Stages & Bossing

Stage and Boss Push Guide

When a chapter stops moving, first identify the wall: Stage Breakthrough, stage bossing, Accuracy, positioning, CP inflation, normal monster damage, boss damage, or a setup mismatch.

Adapted from Rumii's stage progression, stage boss CP, stage boss Accuracy, and positioning notes in Mapleidle & Classic Guides.

Before pushing

Do not treat one CP number as the whole answer.

HP, Accuracy, low-impact companions, and defensive rolls can make CP look bigger without helping the exact wall you are stuck on. Use CP to choose what to test next, then check misses, preset, artifacts, companion timing, and positioning.

Quick answer

Pick the test that matches your wall.

If you cannot move through XX-1 to XX-9, test Stage Breakthrough setup and positioning. If XX-10 is the wall, switch into stage bossing and compare boss damage, Accuracy, artifacts, and companion timing. When the breakthrough is close, Chalice can be tested as a manual restart trick instead of a stable farming artifact.

Normal monster damage: reach the boss XX-10: bossing Boss damage: finish the boss Misses: Accuracy Messy waves: positioning

Stage Breakthrough

For XX-1 to XX-9, reach the final boss cleanly, then add enough boss damage to finish it.

Stage Breakthrough is a two-part check. First, you need enough Normal Monster Damage, attack speed, target count, and positioning to clear the regular waves without wasting too much timer. Then you need enough boss damage, companion timing, and artifact value to kill the final monster, which is considered a boss in-game.

Step 1 Reach the final boss cleanly.

Fix Normal Monster Damage, target count, attack speed, and positioning until the regular waves stop eating the timer.

Step 2 Finish the boss inside the timer.

Add boss damage, companion timing, Chalice proc attempts, or Bottle plus Glove only after the final monster is reachable.

Normal monster damage first If the final monster appears too late, do not add more boss-only damage yet. Add Normal Monster Damage, attack speed, AoE coverage, or better positioning until the waves are clean.

Consideration: The run is not a boss test until you can reach the final monster with usable time left.

Level check If the same setup suddenly reaches the final monster cleaner after one or two levels, your wall may be level pressure rather than a bad preset. Retest the same stage after leveling before spending resources to force it.

How to check: Keep the setup the same, note whether you reach the final monster, then compare remaining timer or boss HP after leveling.

Chest target count Mystic chest top potential showing Basic Attack Target Increase Basic Attack Target Increase on chest top potential can help when waves are clumped and basic attacks are not hitting enough enemies quickly.

Consideration: This is a Stage Breakthrough quality check, not a universal bossing line.

Final monster is boss The final monster is considered a boss in-game. A Unique Night Lord sub can help there, but only keep it if you still reach the final monster consistently.

Consideration: If the Night Lord swap makes waves fail, go back to more Normal Monster Damage.

Bottle + Glove option
Bottle of Emotion artifact effect Athena Pierce's Old Gloves artifact effect
Stage Breakthrough artifact comments repeatedly mention Bottle of Emotion plus Athena Pierce's Old Gloves. The pair works because Gloves adds Attack Speed, while Bottle converts Attack Speed above its threshold into Final Damage.

Consideration: Test this when you can reach the final boss but need more finish damage or timer efficiency.

Chalice proc push Chalice artifact effect showing an 18% Final Damage proc after defeating a target If Chalice is equipped, restart attempts until its Final Damage proc appears from an early kill, then summon companions inside that buff window. This is strongest for a near-clear, not for a stage where the normal waves already fail.

Consideration: This is restart-fishing for a push, not a stable idle setup.

Manual timing note: At the shown rank, Chalice gives an 18% Final Damage proc for 30 seconds. Pairing that window with delayed companion deployment can be very strong, and the same idea can overlap with Hexagon Necklace stack timing.

Stage bossing

For XX-10, compare the full setup, not just the CP line.

The stage boss chart is useful as a rough route map, but comments repeatedly show that class, boss damage, artifacts, companion rarity, companion level, and manual timing can move the clear point a lot. Shadower and Fire/Poison can clear some later bosses at lower CP, while Fire/Poison and Ice/Lightning may feel worse earlier before the kit comes online.

Stage boss push CP guideline reference
Use this as a starting reference, then adjust for job, artifacts, companion setup, and actual misses.

CP can lie

Max HP, extra Accuracy beyond what you need, and weak legendary companions can inflate CP without solving a bossing wall.

Boss-specific stats

Boss Damage, Crit setup, Skill Damage, final-style buckets, Book of Ancient when Crit Rate is not capped, and the right companion can matter more than a generic CP increase.

Companion timing

If you use Hexagon Necklace, delay the summon so companions benefit from the stacked window. Several comments point to a last-30-seconds timing test.

BM versus F/P (pre-Bishop/Paladin)

Comments show Bowmaster fixing some XX-10 walls, while F/P can still win on some early-mid accounts. This note comes from the pre-Bishop/Paladin source set, so treat newer companions as separate tests.

Near-clear micro

If the boss is left at 1% to 5%, try manual play or small tweaks before calling the wall permanent. HP potion timing, safe tanking, companion swaps, and artifact timing can all swing a near-clear.

Bossing comment pattern: The useful test is one change at a time. Keep the same boss, note remaining HP, then swap companion, artifact, preset, or summon timing. That is more useful than chasing a single CP number.

Accuracy checks

If you are missing, damage upgrades are being wasted.

The Accuracy thread gives a chapter-by-chapter reference pattern, but newer comments report misses even near the listed values. Treat the numbers as a first check, then verify in the current in-game display and your own run. If hits are missing, solve Accuracy before judging damage stats.

Stage boss Accuracy and Defense reference chart
Use the chart as a starting line. If the run still misses, the current patch or content may need more Accuracy.

Chapter bosses in the source notes are described as having relatively low Defense, so Defense Penetration is usually not the first boss fix unless another source or in-game display points to it. For deeper stat logic, use the Accuracy and Defense Pen guide.

Positioning

Bad targeting can make a clearable wave feel inconsistent.

Basic attacks can choose targets inside range instead of always focusing the front enemy. That means one or two enemies may slip through while damage lands behind them. For Stage Breakthrough attempts, start with your main character controlled, step forward, and test maximum range so attacks hit the leading pack cleanly.

Stage positioning reference chart
Positioning can change how waves clump and how much damage lands on the leading enemies.
Deploy timing Once the first front pack is close to dying, deploy companions and layer AoE or crowd control instead of spreading damage too early.
Class spacing Bowmaster can sit furthest back. Fire/Poison, Dark Knight, Hero, and Night Lord can sit slightly behind center. Ice/Lightning and Shadower often want center access for control.
Reset spacing If enemies survive the burst, pulling back slightly can reset the spacing and reduce wasted hits.

Checklist

Before you spend resources to force a push, test these in order.

  1. Confirm the content. Stage Breakthrough uses Normal Monster Damage to reach the final boss, then boss damage to finish. Stage bossing uses XX-10 boss damage and hit consistency.
  2. Check misses. If hits are missing, fix Accuracy before judging damage rolls.
  3. Swap to the right preset. Use content-specific equipment, companion, artifact, and skill presets.
  4. Remove bad CP. HP-heavy and defensive rolls can look good in CP while doing little for the current wall.
  5. Retest manually. Try positioning, companion deployment timing, Chalice proc timing if you are close enough to fish for it, Hexagon Necklace summon timing, and several attempts before calling a wall permanent.

Guide changelog

How this page has changed.

Created from Rumii's stage progression, boss CP, Accuracy, and positioning sources, with Korean/public pages used only as supporting checks.
Added Stage Breakthrough cards for Normal Monster Damage, final-monster boss logic, target count, Bottle plus Gloves, and Chalice timing.
Sources referenced