MapleStory Hyper Stats Guide and Calculator

Last Updated on January 16, 2023 by Samuel Franklin

MapleStory Hyper Stats Guide and Calculator

Optimising your MapleStory hyper stats by utilising a calculator can be an important step to maximising your potential damage for your MapleStory character. While the perfect setup can change constantly as you grow your legion, link skills and change your equipment slots there are some general principles you can apply. With these principles you can limit the hyper stat resets you’ll need to utilise as each costs Mesos and avoid using a MapleStory hyper stat calculator if preferred.

In this MapleStory hyper stats guide we’ll cover an overview of the system mechanics, the best hyper stats to invest in, a general approach to hyper stats allocation and how to use hyper stat calculators the community has created for those who want to absolutely min-max their character power. I recommend pairing this hyper stats guide below with the applicable hyper stats wiki page.


MapleStory Hyper Stats Overview

The hyper stat system in MapleStory gives players another method to boost their character power and functions as follows:

  • Players will earn hyper stat points from level 140 onwards.
  • Hyper stat points are separate to your other attribute points (AP) and spent in the hyper stat window on special hyper stats.
  • Initially for each level gained players will gain 3 hyper stat points with this amount increasing by 1 every 10 levels.
  • The number of hyper stat points required to gain a hyper stat level increases as the hyper stat level increases.
  • Most hyper stats can be increased to a max level of 15. A small number have a max level of 10.
  • Hyper stats can be reset for 10 million Mesos.
  • Players can have hyper stat presets (up to 3) which cost 2 million Mesos to switch between.


MapleStory Best Hyper Stats

The following hyper stats are available to all players in the hyper stat window. The best hyper stats are noted below in the hyper stat tier list column and ranges from S to A, B, C and D with a separate rating for training and bossing. This is a general guide only of how powerful each stat is and will vary depending on your class (e.g. Kanna or Night Lord) and progression in other MapleStory game elements. It is applicable for both Reboot and normal servers as the differences between these servers are not material enough to impact hyper stat point allocation. Further detailed information on decision points for your hyper stats is included after the table below.

  • S Tier – Useful in almost all situations and classes and will provide the best damage or utility increase to your intended purpose (training or bossing).
  • A Tier – Provide a solid boost your MapleStory character although can’t quite compete with the power of S tier options.
  • B Tier – Useful in specific circumstances and will need to carefully be considered before investing hyper stat points here as they may not always be applicable to you.
  • C Tier – Niche options and hyper stats that simply don’t offer a significant gain for points invested that are only viable when other tiers become too expensive to invest hyper stat points in.
  • D Tier – Not used as they offer little to no benefit.


Hyper Stat (Max Level) Bonus Effect Per Level Max Bonus Effect Hyper Stat Tier List (Training) Hyper Stat Tier List (Bossing) Notes
STR (15) +30 +450 C C C only for your primary stat(s)
DEX (15) +30 +450 C C C only for your primary stat(s)
INT (15) +30 +450 C C C only for your primary stat(s)
LUK (15) +30 +450 C C C only for your primary stat(s)
HP % (15) 2% 30% D D B for Demon Avenger
MP % (15) 2% 30% D D
DF/TF/PP/Mana (10) +10 +100 D D Kanna and Demon Slayer (A tier). Zero and Kinesis (B tier)
Critical Rate (15) 1-2% 25% A A Up to 100% critical
Critical Damage (15) 1% 15% S S
Ignore Defence (IED) (15) 3% 45% D S
Damage (15) 3% 45% A A
Boss Damage (15) 3-4% 55% D S
Status Resistance (15) +1-2 +25 D D
Knockback Resistance (15) 2% 20% D C If you need a small investment to reach max stance (100%) for bossing
Attack / Magic Attack (15) +3 +45 C C
Bonus Experience (15) 0.5-1% 10% B D
Arcane Force (15) +5-10 +100 B D Useful for reaching cut off points for bonus damage on current training maps
Normal Monster Damage (15) 3-4% 55% B D Useful if it is the difference between 1 hits or 2 hits on your current training map monster

Each of these ratings is described in more detail below:

  • STR/DEX/INT/LUK/HP%/MP%: These are only considered to be a C tier option if it’s one of your primary class stats as they do have an impact on overall damage. While you will invest some points here in time there are other damage options in hyper stats that offer significantly greater damage boosts initially until the cost of those become significant.
  • DF/TF/PP/Mana: A class dependent hyper stat that can provide some classes that use unique resources for skills an additional pool to draw from and has no effect on other classes. This boosts Demon Fury (Demon Slayer), Time Force (Zero), Psychic Points (Kinesis) or Mana (Kanna). Demon Slayer and Kanna particularly benefit from this boost to maximise their damage or utility and is thus worth grabbing early on in your hyper stat journey. Zero and Kinesis are less reliant on this to perform their core combos but does depend on player playstyle and their preference for how much micro management of your resource pool you want to do.
  • Critical Rate: Critical Rate from hyper stats should be used to help you reach that important 100% critical rate milestone alongside other critical rate sources. If you are reaching 100% critical rate without any investment in hyper stats you are likely relying too much on other mechanisms to provide critical rate at the cost of better options. A common example of this is players using the Phantom link skill for the 15% critical when this could be swapped out for a stronger link skill (if available) and a level 10 critical rate hyper stat providing the same 15% benefit. If you are a bowman in 5th job you can go beyond the 100% threshold to improve your burst potential with for the Vicious Shot for bossing if required.
  • Critical Damage: Critical Damage is a significant damage boosting stat with only a few sources that make it an absolute must have in hyper stat allocation to optimise damage output.
  • IED: Vital for bossing as it allows for more of your damage to get through the boss defence although has no effect on training. While not as limited in terms of sources as critical damage the mid to end game bosses of MapleStory require you to utilise every IED source possible.
  • Damage: A straightforward damage boost that isn’t as strong as some other damage options but applies in both bossing and training scenarios and should be invested in.
  • Boss Damage: Similar to damage above but only applies to bosses.
  • Status Resistance: Historically (before the 2016 V MapleStory Patch) this provided a chance to dodge status resistance entirely and was thus a reasonably popular option. However, currently in MapleStory status resistance only reduces the time you’ll be inflicted by a status effect which while a nice utility for some bosses is simply too niche to be worth taking over other damage focused options.
  • Knockback Resistance: If you are a class that already has high stance (80%+) this can be a good option to reach the 100% mark permanently due to the added utility of having this for boss fights. If your class is not one of these but you want knockback resistance consider the Mihile link skill instead.
  • Attack / Magic Attack: Similar to obtaining your primary stat through hyper stats this source is useful to boosting damage but is simply outshined by obtaining other damage boosting options first.
  • Bonus Experience: When deciding whether or not to invest in bonus experience players will need to be aware that any investment here will generally take away from damage boosting hyper stats. Where this impacts your training speed the trade off will never be worth the investment as your overall experience gained will be slower. When players do comfortably have the damage required for their current training location you can consider investing points here after considering your own circumstances. For players with established MapleStory accounts that have equipment, legion and link skills this can be a viable hyper stat to invest in as you’ll consistently be able to progress through training maps with ease. However, new players who find themselves constantly struggling to advance to the next ideal training location may find their investment in the bonus experience hyper stat delays progression to a better training location or require constant hyper stat resets to determine if they are ready for the next map or not which can create an expensive Meso reset loop. Players should also consider other activities that benefit from hyper stat investment in damage such as performing your daily Arcane River tasks, elite monsters and random portals that you might want to use the same hyper stat preset for to save Mesos or for convenience.
  • Arcane Force: Similar to bonus experience Arcane Force is one that will be based on your particular account progression and requirements. Investment here can be useful when it allows you to unlock bonus damage on your current training map or allows you to do daily activities that would be impossible otherwise.
  • Normal Monsters Damage: Another account dependent hyper stat for boosts to training if it allows you to regularly one hit monsters you are currently training at but is not effective if you have already reached this point.

MapleStory Hyper Stats Guide

With the above best hyper stats you might be wondering how to invest your hyper stat points for maximum efficiency. Given every MapleStory account will be different given class, equipment, link skills and legion the only way to be certain in your hyper stat investment is to use a MapleStory hyper stat calculator (SuckHard or DelusionDash are my recommended options). These calculators do take some serious time investment to use though and only deliver an optimised hyper stat result at that point of time which will quickly require recalculation if you change anything related to your character. This makes MapleStory end game a good time to use these calculators as you are unlikely to make significant changes to your character. Dedicated MapleStory players can use these calculators earlier though if they don’t mind the required time investment to set them up.

For those that want a simpler approach to maximising hyper stat benefits you can apply the below steps based on the tier list ratings above (either training or bossing as appropriate). It is recommended you have a preset for both training and bossing to switch between when appropriate. With this approach below you’ll likely gain the majority of the benefits from your hyper stat without having to constantly use a calculator. This order is based on the diminishing returns of hyper stat point spending that occurs at level 5 and 10.

  1. Level everything rated tier S or A at level 5
  2. Level everything rated tier S or A at level 10
  3. Level any B or C rated hyper stats to level 5 that benefit you (e.g. don’t invest into critical rate if you don’t need it and don’t invest in a non primary stat)
  4. Level all S tier hyper stats towards maximum level

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.

Sam has played MapleStory since beta with thousands of Steam hours played and regularly returns to the game for the MMO progression curve, boss challenges and community it offers. His favourite class is his level 226 Night Lord for its fast ranged attacks and solo boss potential who is currently exploring the ends of the Arcane River while building up Legion characters on the Scania server.

  1. Any chance you might be able to explain your rankings, please? I don’t understand why Experience is bottom tier for training – wouldn’t better experience rates be a good thing for that? I assume it has something to do with being able to kill mobs faster, but again, that’s only an assumption since no explanation is provided for why some stats have the grade they do besides a vague comment on diminishing returns (again, why is experience so inefficient compared to other stats?)

    • Thanks for the comment Yeti and your assumption is on the right track

      I’ve upgraded the experience hyper stat option tier for training as it is better to suited to “B Tier” given that is defined on this page as “useful in specific circumstances”. I’ve also added a detailed breakdown of the reasoning behind every single hyper stat point option underneath the table. Happy to answer any further questions you have

      Games Finder Admin

  2. Hey! I was googling for a picture and came across this article. There is my video! :D Amazing! I am making a new video right now and will be uploading it shortly, since the addition of presets and other changes have asked for an update since at least the Destiny update. Just wanted to give the heads up!

    • Hi Scardor

      Thanks for stopping by always loved your MapleStory content! Will definitely keep an eye on your YouTube channel for a new video and ensure it’s replaced accordingly :D

      Games Finder Team

  3. I think HP has some merit especially when you are new cause as a Lara player I’m dying way too much since I die in 2-3 hits F4 Bumping that to 3-5 hits makes mobbing way more bearable. Legit I’m suffering in reverse city right now cause I die before I can even accept quests in reverse city.

    • Hi LuluWonder

      Definitely a good example of a situation where HP can temporarily be a potential option for a lower HP character and a newer account

      Games Finder Team


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