Guide:Class setups

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This is a Guide page.
This is a Guide page.
This means the page will walk you through a specific task, strategy, or enemy/boss fight.
Status: Revised (This Guide got revised and is up to date!)
This is the guide that relates to the Desktop version Desktop version, Console version Console version, and Mobile version Mobile version. For the guide that relates to the Old-gen console version Old-gen console version and Nintendo 3DSNintendo 3DS version version, see Legacy Guide:Class setups.
For detailed armor recommendations at every stage of the game, see Guide:Armor progression.

Terraria has no formal player class or leveling system. However, weapons can be grouped into four distinct categories based on their damage typemelee, ranged, magic, and summoner. Each class has its strengths and weaknesses and has a wide variety of weapons to choose from.

Melee

The melee class sports high defense and decent crowd control, but many melee weapons have a short attack range, and those that are viable at a distance tend to do lower damage than their close-range counterparts. This encourages melee users to use their defense to tank hits while attacking with their stronger close-ranged weapons. Melee weapons include swords, spears, and yoyos, and boomerangs.

Ranged

Rangers are able to attack from a distance, doing high single-target, piercing, or splash damage. They utilize weapons like bows and guns, as well as thrown objects. Ranged users must constantly acquire ammunition, unless using the Endless Quiver or Endless Musket Pouch or using a ranged weapon that doesn't require ammunition such as the Toxikarp or Paintball Gun.

Magic

Mages are fragile but highly varied in attack style, often utilizing special mechanics such as homing, lifesteal, and area-of-effect damage. They are held back by reliance on mana, which regenerates very slowly unless the Mana Regeneration buff is in effect. Magic users can often sustain their mana using Mana Stars when fighting many enemies at once, but must craft or purchase mana potions if they wish to recover mana instantly during boss fights. Most pre-Plantera magic weapons are specialized for crowd control, with weaker single-target damage than other classes.

Summoner

Summoners deal most of their damage using autonomous minions and/or sentries, and their attacks usually have excellent accuracy. However, most summoning armor sets have low defense in exchange for their high damage potential. Whips are primary weapons that focus summons and increase their damage. While many players do challenges where only summon damage is allowed (Whips, Summon weapons and Mounts), the summoning class was balanced around the idea of the player also using the strongest normal weapon available to them in addition to minions and whips. [1] Summoners can gain synergistic benefits from hybridizing with other classes:

  • Melee provides significantly higher defense when using melee armor pieces on hybrid sets. Melee speed also improves the speed of whips, and summons gain armor penetration as long as a Sharpened buff is active while a melee weapon is held.
  • Ranged allows summoners to attack from far greater distances than they can reach with whips, and ranged weapons tend to be strong in general.
  • Magic provides a variety of long-ranged attacks, and whips can be used while waiting for mana to regenerate.
  • Whips cause minions to switch targets to whichever enemy was last struck, which can be undesirable when fighting bosses that spawn smaller enemies. In these cases, it's often ideal to manually set one's minions to target the boss, and use any weapon except whips.

Each class gains more complex abilities as the game progresses, enabling more strategic variety in combat. It is advised for players to try out every weapon they find to help determine what works best for them. It is also recommended to use buff potions and healing potions to increase efficiency and survivability in combat (especially during events and boss fights).

In general, it is recommended to focus on gear that benefits one class. Equipment slots are limited, and many armors and accessories only benefit a specific class, especially later into the game. Summoners are an exception to this rule, since summons can deal damage alongside melee/ranged/magic weapons, so summoning gear will always provide a benefit as long as summons are being used. All classes can use at least two minions at all times even without using summoning gear (by using a Bewitching Table), so it's recommended to always utilize these free slots regardless of primary class.

Note that while it's beneficial to only focus on one class between melee/ranged/magic at a time, there is little benefit to specializing in one class over the course of an entire playthrough, and one should strongly consider switching classes if they happen to obtain a powerful weapon from a different class.

Even when not specifically using a hybrid set, backup weapons from another class can be helpful should the situation require a different weapon. For example, Giant Cursed Skulls might pose a threat to non-summoners, but a whip such as Durendal can kill them easily even without summon damage boosts.

Pre-bosses

Prior to encountering a boss, set bonuses from wooden and ore armor will almost exclusively provide additional defense, and accessories will not discriminate by weapon type when giving bonuses. When combined with the general scarcity of weapons and the need to survive, there is little point to sticking to a "class" this early on. For these reasons, players are recommended to make use of whatever they can get their hands on. Players can acquire a gun or magic weapon early on by smashing one of the Corruption Orbs (in Corruption worlds) or the Crimson Hearts (in Crimson worlds).

Pre-Bosses
Magic
Single-Target Weapons
Support Weapons

Mages must increase their mana capacity through the use of Mana CrystalMana Crystals before magic weapons become viable. The Magic Hat and Wizard Hat will provide a set bonus when used in conjunction with any robe. Jungle armor and Ancient Cobalt armor can be used interchangeably, with each piece providing the same benefits, and the set bonus being given even when a mix of the 2 armors is used. Depending on the player's skill level, the Demon Scythe can technically be obtained at any point in the game, as Demons will always naturally spawn in the Underworld.

Pre-Bosses
Summoning
Accessories
Buffs/Potions

Pre-Skeletron

After defeating the first bosses, you gain access to the first few class-specific accessories and armor, along with Shadow/Crimson armor and Hellstone, the final ore of pre-hardmode. For mages, mana management is less of a problem with an item like the Mana Flower and enough Mana Potions.

Pre-Wall of Flesh

Defeating Skeletron provides access to the Dungeon, giving access to Necro armor and new weapons from Dungeon and Shadow Chests.


Pre-Wall of Flesh
Ranged
Crowd-Control Weapons
Single-Target Ammunition
Crowd-Control Ammunition


Pre-Wall of Flesh
Summoning
Minions
Whips

Bee armor is preferable if you are planning to use your minions more often and would like to play a more passive role focusing on dodging more than attacking yourself, but Obsidian armor trades 1 of your minions for +7% additional summon damage, +30% whip range, and +15% speed.


Pre-mechanical bosses

At this point in the game, damage bonuses from armor and accessories become more significant, so it is recommended to choose a class to specialize in. Ranger is generally agreed to have the best weapons at this stage. However, melee also improves significantly due to melee armors having significantly higher defense than any other class. Magic is still heavily focused on crowd control, making it an effective class for those who want to take out The Destroyer first. Summoners have their best weapons locked behind Dreadnautilus and Queen Slime, but they receive Hardmode upgrades earlier than the other classes because Spider equipment can be crafted at an Iron or Lead Anvil. It is recommended to mix your chosen class with summoner if you are running a primarily offensive loadout.

This is also the point where a fully-defensive build begins to diverge from damage builds thanks to the availability of the Flesh Knuckles and Star Veil coupled with greater access to damage accessories, so it is a good time to decide whether you want to run a primarily offensive or defensive loadout and reforge your accessories accordingly.


Pre-Mech Bosses
Summoning

For the mechanical bosses you have a choice between two whip-summon combinations. The Firecracker pairs well with the Sanguine Staff due to its high base damage getting increased with the Firecracker's debuff that increases summon damage by 2.75×, as well as the Snapthorn in order to attack faster with the Firecracker. The Blade Staff pairs well with whip stacking the Cool Whip, Durendal (after one mechanical boss), Spinal Tap, and Snapthorn to the Blade Staff's low damage highly benefiting from the tag damage that the mentioned whips inflict.

Pre-Plantera

At this point, players are expected to have chosen between melee, ranged, magic, summoning, or a hybrid of summoning and another class. This is also where significant armor variety starts to show up within the same class, with players choosing between Hallowed armor, Chlorophyte armor, and tier 2 Old One's Army armor. For magic and ranged, the choice lies between Hallowed armor (for offensive loadouts in need of a defensive effect) or Chlorophyte armor (for all-out offense). Melee users should use Turtle armor for pure defense, or some combination of Hallowed/Chlorophyte Mask, Monk's Shirt/Squire's Plating, and Squire's Greaves for the highest overall stats. If a reliable source of Defender Medals is not available, full Chlorophyte armor also works for offensive melee sets, and for defensive ranged/magic sets.

As was the case in previous stages, ranged provides the highest long-distance DPS, melee provides the best tanking ability, magic provides the most unique weapon effects, and summoner provides the most effortless mob clearing.

Pre-Plantera
Summoning
Minions
Best
Minion Mixing

Spider StaffSpider Staff(3x)Optic StaffOptic Staff(Rest of the minion slots)

Blade StaffBlade Staff(Requires whip stacking to be best)
Abigail's FlowerAbigail's Flower[h]Sanguine StaffSanguine Staff[h]
Best
Offensive
Defensive

For Plantera the same whip-summon combinations apply but most summoners replace the Sanguine Staff with the Optic Staff after defeating The Twins.

The Tavernkeep's armors provide minion and sentry bonuses while also providing significant melee, ranged, and magic bonuses. Hybridization is required to bring out their full potential. When using the Blade Staff, be sure to use Durendal, Snapthorn, Spinal Tap, and Flask of Ichor for best efficiency.

Pre-Golem

With the Hardmode Dungeon and the final version of the Solar Eclipse now available, players have access to a variety of new equipment. Furthermore, any Biome Keys you have obtained are now usable. You could attempt to bypass this stage by killing the Empress of Light, Duke Fishron, or summoning the Frost Moon, but most players will find it easier and more logical to kill Golem first.

The transition from pre-Plantera to post-Plantera comes with a significant improvement to the equipment available, with the most prominent new items being melee weapons (Terra Blade, Vampire Knives) and magic armor (Spectre armor). With the exception of the Terra Blade providing near-endgame levels of power, the classes are otherwise very balanced at this stage.

Pre-Lunatic Cultist

Equipment from Golem, Martian Invasion, and the final tier of the Old One's Army is now available. Challenging Duke Fishron, Empress of Light, the Pumpkin Moon, and the Frost Moon is also now feasible. This stage marks the availability of the first Hardmode magic weapons that truly excel against single targets.

Pre-Lunatic Cultist
Melee

Both sets of Beetle armor are viable for different situations. However, the offensive variant is not optimal when using weapons that have their DPS unaffected by melee speed, such as Vampire Knives.

Pre-Lunatic Cultist
Magic

Both the Spectre Mask and Spectre Hood are useful for offense and defense, respectively. Generally speaking, a full set of Spectre armor with the Mask pales in comparison to a mix of Spectre Mask/Dark Artist's Robes/Dark Artist's Leggings due to the set bonus of Spectre Mask being capped at 400 DPS.

Pre-Moon Lord

The armor, accessories, and buffs/potions from the Pre-Lunatic Cultist section should be used.

Pre-Moon Lord
Melee
Single-Target Weapons
Crowd Control Weapons
Pre-Moon Lord
Ranged
Single Target Weapons
Crowd Control Ammunition
Pre-Moon Lord
Magic
Single-Target Weapons
Crowd Control Weapons
Pre-Moon Lord
Mixed
Weapons
Buffs/Potions

Endgame

At this point you are free to use whatever you want, since the Zenith kills everything easily regardless of what equipment you're wearing, and most of the other Moon Lord drops aren't far behind. Since there is no more combat-related content left in the game, the hands-off nature of summoner makes it convenient for those who want to transition from combat to building, terraforming, or other activities.

Endgame
Summoning

For Moon Lord and endgame there are once again two whip-summon combinations. The Stardust Dragon Staff benefits greatly from the Firecracker due to its high base damage and Firecracker multiplying it. But due to the Firecracker's range, it requires you to get close to enemies and bosses. The Terraprisma benefits from the Kaleidoscope due to its low damage benefitting from the high tag damage from the Kaleidoscope. But due to the obtainability of the summon, it requires you to fight the Empress of Light during daytime which is an insta-kill boss. Note that a Dark Harvest should be used as a secondary whip in both combinations to provide a whip speed buff for the primary whip.

Other

For cosplay setups, see Guide:Ideas § Cosplay.

Some equipment sets are not meant for fighting, but for other activities, such as fishing, building and exploring. All equipment is optional and makes it easier to perform the task, but otherwise simply use what is at hand.

Wiring

The Mechanic NPC unlocks wiring, selling the basic tools.

Summoner gear might prove useful to defend against enemies while engineering.

Fishing

Summoner gear might prove useful to defend against enemies while fishing. A Shield of Cthulhu can be used without interrupting fishing. If you found a Lavaproof Fishing Hook, you don't need to use the Hotline Fishing Hook anymore. The Inner Tube and Mollusk Whistle only provide a fishing bonus while in water, and do not stack with one another. For this reason, the Mollusk Whistle may be preferable due to saving an accessory slot.

External links

Footnotes

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 1.23 1.24 Most effective on a tank build
  2. 2.0 2.1 2.2 2.3 Due to this weapon being expensive to use, this weapon should be used with Fossil Armor for its ammo conversation
  3. Unholy Arrows are better against medium crowd of up to 6 enemies, Wooden Arrows are better against large crowds, but due to the bow's inaccuracy, it is difficult to pierce every enemy with it
  4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 4.14 4.15 4.16 4.17 If the player is playing Multiplayer and is a tank, the Flesh Knuckles and/or its upgrades should be used for increased aggro
  5. 5.0 5.1 Due to this weapon's high ammo cost, it should be used with Adamantite armor for its ammo conversation.
  6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 6.9 Quivers don't boost ammunition damage, so they add less than 10% total damage. Due to this, accessories that grant general damage boosts are preferred.
  7. 7.0 7.1 7.2 7.3 7.4 7.5 Highest single-target DPS
  8. 8.0 8.1 8.2 8.3 8.4 8.5 8.6 8.7 Should be used with Firecracker
  9. 9.0 9.1 9.2 Use this instead of Mythril Greaves. The Orichalcum Leggings are a weaker alternative.
  10. Mages should use this instead of Adamantite Breastplate
  11. 11.0 11.1 This is especially strong if used with Mounts
  12. Mages should use this instead of Mystic Robe or Chlorophyte Plate Mail. The Apprentice's Robe is a weaker alternative.
  13. 13.0 13.1 13.2 The Black Belt is an alternative. The Master Ninja Gear and the Black Belt do not stack
  14. While the Terraprisma is an incredibly powerful weapon, it is also extraordinarily difficult to obtain. It requires you to defeat the Empress of Light during the daytime which is able to kill the player in one hit regardless of equipment that provide defense or dodging effects such as Holy Protection. For strategies on how to fight the enraged Empress of Light, see Guide:Obtaining a Terraprisma.
  15. The head and leg slots of Valhalla Knight armor can be swapped for pieces that provide minion capacity, while still retaining the breastplate's high health regeneration.
  16. Melee users should use this over Chlorophyte Mask
  17. Use this instead of Monk's Shirt, Dark Artist's Robes, or Spectre Robe. Do not use this over Red Riding Dress.
  18. Use this or Tiki Pants instead of Red Riding Leggings. Do not use this over Dark Artist's Leggings or Valhalla Knight's Greaves.
  19. More specifically, it trades 1 regen, 15% melee speed, the dash, and 30% damage reduction for 20% melee critical strike chance, 20% summon damage, and 4 defense.
  20. Has homing, making it the most consistent bullet
  21. Has piercing, making it have the highest multi-target DPS
  22. If using Firecracker, the Stardust Helmet should be swapped for a Tiki Mask.