MapleStory Boss Ranges (Reboot & Normal) – Guide To Boss Progression

Last Updated on March 12, 2024 by Samuel Franklin

If you’re feeling uncertain about your next MapleStory boss encounter this MapleStory boss ranges guide will help you decide when you’re ready to fight your next target. Whether you’re on Reboot or the normal servers a common concern for players is whether they’re strong enough to fight a particular boss or what their current focus should be to reach the necessary power level. By using this guide as a reference point players can plan out their broader account progression and not waste time or boss attempts on failure.

This comprehensive resource analyses multiple measures of account progression including level, damage range, dojo floor, main stat, ignore enemy defence %, legion and fifth job skill nodes so players will be able to determine the minimum requirements and recommended gear for the next boss battle. In addition I’ve included my personal experiences with a number of the boss encounters that MapleStory has to offer and extra video guide resources from the community. As a result this guide is an accumulation of not only my 2,000+ hours of progression and boss fights in MapleStory but also the broader community to help you conquer MapleStory’s bosses with confidence.

Table of Contents:
MapleStory Boss Ranges Overview
MapleStory Boss Range Chart/Table
MapleStory Boss Fight Resources


MapleStory Boss Ranges Overview

While the concept of boss range charts in MapleStory is widely requested and discussed in the community they are inherently an imperfect tool given the vast game mechanics and classes available that make it impossible to consider your specific account and your own mechanical playing abilities. Accordingly when reading the detailed boss recommendation table below players should keep in mind that it is only a general representation of what is required and I always encourage players to push themselves by attempting a boss at least once before they reach the milestones noted here as you don’t need to reach all of them for a chance at a successful boss kill.

Higher damage for boss fights is of course always useful as it lowers the effective time to kill the boss and in turn lowers the opportunities to make mistakes that might lead to a failed attempt. While it can be tempting to focus solely on solo damage range (or main stat requirements) I’ve included multiple account reference points to help guide your progression through the boss difficulty list.

The different metrics used in this guide below are:

  • Level: Level primarily dictates your skill levels but can also provide insight to your base main stat (STR, DEX, LUK or INT) that makes it an important factor. Most importantly though the closer you are to the actual boss level the less damage reduction your attacks will receive, which is particularly potent on Reboot servers.
  • Damage Range: Your fully buffed maximum damage number shown in your character stat window is often referred to as your damage range and serves as an initial quick checkpoint to see if you are in the same league as a boss. The ranges here are based on Reboot that results in slightly inflated numbers due to the damage buff Reboot characters get per level so normal server players should be able to comfortably lower these. Improving your damage range is primarily driven by your weapon, secondary and emblem potential with minor boosts coming from using other best in slot items (totems, titles, medals and pocket slot.
  • Dojo Floor: The dojo floor that you can reach on your character which is a useful alternative metric as the dojo gives a consistent challenge for comparison and in my opinion is more reliable than damage range alone. Be aware that some classes perform better in the dojo content than others due to the design of dojo challenges so it is by no means an absolute metric.
  • Main Stat: Given the importance of main stat for character progression in MapleStory this is another quick checkpoint while also providing insight into your progress with mechanics such as potential and Star Force to determine if you have the recommended equipment.
  • Ignore Enemy Defence (IED) %: All the mid to late game bosses of MapleStory have high percent damage reduction (PDR) that serves as an IED stat check and if you don’t hit the minimum required you’ll barely tickle them in terms of damage. Note that this should be your effective IED (also known as true IED) which is often higher than that shown in your stat window due to other sources of IED that aren’t included there. You can calculator your effective IED with this MapleStory IED utility calculator while the best ways to raise IED are Link Skills and Legion.
  • Legion: Your total account Legion level provides power through the likes of IED, Boss Damage, Critical Chance and Critical Damage while also giving insight into the Link Skills you might have available as many of these are damage focused.
  • Skill Nodes/Boost Nodes: After you reach level 200 and take your fifth job advancement in MapleStory your damage can dramatically begin to climb as you start to use and unlock nodes that give you access to new skills or boost nodes that enhance your previous abilities with utility like IED or targets hit. A number of 5/20 in the table below means you have all of your key fifth job skills at least level 5 and at least 20 boost levels to each of your key previous job abilities (skill nodes cap at 25 and boost nodes cap at 50 before factoring in matrix points).


MapleStory Boss Range Chart/Table

This boss guide to required damage ranges and other metrics is presented based on the boss difficulty list order within the MapleStory Maple Guide. It does not include MapleStory boss HP as these values can change between game patches and are generally not a useful metric to focus on given bosses have different PDRs that alter their effective HP and different boss mechanics that impact the windows of time that you can deal your damage safely.

The boss ranges currently includes up to Easy Lucid as bosses from that point onwards have many variables, party dynamics, personal skill levels and your own class considerations to even be remotely accurate. For the bosses that are generally killed in parties from this point onwards your MapleStory guild will have a specific requirement to reach before being invited to their boss parties.

Boss Level Damage Range Dojo Floor Main Stat Effective IED Legion Skill/Boost Nodes
maplestory-boss-zakum-easyZakum (Easy) 55 Any Any Any Any Any N/A
maplestory-boss-zakum-normalZakum (Normal) 100 25k 10F Any Any Any N/A
maplestory-boss-papulatus-easyPapulatus (Easy) 130 250k 21F 4k Any Any N/A
maplestory-boss-magnus-easyMagnus (Easy) 140 75k 15F 3k Any Any N/A
maplestory-boss-hilla-normalHilla (Normal)
maplestory-boss-von-leon-easyVon Leon (Easy)
120 100k 18F 3k Any Any N/A
maplestory-boss-horntail-easyHorntail (Easy) 130 50k 15F Any Any Any N/A
maplestory-boss-ranmaru-normalRanmaru (Normal)
maplestory-boss-horntail-normalHorntail (Normal)
maplestory-boss-von-bon-normalVon Bon (Normal)
maplestory-boss-crimson-queen-normalCrimson Queen (Normal)
maplestory-boss-pierre-normalPierre (Normal)
160 100k 15F 2k Any Any N/A
maplestory-boss-vellum-normalVellum (Normal) 160 150k 20F 3k Any Any N/A
maplestory-boss-arkarium-easyArkarium (Easy)
maplestory-boss-horntail-chaosHorntail (Chaos)
160 300k 24F 4k Any Any N/A
maplestory-boss-gollux-normalGollux* (Normal)
maplestory-boss-von-leon-normalVon Leon (Normal)
150 800k 28F 6k Any Any N/A
maplestory-boss-pink-bean-normalPink Bean (Normal)
180 250k 21F 4k Any Any N/A
maplestory-boss-magnus-normalMagnus (Normal)
maplestory-boss-cygnus-easyCygnus (Easy)
maplestory-boss-von-leon-hardVon Leon (Hard)
160 900k 29F 7k Any Any N/A
maplestory-boss-arkarium-normalAkarium (Normal)
maplestory-boss-papulatus-normalPapulatus (Normal)
170 2mil 34F 9k 85 4k 1/10
maplestory-boss-ranmaru-hardRanmaru (Hard) 195 500k 26F 6k Any Any N/A
maplestory-boss-hilla-hardHilla (Hard) 200 1mil 30F 8k 85 4k 1/10
maplestory-boss-pink-bean-chaosPink Bean (Chaos)
maplestory-boss-cygnus-normalCygnus (Normal)
maplestory-boss-von-bon-chaosVon Bon (Chaos)
maplestory-boss-crimson-queen-chaosCrimson Queen (Chaos)
maplestory-boss-pierre-chaosPierre (Chaos)
maplestory-boss-zakum-chaosZakum (Chaos)
maplestory-boss-princess-no-normalPrincess No
210 1.5mil 31F 10k 85 4k 1/10
maplestory-boss-vellum-chaosVellum (Chaos) 210 2.5mil 34F 11k 90 4k 5/15
maplestory-boss-magnus-hardMagnus (Hard) 210 2mil 33F 11k 85 4k 5/15
maplestory-boss-papulatus-chaosPapulatus (Chaos) 210 3mil 40F 13k 90 6k 5/20
maplestory-boss-lotus-normalLotus (Normal) 210 5mil 42F 16k 93 8k 20/40
maplestory-boss-damien-normalDamien (Normal) 220 7mil 43F 19k 93 8k 20/40
maplestory-boss-lucid-easyLucid (Easy) 230 8.5mil 50F 22k 93 8k 20/40

*Hard Gollux (Hardlux) is approximately equivalent to Vellum (Chaos) while Hell Gollux (Hellux) is approximately equivalent to Lotus (Normal).

MapleStory Boss Fight Resources

There are many bosses in MapleStory but some of these represent significant leaps in mechanics or requirements to effectively defeat them which means they are a major hurdle for many players. Here I discuss some of the notable bosses, their important equipment drops, my personal experiences, tips and tricks in fighting these MapleStory bosses and include useful community resources to help you overcome these bosses.


Magnus represents one of the largest initial mechanical leaps in MapleStory bossing as it can be difficult for players to understand what is happening and the best strategy given the number of attack types and environmental damage sources in this boss room. This was definitely the case for me during my boss progression and while it’s relatively simple to brute force Easy Magnus with damage the Normal Magnus range and Hard Magnus range requirements make it difficult to apply this same tactic. As Magnus drops both the Royal Black Metal Shoulder and Crystal Ventus Badge that are key to equipment progression this is not a boss you can simply ignore.

While at first glance the fight seems difficult due to all of the attack patterns of Magnus once players break down the individual components of the fight you’ll understand what you should do to succeed here. Success primarily comes down to careful positioning of your character at all times to avoid the falling high damage meteors while maintaining a close enough distance to Magnus (represented by the blue area around him) as this protects players from continuous damage and removes the damage debuff outside of this area. With this design in mind ranged classes will have the toughest time with Magnus given the change in playstyle and I recommend saving your longest burst cooldowns for the end of the fight as that is when the safe area shrinks so you will want to end it quickly.

Chaos Root Abyss (CRA)

One of the most notable milestones in MapleStory is Chaos Root Abyss (CRA) as it provides the staple Root Abyss equipment set and includes Von Bon, Pierre, Crimson Queen (often referred to as three door CRA) and Vellum. The requirements to fight Vellum is significantly higher than the other three due to having near double the PDR that requires players to reach a higher IED value. Excluding this higher IED requirement though the Vellum mechanics aren’t necessarily harder than the other CRA bosses and the hardest CRA boss for you will likely be class dependant. For me personally on my Night Lord main I would rate them as Von Bon > Crimson Queen > Vellum > Pierre from easiest to hardest as the split mechanic of Pierre was always difficult to do effectively on my Night Lord.

Von Bon is relatively easy as this fight is primarily a game of patience as you utilise the windows you have for damage while dodging the telegraphed attacks through audio and visual cues. Players also need to be mindful of keeping Von Bon away from the lighter clock as this will rapidly reduce the boss timer available while the darker clock actually adds time to the fight.

Crimson Queen has a range of attacks with different mechanics depending on the face she is displaying that requires players to adjust rapidly and pay attention to her current mode. Mechanically like Von Bon many of the attacks are well telegraphed with key priorities being destruction of the spawned mirrors and staying at a safe distance from her mostly melee attacks that can make her slightly more difficult for melee classes.

Pierre is by far the hardest of the CRA three door with a three coloured hat system that alters his behaviour that players need to learn. With a purple hat he will slowly chase the player, a blue hat he will turn into a slow moving flame tornado and the red hat he will disappear before appearing next to the player for an attack. The most important part of this fight is not attacking Pierre when you are wearing the same hat as this results in healing him and can quickly ruin your entire boss run if you aren’t paying attention. This mechanic adds an extra layer of difficulty for characters that utilise skills that deal damage over time like the Night Lord’s Shurrikane or Dark Lord’s Omen as the hat may change while these are still active and inadvertently heal Pierre. The hardest mechanic is at approximately one third HP where Pierre splits into two clowns with their own coloured hats and they must both be defeated within 5 seconds of each other. The preferred method for many is to burst Pierre just before this split occurs although not all classes have this option and need to rely on carefully dealing damage to the clones equally.

Vellum is another boss fight of patience as you utilise the windows of attacks and players should be prepared to utilise the full 20 minutes of the fight when first clearing Vellum as safe play will help you be successful. In between Vellum standing still you’ll primarily be dodging attacks from the roof and floor which gives an edge to high mobility classes that have multiple tools to reposition when necessary.


Gollux is a boss that has gone through a number of changes both in terms of boss fight and reward mechanics but one thing that has remained consistent is that Gollux items have always been critical in gear progression. There are four different versions of this large multi screen boss that are activated based on the number of body parts players destroy and includes Easy Gollux, Normal Gollux, Hard Gollux (Hardlux) and Hell Gollux (Hellux) with Hardlux or Hellux generally being the focus of the community given this is where the best equipment is obtained. The Hard Gollux range required is closer to CRA while the Hellux range is closer to Lotus that makes this battle a focus after you’re comfortably clearing CRA.

Mechanically the Gollux fight is straight forward with Gollux having mostly one directional or small attack zones that can be dodged with practice and the clearing of spawned mobs for which a summon or similar skill significant assists with. For Gollux it’s often the length of the fight at first combined with the multiple stages of the fight that need to be understood that will cause people to fail.

Lotus & Damien (Lomien)

This combination of bosses often referred to as Lomien is the next milestone for MapleStory bosses and is an important one as combined they allow players to craft their own AbsoLab equipment set.

Lotus has many mechanical challenges for players to overcome across several phases with the best counters to these varying slightly between classes given their different available movement tools which will determine how fast or slow you want to play this fight. During the first phase you’ll be paying careful attention to a spinning laser that alternates in speed while different coloured robots attempt to explode in your face with different effects that include the deadly seal, stun, reversed controls and slow. The next two phases are environmental heavy with a large number of falling objects to dodge with players also having to utilise falling platforms to avoid an electrical floor in both phase 2 and 3 with Lotus having tools to pull the player or remove your ability to jump that disrupts your character. As a result Lotus is a boss that is best defeated through practice and patience where you prioritise your own safety over damage and accept that it is going to be a long fight particularly when you only just meet the minimum damage requirements.

Damien is not as mechanically intense as Lotus but you’ll need a higher damage threshold to defeat him with the limited attack windows you have. In this fight you’ll be battle both Damien and his flying sword that give you two enemies to dodge while dealing damage in the brief windows where Damien stands still between attacks. In the first phase you’ll be focused on dodging the flying sword and removing debuffs at the the shrine that spawns on the map while keeping your eye on Damien as he can fly above the player in a similar manner to Magnus before unleashing a barrage of attacks. The second phase begins at around 30% of Damien’s HP and increases the challenge by introducing up to 3 large blue orb auras that reduce your damage by 90% when touched that make drawing these away from Damien a critical fight mechanic which is definitely easier on mobile ranged classes. Like Lotus it comes down to persistence and patience and not trying to force attack windows by putting yourself at risk.

Written by
Samuel Franklin
Samuel Franklin is the founder and lead editor of the Games Finder team and enjoys video games across all genres and platforms.

With over 2,000 hours of MapleStory played since beta Sam has experienced the evolution of MapleStory firsthand and continues to return for the satisfying progression, the thrill of overcoming challenging bosses and the enduring joy of the community interactions. Playing primarily solo as his level 226 Night Lord for the swift ranged attacks and dominating solo boss power Sam is currently exploring the depths of the Arcane River and the expanding Maple World on the Scania server while developing a legion of powerful characters to support his account.

This extensive experience with MapleStory has given him a deep understanding of the game’s mechanics, hidden secrets and ever-evolving game landscape. He is excited to share his knowledge and insights with fellow Maplers, helping them navigate their own unique stories through the world of MapleStory.


  1. How are Chaos papulatus and Hard Hilla on the same damage range needed when Hilla has 16b hp and papulatus 378b ? Hard Hilla is very easy, doesn’t require anywhere near 3m range

    • Thanks for the comment, I spent the afternoon on some bossing mules and I agree that somewhere around 1 to 1.5mil feels comfortable and I’ve lowered the Hard Hilla requirements accordingly. These numbers were inflated as they were in reference to the old Hard Hilla where she required a significant damage hurdle in order to solo clear.

      Games Finder Admin

  2. what about bosses after ez lucid?

    • Hi a,

      I have a note above the table of boss ranges that I made the decision to stop at Easy Lucid given from this point on there are simply too many variables for a range guide to be useful particularly as parties start to become a factor.

      Games Finder Admin

  3. I’m not sure if I just suck at CRA but I can comfortably clear czak everytime at 2mil range and 75ish (forgot the actual figure) IED% but cannot clear any of the CRA doors; particularly pierre whos last 20-30% hp hurdle needs to be bursted before he splits in 10s (erda nova bind)

    • I’d first recommend getting some more IED, either through your potential, Luminous’s link skill, or the legion system. After you do that, I’d focus primarily on Chaos Von Bon and Chaos Queen as they’re by far the easier of the four CRA bosses. Chaos Vellum requires significantly more stats to clear reliably and Chaos Pierre is a pain in the ass, so I wouldn’t worry about either of them until you’re confidant with the previous two bosses.

  4. Hey, the IED stats in the chart refer to the “true” IED or shown IED?

    • Hi Fovago

      These IED numbers are based on true (or effective IED) we’ve updated the table to be clear

      Games Finder Team

  5. Von Leon (Normal) is super easy for me, I just started the game so using this guide as a way to see which bosses I can do without having to just try them.

    I got 660k max damage permanently atm but Von Leon (Normal) I was doing even when I was a lot weaker. Gollux (Normal) barely takes damage and sadly if you try to enter it and fight him and fail you can’t enter again that day.

    Ranmaru (Hard) I also haven’t been able to do yet.

    So this list is decent if you want some sort of idea but they aren’t really correct as of now.

    • Thanks for the comment Malphas

      It’s always difficult to find the right balance as everyone has different account progression in MapleStory so at best any guide like this will just be a reference point to give you an idea. In general Gollux is expected to be a much longer fight than Von Leon so while you aren’t doing much damage you are probably not far away from doing it within the time limit provided you can learn the mechanics.

      Games Finder Team

  6. Hey just wanted to say thank you for this guide, I always come back to this when I’m training a new main :D Something I would love to see are rough ranges to hit blue when you’re in a party! Like from Easy Lucid and above

    • Hi mapler

      Thank you! I’ve thought about adding something like this a few times! It is difficult though based on party sizes and the different factors for these higher level bosses. This is why I think the best reference is always your own guild or alliance as they will generally have a threshold requirement you can reference.

      Games Finder Team

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