Aran is one of MapleStory Legends Warrior Hero who specializes in Polearm and Combo attacks! Each attack stacks up 1 combo which is consumed to activate variety of powerful skills. Aran primary stat is STR (strength). Combos earned through battles are forfeited if Aran does not continuously attack enemies. MapleStory Chaos Patch have removed the quest requirement to unlock the skills and this makes it easier to plan out our Aran skill build.
Aran 1st Job Skills
Double Swing (Active)
Attack 8 enemies by tapping attack key twice to perform secondary attack.
LV1: 2 MP, 174% Damage.
LV20: 5 MP, 250% Damage.
Combat Step (Supportive)
[REQUIRE] LV5 Double Swing.
Press a direction key twice to quickly move a short distance. Using Combat Step at a platform edge gives the best jump boost. Also passively increases your movement speed.
LV1: 1 MP, +3 Movement Speed, +4 Max Movement Speed.
LV5: 5 MP, +15 Movement Speed, +20 Max Movement Speed.
Polearm Booster (Supportive)
[REQUIRE] LV5 Combat Step
Temporarily increases your polearm attack speed by 3 times.
LV1: 30 MP, Lasts 10 sec
LV20: 11 MP, Lasts 200 sec
Combo Ability (Passive)
[REQUIRE] LV10 Double Swing
Each attack dealt against an enemy earns a combo. Gains +2 Weapon Attack, +3 Move Speed, +20 Weapon Magic Defense for every 10 combos. Higher skill level increases the number combo effect can stack. All combo are forfeited if you stop attacking monster for more than 3 sec.
LV1: 1 Max Stacks (10 combos)
LV10: 10 Max Stacks (100 combos).
Combo Smash (Active)
[REQUIRE] LV1 Combo Ability
Attack 8 enemies 1 time by throwing a flaming polearm at them. Can only be used if Combo Count is 30 or greater. COMMAND: DOWN + LEFT/RIGHT + ATTACK
LV1: 372% Damage, Attacks 4 enemies.
LV10: 480% Damage, Attacks 6 enemies.
Aran 1st Job Skill Build: Everything maxed except Polearm Booster.
1. Add 5 SP into Double Swing.
2. Max Combat Step, Double Swing.
3. Add 1 SP into Combo Ability.
4. Max Combo Smash, Combo Ability.
5. Dump remaining SP into Polearm Booster.
Add 5 SP (Skill Points) into Double Swing to unlock Combat Step. Max Combat Step first as its very useful for travelling purposes. Use it when you are standing at the edge of a platform and see your character leap forward at a great distance! Next, max Double Swing to further improve your regular mobbing attack. Then, add 1 SP into Combo Ability to unlock Combo Smash. You can now use your combos by activating Combo Smash to attack enemies out of your regular attack range. The reason why Combo Smash is max later is due to enemies are pretty weak in this level range where most can be killed within 1-2 hits with regular Double Swing which does not require any combo to activate. Finally, max Combo Ability and dump the remaining SP into Polearm Booster. Combo Smash is required to be maxed to unlock Combo Fenrir (Aran 2nd Job Skill) which is a much more powerful version than Combo Smash.
Aran 2nd Job Skills
Triple Swing (Active)
[REQUIRE] Max Double Swing.
Attack 8 enemies by tapping attack key 3 times to perform a third attack.
LV1: 5 MP, 386% Damage.
LV20: 8 MP, 500% Damage.
Polearm Mastery (Passive)
[REQUIRE] LV3 Triple Swing.
Permanently increases Polearm mastery, accuracy and +1 attack speed.
LV1: 14% Mastery, +12 Accuracy.
LV10: 50% Mastery, +120 Accuracy.
Final Charge (Active)
[REQUIRE] Max Triple Swing.
Charges forward, knocking back enemies in your path. Can only be activated after using Triple Swing. COMMAND: Triple Swing + LEFT/RIGHT + ATTACK.
Level 1: MP -17, 128% Damage, Push 5 monsters.
Level 10: MP -29, 200% Damage, Push 10 monsters.
Body Pressure (Supportive)
Temporarily enables Body Attacks on enemies. Attacked enemies may be Stunned for 5 seconds.
LV1: MP -40, 30% Damage, Lasts 108 sec. 22% Stun Chance.
LV5: MP -20, 300% Damage, Lats 180 sec. 40% Stun Chance.
Combo Drain (Supportive)
[REQUIRE] LV1 Combo Ability
Activates a buff that temporarily absorbs a portion of damage received as HP. Can only absorb up to 20% of your Max HP. Can only be used when your Combo Count is 30 or higher. COMMAND: DOWN + DOWN + ATTACK.
LV1: Replenish 1% of damage for 78 sec.
LV10: Replenish 10% of damage for 240 sec.
Snow Charge (Supportive + Passive)
Enchant polearm with ice element that slows enemies. Also passively increases damage.
LV1: 24 MP, +8% Damage. -22 Enemy Speed for 5 sec. Lasts 20 sec.
LV10: 33 MP, +35% Damage, -40 Enemy Speed for 20 sec. Lasts 200 sec.
Combo Fenrir (Active)
[REQUIRE] Max Combo Smash.
Attacks enemies twice with spirit wolves. Can only be used if Combo Count is 100 or greater.
Command: [DOWN + LEFT/RIGHT + ATTACK]
LV1: 354% Damage, Attacks 4 enemies.
LV20: 430% Damage, Attacks 8 enemies.
Final Attack (Passive)
[REQUIRE] LV3 Polearm Mastery.
Grants a chance to deal additional damage after an attack. Must have a polearm equipped.
LV1: 2% chance to deal 100% damage.
LV20: 40% chance to deal 150% damage.
Physical Training (Passive)
Permanently increases STR (Strength) and DEX (Dexterity).
LV1: +6 STR, +6 DEX.
LV5: +30 STR, +30 DEX.
Aran 2nd Job Skill Build: Everything maxed except Final Charge.
1. Add 3 SP into Triple Swing.
2. Max Snow Charge, Body Pressure and add 4 SP into Combo Drain.
3. Max Polearm Mastery, Physical Training, Triple Swing
4. Max Combo Drain, Combo Fenrir, Final Attack.
5. Dump remaining SP into Final Charge.
Add 3 SP (Skill Points) into Triple Swing to unlock Snow Charge. Max Snow Charge first at it boost up your min max damage per point. Next, max Polearm Mastery to stabilize your damage by raising your minimum damage, followed by maxing Triple Swing to unlock Final Charge and add 4 SP into it. Final Charge is very useful in terms of cluster multiple monsters who are away from each other, and then execute your finishing blow on them. Combo Fenrir is max latter since the first few levels only attacks few monsters compared to Combo Smash, unless it is at max level.
Aran 3rd Job Skills
Full Swing (Passive)
[REQUIRE] Max Triple Swing.
Increases Double Swing (DS), Triple Swing (TS) and Combo Smash (CS) damage.
LV1: DS (MP -6, 169% Damage) TS (MP -8, 444% Damage) CS (+14% Damage)
LV10: DS (MP -12, 205% Damage) TS (MP -14, 570% Damage) CS (+50% Damage)
Combo Critical (Passive)
[REQUIRE] Max Combo Ability.
Boost Critical Rate per 10 Combo Count. Also increases base Critical Rate and Critical Damage.
LV1: +1% Critical Rate and Critical Damage. +1% Critical Rate per 10 combo. Max Stacks: 1
LV10: +20% Critical Rate and Critical Damage. +3% Critical Rate per 10 combo. Max Stacks: 10
Final Toss (Active)
[REQUIRE] Max Triple Swing.
Lifts 8 enemies in front of you into the air. Airborne enemies take more damage. Can only be used after using Triple Swing. COMMAND: Triple Swing + UP + ATTACK
LV1: MP -15, 255% Damage, Airborne enemies take +43% damage.
LV20: MP -25, 350% Damage, Airborne enemies take +100% damage.
Rolling Spin (Active)
Attack nearby enemies 4 times and has a chance to stun them for 2 sec.
LV1: 25 MP, 84% Damage. Attack 4 enemies. 33% Stun Rate.
LV20: 35 MP, 160% Damage. Attack 6 enemies. 90% Stun Rate.
Temporarily increases ATT and DEF while decreasing knock-back requirement.
LV1: MP -60, +6 Weapon ATT, +25 Weapon/Magic DEF for 25 sec.
LV1: 90% Knock-back Damage Requirement.
LV20: MP -30, +25 Weapon ATT, +215 Weapon/Magic DEF for 120 sec.
LV20: 10% Knock-back Damage Requirement.
Combo Recharge (Active)
Consumes HP and MP to instantly boost Combo Count.
Cannot be used when HP is below 50%.
LV1: Exchange 48% HP and 240 MP for +55 Combo Count. Cooldown: 87 sec
LV20: Exchange 10% HP and 50 MP for +150 Combo Count. Cooldown: 30 sec
Cleaving Blows (Passive)
Ignores a portion of a monster’s defense and allows you to deal additional damage to boss monsters.
LV1: Ignores 22% Monster Defense. +2% Damage vs Boss.
LV10: Ignores 40% Monster Defense. +20% Damage vs Boss.
Combo Judgment (Active)
[REQUIRE] LV10 Combo Fenrir.
Attack multiple enemies 3 times with falling axe with a chance to freeze them. Frozen enemies receives Damage over Time (DoT). Can only be used when Combo Count is 100 or higher. COMMAND: UP + DOWN + ATTACK.
LV1: Attack 6 enemies with 379% Damage and freeze for 4 sec. DoT 105% every sec for 4 sec.
LV20: Attack 10 enemies with 550% Damage and freeze for 10 sec. DoT 200% damage every sec for 6 sec.
Temporarily boost your weapon and magic attack.
LV1: 10 MP, +3 Weapon Attack, +3 Magic Attack for 10 sec.
LV10: 13 MP, +30 Weapon Attack, +30 Magic Attack for 100 sec.
Aran 3rd Job Skill Build: Everything maxed except Rolling Spin and Combo Judgement.
1. Add 1 SP into Full Swing, Cleaving Blows, Rolling Spin, Combo Recharge.
2. Max Might, Maha Blessing, Combo Critical.
3. Cap Rolling Spin at Level 18.
4. Max Full Swing, Cleaving Blows and Combo Recharge.
5. Cap Combo Judgment at Level 10.
6. Max Final Toss.
Rolling Spin and Combo Smash will be your primary attacking skill in 3rd Job for 1 hit kills. Dive into mobs of monster and activate Rolling Spin to get 15 Combos quickly and then use Combo Smash to kill the far reach monsters. Therefore, add 1 SP into Rolling Spin for this activity. Max Might and Maha Blessing to boost all attacking skill damage. Then max Full Swing and Cleaving Blow to replace Rolling Spin and Combo Smash when you train on much more powerful monsters that takes 2-4 hits to kill. Final Toss and Combo Judgment is not use much here unless the monster does take more than 3 hits to kill.
Aran 4th Job Skills
Over Swing (Passive)
[REQUIRE] Max Full Swing.
Maxes out the damage of Double Swing, Triple Swing and Combo Fenrir.
LV1: Double Swing (14 MP, 255% Damage x 2), Triple Swing (16 MP, 316% Damage x 2), Combo Fenrir (+11% Damage).
LV30: Double Swing (20 MP, 400% Damage x 2), Triple Swing (22 MP, 490% Damage x 2), Combo Fenrir (+40% Damage).
High Mastery (Passive)
[REQUIRE] Max Polearm Mastery.
Maxes out Polearm Mastery, while increasing Minimum Critical Damage and Weapon Attack.
LV1: 61% Mastery, +11 Weapon Attack, +1% Min Critical Damage.
LV20: 70% Mastery, +30 Weapon Attack, +15% Min Critical Damage.
Final Blow (Active)
[REQUIRE] Max Triple Swing.
Attack 8 enemies 3 times with critical damage and ignores a portion of enemy defenses.
LV1: 20 MP, 210% Damage, Ignores 5% Enemy Defense.
LV30: 35 MP, 355% Damage, Ignores 20% Enemy Defense.
Freeze Standing (Supportive)
Uses the power of Ice to hold your ground when struck, enabling you to resist being knocked back.
LV1: 30 MP, 33% chance to resist knockback for 15 sec.
LV20: 55 MP, 90% chance to resist knockback for 300 sec.
High Defense (Passive)
Permanently decreases damage received from enemies and increases Max HP.
LV1: -6.5% Damage Taken, +1% Max HP.
LV20: -20% Damage Taken, +20% Max HP.
Combo Tempest (Active)
[REQUIRE] LV10 Combo Judgment.
Attack all enemies within screen 1 time whereas mes. Inflict additional damage to bosses while temporarily freezing them. Also passively increases Combo Judgment damage.
LV1: 442% Damage. Freezes enemy for 11 sec. +11% Combo Judgment Damage.
LV30: 790% Damage. Freezes enemy for 40 sec. +40% Combo Judgment Damage.
Combo Barrier (Supportive)
[REQUIRE] Max Combo Drain.
Casts a party buff that temporarily decreases damage taken and increases weapon-magical defense. Can only be used when Combo Count is 150 or more#. COMMAND: UP + RIGHT + ATTACK.
LV1: -5.5% Damage Taken, +186 Defense for 132 sec.
LV30: -20% Damage Taken, +360Defense for 480 sec.
Sudden Strike (Passive)
Allows the use of Final Charge and Final Toss without a preceding combo, and increases damage.
LV1: +15% damage to Final Charge and Final Toss.
LV10: +60% damage to Final Charge and Final Toss.
Maple Warrior (Supportive)
Temporarily increases all stats for party members.
LV1: 10 MP, +1% Stats, 30 sec
LV30: 70 MP, +15% Stats, 900 sec
Hero’s Will (Supportive)
Remove some abnormal effects.
LV1: 30 MP, Cooldown 600 sec
LV5: 30 MP, Cooldown 360 sec
Aran 4th Job Skill Build: Everything maxed.
1. Add 1 SP into Overswing, Advanced Final Attack, High Mastery, Final Blow.
2. Max Sudden Strike.
3. Cap Freeze Standing (Level 10)
4. Max High Mastery, Advanced Final Attack, Overswing, Final Blow.
5. Max Freeze Standing, Maple Warrior, Combo Barrier, Combo Tempest.
6. Max High Defense, Hero’s Will.
Aran Hyper Skills
Combo Recharge – Additional Combo (Level 183) Doubles Combo Recharge’s combo.
Combo Recharge – Cooldown Reduce (Level 162) -50% Combo Recharge’s cooldown.
Combo Recharge – Release (Level 143) Remove HP Requirement from Combo Recharge.
Combo Tempest – Bonus Attack (Level 155) Combo Tempest’s +2 attack count.
Combo Tempest – Linked Reinforce (Level 177) +30% Combo Judgement’s damage.
Combo Tempest – Release (Level 195) -50% Combo Tempest’s required combo.
Final Blow – Bonus Attack (Level 168) Final Blow’s attack count is increased by 2.
Final Blow – Ignore Guard (Level 183) +20% Final Blow’s Ignore Defense.
Final Blow – Reinforce (Level 149) +20% Final Blow’s damage.
Aran Video Skill Preview
Aran 1st Job Preview
Aran 2nd Job Preview
Aran 3rd Job Preview
Aran 4th Job Preview
Aran Bossing Preview
Aran solo Zakum