HubCW
Guides » Assassin skill build
Class build · Lv. 1-70

Assassin skill build

Where every skill point goes from your first Thief level to 70, in a Budget build and a Pro build, and the numbers behind each choice. The skill numbers come from the Classic World client, not the old game.

9Beginner SP (Lv. 2-10)
61Thief SP, 110 to max all
121Assassin SP by Lv. 70, 140 to max all
Skills at Lv. 70
Thief
Lucky Seven20/20
Nimble Body15/15
Keen Eyes15/15
Disorder3/20
Dark Sight8/20
Assassin
Claw Mastery20/20
Claw Booster20/20
Critical Throw30/30
Haste20/20
Critical Recovery20/20
Drain11/30
1. The build at a glance
  1. Lv. 10-17: max Lucky SevenIt throws two stars per cast and is your main attack until 70. Every point goes here first.
  2. Lv. 17-27: Nimble Body and Keen Eyes to 15Budget takes Nimble Body first: more avoid means fewer potions, more accuracy means fewer wasted throws. Pro takes Keen Eyes first for the range.
  3. Lv. 28-30: Disorder 3, then Dark SightYour Thief SP locks at 2nd job, so spend all of it before you advance. Double Stab needs a dagger; leave it at 0.
  4. Lv. 30-37: Claw Mastery 5, Claw Booster 1, then max Claw MasteryOne point of Claw Booster already gives its full attack speed, so take it at 32.
  5. Lv. 37-67: the builds splitBudget: Critical Recovery, Critical Throw, Haste, then the rest of Claw Booster. Pro: Critical Throw, Haste, Claw Booster, then Critical Recovery.
  6. Lv. 67-70: Drain with what is leftBoth builds end the same: everything maxed but Drain, which gets the last 11 points.

You get 1 SP per level as a Beginner, 1 SP at each job advancement, and 3 SP per level after that. Assassin SP can't be spent on Thief skills, and an SP Reset Scroll from the Cash Shop resets every skill except Beginner skills.

2. Budget and Pro builds

Skill points cost nothing, so both builds follow the same route with one swap per job. What sets them apart is where your mesos go: throwing stars, gear, scrolls and potions. Prices are what each item sells for on HubCW, so they move with the market.

BudgetSpend as little as you can
Skills
Nimble Body before Keen Eyes, and Critical Recovery straight after Claw Mastery: every critical hit then refills 10% of your HP and MP for free, once every 30 seconds.
Stars
Subi Throwing Stars to start, Wolbi Throwing Stars from 30 and Mokbi Throwing Stars from 50. You buy each set once: recharging costs under a meso a star.
Gear
A clean claw every 10 levels. Wear whatever else drops.
Scrolls
None. Sell the ones that drop to pay for potions.
Potions
Red Potion (2.5 HP a meso) while they keep up, then White Potion (2.0), and Blue Potion (1.0 MP a meso). MP costs about twice as much as HP, so spend MP carefully.
Hunting
Lucky Seven on everything: it gives the most damage per MP. Pick monsters you hit every time (see Accuracy), so no throw is wasted.

347,799 mesos+ for the 7 of 10 steps in the gear list below that have a price

ProMoney is no object
Skills
Keen Eyes before Nimble Body, and Critical Throw straight after Claw Mastery, then Haste and Claw Booster. Critical Recovery comes last: you're buying the potions anyway.
Stars
Ilbi Throwing Stars from the start, or Hwabi Throwing Stars (+2 more) if you find them. Stars add their attack to every throw, so this is the biggest upgrade money buys.
Gear
The best claw at every 5-level step and LUK gear in every slot. Buy it already scrolled: Price Check splits sales by stat roll.
Scrolls
Attack on the claw and gloves, LUK on the cape and earrings. Every slot, see the table below.
Potions
Elixir and White Potion to refill, Warrior Potion (+10 Attack Power) running all the time for about 2,200 mesos an hour, and Sniper Potion on monsters that dodge.
Hunting
Claw Booster and Haste always on, on the busiest map you can hold. Range from Keen Eyes lets you hit monsters before they reach you.

763,200 mesos+ for the 19 of 40 steps in the gear list below that have a price

Gear, slot by slot

Hat
Whatever drops
Gloves
Whatever drops
Earrings
Whatever drops

Where two items share a step they are the same item for men and women, or two claws with the same attack: buy the cheaper. Throwing stars have no level, so theirs is the level the build moves up to them. Any earrings do for Pro: they all have 5 slots, and the LUK scrolls are what count.

Throwing stars

A throw's damage is multiplied by your total weapon attack, the claw's and the star's added together, so a better star raises every hit by the same share as a better claw. Recharging at a store costs the price per star below.

StarsW.ATTPer setRechargePrice
Subi Throwing Stars 15 500 0.3 a star 1 mesos
Wolbi Throwing Stars 17 500 0.4 a star 30,000 mesos
Mokbi Throwing Stars 19 700 0.5 a star 165,000 mesos
Kumbi Throwing Stars 21 700 0.6 a star 550,000 mesos
Tobi Throwing Stars 23 1000 0.7 a star 999,999 mesos
Steely Throwing Knives 25 1000 0.8 a star -
Ilbi Throwing Stars 27 800 0.9 a star -
Hwabi Throwing Stars 29 800 1.0 a star -

Pro scrolls

One tier in each family gives the most per slot on average without any risk to the item. Pro fills every slot with it, or buys gear where every slot already passed.

ScrollSuccessSlotsIf all passPricePer success
Claw Attack Scroll: Intermediate 60% 7 +14 W.ATT 264,999 mesos 441,665 mesos
Gloves Attack Scroll: Intermediate 60% 5 +10 W.ATT 688,888 mesos? 1,148,147 mesos
Cape LUK Scroll: Intermediate 60% 5 +10 LUK 253,333 mesos 422,222 mesos
Earring LUK Scroll: Intermediate 60% 5 +10 LUK 99,999 mesos 166,665 mesos

The other tiers, on a claw: Claw Attack Scroll: Lesser is 100% for +1, Claw Attack Scroll: Greater 10% for +4, and Claw Attack Scroll: Chaos 10% for +5, but 50% of its failures destroy the claw. Try them in the scroll simulator first.

What the money buys

Each build's average Lucky Seven per cast in its own gear and with its own skills at that level: pure LUK, with only the DEX that gear needs. Pro counts every scroll slot as passed and Warrior Potion running. Monster defense is left out, so treat the numbers as a comparison.

LevelBudgetProPro's lead
30 467 Steel Guards + Wolbi Throwing Stars, 132 LUK 1,040 Mithril Guards + Ilbi Throwing Stars, 155 LUK +123%
40 714 Steel Avarice + Wolbi Throwing Stars, 172 LUK 1,548 Blood Avarice + Ilbi Throwing Stars, 209 LUK +117%
50 1,046 Steel Slain + Mokbi Throwing Stars, 212 LUK 2,068 Blood Slain + Ilbi Throwing Stars, 255 LUK +98%
60 1,395 Bronze Gigantic + Mokbi Throwing Stars, 252 LUK 2,547 Blood Gigantic + Ilbi Throwing Stars, 299 LUK +83%
70 1,739 Brown Scarab + Mokbi Throwing Stars, 292 LUK 3,049 Green Scarab + Ilbi Throwing Stars, 344 LUK +75%
3. Level planner

Pick your level to see where each skill should be, what to add at that level and any breakpoint you just reached. Switch builds to compare the alternatives.

37Assassin
At level 37 Claw Mastery 18 → 20 · Critical Recovery 0 → 1
Claw Mastery maxed: Mastery 10, +20 Attack Power, and 25% of the stars you throw come back.
Critical Recovery 1: a critical hit has a 20% chance to restore 1% of your HP and MP, at most once every 30 seconds.
Beginner9 / 9 spent
Three Snails3/3
Recovery3/3
Nimble Feet3/3
Thief61 / 61 spent
Lucky Seven20/20
Nimble Body15/15
Keen Eyes15/15
Disorder3/20
Dark Sight8/20
Assassin22 / 22 spent
Claw Mastery +220/20
Claw Booster1/20
Critical Throw0/30
Haste0/20
Critical Recovery +11/20
Drain0/30
4. Thief, Lv. 10-30

You advance in Kerning City at level 10. From then to 30 you get 61 SP for six skills that would take 110 to max, and whatever you leave here at 30 stays that way. Lucky Seven is the Thief's only throwing attack, so it comes first in both builds.

LevelSkill pointsWhy
10 Lucky Seven 1 Advance to Thief with the Dark Lord in Kerning City. You get 1 SP now and 3 per level after that. Lucky Seven throws two stars at once and uses LUK alone. It is your attack all the way to 70.
11–16 Lucky Seven 1 → 19 (+3 per level)
17 Lucky Seven 20 · Nimble Body 2 Lucky Seven maxed: 2 × 140% for 16 MP.
18 Budget Nimble Body 5Pro Nimble Body 3 · Keen Eyes 2 Nimble Body 3 unlocks Keen Eyes.
19–21 Budget Nimble Body 5 → 14 (+3 per level)Pro Keen Eyes 2 → 11 (+3 per level)
22 Budget Nimble Body 15 · Keen Eyes 2Pro Keen Eyes 14 Budget: Nimble Body maxed: +15 Accuracy and Avoidability.
23 Budget Keen Eyes 5Pro Nimble Body 5 · Keen Eyes 15 Pro: Keen Eyes maxed: +200 range for throwing stars.
24–26 Budget Keen Eyes 5 → 14 (+3 per level)Pro Nimble Body 5 → 14 (+3 per level)
27 Budget Keen Eyes 15 · Disorder 2Pro Nimble Body 15 · Disorder 2 Budget: Keen Eyes maxed: +200 range for throwing stars.Pro: Nimble Body maxed: +15 Accuracy and Avoidability.
28 Disorder 3 · Dark Sight 2 Disorder 3 unlocks Dark Sight. Dark Sight 1 hides you when you need a break. It costs 50 MP and slows you while hidden.
29 Dark Sight 5
30 Dark Sight 8 2nd job: choose Assassin. Spend your last Thief SP first, because Assassin SP can't go into Thief skills.
Nimble Body or Keen Eyes first?Monsters below 30 rarely dodge, so Nimble Body's accuracy matters later; its avoid is what saves potions now. Keen Eyes adds up to 200 range, so you hit monsters before they reach you. Both are maxed by 27 either way.
The last 11 pointsDisorder 3 unlocks Dark Sight, a way to hide when you need a break; the other 8 make it cheaper and slow you less. Double Stab only works with a dagger.
Beginner skillsThree Snails 3 first for an early ranged attack, then Recovery 3 and Nimble Feet 3. All three are maxed by level 10 whatever you do.
Your first clawClaws need LUK and, from level 15, DEX equal to their level. Keep DEX there and put the rest into LUK (see Stats & claws).

Job advancementAt 10, the Dark Lord in Thieves' Hideout makes you a Thief. At 30 he gives you The Dark Lord's Letter for the Thief Job Instructor at Construction Site North of Kerning City. Pass his test in Thief's Construction Site, then go back to the Dark Lord and choose Assassin.

5. Assassin, Lv. 30-70

At 2nd job you get 1 SP, then 3 per level: 121 by level 70. Maxing all six Assassin skills would take 140, so one stays short, and that is Drain. The current client has no 3rd job yet.

LevelSkill pointsWhy
30 Claw Mastery 1 2nd job: choose Assassin. Spend your last Thief SP first, because Assassin SP can't go into Thief skills.
31 Claw Mastery 4 Claw Mastery 3 unlocks Critical Throw.
32 Claw Mastery 6 · Claw Booster 1 Claw Mastery 5 unlocks Claw Booster. Claw Booster 1 already gives both speed stages: about 17% more attacks. Later levels only make it last longer and cost less.
33–36 Claw Mastery 6 → 18 (+3 per level)
37 Budget Claw Mastery 20 · Critical Recovery 1Pro Claw Mastery 20 · Critical Throw 1 Claw Mastery maxed: Mastery 10, +20 Attack Power, and 25% of the stars you throw come back.Budget: Critical Recovery 1: a critical hit has a 20% chance to restore 1% of your HP and MP, at most once every 30 seconds.
38 Budget Critical Recovery 4Pro Critical Throw 4 Budget: Critical Recovery 3 unlocks Drain.
39–43 Budget Critical Recovery 4 → 19 (+3 per level)Pro Critical Throw 4 → 19 (+3 per level)
44 Budget Critical Throw 2 · Critical Recovery 20Pro Critical Throw 22 Budget: Critical Recovery maxed: every critical hit restores 10% of your HP and MP, at most once every 30 seconds.
45–46 Budget Critical Throw 2 → 8 (+3 per level)Pro Critical Throw 22 → 28 (+3 per level)
47 Budget Critical Throw 11Pro Critical Throw 30 · Haste 1 Pro: Critical Throw maxed: +15% critical rate and +35% critical damage, about 10% more damage on average.
48–53 Budget Critical Throw 11 → 29 (+3 per level)Pro Haste 1 → 19 (+3 per level)
54 Budget Critical Throw 30 · Haste 2Pro Claw Booster 3 · Haste 20 Budget: Critical Throw maxed: +15% critical rate and +35% critical damage, about 10% more damage on average.Pro: Haste maxed: +30 Speed and +10 Jump for you and your party, 300 seconds.
55–59 Budget Haste 2 → 17 (+3 per level)Pro Claw Booster 3 → 18 (+3 per level)
60 Budget Haste 20Pro Claw Booster 20 · Critical Recovery 1 Budget: Haste maxed: +30 Speed and +10 Jump for you and your party, 300 seconds.Pro: Claw Booster maxed: 300 seconds for 10 HP and 10 MP. Critical Recovery 1: a critical hit has a 20% chance to restore 1% of your HP and MP, at most once every 30 seconds.
61 Budget Claw Booster 4Pro Critical Recovery 4 Pro: Critical Recovery 3 unlocks Drain.
62–66 Budget Claw Booster 4 → 19 (+3 per level)Pro Critical Recovery 4 → 19 (+3 per level)
67 Budget Claw Booster 20 · Drain 2Pro Critical Recovery 20 · Drain 2 Budget: Claw Booster maxed: 300 seconds for 10 HP and 10 MP.Pro: Critical Recovery maxed: every critical hit restores 10% of your HP and MP, at most once every 30 seconds.
68–69 Drain 2 → 8 (+3 per level)
70 Drain 11 Drain 11: 200% damage and a 5% chance to heal 8% of it. The last of your 121 points.
Why Claw Booster 1 at 32?Its first level already speeds your claw up by two stages, about 17% more attacks. The other 19 levels only stretch it from 100 to 300 seconds and cut its cost, so they wait until the end.
Why only 11 in Drain?At 30 it does 85% of Lucky Seven's damage per cast but only 48% per MP, and it heals about 1.8% of its damage. MP costs about twice as much as HP, so it heals less than it costs. Use it when your HP is low and potions are far.
Critical Recovery early or late?Maxed, it gives back 10% of your HP and MP on a critical hit once every 30 seconds, and with two stars a cast you crit often enough to use it every time. That is free potions, so Budget takes it at 37-44. Pro would rather kill faster with Critical Throw and buys the potions.
Haste or Claw Booster first?Both builds max Haste before the rest of Claw Booster: its levels add speed and jump for you and your party, while Claw Booster's only add time. If rebuffing every 100 seconds bothers you, swap them.
6. Every skill

Level 1 and max values from the game data. Each name links to its full per-level table.

Lucky SevenMax Lv. 20
Max by 17
MP cost
8 → 16
Damage %
60 → 140
Projectiles
2

Your attack from 10 to 70: two stars a cast, damage from LUK alone, and the most damage per MP you have.

Nimble BodyMax Lv. 15
Max by 22 (Budget) or 27 (Pro)
Accuracy
1 → 15
Avoidability
1 → 15

Accuracy and avoid. Below 30 the avoid matters most; above 30 the accuracy decides which monsters you can hunt.

Keen EyesMax Lv. 15 · needs Nimble Body 3
Max by 27 (Budget) or 23 (Pro)
Range
50 → 200

Range for every throw. At 15 you hit monsters well before they reach you.

DisorderMax Lv. 20
Stop at 3
MP cost
5 → 10
Damage %
100
Duration (s)
10 → 30

Only taken to 3, to unlock Dark Sight.

Dark SightMax Lv. 20 · needs Disorder 3
Stop at 8
MP cost
50 → 30

Hides you from monsters. The 8 spare Thief points make it cheaper and slow you less.

Double StabMax Lv. 20
Skip
MP cost
8 → 16
Damage %
80 → 160
Hits
2

A dagger skill. Assassins use claws, so it stays at 0.

Claw MasteryMax Lv. 20
Max by 37
Chance %
5 → 25
Mastery Lv.
1 → 10

The first skill to max: mastery, Attack Power and stars that come back.

Claw BoosterMax Lv. 20 · needs Claw Mastery 5
Max by 67 (Budget) or 60 (Pro)
MP cost
30 → 10
HP cost
30 → 10
Duration (s)
100 → 300

Level 1 gives the full speed boost. The rest only makes it last longer and cost less.

Critical ThrowMax Lv. 30 · needs Claw Mastery 3
Max by 54 (Budget) or 47 (Pro)
Critical Rate %
1 → 15
Critical Damage %
5 → 35

About 10% more damage at max. Each point is worth more than the one before, so max it in one go.

HasteMax Lv. 20
Max by 60 (Budget) or 54 (Pro)
MP cost
15 → 35
Speed
10 → 30
Jump
1 → 10
Duration (s)
100 → 300

Speed and jump for you and your party. Gets you to the next monster sooner.

Max by 44 (Budget) or 67 (Pro)
Chance %
20 → 100
Cooldown (s)
30

Free HP and MP on a critical hit, once every 30 seconds. Budget's potion saver.

DrainMax Lv. 30 · needs Critical Recovery 3
Stop at 11
MP cost
14 → 28
Damage %
180 → 240
Chance %
2 → 12

Hits harder than one star but costs far more MP than Lucky Seven. It gets the 11 points left at 70.

7. Damage math

A throw's damage is your total weapon attack times a stat term: LUK times the weapon's multiplier, plus STR and DEX, plus Attack Power from skills and potions. Each hit rolls between a minimum and a maximum, and mastery raises the minimum. The comparisons below use the community's damage formula with a level 50 Assassin's stats; treat them as relative.

Drain vs a maxed Lucky Seven: damage per cast and per MP, as a multiple of Lucky Seven
0.0×0.2×0.4×0.6×0.8×1.0×1.2× Lucky Seven 20: 1.00× the damage per castLucky Seven 20: 1.00× the damage per MP Lucky Seven Drain 11: 0.71× the damage per castDrain 11: 0.63× the damage per MP Drain 11 Drain 20: 0.77× the damage per castDrain 20: 0.53× the damage per MP Drain 20 Drain 30: 0.85× the damage per castDrain 30: 0.48× the damage per MP Drain 30
Damage per castDamage per MPLucky Seven 20 = 1.0
Average damage by Critical Throw level, as a multiple of none
1.00×1.02×1.04×1.06×1.08×1.10×1.12× 051015202530 Critical Throw 10: +2.4% damage on average+2%Critical Throw 20: +5.5% damage on average+6%Critical Throw 30: +9.9% damage on average+10%
Critical rate × critical damage, from a base of 5% and +20%

What Claw Booster is worth

Attack speedClawsWith Claw Booster
FasterMeba+18.2% attacks
FastMithril Titans, Steel Igor, Mithril Guards, Silver Guardian, Blood Avarice, Blood Slain, Blood Gigantic, Green Scarab, Steel Guards, Steel Avarice, Steel Slain, Bronze Gigantic, Brown Scarab+16.7% attacks
NormalGarnier+15.4% attacks

Other multipliers

  • Claw Mastery: Lucky Seven always rolls at a fixed mastery, so for it Claw Mastery is worth its +20 Attack Power (about 6% at level 50) and the stars it gives back. Drain and plain throws also get the higher minimum.
  • Weapon DEF: damage × 100 ÷ (DEF + 100). Most training monsters have 0-50 DEF; Iron Hogs have 500, a sixth of your damage.
  • Level gap: monsters above your level take less, ×0.89 at 5 levels above you and ×0.71 at 9.
8. Accuracy: who dodges your stars

A miss wastes the MP and the stars. Each dot is a monster that spawns somewhere, at the accuracy you need to hit it every time at its own level; the lines are a pure-LUK Thief's accuracy without and with a maxed Nimble Body (+15). Nimble Body turns 21 of the 44 into monsters you never miss.

Accuracy to always hit, by monster level
020406080100120140 10203040506070 Ribbon Pig (Lv. 10): needs 21 accuracyDark Stump (Lv. 11): needs 17 accuracyOctopus (Lv. 12): needs 24 accuracyGreen Mushroom (Lv. 14): needs 27 accuracyBubbling (Lv. 15): needs 31 accuracyAxe Stump (Lv. 17): needs 27 accuracyBlue Mushroom (Lv. 19): needs 37 accuracyGhost Stump (Lv. 19): needs 24 accuracyStirge (Lv. 20): needs 44 accuracyJr. Necki (Lv. 21): needs 47 accuracyHorny Mushroom (Lv. 22): needs 44 accuracyDark Axe Stump (Lv. 23): needs 37 accuracyWooden Mask (Lv. 23): needs 47 accuracyRocky Mask (Lv. 24): needs 47 accuracyZombie Mushroom (Lv. 24): needs 47 accuracyWild Boar (Lv. 25): needs 50 accuracyEvil Eye (Lv. 27): needs 54 accuracyIron Hog (Lv. 28): needs 57 accuracyFairy (Lv. 29): needs 66 accuracyLigator (Lv. 31): needs 70 accuracyFire Boar (Lv. 32): needs 70 accuracyCurse Eye (Lv. 33): needs 73 accuracyJr. Wraith (Lv. 34): needs 82 accuracyJr. Boogie (Lv. 35): needs 86 accuracyLupin (Lv. 37): needs 89 accuracyLorang (Lv. 38): needs 79 accuracyCold Eye (Lv. 40): needs 82 accuracyZombie Lupin (Lv. 41): needs 95 accuracySkeledog (Lv. 44): needs 89 accuracyCopper Drake (Lv. 45): needs 92 accuracyTortie (Lv. 46): needs 82 accuracyMummydog (Lv. 47): needs 95 accuracyWraith (Lv. 48): needs 104 accuracyClang (Lv. 49): needs 98 accuracyDrake (Lv. 50): needs 89 accuracyCroco (Lv. 52): needs 101 accuracyMalady (Lv. 55): needs 108 accuracyStone Golem (Lv. 56): needs 98 accuracySkeleton Soldier (Lv. 57): needs 111 accuracyDark Stone Golem (Lv. 58): needs 101 accuracyRed Drake (Lv. 60): needs 114 accuracyWild Kargo (Lv. 62): needs 117 accuracyOfficer Skeleton (Lv. 63): needs 120 accuracyTauromacis (Lv. 70): needs 132 accuracy
Your accuracyWith Nimble Body 15 Always hitNeeds Nimble BodyDodges some throws

Monsters that still dodge

MonsterNeedsHit chance
Jr. Wraith Lv. 34 · 25 avoid · Line 1 <Area 2>8290%
48% without Nimble Body
Jr. Boogie Lv. 35 · 26 avoid · B2 <Subway Depot>8688%
46% without Nimble Body
Lupin Lv. 37 · 27 avoid · Henesys Dungeon Entrance8985%
45% without Nimble Body
Zombie Lupin Lv. 41 · 29 avoid · Tree Dungeon, Monkey Forest I9587%
50% without Nimble Body
Wraith Lv. 48 · 32 avoid · Line 1 <Area 3>10485%
51% without Nimble Body
Officer Skeleton Lv. 63 · 37 avoid · Remains <Tomb> IV12099%
70% without Nimble Body
Tauromacis Lv. 70 · 41 avoid · Sanctuary Entrance I13295%
68% without Nimble Body

TipEvery level a monster has over you makes it harder to hit, and the chance falls fast. Train on monsters at or below your level, or drink a Sniper Potion (+5 accuracy) for the ones above. DEX adds a little accuracy too, but LUK adds damage, so keep DEX at what your claw needs.

9. Where to train

The monsters that give the most EXP per cast at every 5 levels. Each is up to 10 levels below you, has at least 10 on one map, and takes your attacks at least 95% of the time. Casts are how many attacks a kill takes on average after the monster's Weapon DEF, for each build in its own gear and skills, with whichever of its attacks below kills it fastest.

Lucky Seven

Lv. 15
  1. Orange Mushroom Lv. 8 · 15 EXP Budget 1.1 castsPro 1.0 casts Mushroom Garden (15 there)
  2. Pig Lv. 7 · 13 EXP Budget 1.0 castsPro 1.0 casts Thicket Around the Beach II (18 there)
  3. Green Mushroom Lv. 14 · 26 EXP Budget 2.0 castsPro 1.1 casts West Rocky Mountain III (32 there)
Lv. 20
  1. Green Mushroom Lv. 14 · 26 EXP Budget 1.0 castsPro 1.0 casts West Rocky Mountain III (32 there)
  2. Octopus Lv. 12 · 23 EXP Budget 1.0 castsPro 1.0 casts Damp Tree-Forest (19 there)
  3. Stirge Lv. 20 · 37 EXP Budget 1.7 castsPro 1.0 casts Transfer Area (38 there)
Lv. 25
  1. Jr. Necki Lv. 21 · 39 EXP Budget 1.0 castsPro 1.0 casts Dangerous Croko I (27 there)
  2. Stirge Lv. 20 · 37 EXP Budget 1.1 castsPro 1.0 casts Transfer Area (38 there)
  3. Bubbling Lv. 15 · 28 EXP Budget 1.2 castsPro 1.0 casts Line 1 <Area 1> (64 there)
Lv. 30
  1. Jr. Necki Lv. 21 · 39 EXP Budget 1.0 castsPro 1.0 casts Dangerous Croko I (27 there)
  2. Stirge Lv. 20 · 37 EXP Budget 1.0 castsPro 1.0 casts Transfer Area (38 there)
  3. Horny Mushroom Lv. 22 · 41 EXP Budget 1.3 castsPro 1.0 casts Ant Tunnel IV (41 there)
Lv. 35
  1. Fire Boar Lv. 32 · 60 EXP Budget 2.0 castsPro 1.9 casts The Burnt Land V (26 there)
  2. Ligator Lv. 31 · 58 EXP Budget 2.0 castsPro 2.0 casts The Swamp of Despair I (41 there)
  3. Wild Boar Lv. 25 · 46 EXP Budget 1.7 castsPro 1.0 casts The Land of Wild Boar II (23 there)
Lv. 40
  1. Lupin Lv. 37 · 75 EXP Budget 2.3 casts 97% hitPro 2.0 casts Monkey Swamp I (28 there)
  2. Jr. Wraith Lv. 34 · 66 EXP Budget 2.1 castsPro 2.0 casts Line 2 <Area 1> (83 there)
  3. Curse Eye Lv. 33 · 63 EXP Budget 2.1 castsPro 2.0 casts Sleepy Dungeon V (23 there)
Lv. 45
  1. Lupin Lv. 37 · 75 EXP Budget 2.0 castsPro 2.0 casts Monkey Swamp I (28 there)
  2. Zombie Lupin Lv. 41 · 89 EXP Budget 3.0 casts 99% hitPro 2.0 casts Monkey Swamp III (31 there)
  3. Cold Eye Lv. 40 · 85 EXP Budget 3.0 castsPro 2.0 casts The Tunnel That Lost Light I (32 there)
Lv. 50
  1. Zombie Lupin Lv. 41 · 89 EXP Budget 2.0 castsPro 2.0 casts Monkey Swamp III (31 there)
  2. Cold Eye Lv. 40 · 85 EXP Budget 2.1 castsPro 2.0 casts The Tunnel That Lost Light I (32 there)
  3. Mummydog Lv. 47 · 117 EXP Budget 3.1 castsPro 2.8 casts Remains <Tomb> III (15 there)
Lv. 55
  1. Malady Lv. 55 · 167 EXP Budget 3.0 castsPro 2.6 casts The Forest of Evil II (23 there)
  2. Croco Lv. 52 · 146 EXP Budget 3.3 castsPro 3.0 casts Dangerous Croko II (24 there)
  3. Wraith Lv. 48 · 122 EXP Budget 3.0 castsPro 2.7 casts Line 2 <Area 3> (68 there)
Lv. 60
  1. Malady Lv. 55 · 167 EXP Budget 2.8 castsPro 2.0 casts The Forest of Evil II (23 there)
  2. Croco Lv. 52 · 146 EXP Budget 3.0 castsPro 2.4 casts Dangerous Croko II (24 there)
  3. Skeleton Soldier Lv. 57 · 183 EXP Budget 3.9 castsPro 3.0 casts Camp 1 (20 there)
Lv. 65
  1. Malady Lv. 55 · 167 EXP Budget 2.5 castsPro 2.0 casts The Forest of Evil II (23 there)
  2. Skeleton Soldier Lv. 57 · 183 EXP Budget 3.4 castsPro 3.0 casts Camp 1 (20 there)
  3. Officer Skeleton Lv. 63 · 242 EXP Budget 5.0 castsPro 4.1 casts Camp 3 (14 there)
Lv. 70
  1. Wild Kargo Lv. 62 · 231 EXP Budget 4.1 castsPro 3.6 casts Wild Kargo's Area (14 there)
  2. Officer Skeleton Lv. 63 · 242 EXP Budget 4.4 castsPro 3.8 casts Camp 3 (14 there)
  3. Red Drake Lv. 60 · 211 EXP Budget 4.0 castsPro 3.1 casts Dangerous Valley II (17 there)

Ranked by EXP per cast for the Budget build. Monsters below your level are a little easier to hit than shown, and chance-based extras like Final Attack aren't counted. Spawn speed, map layout and other players change what an hour really gives, so try the top two and keep the one that feels faster. The Training Finder ranks the monsters for any level by EXP per HP.

10. Stats & claws

You get 5 AP per level. Keep DEX at what your next claw needs (its level, from level 15) and put everything else into LUK. LUK counts 2.5 times as much as DEX or STR in every throw, and Lucky Seven uses only LUK.

LevelClawW.ATTDEXLUKAttack speed
10Garnier10025Normal
15Mithril Titans / Gold Titans141535Fast
20Steel Igor / Adamantium Igor172045Fast
25Meba192555Faster
30Mithril Guards / Adamantium Guards233065Fast
35Silver Guardian / Dark Guardian263575Fast
40Blood Avarice +1 Accuracy294085Fast
50Blood Slain +1 Accuracy3450105Fast
60Blood Gigantic +2 Accuracy4160125Fast
70Green Scarab +2 Accuracy4770145Fast

All claws of one level share their requirements; the ones above have the most attack. Claws add attack like stars do, and one with 7 scrolled slots adds up to +14 more.

11. Questions

What is the best Assassin skill build?

Max Lucky Seven first, then Nimble Body and Keen Eyes, and put the last Thief points into Disorder 3 and Dark Sight. As an Assassin, max Claw Mastery with one point of Claw Booster at 32, then Critical Throw, Haste and the rest of Claw Booster, with Critical Recovery first (Budget) or last (Pro). Drain gets the 11 points left at 70.

Should an Assassin max Drain?

No. At 30 it does 85% of Lucky Seven's damage per cast but only 48% per MP, so it only gets the points left over at 70.

When should I get Claw Booster?

One point at 32, as soon as Claw Mastery 5 unlocks it. Level 1 already gives the full speed boost, about 17% more attacks; the other levels only make it last longer.

Which throwing stars should an Assassin use?

The best you can afford: a star adds its attack to every throw. Budget: Subi Throwing Stars, then Wolbi Throwing Stars from level 30 and Mokbi Throwing Stars from 50. Pro: Ilbi Throwing Stars, or Hwabi Throwing Stars if you find them. Recharging costs under a meso a star.

Where should an Assassin train?

On monsters at or below your level that you hit almost every time. The most EXP per Lucky Seven: Lv. 30 Jr. Necki, Lv. 40 Lupin, Lv. 50 Zombie Lupin, Lv. 60 Malady, Lv. 70 Wild Kargo.

What stats does an Assassin need?

Keep DEX at what your claw needs (its level, from level 15) and put everything else into LUK. LUK counts 2.5 times as much as DEX in every throw, and Lucky Seven uses only LUK.

12. Sources & notes
  • From the game data: skill numbers and prerequisites, monster levels and avoid, and item stats and requirements. They update when the game does.
  • From players: SP per level, the 2nd-job SP lock, and the damage, critical, accuracy and attack-speed formulas come from community testing (meowdb). Whether Claw Mastery's Attack Power counts for Lucky Seven isn't confirmed; the numbers here assume it does.
  • Calculated: the Drain comparison, the Critical Throw curve, the Claw Booster speed-up, the accuracy chart and the training table use those formulas with example stats. Misses, crits and positioning all move real results.
  • Budget and Pro builds: the gear picks are written by hand. Prices are the median HubCW sale of the last 30 days, or the median Free Market ask when nothing sold; a dash means neither. The damage figures assume 25 starting stat points, 5 AP a level, and DEX at 25 or what the claw needs.