Last Updated on by Samuel Franklin
Optimise your MapleStory hyper stats allocation with this guide to effective setups for all classes. This page includes an overview, the best hyper stats for training and bossing and how to use community hyper stat calculators for min-max players.
Hyper stat point allocation depends on your specific character for full optimisation which is explained on this page. For simplified allocation I recommend critical rate (up to 100%), damage, attack/magic attack and main stat. For a training preset prioritise bonus experience and damage to normal mobs and for bossing prioritise Ignore Enemy Defence (IED) and boss damage.
Table of Contents:
– Hyper Stats Overview
– Best Hyper Stats & Allocation
– Hyper Stats Allocation Guide
– Hyper Stats Calculator/Optimiser
MapleStory Hyper Stats Overview
- Players earn 3 hyper stat points per level from level 140 and increases every 10 levels.
- Hyper stats increase in cost as their hyper stat value increases with max having a max level of 15.
- Players can have up to 3 hyper stat presets which cost 10M Mesos to reset.
Best Hyper Stats & Allocation
The best hyper stats are rated below from S to A, B, C and D priority separately for training and bossing as these have different stat priorities. This is a general rating for Reboot and normal servers and may vary slightly based on your class and account progression.
Generally focus on reaching level 10 initially as the cost dramatically increases after this point with these priorities:
- Training: EXP Obtained (if damage is not required) > Arcane Force (if needed) > Critical Rate (up to 100%) > Critical Damage > Normal Damage > Damage > Attack/Magic Attack > Main Stat
- Bossing: Arcane Force (if needed) > Critical Rate (up to 100%) > Critical Damage > IED > Boss Damage > Damage > Attack/Magic Attack > Main Stat
| 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 | B | B | Only B rated for class primary stat(s) and C for secondary stat. |
| DEX (15) | +30 | +450 | B | B | As above |
| INT (15) | +30 | +450 | B | B | As above |
| LUK (15) | +30 | +450 | B | B | As above |
| HP % (15) | 2% | 30% | D | D | B for Demon Avenger |
| MP % (15) | 2% | 30% | D | D | |
| DF/TF (10) | +10 | +100 | D | D | Demon Slayer (A tier) Zero (B tier) |
| Critical Rate (15) | 1-2% | 25% | A | A | Strong up to 100% critical for all classes. Archer can consider going over 100% |
| Critical Damage (15) | 1% | 15% | S | S | |
| Ignore Defence (IED) (15) | 3% | 45% | D | S | |
| Damage (15) | 3% | 45% | A | A | |
| Normal Damage (15) | 3-4% | 55% | D | S | Stronger than damage per point used for training preset. |
| Boss Damage (15) | 3-4% | 55% | D | S | Stronger than damage per point used for bossing preset. |
| Status Resistance (15) | +1-2 | +25 | D | D | |
| Knockback Resistance (15) | 2% | 20% | D | C | Consider 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 | A small boost, only useful if you have the damage you need for training already. |
| Arcane Force (15) | +5-10 | +100 | B | C | Useful for reaching cut off points for bonus damage on current training maps and sometimes useful for specific bosses. |

- STR/DEX/INT/LUK/HP%/MP%: These are useful when it is your primary class stat to boost damage after obtaining other damage options first with your class secondary stat a lower priority.
- DF/TF/PP/Mana: A class dependent hyper stat that maximises damage or utility by boosting Demon Fury (Demon Slayer) or Time Force (Zero) and is useful for these classes.
- Critical Rate: Helps reach the 100% critical rate milestone alongside other sources that are available (such as Link Skills or Legion). If you are a bowman in 5th job go beyond 100% to improve your bossing burst potential with Vicious Shot.
- Critical Damage: A significant damage boosting stat with only a few sources that make it a priority hyper stat.
- IED: Vital for bossing by increasing the portion of your damage that penetrates the boss defences.
- Damage: A straightforward damage boost that applies in both bossing and training situations but the normal and boss damage upgrades provide a larger boost per hyper point spent.
- Boss Damage: Similar to damage but only applies to normal monsters.
- Boss Damage: Similar to damage but only applies to bosses.
- Status Resistance: Historically (before the 2016 V MapleStory Patch) this provided a chance to dodge status resistance entirely. However, currently status resistance only reduces the time you are inflicted by a status effect which is not worth taking over other hyper stat options.
- Knockback Resistance: For MapleStory classes that already has high stance (80%+) this is an option to reach 100% permanently for easier boss fights.
- Attack / Magic Attack: Similar to primary stat this increases damage but is not your first priority.
- Bonus Experience: A useful boost to experience gained while training if you already meet damage requirements for training.
- Arcane Force (AF): Investment will be based on your particular account progression. This hyper stat is useful to reach base AF requirements for maps or unlock bonus damage (1.5x AF requirement).
Hyper Stats Calculators
The MapleStory community have created numerous calculators and optimisers which use your specific account information to recommend the mathematically perfect hyper stat point allocation at a point in time. I personally recommend MathBro hyper stat calculator which can give optimised mobbing and bossing presets.
These calculators take time investment to use and only deliver an optimised hyper stat result at that point of time so they do require recalculation if you change anything related to your character. This makes MapleStory end game progression a good time to use these calculators as you are unlikely to make significant changes to your character and before this point you can use my simplified hyper stat point allocation process instead as the differences are small.

Yeti
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?)
Games Finder Admin
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
Regards
Games Finder Admin
Scardor
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!
Games Finder Admin
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
Regards
Games Finder Team
LuluWonder
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.
Games Finder Admin
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
Regards
Games Finder Team