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
You can choose either to add Strength (Attack - KEY Stats) or Dexterity (Accuracy).

DEX-less Aran
DEX-less Arans are a real challenge, and trying this will require a large amount of money. Being DEX-less means that you're putting a lot of your AP into STR and you shouldn't have any Dex. (It should equal 4).

Since an Aran cannot possibly attack strong monsters without accuracy, instead of adding AP into DEX (which gives 0.8 accuracy per point), you will need a lot of equips that are scrolled to add DEX or accuracy. 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. On a side note, since none of the Aran's pole arms require dex, having equipment that adds accuracy is better then having items that have DEX.

Another downfall to a DEX-less 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 DEX-less Aran will deal much more damage compared to a regular build.

Note: This build is recommended in MapleStorySEA now. Post Big Bang warriors will NOT need Dex. Therefore, keep your dex at 4. Accuracy will be based on your level, NOT Dex. No extra funding is needed.

Low DEX Aran
'''This build is not recommended in MapleStorySEA now. Post Big Bang warriors will NOT need Dex. Therefore, keep your dex at 4. Accuracy will be based on your level, NOT Dex. No extra funding is needed'''.

Low DEX Arans do more damage than a regular build Aran but MAY do less damage than a DEX-less Aran depending if you're funded or not.

Note: Low DEX Arans are for semi-funded people so you must choose to add your DEX from 20 to 60.

Regular
'''This build is not recommended in MapleStorySEA now. Post Big Bang warriors will NOT need Dex. Therefore, keep your dex at 4. Accuracy will be based on your level, NOT Dex. No extra funding is needed'''.

Aran are very similar to Warriors. However since they depend on large combos for more powerful attacks, Arans should have at least 3 times more DEX than their level to hit stronger monsters with ease, so if you are at level 25 you should have at least 75 DEX. LUK should be equal to a Aran's level. Add everything else to STR.

LUK is of utmost importance in a Aran's build.

Most AP goes into STR,LUK 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 DEX-less Aran, though it will be cheaper to fund a normal Aran compared to a DEX-less 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.

Beginner
You may begin with any one of the three builds:

Build 1 (Recommended)


 * Level 1 - You do not get a point on this level.
 * Level 2 - +1 Three Snails (1)
 * Level 3 - +1 Three Snails (2)
 * Level 4 - +1 Three Snails (MAX)
 * Level 5 - +1 Agile Body (1)
 * Level 6 - +1 Agile Body (2)
 * Level 7 - +1 Agile Body (MAX)
 * Level 8 - You do not get a point on this level.
 * Level 9 - You do not get a point on this level.
 * Level 10 - You do not get a point on this level.

Resulting in:


 * Three Snails (MAX)
 * Agile Body (MAX)
 * Recovery (0)

Build 2
 * Level 1 - You do not get a point on this level.
 * Level 2 - +1 Recovery (1)
 * Level 3 - +1 Recovery (2)
 * Level 4 - +1 Recovery (MAX)
 * Level 5 - +1 Three Snails (1)
 * Level 6 - +1 Three Snails (2)
 * Level 7 - +1 Three Snails (MAX)
 * Level 8 - You do not get a point on this level.
 * Level 9 - You do not get a point on this level.
 * Level 10 - You do not get a point on this level.

Resulting in:


 * Three Snails (MAX)
 * Agile Body (0)
 * Recovery (MAX)

Build 3


 * Level 1 - You do not get a point on this level.
 * Level 2 - +1 Recovery (1)
 * Level 3 - +1 Recovery (2)
 * Level 4 - +1 Recovery (MAX)
 * Level 5 - +1 Agile Body (1)
 * Level 6 - +1 Agile Body (2)
 * Level 7 - +1 Agile Body (MAX)
 * Level 8 - You do not get a point on this level.
 * Level 9 - You do not get a point on this level.
 * Level 10 - You do not get a point on this level.

Resulting in:


 * Three Snails (0)
 * Agile Body (MAX)
 * Recovery (MAX)

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

Once you've 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. An italicized name represents the time at which the skill becomes maxed. NOTE: This build is not effective anymore after Big Bang and Chaos because Double Swing must be maxed in order to add SP to Triple Swing in Second Job.


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

Resulting in:


 * Level 20 Double Swing (16)
 * Level 10 Combo Ability (MAX)
 * Level 15 Combat Step (MAX)
 * Level 16 Polearm Booster (MAX)

Combo Ability have to be at its maximum levels, because some of the second 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 to 10 MP and 10 HP.

Second Job
Once you completed your second 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 10 (+2)
 * Level 41: SAVE
 * Level 42: SAVE
 * Level 43: SAVE
 * Level 44: Combo Drain/Body Pressure 3 (+3)
 * Level 45: Combo Drain/Body Pressure 6 (+3)
 * Level 46: Combo Drain/Body Pressure 9 (+3)
 * Level 47: Combo Drain/Body Pressure 12 (+3)
 * Level 48: Combo Drain/Body Pressure 15 (+3)
 * Level 49: Combo Drain/Body Pressure 18 (+3)
 * Level 50: Combo Drain/Body Pressure 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/Combo Drain 2 (+2)
 * Level 65: Body Pressure/Combo Drain 5 (+3)
 * Level 66: Body Pressure/Combo Drain 8 (+3)
 * Level 67: Body Pressure/Combo Drain 11 (+3)
 * Level 68: Body Pressure/Combo Drain 14 (+3)
 * Level 69: Body Pressure/Combo Drain 17 (+3)
 * Level 70: Body Pressure/Combo Drain20 (+3)

Resulting in:


 * Level 20 Polearm Mastery (MAX)
 * Level 20 Triple Swing (10)
 * Level 30 Final Charge (MAX)
 * Level 11 Combo Drain(MAX)
 * Level 20 Combo Smash (MAX)
 * Level 20 Body Pressure (MAX)

This second situation is 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 doesn't need to be maxed!

Anonymous: Please do max triple swing as it will be your main mobbing and combo'ing skill, not leaving it at 10 like the guide above. You will find it harder to fight higher level mobs if your triple swing suck so much. Like the comment above, Final charge can be regarded as totally useless so don't add anything until job advancement. Save the points for drains and pressures. drains on the other hand is really important as it will save a ton of potions and can save lives.

Third Job
When you advance to your 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 third 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 Core Build


 * Level 70: +1 Full Swing (1)
 * Level 71: +1 Full Swing (2) +2 Smart Knockback (2)
 * Level 72: +3 Smart Knockback (5)
 * Level 73: +3 Smart Knockback (8)
 * Level 74: +3 Smart Knockback (11)
 * Level 75: +3 Smart Knockback (14)
 * Level 76: +3 Smart Knockback (17)
 * Level 77: +3 Smart Knockback (20) [MAX]
 * Level 78: +3 Full Swing (5)
 * Level 79: +3 Full Swing (8)
 * Level 80: +3 Full Swing (11)
 * Level 81: +3 Full Swing (14)
 * Level 82: +3 Full Swing (17)
 * Level 83: +3 Full Swing (20) [MAX]
 * Level 84: +3 Combo Critical (3)
 * Level 85: +3 Combo Critical (6)
 * Level 86: +3 Combo Critical (9)
 * Level 87: +3 Combo Critical (12)
 * Level 88: +3 Combo Critical (15)
 * Level 89: +3 Combo Critical (18)
 * Level 90: +2 Combo Critical (20) [MAX] +1 Free SP (1)(Save this)

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 two different builds: the Snow Charge build (for slowing monsters down) and the Final Toss build (for large damage numbers).

The Snow Charge Early Build


 * Level 91: +4 Snow Charge (4)
 * Level 92: +3 Snow Charge (7)
 * Level 93: +3 Snow Charge (10)
 * Level 94: +3 Snow Charge (13)
 * Level 95: +3 Snow Charge (16)
 * Level 96: +3 Snow Charge (19)
 * Level 97: +1 Snow Charge (20) [MAX] +2 Combo Fenrir (3)
 * Level 98: +3 Combo Fenrir (5)
 * Level 99: +3 Combo Fenrir (8)
 * Level 100: +3 Combo Fenrir (11)
 * Level 101: +3 Combo Fenrir (14)
 * Level 102: +1 Combo Fenrir (15) +2 Final Toss (2)
 * Level 103: +3 Final Toss (5)
 * Level 104: +3 Final Toss (8)
 * Level 105: +3 Final Toss (11)
 * Level 106: +3 Final Toss (14)
 * Level 107: +3 Final Toss (17)
 * Level 108: +3 Final Toss (20)
 * Level 109: +3 Final Toss (23)
 * Level 110: +3 Final Toss (26)
 * Level 111: +3 Final Toss (29)
 * Level 112: +1 Final Toss (30) [MAX] +2 Combo Fenrir (17)
 * Level 113: +3 Combo Fenrir (20)
 * Level 114: +3 Combo Fenrir (23)
 * Level 115: +3 Combo Fenrir (26)
 * Level 116: +3 Combo Fenrir (29)
 * Level 117: +1 Combo Fenrir (30) [MAX] +2 Free SP (2)
 * Level 118: +3 Free SP (5)
 * Level 119: +3 Free SP (8)
 * Level 120: +3 Free SP (11)

The reasoning behind this build is that the primary addition to Snow Charge slows down monsters and prevents them from doing touch damage. Combined with Smart Knockback, you'll be doing very stable KB damage. With 15 SP into Combo Fenrir, you can do 1,300% 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 1,600% damage and you are left with 11 free SP.

The Final Toss Build


 * Level 91: +4 Final Toss (4)
 * Level 92: +3 Final Toss (7)
 * Level 93: +3 Final Toss (10)
 * Level 94: +3 Final Toss (13)
 * Level 95: +3 Final Toss (16)
 * Level 96: +3 Final Toss (19)
 * Level 97: +3 Final Toss (22)
 * Level 98: +3 Final Toss (25)
 * Level 99: +3 Final Toss (28)
 * Level 100: +2 Final Toss (30) [MAX] +1 Combo Fenrir (1)
 * Level 101: +3 Combo Fenrir (4)
 * Level 102: +3 Combo Fenrir (7)
 * Level 103: +3 Combo Fenrir (10)
 * Level 104: +3 Combo Fenrir (13)
 * Level 105: +2 Combo Fenrir (15) +1 Snow Charge (1)
 * Level 106: +3 Snow Charge (4)
 * Level 107: +3 Snow Charge (7)
 * Level 108: +3 Snow Charge (10)
 * Level 109: +3 Snow Charge (13)
 * Level 110: +3 Snow Charge (16)
 * Level 111: +3 Snow Charge (19)
 * Level 112: +2 Snow Charge (20) [MAX] +1 Combo Fenrir (17)
 * Level 113: +3 Combo Fenrir (20)
 * Level 114: +3 Combo Fenrir (23)
 * Level 115: +3 Combo Fenrir (26)
 * Level 116: +3 Combo Fenrir (29)
 * Level 117: +1 Combo Fenrir (30) [MAX] +2 Free SP (2)
 * Level 118: +3 Free SP (5)
 * Level 119: +3 Free SP (8)
 * Level 120: +3 Free SP (11)

The reasoning behind this build is the same as above, except it is reversed. No SP is put into Rolling Spin because you don't often see mobs of 10 monsters compared to mobs of 12 monsters, and secondly, you would not want to be fighting mobs on both sides.

Resulting in:


 * Level 20 Full Swing (MAX)
 * Level 20 Smart Knockback (MAX)
 * Level 20 Combo Critical (MAX)
 * Level 20 Snow Charge (MAX)
 * Level 30 Combo Fenrir (MAX)
 * Level 30 Final Toss (MAX)
 * Level 0 Rolling Spin

Post Big Bang Build


 * Level 70: +1 Full Swing (1)
 * Level 71: +3 Full Swing (4)
 * Level 72: +3 Full Swing (7)
 * Level 73: +3 Full Swing (10)
 * Level 74: +3 Full Swing (13)
 * Level 75: +3 Full Swing (16)
 * Level 76: +3 Full Swing (19)
 * Level 77: +1 Full Swing (20) [MAX] +2 Combo Critical (2)
 * Level 78: +3 Combo Critical (5)
 * Level 79: +3 Combo Critical (8)
 * Level 80: +3 Combo Critical (11)
 * Level 81: +3 Combo Critical (14)
 * Level 82: +3 Combo Critical (17)
 * Level 83: +3 Combo Critical (20) [MAX]
 * Level 84: +3 Snow Charge (3)
 * Level 85: +3 Snow Charge (6)
 * Level 86: +3 Snow Charge (9)
 * Level 87: +3 Snow Charge (12)
 * Level 88: +3 Snow Charge (15)
 * Level 89: +3 Snow Charge (18)
 * Level 90: +2 Snow Charge (20) [MAX] +1 Final Toss/Fenrir Phantom

The build Post BB is not changed that much. Start with Full Swing for the added damage. It's more important than purple numbers at this time. But right after you max full swing you can go into Crit. Snow Charge comes after that for the extra damage boost it gives (135%). Unlike the other builds where Smart Knockback is maxed first, it now has a low use. Why? Because now Aran's damage has been increased enough that even WITHOUT SKB, you can still knockback most monsters. It's about as useful as rolling spin now. After maxing snow charge, either work on Final Toss, or Fenrir Phantom(Combo Fenrir). Then work on the one you didn't max. At some point also max out Final Charge in 2nd job. And with your last points max SKB, and either A) Put dump points into rolling spin, or B) Put dump points into booster in first job.

Resulting in:


 * Level 20 Full Swing (MAX)
 * Level 20 Smart Knockback (MAX)
 * Level 20 Combo Critical (MAX)
 * Level 20 Snow Charge (MAX)
 * Level 30 Combo Fenrir (MAX)
 * Level 30 Final Toss (MAX)
 * Level 0 Rolling Spin
 * Level 30 Final Charge (Second Job) (MAX)

Fourth Job
At level 120, the Aran class doesn't just get more powerful, they even get an Area of Effect attack that can one-hit KO monsters with a chance. Aran fourth 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. There are a multitude of builds that can be used.

The "Practical" Build


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

Resulting in:


 * Overswing (MAX)
 * Final Blow (MAX)
 * High Mastery (MAX)
 * Combo Tempest (MAX)
 * Combo Barrier (MAX)
 * Freeze Standing (MAX)
 * Maple Warrior: (29)
 * High Defence (MAX)
 * Hero’s Will (MAX)

The reasoning for this build, is 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. 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 makes monsters do 20% less damage on you and your whole party. Then Final Blow because it's very strong. After that, you start on Maple Warrior and Combo Tempest for damage and High Defence to reduce the damage you take. You 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.

High Mastery is left at 26 because Level 26 adds 90% mastery. The mastery level stays the same until it's maxed, only for an extra two 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
 * Level 120: Over Swing (+1)(696% damage total)
 * Level 121–130: High Mastery (+16) (80% mastery / +5 W.ATK) / Over Swing (+14) (800% damage total)
 * Level 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 five attacks. More attacks means 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.


 * The Party Build
 * Level 120: Over Swing (+1) (696% damage total)
 * Level 121–130: Combo Barrier (+30) (20% less damage)
 * Level 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.