Pvp Tactics

Metin2 Pvp Potions, Talismans and Buffs: Getting the Timing Right

Metin2 Pvp Potions, Talismans and Buffs: Getting the Timing Right

In Metin2 Pvp, even with identical gear, one player often starts ahead: their buffs are up, they drink potions at the right moment and they're never idle at the critical second. A potion drunk too early is wasted, and one drunk too late might as well not exist. Here's when to use potions, talismans and support skills in Pvp. The information is based on the official servers; Pvp servers can change potion values and rules.

Potions: what does each one do?

Potion Effect on the official servers Best time
Red Potion Restores HP; comes in (S), (M) and (L) sizes Between your opponent's combos
Blue Potion Restores SP Before a skill chain
Green Potion Raises attack speed; the (L) size gives 30 points for 10 minutes Before the fight
Potion of Attack Raises attack speed; can be used together with the Green Potion Before the fight
Purple Potion Raises movement speed Before a chase or a retreat

According to the official wiki, the effects of the Potion of Attack and the Green Potion stack. The Green Potion's effect, however, is lost when your character dies or is hit by Dispel, so be careful against Suras; see our Pvp against Suras article for details.

Timing your red potions

  • Don't wait for the last moment: Drink before your HP drops below what you need to survive one combo from your opponent. A potion drunk in the last second often comes too late.
  • Use the combo gaps: A potion drunk while your opponent's strongest skill is on cooldown won't be wiped out by the next burst of damage.
  • Mind the poison: According to the official wiki, your HP and SP regeneration stops while you're poisoned, so potions are your only source of HP and SP. Don't delay your potion when you get poisoned.

Timing your blue potions

A character out of SP can't use its strongest skills. Drink a blue potion before you start a long skill chain, not when your SP hits bottom. If your opponent has Chance to rob SP, check your SP bar more often.

Talisman: a decision made before the fight

In the official game, the talisman is a piece of equipment all classes can wear. Fire, Ice, Lightning, Wind, Earth and Dark Talismans give elemental power, and there are also Will Talismans (STR, VIT, RES and INT) that give Sung Ma's will. According to the official bonus list, talismans can roll bonuses such as Strong against Half Humans, Resistance to Half Humans, defense and faint chance.

You don't use a talisman mid-fight like a potion; its timing is the choice you make beforehand. For Pvp, pick a talisman that gives power or resistance against players and go into the match with it. Not every Pvp server has the talisman system, and some servers give the same name to different items, so always read your item's description. For newer systems, look at Newschool servers.

The official servers also have timed boost items such as Critical Strike and Dragon God Attack. Since their duration is limited, activate them right before the fight, not on the way there.

Support skills: when to turn them on

Compare cooldown and duration

The official skill tables show three different situations:

  • Berserk and Aura of the Sword for Warriors: The cooldown is a few seconds longer than the duration, so a short gap follows when the buff ends; don't start a fight in that gap.
  • Fear for Suras: From M1 onwards, the cooldown is shorter than the duration. Renew it before the effect ends and the buff stays up without a break.
  • Blessing, Reflect and Dragon's Strength for Shamans: The cooldown is 10 seconds. Here, the real limits are your SP and your attention.

Turn on costly buffs at the right moment

Berserk raises attack and movement speed, but it also increases the melee and arrow damage you take. Strong Body raises your defense but lowers your movement speed. Use these skills depending on whether you're applying pressure or need to stay on the defensive.

Save short buffs for the right moment

In the official tables, the Archery Ninja's Feather Walk lasts 7 seconds at M1 and 14 seconds at P. Short effects like this belong to the moment you close the distance or escape; don't waste them.

Sample timing flow

  1. Before the fight: Choose your talisman and bonuses, and drink long-lasting potions such as the Green Potion and the Potion of Attack.
  2. At first contact: Turn on your own buffs and, if you have one, your Shaman's support.
  3. During the fight: Use red potions between combos and blue potions before skill chains.
  4. When you pull back: Check how long your buffs have left and renew them before you go back in.

In guild wars, guild skills join this flow; you'll find the details in our guild guide. Share your own timing routine with other players in the forum.

Frequently asked questions

When should you drink a red potion in Pvp?

Before your HP drops below what you need to survive one combo from your opponent, ideally while their strong skills are on cooldown. A potion left to the last moment is often too late.

Can the Green Potion and the Potion of Attack be used together?

According to the official wiki, yes; you can use both at the same time, and their effects stack. Pvp servers may change this rule.

Does every server have talismans?

No. Not every Pvp server has them; they may be missing especially on servers that stick to classic gameplay. Check your server's item guide.

Can I use potions in the Arena?

On the official servers' Arena map, red and blue potions can't be used. Tournament and arena rules on Pvp servers may differ, so always check before the match.

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