Every Class in MapleStory v117, Explained (Pick Your Main Without the Regret)
If you played MapleStory a decade ago, closed the client, and just found your way back, the character-select screen can feel like it grew three new limbs while you were gone. The v117.2 roster is bigger and stranger than the four-job world most of us remember. This is a plain-language map of the MapleStory v117 classes — what each one actually feels like to play, who it's for, and how to choose a main you won't abandon at level 40. It is not a build guide; there are no skill-point tables here. Think of it as picking a character in a fighting game by vibe before you ever open the training room.
First, what era are we even in?
Zipangu runs GMS v117.2, the Big Bang era. That single detail explains most of what will surprise a returning player. Big Bang was the patch that tore up MapleStory's original math — it rebalanced every class, flattened the brutal early grind, and gave skills the punchy, animation-heavy feel the game is known for today. If your mental model is v83 (the version MapleRoyals and MapleLegends preserve so well), you're picturing a slower, grindier, more spartan game. Both eras are great. They're just different games wearing the same hat.
The practical upshot: classes in v117 hit harder, level faster in the early game, and lean into distinct 'identity' mechanics rather than all playing like the same auto-attacker with different colors. A warrior isn't just 'the melee one' anymore — it's a specific fantasy with its own gauge, combo, or stance. That's the lens to read this list through.
None of this is pay-to-win, either. Zipangu is free with fair 2x EXP / 1x meso / 1x drop rates and no NX selling, so every class you read about below is judged on how it plays, not on what you'd have to buy to make it work.
Tip: If you loved v83's slow burn, that nostalgia is real and valid — but give a Big Bang class one afternoon before deciding. The feel is different in the hands, not just on paper.
The Explorers: the five originals, all grown up
The Explorers are the classes you already know — Warrior, Magician, Bowman, Thief, and Pirate — and in v117 all five carry the full four-job progression. This is the honest 'no wrong answer' starting point. If you're returning and want to feel at home while relearning the game, an Explorer is the least jarring door to walk through.
Each branch splits into subclasses at first job, so 'Warrior' is really Hero, Paladin, or Dark Knight; 'Magician' is Arch Mage (Fire/Poison), Arch Mage (Ice/Lightning), or Bishop; and so on. The archetypes below are the honest one-line vibe of each trunk — pick the fantasy first, then worry about the branch later.
- ▸Warrior — tanky, front-line, high survivability. The class that lets you learn a boss's patterns by eating a few hits and living. Forgiving for rusty reflexes.
- ▸Magician — ranged burst and elemental flavor, plus the Bishop path if you like being the party's backbone with heals and buffs. Squishier, higher ceiling.
- ▸Bowman — clean, mobile ranged DPS. Great sightlines, satisfying single-target and mobbing. A comfortable 'I just want to shoot things' pick.
- ▸Thief — fast, slippery, crit-hungry. Claw-throwing Night Lords and dagger Shadowers reward good positioning and aggression.
- ▸Pirate — the wildcard. Gun-toting or knuckle-punching, with the flashiest animations of the originals and a genuinely unique rhythm.
Cygnus Knights: a faster on-ramp with its own flavor
Cygnus Knights are the Empress's five — Dawn Warrior, Blaze Wizard, Wind Archer, Night Walker, and Thunder Breaker. They mirror the five Explorer archetypes (a Dawn Warrior is your melee bruiser, a Wind Archer your bow-user, and so on) but carry their own skills, their own story, and a smoother early game.
For a returning player, the appeal is momentum. Cygnus Knights tend to feel snappy and rewarding from the first hour, which is exactly the confidence boost you want while your muscle memory is coming back online. If you like an Explorer archetype but want a slightly different coat of paint and a brisker start, this is your aisle.
The trade-off is mostly aesthetic and thematic rather than power — pick the Knight whose element and animations you find coolest, because that 'coolness' is what keeps you logging in past the honeymoon.
The hero classes: where v117 gets genuinely new
This is the part that didn't exist in the version most returnees remember. Each of these classes is built around a signature mechanic, not just a weapon type — they're the reason the v117 roster feels fresh rather than nostalgic. If you want to play something you've never touched before, start here.
A quick, honest read on each so you can pick by temperament:
- ▸Aran — polearm-swinging Legend built on a combo counter. The more you keep the chain alive, the harder you hit. Rhythmic and momentum-driven; punishes standing still.
- ▸Mercedes — dual-bowgun elf, absurdly fast and mobile, with cancel-heavy combos. Also famous for a party-friendly EXP link skill. High skill-expression, very stylish.
- ▸Phantom — the thief who steals other classes' skills. A cane-wielding trickster with a deck-of-cards flavor. Flexible, gadgety, and great if you like tinkering.
- ▸Luminous — a mage juggling Light and Dark magic toward an 'Equilibrium' burst state. A resource-management puzzle wearing a spellcaster's robe. Cerebral and rewarding.
- ▸Demon Slayer — a one-handed warrior fueled by a Force gauge instead of MP, so you attack to power your abilities. Aggressive, self-sustaining, satisfying to press.
- ▸Cannoneer — a pirate cousin who lugs a hand-cannon and a monkey sidekick. Big booms, wide hits, cheerful chaos. The most 'just have fun' class on the list.
How to actually pick a main (a short honesty check)
The single most common returning-player mistake is optimizing for a tier list before you've felt anything in your hands. On a fair-rate server with no pay-to-win, the 'best' class is overwhelmingly the one you'll still be leveling next month. Vibe beats math here more than people admit.
Run yourself through three quick questions instead of reading damage charts. Your gut answers point at a class faster than any spreadsheet:
- ▸Ranged or in-the-face? Ranged (Bowman, Wind Archer, Mercedes, Luminous) forgives rusty positioning; melee (Warrior, Aran, Demon Slayer) rewards it.
- ▸Do you like managing a gauge? If a combo counter or a Light/Dark meter sounds fun, Aran, Demon Slayer, and Luminous will hook you. If it sounds like homework, stick to Explorers or Cygnus.
- ▸Simple satisfaction or high ceiling? Warrior and Cannoneer are easy to feel good on early; Mercedes and Phantom pay off skill and patience.
- ▸Solo or party-minded? Bishop and Mercedes shine when you play with others; most classes solo the early game fine.
Tip: Make a throwaway character in your top two choices and play each to about level 30. That single evening will settle the debate better than any guide — this one included.
The returning-player reality check
You do not need to memorize this whole roster before you download. Pick the archetype that made you smile reading it, roll it, and let the game reteach you the rest. Every class here reaches endgame content — Zakum, Horntail, Pink Bean, and the Black Mage storyline — so you are not locking yourself out of anything by choosing with your heart first.
And because Zipangu keeps things free and hacker-free with our custom RustHS anti-cheat, the ladder you climb is an honest one: the person out-damaging you did it by playing, not by paying. That's the whole point of choosing a main you actually enjoy — the fun compounds, and so does the character.
When you're ready, the client is a free download from the site, and the Discord is the fastest place to ask a real human 'is this class fun at 4th job?' before you commit. Roll something. You can always make a second.
Frequently Asked Questions
How many classes are in MapleStory v117?
MapleStory v117 (the Big Bang era) has the five Explorer branches (Warrior, Magician, Bowman, Thief, Pirate), the five Cygnus Knights (Dawn Warrior, Blaze Wizard, Wind Archer, Night Walker, Thunder Breaker), and the hero/legend classes: Aran, Mercedes, Phantom, Luminous, Demon Slayer, and Cannoneer. On Zipangu, all of them are playable to endgame with the full job progression.
What's the best class for a returning player in v117?
For most returning players, an Explorer (Warrior for durability, Bowman for easy ranged DPS) is the smoothest re-entry because it plays closest to the game you remember. If you want something new, Cannoneer and Demon Slayer feel powerful and forgiving early. On a fair-rate, no-pay-to-win server like Zipangu, the best class is simply the one you enjoy enough to keep leveling.
Should I start with an Explorer or a Cygnus Knight?
Explorers and Cygnus Knights share the same five archetypes, so pick by feel. Explorers are the classic experience with familiar skills and the full four-job path. Cygnus Knights mirror those archetypes with their own skills, story, and a snappier early game. Neither is a wrong choice — try the archetype you like as both and keep whichever clicks.
Are v117 classes the same as old-school MapleStory?
No. v117 is the Big Bang era, which rebalanced every class and added mechanics and hero classes that never existed in old v83 MapleStory. Explorers are still recognizable, but they hit harder and level faster, and classes like Aran, Luminous, and Demon Slayer are built around signature gauges and combos. If you only knew v83, expect a familiar world with a genuinely different combat feel.
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