Checked-in boss knowledge
Jupiter
Keep the shared needle centred (401–600) at every Command and merge; drift stacks Rupture and brings the harsher merged forms.
- Boss level
- 295entry 295
- Defence (PDR)
- 380%
- Authentic Force
- 810
- Party
- Up to 3
- HP (total)
- 33.6q
- Recommended · Trio
- 130k860 AF, level 300
- Recommended · Duo
- 142k860 AF, level 300
- Forced merges Every third merge is forced and alternates: the 3rd is Auspicious, the 6th Ruinous, and so on.
Overview
Magic Synchronization
- 0–400 Auspicious
- 401–600 centred
- 601–1000 Ruinous
Shared needle. Jupiter-side hits push it down, Entity-side hits push it up.
Rupture · personal, out at 1000
- Death (separated / merged)
- ↓ +150 / +200
- Command centred
- ↑ −10
- Command off-centre
- ↓ +60 / +80 / +100
- Balanced merge within 1 of 0
- ↑ −40
- Balanced merge far out
- ↓ up to +60
- Hit at Bond stage 2 / 3
- ↓ +5 / +10
- Reaching Bond stage 3
- ↓ +100
- Auspicious marks (all reached / a miss)
- −10 / +50 each
- Rupture Personal; 1000 ejects you. Deaths add 150 separated, 200 merged.
- Bond Initiative Up a stage per Auspicious or Ruinous merge, down one per Balanced. Stages 2–3 tax every hit.
- Phase thresholds One HP bar: Phase 2 at 80%, Phase 3 at 50%. Separated time 150 → 120 → 90s.
Danger
- Phase 3 Command shove Each Command throws the needle to 350/650, or 150 further out; re-centre within 30s.
- Lance Protocol Jupiter-side lasers swing the gauge hardest.
- Branding combo Phase 3 Entity, and Ruinous from Phase 1: two brands make the closer deal 200% HP.
- Tracking blasts Phase 3 Auspicious (Colossus Impact) and Ruinous (Illusion Kill): 200% HP over a wide radius.
- Auspicious marks All must reach their mark twice or everyone gains 50 Rupture. Spectral Bane cuts damage 80%.
- Ruinous Fastest, hardest form; cannon bounces and portals can chain into a death.
Tips
- One needle caller Correct about 15s before each Command (20s from the outer band); ask the other side to balance.
- Correct with chosen hits At full HP: Arcane Rift or Ether Racer push down, Tracking Instinct pushes up.
- Phase 1 matters most Failed balance costs most there; one bad merge is recoverable.
- Warp and binds Warp when one side is overloaded; debuffs persist. Plan binds before merges.
- Crouch and step Crouch Double Sided Attack, Tackle, Cruel Claw, Execution A; step between Mana Plum pillars.
- Hard forced merges Save i-frames and Ascent skills for them.
Phases
Alternating states · repeats
Separated two sides · 3 Commands
- Two sides Jupiter left, Entity right, max two each. Jupiter hits push the needle down, Entity hits push it up.
- Ether Warp Swaps sides (NPC/Gather key); cooldown 15/20/30s solo/duo/trio.
- Commands Three per state, every 50/40/30s by phase. Centred: −10 Rupture. Off-centre: +60 to +100.
- Drift 5s outside the blue band, the needle slides out 25 per 3s; you take up to 10/15% more damage.
- Phase 3 shove Each Command throws the needle to 350/650, or 150 further out; re-centre within 30s.
Merged (100s) three forms
- Three forms Set by the needle after the third Command: Balanced, Auspicious (0–400) or Ruinous (601–1000).
- Balanced Own −7..+7 needle: end within one of 0 for −40 Rupture; far out costs up to +60.
- Auspicious and Ruinous No needle; just survive.
- Auspicious marks Everyone must reach their mark twice or all gain 50 Rupture; Spectral Bane zones cut damage 80%.
- Ruinous Fastest and hardest; cannon bounces and portals chain deaths, and it runs the two-brand combo from Phase 1.
Strategies
One left, two right
Medium risk · Medium damage requirementTrios with one strong, steady-uptime player (iSIingGunz guide).
- In the waiting room one player takes Jupiter's side (left) alone; the other two take the Alchemical Entity (right), whose movement suits burst classes.
- Putting the strongest player left is a party-building habit, not a rule; whoever goes left must also steer the needle reliably.
Payoff Steadiest needle, because Jupiter-side lasers swing it hardest.
Two left, swap in P3
Medium risk · Medium damage requirementTrios still learning the fight, and solo or duo runs (Korean Inven guide).
- Solo and duo players fight on Jupiter's side; a duo may burst together there and split otherwise.
- In a trio, Phases 1-2 put two on Jupiter and one on the Entity.
- From Phase 3 swap to one on Jupiter and two on the Entity, since the Entity side starts branding and Commands come every 30s. Say who swaps in the run briefing.
Payoff Less damage lost while the Entity sinks or teleports out of reach (it is invincible then).
Notes
- Limits 20 min, 10s potions; no slows or critical binds.
- Shared HP and binds The five bodies share one bar; bind resistance carries between rooms.
- HP estimates Overdrive HP is estimated from the published KMS reductions.
Recommended · Hard Trio 130k, duo 142k, solo not estimated; same assumptions as Normal.
Sources
Research checked .
- KMS 1.2.416 OVERDRIVE patch notesNexon Korea · official
- MapleStory Complete Jupiter GuideiSIingGunz · guide
- MapleSEA v252 Jupiter update notesNexon (MapleSEA) · official
- Inven - Jupiter guideInven contributors · guide
- MapleTools - JupiterMapleTools · tool
- MapleStory Wiki - JupiterMapleStory Wiki contributors · wiki