A Guide for Kanna and Her Rat (Haku)

Art by Alkaru!! please support them at https://alkaru.carrd.co/

Written by Essenia / SuperDuperUb (NA Reboot)

If you have any suggestions or additional things you would like me to add, message essenia on Discord!

Last Updated:

August 2024 - Added tips for Kaling and remastered Lotus!

Table of Contents

Skills

Skill Summary

Party Utility

Survivability

Buffs/Toggles

 Binds enemy monsters for 15 seconds.

 Grants final damage, attack speed, status resistance, and healing to party members.

 Heals the HP of party members within 1 character range by 100%.

 Heals 10% max HP per second to all party members within the barrier and reduces the damage of some attacks by 60%.

 Grants 20% Damage and 25% Boss Damage to all party members within the barrier.

 Gives 15% Damage to nearby party members.

 Heals Kanna and reduces the damage of some attacks.

 Grants super knock back resistance during its casting animation.

 Heals HP every time Kanna attacks.

 Gives 2 seconds of iframe on each skill cast (2 casts).

 Puts Kanna in a state of invincibility for 16 seconds if fully charged!

 Increases attack speed level by 2.

 Boosts all assigned AP by 15%.

 Provides a 20% Damage buff.

 Little rat transforms into a human to give buffs.

 Periodically deals damage to surrounding enemies.

 Automatically triggers an explosion after consuming a certain amount of mana.

 Increases the final damage of most of Kanna's skills (does not apply to summons).

Basic Skills

Blessing of the Five Elements

  • Permanently increases HP by 15%
  • Damage taken from enemies: -20% (does not include %HP attacks)
  • Items, flames, and potentials that apply +MP instead apply +HP
  • Increases INT by 1 for approximately every 300 HP or MP

Note: Previously people thought that INT:HP/MP values were 1:150, but it was discovered that values from the skill were incorrectly being applied twice to the visual range.[1] On top of that, magic attack converted from hp/hp is final m.att and does not get increases from %m.att sources.[2] So while HP and MP flames may look like huge boosts while flaming, they do not boost your actual damage by the correct amount.

Haku the Familiar

  • Useful for hiding the little rat.

Alliance Inspiration

  • Increases all stats and magic attack by 5. You must be at least level 75 and have completed Kanna’s story quests to obtain the skill.

Mana Warp

  • Teleports a horizontal distance of 300 or a vertical distance of 400.
  • When used without a directional key, teleports you to a random mana vein or barrier if it has been placed on a mana vein.

Kanna’s teleport skill. Since the teleport goes quite far, you can use it to teleport through boss attacks such as P1 Will Tornado or Rollings/Dogs in Black Mage.

Duck TP

Allows you to stay ducked while teleporting. Very useful in boss phases where ducking is useful such as Black Mage P3 and Seren P1.

Input:

Hold down arrow key > Press attack or Haunting key > Press left/right arrow + tp during attack animation

Haku Reborn/Perfected

  • When Kanna’s HP falls below 90%, instantly restore 80% max HP. (120s CD)
  • Summon 3 foxfires for 55s. When hit, consume 1 foxfire to reduce damage of the incoming attack by 40%. (60s CD)
  • Increase the Damage of Kanna and all party members within a short range by 15%.
  • Kanna’s final damage is increased by 1% for each party member. (Note: Final Damage buff is not applied if party members are far away or dead)

Little rat in his human form. No longer blocks statuses like before :(

Kanna ignoring boss mechanics for 1 minute straight

Exorcist’s Charm

  • Deals damage to up to 15 monsters in a large area around Kanna. Cooldown: 3 seconds

One of Kanna’s main skills for mobbing and also grants knockback resistance. Especially useful in Lotus or for general air stalling.

Using Exorcist’s Charm as a tool to ascend upwards.

Shikigami Charm

  • Flings your character backwards up into the air. No longer has a cooldown!!

Kanna’s up jump skill. If you hold the forward key briefly before using the skill you won’t fly backwards.

Blossom Barrier

  • Provides 60% Damage Reduction (includes %HP attacks only for certain boss patterns such as Lucid bombs, P1 Will test, and Lotus purple balls).
  • Heals 10% max HP per second for all party members inside the barrier.
  • When placed on a mana vein, transforms into a larger Blossom Barrier.

Bellflower Barrier

  • Base skill provides 20% Damage and 5% Boss Damage for all members inside the barrier.
  • With proper hyper passives and Decent Combat Orders active, provides a total of 21% Damage and 25% Boss Damage.
  • When placed on a mana vein, instead transforms into a larger Bellflower Barrier.

*Note: Up to a maximum of 3 barriers can be present at the same time. If 3 barriers are active, Kanna will not passively regenerate mana unless standing on a mana vein.

Passive mana regeneration falls to 0 after placing down 3 barriers.

Tengu Strike

  • Deals 400% damage 5 times to 15 enemies.
  • Sends out Tengu on the first cast and returns to the player on the second cast.
  • Sends out a Tengu from each side of the character, each with their own instance of damage.

Another one of Kanna’s important skills for bossing and allows for animation canceling. Tengu automatically returns to your character if you move too far away (especially using portals) or the duration expires.

Demonstrating how far Tengu travels when using portals.

Common animation cancels involving Tengu include:

 ,  ,  and .

An important point to note is that you must stand close to achieve maximum damage with Tengu Strike. In order to consistently hit the boss with both tengus, it is recommended that you stand within 1-2 character models of the boss for both tengus to hit.

Tengu Strike (Left) and (Right) both hit the target on the first cast. Tengu Strike (Left) misses on the second cast, resulting in a 25% Final Damage loss on Tengu.

Tengu Strike (Left) and (Right) both hit the target 2 times, achieving maximum damage.

Kishin Shoukan

  • Permanently gain +10% EXP when hunting mobs.
  • Places a summon on the ground, periodically hitting up to 10 monsters at a time. Cooldown: 60 seconds.

A summon skill that is great for mobbing and deals decent damage while bossing. Its summon duration can be increased when Nightghost Guide is triggered.

Mana Balance

  • Used to instantly recover 80 mana.

Cooldown: 15 seconds.

Often used while bossing or mobbing if you get unlucky with mana veins as Kanna’s mana regeneration is quite low relative to her mana costs. For example, since Yuki is often used off cooldown it may not always be active while buffing up. Domain does not apply -50% mana cost until at least 120 mana is spent. Therefore, casting

 🠊   🠊  would instantly drain 170 mana and leave you unable to cast iframe  (100 mana) and can even turn off Mana Overload .

Shikigami Haunting

One of Kanna’s main skills for both mobbing and bossing. Activates in a sequence of 3 attacks, each hit consecutively doing more damage and restoring 5 mana on the final hit.

Due to how the nature of holding down a skill works in Maplestory, it is recommended that you change your keyboard settings to activate with a fast repeat rate and short repeat delay. There are also things you can do to change the settings to increase the repeat rate even further (we will not discuss that here…)

An important point to note is that since each hit of Haunting counts as a separate attack, Kannas quickly reach the stationary attack limit count. This means that to continue doing damage, you must move once every 11-12 seconds depending on attack speed.

Attacks fail to activate after attacking in the same spot for too long.

Difference between long repeat delay/rate and short delay/rate:

Shikigami Haunting pauses between the 1st and 2nd hits due to slow repeat rate. Activation is slightly delayed when pressed due to longer repeat delay.

There is no pause between the sequence of attacks and teleport-attacking is not delayed.

Shikigami Doppelganger

  • Deals damage near Kanna when 260 mana is consumed.

Cooldown: 5 seconds.

After Doppelganger is triggered, the skill cannot charge mana again for 5 seconds. Must be near the boss for the skill to hit.

Nightghost Guide

Automatically triggers on attack at a 30% chance. Increases the summon duration of Kishin Shoukan by 5 seconds when activated.

Nine-Tailed Fury

  • Deals damage in a large area and provides a 20% Damage buff.

Cooldown: 180 seconds.

Kanna’s FMA skill, useful for mobbing and charging Domain. Has a long

animation so you should always cast  together.

Ghost Yaksha Boss

  • Places a summon on the ground, hitting up to 10 enemies with a 3-hit combo.

Kanna’s basic summon skill, mainly used for mobbing and providing utility in bossing through charging Kanna’s iframe. The duration of the summon is affected by Corsair’s legion effect and Legion Artifact but not buff duration.

Orochi Unbound

  • Deals a low amount of damage to enemies in a large radius.
  • Allows for floating in the air for up to 6 seconds.

Cooldown: 90 seconds.

One of Kanna’s options for stalling time in the air with a long animation. Even if you briefly tap the skill, you will not be able to use teleport until the whole duration of the skill (2-3 seconds) is over. Therefore it is not recommended for air stalling unless Blink is on cooldown or you are short on node slots.

Vanquisher’s Charm

Kanna’s hardest hitting bossing damage skill. Previously used to charge Spirit’s Domain before patch v.244. Ideally you will want to cast it at the end of Sakuno’s Blessing and when the boss is bound. Cooldown: 60 seconds.

To get the full duration (10 seconds) of Vanquisher’s Charm off, you must either:

  1. Fully charge Domain before casting
  2. Stand on a mana vein/large barrier
  3. Have full mana while Yuki is active

Note: Even with Yuki reducing the cost of Vanquisher’s Charm from 40 mana/s to 20 mana/s, if you fall below 40 mana the skill will automatically cancel because of GMS coding… (it might’ve gotten fixed recently)

Running out of mana while charging Vanquisher’s Charm.

Falling Sakura

  • Heals 100% max HP to all party members standing next to you. Cooldown: 20 seconds.

Must hit a target in order to activate the healing portion of the skill. Acts as a longer cooldown HP potion or a heal for party members within a short range. Very useful in bosses like Darknell or Black Mage where it is common to die from a barrage of %HP attacks.

Binding Tempest

One of Kanna’s two bind skills. Like all binds in the game, it can be used to cancel most boss attacks if they are in the middle of an attack animation.  is mainly used as a backup bind for when you miss  🙂.

Even though Kanna has two separate bind skills, they cannot be used back to back to bind the boss for an extended period of time. All bosses in the game have an internal bind resist timer equal to [Duration of the bind + 90 seconds].

However, having multiple binds can be useful when fighting multiple boss phases i.e. using  for phasing P2 Lotus and then  on entry into P3.

In order to maximize the chances of hitting your bind, you usually want to bind a boss in the middle of their attack animation.

Using bind to cancel Verus Hilla’s green scythe attack.

Hyper Skills (Actives)

Circle of Suppression

One of Kanna’s toggle skills. Often turned off for bossing since it does negligible damage while messing up Oz ring swapping and Fatal Strike timing. Not used in Culvert or Punch King either unless you don’t swap Oz rings.

Princess’s Vow

Kanna’s version of Epic Adventure. Provides 10% Damage for yourself and nearby Hayatos in the same party.

Veritable Pandemonium

Kanna’s main bind skill. Has a large hitbox and long cast animation. It should always be used with .

Hyper Skills (Passives)

Main Hyper Passives

Vanquisher’s Charm - Extra Strike

Adds 2 additional lines to Vanquisher’s Charm, increasing it from 5 to 7 lines. An obvious choice since it adds to Kanna’s burst skill.

Bellflower Barrier - Boss Rush

Adds an additional +20% Boss Damage to Bellflower Barrier. Also applies to party members.

Blossom Barrier - Cooldown Cutter

Reduces the cooldown of Blossom Barrier by 90%. Important to take for bossing as the skill’s base cooldown is 100 seconds.

Bellflower Barrier - Cooldown Cutter

Reduces the cooldown of Bellflower Barrier by 80%. Important to take for bossing as the skill’s base cooldown is 180 seconds.

Vanquisher’s Charm - Reinforce

Adds 20% Damage to Vanquisher’s Charm.

Situational Hyper Passives

Bellflower Barrier - Persist

Adds 20 seconds to the duration of Bellflower Barrier. Can be useful for min-maxing Culvert scores.

Geomancy - Spread

Can be taken for quality of life to spawn an extra mana vein while farming.

5th Job Skills

Summon Yuki-musmune

  • Summons Yuki-musume for 50 seconds to follow your character, reducing Kanna’s mana consumption by 50% and healing 2% HP per attack. Cooldown: 75 seconds.

Allows many boss mechanics to be ignored through HP tanking as long as you are attacking the boss. Even though it does not have 100% uptime, it still enables Kanna to play in white aura in Black Mage P4. Does not stay upon death.

Tanking 5 sword explosions from Damien while healing with Yuki.

Spirit’s Domain

  • Grants a (formerly) powerful buff to all party members within the summon range of Domain. Does not stay upon death.
  • Charging Domain increases the basic effect of the skill by up to 3x.
  • Stage 1 (0-119 mana charged): Final Damage +5%, Restores 4% HP/MP per second.
  • Stage 2 (120-239 mana charged): Final Damage +10%, Restores 8% HP/MP per second, +1 Attack Speed, -50% mana cost to skills, and +50% Boss Damage for Kanna only.
  • Stage 3 (240 mana charged): Final Damage +15%, Restores 12% HP/MP per second, +2 Attack Speed, -100% mana cost to skills, and +100% Boss Damage for Kanna only.
  • Mana cost reduction at Stage 3 is actually coded to stop your mana from changing instead of reducing the cost of the skill to 0. This means if you are at 0 mana after charging domain, you cannot iframe (100 mana) or bind (50 mana) until you regenerate enough passively. No, Mana Balance doesn’t work when Domain is fully charged ._.

Before patch v.244, using  was the fastest way to charge this skill.

Now as soon as you consume 240 mana, Domain will be charged instantly. There are many different ways you can charge, but personally I do it in this order:

 🠊  🠊 ( optional) 🠊  🠊 ()

 🠊  🠊 ( optional) 🠊  🠊 ()

*Note: Using Mana Balance may be necessary if you are low on mana before summoning Yuki and Domain. Nine-Tailed Fury cooldown lines up well with Domain, so you will not have to worry about using it off burst. Be careful when using Orochi to charge Domain as you will not be able to teleport for 2-3 seconds after tapping the skill.

Since you do the most damage during  and , you shouldn’t be afraid to use your survivability skills ( or  ) while dealing damage.

Liberated Spirit Circle

  • Spawns a magic circle that rises up into the air, disappearing when reaching the top of the map or traveling a certain distance.
  • Summons a larger Spirit Circle on every 5th circle (deals approximately 20% more Final Damage than a regular Spirit Circle on a large Dojo Dummy)

Does more damage to taller bosses and you must be close to the boss for the skill to hit.

Comparison of Spirit Circle between a Small and Large Dojo Dummy

Ghost Yaksha: Great Oni Lord’s Legion (Big Boss Iframe)

  • Provides 2 seconds of iframe on each skill cast, up to 2 times within 60 seconds.

Cooldown: 180 seconds.

Time counted towards charging the skill is only applied when  Ghost Yaksha Boss is desummoned. This means that big boss iframe can be charged in around 30-35 seconds after the skill ends (not very practical anymore).

Sengoku Force, Assemble!

  • Summons 2 out of 4 random Sengoku warriors that grant buffs. The best rolls you can get are Ayame (+17% Crit Damage) and Uesugi Kenshin (+22% IED). Can be canceled by right-clicking the icon in the buff bar.

If you play with skill SFX on and low skill transparency, you can tell which Sengoku warriors are summoned based on the sounds of their attacks (Ayame goes pew pew pew).

Princess Sakuno’s Blessing

Boosts Final Damage by 30%, increasing by 4% every 7 seconds. The key to Kanna’s burst damage is binding and bursting with AB link + ROR near the end of Sakuno’s Blessing. The duration of Sakuno’s Blessing is affected by server lag, usually lasting up to a total of 48-50 seconds.

Mana Overload

Consumes HP to provide 8% Final Damage to certain skills. Applies to all of Kanna’s skills except some summons such as Sengoku Force, Solar Crest/True Arachnid Reflection.

Ethereal Form

Often used as a panic button to avoid HP deaths. Especially useful for Lucid Dragon, walking through webs during Will P2 test, and other %HP attacks.

Using Eform to survive Dragon if Blink and Orochi are on cooldown.

Decent Sharp Eyes

  • Boosts critical rate by 10% and critical damage by 8%. Necessary for reaching 100% crit rate.

Decent Speed Infusion

  • Boosts attack speed level by 1 stage. Always use it whenever possible.

Decent Combat Orders

  • Increases the level of all skills by 1. Adds 2% Damage, 1% Fan Mastery, 1% All Stat, 2% of the Magic ATT on Haku’s fan, and additional damage for 4th job skills.

Decent Holy Symbol

  • Boosts EXP gained by 35% and drop rate by 24%. A must-have for mobbing and boss reward rooms.

Decent Advanced Blessing

  • Boosts attack by 20 and HP/MP by 475. Gives more damage than Decent Hyper Body but is usually only slotted in at level 260+

Rope Lift

  • The active part of this skill is not necessary on Kanna. However, if you are late-endgame and have extra node slots it can be equipped for free stat.

V Matrix

Perfect Trios

Trio #1 (Always Use)

Shikigami Haunting

Tengu Strike

Kishin Shoukan

   ty tacosjeans and formosa for trio recs

Trio #2 (Mainly Mobbing)

Boss

Exorcist’s Charm

Veritable Pandemonium (low priority, approx 0.5% Final Damage when maxed)

Trio #3 (Mainly Bossing)

Vanquisher’s Charm

Doppelganger

Yosuzume

*Note: The purpose of “perfect” trios is to conserve node slots when swapping between mobbing and bossing. Nowadays since leveling and obtaining node slots is a lot easier, it's not as important to look for a specific combination of boost nodes. Therefore if you are low on nodes you can look for trios in a different combination such as:

Trio #1: Shikigami Haunting, Kishin Shoukan, Vanquisher's Charm

Trio #2: Tengu Strike, Boss, Doppelganger

Trio #3: Yosuzume, Exorcist's Charm, [Any Boost]

Which Skills Should I Max First?

The first priority for any character in any progression stage of the game is to be able to 1 shot mobs while farming. Once you start 1 shotting mobs comfortably, you can look to acquire higher rates through meso/drop gear, maxed Decent Holy Symbol, etc. That being said, skills should be maxed in this order:

  1. , ,  Boost Nodes - Grant the largest boost in damage to your character for both mobbing and bossing. For long term efficiency, skip crafting boost nodes with Node Shards as you will max them long before your skill nodes.
  2.  Decent Holy Symbol - Once you have increased the damage of your basic skills and summons to 1 shot, you can look to maximize EXP/Drop rates for faster character progression.
  3.  Spirit’s Domain - One of Kanna’s most important skills, good for both mobbing and bossing. Cooldown decreases and duration of the summon increases with skill level.
  4.  Summon Yuki-musume - Gives quality of life by reducing mana consumption while giving insane healing while bossing. Cooldown decreases and summon duration increases with skill level.
  5.  Sengoku Force, Assemble! - Helps with mobbing and deals some damage while bossing too. Summon duration increases with skill level.
  6.  Princess Sakuno’s Blessing - Kanna’s main burst buff aside from Domain. Mostly used for bossing.
  7.  Liberated Spirit Circle - Does a decent amount of damage for both bossing and mobbing.
  8.  Mana Overload - Provides a decent FD boost to most of Kanna’s skills.

Node Slot Priority (Bossing)

  1. , ,   Boost Nodes
  2.  Spirit’s Domain
  3.  Liberated Spirit Circle 
  4.  Summon Yuki-musume 
  5.  Princess Sakuno’s Blessing 
  6.  Mana Overload 
  7.  Sengoku Force, Assemble! 
  8.  Decent Sharp Eyes 
  9.  Decent Speed Infusion 
  10.  Decent Combat Orders 
  11.  Ethereal Form / Ghost Yaksha: Great Oni Lord’s Legion 
  12.  True Arachnid Reflection / Solar Crest 
  13.  Fatal Strike I

Very good if you can time it with Vanquisher’s Charm and Liberated Spirit Circle. Even without timing the activation of the node, it can be equivalent to ~15% Boss Damage. Lower priority since it requires nodes to maintain the skill.

  1.  Decent Advanced Blessing 
  2.  Rope Lift

Endgame Bossing Node Setup (including level 290 slot)

Node Slot Priority (Mobbing)

  1. ,  Boost Trio #1 and Trio #2 - Important to note that Exorcist's Charm gains 5% Final Damage per level rather than 2% like most skills.
  2.  Decent Holy Symbol - Increases EXP and Drop rate.
  3.  Erda Shower/Fountain - An extra summon with 100% uptime that allows for even lazier mobbing rotations
  4.  Spirit’s Domain - Large AoE summon with over 33% uptime
  5.  Sengoku Force, Assemble! - Good summon with over 33% uptime.
  6.  Ghost Yaksha: Great Oni Lord’s Legion - Periodic FMA with over 25% uptime.
  7.  Liberated Spirit Circle - Can help kill stragglers automatically.
  8.  Decent Sharp Eyes - Slightly increases the damage of summons.
  9.  Mana Overload - Helps Shikigami Haunting, Exorcist’s Charm, and  summons 1 shot.
  10.  Yuki/Decent Skills - Used for quality of life or a slight damage gain.

HEXA Matrix

Kanna’s Origin Skill

Hakumenkonmou Juubi

  • When activated, grants a 3.5s iframe while dealing 224,000% damage and applying Absolute Bind.
  • For the next 10 seconds, Haku deals 12,500% damage each time mana is consumed while charging the final attack (333 mana to reach full charge). You will be iframed only if you are consuming mana.
  • After tapping the skill again or 10 seconds has passed, you will be iframed for 2 seconds and a final instance of 907,500%-990,000% damage will be dealt based on how much mana was charged.

Ideally you will want Domain  and Sakuno’s  charged up before casting your Origin Skill to deal the maximum amount of damage. So far the only known way to cancel ’s animation is for  to automatically return to you on the second cast. However, it would mean that you would have to stop your normal weaving pattern and stare at your buff bar to time it with . Therefore, it’s not worth the hassle to animation cancel and can even be a damage loss if you mess it up. An interesting point to note is that  will not be canceled if held through the second part of .

A good way to set up burst would be:  🠊 ( to charge mana faster) 🠊  🠊  🠊 🠊 hold  for 10s. For a more detailed burst rotation, refer to How to Burst.

Additional Notes:

  • Origin Skills have a 6 minute cooldown, lining up with every other burst for Kanna when solo bossing.
  • Origin Skills on cast instantly apply Absolute Bind on enemies for 10 seconds. This works on all bosses including those that normally cannot be bound, such as Black Mage P3 and Gloom (it will cancel his purple laser).  Absolute Bind has a shared cooldown of 100 seconds, meaning using Origin Skills back to back in a party will not chain bind the boss.
  • Absolute Bind has a separate cooldown timer from regular binds, and when either overlap the former will be canceled.

First icon - Absolute Bind cooldown timer

Second icon - Normal Bind cooldown timer

HEXA Skill Max Order

*NOTE: i am done w/ updating the doc for a while so plz refer to kanna disc #faq for updated hexa max order; link:

https://discord.com/channels/799490455498653756/1179373435764346900/threads/1264629771237851196

artist source: https://www.pixiv.net/en/users/11877444

HEXA Stat

  • Only one set of HEXA Stat preset is available right now in GMS.

  • HEXA Stat provides bonuses by boosting 1 Main Stat option and 2 Secondary Stat options.

  • Any 3 of the following stats can be chosen only once:
  • %Crit Damage
  • %Boss Damage
  • %Damage
  • +ATT (affected by ATT%)
  • %IED
  • +Stat (not affected by Stat%)

  • Each preset can only be leveled up to a combined level of 20 (6 + 5 + 9)

  • When leveling up HEXA Stat, is it random whether the Main Stat or Additional Stat option will be leveled up. Each option can only be leveled up to level 10.

  • Magic Attack (Main)
  • Crit DMG
  • Int

Initially you can set main (1st line) hexastat to magic attack. Crit dmg/int on the 2nd and 3rd lines. Once you are done leveling up hexastat (total of 20 levels), set the largest bonus to magic attack (refer to the chart below if you are not sure if your main or secondary hexastat would provide a larger boost. For example, level 9 secondary hexastat is +45 m.att, while level 5 main hexastat is only +30 m.att. So in that case you would set the level 9 secondary hexastat to m.att)

Equipment

Haku Fan

How do the stats on Haku’s fan work?

When equipped, 50% of the total magic attack on Haku’s fan applies directly to your character. This means flame and star force on Haku’s fan matters.

Which fans should I equip on Haku?

In terms of Haku fan progression, it should be:

Utgard 🠊 Fafnir 🠊 AbsoLab or Akechi 🠊 Arcane

 🠊 🠊 or 🠊

What flame should I look for?

Tier 6 flame (AbsoLab): +97 Magic Attack

Tier 6 flame (Arcane): +167 Magic Attack

Tier 7 flame (Arcane): +214 Magic Attack

What about potentials?

All potentials work on Haku’s fan, just like normal secondaries on other classes. Ideally you should try to aim for at least 2 lines of %Magic ATT and later 3 lines (avg cost ~56b).

Should I use a weapon soul on Haku’s fan?

Stats from weapon souls do not affect your character when the fan is equipped on Haku. Do not try to waste SS tier souls because their stats will not apply to you! If you are using two arcane fans, it can be a good idea to apply a SS tier soul to your primary weapon and a Lucid soul to Haku’s fan, swapping them between bossing and farming.

WSE Recommendations

Preferably 2 lines of %Magic ATT and 1 line of %Boss or 3 lines of %Magic ATT. If you hit 13/10/40% IED it can be comparable or even better than 13/10/30% Boss sometimes. Having 2 lines of %Boss on your primary fan can also be fine if both lines are double prime.

Ideally start at 2 lines of %Magic ATT, progress up to any 3 usable lines of %Magic ATT, %Boss, and %IED if needed, then aim for 3 lines of %Magic ATT.

Since Kanna has low base IED, you should aim for at least a total of 2 lines of %IED obtained from WSE or familiars. It is highly recommended that you aim for 2 lines of %Magic ATT and 1 line of %IED on emblem if you lack other sources of IED.

Ideal WSE Progression:

  1. 6 lines of %Magic ATT (2 lines of %Magic ATT on weapon, secondary, and emblem)
  2. 8 lines of any combination of %Magic ATT, %Boss, or %IED
  3. 9 lines of any combination of %Magic ATT, %Boss, or %IED
  4. [*6/2/1, 7/1/1, 8/0/1]

or [*7/2/0, 8/1/0, 9/0/0] if you have 2 IED familiars.

*Magic ATT / Boss / IED

Cooldown Hat

Primarily used for quality of life when mobbing by reducing the cooldown of Kishin and Lucid soul. Can also be used to min-max Culvert scores. Not useful for regular bossing.

Stats

Link Skills

Bossing link setup:

If your Legion Artifact level is high enough to slot in Crit Rate, you can take off Phantom Instinct.

Mobbing link setup:

Notes on link skills:

 Kain’s link skill is quite underrated and has greater value in the late-endgame. Boss phases and downtime in dps make this link valuable. Some examples include Lucid P3, Will after passing test, Gloom eye openings, Slime tests, and Kalos.

 If you really hate pressing AB link, it could be fine to replace with  or .

 Can be swapped out eventually with Legion Artifact bonuses.

 Shade/Warrior/Khali links can be useful when progressing and learning new bosses for the first time.

 If you are confident in your ability to survive, you can swap out  for  or .

Personally I don’t use  for anything under Kalos since most bosses can be cleared pretty quickly nowadays.

Inner Ability

There are 2 ways to approach rolling IAs:

  1. Use circulators to roll for the first line, then use some honor to get usable 2nd/3rd lines. (Cheaper and is the most common option)
  2. Use circulators to roll for a perfect second line, then use honor to roll for ideal 1st/3rd lines. (Expensive late-endgame option)

First Line Options:

  • Attack Speed +1 - Competitive with Boss Damage while making attacks feel smoother. Self-buffed attack speed stage caps out at stage 9 with this IA. Has no effect while Domain is charged.
  • 20% Meso Obtained - Best option for farming, along with Item Drop.
  • 20% Cooldown Skip - Best in slot for Culvert with HEXA Vanquisher’s Charm. Use of CD Skip IA is slightly preference but out damages all other options if it procs.
  • 20% Boss Damage - Viable option if you dislike the idea of cooldown skip.

Second/Third Line Options:

  • 20% Crit Rate - Only needed if your Legion Artifact level is not high. Even so, it is not worth the meso rolling unless you get lucky.

*Note: Rolling for 20% Crit Rate on 2nd line with Circulators has a median cost of 15b or 790 Circulators.

  • 8% Abnormal - Another great second line option for damage.
  • 10% Boss Damage - Better than 8% Abnormal if you don’t have Boss Damage on the first line.
  • 15% Meso Obtained - Good for farming if you already rolled an ideal first line or rolled this line easily early on.
  • 15% Drop Rate - Good for farming and boss drops.

Crit Rate

Sources of Crit Rate

Base Crit

5%

3rd Job Passive

25%

Legion Artifact

(or Level 3 Phantom Link)

20%

Level 3 Beast Tamer Link

10%

Level 200 Night Lord Legion Effect

4%

Level 200 Marksman Legion Effect

4%

Outer Legion Grid

4%

Hyper Stat (10 points)

15%

Decent Sharp Eyes

10%

Rebel, Commerci, Ocean Badges

3%

Total

100%

Other sources of Crit Rate:

Inner Ability: 5-20%

Additional points in Hyper Stat (11-12 points): 17-19%

Soul Weapon: 5-12%

Explorer Archer Link Skill: 3-10%

WSE Potentials: 9-12%

IED

Since Kannas have low base and visual IED, try to aim for at least 95% visual IED, which will require at least 2 lines of IED obtained from WSE or familiars. The reason for this is because in the mid to late game any source of 30% Boss or Damage gives approximately 4.5-6% Final Damage, while IED provides equal or greater Final Damage until around 95% IED.

Link to IED Spreadsheet

Attack Speed

Soft Attack Speed Cap: Stage 8 (old AS 2)

Hard Attack Speed Cap: Stage 10 (old AS 0)

Sources of Attack Speed

Arcane/Genesis Fan

+4 Stages

Booster Skill

+2 Stages

Decent Speed Infusion

+1 Stage

Extreme Green Potion

+1 Stage

(optional) Inner Ability

+1 Stage

Total Self-Buffed Attack Speed

Stage 9

*Note: Kannas cannot reach the hard attack speed cap by themselves when  is not active. However, party buffs such as Beast Tamer’s Gold Card , Evan’s Return Dive , or real Speed Infusion  can allow Kanna to reach the hard attack speed cap with 100% uptime.

If you hover over the Attack Speed info in your stat window and see “Bonus Attack Speed is in effect,” it means you are above the soft attack speed cap of 8. At a total of 10 stages, you have reached the hard cap.

On a related note, upgrading Kanna’s primary fan from AbsoLab to Arcane is a very large boost in damage because it also grants an extra 2 stages of attack speed.

And for some reason, Utgard fans have the highest attack speed out of all fans…

Bossing

Keybind/Quickslot Recommendations

One of the most underrated aspects that contributes to having “hands” in my opinion are keybinds and quickslots . Even if you perfectly memorized all of your key bindings, having awful quickslot management can hinder your bossing experience and reaction time. For example, people will often mash the wrong key when panic iframing or not realize their burst is up because of messy quickslot management.

Sample Key Binding/Quickslot Setup

It can be a good idea to group utility skills together, separate long and short cooldowns, and put burst buffs in order.

Tengu Weaving

The idea around Tengu weaving is to cast Tengu Strike  in between a certain amount of  in order to cancel its end animation. The basic pattern of weaving should be:

, , , 

Key input:

  1. Hold down Haunting until 9 hits come out
  2. Use Tengu to cancel the ending animation of Haunting 3 while letting go of the Haunting key
  3. Immediately press and hold down Haunting again after tapping Tengu
  4. Repeat steps 1-3

*Note: The reason for the pause between Haunting 1 and 2 ie. Haunting 123 > Tengu > Haunting 1 *pause* 23 is because there is an innate delay when you hold down a key on your keyboard. There are certain settings or programs that increase your keyboard’s repeat rate even further to eliminate this problem and make weaving much easier. However, since it is not clear from Nexon whether all use of the function is allowed, do your own research and use it at your own risk…

Comparison of the damage between Haunting only vs. Tengu weaving

Tengu weaving results in slightly more hits with Haunting in addition to 30% more damage from Tengu.

Try to aim for at least 75 hits on Haunting with Stage 2 Attack Speed in 40s.

Remember to move every 11-12 seconds to avoid the stationary attack limit.

Sticky Keys

An alternative option to manual Tengu weaving. You don't have to practice the timing if you use this method but the downside is that it makes teleport-attacking less smooth. To use Sticky Keys, activate the feature in your Windows settings, put  on either Ctrl or Alt and  on any non Ctrl/Alt key. Hold down  and then .

Comparison between Sticky Keys vs. manual Tengu weaving

Similar number of hits on a training dummy. Results may change depending on ping. Manual weaving is favored in real bossing scenarios (approx. 10%+ final damage or more) at the trade-off of timing weaving.

How to Burst

**POST-6TH JOB BURST ROTATION

Maplestory Kanna 6th Job Burst Setup Guide (Normal Bosses, Slime, Gloom)

Burst Setup:

  1. Place down  🠊 ( if not full mana)
  2. Charge Domain  🠊  🠊  🠊
  3. Pop buffs
  4. Weave until 23 seconds left on Sakuno’s Blessing .

  1.  🠊 ( to charge mana faster) 🠊  🠊  🠊 🠊 hold  for 10s

*note: make sure you don’t  too early after  to get the maximum amount of bind time.  should be used when you see 90s left on the absolute bind timer.

**PRE-6TH JOB BURST ROTATION

Maplestory Kanna UPDATED Burst Rotation Guide

Burst Setup:

  1. Place down  🠊 ( if not full mana)
  2. Charge Domain  🠊  🠊  🠊
  3. Pop buffs
  4. Weave until 15 seconds left on Sakuno’s Blessing
  5. Bind and burst with Vanquisher’s Charm  🠊  🠊  🠊

How to do a Battle Analysis (BA)

Settings for 40s BA

  • Mainly used to test damage requirements for Hard Lucid.
  • Only used in the midgame as it is not a good representation of overall damage.

Settings used to test for joining a Hard Lucid party. Recommended to be at least 1.5-2T in 40s for Kannas. You can contribute to HLucid with a 1T BA because of party support () but you might have trouble hitting 5% if you run with a strong party.

Settings used to test for soloing HLucid P3. Recommended to be around 13T in 40s. Don’t forget to click “Settings” to apply the Arcane Power multiplier!

Setup for 40s BA:

Setup for 40s BA

 🠊  🠊  🠊  🠊

🠊 🠊 Start BA 🠊 Weave for 15-20 seconds 🠊  🠊

Settings for Full Rotation BA

  • Used as the standard for testing the strength of a character.
  • Although more useful than a 40s BA, it does not perfectly represent the amount of damage you will do in a real boss.
  • The level of the dummy should be the same as your character’s level.

Setup for Full Rotation BA

Uses the same setup from the burst section. After the main burst is over, continue to weave  and replace  when they expire. Only use  one more time after the main burst is over and stop the BA when  is back up. If you use , you burst again when  is up and stop when Origin is off cooldown (about 6 mins)

Example Full Rotation:

[GMS Reboot] 64k Kanna 279b/s Full Rotation BA + Gear

Culvert Rotation

(optional with cooldown hat)

  • Equip -2s CD Hat
  • Pop Sengoku Forces
  • Equip % INT Hat
  • Enter at 14 seconds left of Sengoku

also remember you can use  in culvert for the extra <1% fd

Enter

Tap  immediately to proc fatal

Use , , , and

120 -  

104 -

100 -  again (ignore if you have the +20s duration hyper)

96 - (1)

87 -

77 -  (i suggest  or even using  early)

62 -

52 -

47 - (2)

21 -

ty tacosjeans for the rotation (^▽^)

Boss Specific Tips

Lotus

  • giga helpful tips for lotus: extreme lotus halp
  • everything else here for Lotus is outdated but ill keep it for the memories :)

  • If you sometimes find your HP potion being consumed for no reason, make sure your pet Auto All Cure is off (it’s quite awful to have in Gloom as well) or avoid the green floor attack.

  • Jumping is an alternative way to dodge push during platforms if you are low on HP and your potion is on cooldown.

In general, many bosses in the game will not use an attack until you are within their range. You can use this to your advantage by predicting and baiting out their attacks.

Damien

  • If you get lucky with mana veins, you can use them to kite blue balls in P2.

  • Since Damien often teleports and uses attacks on the left side of the map, try to set up a barrier on a mana vein on the left. You can then teleport to the barrier and bind him out of the air.

*Note:  only reaches Damien in the air in P2. If you want to bind him out of the air in P1, you must use .

  • Even if a sword manages to land on you while bursting, you can tank the explosions as long as Yuki is up.
  • A good way to time burst in Damien is to pop  right when he starts his raining fireball/cheetos skill. After ~25 to 30 seconds, you should be able to get a good burst bind in.

Lucid

  • If you are worried about mid platform breaking during P3, it’s helpful to know that the top left platform always breaks before mid.

P3 Lucid Setup Example

*Note: After patch v.244, you should now use Vanquisher’s Charm for bursting rather than charging Domain.

Ways to survive Lucid Dragon as Kanna

Will

  • The first thing you should always look out for when loading into P3 is his Move attack.

If you use f.lux or have trouble looking at the color of the eyes, I recommend looking at the number of legs.

1 leg = Move, 2 legs = Stay

  • If  big boss iframe is charged, you can tank his Move attack 4 times in a row without needing to teleport.

Order of skills used to tank Move:

 🠊  🠊  🠊  

  • He will cast poison approximately every 35 seconds, increasing your final damage by 30% for 15 seconds. Time this with  to get off a good burst!

P3 Will example with iframing Move attack 5 times in a row:

Kanna P3 Will Burst Setup 

Verus Hilla

  • If you need to drop skulls or cleanse quickly, use Hero’s Will  to avoid being snared.

  • Hilla's blue snare has 2 parts to its attack. The first part can be dodged with tp or up jump (use sparingly) and you can tp downwards or  after being flung.

Darknell

  • Learning the hitbox of Darknell’s attacks will allow you to manage higher damage uptime.

  • Intentionally moving far away from Darknell to bait his FMA attack can sometimes be the safest option.

  • Duck TPing while Darknell is charging enables you to dodge many patterns that most classes would have to iframe.

  • Up jump and air stalling is useful for dodging Darknell’s dive attack since its horizontal hitbox is very wide.

Guardian Angel Slime

  • You can use rocks from the other side of the map to block your target gate faster.

  • Red laser can be dodged by jumping if Slime is a platform below you.

  • It is important to note that Slime’s red laser attack is not a real 1-shot attack just like Will’s tornado in P1. Instead, they do about 90% max HP. This is why it’s important to stay full HP (manual potting) whenever you can and/or predict his attacks.

  • Slime will not repeat an attack (red laser, jump, swipe) until he has used all 3 in a row. Knowing this can help you predict attacks in advance.

Swipe -> Jump -> Red Laser

Swipe -> Red Laser -> Jump

Black Mage

  • The best advice I can give for learning P1 in general is learning the attack animations for Swing, Rush, and Dive. You won’t have to worry very much about chains and black statue with  up, but white statue will always be a threat.

  • Since  heals through Black Curse,  combo works well for healing your party members after getting hit by super lasers in P3.

  • While  is active especially in P2, it is actually better to not dodge black chains since Black Curse increases your final damage by 10%. Be sure to pay attention to Yuki’s duration as it has about 20 seconds of downtime between every cast.

How to Bind P1 Solo

  • Drop Domain and go all the way left immediately after loading in. Charge Domain, buff up, go back right and bind.

  • Buff up outside. After loading in, immediately up jump and hover in the air until the statues stack on top of each other (works for all classes since  can be used in the air). Bind and burst.

ty navive for the tech ^‿^

Seren

  • If you know you are about to gauge in p1, you can  right before getting hit by the yellow wave attack to lessen the chance of dying.

Kalos

  • In P1 while waiting for burst to come back up make sure to stay on a platform away from Kalos and just use up jump whenever bombs spawn. You can avoid 99% of deaths this way and basically chill for 3 minutes unless left system is on.

  • Practice communicating Kalos’s location and call out Dives and Laser/Breath. They are easy to dodge with good party comms yet people die to them all the time.

  • During test, make sure to track the location of UFO and cooldown of right system arrows to avoid tping and instantly dying to either of them. An easy way to pass test is to use , , and  so you don’t have to hide under any bubbles (it’s lame but better than having to rerun…)

Kaling

  • I will mostly give advice for P2 and P3 since P1 shouldn’t be difficult if you understand how to balance gauge.

To put it simply:

Dog room should focus on getting hit by Dog for Blue > Purple gauge and take red strings for Purple > Yellow gauge.

Tiger room should focus on getting hit by Tiger for Yellow > Blue gauge and take red strings for Purple > Yellow gauge.

P2

  • For most parties that 1 burst P2, they do (Genesis Iframe) into Origin Bind to maximize the amount of time you have to burst. If you Origin Bind first, Kaling will likely fly away right after and you’ll end up having less time to burst.
  • Kannas (you) should not be the person Origin Binding the boss after  because there is no way the second part of your origin is going to hit. If you are using Origin in P2 to help your party’s burst damage, this is the order it should look like:
  1. Hold  while loading into P2. It will not bind the boss since you cast it during black screen.
  2. Charge , place down , .
  3. After Origin is over, you can use .

P3

WHY IT IS IMPORTANT TO HOLD WELL (assuming cheese strat):

  • Cheese strat only works because the holder brings Kaling away from the rest of the party. A bad holder can make P3 very stressful for the party.

A good holder can make P3 an up-jump/attack simulator for the party.

  • If you (or your party members) are not in the same room as Kaling

(e.g. picture above), 3 things happen:

  • Bombs/Buttons can now spawn in Dog (they do not spawn in the room Kaling is in.)
  • You will be heal-locked.
  • You will take more damage.

Okay how do I do a good job holding the boss then??

  • Realize that your role is to hold the boss, not be the main dps. If you get pushed and aggro Kaling into the wrong room or die because you are too busy trying to weave, you are not playing your role. Unless you think your party is going to time out in P3, focus on doing the mechanics.

I am paying attention to the boss but I don’t really understand what’s going on ?_?

  • First, you need to know the exact spots on the map that divide the perils. If you are not sure where, then see when strings appear (look at the part of the map where the strings change color). You want to keep Kaling inside Dog’s room throughout the whole fight, but as far away from your party members as possible.

  • If your party is standing on the edge of Dog | Tiger, you want Kaling to be on the edge of Bird | Dog.

If Kaling goes too far left into Bird, your party members will be unable to heal and buttons/bombs can now spawn in Dog (bad).

If Kaling goes too far right close to your party members, she can attack/push them into Tiger (bad).

How do I keep Kaling in the perfect spot all the time then?? Isn’t it RNG?

  • Some people genuinely think that it’s impossible to keep Kaling in the perfect spot all the time but I guarantee you that if you are a good Kanna, Kaling will never touch your party. (Unless the channel is so laggy that you can’t aggro Kaling even with the Aggro skill.)

  1. Stop using the Aggro skill off cooldown.

You only need to use it when Kaling ISN’T aggro’d onto you. 90% of the time she will aggro you as long as your party members aren’t attacking Kaling. When she starts walking towards your party members, (10% of the time) that’s when you use this skill. Using this skill preemptively actually makes P3 more RNG for no reason.

  1. Pay attention to if you are standing on the left or right side of Kaling.

A lot of the times Kaling will walk PAST you for no reason, making her attack your party members. This clip is a good example of Kaling unexpectedly going towards party members. Understanding this is crucial to holding Kaling consistently.

  • Even though the Kanna tp’d to the right side of Kaling for only 1 second, Kaling walks towards that direction and continues to walk right (example of Kaling walking past wherever you are). How do we avoid that?

If Kaling is walking away from the red area *DON’T GO OR TP RIGHT*. Stay on the left side of Kaling, use the Aggro skill, , ,  to dodge attacks.

  • Ideally you will want your holding to look like this.

Kaling is too close to Bird? Stand on her right side.

Kaling is starting to walk towards your party members? Stand on her left side.

  1. Dodge the important attacks from Kaling.

If you have the Aggro skill active and get pushed, Kaling WILL walk into Bird or walk close to your party members, both of which you do not want. Just superstance it with Exo  or up jump it .

-sorry i dont know where to find the files for this :( -

Make sure to always have  or  placed on top of a mana vein in P3. Even if you get teleported, just press teleport and you’ll go right back into Dog room.

After at least 1 peril is defeated, Kaling can do a wind up animation before grabbing and throwing you across the map. It’s worse than getting pushed so make sure to learn the animation and dodge it.

FAQ

Why do you call Haku a rat?!

Because he’s always trying to block my character when I’m afking in town.

Should I turn my Kanna farmer into a boss mule?

If you’re willing to endure a bit more suffering compared to the rest of your bossing mules, it can be fine. The problems with a Kanna bossing mule are: high node investment, losing 20%+ FD without using filter keys, 196s CD burst, and low base IED. You would also have to accept the fact that without  and  maxed (even then it might not be enough), your Kanna will be probably doing bosses slower than other classes at the same investment would be. Most old 20-25k stat Kanna farmers can probably get by doing normal Lomien but I wouldn’t push it past that unless you really enjoy it.

How is Kanna as a class?

After July 17, 2024 (Kanna's first time getting buffed after suffering a -45% FD nerf since June 2022), I think Kanna is in a decent spot now. I know people will unironically shout Kanna OP or buff Kanna but as someone who has seen class meta change over the years: DB being the #1 explorer thief, Ark/Adele/HY being top 3 by far, etc, peoples' opinion about a class change based on the current meta. Since support classes are valued highly right now, Kanna is up there in party bossing. Mobbing is good and the solo bossing isn't as terrible as it used to be. However, Kanna is quite difficult to play optimally due to having to master weaving, managing delayed burst, worrying about mana costs and automatically turning off Mana Overload, paying attention to summon and barrier positioning, etc.

Should I main Kanna or continue to main Kanna?

The plus sides of Kanna are the pretty aesthetics, party bossing, and good mobbing. The main problem here is that a class's quality of life and effort makes it seem weaker than it actually is (this is why Adele players unironically think their class is weak).

To me seems that non-Kanna players don't understand you need to press 7 buttons to fully charge Domain in 2 seconds while managing 2x barrier positioning, foot binding for your party, standing on top of a boss to hit Spirit Circle, and weaving while paying attention to your back loaded burst timer. Also going from 11k Sol Erda Fragments farmed to 22k Fragments farmed gives less than 3% FD… All being said, you should only main a class if you enjoy it 🙂.

Afterword

If you took the time to read up to this point thank you so much!! 😊 Special thanks to everyone who supported me and helped to make the doc better ♥️. It took a while to type up and format everything by myself so it would be much appreciated if you could share it with your handless Kanna friends to help them out c:


[1]https://www.reddit.com/r/Maplestory/comments/rl14bf/what_you_should_know_about_kannas_stats_damage/

[2] https://strategywiki.org/wiki/MapleStory/Formulas#Final_Stats_Increase