Training Dummy
A consequence-free sandbox to test Hero builds against a fully configurable target
The Training Dummies building is a sparring sandbox where you can pit any of your Heroes against a target you fully control. It exists purely for experimentation: it is the safest place to see how a build, a set of Equipment or a loadout of Skills performs before you risk a real Combat Encounters.
Unlike Proving Grounds encounters, you set the dummy's combat stats directly — there is no main-stat derivation and the dummy has no skills of its own.
📍 Jump in: Open Training Dummies in Pawtato Land
Configurable Combat Attributes
The dummy's Stats are edited one field at a time. Each input is clamped to the range below; percent-based fields are entered as whole percentages.
Hit Points (HP)
50
10,000
Min. Base Damage1
0
1,000
Max. Base Damage1
0
1,000
Speed (SPD)
0
500
Hit Chance (HIT)
0%
200%
Physical Resistance (PDR)
-75%
75%
Magical Resistance (MDR)
-75%
75%
Evasion (EVA)
0%
75%
Block (BLK)
0%
100%
1 Base Damage is rolled between the configured min and max each hit. If you leave max below min, it is automatically raised to min when the fight starts.
The dummy's Base Damage can be toggled between Physical and Magical, letting you check how a Hero's resistances hold up against either school. Because the dummy has no skills, its PDM, MDM, Critical Strike Chance and Critical Damage are fixed at 0.
Presets
You can name and save your favourite dummy configurations to reload them later. Presets are stored locally in your browser, up to a maximum of 5. Once the limit is reached, delete an existing preset to make room for a new one.
The Fight
Select a Hero, configure the dummy, then start the fight. The simulation runs turn by turn until one combatant is defeated, with three possible outcomes:
Hero wins - the dummy is reduced to 0 HP.
Hero defeated - your Hero is reduced to 0 HP (with no real consequence - this is a sandbox).
Draw - the turn cap is reached before either side falls.
To guarantee a fight can never loop forever (for example, a high-HP dummy with no offense), every fight ends automatically after a turn cap. The cap defaults to 250 turns and can be set anywhere from 10 to 1,000 turns.
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