May 21 balance patch
What changed for Night Lord
The 05.21 update made Night Lord more mark- and 4th Job-sensitive. The setups below use current skill data, newer companion checks, and content-specific testing notes instead of treating older CP screenshots as the answer.
Assassin's Mark hits more targets
Assassin's Mark now reaches 7 targets, and the mastery damage increase moved from 50% to 80%.
Alchemic Adrenaline improved
The mastery adds another Final Damage boost, so buff uptime and skill cycling matter more in close boss checks.
Frailty Curse is a real boss-window skill
Its Final Damage now scales with skill level, while the target damage-taken value increased to 18%.
Shadow Shifter moved toward Final Damage
Shadow Shifter changed from Attack to Final Damage, with a shorter no-buff window after activation.
Dark Harmony raised the floor
The minimum damage multiplier increase doubled, making Min / Max tuning more relevant at higher levels.
Skills and job data
Use MSI Jobs for exact unlocks, then use this page for content setup.
Night Lord has more active skills than one tab can hold. These setups use two tabs, keep low-tier basic attacks out after Showdown is unlocked, and place passives in notes instead of active slots.

Attack Speed and movement buff. Keep it early unless MP or timing breaks.

Critical Rate and Attack buff when reactivated; use before burst unless Crit Rate is solved.

Stun skill for Arena and Stage Breakthrough final monsters. Remove it for bosses that cannot be stunned.

Instant movement cancel. Keep it late when damage timing matters, earlier when map contact is the wall.

Single-target filler before Quad Star. Useful when a durable target decides the timer.

Persistent area damage that improves after cooldown and strike-interval masteries.

Current basic-attack effect after 4th Job. Older basic attacks should not take slots.

Single-target burst. Place early for boss pages when cooldown cycling matters.

High-value multi-target burst with a damage-over-time follow-up.

Boss-window damage-taken and Final Damage setup skill.
Companion and artifact checks
Check these before rerolling the setup.
The content sections remain the slot-by-slot starting point. Recent Night Lord discussion reinforces that the class needs separate hunt, breakthrough, and boss pages; use these checks when the loss comes from timing, companion effects, MP, accuracy, or a content-specific artifact window.
Do not force a weak exact page over the effect mix
Use the content setup first, but keep the effect goal in mind: Skill Damage, Normal Monster Damage, Attack Speed, Boss Damage, Crit Rate, basic-hit checks, and Guild Conquest utility can all win different rows.
I/L and F/P Mage are breakthrough checks
Recent Night Lord discussion still points to Stage Breakthrough as the pain point: waves can feel slow while the final monster dies cleanly. Use I/L for normal-wave pressure and F/P when Crit Rate is the gap; move Night Lord back up only when the final target is the wall.
Attack Speed is useful only while MP stays stable
Attack Speed and current-job skill level are recurring Night Lord checks, but MP can become the hidden wall. If the page runs dry, fix MP or reduce speed before blaming the setup.
Guild Conquest uses Shadower main
For Guild Conquest, Shadower stays the main companion because armor shred and defense-buff removal are the purpose of the setup. Kleenex also flagged Bishop and Paladin as not fully tested in that older guide context.
Crit Rate and MP are common hidden walls
Recent player discussion repeatedly surfaced 100% Crit Rate, Book value before crit cap, and MP sustain as checks before blaming the class. If Quad Star and buffs stop cycling, fix those basics first.
Content setups
Open the content you are building for.
Each setup shows the skill tabs, main and alt-main companion picks, six sub companions, ability priority, artifact order, then the swap check for that content.
Content setupChapter Hunt
Use this when EXP per minute and mob contact matter more than boss burst.
Skill tabs
Nimble Feet
Dark Sight
Shadow Surge
Sudden Raid
Dark Flare
Showdown
Frailty Curse
Gust Charm
Triple Throw
Quad Star
Triple Throw and Quad Star are placed late for pure mob farming; move them earlier only when your map has a single durable target.
Companions
I/L MageNormal Monster Damage
F/P MageCritical Rate
Bow MasterAttack Speed
Unique
I/L MageNormal Monster Damage
Epic
I/L MageNormal Monster Damage
Unique
Bow MasterAttack Speed
Epic
Bow MasterAttack Speed
Unique
F/P MageCrit fallback
If I/L is your main, use Unique/Epic I/L in sub slots and let Bow Master carry speed support.
Ability / Hero Power
Artifacts
Glass Shoe can beat Sayram when companion range and map contact raise KPM.
Content setupStage Breakthrough
Stage Breakthrough needs enough Normal Monster Damage to reach the final monster cleanly, then enough boss burst and stun timing to finish it.
Skill tabs
Nimble Feet
Dark Sight
Frailty Curse
Sudden Raid
Showdown
Dark Flare
Gust Charm
Quad Star
Triple Throw
Shadow Surge
Save Gust Charm manually for the final monster when the auto order wastes the stun early.
Companions
F/P MageCritical Rate
BishopSkill Damage
I/L MageNormal Monster Damage
Legendary
Bow MasterAttack Speed
Legendary
Night LordBoss Damage
Unique
I/L MageWave support
Unique
Bow MasterSpeed support
Unique
Night LordBoss finish
If Bishop is higher level than F/P Mage, test it as main. Use boss HP left and timer left, not CP, as the result check.
Ability / Hero Power
Artifacts
Chalice is a near-clear manual push tactic. If the final target never appears cleanly, solve wave speed first.
Content setupChapter Boss
Use this when the chapter boss is the wall and the run is decided by boss HP left, not normal wave speed.
Skill tabs
Nimble Feet
Dark Sight
Frailty Curse
Quad Star
Triple Throw
Sudden Raid
Dark Flare
Showdown
Shadow Surge
Gust Charm
Gust Charm is shown late for the full active pool. If the boss cannot be stunned, treat that slot as the first one to disable after testing.
Companions
Bow MasterAttack Speed
Night LordBoss Damage
Bow MasterSpeed support
Unique
Night LordBoss Damage
Epic
Night LordBoss Damage
Legendary
BishopSkill Damage
Legendary
BuccaneerMain Stat %
Legendary
HeroMax roll
Bow Master often wins as main because its buff affects your character. Night Lord remains a strong boss-damage page, especially as a sub or when its page level is far ahead.
Ability / Hero Power
Artifacts
Star Rock is stronger here than in survival raids because Chapter Boss is a pure timer and HP-left check.
Content setupWorld Boss / Guild Raid
Use this when the whole score is boss uptime. Treat companion buffs, Defense Penetration, and group-friendly artifacts as the first swaps after the core boss row.
Skill tabs
Nimble Feet
Dark Sight
Frailty Curse
Quad Star
Triple Throw
Sudden Raid
Dark Flare
Showdown
Shadow Surge
Gust Charm
Skip Gust Charm unless the target can actually be stunned. Long boss windows reward clean buff-before-burst order.
Companions
Bow MasterAttack Speed
Night LordBoss Damage
Bow MasterSpeed support
Unique
Night LordBoss Damage
Epic
Night LordBoss Damage
Legendary
BishopSkill Damage
Legendary
BuccaneerMain Stat %
Legendary
HeroMax roll
If the group has enough speed support, test Night Lord as main only when its page level is clearly ahead.
Ability / Hero Power
Artifacts
Horn Flute and Silver Pendant are lower-slot tests when companion timing or group damage beats personal damage.
Content setupArena / Colosseum
PvP is matchup-dependent. Use this as a first page, then swap around Accuracy, Evasion, Cursed Doll, and stun value.
Skill tabs
Nimble Feet
Dark Sight
Gust Charm
Frailty Curse
Quad Star
Shadow Surge
Sudden Raid
Dark Flare
Showdown
Triple Throw
Ban and matchup logic can change the order. If the opponent has strong Evasion, solve hit consistency first.
Companions
Dark KnightArena utility
ShadowerControl utility
Bow MasterAttack Speed
Legendary
MarksmanStatus Damage
Legendary
HeroMax roll
Unique
Dark KnightAccuracy check
Unique
ShadowerMin roll
Unique
MarksmanStatus test
Marksman is a sub-page test for status windows. Dark Knight stays the safer main when hit consistency or PvP utility decides the match.
Ability / Hero Power
Artifacts
Cursed Doll is promoted here as an anti-evasion comparison. Keep it out of PvE unless misses are somehow the whole problem.
Content setupGuild Conquest
Guild Conquest is the exception row: use Shadower main because defense-buff removal and armor shred are the setup.
Skill tabs
Nimble Feet
Dark Sight
Frailty Curse
Sudden Raid
Dark Flare
Showdown
Quad Star
Triple Throw
Shadow Surge
Gust Charm
Time burst around the defense-removal window. If your Shadower page is very low, still test it before replacing the main.
Companions
ShadowerArmor shred
Dark KnightBuff removal
Bow MasterAttack Speed
Legendary
Night LordBoss Damage
Legendary
MarksmanStatus window
Unique
Night LordBoss Damage
Unique
Bow MasterSpeed support
Unique
HeroMax roll
Marksman is a sub-page test for stunned or groggy targets. It is not the main companion.
Ability / Hero Power
Artifacts
Peach Tree Herb Pouch is a real test when buff removal timing is the wall, but keep Hexagon and Ancient Text as the baseline.
Content setupGuild War
Guild War borrows the boss skill family, but the scorecard is matchup, Accuracy, companion window, and survival.
Skill tabs
Nimble Feet
Dark Sight
Frailty Curse
Sudden Raid
Showdown
Dark Flare
Gust Charm
Quad Star
Triple Throw
Shadow Surge
Keep Gust Charm only when the matchup rewards the status window. If accuracy is failing, fix hit consistency before adding more burst.
Companions
Bow MasterAttack Speed
Night LordBoss Damage
Bow MasterSpeed support
Legendary
MarksmanStatus window
Unique
Night LordBoss Damage
Legendary
BishopSkill Damage
Legendary
BuccaneerMain Stat %
Legendary
HeroMax roll
Marksman is a sub-page test for status windows, not the main companion.
Ability / Hero Power
Artifacts
For Guild War, start Hexagon and Book before testing Chalice. Zakum Piece and Alliance Badge belong to their own rows below.
Content setupBoss Raid - Zakum
Boss Raid Zakum disables companion summons, so use companion pages as passive equipped effects. Survive first, then tune boss damage.
Skill tabs
Nimble Feet
Dark Sight
Frailty Curse
Quad Star
Triple Throw
Sudden Raid
Dark Flare
Showdown
Shadow Surge
Gust Charm
Gust Charm is the first late-slot skill to disable if Zakum does not reward stun value. If dying early, lower damage before changing the whole skill order.
Companions
Night LordBoss Damage
Bow MasterAttack Speed
Night LordBoss DamageUnique
Bow MasterSpeed supportLegendary
BishopSkill DamageLegendary
BuccaneerMain Stat %Legendary
HeroMax rollLegendary
F/P MageCrit checkThese are passive page choices only. Do not plan a summon window for Boss Raid.
Ability / Hero Power
Artifacts
If Star Rock makes you die earlier, replace it with a survival artifact before chasing more score.
Content setupGrowth Dungeon - Weapon
Weapon Dungeon is boss-like for Night Lord. Keep boss damage, burst order, and enough Defense Penetration to move the timer.
Skill tabs
Nimble Feet
Dark Sight
Frailty Curse
Quad Star
Sudden Raid
Showdown
Dark Flare
Triple Throw
Shadow Surge
Gust Charm
Quad Star and Triple Throw stay late in EXP or Equipment Dungeon; disable them only if single-target casts lower mob clear speed.
Companions
BishopSkill Damage
Bow MasterAttack Speed
I/L MageNormal Monster Damage
Legendary
Night LordBoss Damage
Unique
BishopSkill Damage
Unique
Bow MasterAttack Speed
Unique
I/L MageWave support
Unique
Night LordBoss support
For EXP and Equipment Dungeon, I/L and Bow Master can beat boss pages. For Weapon and Enhancement, move toward Bishop and Night Lord.
Ability / Hero Power
Artifacts
For Weapon Dungeon, use the boss half of this row first. If the timer still stalls, compare Hexagon and Chalice against the lower slots.
Content setupGrowth Dungeon - EXP
EXP Dungeon should be tested like farming: keep KPM, map contact, and Attack Speed stable before adding boss-only lines.
Skill tabs
Nimble Feet
Dark Sight
Shadow Surge
Sudden Raid
Dark Flare
Showdown
Frailty Curse
Gust Charm
Triple Throw
Quad Star
Quad Star and Triple Throw are late-slot checks here. Disable them only when single-target casts lower room speed.
Companions
I/L MageNormal Monster Damage
Bow MasterAttack Speed
I/L MageWave support
Epic
I/L MageWave support
Unique
Bow MasterSpeed support
Epic
Bow MasterSpeed support
Legendary
BishopSkill Damage
Unique
F/P MageCrit fallback
If EXP per minute drops, move back to I/L and Bow Master pages before testing boss pages.
Ability / Hero Power
Artifacts
Chalice and Sayram are lower-slot tests only if the EXP timer already stays stable.
Content setupGrowth Dungeon - Equipment
Equipment Dungeon leans mob-clear first, then checks whether the final target needs a boss page.
Skill tabs
Nimble Feet
Dark Sight
Shadow Surge
Sudden Raid
Dark Flare
Showdown
Frailty Curse
Gust Charm
Triple Throw
Quad Star
Keep one boss skill only if the final target lives long enough to matter.
Companions
I/L MageNormal Monster Damage
BishopSkill Damage
I/L MageWave supportEpic
I/L MageWave supportLegendary
Bow MasterAttack SpeedUnique
Bow MasterSpeed supportUnique
BishopSkill DamageLegendary
Night LordBoss finishUse the I/L main unless the final target, not rooms, is the loss point.
Ability / Hero Power
Artifacts
Book and Water are the stable start; Hexagon moves up when companion damage or final-target uptime decides the run.
Content setupGrowth Dungeon - Hero Training
Hero Training can flip between boss-like and mob-like depending on your wall. Start skill-damage heavy, then test speed and normal damage if rooms are slow.
Skill tabs
Nimble Feet
Dark Sight
Frailty Curse
Quad Star
Sudden Raid
Showdown
Dark Flare
Triple Throw
Shadow Surge
Gust Charm
This row keeps the mixed dungeon tab until your own timer proves one side is wasted.
Companions
BishopSkill Damage
Bow MasterAttack Speed
BishopSkill DamageUnique
Bow MasterSpeed supportLegendary
Night LordBoss DamageUnique
Night LordBoss supportLegendary
HeroMax rollLegendary
BuccaneerMain Stat %If rooms, not the final target, are slow, swap Bow Master or I/L Mage into main.
Ability / Hero Power
Artifacts
This is a mixed row: Star Rock is stronger when the final target is the wall, while Sayram helps when room flow matters.
Content setupGrowth Dungeon - Enhancement
Enhancement Dungeon usually behaves like a boss push. Keep the boss skill tab and compare survival only if the run ends early.
Skill tabs
Nimble Feet
Dark Sight
Frailty Curse
Quad Star
Sudden Raid
Showdown
Dark Flare
Triple Throw
Shadow Surge
Gust Charm
Use the same boss order as Chapter Boss unless you need to remove a skill for survival.
Companions
BishopSkill Damage
Night LordBoss Damage
BishopSkill DamageUnique
Night LordBoss supportLegendary
Bow MasterAttack SpeedUnique
Bow MasterSpeed supportLegendary
HeroMax rollLegendary
BuccaneerMain Stat %Bishop is the first main check; Night Lord is the alt when boss damage page levels are much higher.
Ability / Hero Power
Artifacts
Chalice is a manual near-clear test. If you die first, shift the row toward survival instead of more damage.
Content setupParty Quest - First Time Together
Use this when farming Squashy Ring. Party Quest companion summons are disabled, so judge the passive pages by clear time and objective consistency.
Skill tabs
Nimble Feet
Dark Sight
Shadow Surge
Sudden Raid
Dark Flare
Showdown
Frailty Curse
Gust Charm
Triple Throw
Quad Star
If rooms die instantly, move boss skills later or disable them after testing. If the last target stalls, keep Frailty Curse and Quad Star.
Companions
BishopSkill Damage
I/L MageNormal Monster Damage
Bow MasterAttack SpeedLegendary
Night LordBoss DamageLegendary
BuccaneerMain Stat %Legendary
HeroAttack supportUnique
BishopSkill DamageUnique
I/L MageWave supportUse the main as an equipped-bonus choice; no summon timing is available here.
Ability / Hero Power
Artifacts
Alliance Badge is strongest when the party can coordinate it. Otherwise use the personal clear-time row.
Content setupParty Quest - Dimensional Crack
Use this when farming Cracked Necklace. Balance normal-room speed against the final target timer.
Skill tabs
Nimble Feet
Dark Sight
Shadow Surge
Sudden Raid
Dark Flare
Showdown
Frailty Curse
Gust Charm
Triple Throw
Quad Star
Keep boss skills only if the last target is the timer loss.
Companions
BishopSkill Damage
I/L MageNormal Monster Damage
Bow MasterAttack SpeedLegendary
Night LordBoss DamageLegendary
BuccaneerMain Stat %Legendary
HeroAttack supportUnique
BishopSkill DamageUnique
I/L MageWave supportIf room speed is solved but the boss-like target stalls, test Night Lord over I/L as alt main.
Ability / Hero Power
Artifacts
Music Box can beat damage if debuffs interrupt the run; otherwise use the same party artifact package.
Content setupParty Quest - Remnant of the Goddess
Remnant is the most boss-like Party Quest row. Keep skill damage and target pressure high while still checking party artifacts.
Skill tabs
Nimble Feet
Dark Sight
Frailty Curse
Quad Star
Triple Throw
Sudden Raid
Dark Flare
Showdown
Shadow Surge
Gust Charm
Use the boss route first, then move single-target slots later or disable them only when room speed is the actual loss.
Companions
BishopSkill Damage
Night LordBoss Damage
I/L MageNormal Monster DamageLegendary
Bow MasterAttack SpeedLegendary
BuccaneerMain Stat %Legendary
HeroAttack supportUnique
BishopSkill DamageUnique
Night LordBoss supportUse Bishop/Night Lord when the final target is the wall; use I/L if normal rooms eat the timer.
Ability / Hero Power
Artifacts
Use Alliance Badge first when the party can stack it; otherwise compare Silver Pendant, Peach, and Music Box by clear time.
Manual timing
Night Lord wins close clears by lining up buffs before burst.
Use Nimble Feet, Dark Sight, and Frailty Curse before Quad Star, Triple Throw, and Sudden Raid.
High Attack Speed and high 3rd Job pressure can cause MP loss. Max MP potions before lowering damage stats.
For boss and guild content, summon after the damage-taken and buff-removal window is ready.
If the loss is misses, survival, or Crit Rate, fixing timing alone will not move the page.
Cubing and Hero Power
Prioritise the stat that answers the content.
- Final Damage.Best broad line when the account can support it.
- Current Job Skill Level.Especially important after the 4th Job and May 21 Night Lord changes.
- Critical Damage.High value once Crit Rate is solved.
- Critical Rate to 100%.Use equipment and artifacts before locking weak Hero Power crit lines.
- LUK %, Min / Max Damage.Scale better than generic Damage % at higher levels.
- Boss or Normal Monster Damage.Pick the one that matches the content page.
- Defense Penetration.Use for raids, World Boss, guild boss-style content, and later high-defense walls.
Star Force priority
Use Star Force to fix the wall, not just the CP number.
- Weapon first for close boss timers.Night Lord boss pages want the burst window, Crit Damage, Boss Damage, and Defense Penetration to land together.
- Glove and accessory checks for farming.Use them when Attack Speed, Crit Rate, or min / max spread changes KPM more than another raw attack push.
- Accuracy before damage when misses appear.If Stage Breakthrough, Arena, or guild content is losing to misses, solve hit consistency before adding more damage lines.
- Save good outcomes before chasing perfect 10-slot gear.Night Lord can flip between wave, burst, MP, and boss walls after a Star Force upgrade, so retest the content row after major gear changes.
Tips and FAQ
Common Night Lord checks
- Do not use old basic attacks after Showdown.Lucky Seven, Shuriken Burst, and Shuriken Challenge are not part of the 4th Job active-tab plan.
- Marksman is not the main companion.Use it as a status-damage sub when stun or groggy-state windows matter.
- Boss Damage is not automatically best for every boss.Bow Master, F/P Mage, or Skill Damage support can outperform it when their buffs improve your character more than a flat boss page does.
- Accuracy and MP are failure checks.If hits miss or Attack Speed drains the page dry, damage rows will look worse than they are.
- Guild Conquest uses Shadower main.The armor shred / buff removal window is the reason that row works.
- Defense Penetration is situational.It is strongest in raid, World Boss, guild boss, and high-defense checks, not early Chapter Hunt.
- Damage % falls off.Use it early if it moves clears, then replace it with stronger late-game lines.
How should I treat Bishop, Paladin, and newer artifacts?
Treat Bishop and Paladin as uncertain companion tests, not settled Night Lord route rules. Use I/L for wave pressure, F/P for Crit Rate gaps, Shadower for Guild Conquest utility, and newer artifacts only when they beat the ranked lower slot by timer, score, or HP-left result.
Does May 21 change the setup?
Yes. Night Lord gained stronger mark coverage and more Final Damage-sensitive passives, so buff order, current job skill level, and 4th Job burst timing matter more than they did before the patch.
Can I equip duplicate companion pages?
You cannot equip the exact same page twice. You can use the same job across Legendary, Unique, and Epic pages, then replace missing rarities with the closest effect you own.
Where should Crit Rate come from?
Mostly equipment and artifacts until 100%. Avoid locking weak Hero Power Crit Rate lines if the account can solve Crit Rate elsewhere.
Guide changelog
Updates
- - Confirmed Kleenex v2 as the older base source and tightened the Stage Breakthrough, I/L/F/P, Shadower, Crit Rate, Attack Speed, and MP caveats from current player discussion.
- - Added the Night Lord class guide using Kleenex v2, Night Lord discussion, MSI Jobs skill data, Nexon 05.21 patch notes, and Korean/community references.
- Kleenex v2 Night Lord guide from the main MapleStory Idle Discord, checked May 28, 2026.
- MSI Night Lord Jobs page data, checked May 28, 2026.
- Nexon 05.21 Patch Notes, checked May 28, 2026.
- Main MapleStory Idle RPG Discord Night Lord class-channel discussion from January through May, checked May 28, 2026.
- Korean/community references across MGF, MekiPick, DCInside, MEKI.GG, and Mekifun, refreshed May 28, 2026.
- Internal MSI guide consistency checks against Shadower, companion, artifact, stage/boss, Guild War, Guild Conquest, Party Quest, and boss raid guide pages.