Pirate-Brawler Guide
This is a guide for Brawlers by MapleMario. I will be continually updating this guide as I train my pirate to tip you on what to do. I'm currently playing on my third brawler.
Why pick brawler?
- It is decent in all jobs. Magicians are highly early-job-biased, while gunslingers and hunters are highly late-job-biased. Brawlers are more all-around.
- Has moderate amounts of HP and MP. Slightly lower HP than a warrior, significantly higher MP than a warrior.
- Brawlers get a mob-attack first job (Sommersault Kick). Unlike gunslingers, brawlers can hit well with this skill because STR is their primary stat.
- Brawlers get a transform in third job, which allows them to use cool skills.
- Brawlers are highly stun-oriented, and they get a critical skill third job that affects stunned monsters (Stun Mastery).
Maple Island
AP Build: automatically generated.
Skills:
Icon | Skill Name | Description | Type | Mastered | Element | Prerequisites |
Three Snails | Hurls snail shells to attack monsters from long distance. | Active | 3 | x | - | |
Recovery | Enables the user to recover HP constantly for 30 sec. | Supportive | 3 | x | - | |
Nimble Feet | Enables the character to move around quickly for a short amount of time. | Supportive | 3 | x | - | |
Blessing of the Fairy | Skill Point will increase by 1 when the related character reaches above Lv.10. | Supportive | 20 | x | - | |
Empress's Blessing | Grants 1 skill level for every 5 levels your highest level Cygnus character has. Between Blessing of the Fairy and Empress's Blessing, the higher increase is applied. | Supportive | 30 | x | - | |
Link Manager | Allows you to manage your Link Skills, either by sharing with other characters on your account, or by choosing which skills to use on this character. | Supportive | 1 | x | Must reach level 10. | |
Echo of Hero | Increase weapon attack and magic attack on all players around. | Supportive | 1 | x | Must be a level 200. | |
Maple Return | Return to Maple Island. | Supportive | 1 | x | Must reach 2nd Job. | |
Will of the Alliance | Strong force is released according to the Willpower of the Alliance. | Passive | 1 | x | Complete The Birth of an Alliance. |
SP Build: I recommend maxing nimble feet and then three snails, though you could go for recovery instead of three snails.
Training Spots: Do all of the quests and if you still have to train at the end, try the orange mushroom map to the right of the final tutor.
First Job: Pirate
AP Build:
STR = Everything that doesn't go into DEX
DEX = Your level
INT = 4
LUK = 4
Skills:
Icon | Skill Name | Description | Type | Mastered | Use |
Bullet Time | Increases accuracy and avoidability. | Passive | 20 | Gives you accuracy needed to hit some monsters. | |
Flash Fist | Uses MP to speed up the punch to rapidly attack enemies. | Active | 20 | Your primary first job single target attack, though it gets replaced quickly. | |
Somersault Kick | A devastating kick that accompanies a backward somersault. Attacks all enemies in the vicinity. | Active | 20 | Your primary mobbing skill in first job. This is also your primary training skill for 20-30. | |
Double Shot | Fires two bullets at once to apply double damage to monsters. | Active | 20 | Useless for a brawler. | |
Dash | Press left or right arrow twice to temporarily boost speed and jumping ability. | Active | 10 | Very useful for traveling. (This skill can be assigned to a hotkey) |
SP Build:
1. 10 Flash Fist
2. 1 Dash (or 11 Flash Fist)
3. 11 Sommersault Kick (gets you to 5 mobs)
4. 10-15 Bullet Time (10 if you plan to grind, 15 if you plan to KPQ at 21)
5. 20 Sommersault Kick
6. 20 Bullet Time
7. 10 Dash (or 20 Flash Fist)
8. 11 Flash Fist (or 1 Double Shot)
Build notes: The reason I put maxing flash fist into parentheses is that flash fist is quickly replaced in second job, whereas dash is useful forever. Note: some people will say don't get dash because it can get annoying if you accidentally double-tap an arrow key and activate it. First off, I don't really see how that can get annoying. Oh no, I'm wasting trivial amounts of MP! Second off, if you're careful that'll never happen. The reason for 1 in Double Shot is because 1 dash is really pointless, and if you're really adamant about maxing flash fist you won't want dash at all.
Training:
Levels 10-15. Do the [hunt], [collect] quests that involve ribbon pigs and pigs. Do these at the same time as your beginner pirate's training quests. (Or HPQ)
Levels 15-18. Caution Falling Down
Levels 18-2x. Final training quest (where you kill 10 green mushrooms), and all the quests that follow. The ones after you get Corcell Hat are optional, but get the Corcell Hat. It's really good.
Levels 2x-30. Sand rats/scorpions at Sahel 1/2/3. (If you get really bored, try Dark Sand Dwarves in the leftmost or rightmost portal in Sahel 2. They have a magic attack and aren't great hp/exp, but they have a phenomenal spawn rate.) (Or KPQ)
Second Job: Brawler
Note: I don't have a high-level brawler yet so my advice isn't personal. However, I've taken the time to collect it from a variety of sources, so it's not off the top of my head!
AP Build: Same as first job build; DEX = level, all the rest goes into STR.
Skills:
Icon | Skill Name | Description | Type | Mastered | Element | Prerequisites |
HP Boost | Permanently increases Max HP. | Passive | 10 | x | - | |
Dark Clarity | Calms your heart to provide a temporary increase to Weapon Attack and Accuracy. | Supportive | 20 | x | - | |
Knuckle Mastery | Increases the weapon mastery and accuracy of knuckles. | Passive | 10 | x | - | |
Tornado Uppercut Energy Vortex |
Tornado Uppercut: Performs a fast uppercut that creates a wild tornado and attacks enemies. When the energy is charged fully, you create a stronger Energy Vortex that travels further. Energy Vortex: Create a wild energy vortex to attack enemies. |
Active | 10 | x | - | |
Corkscrew Blow | Allows you to punch multiple monsters at once with energized fist. | Active | 20 | x | - | |
Energy Charge | Charges up your energy while attacking. When the energy is fully charged, your body strengthens and you have a chance to enter Power Stance. Uses energy instead of MP when using most attack skills. Receives only half the effect when charging energy. | Passive | 1 | x | - | |
Physical Training | Permanently improves STR and DEX through sheer physical training. | Passive | 5 | x | - | |
Knuckle Booster | Doubles the attack speed of your weapon. Must have knuckles equipped. | Supportive | 10 | x | Knuckle Mastery Lv. 5 | |
Perseverance | Recovers HP and MP over time. | Passive | 10 | x | - |
SP Build:
1. 10 Improving MaxHP (MAX)
2. 1 Corkscrew Blow (for mobbing and knockback)
3. 19 Knuckle Mastery
4. 6 Knuckle Booster
5. 20 Corkscrew Blow (MAX)
6. 20 Double Uppercut (MAX)
7. 20 Backspin Blow (MAX)
8. 20 Knuckle Booster (MAX)
9. 10 MP Recovery (MAX)
10. 20 Knuckle Mastery (MAX)
End result: Maxed Improving MaxHP, Corkscrew Blow, Knuckle Mastery, Knuckle Booster, Double Uppercut, Backspin Blow, MP Recovery, and 0 Oak Barrel.
Build notes: No oak barrel because it's basically Dark Sight with a fail rate. Though, if you want, you could put that last SP into Oak Barrel and leave Mastery at 19. It's only one point of accuracy, anyways.
Training:
Levels 30-40. CPQ is your best bet. Sakura Cellions if you want to take a break, these are pretty good exp and have the drops of a 5x while having the stats of a 3x.
Levels 40-50. CPQ is still pretty good. If you're funded/rich, try Truckers. Great mobs and great spawn. You can also try Golems in Sleepy Dungeon IV. (Straw Target Dummies are another option.)
Levels 50-80. MP3
Levels 50-60. Truckers, Voodoos/Hoodoos, LMPQ if you get tired of grinding.
Levels 60-70. Voodoos/Hoodoos, LMPQ if you get tired.
Third Job: Marauder
Note: See note on Brawler section.
AP Build: Same as before.
Skills:
Icon | Skill Name | Description | Type | Mastered | Element | Prerequisites |
Stun Mastery | Critical Rate increases when attacking stunned enemies. Attacks also have a chance to stun targets | Passive | 10 | - | ||
Supercharge | Enhances the effects of Energy Charge like energy charge amount and max energy when attacking. Also charges twice the energy when attacking a boss. | Supportive | 20 | x | - | |
Energy Burst Hedgehog Buster |
Energy Burst: Ignites the energy to attack multiple enemies nearby. Has a chance to stun enemies. When energy is fully charged, you can use an enhanced Hedgehog Buster with better range and speed. Hedgehog Buster: Ignites the energy to attack multiple nearby enemies. Has a chance to stun enemies. |
Active | 20 | x | - | |
Precision Strikes | Increases Critical Rate and critical damage. Additional Critical Rate against bosses. | Passive | 10 | x | - | |
Roll of the Dice | Test your luck! Roll a dice to get a random Buff. Roll a 1 and you get nothing. | Supportive | 20 | x | - | |
Admiral's Wings | Focus on defensive maneuvers for a temporary boost to defense. | Supportive | 10 | x | - | |
Static Thumper | Hits the ground to cause a shockwave that pierces through multiple enemies. When the energy is fully charged, it increases damage. | Active | 20 | x | - | |
Spiral Assault | Summon the soul of a super human to charge enemies and knock them back. Links with Corkscrew Blow. | Active | 20 | x | - |
End Notes/Disclaimers
This guide may not be posted anywhere unless authorized by me.
This is a work in progress! Please check back later for more updates.