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MapleStory Classic Elements Guide: Monster Weaknesses, Resists

MapleStory Classic elements: weak, resist and immune multipliers, which monsters are weak to Fire, Ice, Lightning, Poison or Holy, Heal on undead.

MapleStory Classic Elements Guide: Monster Weaknesses, Resists
In this guide 11 sections
THE GUIDE

Quick summary

  • A weakness adds 25%, a resistance takes off 25%, and an immunity blocks all damage. Both the wiki's Damage page and NiaMeowDB use 1.25×, 0.75× and 0×. The wiki's Elements page says the client doesn't store the multipliers at all.
  • Fire hits the most weaknesses and Poison the fewest. Across 131 monsters with element data, 49 are weak to Fire and 23 resist it. Holy has the best ratio (40 weak, 12 resist). Only 6 are weak to Poison, and 30 resist it (wiki).
  • Most early monsters are neutral. The wiki says element starts to matter from around level 20, in elemental-themed maps.
  • Heal damages undead, but NiaMeowDB says that damage isn't Holy. Holy-weak monsters that aren't undead, like Malady, Dark Stone Golem and Jr. Balrog, need Holy Arrow instead.
  • Defense can matter more than element. An Iron Hog has 500 physical and 100 magic defense. Under NiaMeowDB's formula, a lightning spell does about 3.75 times the share of damage a sword does.

Checked against the Founder's Access build on October 13, 2026. Grand Launch is October 21, 2026; see the end of the guide for what may change.

Know the four element states

State Multiplier (wiki Damage page, NiaMeowDB) What it means
Weak 1.25× 25% more damage
Neutral 1.0× No change. Most monsters.
Resistant 0.75× 25% less damage
Immune 0× No damage at all

So a weak target takes 1.25 ÷ 0.75 ≈ 1.67 times the damage of a resistant one from the same spell. The wiki's Elements page adds a few rules:

  • Only the matching element applies. Against a monster with both a weakness and a resistance, effects don't stack on one hit.
  • Neutral attacks ignore the chart. A neutral attack on a Fire-weak monster deals normal damage.
  • Element is applied after defense. It multiplies the damage that's left. It doesn't bypass defense.
  • Element doesn't change drops. The wiki calls the belief that Holy damage on undead drops more items "unfounded."

Energy Bolt and Magic Claw have no element, so they're your fallback when a monster resists your school (wiki Damage page).

See which elements pay off

The wiki's counts across the 131 monsters with element data:

Element Weak Resistant Immune Who uses it at launch
Fire 49 23 0 Fire/Poison Wizard: Fire Arrow
Holy 40 12 0 Cleric: Holy Arrow
Lightning 20 22 0 Ice/Lightning Wizard: Thunder Bolt
Ice 18 40 2 Ice/Lightning Wizard: Cold Beam
Poison 6 30 8 Fire/Poison Wizard: Poison Breath
Dark 0 1 0 Monster attacks only

Skill elements per NiaMeowDB's skill pages: Fire Arrow is Fire, Poison Breath is Poison, Cold Beam is Ice, Thunder Bolt is Lightning, and Holy Arrow is Holy. Heal is listed as element "None."

Element Composition and Element Amplification show up in NiaMeowDB's formulas, but they're 3rd job Mage skills. Classic World launches with 1st and 2nd job only.

Look up the launch monsters

From the wiki's Grand Launch roster and each monster's page. The "Resists" column covers both resistant and immune entries, as listed on each monster's page:

Monster Lv Weak to Resists A spawn map (wiki)
Stump 5 Fire — The Tree That Grew II
Slime 6 Lightning — The Tree That Grew II
Dark Stump 11 Fire — West Domain of Perion
Octopus 12 Lightning — Damp Tree-Forest
Green Mushroom 14 — Poison West Rocky Mountain III
Bubbling 15 Lightning — Line 1 (Area 1)
Axe Stump 17 Fire — The Forest North of Ellinia
Dark Axe Stump 23 Fire — East Rocky Mountain V
Zombie Mushroom (undead) 24 Holy — Ant Tunnel III
Iron Hog 28 Lightning — Pig Park II
Fairy (4 kinds) 29 Poison Lightning, Holy Tree Dungeon, Forest Up North VI
Ligator 31 Fire Ice The Swamp of Despair I
Fire Boar 32 Ice Fire The Burnt Land V
King Slime (boss) 32 — Fire, Holy, Ice, Lightning KPQ last stage
Curse Eye 33 — Poison Sleepy Dungeon V
Jr. Wraith (undead) 34 Fire, Holy — Line 2
Jr. Boogie 35 — Poison Sleepy Dungeon V
Lorang 38 Lightning — A Look-Out Shed Around the Beach
Cold Eye 40 Fire Ice The Tunnel That Lost Light I
Mushmom (boss) 40 Fire — Someone Else's House
Zombie Lupin (undead) 41 Holy — Monkey Swamp III
Copper Drake 45 Ice Fire East Rocky Mountain VII
Shade (undead boss) 48 Holy Poison —
Wraith (undead) 48 Holy — Line 2 (Area 3)
Clang 49 Lightning — Lorang and Clang
Drake 50 — Fire, Ice Drake's Meal Table
Croco 52 Fire Ice Dangerous Croko II
Malady 55 Holy Fire, Ice The Forest of Evil I
Zombie Mushmom (undead boss) 55 Holy — The Grave of Mushmom
Stone Golem 56 — Poison Golem's Temple III
Dark Stone Golem 58 Holy Fire, Poison Sleepy Dungeon V
Red Drake 60 Ice Fire Dangerous Valley II
Tauromacis 70 Ice Lightning Sanctuary Entrance I
Taurospear 75 Ice Lightning Sanctuary Entrance III
Jr. Balrog (boss) 80 Holy Poison The Cursed Sanctuary

Monsters with no listed weakness or resistance on the roster include Orange Mushroom, Pig, Ribbon Pig, Blue Mushroom, Stirge, Horny Mushroom, Jr. Necki, Wild Boar, Evil Eye, Lupin, Tortie and Wild Kargo. Our bosses guide and training guide cover where each sits in a leveling route.

Factor in defense, not just element

NiaMeowDB's formula for monster defense is damage × 100 ÷ (defense + 100). Physical attacks use the monster's physical defense, and spells use its magic defense. Two launch monsters show why this can outweigh element. The defense values are from the wiki's roster, and the math is ours:

Monster Phys. DEF Magic DEF Physical hit (neutral) Element spell
Iron Hog (Lv 28, weak to Lightning) 500 100 100 ÷ 600 ≈ 17% of raw Thunder Bolt: 100 ÷ 200 × 1.25 ≈ 63% of raw
Fairy (Lv 29, weak to Poison) 0 500 100% of raw Poison Breath: 100 ÷ 600 × 1.25 ≈ 21% of raw

What it means:

  • Iron Hogs are a magician map. Physical classes lose about 83% of every hit to defense.
  • Fairies are a physical map. Their Poison weakness doesn't make up for 500 magic defense, and they resist Lightning and Holy too.
  • These are shares of raw damage, not kill times. Your raw damage depends on your stats and skill. See our damage formula guide.

Pick targets by job

Job Hit these Avoid these Fallback
Fire/Poison Wizard Stumps (5–23), Ligator, Jr. Wraith, Cold Eye, Mushmom, Croco Fire Boar, Copper Drake, Drake, Malady, Dark Stone Golem, Red Drake, King Slime Energy Bolt or Magic Claw (neutral). Poison Breath isn't worth it on Poison-resistant targets.
Ice/Lightning Wizard Lightning: Slime, Octopus, Bubbling, Iron Hog, Lorang, Clang. Ice: Fire Boar, Copper Drake, Red Drake, Tauromacis, Taurospear Ice: Ligator, Cold Eye, Croco, Drake, Malady. Lightning: Fairies, Tauromacis, Taurospear Swap to the other element, or use Energy Bolt
Cleric Holy Arrow on Zombie Mushroom, Jr. Wraith, Zombie Lupin, Wraith, Malady, Dark Stone Golem, Shade, Zombie Mushmom, Jr. Balrog Fairies and King Slime (both resist Holy) Magic Claw
Warrior, Bowman, Thief Low physical defense targets High physical defense (Iron Hog) The wiki says physical attacks are neutral

Our class guides go deeper: Fire/Poison, Ice/Lightning and Cleric.

Use Heal on the right monsters

Heal is the Cleric's group damage against undead. Two sources describe it differently:

  • The wiki's Elements page says Heal deals Holy damage to every undead monster in range, and that Holy is "hard-coded" against anything with the undead flag.
  • NiaMeowDB's Heal page says Heal "can damage undead targets, but that damage does not carry the Holy element." Its element field reads "None."

They agree on the part that matters most for training: Heal damages undead monsters, not every Holy-weak one. On the wiki's roster, the undead are Zombie Mushroom, Jr. Wraith, Zombie Lupin, Wraith, Shade and Zombie Mushmom. Malady, Dark Stone Golem and Jr. Balrog are weak to Holy, but they aren't tagged undead, so use Holy Arrow on them.

NiaMeowDB's Heal page also notes an October 8 patch that cut Heal's area height to 180 px at every level, from 300 at Levels 1–15 and 400 at 16–30. Width didn't change. The page says Heal has room for up to five undead monsters when you're solo, or four with one party member nearby.

Avoid the common mistakes

  • Using an old GMS weakness list. Those lists include monsters that aren't in Classic World, and some values differ. Use the wiki's Grand Launch roster.
  • Assuming 1.5× and 0.5×. Both Classic World sources that give a number use 1.25× and 0.75×.
  • Casting Poison on bosses. Shade and Jr. Balrog resist Poison, and the wiki's Elements page lists Jr. Balrog as immune.
  • Taking an Ice/Lightning Wizard to Tauros. Tauromacis and Taurospear resist Lightning. Use Cold Beam, since they're weak to Ice.
  • Bringing elemental spells to King Slime. It resists Fire, Holy, Ice and Lightning, so use physical damage or neutral spells.

Plan alts and returning players

  • Coming back from old GMS? Elements matter less than you remember. A weakness is +25%, not +50%, under both Classic sources. And Fire/Poison's 3rd job element tools aren't in yet.
  • Picking a Magician alt? Fire hits the most weaknesses. Ice/Lightning covers two elements, and Cleric gets Holy for the undead and every boss after Mushmom (Shade, Zombie Mushmom, Jr. Balrog).
  • Partying across jobs? A Cleric's Holy Arrow plus a Fire/Poison's Fire Arrow covers Jr. Wraiths from both sides, since they're weak to both.
  • Leveling fast? Our MapleStory Classic hub and powerleveling page cover the options. Our launch skill changes guide covers Holy Arrow's switch to 1 target.

Want a hand with this?

If you would rather skip the grind that goes with this, MapleStory Classic powerleveling services are listed on FullBoosts. Read Nexon's Terms of Service before you buy any service from anyone, FullBoosts included — a marketplace listing isn't publisher permission.

What may change at Grand Launch

This guide describes the Founder's Access build as it was on October 13, 2026. Re-check these against Nexon's Grand Launch notes on October 21: whether crafting still stops at craft level 8, whether Forgotten Hollow, Orbis and third jobs stay closed, KPQ channel limits, NPC shop stock, and any Founder's Access-only events or packages mentioned here. Nothing here assumes a closed area or feature will open.

FAQ

How much extra damage does an elemental weakness do? 25% more (1.25×), per the wiki's Damage page and NiaMeowDB. A resistance cuts damage to 0.75×, and an immunity to 0.

Which element is best in MapleStory Classic? Fire has the most weak monsters: 49, against 23 that resist it. Holy has the best ratio, 40 weak to 12 resistant. Poison is the worst (wiki counts).

Does Heal deal Holy damage? The wiki says yes. NiaMeowDB says Heal's undead damage has no element. Both agree it only damages undead monsters.

What is Iron Hog weak to? Lightning. It also has 500 physical defense and only 100 magic defense, so magic works far better (wiki).

What does King Slime resist? Fire, Holy, Ice and Lightning (wiki, NiaMeowDB). Use physical attacks or neutral spells.

Do physical attacks have an element? Not by default. The wiki's Damage page says physical attacks are neutral. The wiki's other pages mention elemental ammo, but we found none in NiaMeowDB's launch shop lists.

Is Poison any good? Rarely. Only 6 monsters are weak to it, 30 resist it, and the bosses Shade and Jr. Balrog resist it too.

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