Guide:Armor progression
Progression in Terraria is marked by the player gaining access to new weapons, accessories, and armors. While weapons are the main determinant of combat effectiveness, armor also plays an important role by mitigating damage taken and passively boosting damage output.
Although simply choosing a tier-appropriate set of three matching armor pieces will typically be enough to beat the game, players seeking to optimize their loadouts for maximum offense or defense will often get better results from using mix-and-match hybrid sets. This guide will help you decide on which armor combinations to use at various points in game progression.
The armor listings within each section are in no particular order; sortable stat comparison charts are provided for those who want to maximize a particular stat. For stats on individual armor pieces, refer to armor stat table.
Stat overview
In most combat situations, the most beneficial armor stats are damage, critical strike chance, minion capacity, health regeneration, and defense.
- Damage and critical strike chance are straightforward stats that boost the player's damage output. The optimal combination of total damage and critical chance is around 50/50, though enemy defense tilts the balance slightly in favor of damage. For simplicity, this guide assumes that both stats are equally valuable.
- Minion capacity is often thought of as a class-specific stat. However, the autonomous nature of minions allows all classes to benefit from increased capacity. Even without investment in summon damage, a single minion can contribute a considerable amount of DPS, along with other potential benefits like attacking enemies coming from multiple directions, or stunlocking them.
- Sentry capacity has similar offensive potential, but it is not as universally useful as minion capacity due to the stationary nature of sentries making them difficult to use outside of dedicated arenas.
- Defense is a historically undervalued but useful stat that becomes even more useful on specialized tank builds, some of which are listed in this guide. To maximize the effectiveness of these sets, it's recommended to use defensive accessories reforged to Warding. As a rule of thumb, each point of defense is more effective than a 1% DPS boost when damage taken per hit is less than 50 / 75 / 100. While defensive builds are viable on higher difficulties, it will usually take heavier defense investment to reach the same level of effectiveness, and raw defense is unlikely to offer much protection from contact damage in the for the worthy and get fixed boi seeds.
- Regeneration is a rare and highly desirable stat for armor to have. It is a more consistent source of survivability than defense, as it provides the same benefit regardless of how much damage the player takes per hit. For perspective, 2 HP/sec is equivalent to 80% of the total regeneration one would gain by using Greater Healing Potions on a 60 second cooldown.
- Melee speed is a situational stat whose effectiveness depends entirely on the melee weapon that is being used. For most melee weapons that are capable of attacking at a distance, the only effect of melee speed is to increase the projectile velocity and/or range, with no effect on the actual attack rate. One significant exception is the Terra Blade, which does fire at a faster rate when melee speed increases, and therefore benefits greatly from melee speed investment. Swords that are mainly used for close-ranged combat like the Night's Edge and Keybrand also benefit from melee speed, although due to the increased risk to the player, it is typically better to run defensive investment instead.
- Maximum mana and reduced mana usage can both be thought of as roundabout bonuses to magic DPS, as they both reduce the frequency that players will have to consume mana potions and therefore lessen the effect of Mana Sickness. However, since most magic weapons don't consume mana rapidly enough for Mana Sickness to be a serious hindrance, mana bonuses are usually less important than direct DPS bonuses, and mainly serve to improve quality-of-life when not using mana potions or magic buffs.
- Movement speed is not worth investing in, even for players who highly value mobility. It only affects grounded movement speed, making it useless in Hardmode when players will be flying or mounted most of the time. In pre-Hardmode, movement speed bonuses are made obsolete by Hermes Boots and other movement accessories. While grounded movement can be useful in an arena made of Asphalt, running on Asphalt boosts speed by such an extreme degree that any additional movement speed bonuses become virtually unnoticeable.
Earlygame
At this point, armor serves little purpose other than to boost your defense. You may obtain up to 20 defense with metal armors such as Platinum armor, but obtaining these sets is time-consuming and usually unnecessary. It's perfectly fine to simply wear Ebonwood armor, Shadewood armor, or other basic, easy-to-craft armors until you can get your hands on a real armor set; whatever you wear at the start of the game will be replaced very quickly. More experienced players can save time by completely skipping armor in the early game, potentially even up to the Wall of Flesh battle.
Since there are no melee-specific armor sets at this stage, melee users are advised to use classless sets.
Seed-specific considerations:
- Drunk world - Moon Lord Legs are available early on and can be worn on mixed sets as a mobility-based alternative to Jungle Pants, at the cost of 3 defense.
- Celebrationmk10 - Wizard Hat provides an additional minion slot, increasing its offensive firepower compared to other magic armors.
- Don't dig up - Ash Wood armor is available immediately (although with reduced defense) and can be worn to reduce damage from lava.
- Get fixed boi - All of the above.
Head | Chest | Legs | Notes |
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All classes | |||
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(15% crit, 19 def) Ultra-rare set with good offense, defense, and mobility. Extremely time-consuming to obtain. |
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(5% dmg, 15% crit, 16 def) Variant of Ancient Shadow armor that maximizes melee and ranged bonuses. |
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(10% crit, +1 cap, 5% summon, 13 def) Variant of Ancient Shadow armor with summon bonuses. Technically optimal for pure summoners. |
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(16 def) Provides high defense and knockback immunity. Can be farmed from a Hoplite Statue placed near a natural wired trap. |
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(20 def) Maximizes defense. |
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(+1 cap, 5% summon, 11 def) Hybrid set consisting of the most useful items in each armor slot. Mining Helmet also works. |
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(5 def) Provides 30% increased mining speed. Requires some luck with Undead Miners. |
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(10% dmg, 7 def) Earlygame set that can be easily obtained during the Halloween season, or by converting Cactus using Shimmer. |
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(3 def) Earlygame set that repels enemies upon making contact. |
Ranged | |||
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(5% dmg, 13% crit, 12 def) Alternative to Ancient Shadow armor. Full Fossil armor can be used as a slight downgrade. |
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(8% crit, +1 cap, 5% summon, 9 def) Hybrid summoner set. |
Magic | |||
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(11% dmg, 22% crit, 12 def) Maximizes magic bonuses, but requires some luck from the Traveling Merchant. |
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(5% dmg, 16% crit, 13 def) Reliably obtainable set with high mana economy. |
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(6% dmg, 12% crit, 17 def) Offers a mix of magic offense, mana economy, and defense. |
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(6% dmg, 12% crit, +1 cap, 5% summon, 9 def) Hybrid summoner set. |
Summon | |||
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(+1 cap, 5% summon, 12 def) Focuses on defense, since there is no other summoner equipment. Any helmet with high defense will work. |
Stat comparisons:
Late pre-Hardmode
Sets that can be acquired after defeating at least one pre-Hardmode boss.
Head | Chest | Legs | Notes |
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All classes | |||
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(15% crit, 19 def) Classless set that substantially boosts ground and air speed. |
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(9% dmg, 9% summon, extra regen, 19 def) Classless set used to regenerate health while exploring. Works best outside of combat when standing still. |
Melee | |||
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(17% dmg, 7% crit, 25 def) Maximizes melee bonuses and defense, and grants immunity to On Fire!. |
Ranged | |||
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(15% dmg, 10% crit, 19 def) Maximizes ranged bonuses. |
Magic | |||
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(20% dmg, 16% crit, 11 def) Maximizes magic bonuses. |
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(5% dmg, 16% crit, 13 def) Provides good mana economy. Can be mixed and matched with above set. |
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(27% dmg, 0% crit, 16 def) Eliminates mana cost from Space Gun and Gray Zapinator. |
Summon | |||
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(+15% whip speed, +1 cap, 31% summon, 15 def) Provides substantial speed and range bonuses to whips. |
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(+2 cap, 23% summon, 13 def) Maximizes minion bonuses; optimal for non-whip users. |
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(+7% whip speed, +2 cap, 8% summon, 17 def) Defensive set. Whip tag damage compensates for low damage bonuses. |
Stat comparisons:
Early Hardmode
To save time and resources, it is recommended to prioritize turning Hardmode ores into pickaxes/drills, anvils, and forges to unlock Titanium or Adamantite as soon as possible, which will give you the best chances against your first mechanical boss. Until then, extra ores can be turned into individual armor pieces with the highest stats (typically head pieces) and deconstructed with Shimmer later on.
Head | Chest | Legs | Notes |
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All classes | |||
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(15% dmg, 15% crit, 15% summon, 36 def) Requires killing Queen Slime. Provides a dash effect, freeing up accessory slot that would normally be taken up by Shield of Cthulhu in Expert mode. |
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(9/0/0% dmg, 27/18/7% crit, 55 def) Provides near-max defense. |
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(9/0/10% dmg, 20/11/0% crit, +1 cap, 51 def) Defensive hybrid summoner set with assorted bonuses. |
Melee | |||
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(14% dmg, 28% crit, 51 def) Balanced offensive + defensive melee set. |
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(17% dmg, 28% crit, 7% summon, 37 def) Cheaper set that maximizes melee bonuses at the cost of defense. |
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(26% dmg, 11% crit, 43 def) Provides high melee bonuses and a useful Frostbite debuff that improves visibility. |
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(16% dmg, 15% crit, 7% summon, 49 def) Damages and knocks back enemies in close range. |
Ranged | |||
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(14% dmg, 31% crit, 37 def) Maximizes ranged bonuses. |
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(14% dmg, 21% crit, +1 cap, 6% summon, 35 def) Extra minion slot for improved crowd control. |
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(26% dmg, 11% crit, 43 def) Provides decent ranged bonuses and defense, along with a useful Frostbite debuff. |
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(23% dmg, 13% crit, 7% summon, 34 def) Damages and knocks back enemies in close range. |
Magic | |||
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(30% dmg, 12% crit, +1 cap, 8% summon, 28 def) Balanced offensive + defensive mage set. |
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(22% dmg, 12% crit, +2 cap, 10% summon, 24 def) Offensive hybrid summoner set. |
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(23% dmg, 13% crit, 7% summon, 30 def) Damages and knocks back enemies in close range. |
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(25% dmg, 0% crit, +2 cap, 25% summon, 26 def) Excellent set bonus for crowd control and killing The Destroyer. |
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(28% dmg, 18% crit, +1 cap, 14 def) Maximizes magic bonuses, but provides almost no defense. |
Summon | |||
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(+3 cap, 28% summon, 20 def) Strongest offensive summoner set. |
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(+9% whip speed, +2 cap, 16% summon, 42 def) Defensive summoner set. |
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(+15% whip speed, +1 cap, 31% summon, 15 def) Useful during boss fights due to its substantial bonuses to whip range. |
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(+2 cap, 25% summon, 26 def) Excellent set bonus for crowd control and killing The Destroyer. |
Stat comparisons:
Pre-Plantera
Aside from Hallowed and Chlorophyte Bars, you now have access to the second tier of the Old One's Army, the rewards of which provide welcome upgrades to every class. Though the set bonuses of the Tavernkeep's armor sets are often too situational to be useful, many of the individual armor pieces have very high stats that make them optimal for hybrid sets.
Hallowed armor greatly increases the survivability of glass cannon loadouts, but is less effective than raw defense for pure tanking. Those who plan to use Spectre, Shroomite, or Beetle armor in the future can use Chlorophyte armor at this stage, and use Shimmer to deconstruct it into bars later.
Head | Chest | Legs | Notes |
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All classes | |||
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(15% dmg, 15% crit, 15% summon, 36 def) Remains viable since it provides the longest pre-Plantera dash, and the only dash in Classic mode. |
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(21/5/5% dmg, 21/15/15% crit, 5% summon, 51 def) Provides good melee bonuses and serviceable ranged/magic bonuses for tank sets. |
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(7/7/7% dmg, 7/7/7% crit, +3 cap, 17% summon, 27 def) Glass cannon set with higher classless bonuses than other summoner armors. |
Melee | |||
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(18% dmg, 33% crit, 15% summon, 69 def) Provides maximum possible defense with decent melee bonuses. |
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(36% dmg, 21% crit, 35% summon, 60 def) Maximizes melee bonuses. |
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(14% dmg, 12% crit, 65 def) Fully defensive set with 15% damage reduction. |
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(17% dmg, 17% crit, 7% summon, 50 def) Periodically dodges incoming attacks. |
Ranged | |||
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(21% dmg, 15% crit, 5% summon, 44 def) Provides an auto-targeting Leaf Crystal. Optimal for single targets. |
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(34% dmg, 20% crit, 20% summon, 34 def) Maximizes ranged bonuses; useful for multi-target weapons like the Flamethrower. |
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(34% dmg, 10% crit, +1 cap, 26% summon, 32 def) Hybrid summoner set. Helps with crowd control. |
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(22% dmg, 15% crit, 7% summon, 35 def) Periodically dodges incoming attacks. |
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(26% dmg, 11% crit, 43 def) Comparable to Hallowed armor, trading away Holy Protection for extra defense and Frostbite. |
Magic | |||
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(21% dmg, 15% crit, 5% summon, 38 def) Provides an auto-targeting Leaf Crystal. |
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(17% dmg, 39% crit, 15% summon, 33 def) Slightly better DPS than Chlorophyte armor. |
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(12% dmg, 32% crit, +1 cap, 20% summon, 27 def) Hybrid summoner set. |
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(12% dmg, 32% crit, 25% summon, 42 def) Somewhat tanky magic set that provides more reliable defense than Hallowed armor. |
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(19% dmg, 19% crit, 7% summon, 31 def) Periodically dodges incoming attacks. |
Summon | |||
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(+3 cap, 17% summon, 27 def) Periodically dodges incoming attacks. Favors Blade Staff due to low damage bonuses. |
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(+3 cap, 28% summon, 20 def) Strongest offensive summoner set. |
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(+10% whip speed, 30% summon, 69 def) Fully specialized in defense. Also works as a melee set. |
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(+15% whip speed, +1 cap, 31% summon, 15 def) Weaker alternative to above sets that offers better attack range. |
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(+2 sentry, 30% summon, 2 regen, 58 def) Defensive sentry-based set. |
Stat comparisons:
Post-Golem (Old One's Army, Tier 2)
While Plantera and Golem provide separate advancements to game progression when defeated, they are treated as one milestone by this guide due to their similar difficulty level. At this point, players will likely be preparing to face Duke Fishron, Empress of Light, Martian Madness, and the Pumpkin Moon. The gear available at this stage is the minimum recommended gear for fighting the Moon Lord. For ranged users, the non-specific Adamantite Mask (or Hallowed Helmet) and weapon-specific Shroomite headpieces can be considered mostly interchangeable.
This section is mainly for players who are unable to efficiently clear the final tier of the Old One's Army due to not having planned for it in advance. Even without sentries, it should be possible to clear wave 5 to earn 15 medals, enough to buy a single tier 2 armor piece. Those who have stockpiled a large supply of Defender Medals prior to defeating Golem can skip to the next section.
Head | Chest | Legs | Notes |
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All classes | |||
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(11/0/0% dmg, 5/0/0% crit, 73 def) Purely defensive set with up to 45% damage reduction. Due to poor melee bonuses, it performs similarly for all classes. |
Melee | |||
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(44% dmg, 8% crit, +42% melee speed, 61 def) Optimal set for weapons that scale with melee speed, notably the Terra Blade. |
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(36% dmg, 21% crit, 35% summon, 60 def) Optimal set for weapons that do not scale with melee speed. |
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(15% dmg, 30% crit, +10% melee speed, 15% summon, 74 def) Similar to defensive Beetle armor, trading away damage reduction for decent melee bonuses. |
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(10% dmg, 25% crit, +10% melee speed, +2 cap, 26% summon, 53 def) Hybrid summoner set. |
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(15% dmg, 15% crit, +2 sentry, 30% summon, 2 regen, 58 def) For use against the Old One's Army, paired with Ballistas. |
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(20% dmg, 15% crit, +2 sentry, 30% summon, 46 def) For use against the Old One's Army, paired with Lightning Auras. |
Ranged | |||
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(13% dmg x1.15, 18% crit, +1 cap, 10% summon, 47 def) Provides about as much DPS as full Shroomite, and better crowd control. |
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(13% dmg x1.15, 25% crit, 51 def) Excellent overall stats, though the set bonus is usually useless outside of multiplayer. |
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(27% dmg, 30% crit, 48 def) Provides more flexible damage boosts to all ranged weapons. Also optimal when using rocket weapons. |
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(13% dmg, 20% crit, 64 def) Uses the melee helmet to greatly increase defense and tanking ability. |
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(22% dmg, 15% crit, 7% summon, 35 def) Periodically dodges incoming attacks. |
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(20% dmg, 10% crit, +2 sentry, 30% summon, 36 def) For use against the Old One's Army, paired with Explosive Traps. |
Magic | |||
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(-25% dmg, 7% crit, 30 def) Reduces magic damage, but grants near-immortality as long as you can manage your mana. |
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(25% dmg, 17% crit, 42 def) Set bonus provides 400 DPS of extra burst damage. Can be switched to/from Spectre Hood quickly. |
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(10% dmg, 30% crit, 10% summon, 60 def) Unconventional defensive set that provides more reliable protection from frequent hits. |
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(10% dmg, 30% crit, +2 cap, 21% summon, 39 def) Weaker than Spectre Mask overall, but less reliant on mana thanks to minion investment. |
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(19% dmg, 19% crit, 7% summon, 31 def) Periodically dodges incoming attacks. |
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(25% dmg, 20% crit, 45% summon, 31 def) For use against the Old One's Army, paired with any sentry. |
Summon | |||
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(+4 cap, 58% summon, 30 def) Offensive glass cannon set. |
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(+4 cap, 30% summon, 35 def) Trades off some damage for 30% increased whip range. |
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(+10% whip speed, +3 cap, 21% summon, 47 def) Balanced offensive + defensive summoner set. |
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(+10% whip speed, +1 cap, 25% summon, 63 def) Defensive summoner set. |
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(+3 cap, 17% summon, 27 def) Periodically dodges incoming attacks. |
Stat comparisons:
Post-Golem (Old One's Army, Tier 3)
With a good supply of Defender Medals in your pocket, you can purchase the best armor available before challenging the Lunar Events. The most notable of these armor pieces is the Valhalla Knight's Breastplate, which noticeably increases the survivability of all classes; it restores 240 health in 1 minute, which is more than a Super Healing Potion can heal in the same amount of time.
Head | Chest | Legs | Notes |
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All classes | |||
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(11/0/0% dmg, 5/0/0% crit, 73 def) Purely defensive set that works best against infrequent, powerful hits. |
Melee | |||
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(10% dmg, 30% crit, +10% melee speed, 50% summon, 4 regen, 72 def) Maximizes survivability and provides respectable melee bonuses. |
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(10% dmg, 35% crit, +30% melee speed, 40% summon, 74 def) Provides decent melee bonuses (including melee speed) and exceptional defense. Also viable for whip users. |
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(44% dmg, 8% crit, +42% melee speed, 61 def) Optimal offensive set for weapons that scale with melee speed, notably the Terra Blade. However, actual melee speed bonuses might not surpass the above set due to rounding. |
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(36% dmg, 26% crit, 40% summon, 66 def) Optimal offensive set for weapons that do not scale with melee speed. |
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(10% dmg, 20% crit, +3 sentry, 60% summon, 4 regen, 68 def) Defensive sentry-based set. |
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(20% dmg, 20% crit, +2 sentry, +2 cap, 51% summon, 45 def) Hybrid summoner set. |
Ranged | |||
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(25% dmg x1.15, 15% crit, 50% summon, 51 def) Highest total DPS when combined with minions. |
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(39% dmg, 20% crit, 50% summon, 48 def) Flexible alternative that is optimal for rocket weapons. |
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(25% dmg, 20% crit, +3 sentry, 60% summon, 48 def) Extreme buff to Explosive Trap firing speed makes this optimal for Old One's Army and invasion events. |
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(0% dmg x1.15, 15% crit, 55% summon, 4 regen, 51 def) Defensive ranged set. |
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(25% dmg x1.15, 5% crit, +1 cap, 35% summon, 47 def) Hybrid summoner. |
Magic | |||
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(20% dmg, 35% crit, 45% summon, 53 def) Highly mana-efficient offensive set. |
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(10% dmg, 35% crit, 50% summon, 4 regen, 56 def) Offers a combination of survivability and damage. |
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(-25% dmg, 7% crit, 30 def) A fallback option for rapidly healing yourself and your teammates. |
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(25% dmg, 17% crit, 42 def) Set bonus provides 400 DPS of extra burst damage. Does not scale with weapon strength. |
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(10% dmg, 35% crit, +2 cap, 31% summon, 43 def) Offensive hybrid summoner. |
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(15% dmg, 25% crit, +2 sentry, +2 cap, 46% summon, 32 def) Sentry-based hybrid summoner. Notably lacks mana bonuses. |
Summon | |||
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(+3 sentry, 60% summon, 4 regen, 68 def) Ultimate defensive set for a pure summoner. |
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(+1 cap, 61% summon, 4 regen, 57 def) Balanced offensive + defensive summoner set. |
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(+4 cap, 58% summon, 30 def) Offensive glass cannon set. |
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(+4 cap, 30% summon, 35 def) Glass cannon set that trades off some damage for 30% increased whip range. |
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(+20% whip speed, +3 sentry, 60% summon, 54 def) Sentry-based set that boosts whips and melee weapons. |
Stat comparisons:
Endgame
All Luminite-tier armors are the best offensive armors for their respective classes (aside from Solar Flare armor, which offers a combination of offense and defense). However, the Valhalla Knight's Breastplate can still be worn by ranged users and summoners, who do not receive any defensive benefits from their respective endgame armors. Sentry-based hybrid sets are also viable due to the massive power of endgame sentry weapons.
Head | Chest | Legs | Notes |
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Melee | |||
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(29% dmg, 26% crit, 3 regen, 78 def) Offers almost as much regen as the Valhalla Knight's Breastplate, and provides decent offensive bonuses and damage reduction on top of that. |
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(29% dmg, 46% crit, 20% summon, 2 regen, 82 def) Maximizes melee bonuses and raw defense. |
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(29% dmg, 26% crit, +2 cap, 22% summon, 2 regen, 70 def) Defensive hybrid summoner. |
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(20% dmg, 20% crit, +2 sentry, +2 cap, 62% summon, 50 def) Offensive sentry-based hybrid summoner. |
Ranged | |||
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(36-116% dmg, 27-47% crit, 62 def) Immense DPS when stealthed, at the cost of horizontal acceleration (unless using Soaring Insignia). Appreciates teammates that can draw aggro. |
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(25% dmg x1.15, 5% crit, 2 cap, 47% summon, 47 def) Maximizes non-stealthed total DPS for mounted combat. |
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(24% dmg, 15% crit, 30% summon, 4 regen, 58 def) Defensive ranged set. |
Magic | |||
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(26-71% dmg, 16% crit, 0-45% summon, 0-9 regen, 46 def) Provides immense damage and regen bonuses to yourself and your teammates. |
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(10% dmg, 35% crit, 50% summon, 4 regen, 56 def) Defensive set. Useful if you are unable to pick up Nebula boosters, or have a teammate who can provide them. |
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(15% dmg, 25% crit, +2 sentry, +2 cap, 57% summon, 37 def) Mixed glass cannon set that can be used in the same situations as above. |
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(-25% dmg, 7% crit, 30 def) Remains mildly useful for pinch healing, with the highest healing potential (36/30 health per second). |
Summon | |||
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(+1 sentry, +5 cap, 66% summon, 38 def) Glass cannon set. |
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(+2 sentry, +2 cap, 62% summon, 4 regen, 56 def) Balanced offensive + defensive sentry-based summoner. |
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(+3 sentry, 60% summon, 4 regen, 68 def) Fully defensive sentry-based summoner. |
Stat comparisons:
Max Stat Loadouts
Loadouts that maximize one specific stat (or two related stats), with no consideration for other stats. These loadouts are mainly included for reference, and are not necessarily viable.
Head | Chest | Legs | Notes |
---|---|---|---|
All classes | |||
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(50% movement speed) Max movement speed. |
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(82 def) Max defense. |
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(7 regen) Max regen. |
Melee | |||
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(29% dmg, 46% crit) Max combined melee damage + crit. |
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(57% dmg) Max melee damage. |
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(57% crit) Max melee crit. |
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(55% melee speed) Max melee and whip speed. |
Ranged | |||
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(116% dmg, 47% crit) Max ranged damage, crit, and combined ranged damage + crit. |
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(21% dmg x1.15, 26% crit) Max combined ranged damage + crit without stealth. |
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(33% dmg x1.15) Max ranged damage without stealth. |
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(38% crit) Max ranged crit without stealth. |
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N/A | (40% ammo conservation) Max ammo conservation. |
Magic | |||
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(71% dmg, 16% crit) Max magic damage and combined magic damage + crit. |
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(21% dmg, 46% crit) Max combined magic damage + crit without Nebula boosters. |
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(36% dmg) Max magic damage without Nebula boosters. |
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(52% crit) Max magic crit. |
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N/A | (-29.5% mana usage) Max mana conservation. |
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(+220 mana) Max mana. Note that mana is hard capped at 400. |
Summon | |||
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(77% dmg) Max summon damage. |
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(+5 cap) Max minion capacity. If Stardust Guardian is not desired, swap helmet for Spooky Helmet. |
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(+3 sentry) Max sentry capacity. All tier 3 armor sets have the same sentry capacity. |
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(40% whip range) Max whip range. |