🩷 The Angelic Buster Compendium
Last Updated: Jul 6, 2026
The Angelic Buster Compendium
Angelic Buster’s ABCs
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!
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. |
Credits: TQ
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.
We recommend having a preset for bossing, for mobbing, and for drop rate.
Optimal Inner Abilities | ||||||||||||||
Bossing | Mobbing | Drop | ||||||||||||
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Alternatively,
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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):
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.
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.
Why is my visual IED so low?
AB only has two passive sources of IED visible in the stat window:
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:
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?
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?
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?
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:
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%:
So back to the comparison of
ATT would still win overall, but not considering burst windows.
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.
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. |
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!
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):
Note: This is subject to further testing after the release of Mastery 3/4.
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:
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.
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).
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:
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.
At minimum, you should have one skill sequence set up for your 2-minute burst. You can also consider the following two additional recommendations:
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.)
Utility | 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.
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%. | ||
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. | |
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.
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Exclusive Spell | Standard Hero’s Echo-type spell, unlocked at Level 200. | ||
Grappling Heart | Our inbuilt Rope Lift, a quirk we share with Kaiser.
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Day Dreamer | Sends you to your personal studio. | ||
Dress Up | Transforms you between Tear and Angelic Buster.
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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.
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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.
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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.
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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. | |
Actives | ||
Supreme Supernova | An installation-type skill that covers a large area for 12s, dealing significant damage.
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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%.
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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)
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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.
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.
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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.
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Trinity Fusion | Summons 3 dragons to attack a large area in front of you, dealing moderate damage.
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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.
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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.
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:
| |
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.
| |
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 | ||
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 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.
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.
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.
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!
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)
Nothing to say here, boosts simply increase the Final Damage of their respective skill.
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. |
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.
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.
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 | |
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.
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
0s CD Hat Rotation
Perfume’s Rotation.
(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.
(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.
(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 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:
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!
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
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
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:
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.
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:
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.
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:
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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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!
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 |
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
Come join us, we won’t bite 🙂 | ||
By TQ | ||
By Soft | ||
Training Document for Heroic | By Anson | |
Training Document for Interactive | By Soft | |
Tracks the amount of Sol Erda / fragments you have used / remaining | By Yunii | |
General recommended HEXA leveling order | By Rai | |
Calculator to find a HEXA leveling path for your individual needs | By Aux | |
Database of BA values performed shortly after the remaster. | The tireless work of Tony | |
General Maplestory Resources
Great resources for detailed game and update information. | |
Comprehensive database of almost everything in the game across regions. | |
Thorough catalogs of boss mechanics and attacks. | |
Calculators/optimizers for various aspects of the game. When we recommend ‘using a calculator’ in the document, we usually mean one of these. | |
Excellent for finding good training maps and planning training rotations. | |
Useful when finding KMS rotations for training. |
Fashionstory
Expand for a detailed list.
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 | |
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:
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:
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.
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.
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.
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:
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:
If you had 90% IED without artifacts instead:
Back to the example of 85% IED, gaining 20% from artifact would put you at 88%. Then your new actual damages are:
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:
Then 20% IED from artifact brings you to 95 + (100-95)\*(20/100) = 96% IED
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.
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:
So to compare artifact crit rate against the other stats, we calc how much 9% dmg gives.
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
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:
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:
Without artifact, these are the probabilities of the same cases:
Without artifact, these are the new CONT BAs (2min):
6min BA = 1x origin + 2x burst
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.
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:
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
Music (Outdated)
When Angelic Buster was remastered in KMS, three of her skills changed the BGM of the game, to three different songs:
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 | None | |||||
After Remaster | ||||||
Youtube links to the songs are provided in the table above. The non-instrumental version of Shining Heart is here.