OFFICIAL XENON GUIDE

The Roo-D Files

THE OFFICIAL XENON GUIDE

Last Updated: 9/9/2026

Written by: BeefTech (B E E F/Chip) and others within the Xenon Discord

DISCLAIMER: CULVERT SECTION IS THE ONLY SECTION NOT UP TO DATE.

COMMON QUESTIONS

For those who are wondering:

  • Xenon’s damage distribution is roughly 60/40 Burst to DPM.
  • Xenon cannot animation cancel its burst with Beam Dance anymore (If you do not know what this means, then do not worry about it).
  • Xenon cannot AFK farm (but still has super lazy farming).
  • Xenon’s burst does not have I-frames during its laser animation, but its burst is way simpler and easier to execute.
  • Beam Dance’s active is not used at all during bossing. It is only used as an optional hold down skill during mobbing.
  • If you are wondering why we unlock/level up the 6th job Beam Dance at all then, it is because it unlocks a passive proc which does a lot of damage (check HEXA BEAM DANCE section for more info).
  • Xenon’s potentials do have a cheaper “fake 3 line” option. Check POTENTIALS section for more info.
  • Xenon’s 3 line All Stat is roughly 2.5x what other classes would spend to get 3 line stat. This also depends on the level and type of gear you are potentialing.
  • Xenon is NOT a mandatory Cooldown hat class. Xenon can use both stat hat and Cooldown hat. Xenon, however, still gains benefits from it and we will be a new 6th job skill that makes Cooldown hat best-in-slot. Check COOLDOWN HAT section for more info.
  • Bind Sol Hecate to Last Resort  if you are lazy or keep the 4 second bind on a separate keybind for more control

QUICK LINKS

This is a menu to quickly go to a specific section. Simply click the hyperlink to skip to that section!

Basic Info

Stats and Setup

Equipment

Skills/Tips

5th/6th Job

Burst Rotations

Training Maps

Introduction

Class Overview

Future KMS Changes

Inner Ability

Link Skills

Legion

Toggles

Ability Points

Hyper Stats

Pet Autobuffs

Skill Sequence

Hyper Skill Passives

Buff Duration

Summon Duration

Thief or Pirate?

Potentials

Flame Score

WSE

Oz Rings

Cooldown Hat

Will’s Pitched Book

Supply Surplus

Modal Shift

Movement Skills

I-Frames

OOPArts Code

Double Photon Ray

Class Bind

5th Job Skills

6th Job Skills

HEXA Leveling Priority
HEXA Stats

Non-Origin Burst

Origin Burst

Half Burst

Culvert

Cernium/Burning Cernium

Hotel Arcus

Odium

Shangri-La

Arteria

Carcion

Tallahart

INTRODUCTION

Welcome to the comprehensive guide to Xenon. Here, we primarily cover Heroic Xenon and its gameplay. Although there is a lot of overlap with Interactive, please note that we will focus mainly on Heroic Xenon.

This specific guide was created because updating an FAQ on Discord alone became cumbersome. With this Google Doc, any changes to the class can be more easily updated.

This guide will cover everything, from Hexa Matrix leveling order, gear, V-Matrix leveling order, Inner Ability, etc. This should be enough info for both Xenon mains and mules!

XENON MAINS DISCORD LINK

If you still have questions that may not be covered in this guide, please check out the Xenon Mains Discord!

►►► Xenon Mains Discord ◀◀◀

Shoutout to other MapleStory Mains discord servers/guides for inspiration on both concept and format!

CLASS OVERVIEW/PROS AND CONS

Xenon is known for its great damage and just high damage in general, though how strong Xenon is has changed over time. With the most recent balance changes, Xenon finally went from one of the more clunky classes in this game to something way more new player friendly and smooth to play. These changes helped Xenon reach the top damage classes once again.

PROS OF XENON / WHY PLAY XENON?

  • High Damage
  • Xenon is one of the highest damage classes in the game and has been known for it since 6th job came out. It does not lack in both the burst and DPM (damage per minute) departments.

  • Condensed Burst
  • Xenon’s burst is pretty condensed, unleashing most of our damage over 15 seconds.

  • Simple Burst
  • Xenon’s burst is now extremely easy and all previous notions of Xenon being clunky has gone away. Xenon is now basically a sequence > burst class.

  • Relatively Lazy Mobbing
  • Ever since Sol Janus came out, mobbing has been a breeze. Although there are certain maps where Sol Janus Dawn (Balls) make more sense, Xenon uses Sol Janus Dusk for the majority of its farming maps, making even lvl 1 Sol Janus viable late game. This means you can focus more of your Sol Fragments towards Mastery/Common/Origin skills for more damage if you would like. This also means most mobbing rotations just consist of placing down summons every minute and collecting mesos.

  • Good Mobility
  • Like other thieves in the game, Xenons have a double flash-jump, as well as a high up-jump
  • Xenon has 5 extra mobility options besides its normal up-jump and its double flash-jumps.

  • Aesthetic
  • I mean, do I really have to explain myself? You’re a freaking android with laser beams, a whip made of lasers, AND YOU GET A JETPACK (A JETPACK!).
  • If you love neon colors and futuristic tech, this class is the one for you!

CONS OF XENON / XENON DRAWBACKS

  • Relatively Selfish Kit
  • Like other high-damage classes in the game, Xenon’s kit is mainly focused on providing damage with little support to the rest of the party
  • Our only support skill is our 1-minute  Hypogram Field: Fusion, which provides a 20% damage boost to anyone standing in it

  • Terrible Funding (Potentials)
  • Unlike most other classes in this game, the main potential line Xenon wants on most of its gear is % All Stat, which is much more expensive than most other classes (around 2-3 times the normal amount when going for 3-line potential). This makes Xenon funding not fun once you start optimizing its gear.
  • This does not apply to WSE (Weapon, Secondary, and Emblem), and the cost is the same as any other class
  • Starforcing is also the same as most other classes.

  • Not So Great Pre-lvl 260
  • Xenon’s kit pre-lvl 260 is terrible compared to post-lvl 260. Once you start unlocking Xenon’s mastery cores, you unlock many quality of life upgrades, which make Xenon feel SO much better to play

STATS AND SETUPS

INNER ABILITY

You can interchange Item Drop Rate and Meso Obtained to whichever you prefer.

If you decide to go for Meso Obtained +20%, you can set a third preset with Item Drop Rate +20% specifically for Boss Loot Rooms

BOSSING PRESET

Attack Speed +1 Level

+8% Damage to Abnormal Status

+10% Boss Damage

MOBBING PRESET

Item Drop Rate +20%

Meso Obtained +15%

+8% Damage to Normal Monsters

For Xenon to reach Attack Speed 10 or AS0 on GMS, we need Attack Speed +1 in our inner ability to reach max attack speed. This way, our skills feel way smoother and increase our damage during bossing. We do not need Attack Speed +1 for mobbing.


LINK SKILLS

BOSSING (MUST HAVE)

PRIORITY BOSSING LINK SKILL (IN PRIORITY ORDER)

Terms and Conditions

Angelic Buster (lvl 3)

Buff: +60% Damage for 10 seconds (affected by buff duration)

Moonlight Blade Learnings

Hayato (lvl 3)

Crit Damage: +7% if Crit rate is 100%+ and Crit Damage is 50%+

Qi Cultivation

Mo Xuan (lvl 3)

Boss Damage: +6% and +3% per stack up to 6 stacks

(+25% Boss Damage)

Guiding Stars

Sia/Erel (lvl 6)

Buff Duration: +20%

Crit Damage: +6%

Judgment

Kinesis (lvl 3)

Crit Damage: +6%

Elementalism

Kanna (lvl 3)

Damage: +20% after activating attack skills 40 times. 12s duration.

Fury Unleashed

Demon Slayer (lvl 3)

Boss Damage: +20%

Empirical Knowledge

Explorer Magicians (lvl 9)

Damage: +4% per stack up to 3 stacks (+12% Damage)

IED: +4% per stack up to 3 stacks (+12% IED)

(Empirical Knowledge is an abnormal status and activates Unfair Advantage)

Unfair Advantage

Cadena (lvl 3)

Damage: +9% if you are higher level than the monster’s level

Damage: +9% if the monster is affected by an abnormal status

(Assume +18% Damage overall)

Wild Rage

Demon Avenger (lvl 3)

Damage: +15%

Solus

Ark (lvl 3)

Damage: +1% and +3% per stack up to 5 stacks

(+16% Damage)

BOSSING (FLEXIBLE)

ADDITIONAL DAMAGE LINK SKILLS (IN PRIORITY ORDER)

Focus Spirit

Lynn (lvl 3)

Boss Damage: +11%

Crit Rate: +10%

Thief’s Cunning

Explorer Thieves (lvl 9)

Damage: +27% for 10 seconds when applying a status effect. 20s cooldown (Assume +14% Damage overall)

Prior Preparation

Kain (lvl 3)

Damage: +25% for 20 seconds after hitting the boss 5 times. 40s cooldown (Assume +13% Damage overall)

Noble Fire

Adele (lvl 3)

Boss Damage: +6%

Damage: +3% per party member, including yourself up to 12%

IED/CRIT RATE LINK SKILLS IF NEEDED

Light Wash

Luminous (lvl 3)

IED: +20%

(Only use if IED is less than 96%)

Phantom Instinct

Phantom (lvl 3)

Crit Rate: +20%

(Only use if Crit Rate is lower than 100%)

DEFENSIVE LINK SKILLS

Spirit of Freedom

Resistance (lvl 12)

12 seconds of Invulnerability after respawning
(
highly recommended for newer players)

Grounded Body
Ren (lvl 3)

Damage taken: -6%, including attacks that inflict % health damage

(highly recommended for newer players)

MOBBING (MUST HAVE/EXP)

 

PRIORITY MOBBING LINKS (IN PRIORITY ORDER)

Elven Blessing

Mercedes (lvl 3)

EXP: +20%

Rune Persistence

Evan (lvl 3)

Rune Duration: +70%

Combo Killing Blessing

Aran (lvl 3)

Combo Kill Orb EXP: +900%

MOBBING (DAMAGE)

ADDITIONAL DAMAGE LINK SKILLS

Solus

Ark (lvl 3)

Damage: +1% and +3% per stack up to 5 stacks

(+16% Damage)

Wild Rage

Demon Avenger (lvl 3)

Damage: +15%

Nature’s Friend

Lara (lvl 3)

Damage: +7%

Damage to normal monsters: +15% for 30s after defeating 20 regular monsters. 30s cooldown

Bravado

Hoyoung (lvl 3)

Damage against enemies with 100% Health: +19%

IED: 15%

Elementalism

Kanna (lvl 3)

Damage: +20% after activating attack skills 40 times. 12s duration.

Moonlight Blade Learnings

Hayato (lvl 3)

Crit Damage: +7% if Crit rate is 100%+ and Crit Damage is 50%+

Guiding Stars

Sia/Erel (lvl 6)

Buff Duration: +20%

Crit Damage: +6%

Judgment

Kinesis (lvl 3)

Crit Damage: +6%

Tides of Battle

Illium (lvl 3)

Damage: +4% per stack up to 4 stacks. Gain a stack after moving a certain distance. (+16% Damage)

Unfair Advantage

Cadena (lvl 3)

Damage: +9% if you are higher level than the monster’s level

Damage: +9% if the monster is affected by an abnormal status

(Assume +18% Damage overall)

Empirical Knowledge

Explorer Magicians (lvl 9)

Damage: +5% per stack up to 3 stacks (+15% Damage)

IED: +5% per stack up to 3 stacks (+15% IED)

Innate Gift

Khali (lvl 3)

Damage: +7%

CRIT RATE LINK SKILL IF NEEDED

Phantom Instinct

Phantom (lvl 3)

Crit Rate: +20%

(Only use if Crit Rate is lower than 100%)


LEGION

BEST LEGION EFFECTS

This is the list of the effects you get when you place lvl 200 Legion blocks in your legion grid. Although this list is in general priority order, the priority may change slightly depending on your own stats.

LVL 200 EFFECTS (BOSSING IN PRIORITY ORDER)

PRIORITY CLASSES FOR LEGION EFFECTS

Critical Damage: +5%

Shade, Hayato, Mo Xuan

Boss Damage: +5%

Demon Avenger, Kanna, Erel

Abnormal Status Damage: +5%

Sia

Critical Chance: +4%

Nightlord, Marksman

Cooldown Reduction: +5%

Mercedes

Buff Duration: +20% (Primarily to increase the duration of the Terms of Utility link skill buff)

Mechanic

IED: +5%

Blaster, Lynn

20% Chance to deal 16% more Damage

Wild Hunter

STR/DEX/LUK: +40 Flat

Xenon

Movement Speed: +8%

Ren

STR: +80 Flat

Hero, Paladin, Buccaneer, Cannon Master, Thunder Breaker, Kaiser, Ark, Adele

DEX: +80 Flat

Bowmaster, Wind Archer, Angelic Buster, Pathfinder, Kain

LUK: +80 Flat

Shadower, Dual Blade, Nightwalker, Cadena, Khali, Hoyoung

LVL 200 EFFECTS (MOBBING IN PRIORITY ORDER)

PRIORITY CLASSES FOR LEGION EFFECTS

EXP: +10%

Zero

Meso Obtained: +4%

Phantom

BOSSING LEGION GRID

BOSS DAMAGE ≈ CRIT DAMAGE > IED > ATT > LUK/STR/DEX > BUFF DURATION

(CRIT RATE ONLY IF CRIT RATE IS LOWER THAN 100%)

You should be able to achieve this legion grid once you reach 8k legion lvl.

*The pink area indicates places to place legion blocks after you fill in the priority spaces.

*Make sure to change the stats in the inner sections to be stats you can use.

MOBBING LEGION GRID

EXP OBTAINED > NORMAL DAMAGE ≈ CRIT DAMAGE > ATT > LUK/STR/DEX > BUFF DURATION

(CRIT RATE ONLY IF CRIT RATE IS LOWER THAN 100%)

You should be able to achieve this legion grid once you reach 8k legion lvl.

*The pink area indicates places to place legion blocks after you fill in the priority spaces.

*Make sure to change the stats in the inner section to be stats you can use.

LEGION ARTIFACT

Legion Artifact allows you to select 3 different attributes per slot. Each slot has a max lvl of 5, and each attribute can only reach a max lvl of 10. This means that you can have two different max lvl slots with the same attributes, which maxes out three attributes to lvl 10.

Include mobbing attributes at your own discretion.

DAMAGE ATTRIBUTES (IN PRIORITY ORDER)

All Stats

+150 at lvl 10

Damage

+15% at lvl 10

Boss Damage

+15% at lvl 10

Crit Damage

+4% at lvl 10

IED (Ignore Enemy’s Defense)

+20% at lvl 10

Crit Rate

+20% at lvl 10 (Optional: Use if Crit Rate is under 100%)

Attack Power

+30 at lvl 10

Buff Duration

+20% at lvl 10

MOBBING ATTRIBUTES

Item Drop Rate

+12% at lvl 10

Meso Obtained

+12% at lvl 10

EXP

+12% at lvl 10 and +1 skill target at level 1


TOGGLES

Xenon only has 2 toggles you should have on:

  1. Salvo System  (HEXA ) is a toggle that periodically summons missiles that auto-launch to the target you are hitting.
  2. Loaded Dice  is a 5th job skill which allows you to set the number that Roll the Dice  rolls.

If you are bossing, press 5 (the literal “5” key on your keyboard) for more damage, and if you are mobbing, press 6 (the literal “6” key on your keyboard) for more EXP.

Make sure to have Roll the Dice on a pet autobuff to constantly have this buff applied.

Check out PET AUTOBUFFS for more info!


ABILITY POINTS (STR, DEX, OR LUK?)

When you are leveling up your Xenon, you may notice that you can choose between putting ability points into either STR, DEX, or LUK. In the beginning, it does not matter which one you put points into first because you must put 330 points into all three before you can put more into one in particular. Afterwards, it's up to you where you want to put points.

In general, increasing STR/DEX/LUK equally will be the best play because the value of ability points in STR/DEX/LUK will keep changing as you cube and swap out to new pieces of gear. If you want to squeeze out a tiny bit of extra damage you can reallocate all your excess ability points (anything past 330 in STR/DEX/LUK) into the stat you have most % of, but this is mostly relevant only when your potentials become somewhat static, i.e. you are "done" with cubing at your own level of progression in the game.

It's never worth it to re-cube an item just for the sake of swapping one single stat potential line for another.

This optimization is something that will come into play as you start cubing for 3 line All Stat potentials. You might end up with a potential such as 2 prime line All Stat and 1 line STR/DEX/LUK and it may be just as good as 3 line All Stat potential if the last stat potential line matches the stat you are naturally high on (i.e. last line is DEX and if you have high DEX, then that potential is close to a 3 line All Stat potential).

If you want to min-max and want to maximize damage, use a website like Maple Scouter to figure out what's best for you. (Disclaimer: Using this tool, in particular, can be finicky. It is a Korean website meant for KMS players and their more advanced API. Watch a separate guide on how to properly use this website and input your stats manually.)


HYPER STATS

Hyper stats for Xenon are similar to most other classes in the game. Although there is a general guide to know which stats to prioritize first, if you want to min-max your stats you will need to use a calculator like

MathBro's Hyper Stat Calculator 

Or

Maple Scouter (Disclaimer: Using this tool, in particular, can be finicky. It is a Korean website meant for KMS players and their more advanced API. Watch a separate guide on how to properly use this website and input your stats manually.)

Here is a general guide to follow if you do not want to hassle with min-maxing your hyper stats.

BOSSING HYPER STATS PRIORITY LIST

Crit Rate

Getting a 100% Crit Rate is extremely important for your overall damage. Put points into Crit Rate to try to reach 100%, but it is not advised to go past lvl 10.

Be advised to check whether you have Decent Sharp Eyes  (5th Job) on when getting your Crit Rate to 100%. If you try to reach 100% without it on, then you will have too much Crit Rate during bossing and you will be wasting Hyper Stats.

Crit Damage/Boss Damage/Damage

Try to level these stats roughly equally, putting a bit more emphasis on Crit Damage.

IED (Ignore Monster Defense)

Only put points into IED if it is lower than 96-97%. If it is lower, then put points similar to Crit Damage/Boss Damage/Damage.

ATT (Attack Power)

If you have leftover points, you can put them into ATT. However, keep in mind that you do not want to push ATT past lvl 6 since that will be an inefficient use of stat points.

Arcane Power

Certain bosses have Arcane Power requirements to deal 100% of your Final Damage. Prioritize these stats to reach those requirements if necessary.

MOBBING HYPER STAT PRIORITY LIST

EXP

Maxing this out, even to lvl 15, is the top priority for mobbing. However, if you cannot one-shot monsters on your farming maps, you may prioritize damage Hyper Stats instead.

Crit Rate

Like bossing, getting to 100% Crit Rate is extremely important for your overall damage. Put points into Crit Rate to try to reach 100%, but it is not advised to go past lvl 10.

Be advised to check whether you have Decent Sharp Eyes  (5th Job) on when getting your Crit Rate to 100%. If you try to reach 100% without it on, then you will have too much Crit Rate during mobbing and you will be wasting Hyper Stats.

Crit Damage/

Normal Monster Damage/Damage

Try to lvl these stats roughly equally, putting a bit more emphasis on Crit Damage.

ATT (Attack Power)

If you have leftover points, you can put them into ATT.


PET AUTOBUFFS

SKILLS AND EFFECTS

Circuit Surge

(1st Job)

Spends 3 energy to give you +30 Weapon Attack Power

Manifest Projector

(3rd Job)

Summons a clone that makes an additional hit with 13% of your Final Damage.

Decent Sharp Eyes

(5th Job)

Spends 5% of your max HP for +10% Crit Rate and +8% Crit Damage

Decent Combat Orders

(5th Job)

Spends 5% of your max HP to increase all skills by +1

Roll the Dice

(5th Job)

Roll a die, which can give you an effect depending on what number you roll. You can force the roll number with the Loaded Dice  skill.

Either set the dice to 5 for damage or 6 for EXP.

Decent Holy Symbol

(5th Job, lvl 30)

Spends 3400 HP for +35% EXP and +24% Item Drop Rate. This skill does not provide any benefits during bossing.


SKILL SEQUENCE

SKILL SEQUENCE LIST

Full Burst    

(2-minute burst)

Half Burst    

(1-minute burst)

OOPArts        

  • Manifest Projector  doesn't actually do anything, but it helps prevent skills from not activating due to lag.
  • OOPArts skill sequence is only needed if you mess up your burst rotation throughout a boss fight. In theory, if you pull off your Half Bursts and Full Bursts properly, you should never need to use the OOPArts skill sequence.
  • Check out OOP ARTS CODE for more info about the OOPArts Code skill
  • True Arachnid’s Reflection  and Solar Crest  do show their cooldown on the skill sequence icon, so it is safe to put it on our skill sequence.


HYPER SKILL PASSIVES

HYPER SKILL PASSIVE UPGRADE LIST

Beam Dance 

Reinforce

Increases the damage of Beam Dance by 20%

Mecha Purge 

Reinforce

Increases the damage of Mecha Purge by 20%

Hypogram Field

Reinforce

Increases the damage of Hypogram Field by 10%

Hypogram Field

Extra Strike

Increases Hypogram Field’s number of attacks

Hypogram Field

Persist

Increases the duration of Hypogram Field by 10 seconds


BUFF DURATION

Xenon is not a class that benefits greatly from Buff Duration.

Buff duration is most useful for the Terms and Conditions  buff from Angelic Buster’s link skill.

Buff Duration is not a stat that Xenons should highly prioritize.


SUMMON DURATION

Xenon has two summon skills, Hypogram Field: Force Field  (HEXA )and Hypogram Field: Fusion .

Only Hypogram Field: Force Field  (HEXA ) is affected by all summon duration effects, so summon duration isn’t a stat Xenons goes for. Only Hyper Skill Passive (Hypogram Field-Persist ) affects Hypogram Field: Fusion .

Here is a short list of things that can affect your summon duration:

  • Corsair Legion Block Effect
  • Legion Artifact Summon Duration
  • Hyper Skill Passive (Hypogram Field-Persist ): check out HYPER SKILL PASSIVES for more info

EQUIPMENT

THIEF OR PIRATE?

Xenon is the only class in the game with the ability to equip both Thief and Pirate gear. Although this may sound cool, it doesn’t actually give any advantages over other classes, other than how your equipment looks. So, which one do you go for, and does it matter? Yes and No.

Set bonuses in this game only apply if you are wearing the same class of gear. For example, if you were wearing a Thief Root Abyss Hat and a Pirate Root Abyss Top, you would not receive the 2-set bonus that Root Abyss gear gives you. To get around this, whenever you are working with a set of gear, stick to either Thief gear or Pirate gear. This does allow you, for example, to go for 3 set Thief Root Abyss gear and 5 set Pirate Absolab gear. To truly simplify this, decide on either Pirate or Thief gear early on and stick with only that class of gear.

TLDR: Pick Pirate or Thief gear early on and stick with only that class of gear. It does not matter which one you pick as long as you are consistent. (Pick the one that you think looks better to you!)

Interactive: Stick with Thief gear since it is more common on the Auction House)

PIRATE:

THIEF:

GENESIS WEAPON? WHICH ONE?

If you are wondering which Genesis Weapon to pick:

YOUR GENESIS WEAPON MUST BE THE SAME TYPE AS YOUR ETERNAL GEAR. For example, if you decide to have all your Eternal gear be Thief gear, you must make sure to pick the Thief version of the Genesis weapon, and vice versa with Pirate Eternal gear.

(If you do not have eternal gear yet, just pick the weapon that matches your Arcane gear and make sure any eternal equipment you get from then on is the same class as your existing Arcane gear)

PLEASE MAKE SURE YOU PICK YOUR GENESIS WEAPON CAREFULLY!!!

IF YOUR ETERNAL GEAR IS THIEF GEAR:
 The Thief version of the Genesis Energy Chain has 150 LUK and 150 DEX.

IF YOUR ETERNAL GEAR IS PIRATE GEAR:

 The Pirate version of the Genesis Energy Chain has 150 STR and 150 DEX.

WHAT IF YOU PICKED THE WRONG GENESIS WEAPON?

There may be a chance that you may have accidentally chosen the wrong Genesis weapon. So do you restart the Genesis weapon missions and get brand new ones?

Once you get 3 pieces of any set bonus (CRA, Arcanes, Absolab, Eternals), it does not matter which Genesis weapon you picked since it gets counted as part of the set bonus, regardless of which one you have. However, if you are wearing 2 or less pieces of the Eternal set and it does not match the weapon, then the weapon does NOT get counted towards the Eternal set bonus. Here is an example scenario:

  1. You just got your first/second Eternal piece(s)
  1. If you have the wrong Genesis weapon, then it will not count towards the Eternal set until you have 3 pieces equipped.

Although it's not the end of the world if you picked the wrong Genesis weapon, to avoid this, please just stick to one type of gear (Thief or Pirate) for all your equipment sets and make sure to pick the right Genesis weapon!


POTENTIALS

Please note that this only applies to non-WSE (Weapon, Secondary, Emblem) potentials. WSE has its own rules when it comes to potentials. Check out the WSE section for more info on WSE potentials.

Because Xenon can use STR, DEX, and LUK, it has a very unique way of going for potentials on gear. Because of this, Xenon tries to go for % All Stat, but even STR, DEX, and LUK lines still have value for Xenon.

The order to progress your gears' potentials is as follows:

  1. 2 lines of % All Stat (1 prime line, 1 non-prime line) + Random
  2. 2 lines of % All Stat (1 prime line, 1 non-prime line) + 1 line of STR, DEX, or LUK
  3. 2 lines of % All Stat (2 prime lines)+ Random (about the same as #2)
  4. 2 lines of % All Stat (2 prime lines) + 1 line of STR, DEX, or LUK
  5. 3 lines of % All Stat (1 prime line, 2 non-prime lines)
  6. 3 lines of % All Stat (2 prime line, 1 non-prime line)

To compare 2 different potentials,

% All Stat equivalent on gear can be calculated with this formula:

 (% All Stat) + [(⅓) x (% STR/% DEX/% LUK)] = All Stat Equivalent

For example:

Let’s say we want to compare 2 pieces of gear with these potentials:

  1. 12% LUK, 6% All Stat, and 6% All Stat 
  2. 9% All Stat, 6% All Stat, 9% DEF

This would mean for gear #1:

[12% LUK]/3 = 4% AllStat

 4% + 6% + 6% = 16% All Stat equivalent

Making gear #1 better than gear #2’s 15% All Stat potential.


FLAME SCORE

Flame score on Xenon is calculated differently from other classes due to Xenon using STR/DEX/LUK and getting more value from % All Stat.

General Flame Formula:

Main Stat + (Attack Power × 5) + (%All Stat x 20) = Flame Score

  • Main Stat (STR, DEX, LUK) = 1
  • Attack Power = 5
  • All Stat% = 20

For example: If you have a level 150 CRA (Chaos Root Abyss) Hat  with 20 STR, 30 DEX, 50 LUK, +5 Attack Power, +5% All Stat, then the flame score would be 225.

(20 STR + 30 DEX + 50 LUK) + (5 Attack Power * 5) + (5% All Stat * 20) = 225 Flame score

ITEM LEVEL

IDEAL FLAME SCORE

SETTLEABLE FLAME SCORE

Level 140 - 150

240

210

Level 150 (Superior Gollux gear)

130

104

Level 160

260

230

Level 200

290

253

Level 250

315

275

Genesis Weapon

T7 Attack Power

T6 Boss Damage

T6 Damage

(157 ATT, 12% Boss, 6% Damage)

T6 Attack Power

T5 Boss Damage

(123 ATT, 10% Boss)

Arcane Weapon

T6 Attack Power

(106 Attack Power)

(No need to upgrade Arcane weapon past this point since it's going to be replaced with Genesis Weapon)

T6 Attack Power

(106 Attack Power)

Since Superior Gollux gear is not end-game gear and will be replaced eventually, pursuing an ideal flame score is extremely inefficient.

TRUE FLAME SCORE

If you want to find out, with pin-point accuracy, if one flame score is better than another, then you will need to use MapleScouter (Disclaimer: Using this tool, in particular, can be finicky. It is a Korean website meant for KMS players and their more advanced API. Watch a separate guide on how to properly use this website and input your stats manually).

This method is primarily for late/end game players who want to min-max their flame score and should not be used by newer players. Stick to the General Flame Score Formula in the section above if you are lazy or not late/end game.

PLEASE KEEP IN MIND THAT THE TRUE FLAME SCORE IS ONLY FOR COMPARING FLAME SCORES AND DOES NOT FOLLOW THE IDEAL OR SETTABLE FLAME SCORE CHART IN THE SECTION ABOVE. THIS IS PURELY RELATIVE TO YOURSELF AND IS ONLY MEANT TO HELP COMPARE TWO OF YOUR OWN FLAME SCORES, NOT WHETHER THE GEAR IS WITHIN SETTLE OR IDEAL TERRITORY.

  1. After inputting all your stats in MapleScouter, press “Results” at the bottom.

  1. Click “Detailed Information”.

  1. On the left side of the screen, below the “Scouter Graph” section, there is a section called “Stat Efficiency". Click the “Detail Eff.”.

  1. Click the “Final Damage” text and select “Main Stat

  1. From here, set “Attack”, and “All Stat%” to 1

  1. The numbers next to “Attack” and “All Stat%” is your Flame Score multiplier for Attack and All Stat%. In this example, Attack = 5.27 and All Stat% = 28.73.
  2. Use the same General Flame Score Formula in the FLAME SCORE section but replace the Attack and All Stat% value with whatever you have. This would be your “True Flame Score”.

For Weapons: If you want to compare Weapon Flame scores, you will need to also do the steps above and also find out how much Boss Damage and Damage affect your flame score (a.k.a find your Boss Damage and Damage flame score multiplier).

Set “Boss Damage” to 1. Each % of Boss Damage and Damage will increase your flame score by that amount. In this example, each % increases the flame score by 20.52. Use this formula to find out your weapon’s true flame score:

Main Stat + (Attack Power x “A”) + (%All Stat x “B”) + [(Boss Damage + Damage) x “C”] = Flame Score

  • Main Stat (STR, DEX, LUK) = 1
  • “A”  = Attack flame score multiplier
  • “B” = All Stat% flame score multiplier
  • “C” = Boss Damage and Damage flame score multiplier

For example: If I had a Destiny Weapon with 60 STR, 35 DEX, 35 LUK, 5% All Stat, 201 Attack Power, 10% Boss Damage, and 5% Damage, then using the multipliers from the example case above (Attack flame score multiplier = 5.27,

All Stat% flame score multiplier = 28.73, and Boss Damage/Damage flame score multiplier = 20.52), my flame score would be 1640.72.

(60 STR + 35 DEX + 35 LUK) + (201 Attack Power * 5.27) + (5% All Stat * 28.73) + [(10% Boss Damage + 5% Damage) * 20.52]  

= 1640.72 Flame score


WSE

WSE or Weapon, Secondary, Emblem, has only three potential lines we care about: Attack Power, Boss Damage, and IED. Since we can only have a total of 9 lines of potentials, we abbreviate this with #/#/# (Attack Power/Boss Damage/IED).

Xenon ideally goes for 9/0/0 (9 lines of Attack Power), but this may depend on your own stats, event buffs, gear, party/solo, double prime potential lines, familiars, etc.

SECONDARY

Xenon’s best secondary can be purchased from Neville , who you can find in major towns, such as Leafre and Henesys Market.

 You want to purchase the “Evolving Secondary Weapon Selection Box” for 100 million mesos.

Opening the box gives the “Evolving Octo Core Controller”, which is the secondary you want.

Do not buy the regular “Octo Core Controller” that Neville sells directly, as it does not provide +2 Attack Power, which the “Evolving Octo Core Controller” does.

You would eventually unlock the Astra Secondary called: “Astra Deca Core Controller and transfer your old secondary’s potential into this one.

Interactive: Regular Octo Core Controller and PNO secondary are better on Interactive servers because Regular Octo Core Controller is Night Troope transferable (event-based) and PNO secondary is tradable, making it decent for resellability.

EMBLEM

Xenon’s best starter emblem can be purchased from Neville , who you can find in major towns, such as Leafre and Henesys Market.

Or you can purchase the emblem from Edwin , who you can find in Veritas, which you can teleport to using your 0 job skill  Promessa Escape or simply teleporting there within the Map menu.

You want to purchase the “Hybrid Heart” for 1,010,000 mesos.

DO NOT GO FOR END GAME POTENTIAL LINES ON THE HYBRID HEART!!!

Remember that this is a starter emblem and will be replaced later on by the Seren Emblem, “Mitra’s Rage”.

The Hard/Extreme Seren boss has a chance to drop Mitra’s Rage Selection Box, which allows you to select one of five different emblems.

For Xenon, you want to pick one of these two:

Mitra’s Rage: Thief

Mitra’s Rage: Pirate

It does not matter which you pick out of the two. If you are wondering why we can even pick two options, check out the THIEF OR PIRATE? section!
Once you have a Mitra’s Rage, you can finally start spending those cubes for those endgame potential lines!


OZ RINGS

Ever since patch V.271 or  Maplestory x Freiren Beyond Journey’s End patch, all Oz rings besides Ring of Restraint  and Continuous Rings became irrelevant. There is also no ring swapping anymore so Oz Rings are much more straight forward now.

Here is the priority list of Oz rings that Xenon wants to upgrade first using either the Grindstone of Life  or Grindstone of Faith :

  1. Ring of Restraint (RoR4)
  2. Continuous Ring (Cont4)


COOLDOWN HAT

Does Xenon use a Cooldown hat? Yes and no.

Ever since the 2-minute changes, the question about Cooldown has been a discussion in GMS players' minds: is Cooldown hat something Xenon should use? After some time, the answer is both Yes and No.

Yes: The main benefit you gain is a quality of life on rotations and spamming out our 30s Cooldown 5th job skill, Photon Ray. Before the 2-minute changes, Photon Ray was used twice in a single burst rotation. We call this “Double Photon”. However, after the 2-minute changes, using Double Photon without a Cooldown hat has become inconsistent. Thus, the more Cooldown, the better.

Cooldown hat also lowers the internal cooldown of HEXA Beam Dance  passive proc, making up for the loss in damage from the loss of potential stat lines.

No: Despite Cooldown hat allowing the consistent usage of Photon Ray twice in one burst, some players have still found it difficult and clunky to play around, instead opting just to use Photon Ray once per burst, thus making a Cooldown hat slightly worse than a regular % All Stat hat. Keep in mind that Double Photon still works without a Cooldown hat, but there is very little room for error. This makes it realistically impossible to Double Photon consistently during a boss.

Check out the PHOTON RAY section for more info on how that skill works!

And Check out the DOUBLE PHOTON RAY section if you want to learn how to pull off a Double Photon!

TLDR: If you want to min-max damage and gain quality of life on rotations, but manage a clunky mechanic that may not work 100% of the time, go for a Cooldown hat. If you want to avoid that mess, but miss out on min-maxed damage, then go for a regular % All Stat hat.

Realistically, you should settle for whichever you get first out of the highlighted list below.

(-4s Cooldown + 1 line % All Stat) > (-4s Cooldown) ≈ (3 line % All Stat double prime) > (3 line % All Stat) ≈ (-2s Cooldown + 2 line % All Stat) > (-3s Cooldown) > (-2s Cooldown + 1 line % All Stat) > (2 line % All Stat)


Here is a video by @TeraVolt on the Xenon discord about Cooldown hat on Xenon if you hate reading: https://www.youtube.com/watch?v=7-V_J1pZdQA 

***FUTURE UPDATE***: Due to Xenon getting a 15 second cooldown skill in a future update, getting at least a -2 Cooldown hat may become mandatory for max damage, not just for consistent Double Photon.

Interactive: Generally, going for as much Cooldown as possible on your hat is optimal for Xenon.


WILL’S PITCHED BOOK

Hard Will has a chance to drop Will’s Cursed Spellbook Selection Box, which allows you to select one of four different Cursed Spellbooks, the best pocket slot item in the game, and part of the Pitched Boss Set.

For Xenon, you want to pick one of these three:

Cursed Red Spellbook (more STR)

Cursed Green Spellbook (more DEX)

Cursed Yellow Spellbook (more LUK)

Realistically, it does not matter which one you pick. Many Xenon mains choose whichever is a cooler color.

If you are confused about what we mean by “Pirate” or “Thief” gear, check out the THIEF OR PIRATE? section!

SKILLS/TIPS

 SUPPLY SURPLUS

Supply Surplus  is Xenon’s secondary resource bar. Xenons usually just call this resource “energy”. Certain Xenon skills use this energy.

Energy naturally increases every 4 seconds. 60% to increase energy per hit/evade. +1% All Stat per energy.

Emergency Resupply  is a 3rd job skill that increases energy by 10. Great if you accidentally use all your energy.

You can actually go past the maximum energy of 20 using Core Overload  (check out the CORE OVERLOAD section for info!)


 MODAL SHIFT

Modal Shift  is a 0 job skill that allows you to change certain skills that Xenon possesses. 

Pressing this skill repeatedly cycles through all the skills that you can change.

Press your arrow keys to pick which mode you want to select for that skill.

Here is a list of skills that can be changed using the Modal Shift

MODAL SKILLS

Quicksilver: Flash

Quicksilver: Concentrate

Use this mode when mobbing when you are between lvl 30-60.

Quicksilver: Takeoff

This will be the preferred mode after the 2nd Job. It acts as an additional up-jump, and it greatly supplements your normal up-jump.

Combat Switch: Explosion

Combat Switch: Air Whip

Use this mode when mobbing when you are between lvl 60-100.

Combat Switch: Fission

This will be the preferred mode after the 3rd Job. It acts as an additional up-jump, but it is primarily used to increase airtime/jump across the map.

Hypogram Field: Force Field

HEXA Hypogram Field: Force Field

This is the preferred mode the moment you unlock this skill. This skill gives the most damage.

Hypogram Field: Support

HEXA Hypogram Field: Support

Mecha Purge: Snipe

HEXA Mecha Purge: Snipe

This is the preferred mode during bossing.

Mecha Purge: Bombard

There is no

HEXA Mecha Purge: Bombard

once you reach 6th and unlock Mecha Purge Mastery Core.

Mecha Purge: Bombardment

HEXA Mecha Purge: Bombardment

This is the preferred mode during mobbing.


MOVEMENT SKILLS

If you cannot find Quicksilver: Takeoff  or Combat Switch: Fissionin your skill menu, check out MODAL SHIFT!

LIST OF ALL XENON MOVEMENT SKILLS

Propulsion Burst

(1st job)

Xenon’s flash-jump/up-jump. Flash-jumps can be used twice in the air.

Hold your Up arrow key and Jump key twice to use your normal up-jump

Liberty Boosters

(0 job)

Fly slowly for 30 seconds, 30-second CD. Useful for bosses like Seren and Kalos.

This skill toggles your Origin skill’s jetpack off/on.

Quicksilver: Takeoff

(2nd job)

Good supplemental up-jump. Use alone for a mini up-jump or use after the Propulsion Burst  up-jump to have an extra high up-jump.

Combat Switch: Fission

(3rd job)

It can only be used if you are already in the air. Does not increase up-jump height much like Quicksilver: Takeoff  does, but it increases air time.

Diagonal Chase

(3rd job)

This is Xenon’s diagonal dash skill. It can be used in the air. Use this skill to get additional vertical movement if necessary.

Horizon Driver

(3rd job)

This is Xenon’s rush skill. Use this skill to do a short horizontal dash to dodge enemy attacks.


I-FRAMES

Xenon’s only has one on-demand I-frame called Orbital Cataclysm , which you unlock in the Active Hyper Skills menu. This has a 50 second Cooldown and the I-frame lasts roughly 2-3 seconds.

Aeonian Rise  is an active 10 second I-frame which you unlock whenever you unseal the Genesis weapon. Be careful not to press this ability twice which causes the I-frame to stop prematurely.

If you press Omega Blaster  during your Origin burst, you will have 2 seconds of I-frames.


 OOPARTS CODE

OOPArts Code  is Xenon’s favorite buff, which gives Final Damage: +32% and Boss Damage: +24%.

However, it uses ALL of Xenon’s energy to activate, and it must be up at all times during bossing.

(This is also optional for mobbing if you cannot one-shot the monsters on your current farming map)

There are two ways to use OOPArts Code  and prevent it from eating up ALL your energy:

  1. Use the Amaranth Generator  before using OOPArts Code  with a skill sequence. Amaranth Generator  allows you to use skills that normally consume energy without actually spending it. Because both skills have a 60-second CD, you can put them into a skill sequence and press it whenever OOPArts Code  is down.

Check Skill Sequence and find the “OOPArts” and "Half Burst” section.

  1. During Xenon's full burst, Core Overload  will be active, which has a secondary effect that allows you to use skills that normally consume energy without actually spending it. Whenever Core Overload  is active, you can press OOPArts Code  without consequence.

If, for whatever reason, you accidentally press OOPArts Code and it eats up all of your energy, then you can use Emergency Resupply  to restore 10 energy.

As noted in the Skill Sequence section, if you pull off your Half Burst and Full Burst correctly throughout a boss fight, you should have OOPArts code constantly up without ever consuming your energy.


 DOUBLE PHOTON RAY

Double Photon is a technique where you fire off two Photon Rays  in one burst rotation (both Half and Full).

This used to be a very common technique before the 2-minute changes, but since the 2-minute changes, this is

difficult to pull off properly.

If you are unsure how Photon Ray  even works, check out the PHOTON RAY section!

Remember that you can animation cancel the fire off/recast animation of Photon Ray  by doing it during

Mecha Purge: Snipe  (HEXA)  animation!

To pull this technique off, you need to understand a few things about Photon Ray  and Xenon’s burst.

  • Photon Ray  has a Cooldown of 30 seconds once you press it, but you only have 20 seconds afterwards to recast the skill and actually apply the damage
  • Xenon’s Half and Full Burst buffs both last around 15 seconds

So the way you Double Photon is by making sure to have Photon Ray charged and ready to fire far before you are ready to burst.

Look at this scenario, for example:

  • Your Full Burst is up in 30 seconds.
  • At exactly 19-20 seconds before your burst is up, you press Photon Ray.
  • You use your skills like Mecha Purge: Snipe  (HEXA) , to charge up your Photon Ray. Do not fire it off immediately and wait.
  • Once your Full Burst is up, you will only have a few seconds of the 20 seconds to recast Photon Ray.
  • Use your Full Burst Combo and recast Photon Ray while your buffs are up.
  • Photon Rayshould now have a Cooldown of 5-10 seconds (depending on whether you have Cooldown hat or not).
  • Once Photon Ray is up again, use it and charge it up as quickly as possible.
  • You should have only a few seconds to recast Photon Ray to do the damage before your Full Burst buffs fade away.

This is pretty difficult to learn at first, and it may not be practical with a harder boss, but this is the hardest Xenon tech.

If you believe it is TOO difficult, you can just opt not to use this technique, but you want to if you want maximum damage.

Highly suggest you put Photon Ray in Buff Favorite Settings to help keep track of the Cooldown!

(Settings > UI > Buff Favorite Settings)

Note that it is much easier to pull off a Double Photon consistently with a Cooldown hat. Check out COOLDOWN HAT for more info!


  CLASS BIND

Entangling Lash  is Xenon’s class bind, which you unlock as an Active Hyper Skill. Unfortunately, it has a small horizontal hit box, and it is worse than Erda Nova  (5th job). Once Erda Nova  is high enough lvl to where the Cooldown is at 120 seconds or less, you never really use Entangling Lash . You may keep it as a backup bind.

FIFTH JOB

SKILL NODES

 OMEGA BLASTER

This is Xenon’s main burst skill, and it's a GIANT FREAKING LASER!

To use this skill, you either hold down this skill during your non-origin burst for 3.5 seconds or simply press it once during your origin burst.

See below for more information:

Non-origin Omega Blaster

To use Omega Blaster , simply hold down this skill for 3.5 seconds.

During these 3.5 seconds, you can move around, you only take 50% damage (including from max % HP attacks), and you do not receive any status conditions (you will still get hit by black/white curse from the Black Mage).

After the 3.5 second hold down, Omega Blaster  will be installed and keep firing by itself for 4.5 seconds. You can start attacking yourself once Omega Blaster  is installed.

Origin Omega Blaster 

When Omega Blaster  is used after the Origin skill Artificial Evolution  animation, Omega Blaster  will instantly install and grant 2 seconds of I-frames.

Skill Description: Deal 660% damage 25 times during hold down. Deal 550% 5 times during install. 120-second CD.

 CORE OVERLOAD

This skill affects our energy system, Supply Surplus , and allows you to pass the normal limit of 20 energy for 30 seconds.

It costs 35% of your max MP to activate.

All skills will not cost energy throughout the duration of Core Overload .

Each energy above 20 will now give +1% Final Damage, and you will start to periodically deal damage around you.

How much more you can surpass the normal 20 energy limit depends on the level of Core Overload  and the HEXA boost node for Core Overload .

Additionally, you gain a 30% IED and 10%  for the first 20 seconds of its duration.

Skill Description: +1% All Stat for each energy up to 20. +1% Final Damage for each energy past 20. Allows you to surpass the 20 energy limit. Deal damage around you 2 times for 390% 6 times. 120-second CD.

 HYPOGRAM FIELD: FUSION

This skill is one of two of Xenon’s summons. Whenever you have this active, Hypogram Field: Force Field  (HEXA ) cannot be active at the same time.

This skill gives 20% Damage to your party members as long as they are standing in it. However, you will receive the damage buff regardless if you are standing in it or not.

You can press this skill again to resummon to a different location.

This skill can be summoned even if you are in the air.

Skill Description: 450% Damage 3 times. 30-second duration. 60-second CD.

 PHOTON RAY

Photon Ray  is our 5th job, 30-second CD damage skill. Essentially, it aims shots at the enemy based on time and the number of attacks given, and then, after firing off the skill (by pressing Photon Ray  again), the skill will shoot and do damage.

This mechanism can be simplified into three parts:

  1. Upon pressing the skill, the enemy in front of/directly on top of you will be given aim priority. 15 shots will be targeted at the enemy in the first ~2 seconds. Attacking will not increase the number of shots within this ~2-second period.

  1. After ~2 seconds, you should attack the targeted enemy with skills to increase the number of shots.

Mecha Purge Snipe  (HEXA) will give 3 shots per hit, so you only need to do 5-6 snipes to fully charge properly. If you choose not to attack an enemy, the shots will gradually build up regardless so you will be able to get 30 shots after ~15 seconds. You will have a 20-second window to recast this skill.

You will know you have fully charged

Photon Ray  once you see the blue circle behind you changes, as shown on the right!

  1. Fire off the skill (press the skill again) to release the shots.

The animation of the fire off/recast of

Photon Ray  can be animation canceled by doing it during Mecha Purge Snipe  (HEXA)  animation!

Skill Description: Each shot fired does 880% damage. 30-second CD.

COMMON NODES

ALL COMMON NODES (ASSUMING MAX LVL 30)

Last Resort

*Make sure to right-click this skill to activate straight to stage 2.

Final Damage: +24%. 15-second duration. 60-second CD.

Passive: +30 Attack Power

Overdrive

Increase base weapon Attack Power: +80%

Decrease base weapon Attack Power when Off-Cooldown: -15%

28-second duration. 60-second CD.

Maple World Goddess’s Blessing

Buffs Maple Warrior  skill: +400%. Damage: +24%. 60-second duration.

120-second CD.

Erda Nova

Binds the boss for 10 seconds. Needs to be at least lvl 20 to have a 2-minute CD.

Loaded Dice

A toggle that allows you to select which dice you roll from Roll the Dice

Press 5 (the literal “5” key on your keyboard) for more damage, and if you are mobbing, press 6 (the literal “6” key on your keyboard) for more EXP.

Roll the Dice

A buff which provides a 20% Damage boost when rolling a 5 and a 30% EXP boost when rolling a 6. Rig the dice roll using Loaded Dice .

Resistance Infantry

Places a 15-second summon, dealing 623% damage. Has a 60-second CD.

Erda Fountain

*Make sure to right-click this skill to make this skill a summon.

Places a 60-second summon that deals damage after killing 12 enemies. Useful for farming. 60-second CD.

Blink

Pressing this once summons you to a random location. While in the air, hold down this skill to hover. 20-second CD

Rope Lift

Allows you to jump up to a platform above you.

Will of Erda

Cleanse status effect and become immune to status effects for 3 seconds. 355-second CD.

Venom Burst

Puts an Damage over time effect on the enemy.

Decent Holy Symbol

EXP: +35%. Item Drop Rate: +24%

Decent Holy Fountain

Summon a Holy Fountain that can be used up to 17 times to heal you or a party member for 30% HP. 55-second summon duration. 65-second CD.

(Passive: +5 All Stat)

Decent Advanced Blessing

(passive)

Attack Power: +20

(Passive: +5 All Stat)

Decent Sharp Eyes

Crit Rate: +10%. Crit Damage: +8%

(Passive: +5 All Stat)

Decent Combat Orders

All Skills: +1

(Passive: +5 All Stat)

Decent Speed Infusion

(passive)

Attack Speed: +1

(Passive: +5 All Stat)

Decent Hyper Body

Max HP: +40%. Max MP: +40%

(Passive: +5 All Stat)

Decent Mystic Door

(Passive: +5 All Stat)

True Arachnid Reflection

Large AOE attack that hits up to 15 enemies. Leaves behind a mark that continues to attack periodically for 50 seconds. 250-second CD.

Solar Crest

Large AOE attack that hits up to 15 enemies. Creates a temporary follower that continues to attack periodically for 51 seconds. 251-second CD.


BOOST NODES

If you are planning to main or push your Xenon far, it is recommended that you eventually max ALL boost nodes. However, only 4 of them are needed to be able to unlock all 6th job Mastery Cores and actually matter for damage. The other 2 are Filler Boost Nodes and are NOT a priority for upgrading since they barely add to Xenon’s overall damage.

PRIORITY BOOST NODES
(NEEDED FOR 6TH JOB)

FILLER BOOST NODES

(ONLY UPGRADE WITH EXCESS V POINTS)

Mecha Purge

Diagonal Chase/Horizon Driver/Ion Thrust

Triangulation/Hypogram Field/Entangling Lash

Beam Spline/Quicksilver

Salvo System/Orbital Cataclysm/Gravity Pillar

Beam Dance/Combat Switch


NODE LEVELING PRIORITY

For Hyperburns/260+ Mains:

Since you want to prioritize being able to unlock HEXA Mastery Cores and HEXA Boost nodes, this list will prioritize those skills.

(Quick tip for those who are leveling up quickly: Avoid leveling any Decent skills other than Decent Holy Symbol  and Decent Holy Fountain  , and disassemble them to craft priority nodes you want to level up)

  1. Hypogram Field: Fusion   Omega Blaster
  2. Photon Ray
  3. Core Overload
  4. Last Resort

  1. Boost Nodes (check BOOST NODES section for more info!)
  2. Maple World Goddess’s Blessing
  3. Overdrive
  4. Resistance Infantry
  5. Decent Holy Symbol (Please note that when you level up Decent Holy Symbol  is up to your discretion. If you prioritize EXP and Drop Rate, put this higher on the priority list)

  1. If you are finished with this list, please look at the ALL OTHER NODES PRIORITY section at the bottom.

Damage Priority Node Leveling Priority (for mules not going for lvl 260+):

  1. Hypogram Field: Fusion   Omega Blaster
  2. Last Resort
  3. Photon Ray

  1. Boost Nodes (check BOOST NODES section for more info!)
  2. Maple World Goddess’s Blessing
  3. Overdrive
  4. Resistance Infantry
  5. Core Overload  
  6. Decent Holy Symbol(Please note that when you level up Decent Holy Symbol  is up to your discretion. If you prioritize EXP and Drop Rate, put this higher on the priority list)

  1. If you are finished with this list, please look at the ALL OTHER NODES PRIORITY section at the bottom.

ALL OTHER NODES PRIORITY: (when you finish the lists above)

  1. True Arachnid Reflection  ≈ Solar Crest  (Level these whenever you get the nodes from Will or Seren)
  2. Erda Nova  (better than Xenon’s class bind and has a lower Cooldown when level is maxed out)
  3. Venom Burst  
  4. Decent Holy Fountain  (great for bossing and certain bosses like the Black Mage, where you normally can’t use portions)
  5. Erda Fountain  (level up to your own discretion. Want to level up so you can one-shot or two-shot monsters on your farming map)
  6. Will of Erda  (great for cleansing certain status effects. Higher level means lower CD)
  7. Blink  ≈ Loaded Dice  (Both give +Attack Power as a passive when leveled up)
  8. Rope Lift  (Gives +All Stat as a passive when leveled up)
  9. Decent Advanced Blessing  ≈ Decent Sharp Eyes  ≈ Decent Combat Orders  ≈ Decent Speed Infusion  ≈ Decent Hyper Body  ≈ Decent Mystic Door  (All of these Decent skills do not give upgraded effects when leveled up. They give slightly more +All Stat as a passive, even less than Rope Lift )

SIXTH JOB

ORIGIN / ACCENT

 ARTIFICIAL EVOLUTION

Xenon’s origin skill, Artificial Evolution , is a lingering origin that gives us A FREAKING JETPACK!

Jetpack is toggled with the Liberty Boosters  skill.

You can right click the Artificial Evolution (Origin) , to come out of the animation on the ground instead of flying.

It is up to personal preference whether you want to do this or not, but most people do.

Every 1.8 seconds, the Jetpack will shoot six lasers at the target you are hitting, dealing 960% Damage 5 times. This skill lasts for 30 seconds.

The main gain from this skill isn't the damage itself or the extra lasers, but the fact that you can install

Omega Blaster  instantly and still use skills like normal, such as Mecha Purge Snipe  (HEXA) .

 NEOTERIC SNAP

Xenon’s accent skill is called Neoteric Snap , and can be used three times in a single boss fight.

Like other accent skills, DO NOT USE THIS DURING BURST! This skill does NOT get any damage benefits from ALL buffs (Maple Goddess, Last Resort, familiars, etc), so it is a waste of time to use this during burst.

Try to use this off-burst/whenever you need an I-frame.

Upon activation, this skill deals 7000% Damage 10 times, then 4331% Damage 14 times. Afterwards, 75 quantum blades strike the target, dealing 1365% Damage 15 times per blade. Quantum blades can be stacked up to 225 times (a.k.a. the Accent skill can be spammed without consequence).

*Keep in mind that accent skills have heavy scaling towards the later levels, so if your accent skill does not do much damage early on, that is normal.


MASTERY CORES

 HEXA MECHA PURGE

                       

This is Xenon’s first Mastery Core. It upgrades our 4th job,

Mecha Purge  skill, removing the

Mecha Purge: Bombard  mode.

It also changes what Modal Shift  looks like.

Check out the MODAL SHIFT section if you don’t know which Mecha Purge to use!

HEXA Mecha Purge: Snipe 

Upgrades Mecha Purge: Snipe , increasing the reach and Damage to 465%, 7 times. +40% IED.

Every 8 seconds, use HEXA Mecha Purge: Execute instead.

HEXA Mecha Purge: Execute 

Summons 3 explosions at the target, dealing 310% Damage, 7 times. +40% IED.

HEXA Mecha Purge: Bombardment 

Upgrades Mecha Purge: Bombardment , increasing the hitbox and the Damage to 615%, 5 times.

Every 6 seconds, use HEXA Mecha Purge: Fire  instead. Right-clicking this skill will cause HEXA Mecha Purge: Fire to only activate when holding down the down arrow key (not recommended).

HEXA Mecha Purge: Fire 

Summons an even wider area of damage, dealing 615% Damage, 7 times

.

 HEXA TRIANGULATION

                     

This is ½ of Xenon’s 2nd Mastery Core. In particular, it heavily upgrades Trianglulation , a 3rd job skill. Before the 2-minute changes, this Mastery Core was the main reason why Xenon had the best burst at the time. However, now it is just a plain boost to our overall damage.

HEXA Triangulation 

Each time you hit the enemy, there is a 30% chance to attach an airframe to the target and deal 410% damage, 3 times. Whenever you hit a target with 3 airframes, consume the airframes, each dealing 220% damage, 4 times.

Each airframe lowers the enemy’s accuracy by 8%

You can only consume the airframes every 1.5 seconds.

 HEXA HYPOGRAM FIELD

This is the other ½ of Xenon’s 2nd Mastery Core. In particular, it upgrades Hypogram Field ,

a 4th job skill.

It also changes what Modal Shift  looks like.

Check out the MODAL SHIFT section if you don’t know which box to use!

The main upgrade is the much larger hitbox of this summon, and the additional damage

HEXA Hypogram Field: Force Field 

Whenever a ball touches the edge of the Hypogram Field, deal 700% Damage to 8 targets within it.

HEXA Hypogram Field: Support 

Increases the maximum HP of party members within the Hologram Field by 11%. When a party member within the Field avoids an attack, charge 1 Surplus Energy.

 HEXA SALVO SYSTEM

This is ½ of Xenon’s 3rd Mastery Core. This Mastery Core upgrades the 1st job skill, Salvo System .

This is one of Xenon’s toggles. Check out the TOGGLES section for more info!

HEXA Salvo System 

Summon 4 rockets every 2 seconds. Each rocket does 568% Damage, 2 times. After firing rockets 3 times, summon the Aegis System for the 4th shot.

Aegis System 

Summon 7 rockets that deal 585% Damage, 2 times.

Passive:

Increase HEXA Mecha Purge: Snipe  damage from 465% to 495%

Increase HEXA Mecha Purge: Execute  damage from

310% to 340%

 HEXA ORBITAL CATACLYSM

This is other ½ of Xenon’s 2nd Mastery Core. It upgrades Orbital Cataclysm , an Active Hyper Skill. Although this Mastery Core increases the damage of this skill, this skill is still mainly used as an I-frame, though it does provide some buffs.

HEXA Orbital Cataclysm  

Deals 2571% Damage, 7 times.

50-second CD.

You are I-framed for roughly 2-3 seconds during the cast.

 HEXA BEAM DANCE

This is Xenon’s 4th Mastery Core, and it upgrades Beam Dance, a 4th job skill. Despite the upgrade, we still do not use the active part of this skill.

HEXA Beam Dance  

Each hit from the active skill deals 464% Damage. Unlocking this HEXA Mastery Core gives a new passive called Memory Dance 

Memory Dance 

Summons a floating roomba that follows you. Whenever you attack a target, the roomba will summon a holo-clone that will use Memory Dance on a target, hitting a target 6 times, which deals 210% Damage, 7 times.

10-second CD.


COMMON CORES

 SOL HECATE

Sol Hecate is a common node that provides both insane damage and utility, making boss fights much easier.

Here is what you need to know:

Sol Hecate

Sol Hecate is  a toggle you must turn on in order to receive its effects and damage. Make sure that this is toggled on whenever you fight bosses.

Sol Hecate: Styx  (Lvl 1+)

Sol Hecate: Styx  is the 4 second bind that DOES NOT overlap with regular bind or Origin bind. So even if you use this bind whenever the boss is binded, it will ADD 4 more seconds of bind on top of whatever bind you currently had. Do not worry about timing this bind with the other binds.

Which skill do I bind to Sol Hecate: Styx ?:

Using the Sol Hecate: Pactum  skill in the 6th job skills tab, available once you unlock Sol Hecate, opens a new menu and allows you to bind a skill to Sol Hecate. Doing this will cause Sol Hecate to bind a nearby target for 4 seconds whenever that skill is activated.

If you want to be lazy, bind Sol Hecate to Last Resort

If you want more control, have a separate keybind for Sol Hecate: Styx  (or do both).

Sol Hecate: Charon  (Lvl 20+)

Sol Hecate: Charon  is a passive skill that gives you a free life every 10 minutes. Once your HP reaches zero, you do not lose that life and gain I-frames for 10 seconds. You can end the invincibility early by pressing the separate active part of this skill or binding a skill to it (not recommended).

Sol Hecate: Phlegethon  (Lvl 30)

Sol Hecate: Phlegethon  is an active skill with a 2 minute cooldown that does damage. It is recommended that you bind this to a 2 minute burst skill, such as Omega Blaster . You can right click this skill in the 6th job skills tab to prevent the huge animation from flashing onto the screen (recommended).

HEXA RESISTANCE INFANTRY (WIP)

This is Xenon’s third common node that upgrades our 5th job common node Resistance Infantry . The functionality of this skill does not change after its HEXA upgrade.

HEXA Resistance Infantry

Summons the Resistance elite infantry and giant artillery cannon for 15 seconds. Periodically deals XX% Damage, on up to 12 enemies. Can attack up to 10 times. When the duration ends or it reaches the maximum attack limit, it will automatically disappear.

If you use the skill again, you can re-summon the infantry and cannon. Re-summon cooldown: 3 seconds.

60 second CD.


HEXA LEVELING PRIORITY

Please note that this HEXA Leveling Priority is specifically meant for Heroic servers and is optimized assuming Sol Fragments are a limiting factor. If you want a specific HEXA Leveling Priority Chart for yourself, we highly suggest using Maple Scouter (Disclaimer: Using this tool, in particular, can be finicky. It is a Korean website meant for KMS players and their more advanced API. Watch a separate guide on how to properly use this website and input your stats manually.).

 Origin:           Accent:           Resistance Infantry:           Mastery Core 1:           Mastery Core 2:           Mastery Core 3:           Mastery Core 4:

Boost Nodes Cores: 

HEXA Stats 1:           HEXA Stats 2:           HEXA Stats 3:           Sol Hecate:

(Check out HEXA STATS to figure out which attributes to assign)

(HEXA Stats means unlocking and just getting 20/20 stats. Do not try to optimize HEXA Stat until after all HEXA Cores are maxed.)

Disclaimer: This HEXA leveling order is highly based on FD% gain per sol erda fragment. Two main ways to deviate from this HEXA leveling order is to get Sol Hecate  to level 20 sooner for the extra lives that it provides and to unlock Accent  earlier for the 3 extra I-frames you receive.

(Start from top-left and read left to right like a book)

HEXA LEVELING PRIORITY

1

1

1

1

1

1

4

1

1

2

5

2

7

1

3

3

8

4

2

4

9

5

1

5

3

6

6

4

1

7

7

4

8

8

5

9

6

9

14

2

7

16

7

8

3

17

9

2

19

2

4

2

2

2

3

5

3

14

3

3

15

2

4

14

3

6

15

4

16

25

10

4

7

16

4

10

17

13

3

4

26

8

17

29

18

5

4

18

5

5

19

14

9

6

15

19

10

16

6

6

16

7

17

7

7

8

18

8

19

25

9

8

26

19

25

27

9

26

9

11

27

29

11

29

12

25

12

20

15

26

20

28

11

27

30

29

16

12

14

30

17

13

20

30

14

15

30

14

15

15

16

16

16

17

30

17

18

17

30

19

18

18

30

20

19

23

25

30

30

27

26

29

29

30

30

30


HEXA STATS

HEXA stats has a LOT of variables that make it impossible to make an optimized path for every person. Thus, to generalize HEXA Stats is difficult.

It is highly suggested you use a tool such as Maple Scouter (Disclaimer: Using this tool, in particular, can be finicky. It is a Korean website meant for KMS players and their more advanced API. Watch a separate guide on how to properly use this website and input your stats manually), or use this Hexa Stat Calculator (Credit to Kukkaherra).

In general, Xenons go for ATT > STATS > CRIT DAMAGE

This doesn’t necessarily mean putting ATT on the first line. For example, if you roll a 3/10/7, then the order would be Crit Damage, ATT, then Stats.

Please remember that this is just a generalization, and you should really use one of the tools linked above to make your own Hexa Stats priority order!


BURST ROTATIONS

NON-ORIGIN FULL BURST

Hold Down Omega Blaster:

Cast Photon Ray:           Fire off/Recast Photon Ray:

(Check out the PHOTON RAY section if you don’t understand how Photon Ray  works!)

Full Burst Skill Sequence:           OOPArts Skill Sequence:

(Check out the SKILL SEQUENCE section to see what each of these sequences is made up of!)

NON-ORIGIN FULL BURST ROTATION

Please note that this assumes you are NOT using the Double Photon tech (check out DOUBLE PHOTON for more info!)

PreBurst

0s

3.5s

Whenever

Photon Ray  

is charged up.

Whenever

Hypogram Field: Fusion  

summon duration is over.

You can use  before entering the boss room to make sure the OOPArts Code buff is up. (optional)

If you are already charging or charged up Photon Ray , then skip .

If you don’t know what this is talking about, check out the PHOTON RAY section on how this skill works or DOUBLE PHOTON section on why we even charge up before burst.


ORIGIN FULL BURST

You can right click the Artificial Evolution (Origin) , to come out of the animation on the ground instead of flying.

It is up to personal preference whether you want to do this or not, but most people do. You can always toggle the fly mode with Liberty Boosters  skill.

 

Tap Omega Blaster:

(The main difference between Origin and Non-Origin burst is that during Origin burst, you do not hold down Omega Blaster , you tap it)

Cast Photon Ray:           Fire off/Recast Photon Ray:

(Check out the PHOTON RAY section if you don’t understand how Photon Ray  works!)

Full Burst Skill Sequence:           OOPArts Skill Sequence:

(Check out the SKILL SEQUENCE section to see what each of these sequences is made up of!)

ORIGIN FULL BURST ROTATION

Please note that this assumes you are NOT using the Double Photon tech (check out DOUBLE PHOTON for more info!)

Pre-Burst

0s

Whenever

Artificial Evolution (Origin)  

animation ends.

Whenever

Photon Ray  
is charged up.

Whenever

Hypogram Field: Fusion  

summon duration is over.

You can use  before entering the boss room to make sure the OOPArts Code buff is up. (optional)

If you are already charging or charged up Photon Ray , then skip .

If you don’t know what this is talking about, check out the PHOTON RAY section on how this skill works or DOUBLE PHOTON section on why we even charge up before burst.


HALF BURST (60 SECOND BURST)

Cast Photon Ray:           Fire off/Recast Photon Ray:

(Check out the PHOTON RAY section if you don’t understand how Photon Ray  works!)

Half Burst Skill Sequence:           OOPArts Skill Sequence:

(Check out the SKILL SEQUENCE section to see what each of these sequences is made up of!)

HALF BURST

Please note that this assumes you are NOT using the Double Photon tech (check out DOUBLE PHOTON for more info!) or Double Box Tech (check out DOUBLE BOX for more info)

Pre-Burst

0s

Whenever

Photon Ray

is charged up.

Whenever

Hypogram Field: Fusion  

summon duration is over.

Have Hypogram Field  up already.

If you are already charging or charged up Photon Ray , then skip .

If you don’t know what this is talking about, check out the PHOTON RAY section on how this skill works or DOUBLE PHOTON section on why we even charge up before burst.


CULVERT (NOT UP TO DATE/DO NOT FOLLOW)

Hold Omega Blaster:           Release Omega Blaster:           Release Omega Blaster + Beam Cancel:

(Check out the BEAM DANCE CANCEL section to see what Beam Cancel means!)       

Cast Photon Ray:           Fire off/Recast Photon Ray:

(Check out the PHOTON RAY section if you don’t understand how Photon Ray  works!)

Culvert Skill Sequence:          OOPArts Skill Sequence:

(Check out the SKILL SEQUENCE section to see what each of these sequences is made up of!)

Prerequisites/Notes:

  • This culvert rotation is subject to optimization.
  • This particular culvert rotation is meant for high Combat Power players
  • You will need a -2 Cooldown hat (you can make a separate hat with just -2 Cooldown or if you already have -2/-4 Cooldown on your normal bossing hat, great!)
  • Make sure to right click Origin , so that you are on the ground and not flying (should look like this now )
  • Use Resistance Infantry  off CD
  • You have lvl 250 Mercedes Legion block
  • You have both Continuous Ring/Ring of Restraint Oz rings
  • Make sure to have Continuous Ring already equipped and off Cooldown
  • You have Fatal Strike I Special Node (5th job)
  • Remember that you can animation cancel  by using it during  animation

Entry Room:

  • Equip -2 CD Cooldown hat (If you need a separate -2 Cooldown hat)
  • Use , , ,
  • Reequip regular bossing hat (if needed)
  • When there is 40 seconds left on , activate  without activating  (use a skill like , but do not hit the dummies)
  • When there is 38 seconds left on , enter Culvert Boss Room

Culvert Boss Room

  • On Entry: , , place  to the right half of where the boss spawns.

When the boss is about to spawn, place  to the left half of the boss spawn location to start using the Double Box tech

(check out DOUBLE BOX for more info!)

  • 120s: Face away from boss and place
  • ~116s:  to trigger
  • ~113s: , ,
  • ~98 - 99s: , Use  when fully stacked
  • 88s: replace  in same location as before
  • 72s: 
  • 68s: 
  • 53s: 
  • 44 - 40s:  Swap to (you can bind the boss to help with ring swap)
  • 36s: , , ,
  • 29s: .

 to the left half of the boss spawn location to use Double Box tech again (replace  if you accidentally Double Box incorrectly)

  • 20s:  whenever it is up again
  • 15s: ,
  • ~9s:  ASAP off Cooldown,
  • 8s: 
  • 6-7s:  when fully stacked

Video for reference (Credit to Software):

►►► CULVERT EXAMPLE VIDEO◀◀◀

TRAINING MAPS

CERNIUM/BURNING CERNIUM

Rocky Overlook 3 (lvl 260-261)

(For Pre-Sol Janus/Mastery Cores)

30 Sacred Force

17,760 mobs/hr

  • Use teleport portals to move around the map
  • Use jump +  to use  on mobs on top platforms

Rocky Overlook 3 (lvl 260-261)

(For Post-Sol Janus/Mastery Cores)

30 Sacred Force

17,760 mobs/hr

  • Use teleport portals to move around the map
  • Jump to summon  in the air

Cernium Eastern City Ramparts 3 (lvl 260-262)

30 Sacred Force

17,760 mobs/hr

Eastern City Ramparts in Battle 6 (lvl 262-264)

50 Sacred Force

17,760 mobs/hr


HOTEL ARCUS

Nostalgic Drive-in Theater 3 (lvl 265-267)

70 Sacred Force

18,240 mobs/hr

Train with No Destination 6 (lvl 268-269)

100 Sacred Force

17,760 mobs/hr


ODIUM

Road to the Castle’s Gates 4 (lvl 270-271)

130 Sacred Force

18,240 mobs/hr

Captured Alley 4 (lvl 270-272)

160 Sacred Force

18,240 mobs/hr

Sunny Laboratory 3 (lvl 271-273)

180 Sacred Force

18,240 mobs/hr

Laboratory Behind the Locked Door 3 (lvl 273-274)

200 Sacred Force

18,240 mobs/hr


SHANGRI-LA

Blooming Spring 2 (lvl 275-276)

230 Sacred Force

18,240 mobs/hr

Gentle Summer 5 (lvl 275-277)

260 Sacred Force

18,240 mobs/hr

  • Jump to summon  in the air

Drowsy Autumn 3 (lvl 276-278)

280 Sacred Force

18,240 mobs/hr

Harsh Winter 5 (lvl 278-279)

300 Sacred Force

18,240 mobs/hr


ARTERIA

Combat Zone Outskirts 2 (lvl 280-282)

330 Sacred Force

18,720 mobs/hr

Bottom Deck 2 (lvl 281-283)

360 Sacred Force

18,720 mobs/hr

  • Use  to clear the bottom platforms

Top Deck Passage 2 (lvl 283-284)

400 Sacred Force

18,720 mobs/hr

  • After proccing  with , use  to hit the monster below you


CARCION

Calm Beach 2 (lvl 285-287)

430 Sacred Force

18,720 mobs/hr

  • Jump to summon  in the air

Among Tainted Trees 3 (lvl 287-289)

460 Sacred Force

18,720 mobs/hr

Breathtaking Cave 2 (lvl 288-289)

500 Sacred Force

18,720 mobs/hr


TALLAHART

Silent Ashlands 1 (lvl 290-291)

600 Sacred Force

18,720 mobs/hr

Fate-Fields of Provenance 3 (lvl 290-292)

660 Sacred Force

18,720 mobs/hr

Night Road 3 (lvl 293-295+)

700 Sacred Force

18,720 mobs/hr

Night Road 2 (lvl 293-295+)

700 Sacred Force

18,720 mobs/hr


FUTURE KMS CHANGES

Please note that the list of changes is surface level and will not contain every detail. If you wish to find the exact details of these changes and source of this information, I highly recommend you go to Orange Mushroom Blog. It is a blog by Max, which contains fully translated current KMS patches. (I always check this out whenever a new patch is announced on KMS servers).

(And before you ask, yes, it's always a nerf /j )

(No Future Xenon related KMS patches out right now)

CHANGE-LOGS

11/2/25

Published V1.0.0

11/3/25

V1.0.1

  • Added gifs/images to Introduction section

11/6/25

V1.0.2

  • Minor changes to Culvert section to fix errors

11/8/25

V1.0.3

  • Made changes to Ability Points section to be more accurate (credit to @Kukkaherra for info)

11/9/25

V1.0.4

  • Added animation cancel info for Photon Ray, Double Photon Ray, and Culvert section.
  • Fixed Fatal Strike info and sprite in Culvert section
  • Added in updated sprite for Origin in Culvert section
  • Added in "Continuous Ring” next to cont ring sprite in Culvert section

11/11/25

V1.0.5

  • Minor spelling/formatting edits
  • Added Double Photon link to CD hat section

11/12/25

V1.1.0

  • Updated Link Skill section with new lvl 3 link skills and changed priorities based on new update
  • Minor grammar fixes
  • Added line to Legion Board Grid section

11/14/25

V1.1.1

  • Updated Google doc title
  • Updated Legion block/link skill section to include Ren based effects

12/1/25

V1.1.2

  • Updated Ring Swap section info

12/3/25

V1.1.3

  • Updated mob/hr on Training Maps section to be more accurate

12/9/25

V1.2.0

  • Updated Xenon’s Hexa leveling section to include Accent skills

12/23/25

V1.2.1

  • Added Accent skill section into sixth job section

12/29/25

V1.2.2

  • Changed Flames section info and added an example calculation
  • Updated info on the WSE section
  • Updated Introduction section
  • Updated Pros/Cons section
  • Updated Legion effects sections
  • Updated Potentials section
  • Updated Ring swap section
  • Updated Cooldown Hat Section
  • Updated WIll Book section
  • Updated Modal Shift section
  • Updated Movement Skills section
  • Updated OOPArts Code section

12/30/25

V1.3.0

  • Created new Future KMS Changes section

1/3/26

V1.4.0

  • Change Flames section’s name to Flame Score
  • Changed Will Book section name to Will’s Pitched Book
  • Created New Quick Links section

1/20/26

V1.4.1

  • Minor update to Sia Link skill info

2/3/26

V1.4.2

  • Changes to link skill section due to Hayato and Kanna rework

2/27/26

V1.4.3

  • Added a “What do you do if you picked the wrong Genesis weapon” info to the Genesis weapon section
  • Updated the Oz ring swap info
  • Updated Skill sequence due to Oz ring swap info change

3/10/26

V1.4.4

  • Made minor info changes on the “Hyper Stats” section
  • Added a small note warning about incoming class balance and that there will be a waiting period for updating the entire guide

3/18/26

V1.5.0 (Due to the patch V267/Balance changes)

  • Edited the Pros and Cons section under “Introduction” section
  • Updated the Skill Sequence section
  • Updated the Hyper Skill Passives section
  • Removed the “Mana” section
  • Updated the Modal Shift section
  • Updated the Movement Skills section
  • Updated the I-Frames section
  • Removed the Beam Dance Cancel section
  • Removed the Double Box section
  • Updated the Hypogram Field: Fusion section
  • Updated the Common Nodes section
  • Updated the Node Leveling Priority section
  • Updated all 6th job related sections
  • Updated Origin burst, Non-Origin burst, and Half burst sections
  • Updated Half burst section to include (60 seconds) in the title

3/22/26

V1.5.1

  • Updated 5th job section, with new GIFS and info to reflect recent balance changes.
  • Added additional info to Burst Rotation section about right clicking Origin skill
  • Fixed minor mistakes in Burst Rotation section
  • Deleted/Updated Future KMS Changes section

3/24/26

V1.5.2

  • Updated Burst Rotation section to be more optimized (thank you to @moosemaster99 for pointing errors out)
  • Updated Link skills section (also thanks to @moosemaster99 for pointing errors out)

4/10/26

V1.5.3

  • Updated the Summon Duration section

6/11/26

V1.5.4

  • Small mention of Xenon’s damage distribution on Introduction section

6/12/26

V1.5.5

  • Added a Common Questions section

6/17/26

V1.6.0

  • Updated all info due to patch V.269 (Ride the Lightning)
  • Removed Culvert from Skill Sequence section
  • Added Erel to Legion section
  • Updated Link Skills section due to Erel and Lynn
  • Updated numbers for Accent skills and OOPArts

6/18/26

V1.6.1

  • Fixed error in Hexa Leveling Priority section

6/23/26

V1.6.2

  • Fixed error in Training Maps Carcion section
  • Fixed error in Hexa Leveling Priority section
  • Added Will and Seren skill to Skill Sequence section
  • Removed manual usage of Will and Seren skill from the Burst Rotations section
  • Removed KMS future patch (no future KMS patches related to Xenon at the time of writing this)
  • Updated Boost Nodes section

8/8/26

V1.6.3

  • Added a new farming map for Talahart Section
  • Updated Cooldown hat section
  • Updated Double Photon section

9/8/26

V1.7 (Due to the patch V271)

  • Updated Genesis Weapon? Section
  • Added a new True Flame Score section
  • Updated Xenon’s Hexa leveling section to include New Resistance Infantry Skill
  • Added HEXA Resistance Infantry section
  • Updated Burst Rotations sections