Checked-in boss knowledge
Radiant Malefic Star
Keep shared Predation under 1000: the Awakener catches every Essence, and your route trades Illusion Magic for up to +30% damage.
- Boss level
- 280entry 280
- Defence (PDR)
- 380%
- Authentic Force
- 550
- Party
- Up to 3
- HP (total)
- 10q
- Recommended · Trio
- 89kWith Reality bonus held
- Recommended · Duo
- 104kWith Reality bonus held
- Recommended · Solo
- 123kWith Reality bonus held
Overview
Illusion Magic in Reality
- 0–249 base
- 250+ hits add Predation
- 500+ Floating Disaster
- 750+ more damage taken
- 1000 locked in
At 1000 you cannot swap out; a 40 s countdown starts and a forced swap follows at 0.
Predation · shared, fails at 1000 (solo)
- Essence caught
- ↑ −40
- Essence-pattern hit (1/2/3 players)
- ↓ +60/30/20
- Missed Essence in Reality
- ↓ +50/60
- Last minute in Illusion
- ↓ +2 per second
- 1000 Illusion Magic countdown
- ↓ +1 per second
- Forced swap from Reality
- ↓ +160/200
- Predation Shared; 1000 fails the run. Each Essence caught removes 40. The usual 5 lives also apply.
- The Awakener The one player who sees Essences, picks altars and swaps rooms. Chosen at the prep-room orb, else the leader.
- Room swap NPC/Gather key, 30s cooldown, locked during Essence patterns and altars. Forced after about 3:40.
- Phases and party size Phase 2 at 80%, Phase 3 at 40%. Numbers are solo; duos take about half, trios a third.
Danger
- Missed Essences Each miss adds 100/200 Illusion Magic (Illusion) or 50/60 Predation (Reality).
- Overstaying Predation climbs in Illusion's last minute; 1000 Illusion Magic in Reality locks you in until a costly forced swap.
- Entry penalty Entering Reality with any Illusion Magic left starts you at −10% damage.
- Ready to Eat Phase 3, Reality: body-block every minion, or a full-map blast follows (safe only right under her).
- Double Essences Breath of Radiance (Phase 3) and Sonata of the Nebula (Hard) spawn two; catch both.
Tips
- Awakener Mobile class, stay near her, watch the minimap; save i-frames for Essences (about 1s each) and altars.
- Safe key binding Put the NPC/Gather key out of accidental reach; the prep-room orb undoes a wrong pick.
- Swap by hand Always beat the room timer rather than eat the forced swap.
- Dodge in Illusion Every hit delays Essences for the party.
- Predation buffer Enough that one failed Ready to Eat does not end the run.
- Binds delay Essences Bound before a spawn, the Essence waits; map patterns keep firing.
- Heavenly Waltz tell Both arms up: spikes in front. One arm up: spikes behind.
Phases
Two rooms · repeats
Illusion room empty the gauge
- Empty the gauge Illusion Magic starts at 1000; each catch removes 200. Damage fixed at 100%.
- Hits delay Essences Any player's hit pushes the next one back (15s base, 35s cap).
- Missed Essences Each miss adds 100/200 Illusion Magic.
- Last minute Predation rises 2 per second in the final minute of a stay.
- Leave on time Stay until the gauge is empty or 1:00 remains (call the timer: the last minute adds Predation); entering Reality at 0 skips the −10% entry penalty.
Reality room −10% to +30% via altars
- Steady Essences Every 15s, hits or not.
- Altars Each catch opens two for 7s. Left: −250 gauge, less damage. Right: +250, more damage (−10% to +30%).
- Penalties rise with the gauge See the scale: higher Illusion Magic brings Predation per hit, the Floating Disaster, then more damage taken.
- Locked at 1000 At 1000 Illusion Magic you cannot swap out; a 40 s countdown starts, then a forced swap costs 160/200 Predation.
- Ready to Eat Phase 3: body-block every minion, or a full-map blast follows (safe only right under her).
Strategies
Low-gauge route
Low risk · High damage requirementParty damage well above the requirement; first clears.
- Stay in Illusion until Illusion Magic is empty or 1:00 remains on the room timer; have someone call the timer, since the last minute adds Predation.
- Enter Reality with the gauge at 0 to skip the -10% entry penalty.
- Take the left altar on every Essence so Reality stays at its lowest penalty stage. Left still lowers your damage at gauge 0, and missed Essences, pattern hits and overstaying still add Predation.
Payoff Slowest clear, with the least Predation from gauge penalties.
Adjust the gauge
Medium risk · Medium damage requirementMost parties near or above the recommended spec.
- Empty Illusion Magic in Illusion, then enter Reality.
- Take right altars to raise damage without reaching 1000. Read the displayed damage, because sources disagree on the total after three rights from 0 (130% or 120%) and hits that raise the gauge change it too.
- When Predation climbs faster than the party likes, switch to left altars until the timer ends or the party is ready to go right again.
- Back in Illusion, stay until the gauge is empty or 1:00 remains.
Payoff Higher damage for most bursts, with a way to back off.
Keep +30% damage
High risk · Low damage requirementDPM classes, advanced only: the whole route depends on the Awakener taking no hits while at +30%.
- In Illusion, catch Essences until the gauge is fully empty (about five spawns), with about a minute left on the room timer.
- Swap into Reality with the gauge at 0, which skips the -10% entry penalty.
- Take the right altar three times to reach +30%. From an empty gauge three rights stay below 1000, so the 40 s forced-swap countdown never starts and +30% can hold for up to 3 minutes.
- Avoid every hit. Hits quickly raise the gauge and Predation.
- If Predation climbs too high, take one left altar to lower the gauge and Predation, then a right altar to restore the damage.
- Swap back near the timer's end and empty the gauge again; about five catches in Illusion also remove roughly 200 Predation.
Payoff Up to 3 minutes at +30% per Reality stay.
Match altars to bursts
High risk · Low damage requirementBurst classes; advanced Hard parties with a caller, never a first clear. Times room swaps and altars to the burst windows without being forced out of Reality.
- Open with your usual origin burst in Illusion, catch one Essence, then swap to Reality straight away. The early swap costs the -10% entry penalty.
- Catch an Essence and take the right altar for +15%. The gauge reaches 1000, which starts the 40 s forced-swap countdown.
- Take the right altar on the next Essence as well, so you are at +30% for your next burst.
- Right after the burst, take the left altar (-15% damage, -250 gauge) to stop the forced-swap countdown.
- Repeat right, right, burst, left for the rest of the stay. Stall the 7 s altar pick rather than bind her while an Essence or altar is still due.
- When the Reality timer sends you back to Illusion, catch two Essences and swap back to Reality, then resume the cycle.
Payoff +30% on every burst.
Notes
- Limits 20 min, 10s potions; no slows, and she resists Zero's critical bind.
- Unresolved: altar arithmetic Sources disagree on damage after three rights from 0 (105/115/130% or 105/110/120%); trust the in-game value.
- Symbol bonus The area's Authentic Symbol at Growth Level 11: +20% damage to her.
- HP estimates Overdrive HP is estimated from the published KMS reductions.
Recommended · Hard Trio 89k, duo 104k, solo 123k with Sol Hecate, assuming you hold the Reality final-damage bonus; add about 3k for a safer clear.
Sources
Research checked .
- KMS 1.2.416 OVERDRIVE patch notesNexon Korea · official
- MapleStory Complete Radiant Malefic Star Guide (video)iSIingGunz · guide
- MapleStory Complete Malefic Star GuideiSIingGunz · guide
- MapleSEA v251 New Boss - Radiant Malefic StarNexon (MapleSEA) · official
- KMS ver. 1.2.412 update notesNexon (KMS) · official
- Inven - Radiant Malefic Star guideInven contributors · guide
- MapleTools - Malefic StarMapleTools · tool
- MapleStory Wiki - Malefic StarMapleStory Wiki contributors · wiki
- FMKorea - Radiant Malefic Star Hard trio minimum-cut write-upFMKorea contributors · guide
- NamuWiki mirror - Radiant Malefic Star strategy (altar table)NamuWiki contributors · wiki