> For the complete documentation index, see [llms.txt](https://docs.pawtato.gg/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.pawtato.gg/pawtato-land/gameplay/adventure/training-dummies.md).

# Training Dummy

The **Training Dummies** building is a sparring sandbox where you can pit any of your [Heroes](/pawtato-land/gameplay/heroes.md) 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](/pawtato-land/gameplay/equipment.md) or a loadout of [Skills](/pawtato-land/gameplay/heroes/skills.md) performs before you risk a real [Combat Encounters](/pawtato-land/gameplay/adventure/combat-encounters.md).

Unlike [Proving Grounds](/pawtato-land/gameplay/adventure/proving-grounds.md) encounters, you set the dummy's combat stats directly — there is no main-stat derivation and the dummy has no skills of its own.

{% hint style="info" %}
▶️ **Jump in:** [Open Training Dummies in Pawtato Land](https://pawtato.gg/?trd=1)
{% endhint %}

{% hint style="success" %}
Sparring against a Training Dummy costs **no** [Stats](/pawtato-land/gameplay/heroes/stats.md), grants **no** loot or experience, never triggers [Skills](/pawtato-land/gameplay/heroes/skills.md) cooldowns, and can **never** cause [injury](/pawtato-land/gameplay/adventure/proving-grounds.md). Spar as much as you like.
{% endhint %}

#### Configurable Combat Attributes

The dummy's [Stats](/pawtato-land/gameplay/heroes/stats.md) are edited one field at a time. Each input is clamped to the range below; percent-based fields are entered as whole percentages.

<table><thead><tr><th width="361">Attribute</th><th width="149">Minimum</th><th width="144">Maximum</th></tr></thead><tbody><tr><td>Hit Points (HP)</td><td>50</td><td>10,000</td></tr><tr><td>Min. Base Damage<sup>1</sup></td><td>0</td><td>1,000</td></tr><tr><td>Max. Base Damage<sup>1</sup></td><td>0</td><td>1,000</td></tr><tr><td>Speed (SPD)</td><td>0</td><td>500</td></tr><tr><td>Hit Chance (HIT)</td><td>0%</td><td>200%</td></tr><tr><td>Physical Resistance (PDR)</td><td>-75%</td><td>75%</td></tr><tr><td>Magical Resistance (MDR)</td><td>-75%</td><td>75%</td></tr><tr><td>Evasion (EVA)</td><td>0%</td><td>75%</td></tr><tr><td>Block (BLK)</td><td>0%</td><td>100%</td></tr></tbody></table>

<sup>1</sup> <sup>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.</sup>

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.
