🩷 The Angelic Buster Compendium

Last Updated: Jul 6, 2026

The Angelic Buster Compendium

Angelic Buster’s ABCs

Introduction

Welcome! This document aims to serve as a unified hub for any and all information pertaining to Maplestory’s one and only Battleclown Battleground Idol, Angelic Buster.

Whether you’re a veteran AB main, aspiring idol, or simply looking to make a new bossing mule, we hope this document can be of use to you. If you’d like to join the community or give feedback on this doc, head on over to our Discord - we’ll welcome you with open arms!

We’d like to emphasize that this guide is written primarily for GMS Heroic players and focuses on AB-specific information, though information for all regions and general gameplay tips will be provided where applicable. A glossary of terms is provided at the end if needed. We recommend using Ctrl + F or the document outline to quickly find the information you’re looking for. (We’d be very happy if you took the time to read the whole thing, though :D)

Note: This document is best viewed at Medium text width (View > Text Width > Medium).

Without further ado, let the show begin!

Class Overview

Angelic Buster is a straightforward class with high mobility and survivability.

She is an OG 2-minute burst class, with a 1-minute miniburst. This spreads out her damage in comparison to most other classes, but her wide array of movement options allows her to maintain high damage uptime in most bosses.

AB does not have combo mechanics or gauge mechanics, and follows a very simple buff-bind-and-burst sequence that makes her a great choice for newer players, or players who are looking for a simpler class.

Damage-wise, she runs middle-of-the-pack, being a 2-minute burst class with much of her damage spread over her full rotation.

Why Play AB? - The Good

Link Skill

Our link skill, Terms and Conditions, is vital for bossing on every class, and goes up to Lv 3 (in GMS). If you’re gonna make one, play her some more :)

Excellent boss mule

Requires only 3 boosted skills at a minimum for mules

Low cooldown burst cycles with good DPS outside of burst timings

Simple bossing

Buff up, bind, pop each damage skill, and hold down Trinity. That’s about it.

High mobility

165% base move speed, and a wide selection of movement options:

Feather Hop, a double flash jump

Pink Pummel, a rush/dash skill

Grappling Heart, an innate rope lift with no cooldown

High survivability

Trinity Fusion provides superstance and damage reduction on a 13 second cooldown, affected by Cooldown Reductions

Mighty Mascot also offers superstance and damage reduction during its cast for safe bursting

Has 2 i-frames:

Soul Resonance (2s duration, 60s cooldown, with air stall and damage reduction)

Sparkle Burst (10s duration (!), 2min cooldown, part of burst rotation)

AESTHETICS. Need I say more?

Why Not AB? - The Bad

Below average party bossing contribution

Alongside the standard 2 minute main burst, AB comes with a 1 minute miniburst. Over a 6 minute burst cycle, about 30% of your damage will come from continuous dps off-burst.* This spread-out damage profile can make her damage contribution lackluster in a party bossing scenario, where concentrated bursts are favored.

*For a detailed breakdown of our damage profile, see here.

Her 1 minute miniburst can cause desyncs with party bursts when not executed perfectly on time (which is often impractical).

Middling party buffs to boost your team. Best we offer is +20% damage.

Bossing is very simplistic

Your enjoyment will vary depending on personal preference. Those interested in more complex classes may not like AB’s playstyle.

Relatively active mobbing (until lategame)

AB has several mobbing options, but many rotations are fairly active.

Yes, Seeker farming exists, and it only involves pressing one key. However, seekers are the weakest of our options and require fairly strong gear.

 Sol Janus has helped greatly to alleviate this.

See the Training section for more details.

⭐Class Infographic⭐

Credits: TQ

⭐FAQ⭐

Here are some commonly asked questions that are answered below:

Throughout the rest of the document, FAQs and tips will be included where relevant to that section.

Stats

Inner Ability (IA)

We recommend having a preset for bossing, for mobbing, and for drop rate.

Optimal Inner Abilities

Bossing

Mobbing

Drop

Attack Speed +1

Boss Damage +10%

Buff Duration +38%

Mesos Obtained +20%

Item Drop Rate +15%

Damage to Normal Monsters +8%

Alternatively,

Attack Speed +1

Mesos Obtained +15%

Item Drop Rate +15%

Item Drop Rate +20%

Buff Duration or Abnormal Damage for bossing?

Prior to the remaster, our optimal bossing IA had [+8% damage when attacking enemies affected by abnormal status] as the third line. However, with the change to Terms and Conditions’ cooldown, this has changed, and Buff Duration is now strictly better. See here for the analysis.

How should I roll my IA?

For players who are just starting out, settling for a single Legendary line is good, as optimizing for perfect lines is expensive meso- and honor-wise. Follow the above Best-In-Slot IAs to know which Legendary line you should look for. Rolling for perfect lines is expected to cost ~3-6 million Honor on average.

The optimal approach to resetting for the perfect IA from the default IA is as follows (we’ll use the bossing IA as an example):

  1. Use Honor or a Legendary Circulator to tier to a Legendary IA (the line does not matter).
  2. Use Miracle Circulators until you obtain one of the two Unique lines (+10% Boss or +38% Buff).
  3. Lock that line, and roll using Honor until you obtain the Legendary +1 Attack Speed line.
  4. Lock that line as well, and roll using Honor to obtain the correct last line (don’t worry about getting the perfect value).
  5. Use Black Circulators to slowly improve the values on the third line without losing the other two lines.

While it does not technically matter which of the two Unique lines you obtain with Miracle Circulators, Buff Duration is preferred. This is because rolling Buff Duration in step 2 allows you to potentially settle for an Abnormal Damage line in step 4 when rolling using Honor. As the Honor cost for rolling is high when searching for the last line, this is a less risky tactic. An Abnormal Damage line can serve as a decent stand-in for the Boss Damage line, but there is no substitute for the Buff Duration line.

Why is there a mobbing IA with an Attack Speed line?

While Attack Speed 10 is unnecessary for most mobbing rotations, there are a couple of reasons to consider doing so.

First, fresh Hyper Burns newly entering Grandis maps can sometimes struggle to one-shot Grandis mobs with Celestial Roar. As such, using HEXA Trinity to mob may be preferred. In order to comfortably full-clear the large Grandis maps, AS10 is preferable for the additional casts of HEXA Trinity. Such players may also not have Sol Janus unlocked, which is a major reason for AS10 no longer being as useful for mobbing.

Second, many players simply find movement smoother with AS10. This is not an optimization argument, it’s just personal preference.

Attack Speed (AS)

We will follow the post-Savior terminology, where Attack Speed Stage 1 is the slowest, and Stage 10 is the highest. Compared to AS8, AB gains ~7% Final Damage by reaching the cap of AS10, and must have +1 AS in her Inner Ability to do so. The increase from AS9 to AS10 is ~3% Final Damage.

1

2

3

4

5

6

7

8

(soft cap)

9

10

(hard cap)

Attack Speed Stage

Using the Extreme Green Potion is necessary to break the soft cap of AS8. Without the Green Potion active, Attack Speed will always be capped at Level 8, even if you have both Decent Speed Infusion active and +1 AS in your Inner Ability.

But my stats screen still says Level 8!

The Character Info screen will continue to display your Attack Speed at Level 8 even after using the Extreme Green Potion. To view the full breakdown, mouse over the Attack Speed field to see each component. You should see all 5 of the above listed sources of Attack Speed, summing up to 10.

Ignore Enemy Defense (IED)

Why is my visual IED so low?

AB only has two passive sources of IED visible in the stat window:

  •  Dragon Whistle (16%)
  •  Finale Ribbon - Armorbreak (15%).

This may make it seem like we have very little IED.

However, we have multiple other sources of IED that are never reflected in the stat window:

  •  Final Contract (30% when active during 2-minute bursts)
  • Trinity and Trinity Fusion (30% only for the skill)
  • Explorer Mages’ Link Skill (up to 9%)
  • 20% IED to V Matrix boosted skills that are at least Level 40

How much IED should I be aiming to have?

This is a common question without a straightforward answer. The common number that you may see thrown around is 97% for Grandis bosses (380% PDR) and 95% for other bosses (300% PDR). Both numbers refer to visual IED: that is, how much IED you see when you open your stat window, without taking into account innate IED sources like those listed above.

However, this is a ballpark estimate and assumes solo bossing. If you are bossing in a party with IED support such as from Bishop or Mercedes, your requirement will go down significantly. Even when considering only solo play, IED must be balanced with the opportunity cost of whatever other upgrade you would be going for. As such, use a calculator or perform BAs to identify if you should be looking to gain more IED.

How can I further improve my IED?

  • Equipment and set bonuses (e.g. Absolab, Arcane, Gollux set effects, Genesis weapon stats)
  • Up to 40% from the outer Legion Grid
  • Up to 20% from Legion Artifact
  • Lynn, Blaster Legion Blocks (5% at Level 200, 6% at Level 250)
  • Up to 45% from Hyper Stats
  • WSE Potentials (try not to keep this past early game)
  • 20% from Luminous’ Link Skill (Level 3)
  • 10% from Hoyoung’s Link Skill (Level 2)
  • Familiars

Critical Rate

AB has a 40% base Critical Rate (CR). Always aim to achieve 100% CR after all sources (not including Final Contract).

Can I settle for 95%?

You may have seen some advice that it is acceptable to settle for 95% CR. This was true before the remaster, but is now somewhat outdated. While Trinity and Soul Seekers gain 5% CR at V Matrix Boost Level 20, Mighty Mascot has no such additional CR, and so any less than 100% CR will reduce the damage of your minibursts. With how high our Critical Damage is naturally, ensuring you crit on every attack is important.

If you are a new player just starting out, 95% is an okay bare minimum to aim for, as your 2-minute burst will still have 100% CR due to Final Contract’s +30%, but nevertheless reaching 100% CR should be your highest priority.

How do I get more Crit Rate?

  • 10% from Decent Sharp Eyes
  • 10% from Lynn’s Link Skill (Level 3)
  • 20% from Phantom’s Link Skill (Level 3)
  • Night Lord, Marksman Legion Blocks (4% at Level 200, 5% at Level 250)
  • Up to 20% from Legion Artifact
  • Hyper Stats (don’t put too many points)
  • Outer Legion Grid (fill only as many as needed)
  • Commerci, Rebel Familiar Badges (1% each)
  • Familiars (if attached to a Boss / IED familiar)

Buff Duration

Terms and Conditions  is the primary consideration for Buff Duration on AB. With its buff being +120% Damage on us (as opposed to +60% on other classes), and the remaster reducing its cooldown to 60s, Buff Duration is now an important stat.

This section consolidates information and analysis of Buff Duration’s effects and its ramifications. If you just want to know which is better, visit the relevant sections linked.

How do I get more Buff Duration?

  • +38% from Inner Ability
  • Mechanic Legion Block (+20% at Level 200, +25% at Level 250)
  • +19% from Sia Astelle’s + Erel Light’s Link Skill (Level 6)
  • Up to +10% from Level 100 Empathy (Trait)
  • Up to +20% from Legion Artifact
  • Up to +40% from the outer Legion Grid

Inner Ability

Let’s start by considering the Buff Duration IA. Credits to Tony for the following analysis, slightly adapted.

Assuming perfect minibursts (100% damage uptime) and a Level 200 Mercedes Legion Block effect, the Buff Duration Inner Ability line is equivalent to the Abnormal Damage line on average, giving us the following conversion:

+38% Buff Duration = 120% Damage * 3.8s / (60s * 0.95) = 8% Damage

Furthermore, Buff Duration has other advantages:

  • Cooldown Reduction
  • With a Level 250 Mercedes, or Cooldown Hats, this average damage can further increase.
  • E.g. 250 Merc, 4s cd hat:
    120% * 3.8 / (60 * 0.94 - 4/2) = 8.38% Damage
    (4s CD hat divided by 2 as the CD reduction would apply to the 60s burst twice, but 120s burst once, making you have to wait anyway)
  • Burst Timeline
  • Bursts exist. Damage isn’t dealt flatly throughout a boss, and averaging out the effect devalues it.
  • The entirety of the 3.8s can be amplified by  and Bishop’s  if applicable
  • Damage Uptime
  • We are i-framed for the entirety of our 2-minute burst. You can output damage in those 3.8s, guaranteed, every time.
  •  Cooldown Skip
  • If you successfully CD skip and use Terms and Conditions twice, that Damage% average effectively doubles.

Legion Grid

Which is better, ATT or Buff Duration? Analysis by Aux.

Comparing 10 blocks to 10 blocks, i.e. 10 Buff Duration vs 10 ATT:

From Tony’s calculation (see IA above) we know that 38 buff = at least 8% dmg in all scenarios, and Buff Duration’s additional benefit is it fits inside the whole burst.

So if 10 ATT is less than 10 (buff) /  38 * 8 (buff:dmg% ratio) = 2.11% dmg, then buff duration is better than ATT on the legion board.

Converting ATT to dmg%:

  • 1 ATT is ~3 stat
  • 1 dmg% is ~14 stat
  • 1 ATT is 3/14 = 0.214% dmg
  • 10 ATT is 2.14% dmg

So back to the comparison of

  • 10 buff (2.11% dmg converted)
  • 10 ATT (2.14% dmg converted)

ATT would still win overall, but not considering burst windows.

Legion Artifact

Legion Artifact grants the choice of 30 ATT or 20 Buff Duration. As calculated above in the Legion Grid, 1 ATT is already worth more than 1 Buff Duration. With the worse ratio, the ATT Artifact is better.

Equipment

Secondary - Soul Ring

The Best-In-Slot Soul Ring for AB is the Evolving Green Soul Ring , purchasable from the Secondary Weapon Vendor Neville for 100 million mesos via the Evolving Secondary Weapon Selection Box.

Is Princess No’s Soul Ring not the best?

Unlike many other classes, Princess No’s Soul Ring  is not Best-In-Slot, but is an acceptable alternative should you choose to use it (the tradeoff is -2 ATT for +4 All Stats). However, since the Evolving Green Soul Ring is both better and easier to obtain, the only case where you might consider obtaining a Princess No’s Soul Ring is in Interactive servers, where it is tradable.

Note that the Evolving Green and Frozen Soul Rings are untradable in Interactive servers.

Only the Princess No and Green Soul Rings are tradable.

Furthermore, AB’s Angel Emblem is also tradable and Interactive ABs can purchase these finished.

WSE Potentials

What do the numbers mean?

Potentials for Weapons, Secondaries and Emblems are often shortened to three numbers: the number of potential lines of ATT / Boss Damage / IED on the three pieces cumulatively.

The best endgame WSE lines for AB are 9/0/0. Without Boss Damage familiars, 8/1/0 or 7/2/0 are also acceptable.

Newer players with low Legion levels and Links should refrain from over-optimizing, and settling for one or two IED lines at this point of progression is also acceptable. Consult a calculator for optimization specific to your loadout!

Cooldown Hat

TLDR: The difference between equipping a cooldown hat (CD hat) and a stat hat is quite small. Get a CD hat if you want to specifically optimize for culvert, or if you feel your timings are too tight. A 3 line stat hat is either comparable or slightly better in the remaining scenarios.

Credits to Aux for the following analysis. Assuming a baseline 3L stat hat of 12/9/9 %DEX, switching to a cooldown hat increases overall solo DPS by ~1%, while decreasing party bossing damage and pure burst damage by ~1%. Details on FD changes for each specific CD hat are shown here. The primary damage consideration here is that CD hats allow for more casts of Trinity Fusion.

There are also several other benefits of a CD hat that aren’t easily quantified (provided by Auto):

  • Better culvert by reducing the cooldowns of  (see Auto’s rotation below).
  • Training rotations involving Erda Fountain are more lenient.
  • Easier to prevent desync of the miniburst.
  • If your party is switching between 3 minute and 2 minute bursts within a boss (e.g. Seren Dawn), it’s easier to switch over.
  • If the party cannot or will not sync their bursts (e.g. Black Mage Phase 4), your overall DPS increases.

Note: This is subject to further testing after the release of Mastery 3/4.

Oz Rings

Swap Ring Button

As of v.263 - Carcion Octo Fest, GMS has simplified ring swapping to a single press of a button. To set up one-button ring swapping, please follow the instructions on the image below:

**Note: After using the “Swap Ring” skill, your Oz ring will have a 10 second cooldown before it is ready to be used, so please plan accordingly.

AB’s Rings

To synergize best with AB’s substantial 2 minute bursts and strong 1 minute miniburst, AB prefers to ring swap between 2 main Oz rings:

  •  Ring of Restraint (ROR) for 2 minute/Origin bursts.
  •  Weapon Jump D (WJ) for 1 minute minibursts.

Replacements and Variations

Despite ROR and WJ being the most efficient rings, you may consider replacements such as  Risk Taker Ring (RT) or Totalling Ring (TOT).  You can use Maplescouter for a detailed breakdown of your individual Oz Ring efficiencies. All Oz Rings are considered “usable” at Level 3 or higher.

RT can outperform WJ given you can avoid taking damage AND you have a lower amount of ATK%. However, using RT on miniburst is very difficult without Sparkle Burst or Genesis iframe (Aeonian Rise).

Should I equip a Continuous Ring?

TLDR: In solo play, ring swapping still provides more damage but Cont 4 can be used for lazier bossing with minimal damage loss by playing aggressively. In party play, ring swapping is even more favored. On a dummy, Cont 4 and ROR4/WJ4 perform the same. Cont 4 can be used for budget/lazy reasons.

Running a Continuous Ring (Cont) 4 significantly reduces complexity and allows for easier execution of bursts. However, maintaining this damage uptime is unrealistic for almost all bosses, and so we recommend ring swapping to optimize for maximum damage. The ring swapping button also trivializes swapping! In party play, the buff and Final Damage stacking during bursts severely increase the value of bursts, making ring swapping the superior option.

Changing Continuous <--> RoR

Oh yeah, you can do this now.

QoL

Auto Buffs

AB has only 1 auto-buffable class skill: Star Gazer. If you have sufficient auto buff slots available, you may include:

Star Gazer

Decent Sharp Eyes

Decent Holy Symbol

Decent Combat Orders

Roll of the Dice (recommended due to heavy lag from casting)

 Nova Warrior,  Decent Speed Infusion, and  Decent Advanced Blessing have all been changed to passive skills as of V.255 (THE DARK RIDE in GMS or MILESTONE in KMS).

Buff Favorites

Note that this is highly subject to personal preference, and should be customized to your own needs. That said, here are some recommendations for things to include on your Buff Favorites list:

  •  Including Sparkle Heart allows you to track the remaining duration of the 10s i-frame that the second cast of Heart grants. As a minor point, the Heart i-frame automatically triggers 30s after the first cast, which is also tracked by this.
  •  Used for tracking the remaining duration of the Genesis i-frame, Aeonian Rise. (If you have it available, of course.)
  •  Included to know when to recast Terms and Conditions (when this is about to expire for the first time).
  •  Lets you easily align the important burst damage skills (Origin, Heart and Mascot) with the active period of Cont.
  • Roll of the Dice is now auto-buffable, so you can use this (along with its cooldown) to track when it’ll be recast, if you need to switch.

Honorable mention:  Adding Soul Resonance allows you to similarly see how long you have remaining in your i-frame. However, due to its short duration (2s), and the fact that you cannot attack or move during it, there isn’t usually a scenario where you need this information.

Skill Sequence

At minimum, you should have one skill sequence set up for your 2-minute burst. You can also consider the following two additional recommendations:

  • The first sequence is simply all the buffs in the 2-minute burst, arranged in order of their duration. This is fairly self-explanatory.
  • Insert your Oz Ring at the end if required.
  • As another optimization, consider swapping Exaltation and Terms and Conditions if your Buff Duration is high enough. (i.e. if your Terms and Conditions duration exceeds 20s)
  • The second is for your one-minute mini-burst.
  • This allows you to use your miniburst separately if your 2-minute burst is off cooldown. This is relevant in situations such as syncing to a 3 minute party, or if a 2-minute burst would be overkill to phase a boss. (not exhaustive, there may be other scenarios)
  • You can re-use the 2-minute burst sequence for this, since the skills that are on cooldown will simply not be casted. However, this will incur a slight delay and may interrupt your movement slightly. You may also find it easier to track the cooldown of your miniburst by using a dedicated sequence for it.
  • Note that all three skills have zero end lag. However, players with high ping might find that buffing can still take significant time despite the lack of end lag, and this streamlines the process.
  • The third is solely to refresh the Roll of the Dice buff.
  • Since Dice has a very significant end lag, we strongly recommend using a sequence similar to this if you do not have space on your auto-buffs.
  • The two skills after Dice are dummy skills - a sequence requires 3 skills to be valid, and these two are 100% uptime buffs that do not cost HP. You can alternatively fill the slots with Decent skills, but keep in mind that if they happen to be off cooldown, you may incur unexpected HP costs.
  • Additional note: Keep a keybind for . If it CD skips, it is noticeably faster to cast directly than using the skill sequence.

Legion

Legion Grid

Priority

(Crit Rate >) Crit Damage > Boss Damage > IED >> DEX > ATT > Buff Duration

Your first priority should be to fill as many tiles as required in Crit Rate to attain 100% Crit. Afterwards, our legion grid priority is very standard. The most important outer grid stats are Crit Damage, Boss Damage, and IED. Once all three sections are filled, fill in two inner grid segments for DEX and ATT.

While Buff Duration is useful to us, we value it below the inner grid stats. However, it is quite comparable to ATT, and if you are optimizing for burst, consider shifting the ATT blocks there instead.

Tip: If you can start filling Buff Duration, while also maxing out on ATT and DEX, you can optimize 1 block by setting up your legion grid like so (filling the remainder of Buff Duration if you have the spare blocks, of course):


Made with
LegionSolver
(note that there is now a Legion-solving feature native to the game, as of v260 Stargazer.)

Legion Artifact

Utility
In no particular order

Damage

Priority in ranked order, from 1 (highest) to 10 (lowest)

Meso Drop Rate

1

Critical Rate*

Only for newer ABs that require this to attain 100% Crit Rate

Item Drop Rate

2

Damage

EXP Acquisition

3

Ignore Enemy Defense*

Skip this if you have very high IED from familiars or WSE potential lines

HP

4

Boss Damage

5

All Stat

6

Critical Damage

7

Critical Rate*

For older ABs, if this can allow you to remove other sources of Crit Rate (e.g. Phantom link, Hyper stat) in favor of more damage

8

Attack

9

Buff Duration

10

Skill Cooldown Bypass Chance

Unused Stats

Status Resistance

Almost entirely useless

Summon Duration

Nothing in our kit is affected by this

Final Attack

Damage Stat Explanations

For an in-depth analysis of this stat ordering, see below.

Why is HP a utility stat?

If your HP is an odd number, you gain a small amount of survivability as %HP attacks round downwards, allowing you to sometimes survive an attack that would otherwise be lethal.

For example, this allows you to survive two 50% HP attacks. Suppose you have 201 HP. An attack that deals 50% of your HP should do 201 * 50% = 100.5 HP, but is rounded down to 100 HP of damage. Taking two such attacks would thus leave you at 201 - 100 - 100 = 1 HP.

Skills

Link Skills

There is no single set of 12 link skills that can be prescribed to all players. Link skill choices vary depending on your gear and level of progression. Hence, treat this as a guideline and adjust based on your needs. Skills are listed in no particular order.

Note that Level 3 link skills are only available in GMS, hence both Level 2 and 3 effects will be listed where applicable for the benefit of other regions. Link skills that stack with multiple characters (three Explorers and four Resistance) will presume you have all the applicable unique characters at the level described.

Bossing Links

We get  Terms and Conditions for free!

Icon

Name

Class

Effect (Level 2 / Level 3)

Remarks

Generally good choices

Should almost always be included

Wild Rage

Demon Avenger

+10% / +15% Damage

All excellent stat boosts.

Solus

Ark

While in combat, gain a stacking %Damage buff, up to +11% / +16%

Light Wash

Luminous

+15% / +20% IED

Fury Unleashed

Demon Slayer

+15% / +20% Boss Damage

Qi Cultivation

Mo Xuan

Boss Damage +4% / +6%.
Increases by +2% /
+3% for every attack on a boss, up to 6 stacks so +12% / +18%
(+16% /
+24% total)

Judgment

Kinesis

Critical Damage +4% / +6%

Elementalism

Kanna

+15% / +20% Damage

Moonlit Blade Learnings

Hayato

If Critical Rate: 100%+ and Critical Damage: 50%, Critical Damage: +5% / +7%

Guiding Stars

Shine

Buff Duration +14% / +19%

Critical Damage +4% / +6%

Empirical Knowledge

Explorer Mage

25% / 31% chance to apply a debuff when attacking that grants +9% / +15% Damage and +9% / +15% IED against that enemy

Will be active effectively 100% of the time. Great stats and combos with other links.

Thief’s Cunning

Explorer Thief

Upon debuffing an enemy, +18% / +27% Damage for 10s on a 20s cooldown

Use in conjunction with Empirical Knowledge. Effectively a +9% Damage skill.

Situational choices

Pick these depending on your current gear and progression

Phantom Instinct

Phantom

+15% / +20% Critical Rate

If you need the Crit Rate.

Focus Spirit

Lynn

+7% / +11% Boss Damage

+7% / +10% Critical Rate

+4% / +5% Max HP and MP

Good stats, tends to get dropped later on

Unfair Advantage

Cadena

Attacks against monsters lower level than you deal +6% / +9% Damage

Attacks against monsters afflicted by Abnormal Status deal +6% / +9% Damage

If you are higher level than the boss, for a total of +12% Damage.

Empirical Knowledge will cause the second clause to always be in effect.

Noble Fire

Adele

+4% / +6% Boss Damage

+2% / +3% Damage for each party member including yourself on the same map, up to +8% / +12%

If you are party bossing.

Time to Prepare

Kain

Gain stacks every 8 enemies defeated or 5 attacks on a boss, granting +17% / +25% Damage for 20s on reaching 5 stacks, with a 40s cooldown

Effectively a +8.5% Damage skill.

Hybrid Logic

Xenon

+10% / +15% All Stats

Effective damage increase varies greatly based on progression and stats.

Bravado

Hoyoung

+10% / +15% IED

+14% / +19% Damage against monsters at full HP

If you desperately need IED.

Utility / Survivability choices

These help you to survive, but trade off damage in doing so

Spirit of Freedom

Resistance

Gain 8 / 12 seconds of invincibility after being revived

The best choice for survivability. Particularly useful in Will Phase 3 and Black Mage.

Innate Gift

Khali

+5% / +7% Damage

Recover 2% / +3% Max HP and MP every second for 5s when attacking, on a 30s cooldown

For when you still want some damage while picking up a survivability link.

Invincible Belief

Explorer Warrior

Restores 35% / 44% Max HP every second for 3s when HP falls to 15% or below, on a 210s / 90s cooldown

The long cooldown and complete lack of damage make this a last-resort option, although max lvl 9 isn’t as bad.

Grounded Body

Ren

Damage: -4% / -6%, including attacks that inflict damage at a certain percentage of your Max HP

The only link skill that helps with %HP attacks in bosses.

Close Call

Shade

10% chance to survive a lethal attack

Pray.

Mobbing Links

Icon

Name

Class

Effect

Remarks

Generally good choices

These should almost always be included

Elven Blessing

Mercedes

+15% / +20% EXP

Invaluable.

Rune Persistence

Evan

+50% / +70% Rune Duration

Combo Kill Blessing

Aran

+650% / +900% Combo Orb EXP

Combo Orbs do not scale well, so lategame players may omit this for damage. But free XP is free XP.

Bravado

Hoyoung

+10% / +15% IED

+14% / +19% Damage against monsters at full HP

Used here for the second clause. Helps to one-shot mobs.

Tide of Battle

Illium

Gain a stacking %Damage buff for every set distance moved, up to +12% / +16%

Great damage stats.

Nature’s Friend

Lara

Damage +5% / +7%

Upon defeating 20 normal monsters, damage against normal monsters +11% / +15 for 30s, on a 30s cooldown

Solus

Ark

While in combat, gain a stacking %Damage buff, up to +11% / +16%

Wild Rage

Demon Avenger

+10% / +15% Damage

Situational choices

Pick these depending on your current gear and progression

Phantom Instinct

Phantom

+15% / +20% Critical Rate

If you need the Crit Rate.

Unfair Advantage

Cadena

Attacks against monsters lower level than you deal +6% / +9% Damage

Attacks against monsters afflicted by Abnormal Status deal +6% / +9% Damage

If you are higher level than the mobs.

0th-4th Job Skills

Many of these skills are either basic attacking skills that will be superseded by subsequent job skills, or passives that do not require explanation. Such skills will be briefly mentioned for completeness, but will not be elaborated upon.

Skills that you will actively use beyond 4th job and are important to keybind are highlighted in bold.

Angelic Buster Basics - Beginner Job

Terms and Conditions

Grants +120% Damage for 10s on a 60s cooldown at Level 3.

  • Has no end lag.
  • Is affected by Buff Duration.

Exclusive Spell

Standard Hero’s Echo-type spell, unlocked at Level 200.

Grappling Heart

Our inbuilt Rope Lift, a quirk we share with Kaiser.

  • Grappling Heart has no cooldown, while the V Matrix Rope Lift skill has a 5 second cooldown.
  • Very useful, especially in tall maps. AB has one of the shortest upjumps in the game, so vertical movement can be a little awkward without this.

Day Dreamer

Sends you to your personal studio.

Dress Up

Transforms you between Tear and Angelic Buster.

  • While in Tear form, you can still flash jump and cast Grappling Heart, but any attacking skill will automatically put you back into Angelic Buster form.
  • The two forms have independent Cash equipment, only sharing the weapon. For more information, see the Fashion section.

On Stage

Best skill. Some boss entrance maps are considered towns. Use and abuse.

Soul Buster

The most basic of attacks.

True Heart Inheritance

Passive.

Soul Shooter Mastery +10%

Angelic Buster - 1st Job

Star Bubble

Simple attacking skill. Immediately superseded.

Feather Hop

Our flash jump.

  • Like Thieves, this is a double flash jump, which allows for spontaneous changes in direction mid-jump, or even faster horizontal movement.
  • We can upjump, but cannot flash jump out of an upjump. Furthermore, our upjump is one of the shortest in the game, comparable to Explorer Warriors’.

Melody Cross

Affinity Heart

Passives.

Max HP +2500,  Max MP +2000, AS +2

Speed +40, Max Speed +25, Jump +20

Angelic Buster - 2nd Job

Lovely Sting

Attacking skill, immediately superseded.

Pink Pummel

Our dash.

  • Extremely useful in bossing, with a decently good speed and distance.
  • There is noticeable end lag, so be careful where you end up.

Soul Shooter Mastery

Beautiful Soul

Affinity Heart II

Power Transfer

Passives.

Soul Shooter Mastery +50%, ATT +20

DEX +40, Final Damage +5%

Abnormal Status Resistance +40, Elemental Resistance +40%, Damage +10%, Critical Rate +25%

Damage Taken -50% (does not apply to %HP damage, only contact damage from both mobs and bosses)

Angelic Buster - 3rd Job

Soul Seeker

Generates 2 Seekers that home on enemies, which have an 85% chance to respawn on hit. Each seeker can only hit up to 7 times.

  • Unused in bossing. However, with sufficient damage, this skill allows for extremely lazy mobbing.

Star Crash

Attacking skill, superseded.

Blossoming Star

Dragon Whistle

Love Me Heart

Affinity Heart III

Center Stage

Passives.

Knockback Resistance +40%, DEX +20, Final Damage +14%

ATT +40, IED +16%, Critical Damage +6%

Max HP +1000, Max MP +1000, DEF +1000, Knockback Resistance +60%

DEX +40, Damage +10%, Final Damage +10%

Critical Rate +10%, Critical Damage +15%

Angelic Buster - 4th Job

Celestial Roar

Main mobbing skill. Standard frontal rectangular hitbox.

Trinity

The quintessential AB skill, and your main bossing skill. Does damage in front of you.

Finale Ribbon

In party bossing, a purely supportive skill. Applies a debuff that causes party members (not including yourself) to deal +20% damage to the target.

When solo bossing, this skill is unused. The damage, as well as the damage over time effect, is too insignificant to matter.

Useful in mobbing rotations, hitting a very large area for good damage on up to 10 targets with a 40s cooldown.

Soul Seeker Expert

A passive that causes almost all attacks to have a chance to automatically generate Seekers on hit. Used to be a toggle.

Soul Resonance

Your primary i-frame and panic button. Upon cast, grants 2 seconds of invulnerability denoted by the four-pointed star above your head, and 35% damage reduction that applies to HP% attacks for the entire 8 seconds of the skill.

This is a key-down skill - it only lasts as long as you hold down the key. Ending the skill also removes the damage reduction and/or invulnerability.

You are prevented from falling or being otherwise moved for the duration of the skill. The skill can be cast in the air, which will cause you to float at that position for its duration.

Monsters hit by this skill will be pulled towards you. Can be useful in mobbing rotations.

Star Gazer

A very strong +20% Critical Damage buff. Can and should be added to Auto Buff if you have a pet that can do so.

Nova Warrior

Standard Maple Warrior-type skill. Passive now.

Nova Temperance

Standard Hero’s Will-type skill.

Soul Shooter Expert

Affinity Heart IV

Passives.

Soul Shooter Mastery +70%, ATT +30, Final Damage +21%

Skill damage +25% (excluding SSE and Cheering Balloons) for 30s when an attack lands.

Hyper Skills

Actives

Supreme Supernova

An installation-type skill that covers a large area for 12s, dealing significant damage.

  • An important part of our burst rotation in bossing, and very useful for loot rotations in mobbing.
  • Can be casted in the air.
  • Is not affected by Summon Duration.

Final Contract

Various strong stat buffs for 30s, on a 2 minute cooldown.

ATT +50, Damage +10%, IED +30%, Boss Damage +20%, Critical Rate +30%, Abnormal Status Resistance +100, Elemental Resistance +100%.

  • Part of our 2 minute burst cycle.
  • Has end lag.

Pretty Exaltation

Significantly buffs Soul Seekers and grants Final Damage for 20s, on a 1 minute cooldown.

Final Damage +5%, Soul Seeker Expert creation chance +15%, Soul Seeker re-creation chance +5%, Number of Soul Seekers created +2, Soul Seeker Final Damage -45% (multiplicative with Soul Seeker Expert’s reduction)

  • Part of our 1 minute burst cycle.
  • Has no end lag.

Passives

Soul Seeker - Reinforce

Soul Seeker Damage +20%

Soul Seeker - Make Up

Soul Seeker Re-creation Chance +10%

Finale Ribbon - Armorbreak

Ignore Enemy DEF +15%

Trinity - Reinforce

Trinity and Trinity Fusion Damage +20%

Trinity - Extra Strike

Trinity Number of Attacks +1

In the exceedingly unlikely scenario you are hitting the damage cap with Soul Seeker or Trinity with their Reinforce options, consider choosing their IED ones.

What’s all the talk about Pretty Exaltation’s BGM?

See the remaster appendix below.

5th Job

Skill Nodes

Class Skills

Mighty Mascot

A keydown skill performing a combination attack with Eskalade.

Hold down the key for up to 1.8s to deal continuous damage in a large frontal area. Regardless of the duration the skill is channeled, an even larger explosion will occur when the skill ends, dealing significant damage.

  • You must be grounded to cast the skill, but can turn and move during the keydown period.
  • Note that you cannot jump, and your walking speed is reduced to about 140% (compared to the normal 165%)
  • For the keydown duration, the skill grants 40% damage reduction that applies to HP% damage.

Superstar Spotlight

After a brief delay, summon 3 spotlights at the top of the screen that shine upon you and track your location slowly, granting significant buffs. Each beam deals significant damage.

  • Grants its full buffs of 75 status resistance, 15% Final Damage, and 45% Crit Rate so long as you are under at least one beam.
  • Changes the BGM to Angel’s Room / Fly Away for its 30s duration.
  • Now persists upon changing maps!

Trinity Fusion

Summons 3 dragons to attack a large area in front of you, dealing moderate damage.

  • Grants superstance and 20% damage reduction that applies to HP% attacks for its duration.
  • After 6th job, the direct damage contribution from this skill falls off significantly. However, casting Trinity Fusion is still a damage increase due to the massive number of Seekers it spawns.
  • Can be casted either with a dedicated key, or by pressing DOWN + Trinity. Toggle this behavior with Action Customization.
  • Affected by Cooldown Hats.

Sparkle Burst

Upon cast, a large, sparkling heart will expand in the center of your screen. Deals damage to up to 15 monsters on screen for the entire duration that this heart is on-screen (about 2-3 seconds).

For 30s afterwards, a different, smaller sparkling heart will appear above your character’s head. At any point in time during these 30s, casting the skill again will display a small cut-in by AB and activate a 10s invincibility period, visually indicated by a glowing heart behind your character.

  • The skill’s cooldown begins on the initial cast, not when the invincibility is activated.
  • Both the heart above your head and the heart behind your character can be seen by other players, and will be displayed at 100% opacity for both yourself and others regardless of your skill transparency settings.
  • If the invincibility effect is not activated after 30s, it will automatically activate.
  • The fact that Sparkle Burst does damage over a duration is sometimes useful (Sparkle Burst can clear multiple waves of mobs, and damage some bosses across phases) and sometimes not-so-useful (e.g. If you are too strong, be careful using this to carry gollux! You will burst through all 3 phases immediately in one cast).

Pirate Job Skills

Overdrive

Increases your ATT by a percentage of your weapon’s base ATT for 28s, with a 60s cooldown at Level 30. However, while the skill is inactive and on cooldown, your ATT is reduced by 15%.

As an example, using the Genesis Soul Shooter (base 255 ATT), Overdrive grants +204 ATT while active, and -38 ATT when inactive and on cooldown.

The cooldown on this skill begins at 70s, and reduces with levels to 60s from Level 1 to Level 30. Bossing mules may want to consider leveling this higher to reduce desyncs from minibursts.

Loaded Dice

Roll of the Dice

As AB does not have Roll of the Dice in her base kit, equipping Loaded Dice in your V Matrix will grant you Roll of the Dice in your 5th Job window.

Loaded Dice allows you to choose a number (using the number keys) that Roll of the Dice is guaranteed to land on.

  • This effect is a buff, and will reset with buff-clearing effects such as culvert and punch king.
  • This effect lasts indefinitely until canceled, cleared or overwritten by a different number, and can be thought of as a toggle.
  • The Loaded Dice node also grants passive +ATT.

Roll of the Dice is a 3 minute buff with a 3 minute cooldown that can be auto-buffed now (which we recommend due to how slow it is to cast). If you don’t have it on auto-buff, make a habit of casting it off cooldown to maintain 100% uptime.

Important Dice numbers:

  • 4: 20% Crit Rate. Situationally useful for newer ABs struggling to attain 100% Crit Rate.
  • 5: 20% Damage. Your default bossing die.
  • 6: 30% EXP. Your default mobbing die.

Race Skills

Grandis Goddess’s Blessing

The skill now has a flat 120 second cooldown, no charges.

(Nova classes only) Upon casting at Level 30, grants +35% Damage for 40s. Goddess’s Blessing also grants a 55% chance to skip cooldowns for its duration, up to a maximum of 6 times at Level 30.

AB has 2 skills that are affected by Cooldown Skip: Finale Ribbon, and Terms and Conditions.

  • Finale Ribbon already has a >100% uptime on its debuff, and does insignificant damage when bossing. Hence, skipping this cooldown is only useful when mobbing, though you should not be using Grandis Goddess’ Blessing in that case.
  • If Terms and Conditions skips, you should recast it. See below for details.

Might of the Nova

Sometimes referred to as Nova Door, this functions similarly to Bishop’s Heaven’s Door.

Upon cast, deals a modest amount of damage and applies a 15 minute buff that protects you from lethal damage, healing you to full HP if lethal damage is taken. The skill has a 20 minute cooldown.

Does not stack with Heaven’s Door or Aurelia’s Elixir. Heaven’s Door/Aurelia’s Elixir takes precedence, meaning that if you cast Might of the Nova, Heaven’s Door/Aurelia’s Elixir will remain, which is preferable since they have unlimited duration, unlike Might of the Nova).

Universal Skills

Blink

Highly recommended to use in multiple bosses, for the ability to float without using Soul Resonance. At Level 30, it has a 20 second cooldown (compared to Resonance’s 60 second cooldown).

Furthermore, its passive effect grants +ATT.

Invaluable in: Lotus, Lucid, Gloom, Darknell, Black Mage, Seren, Kalos.

Erda Nova

As we do not have a class bind, this is essential in solo bossing.

Additionally, as a 2 minute burst class, we recommend AB mains to level this to at least Level 25 (after slot enhancements) to reduce its cooldown to 120s or below.

Will of Erda

Standard second Hero’s Will-type skill.

Useful in certain bosses, such as: Gloom, Black Mage, Seren.

Erda Shower

(Erda Fountain)

Invaluable farming tool for all classes.

Rope Lift

Unnecessary. Grappling Heart is strictly better. Only good for passive +All Stat as your last and lowest priority node.

Decent Skills

Decent Speed Infusion

Absolutely vital. Required to hit the GMS attack speed cap, which is a significant damage increase and survivability boost.

Decent Sharp Eyes

Crucial on all classes without access to real Sharp Eyes, due to the Critical Damage buff. Also helps to reach 100% Critical Rate.

Decent Combat Orders

Great stat boosts.

Decent Advanced Blessing

Less great, but still good stats.

Decent Holy Symbol

No elaboration required. Crucial on mains, not so much on mules.

Decent Hyper Body

The skills are useless. Only keep the nodes for their passive +All Stats, though even the Rope Lift node gives better passive +All Stat.

*Note: Do not disassemble them - with the Milestone update expanding the V Matrix, there will be space for you to slot these in for the passive stats.

Decent Mystic Door

Boss Skills

True Arachnid Reflection

Accessible to all classes upon defeat of their respective bosses (Will, Seren). Straightforward fire-and-forget damage skills that can also be used in mobbing. Costs 100 HP each to use, be a little mindful.

Solar Crest

Boost Nodes

Skills To Boost (Mains)

Trinity

Soul Seeker / Soul Seeker Expert

Celestial Roar

Supreme Supernova

Soul Resonance

Finale Ribbon

Skills To Boost (Boss Mules)

Trinity

Soul Seeker / Soul Seeker Expert

Supreme Supernova*

Skills To Boost (Legion / Link Leveling)

Celestial Roar

Soul Seeker / Soul Seeker Expert

Supreme Supernova

AB mains should look to boost 6 skills, and thus require 4 boost node slots. Mules can settle for fewer boosted skills. Bossing mules should prioritize the trio of Trinity, Soul Seeker, and Supreme Supernova (*bossing mules past 260 should consider boosting Celestial Roar to activate HEXA Encore Ribbon). On the other hand, if leveling AB only for legion/link purposes, prioritize Celestial Roar instead of Trinity for mobbing.

How do Boost Nodes work???

5th Job VMATRIX Simplified For YOU in Maplestory!
Credit: Ereklo_Game

We recommend watching something like this. (or similar guides)

Leveling and Slot Priority

Leveling Priority

 >  >   >  >  >  >  >  >  >

The first four skills to level are 3 of the primary 5th job damage skills along with Overdrive. Overdrive is high-priority as leveling it increases its ATT boosting effect and reduces its cooldown to align with our 1 minute miniburst. We then level Grandis Goddess’ Blessing for the additional Damage%.

Of the remaining skills, prioritize Loaded Dice and Blink for their passive +ATT. You should also look to be leveling Erda Nova at this point, to reduce its cooldown to about 2 minutes. If you are primarily solo bossing, consider leveling Erda Nova earlier. If bossing in a party, you can bind every burst by alternating your bind with your party members’, and so can delay leveling Erda Nova.

Finally, level Might of the Nova. Levels on this skill increase the duration of the Door effect as well as the damage dealt, both of which are not very important.

Finish up by maxing Rope Lift, and lastly all your equipped Decent skills. These give you slight stat bonuses as a passive effect.

What about the other skill nodes?

The above optimizes only for bossing damage. When grinding in the early game, do adjust your priorities such that Decent Holy Symbol and Erda Fountain are leveled. In particular, look to max Decent Holy Symbol, and level Erda Fountain sufficiently to one-shot mobs (aim to 2-shot with Fountain when you reach Grandis).

Level True Arachnid Reflection and/or Solar Crest at your own discretion.

Slot Priority

Always Include

Mobbing

Bossing

Situational

Low priority

If you are low on node slots, consider swapping out some nodes depending on your goals and needs. Boost nodes and the four Skill Nodes above should always be in your V Matrix. They are used all the time, and are extremely important.

Might of the Nova can be left out if you are not struggling to survive in bosses. Erda Nova can also be left out in party bossing, if your party members have class binds or Erda Nova. Blink and Will of Erda are only critically important in some bosses, and AB’s kit is good enough to survive in most early bosses without the need for these two skills.

Decent Hyper Body and Decent Mystic Door are never used and are lowest priority.

Special Nodes

Notable Special Nodes

Bossing

Mobbing

Fatal Strike I

Character Building I

Auto Recovery II

Rune EXP I

Fatal Strike increases your damage output when bossing, while Auto Recovery is used for increased survivability. The mobbing Special Nodes are listed for your consideration, but are rarely used.

6th Job

Origin

Grand Finale

Our Origin skill. Immediately begin a concert, binding all monsters on screen for 10s and dealing significant damage over a ~7.5s cutscene, during which you are invulnerable. Afterwards, you receive a 30s buff that converts all Soul Seekers to Cheering Balloons that deal increased damage, starting from the end of the cutscene, not when the skill is cast. When the cutscene ends, 25 Cheering Balloons spawn as long if Soul Seeker Expert is active.

Changes the BGM to Star Bubble from the moment it is cast until the Cheering Balloon buff expires.

Cheering Balloons are not boosted by HEXA Soul Seeker.

Ascent

Surprise Encore

Our Ascent skill. For a detailed explanation on Ascent skills, click here. In summary, our Ascent is a two-part iframe (Shockwave on first press, Charm Explosion on second press within 30 seconds of Shockwave) with three uses (totalling six iframes per fight) in any boss. There is no cooldown to use it in a boss fight and a 240-second cooldown outside of bosses. The damage is unaffected by burst buffs and various boss mechanics, and is calculated uniquely from other skills (see above link for more information on how best to utilize).

The most fabulous Ascent skill of all the classes, by far!

Mastery

First Mastery - HEXA Trinity

Our most bustin’ skill just got bustier! Trinity undergoes a change in animation, from its Octopunch-like triple hit to a single forward blast (one of the three styles above). This does not change the interval between attacks, even if there appears to be an extended delay visually - you will still attack at the same rate.

Furthermore, HEXA Trinity increases the number of targets hit by Trinity by 1, from 3 to 4. Coupled with the +1 targets for skills from Legion Artifact, it is viable to mob with HEXA Trinity, even in Grandis maps. If doing so, we highly recommend mobbing on AS10.

Second Mastery - HEXA Soul Seeker / Soul Seeker Expert

Seeker farming just got that much more viable.

There isn’t much to comment on, the damage number just goes up.

Third Mastery - HEXA Supreme Supernova

Supernova gets a radical change for this mastery, becoming an install that lasts 30 seconds instead of the miniscule 12 seconds it was before. It makes it a great tool for helping you be lazier in your mobbing. For bossing, there's a stipulation that it'll vanish instantly if it hits the same enemy 18 times. It's still stronger, of course, and the vastly larger uptime may help for those extra wiggly and dodgy bosses!

This mastery also adds percentage points to HEXA Trinity, making it even stronger!

Fourth Mastery - HEXA Celestial Roar / Encore Ribbon

Roar farming gets the slightest bit easier with both the potency upgrade of this mastery and the very slight range increase it gets as well. (visual below) However, the main feature of this mastery is the entirely new passive skill, Encore Ribbon (no relation to Finale Ribbon). It's a chaser that comes out 80% of the time when attacking with direct and active skills. Think of it like a second set of seekers, but instant! It makes this node worthwhile for upgrading for your bossing purposes as well.

Increase in range for HEXA Celestial Roar (thanks Alx)

Boost

Nothing to say here, boosts simply increase the Final Damage of their respective skill.

Common

Sol Janus

Sol Janus is a pure mobbing skill. Unusable during a boss fight, it provides a passive EXP boost that increases with the skill level, and a choice of two forms: Dawn or Dusk.

ABs can consider using either Dawn or Dusk, depending on the map being farmed and the farming skill used. In general, midgame ABs mobbing with Celestial Roar or HEXA Trinity will tend to use Dawn as a second (or third, or fourth) Erda Fountain, while endgame ABs mobbing with Soul Seeker tend to use Dusk. Note that this does not apply to Frenzy farming, where Dusk cannot keep up with the number of mobs.

Dawn’s breakpoints are at Levels 10, 20 and 30 - allowing for 2 and 3 summons at Level 10 and 20 respectively, and increasing summon duration to 2 minutes (from 1 minute) at Level 30.

Dusk has breakpoints at Level 15 and 30 - increasing targets hit by 1 at both levels.

Again, since it provides passive EXP and cannot be used when bossing, please tailor investment into Janus based on your own needs and priorities!

Sol Hecate

Remember to toggle it on! Sol Hecate attacks enemies and unlocks exclusive skills that can be used as it levels up. It contributes both damage and ample utility, hence its priority in the HEXA Leveling Order.

Sol Hecate

The toggle to summon Sol Hecate and enable its skills.

Sol Hecate: Styx

A 4-second bind with its own cooldown timer on the boss. Usually linked with Mighty Mascot or Overdrive, unless you want to be sweaty and manually cast.

Sol Hecate: Charon

If your HP reaches 0, this skill will activate and ignore the death. Afterwards, you are invincible for 10 seconds.

Sol Hecate: Phlegethon

Deals damage. Link with Sparkle Burst or any 2-minute cooldown skill that you use after your RoR.

Sol Hecate: Pactum

The UI for setting up your Sol Hecate skills.

HEXA Stat

The three stats you should assign in your HEXA Stat slot are Attack, DEX, and either Boss Damage or Critical Damage. Whether Boss or Critical Damage is better will vary from player to player depending on your gear. We recommend using a meta calculator to find out which stat is better for your own loadout.

Which stat should be my main stat?

We’ll suppose the third stat choice is Boss Damage. When starting out, begin by setting your main stat as ATT, and substats as DEX and Boss Damage. Level the HEXA stat node to 20, and then reassign the stats if required such that ATT is the highest level (regardless of main or substat), followed by DEX and Boss Damage.

Leveling Order

Credit: Rai, up to date as of v269

Don’t treat this as gospel - feel free to deviate from this order based on your own needs. For example, if you require stronger bursts, you can elect to invest more into Grand Finale, etc.

What do the HEXA Stat levels mean?

HEXA Stat levels here should be taken with a grain of salt. Due to the random nature of HEXA Stat leveling and cost increases, calculating a single universal, optimal level to stop at is impossible. Listed in the infographic are HEXA Stat levels assuming ‘average’ RNG. Based on your own HEXA Stat costs, adjust its priority accordingly.

Where’s Sol Janus?

Sol Janus is omitted as it is a pure mobbing skill. Its importance must be tailored to your own priorities. Invest into it at your own discretion.

Bursting

Standard

AB’s burst rotation is straightforward to execute. Pop a list of buffs in order, and then cast your damage skills before holding down Trinity for the remainder of the burst duration.

Full burst sequence (Origin and 2 minute bursts)

Using the Skill Sequence recommended above:

Before Bursting

Ensure Sol Hecate is toggled on

Set Loaded Dice to 5 and make sure Roll of the Dice is casted

Burst

True Arachnid Reflection and Solar Crest
(50s duration)

Superstar Spotlight (30s duration)

Supreme Supernova (12s duration)

Skill Sequence (+ Oz Ring if applicable)

Grand Finale

Sparkle Burst

(first cast only - use the iframe at your discretion)

Mighty Mascot (1.8s keydown)

Hold down Trinity and cast Trinity Fusion off cooldown

Omit Grand Finale for the 2 minute burst.

Miniburst sequence (1 minute burst)

Before Bursting

Ensure Sol Hecate is toggled on

Set Loaded Dice to 5 and make sure Roll of the Dice is casted

Burst

Supreme Supernova (12s duration)

Skill Sequence (+ Oz Ring if applicable)

Mighty Mascot (1.8s keydown)

Hold down Trinity and cast Trinity Fusion off cooldown

Aah! Why’d the boss unbind in the middle of my (origin) burst?

Due to the long cutscene duration of our origin, the origin bind will wear off near or at the end of the Mighty Mascot cast. If you were slow in casting skills, the boss may unbind while you are still channeling Mighty Mascot. However, as of v263, it is now possible to cast Erda Nova while channeling Mighty Mascot, and bind Sol Hecate: Styx to a skill in v269! In a party setting, consider having a party member follow-up on the origin bind with a regular bind for you.

If Terms and Conditions’ cooldown skips due to Grandis Goddess’ Blessing, should I recast it?

Yes, you should recast it once. If it subsequently fails to skip again, the following miniburst will not be buffed by Terms and Conditions, but the damage tradeoff is worth it.

If it skips again after the recast, save the next cast for the following miniburst.

We recommend using a dedicated keybind to recast Terms and Conditions, rather than casting it through the Skill Sequence, to avoid unnecessary delays (from skills in the sequence that are on cooldown).

I want to record a 35/40s BA, where do I start?

Right after casting Terms and Conditions / Skill Sequence.

What about Finale Ribbon?

In solo play, there is no point in casting Finale Ribbon. The debuff does nothing for ourselves, and both the skill’s damage, as well as its damage over time is negligible. However, in party play, ensure you always have Finale Ribbon’s debuff on the boss, especially when the party is bursting. There is plenty of leeway, since the debuff duration is long (60s).

What does the damage spread look like?

See Tony’s spreadsheets for the raw data and some graphs. Across a 6 minute BA with optimal 4-way ring swaps, our origin burst does ~20%, 2-min burst ~13%, and 1-min (mini)burst ~8%.

Note: This is subject to change after Mastery 3/4.

Culvert

Your exact second-to-second optimal culvert rotation will vary depending on a number of different factors - e.g. if you have a cooldown hat, if you have a Level 200/250 Mercedes Legion Block, if you have Oz Ring(s), and at what point you phase Arcanus to the 6th stage.

As such, we will provide a few options below, but you should adapt and fine-tune them based on your own situation.

General Notes

  • When buffing in the lobby, we recommend using Battle Analysis as a timer for your buffs and Fatal Strike.
    All times below are provided in seconds using the following notation:
  • Numbers in parentheses () indicate the timer on your Battle Analysis - this counts up until you enter.
  • Numbers without parentheses indicate the remaining timer when in the fight and count down.
  • Cast skills from left to right.
  • Use Trinity to charge Solus (Ark’s Link Skill) while in the lobby. Use the dummies on the right to proc Continuous Ring if a time is specified.
  • All rotations assume use of Fatal Strike.
  • Here’s a link to a buff checklist infographic.
  •  Aeonian Rise (Genesis iframe) will be indicated where relevant. Make adjustments where needed if you are unliberated.

0s CD Hat Rotation

Perfume’s Rotation.

  • Level 250 Mercedes
  • Oz Rings Used: Continuous Ring -> Ring of Restraint.

(0)

Fatal Strike

(5)

(10)

(30)

Fatal Strike, and enter.

 on SPAWN

110

95

 IF RESET

50

41

35

 swap.

30

20

16

 IF RESET

0-2s CD Hat Rotation

Rotation from KMS.

  • Reference video here.
  • Level 250 Mercedes
  • Oz Rings Used: Totalling / Critical Damage -> Ring of Restraint -> Weapon Jump.
  • Experiment with different ring order. You may find it better to start with WJ and end with Totalling/Crit.

(0)

(3)

Enter.

 on ENTRY

120

92

,  swap.

75

70

60

40

30

 again for iframe,  swap.

20

15

10

4

4s CD Hat Rotation

Auto’s Rotation.

  • Level 250 Mercedes
  • Oz Rings Used: Continuous Ring -> Ring of Restraint
  • Note that Auto’s Buff Duration allows the last cast of  at 18s to last the remainder of the run. If you have lower Buff Duration, recast to ensure  remain buffed at the end.

(0)

Fatal Strike

(18)

(28)

, proc  on the dummies, and enter.

 on ENTRY. Pray for reset!

114

110

74

71

57

49

40

30

28

, use  to swap  (swap at ~22-23s)

21

18

16

15

7

4

Training

Training Methods

AB has several training methods, depending on your current point of progression and gear.

Method

Remark

Roar Farming

Mobbing with Celestial Roar.

The most intuitive grinding method, as Roar is AB’s natural default mobbing skill.

As long as Roar can one-shot, this is the default mobbing method for early- and mid-game players.

Seeker Farming

Mobbing with Soul Seeker (the 3rd job skill).

Extremely lazy, often compared to Night Walkers Bite farming or Demon Slayers TP farming.

With the addition of HEXA Soul Seeker improving the damage of Seekers, this is made more accessible, but players generally must still have very good gear for this to be viable, especially at high-level areas.

For Heroic players, a good estimate is that your Seekers should 4-shot to fully clear maps with Sol Janus: Dusk.

For Interactive players with access to Frenzy, you should look to 2-shot with Seekers and use Sol Janus: Dawn instead.

Trinity Farming

Mobbing with (HEXA) Trinity.

Very viable with HEXA Trinity’s +1 targets hit compared to 4th job Trinity, coupled with +1 targets from Legion Artifact. In total, HEXA Trinity can hit 5 targets, making it a high-powered option for mobbing.

This is particularly useful for new Hyper Burns just entering Cernium and players mobbing in Grandis with low Sacred Force or weaker gear, who may not be able to one- or even two-shot using Celestial Roar.

Consider mobbing on Attack Speed 9 or 10 for smoother map clearing.

For specific map recommendations, we recommend checking out our training documents:

Tips and Tricks

Ping

AB is not ping reliant. Any information saying otherwise is severely outdated.

Pre-remaster, older versions of the recharge system were ping reliant, but eventually changed to be client-side, removing the ping reliance. Following the remaster, the recharge system was removed entirely, making the discussion moot. MOOT!

Tech

Animation Canceling

Celestial Roar and Trinity can both be animation canceled using Trinity Fusion.

This is performed by casting Roar/Trinity first, and immediately casting Trinity Fusion afterward. It is made significantly easier by binding Trinity Fusion to a dedicated key (as opposed to the DOWN + Trinity input), and pressing both keys (Roar/Trinity, and Fusion) simultaneously.

This results in a ~1.5-3.5% Final Damage increase if performed perfectly and constantly, increasing with increased Cooldown Hats for more casts of Trinity Fusion (and thus more opportunities to animation cancel).

However, in a practical bossing scenario, the difficulty in constantly animation canceling, coupled with the survivability offered by using Trinity Fusion defensively instead, make this technique a minimal damage increase, if at all.

Refer to Tony’s video linked below for a very detailed explanation and demonstration of the technique.
Savior: Trinity Animation Cancel and Cooldown Hat Efficiency

 Fashion

AB's beginner skill Dress Up allows you to have two cash outfits on one character - one untransformed, and one transformed. Sadly, only the transformed form shows up in most scenarios, since AB transforms as soon as you use any attacking skill! The game has recently been updated so that it saves which form you are in for login, character selection screen, and rankings.

Tips and Tricks

  • Cash weapons are shared between both looks, keep this in mind when planning separate outfits!
  • Shields hide/cover Soul Rings.
  • Soul Rings cannot be anviled.
  • Cash capes hide AB's wings, individual to each form.
  • AB gets a lot of transparent equips for free - everything except weapons and secondaries are hidden upon transformation for base equips.
  • The form you log out of is the form that shows up on official rankings/legion board!

What are compacts?

Compacts are essentially reskins of AB’s base costume. Each compact has a different theme, changing the base dress and color of the flash jump. Keep your eyes peeled for permanent compact sales, as the ones available in the cash shop are typically temporary!

Special compacts from left to right: Bloody, Melody, Cynical, Lyrical, Magical

Below are the flash jump animations for each compact:

Default:

Melody:

Bloody:

Frosty (available as part of V.251 event):

Cynical:

Magical:

Lyrical:

Future Changes

Compiled here, informally, is a brief rundown of what future changes (i.e. KMS patches up till now) will/may mean for AB, if they come to GMS as-is. Disclaimer: All details are subject to change.

  • KMS Crown update:

Bossing Strategies

VODs

We have compiled a spreadsheet of select bossing videos intended to help players learn how to handle certain bosses with the tools they are provided with. The runs may not be flawless, but should still give you a good idea on how AB is able to counter certain boss patterns in a solo situation.

Priority was given to VODs that were:

  • Not using "Whale items” (Breath of Divinity / Lucid Earrings) or bugs (Tweeter familiar)
  • Recent runs
  • From GMS
  • Longer runs (25 min+ preferably)

As of now, we are still collating post-remaster VODs. If you have some that fit the criteria above and would like to contribute, contact us in the AB Discord. Pre-remaster VODs will remain accessible in the spreadsheet for your reference.

DISCLAIMER

The below sections serve to collate tips from experienced players across the community for best utilizing AB’s kit in every boss fight from Lotus onwards. Fights are evaluated from both a damage and survivability standpoint: How suited is the boss for our damage profile, and how well can we respond to or counter the boss’ attacks?

Assumptions, unless otherwise mentioned:

  • Knowledge of general boss attacks and mechanics
  • Solo play

The writing style and formatting in this section may be inconsistent at times due to multiple authorship. Apologies in advance if this makes it harder to read.

Why bosses from Lotus onwards?

Due to the relative ease of gearing up new characters in modern Maplestory, we believe this is the first point where discussion of bossing strategy becomes important. You will likely quickly be overgeared for earlier bosses, such as Akechi Mitsuhide, Chaos Papulatus or Chaos Vellum, and they have little strategic depth beyond binding and bursting properly while i-framing instakills.

What attack does that refer to?

Unfortunately, Maplestory does not have official names - or any form of standardized naming, for that matter - for boss attacks. We will endeavor to make boss attacks as clear as possible, but there may inevitably be some small confusion at times, for which we apologize.

Lotus

Lotus is very amenable to classes that can continuously deal damage to him. He is largely a punching bag, with a majority of his attacks being environmental. As such, we are very well-suited to the fight damage-wise. While the remastered Lotus fight has an excessive amount of patterns, many of them can be avoided by continuous movement, and AB’s high mobility is great for this.

  • Pattern Manipulation: Directing Lotus’s patterns (specifically, the cross lasers and mechanical arms, as well as missiles in Phase 3) onto the boss will reduce the annihilation gauge and quickly break the shield in Phase 1. Due to this, as well as many of Lotus’ attacks having dead zones on top of or very close to him, it is recommended to play near Lotus throughout the fight.
  • Ring Swapping: Because patterns (cross lasers, mechanical arms) are more effective at breaking shields in phase 1, and you suffer a 90% damage penalty against the shield, it is highly recommended to ring swap while Lotus’s shield is up.
  • Binding: Though Lotus is stationary and always vulnerable in Phase 1, and binding him does not stop any of his offensive abilities, binding is still crucial in maximizing damage. Binding Lotus prevents him from casting his shield during your burst.
  • Rush Through: Similar to many bosses who hit in a forward facing hitbox (Will, Darknell, Seren, etc), using Pink Pummel or a single flash jump if close enough can avoid Lotus’s knockback punches and drills. Do note that the drill attack in Phase 3 has a backward hitbox that strikes shortly after the forward-facing drill. This can be ducked.
  • Forced Jump: One of Lotus’s most dangerous attacks in phase 2 is his forced jump mechanic. Use Pink Pummel to sit on top of Lotus (the dead zone of the attack) or to get out of range. If you are hit by the debuff, you can use an i-frame such as Soul Resonance to negate the force jump. Blocking or avoiding the force jump debuff is heavily recommended especially when barricades are up.
  • Barricade Positioning: In phase 2 and 3, it is recommended to take the boss fight to the top left or bottom right of the map. This is to remain near the safe spots for when barricades come up.
  • Cross Lasers: An easy way to avoid the homing cross lasers is to up jump once they have locked on to your position.
  • Portals: The portals in phase 3 take you between the 2 safe spots. This is especially helpful to avoid attacks or Lotus as a whole while on low HP.
  • Auto Recovery II: While learning the boss fight, or if struggling to survive, you may find the Auto Recovery II special node helpful due to the large amount of chip damage.

Damien

Damien is not particularly challenging mechanically, and the primary weakness of AB in his fight is in dealing damage. Due to many of his moves making him difficult to hit, maintaining consistent damage uptime against Damien is challenging, and AB’s spread-out damage profile suffers for it.

  • Brand Cleansing: Sparkle Burst’s 10s iframe can be used to guarantee a brand cleanse if required, though using the opportunity to deal damage aggressively is preferable. The 7/7 stacks instakill does not go through Sparkle Burst’s invulnerability, and you can still cleanse.
    Brands can be cleansed while ducked or during Blink’s float duration. Brands can also be passed to other party members which may be helpful to cleanse all your party’s brands at the same time.
  • Fireballs: Supreme Supernova, Soul Seeker, and Soul Resonance can be used if needed to deal damage to Damien while he is casting his fireball attack.
  • Charge Attack: Keep in mind that Damien’s charge attack during Phase 2 can be dodged by ducking.
  • Phase 2 FMA: If timed correctly, Soul Resonance (or Sparkle Burst) can dodge the Petrification application of Damien’s FMA in Phase 2. Look out for when he turns invisible right before he teleports to the left (with just a silhouette remaining).
  • Origin: Due to the long origin animation, Damien’s phase 2 balls may prevent full damage. To avoid this, up jump and origin at the peak of your jump to be out of range of the blue ball vertical hitbox and guarantee full damage.
  • Blink: To maximize damage in phase 2, bring the blue balls to the opposite side of the map as Damien casts his fireballs. Use a long iframe such as genesis iframe or sparkle burst before using blink (or quickly flash jumping) to the other side to bind and burst him.

Guardian Angel Slime

The damage reduction outside of the groggy period hampers our off-burst DPS. Furthermore, the 15s groggy duration is insufficient to fully burst, and so ABs may see some damage problems when facing Slime.

Mechanically, Slime is not a difficult fight. Following the general playstyle is sufficient - i.e. avoid playing on the same platform as Slime, and watch out for the red laser attack.

  • Test Timer: Be mindful of the first test timer at ~28:20 and every 2 minutes afterwards making sure to block 1 or 2 gates prior to that (unless it’s a gold wave).
  • Lesser Known Mechanics: Slime has a couple of poorly documented mechanics. Firstly, every 5 Halo slimes killed (cumulatively) will shorten the test timer. Secondly, if 20 small slimes accumulate on the map, Guardian Angel Slime will absorb them all, and an alert will be displayed. This is the trigger and indicator that the next test will be a pink wave. If they occur, pink waves override gold waves.

Lucid

Lucid is a stationary punching bag in Phase 1, giving us almost perfect damage uptime. In Phase 2, AB’s high mobility makes most attack patterns simple to evade, maintaining good damage uptime outside of her invulnerable special attacks. While our burst may not be as powerful as some other classes, 40s is sufficient to pump out all of our burst damage, and so Phase 3 is also not exceptionally problematic.

  • Air Stalling: If you are not running Blink in your V Matrix, Soul Resonance can serve as a replacement air stall in Phase 1 to dodge the dragon’s breath. If the dragon is not on-screen, count to 5 after seeing the alert message appear before up jumping and floating.
  • Bombs: In Phase 2, we recommend saving Soul Resonance for Lucid’s bomb. Use it when the counter reaches 1 or 0.
  • Movement: Grappling Heart is great in Phase 2 for maneuvering around the map, and can provide an escape for bad laser patterns or to dodge dragon or the red special attack.
  • Sparkle Burst easily outlasts the dragon’s breath in both Phase 1 and 2, preventing your burst from being interrupted by an unlucky pattern.
  • Dragon: In Phase 2, after the dragon’s first sweep of the map, the 2nd from the top platforms are safe. (see image below for location). The platform shown below is also the safest platform to stand on during Phase 3 of Hard Lucid since golems will not disrupt your burst even if the platform is broken.
  • Bind Canceling: If you time your bind well as Lucid performs a powerful attack, you can cancel her attack.

Will

The availability of a 1 minute miniburst and consistent damage profile makes AB perform well in Phase 1. Will also has few attacks that render him invulnerable outside of tests, allowing for consistent damage uptime. That said, maintaining good damage uptime can sometimes place you in dangerous positions.

  • Pink Pummel Abuse: If you are debuffed with Reverse Keys from Will’s attacks, use Pink Pummel for horizontal mobility to prevent being turned around.
    Similarly to Lotus, Pummel directly behind Will while he is in his attack animation to dodge almost all his direct attacks.
  • Phase 2 Healing: The moonlight duration is long enough to pot twice - once immediately, and another as soon as the pot cooldown is over.
  • White Eyes: Pink Pummel can dodge the white eyes (move) spike in Phase 3, but this must be timed very well. It is recommended to flash jump instead. The best time to move will depend on your ping.
  • Interact Invulnerability: There’s a brief invincibility frame when using the NPC Interact key in Phase 1. This can be helpful to avoid unnecessary HP deaths.
  • “The Spot”: Generally a good spot to default back to in phase 3 after avoiding patterns (see below). This location is generally safe from pellets, and is at a good distance to rush through him.
  • Life Trading: If you happen to web out in phase 3, stall out your death timer for as long as possible to allow your burst to come off cooldown. Use Level 8 Spirit of Freedom (Resistance Link) to maximize your burst time when you respawn. Note that you can switch link skills while dead.
  • Hero’s Will: Hero’s Will-type skills can negate the skill lock from webs.
  • Poison: Will’s green poison application gives you a massive +30% FD boost. Try to time your bursts to align with this, and you can catch it if you respawn while he’s casting it.

Gloom

AB has answers to nearly all of Gloom’s threats. Furthermore, the 1 minute burst cycle lines up well with Gloom’s 55s interval eye-opens. This becomes even more comfortable with cooldown hats, reducing the need to skip a miniburst every now and then to resync cooldowns.

  • Sparkle Burst’s invulnerability period lasts through Gloom’s laser if activated as it is preparing to fire, giving us full damage uptime during 2 minute bursts. This is further enhanced if you are Liberated, as the 1 minute bursts can be supplemented with Aeonian Rise for near-constant DPS when his eye is open.
  • Pink Pummel allows you to dodge nearly any pattern of meteors during the fight.
  • If the Fear gauge is almost full, we recommend saving Supreme Supernova and/or Soul Resonance.
  • Supreme Supernova clears Fear monsters outside of your range/vision, alleviating pressure and allowing you to focus on dodging the hands and black flames.
  • Soul Resonance is invaluable in a pinch, preventing you from being debuffed while invulnerable, as well as grouping and killing Fear monsters to lower the gauge.
  • Hero’s Will: If in Fear mode, Hero’s Will-type skills will allow you to avoid being debuffed by Petrify / Reverse Keys / Seal.
  • Seal: Pictured below is the attack that applies Seal during Fear mode. Constantly be on the move using flash jump or Pink Pummel to avoid it.
  • Fear Mode: The safest time to enter Fear Mode is during the start of Gloom’s eye opening due to being able to stand on an elevated platform, completely avoiding the hands.
    Avoid dying near party members while in Fear mode as it will significantly raise their Fear gauge. Conversely, look to exit Fear mode while you are near your party members, to help decrease their Fear gauge.

Verus Hilla

Verus Hilla (VHilla) is slow-moving and almost always vulnerable, making our damage profile good against her, as we can maintain very high damage uptime, assuming you are able to play around her attacks.

  • Blue Attack: Use up jump to avoid VHilla’s blue attack. It can be used to dodge both parts of the attack - the initial stun, and the followup knockback.
  • Hero’s Will blocks the bind from being hit by a string, allowing you to collect many strings in quick succession if you need to summon an altar quickly.
  • Pink Pummel has similar utility here as in Will and Lotus - use it to maneuver into the safe spots in her attacks, and to dodge strings.
  • Skull Spin: The area directly behind VHilla is a safe spot for her spin attack. (see below)
  • Cleansing: Cleansing allows you to temporarily consume potions. Use this to heal if you do not have healing familiars. Cleansing also provides a temporary 15% final damage buff for the entire party. (approx. 3s long)
  • String Safe Spots: Do be careful playing in the corner because it is difficult to avoid VHilla’s scythe attacks, as well as poison clouds.

    Do make micro-adjustments to your position where needed - these spots
    are a guideline, despite what the text says.
  • Positioning and Hitboxes:  Both Trinity Fusion and ducking will shift your hurtbox forwards, so be mindful when dodging attacks while doing this.

Darknell

While a 10 second invulnerability duration in the form of Sparkle Burst may give the impression that ABs are highly survivable in Darknell, this is not entirely accurate. Sparkle Burst does allow us to be perfectly safe during our burst, but outside of this period, AB’s survivability is somewhat poor.

Soul Resonance has a modest 60s cooldown and renders us immobile, and the low height of her upjump makes it difficult or impossible to dodge attacks in ways other classes can. The chaotic and dangerous fight can also make it difficult to maintain consistent damage uptime safely.

  • Dive: Darknell’s dive attack can be avoided by upjumping and blinking.
  • Pattern Rhythm and Movement:
  • The Elite Bosses attacks are synced with Darknell. The Bosses will target your position and spawn at the moment Darknell begins to cast any attack (except Summon Meteor). Note that this also means Elite Bosses cannot spawn when Darknell is bound.
  • Constant movement is crucial in this boss, as a majority of Elite Boss attacks are targeted at the location you were in when they spawned. Look to be in the air (by flash jumping, usually) when Darknell starts to attack, to redirect most of the Elite Bosses’ attacks out of the way.
  • Notable Elite Boss attacks are Vicious Hunter’s Snipe and Mad Mage’s Blue Sphere, the former of which you must jump over, and the latter you may jump over or duck under.
  • Certain Elite Boss attacks are particularly dangerous. In particular:
  • Vicious Hunter’s Snipe inflicts Weaken and deals heavy damage, limiting subsequent mobility while leaving you vulnerable. You may also not see the Hunter casting Snipe if it spawns on the opposite side.
  • Black Knight’s Raging Blow inflicts Stun and a modest amount of damage.
  • Rampant Cyborg’s Final Cut knocks back the player very far, ignoring superstance. This is likely to push you into other attacks.
  • Trinity Fusion: Trinity fusion’s knockback resistance properties makes it a strong counter to the knockback from Rampant Cyborg’s Final Cut. This skill is also very good at reducing chip damage, so it is recommended to use Trinity Fusion as much as possible during the boss fight.
  • Slash: Darknell’s deadly slash attack can be avoided by ducking (this is the horizontal slash he does that moves him forward). However, it is recommended to move away from the attack incase of overlapping patterns (Example: Vicious Hunter’s Snipe).
  • Summon Meteors: When Darknell stabs the ground, this is the animation to summon meteors.
  • Back Hitbox: Standing behind Darknell is the safest position to be in.

Black Mage

AB’s timings line up very nicely for Black Mage, and her kit has many good answers for his attacks. The following advice will assume you play toward the right side in Phases 2 and 3 where applicable.

  • Phase 1 Burst:
  • All of your burst attacks can hit both knights from their original positions in Phase 1, eliminating the need to stack them up for a burst (though it’s still nice to do so).
  • You can use origin ~6 seconds after spawning to bind the knights on top of each other, since origin lasts long enough to hit the knight that teleports.
  • I-frame Weaving: Prior to using an iframe, get hit by a black curse to increase your damage output while protected by an iframe.
  • Rollings: Rolling purple meteors can be dodged by Blink-floating over them, or Feather Hop (double flash jumping) over them as they roll towards you.
  • Note that the latter option will cause you to travel a huge horizontal distance unless you jump against the wall - watch out for other hazards. The advantage in flashing jumping is that you aren’t stuck in your Blink position.
  • Fallings: You can Pink Pummel through the gap between the falling white meteors. Alternatively, walk through - it’s not difficult with our high movement speed.
  • Pillars: Pink Pummel effectively dodges most flame pillar patterns in Phase 2. Wait for an earlier pillar to strike, and immediately Pummel into its position. The pillars strike instantaneously, and have no lingering hitbox.
  • FMA: In Phase 3, save Soul Resonance for FMA. The down (white blizzard) FMA is straightforward to iframe, and the up (black hole floor) FMA can be dodged by jumping and holding Soul Resonance in midair if you’re unable to find a platform to stand on.
  • Innate Timer: For a natural FMA timer, use 1 minute cooldown skills after Blackmage’s shield appears to keep track of when FMA will occur. The 1 minute burst will also help break the shield to keep up damage.
  • Kicks/Slaps:
  • During Phase 3, you can cast Trinity up to 6 times between slaps. However, this is somewhat risky, and 4 or 5 is recommended for less experienced players.
  • Turn on Silhouettes to better see Black Mage's slap animation.
  • Boss Positioning: Try to position Black Mage towards the right, but not too close to the wall to avoid being slapped during the up FMA.
  • No Sucking: Play on top of Black Mage during Phase 3 to completely nullify the suck attack (it won’t move you much, if at all).
  • Playing within his slap range also significantly reduces the frequency of Super Lasers (the pink/purple ones) spawning.
  • Pellet Dodging: During Phase 4:
  • Avoid flash jumping more than necessary, and favor moving by walking or with Pink Pummel for more rapid horizontal movement. This gives you finer control over your position, and prevents flash jumping into a series of pellets.
  • Look to play towards the side with more room to give yourself more room to dodge. If you need to cross to the opposite side, Pink Pummel through a lull in the pattern or at worst, Blink and hope you end up on the other side.
  • Curse Management:
  • Use Hero’s Will to avoid receiving curses for its duration. It also removes/prevents the application of Blind in Phase 2.
  • White curses are much more avoidable than black curses. After being hit by a white curse, consider playing safer or using Hero’s Will to avoid losing a life to curse. Alternatively, if you anticipate you cannot dodge a white curse attack, consider using Hero’s Will to prevent the white curse application in the first place.

Seren

For 2 minute classes, Seren’s test timings make burst cycles awkward, as the third burst falls within Midnight - where the ‘anti-cheat’ mechanism may take effect. However, we have good survivability against her, and can maintain decent damage uptime.

  • Banana/Wave: Seren’s aura wave (banana) attack in Phase 1 can be problematic, as the only ways to completely avoid being hit by it are to Blink-float above it, or duck under it. Both of these options run the risk of a pillar spawning below you, which you will then always be hit by. One way to potentially get around this is to Blink while ducked.
    In addition, the following alternative movements allow you to take exactly 1 hit from the wave:
  • Feather Hop/Double flash jump - the first away from the wave to gain height, and the second immediately after towards it.
  • Pink Pummel through the wave.
  • Upjump over the wave with forward momentum.
  • Phase 1 Gauging: Try to gauge while in upjump-blink (using a pillar) so that patterns such as the dash or banana cannot hit you.
  • Blind: Many of Seren’s attacks in Phase 1 and Noon apply Blind, a debuff that causes your attacks to miss. This is a big DPS loss, so it is recommended to use Hero’s Will if you cannot avoid the attack.
  • Phase 2 Gauging: Try to gauge while far away from Seren during the Noon (yellow) phase.
  • Trinity Count: During Noon (yellow) phase, to avoid being poked, duck after 2 trinities.
  • Lingering Dash Hitbox: If Seren dashes into the wall, there is a lingering hitbox. Take extra caution prior to standing back up.
  • Sunset Healing: During Sunset phase (orange), healing is reduced so it is important to spam HP potions if you are not full health.
  • 3-Slash: During Sunset phase’s triple slash, it is recommended to go behind Seren rather than constantly relying on ducking in order to stay safe from unexpected pillars.
  • Use Pink Pummel to dodge the pillars in Sunset and to pop the wisps in Dawn safely.
  • An upjump is high enough to dodge the reindeers’ attacks in Dawn, but precise timing is required.
  • Redirecting Flash Jump: During Dawn phase (purple) jump backwards to avoid Seren’s dash before redirecting the triple jump to get away from her. Same technique can be used to proc bombs.
  • Crab Crossing: Wait before the crab (see image below) procs before jumping from one side to the other. You will be knocked back if you get hit, often into other attacks.
  • Soul Resonance lets you i-frame the tests without griefing the party if you use it while in the safe zone.

Kalos

As a class with a relatively weaker burst, we are naturally disadvantaged in the burst-focused Kalos fight. Aggressive play is needed to keep up damage uptime on the boss, which places you in more dangerous situations.

  • Platforms: All of AB’s skills can hit Kalos from one platform above. Do your best to stay 1 platform above (preferred) or 1 platform below the boss.
  • Binding FMA: Casting bind several seconds after Kalos’s FMA cancels his FMA damage. This does not prevent a hazard from being spawned.
  • Dive: If Kalos has been missing and you’re worried about being hit by his dive, upjump and blink or cast Soul Resonance.
  • Doggo Leash: Keep Kalos on your screen to avoid dying unpredictably to offscreen attacks such as dive or breath.
  • Hero’s Will: Hero’s Will can be used to prevent the laser hazard’s stun (damage is still taken). This is especially useful as a last resort during a test.
  • Balls: Bottom Hazard aka Ball can be shot as soon as the ball is descending towards the target/machine.
  • Laser Positioning: Try to hold Kalos on the left side when the laser hazard is up.
  • Test: Many people often leave the safety bubble very late. As soon as you see purple appear on your screen, you are able to safely leave. You do not need to wait for the smoke and debris visuals to clear. Note: The bubble blocks arrows so it may be beneficial to sit in the safety zone while arrows are being fired.
  • Arrows: Avoid excess movement while arrows are being fired to reduce the spread of the arrows.
  • Pattern Timing: Both of Kalos’ most dangerous attacks (Dive and Breath) have cooldowns, and having someone (possibly a 7th man) keep track of these cooldowns can help the party’s survivability.
    You might find the following tool useful:
    P2 Kalos Timer

Kaling

She did nothing wrong, please don’t hurt her

Though not as easily as some other classes, we can play the Dog room for Phase 1, using Pink Pummel to survive frenzy. Tiger and Bird rooms are both trivial to survive in. Damage uptime is good against Kaling and her Perils, due to the bosses’ gargantuan hitboxes and slow movement.

For a detailed strategy guide aimed at inexperienced parties, I wrote one here: kyaa kaling!

  • Grappling Heart: Abuse the lack of a cooldown on Grappling Heart for excellent mobility between the ground and the upper platforms in the Tiger and Bird rooms, in comparison to other classes using Rope Lift on a 5s cooldown.
  • Natural Timer: Soul Resonance’s cooldown lines up perfectly to i-frame Phase 1 Tiger’s FMA attack, and can double as a timer for its 60s cooldown.
  • Coil Setup: Try to proc the triangle or last coil while on the ground in Tiger phase 1 because there is a higher chance the tiger will leave the bonus damage area while on the top platforms.
  • Tiger Positioning: Stand on top of the Tiger in phase 1 to easily Pink Pummel away from attacks. Try to move the Tiger towards the side where the appropriate color of string is needed. Usually, if Dog is still alive, this will be the left side, and the right side when Dog has been defeated.
  • Portals: Use portals in Tiger phase 1 to bait and avoid attacks easily.
  • Bird Stun: In Bird phase 1, while knockback can be prevented, characters will still be stunned. Prioritize moving away from the bird rather than blocking its knockback.
  • Bird Positioning: As AB, we can hit the Bird (phase 1) from 1 platform above. However, be careful of the double pillars (this can be avoided by up-jumping or moving away).
  • (Dog) Cloud: Avoid letting Phase 1’s Dog enter the cloud since it will begin recovering HP.
  • Strings: See guide below (Thank you. Bronya - they’re in the AB discord)
  • (Editor’s note: I personally find the above infographic a little excessive, and prefer the following for quick reference:)

    (arrow colors are string colors)
  • Double String Locations: There are multiple patterns that strings can spawn in, but there exists 1 spot per string color per room in Phase 1 that always has two strings crossing at that point. Use these if you need to drain/fill a certain gauge faster.
    Note that some require floating.
  • Bird:
  • Tiger:
  • Phase 2 Scroll: It is very important to use an iframe prior to Phase 2 Kaling’s scroll attack because it drains a large amount of willpower.
  • Puddles: Pay attention to where you are standing in Phase 2. Standing ontop of a puddle for too long will heavily increase the green gauge and stun your character.
  • Phase 2 FMA: If you must play out Phase 2, play close to the safe spots for her FMA, circled below:
  • Cheese: Most Kaling parties will follow the “Cheese” strategy for Kaling. Take a look at the video attached for an in depth explanation. KALING CHEESE STRAT EXPLANATION (amazing)
  • (Editor’s note: the volume on this video is awfully soft. Be careful if you turn up your volume.)
  • Phase 3 Scroll: Trinity Fusion can prevent knockback, and there is a dead zone directly in the middle of the attack. Though, it is generally safer to dodge the attack by upjumping.
  • Lightning: While attacking the Tiger (phase 3) with the “Cheese” strategy, be careful of the lightning that Tiger uses to attack. It is possible for the leftmost spawn of the lightning barrage to hit players standing in the Dog zone, which will reduce the Bird (yellow) gauge and stun you.
  • The simplest way to prevent this happening is for nobody to enter the Tiger zone - if there is no one in his zone, Tiger will not attack.
  • Upjump: Use upjump in phase 3 to avoid Dog’s Chains and the hands on the ground.
  • Pummelling: If you have the horizontal space to do so, favor using Pink Pummel on the ground to dodge attacks (e.g. Bird Tornado, Tiger Lightning, Buttons, Hands) instead of flash jumping. This is because the three perils sit on platforms just slightly raised off the ground, and standing on those will limit the range of your Pummel.

Glossary

Listed below are some common terms used across the document that may not have been defined in their sections.

AB

The one, the only, Angelic Buster, duh!

IED

Ignore Enemy Defense

BD

Boss Damage (not Buff Duration!)

FD

Final Damage

AS

Attack Speed [Stage]

IA

Inner Ability

ATT

Weapon Attack

FMA

Full Map Attack

BA

Battle Analysis

Resources

Here we have compiled a set of useful links and resources, both for AB in specific and for Maplestory in general. Credit given where known and possible, listed in no particular order.

AB-Specific Resources

Angelic Buster Discord

Come join us, we won’t bite 🙂

⭐Class Infographic⭐

By TQ

[ABcord] Bossing Vod Resources

By Soft

Angelic Buster Training Document

Training Document for Heroic

By Anson

[INTERACTIVE/REG] AB TRAINING DOCUMENT - POST DREAMER

Training Document for Interactive

By Soft

AB 6th Tracker [GMS v.269 - Lightning]

Tracks the amount of Sol Erda / fragments you have used / remaining

By Yunii

⭐Leveling Order⭐

General recommended HEXA leveling order

By Rai

HEXA Optimizer

Calculator to find a HEXA leveling path for your individual needs

By Aux

Niri AB Remaster BAs

Database of BA values performed shortly after the remaster.

The tireless work of Tony

General Maplestory Resources

Maplestory Wiki

Great resources for detailed game and update information.

Grandis Library

Orange Mushroom’s Blog

Maplestory.wiki

Comprehensive database of almost everything in the game across regions.

Lucyperin’s Boss Pattern Guides

Thorough catalogs of boss mechanics and attacks.

Potion Crafting Guide

Whackybeanz’s Tools and Resources

SuckHard / BrendonMay’s Calculators

Calculators/optimizers for various aspects of the game. When we recommend ‘using a calculator’ in the document, we usually mean one of these.

Xenogent’s Legion Solver

[Maplestory] Legion Artifact

MetaCalc

Maplescouter

Maplemaps

Excellent for finding good training maps and planning training rotations.

KMS Search Terms

Useful when finding KMS rotations for training.

Fashionstory

Maplestory Studio

Maplesim

Changelog

Expand for a detailed list.

v1.7.3 Jul 6, 2026 [Current]

  • Updated HEXA Leveling Order again to include version with Legend.

v1.7.2 Jun 26, 2026

  • Included Overdrive as a viable option for Sol Hecate: Styx.

v1.7.1 Jun 24, 2026 

  • Updated Class Infographic to v269 Ride the Lightning.
  • Added Roll of the Dice to Auto Buffs section and removed mentions of it not being auto-buffable.
  • Added Sol Hecate gifs.

v1.7 Jun 22, 2026

  • Updated HEXA Leveling Order to v269 Ride the Lightning.
  • Updated Link Skills section.
  • Updated Future Changes section.
  • Removed mentions of Soul Seeker Expert being a toggle.
  • Added Sol Hecate section.

v1.6 Dec 20, 2025 

  • Updated HEXA Leveling Order and AB 6th Tracker link to v265 ELTEPT.
  • Added Ascent section.
  • Updated Future Changes section.
  • Updated Oz Rings section at long last (thank you Soft), Guardian Angel Slime section, and Link Skills section.
  • Other minor updates:
  • V263 changes for burst section. (can bind mid-channel)
  • Updated sequences to include Oz Ring in miniburst.
  • Updated Cont 4 section.
  • Small rewording in Culvert section.
  • Added image example to Attack Speed section.

v1.5 Sep 26, 2025 

  • Updated HEXA Leveling Order to v263 Octo Fest (2 Minute Patch).

v1.4 Jul 17, 2025

  • Updated to v261 Maplestory x DAVE THE DIVER.
  • Updated Class infographic and HEXA Leveling Order graphic.
  • Added information about 3rd and 4th Mastery Nodes (thanks Alx)

v1.3.1 Jun 16, 2025 

  • Updated skill sequence recommendation and burst order. Thank you Tony for the testing and analysis.

v1.3 Jun 15, 2025

  • Updated to v260 Stargazer. General adjustments made to correct any factual changes and trim rough edges.
  • Added Mo Xuan and Sia Astelle’s Link Skills to the recommendations.
  • Added current analysis of the Cont5 / ROR5 comparisons.
  • Added Buff Favorite recommendations.
  • Added Skill sequence recommendations, and updated the burst to include its usage.
  • Refactored Auto Buffs to a QoL section with the above two additions.
  • Added “Future Changes” section.

v1.2 Nov 20, 2024

  • Updated HEXA Leveling Order graphic
  • Updated Auto Buffs and Grandis Goddess Blessing to be in line with GMS v255 The Dark Ride
  • Added compact outfits to Fashion section

v1.1 Oct 19, 2024 

  • Changed the Boss headings to the in-game label images (thanks Cyn)
  • Added some points to Will, VHilla, BM (thanks Rudy)
  • Added links to AB’s songs
  • Corrected ‘Dress Me Up’ to ‘Angel’s Room’ (thanks again Rudy)
  • Clarified and corrected points on Overdrive, Decent Hyper Body/Mystic Door (thanks Tony)
  • Noted that Cheering Balloons are unaffected by HEXA Soul Seeker improvements (thanks Rai)

v1.0 Oct 15, 2024

  • Initial publication.

Credits

These are the folks who’ve contributed to the document in one way or another, without whom this would not have been possible. We would also like to thank the many more individuals who would rather remain uncredited, as well as the authors/creators of all the previous guides, FAQs, tools, and graphics that this document builds upon and collates.

Finally, we’d like to thank everyone in the Angelic Buster community for their support, discussion, and passion, and you, for reading this far.

Name(s) (IGN)

Contribution

Kat (AngelicKats)

Main author. (The GOAT -Cyn)

Cyn (HighFemme)

Editor. Proofreads and updates the document, making corrections and supplementing additional information, as well as adding numerous icons and GIFs. Needs a lot of help from other contributors 😅

Soft (Sóft)

Co-author, editor. Reviewed and fact-checked the document. Also the main author of the bossing section. Saved Cyn’s butt with the Oz Ring re-write.

Anson (SinPijamas)

Editor. Proofread the document and gave invaluable suggestions for improvements to visual and textual clarity.

Lily (Licolily)

Contributor. Provided some Darknell tips.

Rai (TrashRai)

Contributor. Makes and updates the HEXA Leveling Order infographic!

kek / nelly / Fake Soft

Contributor. Helped Soft in writing the bossing section.

Emmeryn (Wreylin)

Contributor. Provided icons for bosses!

Aux (Auxilism)

Contributor. Does hella math for literally everything. EVERYTHING

Boosty (ImSoBoosted)

Contributor. He is very boosted.

Alx (Alxprit)

Contributor. Wrote about m3/m4 and provided visual!

Tony (Niri)

Contributor. Did testing and analysis for skill sequences and burst order!

Rudy (Anandea)

Contributor. Boss tips and corrections 🙏🏻

Drean (Drean)

Contributor. Updated the HEXA Tracking Spreadsheet.

Yunii (yùwú)

Contributor. Updated the HEXA Tracking Spreadsheet.

TQ (Lithza)

Contributor. Makes and updates the Class Infographic!

The Maplestory Wiki, Grandis Library, and Orange Mushroom’s Blog,

for icons, sprites and animations

The Mercedes, Dawn Warrior, Adele, Buccaneer and Bowmaster class guides,

for inspiration and structural guidance

Appendices

Stat Comparisons

Analysis performed by Aux, for Legion Artifact optimization. In order of importance:

Critical Rate (new players)

Critting 100% of the time is especially important for AB, since we have Star Gazer, Center Stage and Dragon Whistle which gives us a lot of crit damage (+20% +15% +6% = +41%).

Every class also does an additional random 20 to 50% on critting, adding up to 35% more crit dmg not shown in the stat window. With crit gskill adding another 30, we can safely assume that critting makes us do 200% of our regular dmg (100 base + 100 crit).

If we have only 80% crit rate without legion artifact, it means the average damage is:

  • 80% * 2 (crit dmg amount) + 20% * 1 (regular dmg amount) = 1.8x
  • Compared to critting 100% of the time with artifact, which is just 100% * 2 = 2x

Then the increase in damage is: 2/1.8 = 11.1% FD.

If you had lower crit rate, like 50% instead of 80%, then the artifact’s effect is even greater:

  • 50% crit rate, no artifact: 50% \* 2 + 50% \* 1 = 1.5x
  • 70% crit rate, adding 20 from artifact: 70% \* 2 + 30% \* 1 = 1.7x

FD% = 1.7/1.5 = 13.3%

This is also before additional crit dmg has been considered from links, legion, glove potential and hyper stat. Furthermore, critting 100% of the time makes your training hits a lot more consistent, otherwise a single non-crit line could result in the mob not dying in 1 hit.

TLDR: AB’s high crit dmg makes 100% crit rate incredibly important, and makes training consistent too.

Damage and Boss Damage

Boss damage is covered here too although it does not apply to normal mobs, because your dmg% and boss dmg% are added together when hitting bosses.

E.g. You have 50% dmg and 200% boss dmg.

  • When hitting a boss you have a 100 (base) + 50 + 200 = 350% multiplier.
  • When hitting a normal mob, you have a 100 (base) + 50 = 150% multiplier.

Dmg% is ranked lower than crit rate because of how unlikely it is to have so little additional dmg% that it would actually add 15% FD.

  • Back to the 50% dmg example, gaining 15% more from Artifact would bring you to a 165% multiplier.
  • 165/150 = 10% FD, which is less than crit rate's 11.1% FD

But it is very easy to gain more than 50 dmg% (along with normal mob dmg and boss dmg as well) once you start working on links and legion.

  • Using the 350% multiplier example on bosses: 365/350 = 4.3% FD

Pick dmg% over boss dmg% too, since they give the same amount from artifacts.

TLDR: Dmg% helps a lot in training when starting out, but easily falls behind #1 as you progress.

Ignore Enemy Defense (IED)

This stat depends on how much Percent Damage Reduction (PDR) the enemy has. For example, Chaos Vellum (cvel) has 200% PDR, while Normal Lotus (nlot) has 300% PDR.

If you have 85% IED, you will do:

  • 100 - (1 - 85%) * 200 = 70% of your actual damage to cvel
  • 100 - (1 - 85%) * 300 = 55% to nlot

By gaining 20% IED from artifacts, you do not have 105% IED. Each individual source of IED multiplicatively 'cuts down' on the remaining percentage to 100. So an additional 20% IED would cut down on the remaining (100-85) = 15 by (20/100) = 1/5. Here's the calculation for your new IED:

  • 85 + (100-85)*(20/100) = 88% new IED (85 -> 88)

If you had 90% IED without artifacts instead:

  • 90 + (100-90)*(20/100) = 92% new IED (90 -> 92)

Back to the example of 85% IED, gaining 20% from artifact would put you at 88%. Then your new actual damages are:

  • 100 - (1 - 88%) \* 200 = 76% to cvel
  • 76/70 = 8.6% FD
  • 100 - (1 - 88%) \* 300 = 64% to nlot
  • 64/55 = 16.4% FD

But because of the individual multiplicative nature of IED, the FD% falls off sharply as you get more. For example, with 95% IED on the same bosses without artifact:

  • 100 - (1 - 95%) \* 200 = 90% to cvel
  • 100 - (1 - 95%) \* 300 = 85% to nlot

Then 20% IED from artifact brings you to 95 + (100-95)\*(20/100) = 96% IED

  • 100 - (1 - 96%) \* 200 = 92% to cvel
  • 92/90 = 2.2% FD (compared to 8.6% above)
  • 100 - (1 - 96%) \* 300 = 88% to nlot
  • 88/85 = 3.5% FD (compared to 16.4% above)

Furthermore, the 85% IED example does not look as good as it initially does. This is because AB has hidden sources of IED that do not show up on the stat window, such as mage link and lvl 40 nodes. Other classes can also give IED buffs in parties.

TLDR: IED varies wildly based on your progression. Get it early if you're new.

Don't get it if your WSE has a lot of IED, or you’re not bossing.

All Stat

Secondary stat (STR) is worth 1/10 of a primary stat (DEX). The all stat from artifacts is also affected by potential lines. (Tested by changing my lvl 5 stat artifact, and I lost 75 * 7.08 = 531 from my total stat.)

So we get 150+15 ‘dex’, for 165 stat. The conversion from stat to dmg% varies quite a bit based on your progression, so I’ll use a ballpark 1% dmg = 14 stat here.

  • 165/14 = 11.8% dmg, less than artifact’s dmg/boss dmg.

TLDR: All stat is affected by potentials, converting it to 11.8% dmg, ranking below dmg/boss dmg%.

Critical Damage

From comparisons of glove potentials, 8% crit dmg ~= 30% dex (for AB, who has higher base crit dmg than most), which means artifact’s 4% crit dmg ~= 15% dex

-> 15 * 9 dex = 135 (1 all stat% ~= 10 stat, but here we’re converting pure stat%)

Which is lower than stat’s raw 150+15.

TLDR: Crit dmg converts to 135 stat, ranking it below all stat.

Critical Rate (old players)

This section is for if you already have 100% crit rate without artifacts. By getting artifact crit rate, you can lower your other sources such as legion board, hyper stat and link skills to get something else.

How your crit rate was configured pre-artifact may differ, but for generalization I’m going to assume lvl 3 phantom link will be swapped out for thief link (9% dmg overall).

Reasoning:

  • Phantom’s link of 20% crit rate is massive for the relative little effort of lvl 210, so most people should have it.
  • Thief link is my current ranked 13th link, because I always take resistance link.
  • Artifact crit rate is also 20%, so it’s a 1:1 trade with phantom link.

So to compare artifact crit rate against the other stats, we calc how much 9% dmg gives.

  • From all stat artifact (see above), 9% dmg ~= 9 * 14 = 126 stat, also below crit dmg’s 135 stat

 TLDR: Readjusting other crit rate sources gives 126 stat, ranking it below crit dmg.

Attack

1 att ~= 3 stat, so 30 att from artifact = 90 stat

Which is less than crit rate (old players)’s 126 stat.

TLDR: Att gives 90 stat, ranking it below crit rate (old players).

Buff Duration

See the buff duration section above for conversion explanations.

20% buff duration from artifact is at least 20/38 * 8% = 4.2% dmg

From the all stat artifact (see above), 4.2% dmg ~= 4.2 * 14 = 59 stat

  • Which is below att’s 90 stat
  • Unless you really, really want to optimize for bursting, as explained in the buff duration section above.

TLDR: Buff duration gives 59 stat overall, ranking it below att.

Skill Cooldown Bypass Chance (CD skip)

Data for this section was retrieved from Tony's spreadsheet. He really went above and beyond by:

  • Recording hours and hours of BAs, doing each individual segment of a full BA to mix and match into the full data.
  • Adding other data in the sheet such as FD from AS+1 from IA,
  • Redux FD,
  • Breaking of how our burst spikes now.

Back to the topic of cd skip, from the 'CD Skip Combinations' page, I'm going to look at the CONT BAs for simplicity.

When talking about cd skipping, we are interested in  skipping, letting us use it twice for our 6/2min burst (do not use it thrice). The data says that even if  is not ready for our 1min burst, it is still worth it to risk it by using it twice for the 6/2min burst.

The probability of skipping in the sheet is 0.55 + 0.075, which is  + artifact. So from top to bottom:

  • 0.375 = 1-(0.55+0.75) -> fail to skip, so 1x  for full burst, 1x for mini burst (2 casts total)
  • 0.390625 = (0.55+0.075)^2 -> 2x skip, so 2x  for full burst, 1x already ready for mini (3 casts)
  • 0.234375 = (0.55+0.075) * (1-(0.55+0.075)) -> 1x skip, then fail, so 2x  for full burst, not ready for mini (2 casts)

Without artifact, these are the probabilities of the same cases:

  • 1 - 0.55 = 0.45
  • 0.55^2 = 0.3025
  • 0.55 * (1-0.55) = 0.2475

Without artifact, these are the new CONT BAs (2min):

  • Origin
  • 188,403,315,696,810 * 0.45 + 189,514,195,385,430 * 0.3025 + 185,640,549,716,587 * 0.2475
    = 188,055,572,222,512
  • Burst
  • 150,617,076,299,701 * 0.45 + 160,204,134,935,722 * 0.3025 + 156,330,489,266,879 * 0.2475
    = 154,931,231,246,474

6min BA = 1x origin + 2x burst

  • Sheet total BA = 188,189,729,798,562 + 2*155,701,102,243,579
    = 499,591,934,285,720
  • No artifact total BA = 188,055,572,222,512 + 2*154,931,231,246,474
    = 497,918,034,715,460

Artifact cd skip FD = 499,591,934,285,720 / 497,918,034,715,460
= 0.336% FD

For 0.336% FD to be more than 4.2% dmg (the conversion for buff duration), you would need to have
4.2/0.336 = more than 1250% total combined dmg.

This is unrealistic as even when bursting, your total dmg% would struggle to reach 1000%.

TLDR: Tony (Niri) is a god.
Cd skip ranks last, as you would need unrealistic amounts of dmg% for it to be better than buff duration.

Angelic Buster’s Remaster - A History Lesson

This section serves to collate information and tidbits regarding the AB remaster. Since her remaster is already live in GMS (under the branding of Angelic Buster Redux), the information here is primarily preserved for posterity, as well as to help clear up any misunderstandings caused by outdated information elsewhere.

Overall Changes

We’re not going to go through every detail here. You may refer to the Orange Mushroom’s Blog post about this patch for that. In summary:

  • AB now has MP, and uses MP to cast skills
  • Onstage added, Heavenly Crash removed
  • Sparkle Burst and Mighty Mascot reworked, Celestial Roar animation and hitbox altered, Finale Ribbon (and its Armorbreak hyper) effect changed, numbers tweaked and reshuffled across all buffs and passives
  • VFX updated on almost all skills
  • New idol outfit 🙂

Overall stat changes:

Before ()

After

Critical Rate

30% (31%)

31%

Critical Damage

60% (62%)

41%

Damage

10%

10%

IED (excl. Armorbreak)

15% (16%)

16%

Final Damage

56.25% (57.25%)

58%

*Note that the ‘Before’ Final Damage includes the +25% from the (old) Finale Ribbon debuff. This is now a passive post-remaster, and matters for mobbing, since all attacks now benefit regardless of the presence of the Ribbon debuff.

Ramifications

  • We gain a 60s miniburst in addition to our 120s burst.
  • Smoother bursts, as skill delays are buffed (both Pretty Exaltation and Terms and Conditions had delay before, now it’s only Final Contract)
  • Mobbing damage increased due to FD from Finale Ribbon being passive
  • The addition of MP dilutes our Oz Ring drop pool, making it possible to get rings like Crisis HM (where previously we could only get Crisis H)
  • Our critical damage pre-remaster was extremely high, devaluing crit damage sources relative to other classes. While it is still somewhat high post-remaster, the value of crit damage is now greater.

Music (Outdated)

When Angelic Buster was remastered in KMS, three of her skills changed the BGM of the game, to three different songs:

  • Grand Finale (Origin Skill) overwrites the game BGM with Star Bubble
  • Superstar Spotlight (5th Job Skill) overwrites the game BGM with Fly Away
  • Pretty Exaltation (Hyper Skill) overwrites the game BGM with Shining Heart

All three of these BGM-altering effects can be toggled by right-clicking the skill icon (but why would you?). Before the remaster, Pretty Exaltation did not have a BGM-altering effect, and Superstar Spotlight used an older version of Fly Away.

Before her redux in GMS, we similarly had two BGM-altering skills - Grand Finale and Superstar Spotlight. Though, instead of Fly Away, GMS uses Angel’s Room for Superstar Spotlight’s BGM. However, when Angelic Buster’s redux first arrived in GMS, no changes were made to the BGM-altering effects. Superstar Spotlight still uses Angel’s Room, and Pretty Exaltation still has no BGM Pretty Exaltation’s BGM was added in patch v253 (Maplestory x BUGCAT CAPOO).

In short,

BGM-Changing Skills

KMS

GMS

KMS

GMS

KMS

GMS

Before Remaster

Star Bubble

Fly Away

Angel’s Room

None

After Remaster

Fly Away (Remix)

Shining Heart (Instrumental)

Youtube links to the songs are provided in the table above. The non-instrumental version of Shining Heart is here.