Class tier list at a glance
This MapleStory Classic class tier list covers Global Classic World with skill-source evidence from 23 October 2026 and an editorial review on 28 October. The launch roster stops at second job. It does not rank modern MapleStory, Artale or private servers. These are provisional editorial recommendations, not Nexon rankings or results of our own in-game tests.
Read each column separately: S means a leading choice for that task, A means a strong alternative, and B means a more conditional choice. Classes within a tier are tied. A B is not a verdict that a class is bad. The assumptions are developed second-job skills during levels 30–70, attainable equipment, mostly neutral targets, and ordinary sessions that include movement and recovery. A freshly advanced level-30 character will not yet have the full kit.
| Second job | Solo training | Single target | Party utility | Main tradeoff |
|---|---|---|---|---|
| Fighter | S | A | A | Groups and Rage; melee contact and weapon choice matter. |
| Page | A | A | B | Useful melee control; less broadly useful party support. |
| Spearman | A | A | B | Sustain and steady melee; no launch Hyper Body. |
| Ice/Lightning Wizard | S | B | A | Mobile group clearing; MP budget and elemental matchup matter. |
| Fire/Poison Wizard | A | B | A | Group poison and fire; damage timing and resistance matter. |
| Cleric | B | B | S | Heal and protection; solo rating improves on suitable undead. |
| Hunter | A | A | B | Ranged groups with stun; needs a good firing lane. |
| Crossbowman | A | A | B | Ranged group damage; Iron Arrow lacks Hunter’s stun. |
| Assassin | B | A | A | Mobile ranged single-target play; limited group coverage. |
| Bandit | B | S | A | Strong single-target potential; close range and weaker group clearing. |
References: MapleStory Quest: launch class roster · NiaMeowDB: level-70 class comparison
How we rank, and what the evidence can support
Our solo judgment prioritizes reaching the next pack, covering the available enemies, and sustaining the route. That is why Ice/Lightning can sit in S here without winning a stationary damage simulation. Fighter earns its solo place for a compact melee loop and attack support. Neither placement promises the best EXP per hour on every map.
The NiaMeowDB comparison is a useful cross-check: its level-70 saved builds use a neutral, zero-defense target by default. It puts Bandit first for unconditional single-target output, but does not assign an overall class rank. Travel, map layout and actual potion use sit outside that benchmark. We use it as a directional check, not as a prediction for your equipment or a level-30 character.
Confidence is stronger for the available roster and listed skill roles than for the ordering of neighboring classes. The skill references are community interpretations of client data, not official balance judgments. Our S/A/B placements are an inference from those kits and the stated session priorities. We have not collected controlled live-server EXP, cost or boss-clear samples.
- Solo: group coverage, repositioning, recovery interruptions and usable maps.
- Single target: sustained attack potential when you can keep hitting; practical uptime can reverse a paper advantage.
- Party utility: healing, protection, movement and relevant buffs; repeated copies of the same role need not add equal value.
- No hidden combined score: a solo player and a fixed party should not be given the same answer.
References: NiaMeowDB: level-70 class comparison
Use the launch rules, not a beta or fourth-job list
The current community roster separates ten second jobs from third-job entries retained as Closed Online Test 2 history. A page that ranks Priest, Hermit, Dragon Knight or later jobs without that distinction is answering a different question. Pirates and later modern branches are outside this launch comparison.
There were changes between tests, Founder’s Access and Grand Launch. The community client diff reports altered attack target limits before release, then further recovery-skill and Final Attack changes at Grand Launch. Those files are evidence about client definitions, not proof of every server-side interaction. We do not carry an older video’s tier order forward unchanged.
Nexon’s official launch post remains the primary release reference. Its article body was not extractable in this review, so detailed skill claims below are explicitly attributed to the accessible community references. Check the live skill window and newer official updates before spending permanent points.
References: Nexon: Grand Launch release notes · MapleStory Quest: launch class roster · MapleStory Quest: Public Release skill diff · MapleStory Quest: Grand Launch skill diff
Warriors: Fighter, Page and Spearman
Fighter — S solo / A single target / A utility. The current reference lists Rage as a party attack buff and Rush as a way to move and gather enemies. Paired with the inherited melee attacks, that gives our most straightforward compact-map recommendation. This is an editorial preference for a repeatable route. Poor accuracy, scattered spawns or constant contact damage can erase its advantage; plan one weapon line before investing.
Page — A solo / A single target / B utility. Threaten slows enemies and lowers their weapon defense, while Rush helps keep the melee route together. We treat Page as a viable control-oriented alternative, not a failed Fighter. Its utility depends on targets living long enough for the debuff to help. Do not select it because a future White Knight skill is promised to rescue the current kit.
Spearman — A solo / A single target / B utility. Iron Will and the healing component of its weapon Final Attack support a steadier melee routine in the current reference. That is a personal sustain argument, not a guarantee of free training. Crucially, the reference places Hyper Body with the historical third-job Dragon Knight; it is not a launch second-job party benefit. Choose Spearman for the skills you can use now.
References: MapleStory Quest: Fighter skills · MapleStory Quest: Page skills · MapleStory Quest: Spearman skills
Magicians: Ice/Lightning, Fire/Poison and Cleric
Ice/Lightning Wizard — S solo / B single target / A utility. Thunder Bolt covers groups, Teleport helps reposition, and Meditation supports magic attackers. Those are the reasons for our solo recommendation. Cold Beam offers a single-target option, but we do not promote the class to a universal bossing winner. Try an ordinary session before committing to an expensive route: elemental resistance and MP consumption can both change the outcome.
Fire/Poison Wizard — A solo / B single target / A utility. The current reference gives Poison Breath group coverage, Fire Arrow a single-target role, and the same Teleport/Meditation utility. Dismissing it as having no second-job mobbing imports an outdated assumption. We place it behind the most direct solo recommendations because damage timing and target selection need more attention. A well-matched route can outperform this broad placement.
Cleric — B solo / B single target / S utility. Heal and Bless give it our clearest support recommendation. Heal’s offensive use depends on undead targets; Holy Arrow is not a general group-clearing substitute. On a suitable undead route, treat the solo recommendation as A and measure the result. Healing reduces one source of expense, but does not make MP, Magic Guard or mistakes free. This is a support choice, not an automatic richest-class claim.
References: MapleStory Quest: Ice/Lightning skills · MapleStory Quest: Fire/Poison skills · MapleStory Quest: Cleric skills
Bowmen: Hunter and Crossbowman
Hunter — A solo / A single target / B utility. Arrow Bomb combines group coverage with a stun chance; Soul Arrow reduces ammunition consumption while active. We favor Hunter when you want ranged training and control without a complicated route. The practical test is whether the map gives you room to shoot. Repeated repositioning, incoming damage and travel still count even when ammunition is covered.
Crossbowman — A solo / A single target / B utility. Iron Arrow supplies group damage, with a different mastery and Final Attack profile from Hunter. It does not inherit Arrow Bomb’s stun. We keep the two bowmen in the same broad tier because weapon access, attack rhythm and map shape are more useful tiebreakers than a small paper gap. Pick the firing pattern you can repeat comfortably and leave room in the budget for recovery.
References: MapleStory Quest: Hunter skills · MapleStory Quest: Crossbowman skills
Thieves: Assassin and Bandit
Assassin — B solo / A single target / A utility. Haste, ranged claw attacks and recovery tools make a mobile single-target character. Its solo B reflects limited group coverage, not weak performance against every individual enemy. An open route with separated targets can suit it better than a crowded melee map. Budget the claw and throwing stars you can actually obtain; no fixed launch-market price is assumed here.
Bandit — B solo / S single target / A utility. Savage Blow concentrates its hits on one enemy, and Haste adds group movement value. That supports a single-target specialist recommendation, reinforced by the linked benchmark. It does not turn six hits into six targets. Close-range uptime and moving between enemies still limit ordinary grinding. A community skill page reports that Steal was temporarily disabled; we have not verified later re-enablement and do not include its buff in this ranking.
References: MapleStory Quest: Assassin skills · MapleStory Quest: Bandit skills · MapleStory Quest: Steal skill and availability note · NiaMeowDB: level-70 class comparison
Pick for your budget and your usual party
If you mostly play alone, start by comparing Fighter and Ice/Lightning, then Hunter if you prefer ranged physical attacks. Use the solo column as a shortlist, not a command to reroll a class you enjoy. A sustainable A-tier route is a better choice than an S-tier label that leaves you unable to fund the next session.
For a regular group, identify the missing job before choosing a letter. Cleric is our support-first pick; Fighter helps a physical group, while a Wizard’s Meditation matters to magic attackers. Haste can make a group’s movement smoother. Another copy of a buff is not the same thing as filling a missing role.
For single-target encounters, compare Bandit’s damage potential with Assassin’s ranged uptime. The table does not establish which clears a real boss faster. Time spent avoiding attacks, resupplying or recovering can matter more than the stationary ranking.
For a small budget, record actual recovery and ammunition costs before buying upgrades. No comparable live-market basket or controlled cost-per-level dataset was verified for this review, so we do not publish a fabricated cheapest-class ladder. Keep a resupply reserve and check whether an upgrade removes an attack from your normal kill pattern.
- Open the matching build in Keep exploring below. All ten second jobs have dedicated guides, alongside the four first-job foundations.
- Use the second-job guide to prepare for advancement. A tier letter is not an AP or SP allocation.
- Compare two ten-minute sessions with the leveling calculator, including walking, looting and waiting. Change one variable at a time.
What could change this tier list?
Future third-job rankings are speculation and remain unranked here. A historical test skill is not a confirmed release skill, and we do not publish a predicted release date or a guaranteed future winner.
This list should be reassessed after a skill rebalance, a new training area, a change to party content, or reliable comparable gameplay measurements. New routes can change the value of range, group attacks and elemental matchups even without a damage buff.
Review log — 23 October 2026: first edition, all ten launch second jobs, three use cases. 26 October: added class comparison and second-job links. 28 October: reviewed the editorial method and expanded all build plans; placements are unchanged. The skill-source snapshot remains 23 October, and we have not established a new balance patch or controlled live test. Send corrections with class, client version and a reproducible source.
Sources & version notes
Reviewed on for the Grand Launch period. Official updates take precedence over older community references.
- MapleStory Quest: launch class roster
Checked 23 October 2026. Community client-data reference separates ten launch second jobs from historical CoT2 third jobs; it does not provide our tier placements.
- NiaMeowDB: level-70 class comparison
Checked 23 October 2026. Model of saved level-70 builds, neutral zero-defense target by default. No overall rank; map travel and actual potion use are excluded. Directional context, not our own live gameplay measurements.
- Nexon: Grand Launch release notes
Official release post. Its JavaScript article was not extractable during our audit; launch changes are cross-checked with the linked community digest.
- MapleStory Quest: Public Release skill diff
Client-export comparison for 6 October versus CoT2, checked 23 October. Records third-job removal and first/second-job changes. It is not an official patch note or a server-side test.
- MapleStory Quest: Grand Launch skill diff
Grand Launch view checked 23 October 2026: twelve revised skills, including recovery, Final Attack duration and Dark Sight prerequisites. The default view may advance after future updates.
- MapleStory Quest: Fighter skills
Grand Launch community reference checked 23 October 2026. Used for Rage, Rush and weapon-path context; our tiers are editorial.
- MapleStory Quest: Page skills
Grand Launch community reference checked 23 October 2026. Used for Threaten and Rush, not its unspecific comparative damage claim.
- MapleStory Quest: Spearman skills
Grand Launch community reference checked 23 October 2026. Iron Will and Final Attack are in the current kit; Hyper Body is associated with historical CoT2 Dragon Knight.
- MapleStory Quest: Ice/Lightning skills
Grand Launch community reference checked 23 October 2026. Used for Thunder Bolt, Cold Beam, Teleport and Meditation roles; no observed EXP rate is implied.
- MapleStory Quest: Fire/Poison skills
Grand Launch community reference checked 23 October 2026. Poison Breath has group coverage; historical single-target-only assumptions are not carried over.
- MapleStory Quest: Cleric skills
Grand Launch community reference checked 23 October 2026. Used for Heal, Bless and Holy Arrow roles. We do not adopt its claim that training costs nothing.
- MapleStory Quest: Hunter skills
Grand Launch community reference checked 23 October 2026. Arrow Bomb control and Soul Arrow utility inform the comparison.
- MapleStory Quest: Crossbowman skills
Grand Launch community reference checked 23 October 2026. Iron Arrow and weapon-specific skills inform the comparison.
- MapleStory Quest: Assassin skills
Grand Launch community reference checked 23 October 2026. Used for Haste, claw specialization and recovery tools; no market-price ranking is claimed.
- MapleStory Quest: Bandit skills
Grand Launch community reference checked 23 October 2026. Savage Blow hits one target. The Steal skill page reports an earlier temporary disable; availability must be checked in the current client. These are not guaranteed boss-uptime figures.
- MapleStory Quest: Steal skill and availability note
Checked 28 October 2026. The community page reports a 10 October disable and a 15 October fix; it does not establish when the skill was switched back on. We have not verified live re-enablement.
Our prose and planning methods are original. Community facts are attributed here. Read our editorial and attribution policy.