MapleStory/Warrior/Builds

Stat Build
Generally, it is 2x level == dex until you reach a certain level, where you start to "cap" your dex eternally. Common capping points are 60 dex, 90 dex, and 4 dex.

The Cookie-Cutter (or generic) warrior build is the most used warrior build, and the most recommended if you're not too rich, yet still want to deal out a lot of damage. The usual stat build for this type of warrior is 60-90 DEX, and rest into STR.

Keep your DEX twice your level until level 30, then put 1 point in DEX and 4 point in STR every level after that, until your DEX reaches the cap you want (from that point on, it's all STR until the end). There is not a "best" DEX cap, but most warriors cap their DEX at 60-90.

First Job Skill Build
The recommended SP build (Cookie-Cutter) if this is your first character.


 * 5 Improved HP Recovery (5)
 * 10 Improved HP Increase (MAX)
 * 1 Power Strike (1)
 * 10 Slash Blast (10)
 * 19 Power Strike (MAX)
 * 10 Slash Blast (MAX)
 * 1 Endure (1)*
 * 5 Improved HP Recovery (10)*

It is extremely important that a warrior max Improved HP Increase as soon as possible, this skill is the reason why warriors have so much HP. Depending on where you train, you can max Slash Blast before Power Strike. The last 6 points can be put anywhere, as they aren't very important. However, Fighters might consider putting 1 point in Iron Body to cancel out the ill-effects of Rage.

Second Job Skill Builds
Basically, if you choose to max only one weapon, you have enough SP to max everything. The only thing is the order.

Fighter
Fighters basically focus all their energys into attack, their damage is considered the highest out of all the second job warrior classes however their mp ratio is the lowest of the three warrior classes. Fighters MUST max Weapon Mastery first if they want their damage to be balanced. There has been a debate on whether to get Rage or Final Attack after Weapon Mastery. Well if your rich, I'd go for Final Attack and then Rage because you can just rely on Takoyakis from Zipangu in the meantime although they're expensive worth around 3k of mesos.
 * Option 1
 * 19 Weapon Mastery (19)
 * 5 Weapon Booster (5)
 * 30 Final Attack: Weapon (MAX)
 * 3 Rage (3)
 * 30 Power Guard (MAX)
 * 17 Rage (MAX)
 * 15 Weapon Booster (MAX)
 * 1 Weapon Mastery (MAX) (Warrior need as much accuracy as they can have)
 * 1 Anywhere (1)


 * Option 2
 * 19 Weapon Mastery (19)
 * 19 Rage (19)
 * 5 Weapon Booster (5)
 * 30 Final Attack (MAX)
 * 3 Weapon Booster (8)
 * 30 Power Guard (MAX)
 * 7 Weapon Booster (15)
 * 1 Weapon Mastery (MAX)
 * 7 Iron Body (10)

You can choose freely the order of Final Attack, Rage, and Power Guard. Just keep in mind to max Power Guard AFTER Final Attack, and that you need 3 Rage to unlock Power Guard.

This build is used by Hp Fighters. Hp fighters are warriors who put 35 on STR and the rest on hp, they use the damage taken as an advantage in their attacks thus making their primary attack Power Guard. These kind of warriors aren't recommended due to the fact they're very hard to raise to level 30 and they don't have much choice of armor and weapons.
 * Power Guard Build
 * 3 Rage (3)
 * 30 Power Guard (MAX)
 * 20 Weapon Mastery (20)
 * Remaining skill points optional

Page
There is much less to debate about. Threaten isn't nearly as useful as Rage (at lower levels), so it should be left to be maxed last. This does not, however, mean that Threaten is otherwise worse than Rage. On the contrary, the usefulness of Rage stays around the same, while Threaten's usefulness (due to the weapon attack decrease being calculated by %) grows exponentially from say lvl 30 to lvl 100, because the monsters that you will be fighting will have higher weapon attack.
 * 19 Weapon Mastery (19)
 * 5 Weapon Booster (5)
 * 30 Final Attack: Weapon (MAX)
 * 3 Threaten (3)
 * 30 Power Guard (MAX)
 * 17 Threaten (MAX)
 * 15 Weapon Booster (MAX)
 * 1 Weapon Mastery (MAX) (Warrior need as much accuracy as they can have)
 * 1 Anywhere (1)

Spearman
Not much to say here. Iron Will is utterly useless.
 * Single Weapon
 * 19 Weapon Mastery (19)
 * 5 Weapon Booster (5)
 * 30 Final Attack: Weapon (MAX)
 * 3 Iron Will (3)
 * 30 Hyper Body (MAX)
 * 15 Weapon Booster (MAX)
 * 1 Weapon Mastery (MAX) (Warrior need as much accuracy as they can have)
 * 18 Anywhere (18)


 * Hybrid
 * 19 Primary Weapon Mastery (19)
 * 5 Primary Weapon Booster (5)
 * 3 Iron Will (3)
 * 30 Hyper Body (MAX)
 * 19 Secondary Weapon Mastery (19)
 * 5 Secondary Weapon Booster (5)
 * 15 Primary Weapon Booster (MAX)
 * 15 Secondary Weapon Booster (MAX)
 * 1 Primary Weapon Mastery (MAX)
 * 1 Secondary Weapon Master (MAX)
 * 8 Free Points (8) (Anywhere except for Final Attack)

Hybrid helps quite a bit in the 3rd job advance, as Crusher and Slasher only works well with Spear and Pole Arm, respectively. However, your 2nd job advance period will be quite hard because of the lack of Final Attack. Which weapon to use as Primary is up to you, BUT Pole Arm is recommended.

This sacrificed 10 points in each weapon's booster to be able to max Final Attack for your primary weapon, but chances are, it won't make much of a difference anyway. Polearms are more commonly used as a primary weapon as the swing:stab ratio is 3:2, giving an advantage to polearms (polearm deals more damage on swing; spear deals more damage on stab).
 * Final Attack Hybrid
 * 19 Primary Weapon Mastery (19)
 * 5 Primary Weapon Booster (5)
 * 30 Final Attack: Primary Weapon (MAX)
 * 3 Iron Will (3)
 * 30 Hyper Body (MAX)
 * 19 Secondary Weapon Mastery (19)
 * 5 Secondary Weapon Booster (5)
 * 5 Primary Weapon Booster (10)
 * 5 Secondary Weapon Booster (10)

Third Job Skill Builds
Format -
 * 

Crusaders
Notes
 * Regular Build
 * 30 Combo Attack (MAX)
 * 30 Coma (MAX)
 * 30 Panic (MAX)
 * 30 Shout (MAX)
 * 20 Relax (MAX)
 * 11 Free SP (put into Armour Crush/2nd job skills)
 * Combo Attack, Coma and Panic are the main attacks of a Crusader. Maxing them is necessary!
 * Panic has no elemental charge to it, nor does it inflict any status. Do not be fooled by the in-game description. It only applies +350% damage to a single monster (maxed panic does ~30,000 damage at level 100).
 * Coma has no elemental charge either, but it has a 90% chance of stunning the enemies when maxed. It applies +200% damage to 6 monsters. (maxed coma does 12-15k damage at level 90 to 6 monsters when maxed, an average total of 80-95k damage). Thus, it's better to max Coma first.

White Knight
Notes
 * 'All Charges First' Build
 * 30 Fire Charge
 * 30 Ice Charge
 * 30 Thunder Charge
 * 20 Relax
 * 30 Charge Blow
 * 11 Free SP (put into Magic Crush/2nd job skills)
 * Fire charge is maxed first as there are more monsters weak to Fire as compared to other elements.
 * Ice charge is maxed next as near level 9x the EXP from the Fire-weak enemies will slow down. The number of Ice weak enemies is second only to Fire weak enemies. As a side note, Ice can freeze non-Ice based enemies.
 * Thunder charge has the highest attack multiplier, but precious few enemies are weak to thunder, hence this is maxed after Fire and Ice.
 * Shield mastery is useless, even for shield users. Also, you will not need Magic Crash, as very few enemies cast Magic powerups.


 * Ultimate Solo Build (Recommended for most players)
 * 30 Fire Charge (MAX)
 * 30 Charge Blow (MAX)
 * 30 Lightning Charge (MAX)
 * 30 Ice Charge (MAX)
 * 20 Relax (MAX)
 * 11 Free SP

Notes

The first is the ultimate solo build. It offers the fastest leveling. It starts off with Fire - perfect for Yeti And Pepe (for Doombringer and other good drops) and Ghost Pirates/Dual Ghost Pirates. Next is Charged Blow, essential for soloing high level non-boss monsters. Lightning Charge allows you to fight early at Spirit Vikings/Gigantic Spirit Vikings for fast exp. If you like to solo a lot more than partying, this build is for you. This is recommended for most Knights, as the Knight class is essentially a solo class, and parties usually do not favour Knights.

Notes
 * Party/Economy Build
 * 10 Ice Charge
 * 30 Fire Charge (MAX)
 * 30 Charge Blow (MAX)
 * 30 Lightning Charge (MAX)
 * 20 Ice Charge (MAX)
 * 20 Relax (MAX)
 * 11 Free SP

This build starts off with Ice Charge, taking advantage of its freezing ability. You can solo monsters which others would be going to 20-30 levels later. You can be an Ice Mage replacement in parties. Having 2 charges early on gives you variety as well. This build is for those who want to party/sacrifice training speed for more money.


 * Extreme Damage Build
 * 30 Fire Charge (MAX)
 * 30 Lightning Charge (MAX)
 * 30 Charge Blow (MAX)
 * 30 Ice Charge (MAX)
 * 20 Relax (MAX)
 * 11 Free SP

OR Notes
 * 30 Fire Charge (MAX)
 * 10 Ice Charge
 * 30 Lightning Charge (MAX)
 * 30 Charge Blow (MAX)
 * 20 Ice Charge (MAX)
 * 20 Relax (MAX)
 * 11 Free SP

This build is for those who want to do the maximum damage, but it will cause heavy money loss. Hence, it is recommended for the very rich. The second one is for those who want to do the highest damage and are moderately rich.

Dragon Knight

 * Crusher Hybrid
 * 30 Spear Crusher (MAX)
 * 1 Spear Fury (1)
 * 1 Elemental Resistance (1)
 * 20 Dragon Blood (MAX)
 * 9 Elemental Resistance (10)
 * 30 Polearm Fury (MAX)
 * 10 Elemental Resistance (MAX)
 * 3 Sacrifice (3)
 * 30 Dragon Roar (MAX)
 * 17 Sacrifice (MAX), Power Crush (17), Spear Fury (18) or Booster (17)


 * Fury Hybrid
 * 30 Polearm Fury (MAX)
 * 1 Elemental Resistance (1)
 * 20 Dragon Blood (MAX)
 * 30 Spear Crusher (MAX)
 * 1 Spear Fury (1)
 * 19 Elemental Resistance (MAX)
 * 3 Sacrifice (3)
 * 30 Dragon Roar (MAX)
 * 17 Sacrifice (MAX), Power Crush (17), Spear Fury (18) or Booster (17)


 * Lvl 10 Fury Hybrid
 * 10 Polearm Fury (10)
 * 30 Spear Crusher (MAX)
 * 1 Elemental Resistance (1)
 * 1 Spear Fury (1)
 * 20 Dragon Blood (MAX)
 * 19 Elemental Resistance (MAX)
 * 20 Polearm Fury (MAX)
 * 3 Sacrifice (3)
 * 30 Dragon Roar (MAX)
 * 17 Sacrifice (MAX), Power Crush (17), Spear Fury (18) or Booster (17)


 * Spear Only
 * 30 Spear Crusher (MAX)
 * 1 Elemental Resistance (1)
 * 1 Spear Fury (1)
 * 20 Dragon Blood (MAX)
 * 19 Elemental Resistance (MAX)
 * 3 Sacrifice (3)
 * 30 Dragon Roar (MAX)
 * 29 Spear Fury (MAX)
 * 18 Sacrifice (21) or Power Crush (18)


 * Polearm Only
 * 30 Polearm Fury (MAX)
 * 1 Elemental Resistance (1)
 * 20 Dragon Blood (MAX)
 * 9 Elemental Resistance (10)
 * 30 Sacrifice (MAX)
 * 10 Elemental Resistance (MAX)
 * 30 Dragon Roar (MAX)
 * 20 Power Crush (MAX)
 * 1 Anywhere


 * Hybrid from 2nd Job Polearm Only
 * 30 Polearm Fury (MAX)
 * 20 Dragon Blood (MAX)
 * 1 Elemental Resistance (1)
 * 19 Spear Mastery (19)
 * 6-10 Spear Booster (6-10)
 * 30 Spear Crusher (MAX)
 * 1 Spear Fury (1)
 * 19 Elemental Resistance (MAX)
 * 21-25 Anywhere

The Low-DEX Build
The Low-DEX build is designed to get the maximum damage out of a Warrior, capping DEX extremely low from anywhere about 5-60, and using DEX scrolls on their shoes or overalls. A 10% overall DEX scroll can add 3 accuracy and 5 DEX. A 10% shoe DEX scroll can add 3 accuracy. And a 10% glove DEX can add 5 accuracy and 3 DEX. Each DEX point is 0.8 Accuracy, which means each overall scroll adds 7 Accuracy. With 5 slots on your shoes, (and a certain pair that has 7) you could get up to 21 extra Accuracy. If you use an Overall with 10 slots, then you could get 70 extra Accuracy, and if you add that to your godly shoes, that is 91 Accuracy! And some overalls have a bonus +5 DEX, which is another 4 Accuracy. It's VERY hard to get 10 10% scrolls to work on one piece of equipment, so don't expect it to happen too often (or at all). In addition, the second job "Mastery" skill increases Accuracy by 20 when maxed, assuming that the corresponding weapon is equipped.

This build is generally not suitable for most players, as the price of scrolling is extremely high. Most low DEX warriors have a "main" character that provides the funds for their scrolling.

The Pure HP Build
This build is not recommended for those just starting the game. That said, it is a viable build for advanced players with money to burn and plenty of spare time. The general premise is this: Once you've got Improved HP Increase to level 10, put all your AP into the HP option, to give your character a monstrous amount of hit points. The advantages of this are that you can go to areas with extremely tough monsters, and not be killed thanks to how long it takes them to kill you. This is probably the build that will let you kill the Jr. Balrog and other powerful monsters the soonest; however it is not cheap to do, nor easy. It is just possible earlier. So you want to do this? There are some things you need to have. First, you need lots of money. Without money, training is incredibly slow, and even once you've got it to a higher level, you won't be able to afford pots. Second, if you want to get any use out of the character, you need at least one friend who is a Cleric. They will probably be more than happy to help heal you, since they get exp based on how much they heal, and you will have a lot of HP to heal. Third, if you want to do this quickly, you will need someone who can enter a party with you and train you.

Once you have these, you are ready to begin. The ideal stat build is as follows: Roll 12 STR, and 4 in 2 of the other stats, 5 in the third. Since you do not need damage, it doesn't really matter where the 5 is. Eleven or 10 STR is also permissible, but you lose 50-100 hp.

From level 1-6, add points into STR. Stop doing this when you hit 35 STR, as this is all you need to do the Warrior job advance. This should happen at level 6, and you will have 2 spare AP. After this level, keep storing your AP, because you will get the most benefit from it after you have the HP Increase skill at it's maximum level.

To train, you will probably want to stay on Maple Island until level 6 or 10, depending on whether you have the friend to party with and train for you. Up to level 6, it is faster to train on your own, but at level 6 you get a reasonable amount of experience when in a party with someone, and the amount of exp you need to level up jumps dramatically. If you cannot find someone to do this, just stay at Maple Island until level 10 - snails are your best option due to only having 35 STR, and there are no better equipments on Victoria Island.

Once you hit level 10, you are ready to become a Warrior. Once you do this, you have a multitude of options - you can keep having the person train for you, or you can go to Ossyria, and use the Item Exchange Quest to gain experience. This is a simple quest where you return 100 items to an NPC, and he gives you 500 exp and some randomly chosen prize. Thus it is very fast to train in this way if you have the items readily available - and if you have the money, you should be able to buy them from other players. Now that you are level 10 and gaining, we turn to the SP Build.


 * 10 - 1 Improved HP Recovery
 * 11 - 4 Improved HP Recovery
 * 12 - 5 Improved HP Recovery, 2 Improved HP Increase.
 * 13 - 5 Improved HP Recovery, 5 Improved HP Increase.
 * 14 - 5 Improved HP Recovery, 8 Improved HP Increase.
 * 15 - 5 Improved HP Recovery, 10 Improved HP Increase.

Thus at level 15, you have the skill Improved HP Increase at it's maximum level, and you have all those AP that you saved up since level 6 (47 if you get ideal stats). You can just put them all in the HP option and watch your HP grow to an enormous number - at the end, you should have around 3,000HP!

After this, the SP usage is not very important since most of the 1st job skills are pretty much useless. If you want to try fighting for yourself, you will be weak, but you can get the damage increase skills first. If you just want to use the Exchange Quest more, or leech experience from someone, maximize Improved HP Recovery and Endure, as they are more useful to you. The AP usage is simple - put all the points in HP every time you level up.

The Exchange Quest remains a reasonable way to gain experience until level 21, at which point if you can find people to enter the Party Quest with, this will be a much better way to get experience. At level 20, it costs approximately 100,000 mesos to level up using the Exchange Quest if you trade Solid Horns, which can generally be purchased for 50 mesos. So if you're poor, this may not be the best thing any more. The reason for the variance in price is that the prizes you get have different values - some are worth almost as much as the money the items cost, some are worth less than half. As for the Party Quest, you won't do any killing, but if you can find a willing party then go for it!

Level 30 is the next interesting point. You've got here in whatever way, probably costing vast amounts of mesos, or taking a ridiculously long time, but you've done it. Now, all that's left before you and your ultimate success is the 2nd job advance test. If you're in MapleSEA, the test is impossible for you to complete by yourself (and by impossible, I mean impossible. Not a chance. Zero). You will need another regular warrior who's completing the quest to help you: Let him kill the monsters, and you can then loot their marbles. Now, the chance of finding a warrior who's job advancing at the precise time as you are is... not very probable, so good luck, you will need it. If you're in GMS, though, then you lucked out: with Three Snails, lots of HP/MP potions, and heck of a lot of shells (bring 2k just to be safe), you can actually do this by yourself. Try to pick on Fire Boars, since Lupins will throw bananas at you when you hit them.

Once you have done that, Congratulations! You will now be getting the most useful skill to you: Powerguard. Powerguard is available to both Fighters and Pages, but Fighters are generally considered the better choice thanks to gaining several hundred HP when they choose their 2nd Job. Either way, Powerguard does the same thing - returns some of the damage monsters deal to you by running into you (bump damage) to the monsters. The reason it is so nice is because of how it works - it returns a percentage of the total damage done to you. Thus, the stronger the monster's attack, the more damage it will do to itself if you run into it. This damage ignores accuracy, so if the monster hits you, you hit it back, unless it hits you for 1 damage. In that case, you would not be doing any damage at all, so it records a "MISS". As you can see, with a massive amount of HP, this means you can take on some of the strongest monsters in the game, and as long as you have a Cleric along or a bunch of pots, there's no risk of you even dying. Heck, if you feel bold, party a Cleric and go kill Crimson Balrog. You won't die if the cleric doesn't.

Once you have Power Guard, you can choose Rage (as a Fighter), or other skills - Rage is useful to party members because it improves their weapon attack, and if you are always training with someone they will appreciate this. Rage also decreases your own weapon defense, increasing Power Guard damage ever so slightly. It should be noted that your armor cannot go below 0.

And there you have it. The (nearly) Pure HP Warrior. With an estimated 8,000hp by level 30, and rising to 15,000 at level 50, you are in no danger of dying from any of the monsters currently in the game. Clerics will also love the hundreds of experience they get when they heal you.

(addon) However, because of the previous patch, shell throwing can now miss, so this build is nearly obsolete, unless you get some dexterity points, which will cause you to lose a few hundred/thousand hp. The only way you can get a hp pure is with NX cash.


 * Note to the addon: It is also possible to do the job advancement without the snail throwing. You will need 40 accuracy to hit the fire boars and lupins, 80% of the times, that's not so bad. But you will have to get some really good DEX and accuracy bonus. Equips such as Pig's Illustrated, Brown Bandana, Accuracy work gloves, and sniper pills will work fine. With all these, you should be able to hit the monsters most of the times, just bring some warrior elixirs (from NLC) to increase your dmg (it may still be painfully low, probably around 100 per power strike). The advancement will probably take you at least an hour, but it is absolutely completable, so HP warriors, don't get your hopes down =D