Companions

Companions fight with the player periodically on their adventures and can be obtained by Summoning Companions using Companion Summoning Tickets.
General
You can level up Companions by obtaining more copies over time.
When called into battle, they are active for 30 seconds and have a cooldown of 90 seconds.
There are currently 10 Companions available in MapleStory Idle RPG, corresponding to the 8 playable job classes:
- Hero
- Paladin (Jan 29, 2026)
- Dark Knight
- Ice / Lightning Mage
- Fire / Poison Mage
- Bishop (Jan 29, 2026)
- Bowmaster
- Marksman
- Night Lord
- Shadower
Rarity
Companions can be obtained in 4 rarities based on the 5 job advancement levels.
- White / Common = No Job
- Blue / Rare = 1st Job
- Purple / Epic = 2nd Job
- Orange / Unique = 3rd Job
- Teal / Legendary = 4th Job
Stat Bonuses
Companions also give a variety of equipped and inventory (passive) effects. These numbers vary depending on how far they are leveled.
You can equip one Main Companion and up to 6 Sub Companions. Main Companions give their equipped bonuses and also attack using their skills. Sub Companions only give their equipped bonuses.
Equipped Bonuses
Inventory Bonuses (Passive)
These stats are active once you acquire at least one copy of each Companion. The bonuses increase with each level for that Companion.
- No Job / 1st Job = Flat Attack and Flat Max HP
- 2nd Job = Flat Main Stat and Flat Max HP
- 3rd Job = 5% Damage and 10% Max HP
- 4th Job = 10% Damage and 15% Max HP
Strategy
There is still a lot unknown about how to best use companions optimally for each class, considering every class has their own strengths. This information will change as the meta game develops.
You generally want to use whichever you have the highest of in terms of rarity and level. It also depends on what kind of passives you have a lot of on your gear, hero power lines, potentials, artifacts, etc.
Here are some general notes about each one assuming all things equal:
- Hero: Arguably the best main companion for Arena due to granting high defensive support and a built-in stun. Solid equip bonus (max damage multiplier) for all areas of the game.
- Dark Knight: A bit more niche. Used as a sub companion when mobs/players start evading your attacks. Good in combation with Mushmom's Cap artifact for early game power. 3rd/4th job version has an aoe buff strip on a 18 second cooldown.
- Ice / Lightning Mage: Amazing for farming normal monsters as a main or sub companion. Also great for chapter battles due to having an aoe freeze and lowering critical hit resistance.
- Fire / Poison Mage: Strong raw damage companion. Critical rate equip bonus is amazing until you hit the cap of 100%. Many people run two copies early on until your character sorts out critical rate.
- Bowmaster: Attack speed is a little weak early game due to mana being an issue. Good for single target bosses and arena. Seems to get stronger later on (mid 3rd and 4th job).
- Marksman: Very niche. Status damage only applies when a target is stunned (bosses and arena). Good for maximizing burst damage windows, but might lose out to other companions in overall dps.
- Night Lord: Good for bossing. You might even run two of them (2nd job and above) for bossing. People say it's good as a main companion for bosses, but some also say Bowmaster is better. More testing needed.
- Shadower: Decent in Arena for buff striping. Doesn't seem that special though. Minimum damage multiplier equip bonus also might be weaker than max damage logically. Will have to see.
Examples:
- Farming/Chapter Pushing: (1) I/L Mage (main or sub) (2) another I/L Mage (3) F/P Mage (main or sub) (4) Hero (5) Hero (6) Bowmaster
- Solo Bossing: (1) Night Lord (main or sub) (2) another Night Lord (3) Bowmaster (main or sub) (4) another Bowmaster (5) Hero (6) another Hero
- Arena (high variance): (1) Hero (2) another Hero (3) Marksman (4) another Marksman (5) F/P Mage (6) Shadower or Dark Knight