MapleStory/Warrior/Builds

AP and Equipment
DEX has a limited role in determining accuracy, but level has a far greater effect. For this reason, little to no AP should be spent in DEX, depending on funding. Most equipment doesn't have a DEX requirement either, the only exception being the Stonetooth/Ribgol Sword. Warriors should apply 3 strength and 2 dexterity until they have reached their dexterity 'cap', meaning whatever amount of dexterity they feel is enough. Once you have reached your dexterity cap, you apply all points into strength.

Most characters with no starting funds will stop adding dexterity when they reach 40-60 dexterity. Depending on starting funds, characters may choose to not add dexterity at all.

First Job (Level 10 to 30)
To max all skills, it would require 70 SP, but you are given only 61 SP to spend. You will need to choose which skill not to max. Generally, Iron Body becomes less useful at higher levels, so it is usually not maxed. You must also decide which active skill to max first, Slash Blast or Power Strike. This is dependent on where you train. If it's easy to hit many enemies together, go with Slash Blast; otherwise, take them on one by one with Power Strike. In the end, both attack skills should be maxed, as you will be using them until level 70 at least.

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 * Crowded enemy maps: Usually, it's faster to level by killing many weaker enemies, rather than a few strong enemies, making this a more useful build.
 * 1 Power Strike (1)
 * 20 Slash Blast (MAX)
 * 10 HP Increase (MAX)
 * 19 Power Strike (MAX)
 * 11 Iron Body (11)
 * Sparse enemy maps: If you can find strong enemies or bosses to kill in one hit early on, this can be a stronger build.
 * 1 Power Strike (1)
 * 1 Slash Blast (1)
 * 19 Power Strike (MAX)
 * 10 HP Increase (MAX)
 * 19 Slash Blast (MAX)
 * 11 Iron Body (11)

Second Job (Level 30 to 70)
It would take 130 SP to max all skills, but you are only given 121 SP to spend by the time you reach level 70.

Fighter
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 * Unfunded or Party (1): Rage and Final Attack can be switched since they both add damage at a slower pace. However, other characters in a party will also benefit from getting Rage sooner.
 * 20 Weapon Mastery (MAX)
 * 7 Weapon Booster (7)
 * 10 Improved Fundamentals (MAX)
 * 20 Rage (MAX)
 * 20 Final Attack (MAX)
 * 2 Weapon Booster (9)
 * 20 Power Guard (MAX)
 * 20 Weapon Booster (MAX)
 * 11 Ground Smash (11)
 * Unfunded or Party (2): Same as the previous build, except that points are spent in Iron Body from first job instead of Ground Smash
 * 20 Weapon Mastery (MAX)
 * 7 Weapon Booster (7)
 * 10 Improved Fundamentals (MAX)
 * 20 Rage (MAX)
 * 20 Final Attack (MAX)
 * 2 Weapon Booster (9)
 * 20 Power Guard (MAX)
 * 20 Weapon Booster (MAX)
 * 9 Iron Body (MAX - First Job)
 * 2 Ground Smash (2)
 * Funded: You can get Rage later on by using various +ATT potions from Zipangu or NLC.
 * 20 Weapon Mastery (MAX)
 * 7 Weapon Booster (7)
 * 10 Improved Fundamentals (MAX)
 * 20 Final Attack (MAX)
 * 2 Weapon Booster (9)
 * 3 Rage (3)
 * 20 Power Guard (MAX)
 * 17 Rage (MAX)
 * 20 Weapon Booster (MAX)
 * 11 Ground Smash (11)

Page
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 * Ground Smash at 11
 * 20 Weapon Mastery (MAX)
 * 7 Weapon Booster (7)
 * 10 Improved Fundamentals (MAX)
 * 20 Threaten (MAX)
 * 20 Final Attack (MAX)
 * 2 Weapon Booster (9)
 * 20 Power Guard (MAX)
 * 20 Weapon Booster (MAX)
 * 11 Ground Smash (11)
 * Ground Smash at 2: Same as previous, but max Iron Body instead of Ground Smash.
 * 20 Weapon Mastery (MAX)
 * 7 Weapon Booster (7)
 * 10 Improved Fundamentals (MAX)
 * 20 Threaten (MAX)
 * 20 Final Attack (MAX)
 * 2 Weapon Booster (9)
 * 20 Power Guard (MAX)
 * 20 Weapon Booster (MAX)
 * 9 Iron Body (MAX - First Job)
 * 2 Ground Smash (2)
 * Delay Threaten: At lower levels, Threaten isn't as useful as Rage, so it can be maxed later.
 * 20 Weapon Mastery (MAX)
 * 7 Weapon Booster (7)
 * 10 Improved Fundamentals (MAX)
 * 20 Final Attack (MAX)
 * 2 Weapon Booster (9)
 * 3 Threaten (3)
 * 20 Power Guard (MAX)
 * 17 Threaten (MAX)
 * 20 Weapon Booster (MAX)
 * 11 Ground Smash (11)

Spearman
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 * Ground Smash at 11
 * 20 Weapon Mastery (MAX)
 * 7 Weapon Booster (7)
 * 10 Improved Fundamentals (MAX)
 * 3 Iron Will (3)
 * 20 Hyper Body (MAX)
 * 20 Final Attack (MAX)
 * 20 Weapon Booster (MAX)
 * 17 Iron Will (MAX)
 * 11 Ground Smash (11)
 * Ground Smash at 2: Same as previous, but max Iron Body instead of Ground Smash.
 * 20 Weapon Mastery (MAX)
 * 7 Weapon Booster (7)
 * 10 Improved Fundamentals (MAX)
 * 3 Iron Will (3)
 * 20 Hyper Body (MAX)
 * 20 Final Attack (MAX)
 * 20 Weapon Booster (MAX)
 * 17 Iron Will (MAX)
 * 9 Iron Body (MAX - First Job)
 * 2 Ground Smash (2)

Crusader
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.

Notes This build is similar to the traditional build with the exception that Coma is maxed before Combo is finished being maxed. The reason behind this is that after Combo hits level 21(5 orbs), the only difference higher levels will make is a minimal increse in attack, while puting points in Coma early not only gives you more power(you are now able to mob with coma instead of being limited to slash blast), but coma also stuns, reducing pot costs, allowing you to train on higher level monsters earlier, etc.
 * Early Coma Build
 * 21 Combo Attack
 * 30 Coma (MAX)
 * 9 Combo Attack (MAX)
 * 30 Panic (MAX)
 * 30 Shout (MAX)
 * 20 Relax (MAX)
 * 11 Free SP (put into Armour Crush/Shield Mastery/2nd job skills)

White Knight

 * '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)
 * Notes
 * 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.

The All Charges First build is actually very helpful now, as many more monsters, such as the Wyvern family and Headless Horseman, are elementally weak with the addition of Leafre. The fact that Charge Blow causes you to lose your charge denotes that it is a hindrance to regular training (it reduces your DPS in certain situations). Rely on Charge Blow in situations where you need to escape a group of monsters, when finishing off a monster, or when fighting one monster at a time (the stun is great for soloing bosses). Maxing out the various charges is a better option for optimal training.


 * 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 Build
 * 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 Build
 * 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 Build
 * 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)

Note: For better Training, get Spear Crusher to level 15, then SAVE 11 SP before continuing to MAX
 * Spear Only Build
 * 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 Build
 * 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 Build
 * 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


 * Ultimate Spear Skill Build
 * Spear Crusher (MAX)
 * Spear Fury (MAX)
 * Sacrifice (3) (Required for Dragon Roar)
 * Dragon Roar (MAX)
 * Elemental Resistance (MAX)
 * Dragon Blood (3)(Required for Power Crash)
 * Power Crash (15) OR Sacrifice (+15)
 * Dragon Blood (+17)(MAX)


 * Recommended for spear maplers.


 * Ultimate Polearm Skill Build
 * Polearm Crusher (MAX)
 * Polearm Fury (MAX)
 * Sacrifice (3)(Required for Dragon Roar)
 * Dragon Roar (MAX)
 * Elemental Resistance (MAX)
 * Dragon Blood (MAX)
 * Power Crash (15) OR Sacrifice (+15)


 * Recommended for polearm maplers.

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 to add all AP into HP and get a huge bonus from the HP Increase skill. 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 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: 35 STR, and 4 for every other stat. On each level up, put all your AP in HP. Apart from HP Increase, 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.

The Exchange Quest remains a reasonable way to gain experience early on, or you can do party quests, which is 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. You will need accuracy and damage enhancing items to complete this.

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 completable.

Once you have done that, Congratulations! You will now be getting the most useful skill to you: Power Guard. Power Guard 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, Power Guard 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.

Dagger Warrior
You may think that since warriors have access to daggers, they might be able to effectively use them.


 * For example, the DEX requirement for warrior-compatible daggers are usually 2x your level, which is the standard DEX build for warriors.
 * Also, daggers are already fast, so booster is probably unnecessary, and you can spend the points on something better.
 * Also, daggers are one-handed, allowing you to use shields, too.
 * Daggers require a lot less STR than other 1H warrior weapons.
 * Daggers have increased damage when stabbing.

However, there are lots of disadvantages.


 * You can't put many useful points in 2nd job.
 * Also, there are no dagger masteries, so damage will probably be weak or unstable.
 * Which also brings the fact that daggers do low damage already.
 * Daggers have the lowest range.
 * Dagger scrolls cost extremely more than 1H warrior weapons.