MapleStory/Aran/Builds

Do remember that you have to finish all previous skill quests in order to get the next one. Do all of them or you won't be able to follow the SP guides accurately. The SP guides posted below only give an indication on how to build your Aran. Don't be afraid to try different builds! Don't be scared, Aran builds aren't as easy to mess up with!

AP Distribution
Unlike Adventurers, Aran is a straightforward job that has no class tree. Therefore, you don't need to plan your stats in advance (like a Beginner might).

Regular
Aran are very similar to warriors. However since they depend on large combos for more powerful attacks Arans should have at least 2.0~ 2.2 times more DEX than their level to hit stronger monsters with ease, so if you are at level 25 you should have at least 50-55 DEX. Add everything else to STR.

They do not require INT or LUK. Adding to them is an absolute waste of AP.

Most AP goes into STR and DEX. If you apply your stats correctly, you should have enough accuracy and power to defeat monsters slightly above your level. However, you will deal less damage than a Dexless Aran. However, it will be cheaper to fund a normal Aran compared to a DEXless one.

Note: Since the Aran quests are required to kill monsters that are similar to your level, or higher, the accuracy gained from DEX helps Aran complete advancement quests (skill and job) more quickly.

Dexless Aran
Dexless Arans are a real challenge, and trying this will require a large amount of money. Being dexless means that you're putting all your AP into STR and none, or very little, into DEX.

Since an Aran cannot possibly attack strong monsters without DEX, instead of adding AP into DEX, you will need a lot of equips that are scrolled to add DEX. Now this requires a lot of luck, since scrolls can fail and sometimes destroy your equipment. The lower the success rate of the scroll, the higher the stat boost from said scroll. It's a trade off that could end up costing you a lot for nothing at all.

Another downfall to a Dexless Aran is that the combo system is based on hitting the monsters. If you miss when fighting high level monsters because the lack of DEX, your combo will not go up, and the large amount of combo based attacks cannot be used.

If this is done successfully, a Dexless Aran will deal much more damage compared to a regular build.

Low Dex Aran
Recommended to cap your DEX at around 40-60. This is for the semi-funded people, in this build, you just add a little DEX, then get the rest of it entirely from your equips. This build is probably the most accepted build out of any warrior AP builds, probably because it’s the most flexible out of the rest.

First Job Skill Build
Unlike other jobs, most Aran skills require you to press certain keys to attack. This is the main Aran SP build.

Once you advanced to Aran, you will not have all the skills available. You will need to complete quests to obtain the Combo Ability and Polearm Booster skill. The list of levels, below, denotes what skills should be added at what levels. A bolded name represents the time at which the skill becomes maxed.


 * Level 10 : Double Swing 1 (+1)
 * Level 11 : Double Swing 4 (+3)
 * Level 12 : Double Swing 7 (+3)
 * Level 13 : Double Swing 10 (+3)
 * Level 14 : Combo Ability 3 (+3)
 * Level 15 : Combo Ability 6 (+3)
 * Level 16 : Combo Ability 9 (+3)
 * Level 17 : Combo Ability 10 (+1) / Combat Step 2 (+2)
 * Level 18 : Combat Step 3 (+1) / Double Swing 12 (+2)
 * Level 19 : Double Swing 15 (+3)
 * Level 20 : Double Swing 18 (+3)
 * Level 21 : Double Swing 20 (+2) / Combat Step 4 (+1)
 * Level 22 : Combat Step 5 (+1) / Polearm Booster 2 (+2)
 * Level 23 : Polearm Booster 5 (+3)
 * Level 24 : Polearm Booster 8 (+3)
 * Level 25 : Polearm Booster 11 (+3)
 * Level 26 : Combat Step 8 (+3)
 * Level 27 : Combat Step 11 (+3)
 * Level 28 : Combat Step 14 (+3)
 * Level 29 : Combat Step 15 (+1) / Polearm Booster 13 (+2)
 * Level 30 : Polearm Booster 16 (+3)


 * At level 30 you will have:
 * Level 20 Double Swing (max)
 * Level 10 Combo Ability (max)
 * Level 15 Combat Step (max; alternative 11)
 * Level 16 Polearm Booster (alternative 20, max)

Double Swing and Combo Ability have to be at their maximum level, because some of the 2nd Job skills require them to be maxed. Polearm Booster from 15-20 does not increase the effectiveness of the skill; it only increases the duration of the buff and reduces the cost of Mp and Hp. Therefore, it is more effective to add SP to Combat Step up to level 15 (max). Alternatively, you can max Polearm Booster to increase the duration by an additional 40 seconds while reducing the cost by 5 Mp and 5 Hp.

Second Job Skill Build
Once you completed your 2nd job advancement, you will not have all the skills available since there are special quests that will give you the necessary skills.


 * Level 30 : Triple Swing 1 (+1)
 * Level 31 : Triple Swing 3 (+2) / Polearm Mastery 1 (+1)
 * Level 32 : Polearm Mastery 4 (+3)
 * Level 33 : Polearm Mastery 7 (+3)
 * Level 34 : Polearm Mastery 10 (+3)
 * Level 35 : Polearm Mastery 13 (+3)
 * Level 36 : Polearm Mastery 16 (+3)
 * Level 37 : Polearm Mastery 19 (+3)
 * Level 38 : Polearm Mastery 20 (+1) / Triple Swing 5 (+2)
 * Level 39 : Triple Swing 8 (+3)
 * Level 40 : Triple Swing 11 (+3)
 * Level 41 : Triple Swing 14 (+3)
 * Level 42 : Triple Swing 17 (+3)
 * Level 43 : Triple Swing 20 (+3)
 * Level 44 : Combo Drain 3 (+3)
 * Level 45 : Combo Drain 6 (+3)
 * Level 46 : Combo Drain 9 (+3)
 * Level 47 : Combo Drain 12 (+3)
 * Level 48 : Combo Drain 15 (+3)
 * Level 49 : Combo Drain 18 (+3)
 * Level 50 : Combo Drain 20 (+2) / Combo Smash 1 (+1)
 * Level 51 : Combo Smash 4 (+3)
 * Level 52 : Combo Smash 7 (+3)
 * Level 53 : Combo Smash 10 (+3)
 * Level 54 : Combo Smash 13 (+3)
 * Level 55 : Combo Smash 16 (+3)
 * Level 56 : Combo Smash 19 (+3)
 * Level 57 : Combo Smash 20 (+1) / Final Charge 2 (+2)
 * Level 58 : Final Charge 5 (+3)
 * Level 59 : Final Charge 8 (+3)
 * Level 60 : Final Charge 11 (+3)
 * Level 61 : Final Charge 14 (+3)
 * Level 62 : Final Charge 17 (+3)
 * Level 63 : Final Charge 20 (+3)
 * Level 64 : Final Charge 21 (+1) / Body Pressure 2 (+2)
 * Level 65 : Body Pressure 5 (+3)
 * Level 66 : Body Pressure 8 (+3)
 * Level 67 : Body Pressure 11 (+3)
 * Level 68 : Body Pressure 14 (+3)
 * Level 69 : Body Pressure 17 (+3)
 * Level 70 : Body Pressure 20 (+3)

By level 70, you should have :

Level 20 Polearm Mastery (max) Level 20 Triple Swing (max) Level 21 Final Charge Level 20 Combo Drain (max) Level 20 Combo Smash (max) Level 20 Body Pressure (max)

or

(recommended yet not that recommended) Level 20 Polearm Mastery (max) Level 20 Triple Swing (max) Level 30 Final Charge (max) Level 11 Combo Drain Level 20 Combo Smash (max) Level 20 Body Pressure (max)

Really not recommended, Combo Drain fully reduces the use for HP potions flat, therefore, you don't have to buy as many HP potions. Final Charge is rarely used and doesnt need to be maxed!

Third Job Skill Build
When you advance to Third Job at level 70, there is only one skill missing that can be acquired by completing a quest: Full Swing. Just like any other 3rd job classes, the Arans have a plethora of almost godly attacking and buffing skills at their disposal. Many builds as such can come out of this power buffet. (Go to Erev to obtain Full Swing from Nineheart.) The reason for this core build is that with Smart Knockback maxed early, only 10% on the KB damage is necessary to knockback a monster (does not apply to bosses). Next on the list Full Swing is maxed next to provide great damage. Then Combo critical is maxed to give the godly chance of 60% for all attacks to hit critical damage. Now from here on there are 2 different builds: The Snow Charge build (for slowing monsters down) and the Final Toss build (for those of you who enjoy the large damage numbers.)
 * The Core Build.
 * Lv 70 :Full Swing (+1)
 * Lv 71 :Full Swing (+1)/Smart Knockback (+2)
 * Lv 72-77 : Smart Knockback (+18)
 * Lv 78-83 : Full Swing (+18)
 * Lv 84-90 : Combo Critical(+20) Save 1 SP

The reasoning behind this build is that the primary addition to Snow charge slows down monsters and prevents them form doing touch damage. Combines with Smart Knockback, you'll be doing very stable KB damage. With 15 Sp into Combo Fenrir, you can do 1300% damage to monsters as a finisher. Final Toss is maxed next to provide some extra damage on top of Triple Swing. Then Combo Fenrir is maxed to give the full 1600% damage and you are left with 10 free SP.
 * The Snow Charge early build.
 * Lv 91-97: Snow Charge (+20)
 * Lv 98-102: Combo Fenrir (+15)
 * Lv 103-112: Final Toss (+30)
 * Lv 113-117: Combo Fenrir (+15)
 * Lv 118-120: 10 Free SP.

The reasoning behind this build is the same as above, except it is reversed.
 * The Final Toss build.
 * Lv 91-100: Final Toss (+30)
 * Lv 101-105: Combo Fenrir (+15)
 * Lv 106-109: Snow Charge (+12)
 * Lv 110-114: Combo Fenrir (+15)
 * Lv 116-120: 10 Free SP

You may ask "Why is no SP put into Rolling Spin?" Well, the answer is simple. Firstly, how often will you be seeing mobs of 10 monsters compared to mobs of 12 monsters? And secondly, you would NOT want to be fighting mobs on both sides.

Fourth Job Skill Build
So you've bored yourself through 120 levels of awesome power and you think that Arans can't get any MORE powerful. Be prepared for a shocker, for the Aran class doesn't just get more powerful, they even get an Area Of Effect attack that can 1HKO monsters with a chance! Aran 4th job skills are obtained in the usual way, through the completion of quests and the usage of mastery books. This not only means that your skills may not be obtainable, but you might not be able to follow conventional builds. No matter. With the awesome power of the 4th job skills, anything is possible! There are a multitude of builds that can be used, but to make it easier 2 builds are presented.

The “Practical” Build
 * Lv.120: +2 Overswing (2) +1 Final Blow (1)
 * Lv.121: +3 Overswing (5)
 * Lv.122: +3 Overswing (8)
 * Lv.123: +3 Overswing (11)
 * Lv.124: +3 Overswing (14)
 * Lv.125: +3 Overswing (17)
 * Lv.126: +3 Overswing (20)
 * Lv.127: +3 Overswing (23)
 * Lv.128: +3 Overswing (26)
 * Lv.129: +3 Overswing (29)
 * Lv.130: +1 Overswing (30)[MAX] +2 High Mastery (1)
 * Lv.131: +3 High Mastery (5)
 * Lv.132: +3 High Mastery (8)
 * Lv.133: +3 High Mastery (11)
 * Lv.134: +3 High Mastery (14)
 * Lv.135: +3 High Mastery (17)
 * Lv.136: +3 High Mastery (20)
 * Lv.137: +3 High Mastery (23)
 * Lv.138: +3 High Mastery (26)
 * Lv.139: +3 Freeze Standing (3)
 * Lv.140: +3 Freeze Standing (6)
 * Lv.141: +3 Freeze Standing (9)
 * Lv.142: +3 Freeze Standing (12)
 * Lv.143: +3 Freeze Standing (15)
 * Lv.144: +3 Freeze Standing (18)
 * Lv.145: +3 Freeze Standing (21)
 * Lv.146: +3 Freeze Standing (24)
 * Lv.147: +3 Freeze Standing (27)
 * Lv.148: +3 Freeze Standing (30)[MAX]
 * Lv.149: +3 Combo Barrier (3)
 * Lv.150: +3 Combo Barrier (6)
 * Lv.151: +3 Combo Barrier (9)
 * Lv.152: +3 Combo Barrier (12)
 * Lv.153: +3 Combo Barrier (15)
 * Lv.154: +3 Combo Barrier (18)
 * Lv.155: +3 Combo Barrier (21)
 * Lv.156: +3 Combo Barrier (24)
 * Lv.157: +3 Combo Barrier (27)
 * Lv.158: +3 Combo Barrier (30)[MAX]
 * Lv.159: +3 Final Blow (4)
 * Lv.160: +3 Final Blow (7)
 * Lv.161: +3 Final Blow (10)
 * Lv.162: +3 Final Blow (13)
 * Lv.163: +3 Final Blow (17)
 * Lv.164: +3 Final Blow (20)
 * Lv.165: +3 Final Blow (23)
 * Lv.166: +3 Final Blow (26)
 * Lv.167: +3 Final Blow (29)
 * Lv.168: +1 Final Blow (30)[MAX] +2 Maple Warrior (2)
 * Lv.169: +3 Maple Warrior (5)
 * Lv.170: +3 Maple Warrior (8)
 * Lv.171: +3 Maple Warrior (11)
 * Lv.172: +3 Maple Warrior (14)
 * Lv.173: +3 Maple Warrior (17)
 * Lv.174: +3 Maple Warrior (20)
 * Lv.175: +3 Maple Warrior (23)
 * Lv.176: +3 Maple Warrior (26)
 * Lv.177: +3 Maple Warrior (29)
 * Lv.178: +3 Combo Tempest (3)
 * Lv.179: +3 Combo Tempest (6)
 * Lv.180: +3 Combo Tempest (9)
 * Lv.181: +3 Combo Tempest (12)
 * Lv.182: +3 Combo Tempest (15)
 * Lv.183: +3 Combo Tempest (18)
 * Lv.184: +3 Combo Tempest (21)
 * Lv.185: +3 Combo Tempest (24)
 * Lv.186: +3 Combo Tempest (27)
 * Lv.187: +3 Combo Tempest (30)[MAX]
 * Lv.188: +3 High Mastery (29)
 * Lv.189: +1 High Mastery (30)[MAX] +2 High Defense (2)
 * Lv.190: +3 High Defense (5)
 * Lv.191: +3 High Defense (8)
 * Lv.192: +3 High Defense (11)
 * Lv.193: +3 High Defense (14)
 * Lv.194: +3 High Defense (17)
 * Lv.195: +3 High Defense (20)
 * Lv.196: +3 High Defense (23)
 * Lv.197: +3 High Defense (26)
 * Lv.198: +3 High Defense (29)
 * Lv.199: +1 High Defense (30)[MAX] +2 Hero's Will (2)
 * Lv.200: +3 Hero's Will (3)[MAX]

Results: Reasoning: Well, you start off with two in Overswing, because like Full Swing, it replaces triple swing with a whole new animation, and adds more damage. Then you add one to Final Blow, because it kind of acts like a “Final Attack” that you can use whenever you like, and looks wicked. Then you max out Overswing and High Mastery, to make you stable and do more damage, followed by Freeze Standing so you don't get KB'd every second. Then Combo Barrier, since it's an awesome party skill and it makes monsters do 20% less damage on you, and your whole party. Then Final Blow because it’s very strong. After that, then you start on Maple Warrior and Combo Tempest for damage and High Defence for, well, not taking as much damage, and end with a few in Hero’s Will, although you’re free to add the points in earlier if you plan to HT and Pink Bean before level 199.
 * Overswing: MAX
 * Final Blow: MAX
 * High Mastery: MAX
 * Combo Tempest: MAX
 * Combo Barrier: MAX
 * Freeze Standing: MAX
 * Maple Warrior: 29/30
 * High Defence: MAX
 * Hero’s Will: MAX

If you're wondering why I left High Mastery at 26, it's because Level 26 adds 90% mastery. The mastery level stays the same until it's maxed, only for an extra 2 attack will you change anything by maxing it. And level 29 Maple Warrior adds the same stats as 30, but with a few seconds less time, so it's one spare point.


 * The Damage build
 * Lv 120: Over Swing (+1)(696% damage total)
 * Lv 121-130: High Mastery (+16)(80% mastery/+5 W.ATK)/ Over Swing (+14) (800% damage total)
 * Lv 131-140: Final Blow (+20)(600% damage)/ High Mastery (+10)(90% mastery/+8 W.ATK)

This beginning build is quite simple. First, High Mastery is increased to give more stable damage. Then Over Swing gives you 5 attacks. More attacks = More damage. Then Final Blow gives even more damage on top of Over Swing. Finally, High Mastery is increased to 26 to give the maximum mastery possible.

OR


 * The Party Build
 * Lv 120: Over Swing (+1) (696% damage total)
 * Lv 121-130: Combo Barrier (+30) (20% less damage)
 * Lv 131-140: Maple Warrior (+10) (5% stat increase)/ Over Swing (+14) (800% damage total)/ High Mastery (+6) (70% mastery/+2 W.ATK)

Combo Barrier is first increased to decrease damage taken in a party. Then Maple Warrior is increased to give that little stat boost. After that some SP is put into Over Swing for the damage. then high mastery is increased to give more stable damage.