Maplestory 2 Runeblade Build Guide
This Maplestory 2 Runeblade Build Guide is gonna give you all the knowledge you need to be one of the strongest MS2 Runebladers on the server because it was written very thoroughly by a Runeblade main "SenseiSwift" who is also a Twitch streamer so make sure you check him out on his Twitch Channel if you have any more questions or enjoy watching Maplestory 2 content.
Check the video below for a brief intro into the Runeblade character.
Table of contents
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Runeblader is a medium-high mobility, melee, strength user that can deal massive damage with their elemental sigils. All three of the elements (Fire, Frost and Storm) have somewhat unique playstyles and abilities. Although arguably and situationally, some elements can be better than others. The primary stat for the MS2 Runeblade is strength. However, thanks to our unique passive Rune Balance, strength is a whole lot more than just damage on our class. We will get more into how that is later on in the skills portion but essentially Rune Balance allows us to gain a plethora of additional stats from putting points into strength. Initially, all attribute points should be poured into Strength. Up to the 100 point limiter. After that I would prioritize either Health or Crit depending on what your needs are for the content at hand. Remember, the reset attributes option is free currently and for the foreseeable future. So take advantage of that and experiment.
The attribute prioritization for my Runeblade build is STR > CRIT > HP however this can change depending on what element I am using as the fire element allows for bonuses to HP making it a more valuable stat than normal.
My Stats on Gear prioritization is Piercing > Physical Piercing > Crit = Total Damage > Boss Damage > STR > Crit Damage.
- Piercing is arguably the best stat in the game for almost all classes if not all classes.
- Physical piercing is good too but not as good as normal piercing and in certain situations can actually be weaker than a lot of the other stats I have listed here.
- Crit and Total Damage. I would say these two stats are equal in importance as they both see sizable dps increases. Me personally, I like the big numbers, so I will opt for Critical over total damage when it’s my choice.
- Boss Damage is next up because a lot of the current content, where dps and damage numbers matter, revolves around fighting bosses. So boss damage is a direct increase in dps in those situations. For all other content that doesn’t involve bosses, disregard this stat.
- STR and Critical Damage are final. I prioritize Strength over Crit Damage for 2 reasons. 1) Unless you build towards it, you don't see much crit until later and 2) Strength gives a ton of useful stats thanks to our passive.
Other useful stats that I consider when picking out my gear are Magic Damage (If we can even roll this stat), Movement Speed, Accuracy and melee damage %. Magic damage affects a lot of our core abilities, movement speed affects our defensive maneuverability.
Once again, most of this is very subjective. This is what works for me and what I find to be the most useful. I encourage positive discussion and experimentation to find what works for you and what may be better than what I have listed here.
This section will be rather lengthy as there are three different elements that change the way our skills work depending on the element being utilized. I run a storm build personally but that does not mean you cannot use other elements. At the end of the day, play what you enjoy and what is fun for you.
Fire Sigil - Apply a fire rune to your blade that lasts for 240 Seconds increasing fire damage by 2/4/6/8/10/12/14/16/18/20%. While active, certain skills become fire skills.
Frost Sigil - Apply an ice rune to your blade that lasts for 240 Seconds increasing ice damage by 2/4/6/8/10/12/14/16/18/20%. While active, certain skills become ice skills.
Storm Sigil - Apply a storm rune to your blade that lasts for 240 Seconds increasing electric damage by 2/4/6/8/10/12/14/16/18/20%. While active, certain skills become electric skills.
Sigils are our life line to superior damage numbers and additional stats. It is our most important ability as it unlocks potential in our class that otherwise would not be there. Whether that be damage increases or defensive boosts, it is our number one ability and it requires 100% uptime.
These skills change depending on our Elemental Attunement
Flurry - Attack with 3 slashes of your blade each dealing 46/49/52/55/58/61/64/67/70/73% damage to 5 enemies up to 3m in front of you.
Flame Flurry - Attack with 3 fiery slashes of your blade, each dealing 45/48/51/54/57/60/63/66/69/72 fire damage to 5 enemies up to 3m in front of you. Targets burst into flames, taking
an additional 36/38/40/42/44/46/48/50/52/54% fire damage. The fire burst damage is based on your magic attack.
Frost Flurry - Attack with 3 freezing slashes of your blade, each dealing 63/67/71/75/79/83/87/91/95/99% ice damage to 5 enemies up to 4.5m in front of you.
Storm Flurry - Attack with 3 electrified slashes of your blade, each dealing 71/76/81/86/91/96/101/106/111/116% electric damage to 5 enemies up to 3m in front of you. Common monsters are momentarily stunned.
Echoing Blade - Summon arcane echoes of your blade, dealing 63/67/71/75/79/83/87/91/95/99% damage 7 times to 8 enemies up to 3m in front of you. The echoes fade when you perform another action. Cost: 30 SP
Echoing Flame - Summon Flame echoes of your blade, dealing 33/35/37/39/41/43/45/47/49/51% fire damage 14 times to 8 enemies up to 3m in front of you. The echoes fade when you perform another action. Cost: 30 SP
Echoing Frost - Summon frost echoes of your blade, dealing 58/62/66/70/74/78/82/86/90/94% ice damage 7 times to 8 enemies up to 4.5m in front of you. Reduces enemy movement speed by 30% and jump power by 30%. (At all ranks) The echoes fade when you perform another action. Cost: 30 SP
Echoing Storm - Summon storm echoes of your blade, dealing 44/47/50/53/56/59/62/65/68/71% electric damage 7 times to 8 enemies up to 3m in front of you. Targets are also struck by lightning, taking an additional 22/23/24/25/26/27/28/29/30/31% electric damage. The echoes fade when you perform another action. Cost: 30 SP
Impact - Drive your blade into the ground, creating a shock wave that deals 303/324/345/366/387/408/429/450/471/492% damage to 5 enemies within 2.25m. You are immune to knockback while casting this skill. Cost: 45 SP and CD: 12 seconds.
Flame Impact - Drive your blade into the ground, creating a flaming shock wave that deals 257/274/291/308/325/342/359/376/393/410% fire damage to 5 enemies within 2.25m. Spews forth a flaming pillar that deals 224/239/254/269/284/299/314/329/344/359% fire damage to 5 enemies within 2.25m every sec for 5 seconds. The pillars damage is based on your magic attack. You are immune to knockback while casting this skill. Cost: 45 SP and CD: 12 Seconds
Frost Impact - Drive your blade into the ground, creating a freezing shock wave that deals 682/731/780/829/878/927/976/1025/1074/1123% ice damage to 5 enemies within 2.25m. Icy shards deal an additional 255/272/289/306/323/340/357/374/391/408% ice damage to 8 enemies within 1.5m. The shards damage is based on your magic attack. You are immune to knockback while casting this skill. Cost: 45 SP and CD: 12 Seconds.
Storm Impact - Drive your blade into the ground, creating a stormy shock wave that deals 180/193/206/219/232/245/258/271/284/297% electric damage to 5 enemies within 2.25m. Conjures a thunderstorm to deal 72/77/82/87/92/97/102/107/112/117% electric damage 4 times, once every .2 seconds, to 5 enemies within 2.25m. A final thunderbolt deals 396/396/396/495/495/495/594/594/594/693% electric damage to 5 enemies within 2.25m. The damage of the storm and bolt are based on your magic attack. Cost: 45 SP and CD: 7 Seconds
Blade Chasm - Charge forward 7.5m, Splitting the ground with your blade to deal 53/57/61/65/69/73/77/81/85/89% damage to 5 enemies in your path. The split explodes(1 sec later), dealing 106/114/122/130/138/146/154/162/170/178% damage to 8 enemies in range. Cost: 40 SP and CD: 10 Seconds
Flame Chasm - Charge forward 7.5m, splitting the ground with your blade to deal 53/57/61/65/69/73/77/81/85/89% fire damage to 5 enemies in your path. Leaves behind a trail of fire for 5 seconds, dealing 52/56/60/64/68/72/76/80/84/88% fire damage to 8 enemies in range every .5 seconds. The trails damage is based on your magic attack. Cost: 40 SP and CD: 10 Seconds
Frost Chasm - Charges forward 7.5m, splitting the ground with your blade dealing 53/57/61/65/69/73/77/81/85/89% ice damage to 5 enemies in your path. Shards of ice burst from the chasm, dealing 94/100/106/112/118/124/130/136/142/148% ice damage to 8 enemies within 1.5m. The shards damage is based on your magic attack. Cost: 40 SP and CD: 10 Seconds
Storm Chasm - Charges forward 7.5m, splitting the ground with your blade to deal 83/89/95/101/107/113/119/125/131/137% electric damage to 5 enemies in your path. Thunderbolts trail behind .5 seconds later, dealing 573/614/655/696/737/778/819/860/901/983% electric damage to 5 enemies in range. The thunderbolts damage is based on your magic attack. Cost: 40 SP and CD: 7 Seconds
Whirling Blades - Throw 3 arcane blades at the closest enemy up to 7.5m in front of you, dealing 49/53/57/61/65/69/73/77/81/85% damage. Cost: 40 SP
Whirling Flames - Throw 3 flame blades 7.5m in front of you, each dealing 43/46/49/52/55/58/61/64/67/70% fire damage to 5 enemies in their path. Targets are set ablaze, taking an additional 73/79/85/91/97/103/109/115/121/127% fire damage every second for 12 seconds. Cost 60 SP
Whirling Frost - Throw 3 frost blades at the closest enemy up to 7.5m in front of you, each dealing 40/42/44/46/48/50/52/54/56/58% ice damage. The blades then explode, dealing an additional 109/117/125/133/141/149/157/165/173/181% ice damage to 8 enemies within 3m and decreasing their movement speed and jump power by 15% (At all ranks) for 3 seconds. Cost 40 SP
Whirling Storms - Throw 3 storm blades at the closest enemy up to 7.5m in front of you, each dealing 122/131/140/149/158/167/176/185/194/203% electric damage. The blades bounce to another enemy within 3m, dealing 122/131/140/149/158/167/176/185/194/203% electric damage. Each blade can bounce up to 4 times. Cost: 40 SP
Warding Flame - Summon a flame shield that lasts 9 seconds, increasing physical and magical resistance by 10/20/30/40/50/60/70/80/90/100 and reducing fire damage by 1/2/3/4/5/6/7/8/9/10%. Every .5 seconds deals 36/38/40/42/44/46/48/50/52/54% fire damage to 5 enemies within 3m. The flame shields damage is based on your magic attack. CD: 30 Seconds
Warding Frost - Summon a frost shield that lasts 9 seconds, increasing physical resistance and magical resistance by 10/20/30/40/50/60/70/80/90/100 and reducing ice damage by 1/2/3/4/5/6/7/8/9/10%. The frost shield absorbs damage up to 3/4/5/6/7/8/9/10/11/12% of your max health. Cannot be combined with barrier effects. CD: 30 Seconds
Warding Storm - Summon a storm shield that lasts 9 seconds, increasing physical resistance and magical resistance by 10/20/30/40/50/60/70/80/90/100 and reducing electric damage by 1/2/3/4/5/6/7/8/9/10%. Every second, a lightning bolt strikes the closest enemy within 6m in front of you, dealing 102/110/118/126/134/142/150/158/166/174% electric damage to 3 enemies within 1.5m. The bolts damage is based on your magic attack. CD: 30 Seconds
Illusory Blades - Conjure 5 arcane blades. Once per second, 1 blade flies at the closest enemy within 7.5m, dealing 113/120/127/134/141/148/155/162/169/176% damage. Cost: 15 SP and CD: 18 Seconds
Honing Runes - Place 9 runes of honing in a square around yourself. Allies who touch the runes, gain 2/4/6/8/10/12/14/16/18/20% critical damage for 180 seconds. Passively increases your critical damage by 1/2/3/4/5/6/7/8/9/10%. (These bonuses do stack for you. Max rank = 20% buffed + 10% passive = 30% total crit damage increase for self) CD: 180 Seconds
Gravity Rune - Summon a rune 3m in front of you. The rune pulls enemies into it, dealing 114/122/130/138/146/154/162/170/178/186% damage to 8 enemies within 3.75m. CD: 10 Seconds
Elemental Potency - Amplify your rune power with this secret technique handed down by Master Ishura. Increases fire, ice and electric damage to enemies by
2/4/6/8/10/12/14/16/18/20% for 10/11/12/13/14/15/16/17/18/19/20 Seconds. CD: 60 Seconds
Blink - Teleport forward to the nearest enemy within 6m. If there are no enemies in range, teleport 3m instead. This skill can cancel other skills. You are immune to knockback while casting this skill. CD: 1 Second
Rune Balance - Your training allows you to absorb 1 spirit every .1 seconds and increases your intelligence by 70% of your strength.
Rune Focus - The teachings of the Jibricia Sect unlock the power of your rune magic. For the duration of Flame Sigil, your max health increases by 1/ 1.4/ 1.8/ 2.2/ 2.6/ 3/ 3.4/ 3.8/ 4.2/ 4.6% and fire damage increase by 1/ 1.6/ 2.2/ 2.8/ 3.4/ 4/ 4.6/ 5.2/ 5.8/ 6.4%. While Frost Sigil is active, your defense increases by 1/ 1.4/ 1.8/ 2.2/ 2.6/ 3/ 3.4/ 3.8/ 4.2/ 4.6% and ice damage increases by 1/ 1.6/ 2.2/ 2.8/ 3.4/ 4/ 4.6/ 5.2/ 5.8/ 6.4%. While Storm Sigil is active, your evasion increases by 1/1/1/2/2/2/3/3/3/4, movement speed increases by 1/2/3/4/5/6/7/8/9/10%, and your electric damage increases by 1/ 1.6/ 2.2/ 2.8/ 3.4/ 4/ 4.6/ 5.2/ 5.8/ 6.4%.
Blade Mastery - The teachings of the Pelgia Sect have sharpened your swordsmanship. Increases weapon attack by 1/ 1.6/ 2.2/ 2.8/ 3.4/ 4/ 4.6/ 5.2/ 5.8/ 6.4% when you have a blade equipped.
MS2 Runeblades have the standard Mastery offensive passives like other classes. Running 10 points in Blade Mastery will see a good increase to dps. However this passive is optional until you have extra skill points. You’re better off maxing core skills first. Run 10/10 in most cases at level 60. Rune Focus is your most important passive outside of Rune Balance. It gives you a ton of defensive and offensive stats. 10 points into this passive ASAP.
Maplestory 2 Runeblade Builds And Skill Analysis
Standard All Rounder Runeblade Build
This is my primary MS2 Runeblade build for most content at level 60 and is strong for beginners as well. I run storm primarily so you'll see more storm variations. Let me explain why I don't put max points into whirling blades and instead put them into chasm. My playstyle involves using Blade Chasm offensively. Whereas I know a lot of players that use it defensively or for maneuverability. In most cases when I need to move or get in close, I am able to hop on my mount to achieve this. Furthermore, properly canceling Blade Chasm with Blink allows you to get full damage off without performing the full animation, cutting down on time spent using the skill. Therefore the damage can be close to the same and in some cases, have higher burst. Here is some of the math behind my decision making. My physical attack is 298 currently and my magical attack is 204. I rounded up to 300 and down to 200 respectively for this math.
Blade Chasm rank 9(x) + Whirling Blades rank 6(y) =
1114% Total Damage (Magic) + 1503% Total Damage (Physical) =
1114%(200) + 1503%(300) =
2228 + 4509 =
= 6737 Total Damage
Blade Chasm rank 1(x) + Whirling Blades Rank 10(y) =
656% Total Damage (Magic) + 1827% Total damage (Physical) =
656%(200) + 1827%(300) =
1312 + 5481 =
= 6793 Total Damage
Now, keep in mind, this does not account for user error, spirit generation and depletion, enemy movement, number of enemies, animation cancellation and numerous other factors that could sway these numbers in either direction. I am purely showing that the overall damage does not significantly change one way or another although the dps might. So which way is the correct way, is subjective ultimately and also depends a lot on the content you are doing. If you’re doing something like Fire Dragon dungeon, I would definitely run 10 points in Whirling Blades.
I run 1 point in Gravity Rune to group enemies. If you are doing content that makes this skill useless, put that point into Whirling Blades instead. 10 Points into your core skills (Storm Sigil, Rune Focus, Impact and Flurry) After that I run 6 into Whirling Blades and 9 into Blade Chasm for the reasons mentioned above. 3 Points into Echoing Blade only to progress the tree. The skill itself isn't very good. It looks great sheet damage wise but in practice, it is lackluster. You are stationary during casting and the animation takes quite a while to finish in comparison. I would say this skill is rather underwhelming at the moment and should not be used as your primary spirit spender. Use Whirling Blades instead. I am a team player so I put 8 points into Honing Runes. You get 3 assassins in a party and you guys can really tear some shit up with this buff if you coordinate properly. If you aren't doing group content or don't think this buff will benefit you or teammates enough, you can remove that skill completely and put the points elsewhere.
Your skill priority for this build is Storm Sigil (100% uptime) > Honing Runes (If you are running it) > Impact > Blade Chasm > Whirling Blades > Flurry using gravity rune before you start your rotation when it's going to group your enemies. In mob farming, you always want to group them before you start your rotation so you can watch them all explode in a fit of Zeus’s fury.
Rotation TL; DR
Buffs > Gravity Rune (When Applicable) > Impact > Blade Chasm > Whirling Blades > Flurry when SP is depleted.
Highest DPS Runeblade Build
So, I use this MS2 Runeblade build when I wanna top the damage charts. We prioritize our Whirling blades here because they output the most CONSISTENT damage of our skills while keeping us relatively safe since its a ranged ability. Whirling blades bounces to up to 4 targets with no diminishing damage per bounce. So it makes it pretty decent at clearing trash in dungeons as well. We still run 10 points in our core abilities. Abilities like Rune Focus and Impact are just too goddamn beautiful to pass up. Since we are being selfish with this build, we are going to remove our 8 points from Honing Runes and pump those into whirling blades. With the points from Honing Runes and the 8 point decrease in Blade Chasm, that will get us 10 points into Whirling Blades, 3 points into Illusory blades and 9 points more importantly into Blade Mastery to increase our weapon damage. Our last point for blade mastery comes from Gravity Rune which we no longer need because we are going for max dps rounding us out at 10 points into blade mastery.
Our ability rotation does not change much with this Runeblade build. The biggest change in our rotation is we are no longer using blade chasm for damage. We are now using it more defensively and for maneuverability especially considering how bad our mobility ability is defensively. I don’t recommend using it offensively because it nets you less damage per spirit and also puts you into harms way. Remember, Whirling Blades is based off your physical attack and blade chasm is based off your magic attack. So although blade chasms total percentage is higher at rank 1 than Whirling Blades total damage is at rank 10, it still does lower damage. At least with the stats that I have. This build makes us lose our utility as we can no longer buff teammates or group enemies. We gain the offensive ability Illusory Blades adding another damaging spell into our rotation.
Buffs > Illusory Blades > Impact > Whirling Blades > Flurry using Blade Chasm when needed for defensive maneuverability.
Both of these Runeblade builds were viable when testing on the 3 test dummies in the guild hall. The first Runeblade build saw lower numbers vs 3 enemies but vs more enemies I think it would see higher numbers thanks to Blade Chasm. The second Runeblade build saw on average a 10k - 15k increase in damage over the first Runeblade build on 3 enemies making it, without a doubt, better in small engagements than my standard Runeblade build. The only downside is it lacks utility.
Fire Clear Speed Runeblade Build
Let me preface this MS2 Runeblade build with saying that I have not done as much testing with fire builds as I have storm builds. This is by no means the best fire Runeblade build and what I am about to say about fire is solely about this fire Runeblade build above.
Fire is a DOT heavy killing machine. On paper, it is supposed to kill more enemies at once than the other elements through a combination of buffs and slow burn DOT abilities. Currently, in my opinion, it is weaker than storm. Things I would like to see this build have more of include skill points and magic damage added to our kit. A lot of the abilities I use in this build rely on magic damage to become more lethal. As a Runeblade, our primary stat is strength and even with our passive it is hard for us to generate the magic damage needed to really bolster this builds potential. Unlike Storm, I tend to take Echoing Blades with this build because I also take Warding Flame. Warding Flame with Rune Focus makes you quite tanky. Especially against Fire damage enemies. This, in theory, should allow you to stand and bang with monsters. Making Echoing Blades more valuable. Unfortunately, I lack the skill points to put into Warding Flame to make it as useful as I want it to be for face tanking mobs while you burn them down. That combined with the fact that it has relatively low % damage that also scales off of magic attack, it is almost not worth taking. I take it because it unlocks Elemental Potency which I like having as a cooldown for when an Elite comes up. It allows us to melt them down pretty quickly and decimates normal monsters in the process.
Impact is a must on all Runeblade builds in my opinion. It just does way too much damage to ignore.
Whirling blades cannot be used with a fire Runeblade build like other builds because its cost is increased to a whopping 60 spirit making it too expensive to use more than once while barely being able to maintain other spirit spenders to keep dps numbers up. This is made up for by adding a dot that does incredible amounts of damage far exceeding the other elements.
All in all, when testing on the 3 test dummies in the guild hall, my dps matched that of my first storm Runeblade build when FULLY buffed. It just took a lot longer to get that damage off and with how many abilities needing to be maintained, there was a lot more room for user error. For that reason, I cannot recommend my fire build until we either get more skill points or it is optimized.
Pros to this fire Runeblade build
+ High Damage and Kill Potential on larger groups of enemies
+ Tankier than Storm builds through the use of Warding Rune and Rune Focus
+ Allows safer use of Echoing Blades due to increased Tankiness
Cons to this fire Runeblade build
+ Not enough Skill points to make it as tanky as I want it to be
+ Increased Cost in Whirling Blades makes it hard to keep SP up
+ More Skills means Higher chance for user error effectively lowering dps
+ High CD on Elemental Potency means roughly a 40 second down time on one of our strongest active buffs
+ Lack of SP after initial combo leads to having to use Flurry with low amount of skill points allocated
Recommended Runeblade Pets
The first MS2 pet I recommend is Pyrros Fard simply because he is the easiest to obtain. There are a lot of people running hard mode Fire Dragons. It’s a more mainstream boss. Even if you aren’t lucky and don’t get the pet during your runs, you can buy him for cheaper than other boss pets. He has a pretty good unique passive. The bonus movement speed is always welcome in our storm Runeblade build. More so than other stats from boss pets. As far as stats are concerned, try to run the same stat priority as you would on your gear. This pet is found in Hard Mode “The Fire Dragon”.
The second MS2 pet I recommend is Kandura. Kandura can be a bit harder to get as the dungeon he is dropped from is not as mainstream as Fire Dragons. For this reason, you also see an increase in price for him on the Black Market. His unique passive grants us some more survivability which is welcome in our squishier storm builds. Similarly as Pyrros Fard, you want to aim for the same stat prioritization as your gear. This pet is found in the hard mode dungeon “BeyondLink Tris”.
Consumables and Gems
Special Warrior Tonic - Increases physical attack by 3% for 10 minutes. Persists even through death. We take this over the mage tonic because we benefit from physical attack buffs.
Cheese Cupcake - Increases Max Health by 250 and Physical resistance by 10% for 15 minutes. This buff can be used with the Warrior and Special Health Tonics but it cannot be used with the Grilled Chicken buff. This consumable is useful for any Runeblade build.
Grilled Chicken - Increases Max Health by 270 and Magic Resistance by 10% for 15 minutes. This buff stacks with the other two.
Special Health Tonic - Increases your max health by 5% for 10 minutes. Persists even through death. I take this over the defensive tonic because it seems more useful overall. Especially with most players running pierce as their main stat.
We hope you enjoyed this Maplestory 2 Runeblade Build Guide and found it useful, if you have any more questions feel free to ask SenseiSwift or us down in the comments section below.