Spearman · 2nd Job · Damage
Rush
Rush is a 2nd job Spearman skill in MapleStory Classic World with 20 ranks. At rank 20 it deals 80% damage to up to 6 monsters, has a 2 seconds cooldown, and costs 15 MP.
Changed in the Public Release Read from the Public Release client, which changed it on .
Rushes forward a certain distance in the direction you are facing. If there are monsters within the rush range, you can deal damage to up to 6 of them and knock them back a certain distance. While rushing, you will not be knocked back even if attacked by monsters. Cooldown: 2 sec
Available the moment you advance.
iWhere these figures and this picture come from
The client’s. Every figure. The box is this skill’s own lt and rb corners on that rank’s level row - the two points the client hit-tests between, measured from the origin that sits between your feet - and a rule is the same row’s range. So is which way a box faces: one that never crosses the origin is stored on one side and mirrored to whichever way you are facing, so it is drawn ahead of you; one that runs from -200 to +200 is drawn around you, because that is where it is.
Ours. The scale, which is picked so both ranks and the character fit and is stated under the drawing with a rule to read it against. The sky and the ground, which are drawn here and are not a map - the line between them is the origin, not a platform. And the character: a recorded drawing rather than the client’s own art, standing in for the class, because every item asset in the export is an inventory icon and a dressed character cannot be built out of those. See public/recorded/figures/README.md.
It is drawn at the same scale as the boxes and at no other, which is the whole point of it being there: “220 × 50 px” is not a size anybody can picture and a character standing in it is.
- Cooldown
- 2 sec
- before you can cast again
- MP at max
- 15
- down from 35 at rank 1
Rank by rank
20 ranksMP -15; Rush, with 150 in distance; Damage 80%
- rolls
- 406-462 a hit
- MP
- 15
- reaches
- 150 px
- catches
- 6 monsters
- cooldown
- 2 sec
What ranking it up buys
iHow to read these rows
One row per number that moves rank to rank: what it is at rank 1, what it is at the last rank, and the difference. The track marks every rank at its own place between the two, so a skill that does most of its work in the first few ranks looks like one - and several do.
Every figure comes off the client’s own level rows rather than out of the tooltip sentence, so a rank the client is silent about is a gap here rather than a guess.
What it rolls
iEvery assumption behind these numbers
A damage number whose inputs are hidden is worse than no number, so all of them are on the page. Level 70, which is this job’s own unlock level. 292 STR, which is every base point the level allows that is not being spent meeting the weapon. 70 DEX to hold a Redemption. 95 weapon attack, and mastery 10 from this chain's own mastery skill.
No equipment beyond the weapon, no buffs, no potions and no monster on the other end: this is the roll before anything is done to it. What the game prints also depends on the level gap to what you hit and on its defence, and neither is in this figure.
Rank 1
305-346
60% of the roll
Rank 20
406-462
80% of the roll
Across 6 monsters at that is up to 2772 a cast, which is the figure worth comparing against a single-target skill’s.
high = skill% x (1.0 + (STR x mult + DEX) / 100 + att / 50) x weapon attack
low = skill% x (0.8 + (STR x mult x mastery + DEX) / 100 + att / 50) x weapon attack
How often you swing
iWhat a stage is, and what it is not
Every weapon carries a stage from 2 (fastest) to 8 (slowest), and the label printed beside it is not reversible: “Fast” is stage 4 or 5, so the stage is what a booster has to be applied to.
What the export does not carry is milliseconds per stage. So this says which weapon swings sooner than which, and cannot say how long either takes - which is also why damage per second is not a number this site prints anywhere.
| Best rung at level 70 | Bare | Boosted |
|---|---|---|
| RedemptionSpear | Slow (7) | Fast (5) |
| The Gold DragonPolearm | Slow (8) | Normal (6) |
Spear Booster moves the stage 2 faster, which is the figure off its own rank rows.
Weapon multipliers
The multiplier is the weapon’s, not the skill’s, and it is the largest single term in the roll.
| Weapon | Swing | Stab |
|---|---|---|
| Spear | 1.5 | 3.540% |
| Polearm | 3.5 | 1.540% |
A ranged weapon carries one multiplier and one action, so there is no swing-or-stab coin flip in the numbers. Firing one at something standing next to you is the exception, and it is punished: the stat divisor goes from 100 to 300 and the attack divisor from 50 to 150.
Closed Online Test 2 to Public Release
iWhy a change might be missing
Each diff was generated on its own date and the rest of the snapshot was synced later, so a change made between the two would not appear here. Where they disagree, the rank rows above are the newer read.
Description
[Master Level: 20] Rushes forward a certain distance in the direction you are facing. If there are monsters within the rush range, you can deal damage to up to 4 of them and knock them back a certain distance. While rushing, you will not be knocked back even if attacked by monsters. Cooldown: 1 sec
[Master Level: 20] Rushes forward a certain distance in the direction you are facing. If there are monsters within the rush range, you can deal damage to up to 6 of them and knock them back a certain distance. While rushing, you will not be knocked back even if attacked by monsters. Cooldown: 2 sec
Monsters Hit
4
6
Cooldown (sec)
1
2
Level 1
MP -40; Rush, with 130 in distance; Damage 60%
MP -35; Rush, with 130 in distance; Damage 60%
Level 2
MP -39; Rush, with 130 in distance; Damage 61%
MP -34; Rush, with 130 in distance; Damage 61%
Level 3
MP -38; Rush, with 130 in distance; Damage 62%
MP -33; Rush, with 130 in distance; Damage 62%
Level 4
MP -37; Rush, with 130 in distance; Damage 63%
MP -32; Rush, with 130 in distance; Damage 63%
Level 5
MP -36; Rush, with 130 in distance; Damage 64%
MP -31; Rush, with 130 in distance; Damage 64%
Level 6
MP -35; Rush, with 130 in distance; Damage 65%
MP -30; Rush, with 130 in distance; Damage 65%
Level 7
MP -34; Rush, with 130 in distance; Damage 66%
MP -29; Rush, with 130 in distance; Damage 66%
Level 8
MP -33; Rush, with 130 in distance; Damage 67%
MP -28; Rush, with 130 in distance; Damage 67%
Level 9
MP -32; Rush, with 130 in distance; Damage 68%
MP -27; Rush, with 130 in distance; Damage 68%
Level 10
MP -31; Rush, with 150 in distance; Damage 69%
MP -26; Rush, with 150 in distance; Damage 69%
Level 11
MP -30; Rush, with 150 in distance; Damage 70%
MP -25; Rush, with 150 in distance; Damage 70%
Level 12
MP -29; Rush, with 150 in distance; Damage 71%
MP -24; Rush, with 150 in distance; Damage 71%
Level 13
MP -28; Rush, with 150 in distance; Damage 72%
MP -23; Rush, with 150 in distance; Damage 72%
Level 14
MP -27; Rush, with 150 in distance; Damage 73%
MP -22; Rush, with 150 in distance; Damage 73%
Level 15
MP -26; Rush, with 150 in distance; Damage 74%
MP -21; Rush, with 150 in distance; Damage 74%
Level 16
MP -25; Rush, with 150 in distance; Damage 75%
MP -20; Rush, with 150 in distance; Damage 75%
Level 17
MP -24; Rush, with 150 in distance; Damage 76%
MP -19; Rush, with 150 in distance; Damage 76%
Level 18
MP -23; Rush, with 150 in distance; Damage 77%
MP -18; Rush, with 150 in distance; Damage 77%
Level 19
MP -22; Rush, with 150 in distance; Damage 78%
MP -17; Rush, with 150 in distance; Damage 78%
Level 20
MP -20; Rush, with 150 in distance; Damage 80%
MP -15; Rush, with 150 in distance; Damage 80%
Closed Online Test 1 to Closed Online Test 2
Name
Hyper Body
Rush
Description
[Master Level : 20] Temporarily increases the Max HP of all party members around the area. Required Skill : At least Level 3 on Iron Will
[Master Level: 20] Rushes forward a certain distance in the direction you are facing. If there are monsters within the rush range, you can deal damage to up to 4 of them and knock them back a certain distance. While rushing, you will not be knocked back even if attacked by monsters.
Monsters Hit
not set
4
Cooldown (sec)
not set
3
Range
not set
130-150
Duration (sec)
100-300
not set
Level 1
MP -30; Max HP +10% for 100 sec
MP -30; Rush, with 130 in distance; Damage 60%
Level 2
MP -31; Max HP +11% for 110 sec
MP -29; Rush, with 130 in distance; Damage 61%
Level 3
MP -32; Max HP +12% for 120 sec
MP -28; Rush, with 130 in distance; Damage 62%
Level 4
MP -33; Max HP +13% for 130 sec
MP -27; Rush, with 130 in distance; Damage 63%
Level 5
MP -34; Max HP +14% for 140 sec
MP -26; Rush, with 130 in distance; Damage 64%
Level 6
MP -35; Max HP +15% for 150 sec
MP -25; Rush, with 130 in distance; Damage 65%
Level 7
MP -36; Max HP +16% for 160 sec
MP -24; Rush, with 130 in distance; Damage 66%
Level 8
MP -37; Max HP +17% for 170 sec
MP -23; Rush, with 130 in distance; Damage 67%
Level 9
MP -38; Max HP +18% for 180 sec
MP -22; Rush, with 130 in distance; Damage 68%
Level 10
MP -39; Max HP +19% for 190 sec
MP -21; Rush, with 150 in distance; Damage 69%
Level 11
MP -40; Max HP +20% for 200 sec
MP -20; Rush, with 150 in distance; Damage 70%
Level 12
MP -41; Max HP +21% for 210 sec
MP -19; Rush, with 150 in distance; Damage 71%
Level 13
MP -42; Max HP +22% for 220 sec
MP -18; Rush, with 150 in distance; Damage 72%
Level 14
MP -43; Max HP +23% for 230 sec
MP -17; Rush, with 150 in distance; Damage 73%
Level 15
MP -44; Max HP +24% for 240 sec
MP -16; Rush, with 150 in distance; Damage 74%
Level 16
MP -45; Max HP +25% for 250 sec
MP -15; Rush, with 150 in distance; Damage 75%
Level 17
MP -46; Max HP +26% for 260 sec
MP -14; Rush, with 150 in distance; Damage 76%
Level 18
MP -47; Max HP +27% for 270 sec
MP -13; Rush, with 150 in distance; Damage 77%
Level 19
MP -48; Max HP +28% for 280 sec
MP -12; Rush, with 150 in distance; Damage 78%
Level 20
MP -50; Max HP +30% for 300 sec
MP -10; Rush, with 150 in distance; Damage 80%
The rest of the Spearman book
iWhat this page still cannot tell you
How long a cast takes. The client ships a frame timing for every action, but the game scales an action by the weapon’s attack speed and the rule that does it is not in the export. So nothing here is milliseconds of real cast time, and nothing on this site prints damage per second.
How the search steps. The box says what area a cast catches, and three things about how it is searched are on no row anywhere: where the search starts, relative to your feet; the step it moves in, if it steps rather than sweeps; whether a wall or a platform edge stops it. Drawing them would mean taking somebody else’s reverse engineering of the client and presenting it as ours.
Whether it can be cast in the air, and what a monster’s defence does to the roll. No cast-position column exists, and the roll above is the number before anything on the other end is applied.
And all of it is the Public Release's rows as they were exported, which a later patch can change.
