Assassin Guide for MapleStory Classic World: Skill Build, AP, Claws and Stars (Lv 30โ70)
The Assassin is the claw Thief: you keep throwing Lucky Seven from range, max Claw Mastery and then Critical Throw, and put almost every AP into LUK, with DEX only to equip your next claw. It's a single-target class with no AoE in 2nd job, and in Classic World 2nd job is where the road ends for now.
Quick build: Haste 1 โ Claw Mastery 5 + Claw Booster 1 โ Claw Mastery 20 (by 37) โ Critical Throw 30 (by 47). After that, Haste, Booster, Critical Recovery and Drain in the order you prefer (two community plans below). AP: base DEX = your claw's level, everything else LUK.
Becoming an Assassin
At level 30, talk to the Dark Lord in Kerning City and start The Thief's Next Journey. Take his letter to the Thief Job Instructor at Construction Site North of Kerning City, collect 30 Dark Marbles in the test map, swap them for The Proof of a Hero, and return to the Dark Lord. Pick Assassin. You should arrive with max Lucky Seven, Keen Eyes and Nimble Body from the Thief 1โ30 guide. Full walkthrough: job advancement guide.
Assassin skills (launch values)
Values at max level, as read from the launch client.
| Skill | Max | At max level | Needs |
|---|---|---|---|
| Claw Mastery | 20 | Mastery 10, +20 Attack Power, 25% chance to get stars back | โ |
| Critical Throw | 30 | +15% Critical Rate, +35% Critical Damage | Claw Mastery 3 |
| Claw Booster | 20 | +2 attack speed stages for 300 sec, costs 10 HP and 10 MP | Claw Mastery 5 |
| Critical Recovery | 20 | Recover 10% HP and MP on a critical hit, 100% chance, 30-sec lockout | โ |
| Haste | 20 | Party Speed +30, Jump +10 for 300 sec, 35 MP | โ |
| Drain | 30 | 240% damage, 12% chance to absorb 15% of damage as HP, 28 MP | Critical Recovery 3 |
A few things worth knowing:
- Claw Booster gives the full speed boost at level 1. Extra points only make it last longer and cost less (100 sec at Lv 1, 300 sec at Lv 20).
- Lucky Seven stays your main attack. Community numbers show it out-damaging Drain per cast at level 70. Drain is your "heal while hitting" button, not your grind skill.
- Claw Mastery's +20 Attack Power helps your minimum damage, which is what decides guaranteed one- and two-shot kills.
SP build: levels 30โ70
You get 121 SP between levels 30 and 70 (1 for the advancement, then 3 per level). Both common plans open the same way:
| Levels | Spend on | Result |
|---|---|---|
| 30โ32 | Haste 1, Claw Mastery to 5, Claw Booster 1 | Booster unlocked early |
| 33โ37 | Claw Mastery | Claw Mastery 20 |
| 38โ47 | Critical Throw | Critical Throw 30 |
After 47 the two plans split:
| Plan | Order after Critical Throw | Ends at 70 with |
|---|---|---|
| Plan A (Booster-first) | Haste 20 โ Booster to 9 โ Critical Recovery 20 โ Booster 20 โ Drain | Drain 11, everything else maxed |
| Plan B (Drain-max) | Critical Recovery 20 โ Haste 20 โ Drain 30 | Booster still at 1 (maxed after 70) |
The reasoning behind Plan A: at level 11, Drain already does its job as an emergency heal, and the SP is worth more in Critical Recovery's MP refunds and a long Booster. If you actually use Drain to heal, take Plan B or max Drain instead of Critical Recovery. Both plans are fine; neither skips Critical Throw.
Why Mastery before Critical Throw? Claw Mastery's Attack Power raises your weakest hit, so you reach reliable one-hit kills sooner, and by level 40 the two skills' average output is close anyway.
AP: LUK, with DEX for claws
Launch claws need DEX equal to their level. A simple community rule from level 31 to 70 is +1 DEX and +4 LUK every level, which lands exactly on each claw's requirement:
| Level | Base DEX | Claw it unlocks | Claw requirement |
|---|---|---|---|
| 30 | 30 | Guards (Adamantium / Steel) | 30 DEX, 65 LUK |
| 35 | 35 | Guardian | 35 DEX, 75 LUK |
| 40 | 40 | Avarice | 40 DEX, 85 LUK |
| 50 | 50 | Slain | 50 DEX, 105 LUK |
| 60 | 60 | Gigantic | 60 DEX, 125 LUK |
| 70 | 70 | Scarab | 70 DEX, 145 LUK |
DEX on your gear counts, so you can run lower base DEX if your cape, earrings or gloves carry it (the Sauna Robe only adds +1 DEX, so don't count on it). One community estimate says gear can realistically give 20โ30 DEX at launch. STR and INT stay at 4.
Claws and throwing stars
Claw progression
| Level | Claw | W.ATK | How you get it |
|---|---|---|---|
| 25 | Meba | 19 | Last claw sold in a shop |
| 30 | Guards | 22 (Steel), 23 (Mithril, Adamantium) | Weaponcrafting 6 |
| 35 | Guardian | 25 (Bronze), 26 (Silver, Dark) | Weaponcrafting 7 or FM |
| 40 | Avarice | 28 (Steel), 29 (Blood, Adamantium, Dark) | Steel Avarice is Weaponcrafting 8; the other colors are Weaponcrafting 9 (above the reported launch cap), so FM |
| 50 | Slain | 34 | Weaponcrafting 10 recipes (Steel Slain, then Blood/Sapphire/Dark), above the reported launch cap; drop source not in the game data, so FM for now |
| 60 | Gigantic | 40 (Bronze), 41 (others) | No recipe; drop source not in the game data, so FM |
| 70 | Scarab | 46 (Brown), 47 (others) | No recipe; drop source not in the game data, so FM |
W.ATK values are from the launch item data. The crafted claws are leather-heavy: Steel Guards takes 40 Processed Leather, Bronze Guardian 50 and Steel Avarice 60, plus ingots and Screws, so you'll want Leatherworking and Smithing too or a supplier.
Each tier has color variants with small extras. Take Slain as an example: Blood adds 1 accuracy, Sapphire 1% critical damage, Dark 1% critical rate. Community guides slightly prefer Dark Slain at similar prices, but a scrolled Slain with more total W.ATK beats any clean one. If you'd rather not farm, the crafting guide covers Weaponcrafting, and the Free Market guide covers buying.
Throwing stars
Star W.ATK adds to the claw's for Lucky Seven, so stars matter as much as a claw upgrade.
| Star | W.ATK |
|---|---|
| Subi | +15 |
| Wolbi | +17 |
| Mokbi | +19 |
| Kumbi | +21 |
| Tobi | +23 |
| Steely Throwing Knives | +25 |
| Ilbi | +27 |
| Hwabi | +29 |
Snowball (+17), Wooden Top (+19) and Icicle (+21) also throw from a claw. One community estimate puts Ilbis at 16โ24% more damage than Subis on the same claw.
Where stars come from: Subis are sold in shops, Wolbis come from Max at the Kerning City Civic Center (citizenship). Community drop lists also name Fire Boars as a Wolbi drop; the game data has no drop tables, so treat that as unverified. Higher stars mostly come from drops or the FM. Drop sources for them aren't in the game data; one community drop list names Stone Golems for Tobis and Red Drakes for Steelys (single source, unverified). Recharging is cheap next to buying the first sets, so the usual advice is to carry several stacks of a good star rather than one stack of an expensive one.
Armor and scrolling
- Gloves for Attack first. Community guides agree on this. One community test (single source, not verified by us) ran five Lesser Attack scrolls against five Lesser Crit Rate scrolls on a level 70 Assassin and had Attack ahead by about 3.76%.
- Weapon for Attack, then overall, cape and earrings for LUK.
- Scroll tiers: Lesser always succeeds (100%), Intermediate is 60%.
- The overall matters. Tops and bottoms can't take LUK scrolls, so a 10-slot overall is your best LUK base. The Sauna Robe (+1 to every stat, 10 slots) works for every class; the game data makes the Blue one male-only and the Red one female-only, and the quest gives you the one you can wear. At 35, the Thief overall Dark Avenger starts with +6 LUK and 10 slots, but it is female-only in the game data, and so are the other three Avengers (Red, Blue, Purple). Male Assassins have no Avenger and no Thief overall at all before 50 in the launch data. The male options are to keep scrolling the 10-slot Blue Sauna Robe, or wear the level 35 male-only Black Knucklevest top and Black Knucklevest Pants (+3 LUK each, 7 slots each, but tops and bottoms can't take LUK scrolls). The data doesn't list a shop or drop for the Knucklevests, so expect to find them in the FM.
- Realistic launch armor, per community guides: Dark Guise / Brown Sonata / White Nightfox hats, Steel Sylvia / Brown Moon Gloves / Gold Rover gloves, and Black Napoleon or Black Gaia Cape (both carry LUK).
Playstyle
You stand back, throw, and let range do the work. Haste speeds up every platform change. Check accuracy before moving maps: community data puts a level 34 Jr. Wraith at 82 ACC for a guaranteed hit at equal level, and a level 48 Wraith at 104. Pick maps where the common mobs die in one or two Lucky Sevens even on a low roll. Map picks by level are on Assassin training spots.
Pros and cons
Pros
- Ranged, safe, works on flying mobs.
- Strong single-target damage. A community DPS benchmark at level 70 ranks it #2 of the ten 2nd jobs at about 256,000 damage per minute, behind only the Bandit.
- Haste is a party buff people want around.
- Critical Recovery and Claw Mastery's star refunds cut pot and star costs.
Cons
- No multi-target attack in 1st or 2nd job. Open-field mobbing is not your thing.
- Stars cost mesos, take inventory space and need recharging.
- Low HP, weak defense.
- Popular class, so expect claw, star and scroll prices to reflect that.
What changed in Classic
We only list changes we can source to Classic World itself; we don't quote old-GMS values here.
- Launch values differ from the closed tests. Closed test coverage shows Assassins lost Agile Recovery and got Critical Recovery instead, and Claw Mastery became +20 Attack Power with star recovery.
- Lucky Seven: pre-launch and closed-test data listed 120%; launch data lists 140% per star.
- No 3rd job at launch. Hermit isn't in the game. Nexon held back Orbis, El Nath and 3rd job for a rework, with no date. Level cap at launch is 100.