir Chonaill, which makes testing feel closer to actual combat.
This is why it is worth using both targets. Judging by the punching ball’s numbers alone, a rune that produces stronger single hits will always look better. Testing a full rotation, however, can sometimes give the opposite result.
I Now Have a Baseline for My Damage

The biggest difference is that I now have a baseline for my damage. I know my main skill’s current peak damage is [value], so whenever I change gear or get a new rune, I test it on the punching ball first. This has cut down considerably on the time I spend weighing my options.
A rotation practiced on a training dummy will not play out exactly the same way in actual combat, though. Dodging mechanics and getting into position take time, and a monster dying will cut the rotation short. I therefore use practice results only to help choose my setup. In actual combat, I focus on maintaining my rotation. Now that the sequence is familiar, I can pay more attention to boss mechanics during raids.
Summary
|
Practice Target |
Location and Requirements |
What I Use It For |
Limitations |
|---|---|---|---|
|
Tir Chonaill Training Dummies |
Tir Chonaill school, free sparring in front of Ranald |
Checking area-of-effect skill range |
Fall over easily and take more damage than enemies in actual combat |
|
Ship’s Scarecrow Crew Member |
Guild ship level 1 or higher |
Comparing damage rotations with different runes |
Does not account for movement and dodging in actual combat |
|
Ship’s Punching Ball |
Guild ship level 3 or higher |
Comparing peak damage with different runes |
Limited to 8 digits; cannot measure 100 million or more |
If you choose runes by feel or struggle to tell whether a setup change makes a difference, I recommend starting with the ship’s training dummy. Even if your guild does not have a ship, you can board another guild’s ship. If your difficulty is responding to mechanics or coordinating with your party, however, practice targets alone are not enough. Those skills still need to be developed in actual combat.

