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Jupiter

Jupiter

On This Page
Min Level
295
to enter
Party Size
3
max players
Time Limit
30m
Lives
1000
shared
Determination
159
per clear

HP

Total HP
10.27Q
5% HP
513.30T
10% HP
1.03Q

Phases

Phase 1
2.05Q
Phase 2
3.08Q
Phase 3
5.13Q

Rewards

Mesos

Interactive
1.70B
Heroic
8.50B

Drops

Chaos Pitched Accessory Box(x1)
Grindstone of Life(x1)
Jupiteroid(x1)

Video Guides

메이플스토리 유피테르 공략

Battle Overview

Jupiter (유피테르, romanized Yupiterŭ, localized in English as Jupiter) is the leader of the Ancient Gods and the endgame boss of Geardrak, the level 295 area added in the third and final patch of the MapleStory CROWN update. The boss was revealed at the December 13, 2025 CROWN showcase and released on February 12, 2026 (Hard mode unlocked February 13, 7:00 PM). Unlike the two Ancient Gods released before it, Chosen Seren and Brilliant Malefic, Jupiter has no clear mythological concept tied to it in-story; it fights using a cybernetic arm given to it by Melian rather than its original power, and the fight is presented with a cyberpunk/machine aesthetic rather than a classical one.

Entry requires character level 295 and completion of the "[Geardrak] Epilogue" quest, entered through "Geardrak: Blast Furnace's Gate." The fight supports a party of 1 to 3 players, has a 30 minute time limit, and a 10 second potion cooldown. Normal and Hard mode both require a minimum of 810 Sacred Power / Authentic Force (SAC/AUT) to deal regular damage to the boss; all of Jupiter's attacks deal percentage-of-max-HP damage and ignore avoidability and damage reduction stats, so they must be dodged manually.

Community wiki sources place Jupiter Normal mode in difficulty between Hard First Adversary and Hard Limbo, and Jupiter Hard mode between Hard Limbo and Hard Baldrix, both generally recommending roughly 400 million combat power for a 3-person party. Namu Wiki separately cites a Hard mode 3-person minimum clear line of approximately 129,000 to 137,000 HEXA-converted stat per player.

Jupiter does not have discrete numbered phases in the traditional sense; instead it runs as a single continuous fight that gains new patterns and a background change at 80% and 50% remaining HP. Its health bar is drawn as three overlapping lines of roughly equal size (about 33.2% / 33.4% / 33.4%), but the phase transitions are based on total remaining HP, not on which line is currently being depleted, so the striped bar can be ignored when tracking phase changes.

The fight alternates between a separated state, where each player fights either Jupiter or its "Alchemic Matter" counterpart (연성체, also seen translated as "Symbiote") on a shared-HP but separately-instanced map, and a combined state, where the two merge into one of three combined forms depending on gauge position: Jupiter of Balance, Jupiter of Perfection, or Jupiter of Destruction.

Magic Sync Gauge and Rupture

The core system tying the whole fight together is the Magic Sync Gauge (마력 동조 게이지). While separated, getting hit by Jupiter's patterns pushes the gauge toward Jupiter's side; getting hit by Alchemic Matter's patterns pushes it the other way. The gauge is read against named thresholds: Neutral sits in the middle band, with imbalanced "Green" and "Purple" 60-point bands flanking it, and further "excessive" and "runaway" states beyond those. In Hard mode, while separated, being hit while the gauge is in the excessive or runaway state increases damage taken by an additional 5 percentage points, and non-instant-kill pattern damage is generally higher than in Normal mode.

Periodically an Objective pattern checks whether the gauge is sitting in the neutral middle band. If it is not, the party's Rupture Value goes up.

Rupture Value (파열 수치) is each player's personal death counter, starting at 0. It increases by 150 on a death while separated, by 200 on a death while combined, and can also move from certain patterns (for example, failing the Perfect Combination color-matching check adds 50, succeeding it subtracts 10). Reaching 1000 Rupture ejects that player from the fight.

Because Jupiter's Lance Protocol pattern is difficult to dodge but shifts the gauge by 70 per shot, it doubles as the fastest way to intentionally recover balance when the gauge has drifted toward Alchemic Matter; the mirror move is baiting the tracking pillar pattern on the Alchemic Matter side. Do not intentionally eat these patterns to rebalance if the Combination Initiative Gauge is already at stage 1 or higher and Rupture is already high, since the extra hit can push a death threshold.

Combination Cycle

At intervals, the merge timer expires and Jupiter and Alchemic Matter combine into a single boss on one shared map; after the combined phase runs its course the two separate again and the cycle repeats. Which combined form appears depends on where the Magic Sync Gauge was sitting at the moment of the merge: pushed toward Jupiter becomes Jupiter of Perfection (무결의 유피테르, also rendered "Jupiter of the Unsullied"), centered becomes Jupiter of Balance (균형의 유피테르), and pushed toward Alchemic Matter becomes Jupiter of Destruction (파멸의 유피테르).

One community source lists approximate combine/separate timing of a merge roughly every 2:30 in the first stretch of the fight, every 2:00 in the second, and every 1:30 from the third phase onward, with each combined state lasting about 1:40; treat these exact intervals as approximate since they come from a single secondary source and were not independently confirmed.

A separate Combination Initiative Gauge (결합 주도권 게이지) tracks momentum within the combined state: at gauge stage 1, landing hits on the party adds 5; at stage 2, it adds 10. When the gauge returns to stage 0, it drops by 40% the first time this happens, 25% the third time, 10% the fourth time, and stops dropping entirely from the fifth time onward, meaning the gauge creeps progressively higher across repeated combined phases over the course of the fight. When the gauge next reaches stage 2, it also adds a flat 100.

In Hard mode, every third combination forces Jupiter of Perfection or Jupiter of Destruction regardless of how neutral the Magic Sync Gauge was kept, and the Combination Initiative Gauge still advances even during these forced combinations. This is one of the largest differences between Normal and Hard: on Normal, keeping the gauge centered before every merge reliably produces Jupiter of Balance, while on Hard that guarantee breaks every third merge.

Bind resistance works differently depending on the transition direction. While separated, Jupiter and Alchemic Matter each track their own bind resistance independently. When they combine, the resulting combined form inherits whichever of the two had more bind resistance remaining. When a combined form splits back into the two separated bosses, both separated forms inherit the combined form's remaining bind resistance. Landing a bind in any of the five forms cancels all of that form's active patterns, including map-wide ones, and no new patterns fire while the bind holds. Because of this, parties should try to keep bind timing synced across rooms so a bind lands cleanly right after a merge rather than being wasted mid-transition.

Phase 1 (100% to 80% HP)

Separated - Jupiter

  • Long Slash: A wide melee swing that also knocks back. Deals 40% max HP damage (50% in Hard mode) and shifts the Magic Sync Gauge by +60.
  • Short Slash: A shorter-range melee swing. Deals 35% (45% Hard) and shifts the gauge by +50.
  • Lance Protocol: A thin, player-tracking guided laser. Deals roughly 40% per hit (45% Hard) and is one of the strongest single gauge-movers at +70 per hit, since it targets a specific character. Difficult to dodge cleanly, but useful for deliberately correcting gauge imbalance toward Jupiter's side.
  • Teleport Beam: If no player is nearby, Jupiter teleports in before firing a beam. Deals 65% (70% Hard) and shifts the gauge by +100.
  • Gauntlet Beam: Fires only from the side Jupiter's mechanical gauntlet is currently equipped on. Deals 30% (40% Hard) and shifts the gauge by +45.
  • Red Overhead Attack: A downward strike that can be avoided by lying down/crouching. Deals 40% (50% Hard) and shifts the gauge by +55.
  • Anatolian Rail and Mana Plum Pillars: Floor pillars spawn and detonate roughly 1.5 seconds after appearing. Standing between the two pillars is a safe zone. Deals 30% and shifts the gauge by +35.
  • Airborne Attack: Dodge by jumping high or moving sideways out of the attack's path. Deals 70% and shifts the gauge by +90.

Separated - Alchemic Matter

Alchemic Matter (연성체) carries the Stigma mechanic on several of its attacks: taking a hit from a Stigma-tagged pattern builds a stack, up to 2 stacks; a third hit while stacked deals 200% damage; stacks clear after 5 seconds without being hit again.

  • Map Laser: A large map-wide laser. Deals 200% and shifts the gauge by +100.
  • Fissure Laser Combo: A laser combo tied to ground fissures. Deals 30% and shifts the gauge by +20.
  • Pillar and Floor Explosion: Pillars followed by ground explosions, 8 pillars total in the base version. Deals 20-60% and shifts the gauge by +30 to +60.
  • Thin Pillar (alone): A single narrow pillar. Deals 25% and shifts the gauge by +15.
  • Slash then Beam: A one- or two-hit combo with knockback on the first hit. Deals 40% (50% Hard) and shifts the gauge by +50.
  • Sphere Summon Explosion: Summons spheres that explode, applying a 1 second stun and stacking Stigma. Deals 40-90% and shifts the gauge by +60 to +100.
  • Tunnel Attack: Alchemic Matter must be far from the target for this to trigger; applies a 1 second stun. Deals 40-90% and shifts the gauge by +60 to +100.

The combo attacks used by Alchemic Matter (and by Jupiter of Destruction later) target only one random player as aggro; identifying who is being targeted makes these combos much easier to sidestep as a party.

Combined - Jupiter of Balance

The default combined form when the Magic Sync Gauge was centered at merge time.

  • Colored Pillars: Green and purple floor pillars spawn, 3 of each color in the base version (4 from Phase 3 onward).
  • Shield Explosion: Deals 80-90% and applies a 2 second weakness debuff.
  • Purple Hand Attacks: A 1-3 hit combo from a large hand. Deals 20-40% per hit.
  • Drones: Deal roughly 15% per hit, ticking every 0.5 seconds while in contact.
  • Purple Coordinate Attacks: Deals roughly 30-35% per hit.

The Combination Initiative Gauge in this form runs on a -7 to +7 scale and increases by 1 per hit taken by the party.

Combined - Jupiter of Perfection

The combined form when the Magic Sync Gauge was pushed toward Jupiter at merge time (also rendered "Jupiter of the Unsullied").

  • Color-Matching Check: A 5 second mini-game requiring the party to match a color prompt. Failing it adds 50 Rupture; succeeding subtracts 10 Rupture.
  • Lock-On Bombardment: Once a player is marked, this hit cannot be avoided. Deals 200% and applies a 2 second stun.
  • Restricted Zones: Standing in a marked restricted zone reduces the party's outgoing damage by 80% for its duration.
  • Portal Light Attacks: Rapid-tick beam damage from portals, roughly 30-40% per tick, ticking every 0.2 seconds.

Combined - Jupiter of Destruction

The combined form when the Magic Sync Gauge was pushed toward Alchemic Matter at merge time. This form has no unique gimmick system of its own; its danger comes from its patterns being harder to read on reaction and hitting harder, largely mirroring earlier separated-state patterns from both Jupiter and Alchemic Matter, so HP management matters more here than pattern memorization.

  • Eye Gaze Attack: Deals 200%.

Phase 2 (80% HP)

At 80% remaining HP the background shifts and the following patterns are added on top of everything from Phase 1:

  • Green Projectile Explosion (Jupiter): A two-hit floor pattern. First hit deals 60%, second hit deals 80%; shifts the gauge by +80 then +110.
  • Net Attack (Alchemic Matter): Deals 30% (40% Hard) and shifts the gauge by +30.

Phase 3 (50% HP)

At 50% remaining HP the background shifts again and further patterns are added:

  • Minion Summons (Jupiter): 3-5 minions spawn. Deals 25% and shifts the gauge by +30 on contact. If the minions are not killed within 7 seconds, they create additional damaging floor patterns.
  • Pizza Pattern (Alchemic Matter): A fan-shaped floor attack. Deals 30% (40% Hard) and shifts the gauge by +25.
  • Chain Circles (Alchemic Matter): Deals 40% (45% Hard), shifts the gauge by +45, and now also adds 1 Stigma stack.
  • Teleport Floor Attack (Alchemic Matter): Deals 25%, shifts the gauge by +25, and now also adds 1 Stigma stack.
  • Claw Attack (Alchemic Matter): Avoidable by lying down. Deals 40% (45% Hard), shifts the gauge by +45, and now adds 1 Stigma stack per hit.
  • Dunk Attack (Alchemic Matter): Safe zone is directly behind the boss. Deals 40% (45% Hard), shifts the gauge by +45, and now adds 1 Stigma stack per hit.
  • Pillar and Floor Explosion (Alchemic Matter): The pillar count changes from 8 total to a 4-plus-4 split.
  • Light Chains (Jupiter of Balance): Deals 10-55% and applies a stun.
  • Phantom Flesh Explosion: Reported to trigger roughly every 20 seconds from Phase 3 onward, dealing 200% damage across a fairly wide explosion radius; requires deliberate repositioning rather than a fixed safe spot.

Hard Mode Differences

  • Every third combination is forced into Jupiter of Perfection or Jupiter of Destruction, regardless of how neutral the Magic Sync Gauge was kept beforehand, and the Combination Initiative Gauge still advances during these forced combinations.
  • While separated, taking a hit when the Magic Sync Gauge is in the excessive or runaway state adds an extra 5% damage taken on top of the normal hit.
  • Damage percentages on most non-instant-kill patterns are increased over Normal mode (individual Hard-mode percentages are noted inline above where sourced).

Tips for Survival

  • Prioritize gauge balance over damage in the separated phase: both Jupiter's and Alchemic Matter's patterns must be dodged while also actively steering the Magic Sync Gauge back to neutral when it drifts, since an unbalanced gauge at the Objective check raises Rupture for the whole party.
  • If the gauge drifts hard toward one boss, have players on the opposite side take an intentional hit (or bait Lance Protocol on Jupiter's side / the tracking pillar pattern on Alchemic Matter's side) to snap it back quickly, but avoid doing this when Combination Initiative is already at stage 1+ and Rupture is already elevated.
  • Keep a Fountain (potion-cooldown recovery item) available at all times in the separated phase for intentional-hit balancing; in a 3-person party, assign one Fountain user per room while separated, then let the remaining player use theirs during the combined phase so two Fountain cooldowns stay banked for the next separation.
  • In the early phases, running 2 players on Jupiter and 1 on Alchemic Matter is generally easier since Jupiter's patterns are simpler to read and Alchemic Matter fighting alone loses less DPS to its occasional invulnerability windows. From Phase 3 onward, consider swapping to 1 Jupiter / 2 Alchemic Matter, since Stigma stacking becomes harder to manage solo on the Alchemic Matter side.
  • Watch for aggro-targeted combos from Alchemic Matter and Jupiter of Destruction: they only target one random player at a time, so identifying the targeted player in your party lets everyone else ignore the pattern.
  • Save Ascension-type buff skills for Phase 3 rather than using them early; there is little reason to push into Phase 2 or 3 faster.
  • Try to sync bind usage across separated rooms so the bind lands cleanly right after a merge, since binds cancel all active patterns (including map-wide ones) and no patterns fire while bind holds, but a bind that runs out mid-transition wastes the window.
    Jupiter | MapleTools