Guide:Class setups

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The Guide Rewrite ProjectStatus: Revised
This Guide is revised as of August 20, 2019!

For detailed armor set recommendations at every stage of the game, see Guide:Armor progression.
For cosplay setups, see Guide:Ideas § Cosplay.

Terraria has no formal player class or leveling system. However, weapons can be grouped into four distinct categories – melee, ranged, magic, and summoning. There is also a minor throwing class in the Desktop version Desktop version, Console version Console version, and Mobile version Mobile version. Each class has its strengths and weaknesses and has a wide variety of weapons to choose from.

The melee class sports the highest defense on average and decent crowd control, but many melee weapons have short attack range, and those that do attack from a distance tend to have below-average DPS.

The ranged class is a powerful bossing class with very high single-target damage output, and can attack from a long range. Ranged users must gather materials to craft ammunition, but this is not a significant drawback.

The magic class is fragile but highly varied in attack style, often utilizing special mechanics such as homing, lifesteal, and area-of-effect damage. It is held back by reliance on mana, which regenerates very slowly unless the Mana Regeneration buff is in effect. Mages must craft or purchase mana potions if they wish to use high-mana cost weapons for extended periods of time.

The summoning class is good at dealing with multiple threats, but most summoner armors have low defense, and summons are often inaccurate against enemies that move very quickly. Summoners must use weapons from other classes if they want to achieve similar overall DPS rates. In this sense, it is a jack-of-all-trades class.

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 one class. Many armors, accessories and buffs only benefit a specific class, especially later into the game. However, while their damage output may not be as high, backup weapons from another class can be helpful should the situation require a different weapon. Furthermore, each class can use at least one minion, so it is recommended to have one active at all times. Besides that, the summoning class can use a melee, ranged, or magic weapon after summoning the max number of minions.

Pre-Bosses[edit | edit source]

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. Notably, there are nearly no summon weapons available at this point- only the Slime Staff and the Imp Staff. For these reasons, players are recommended to make use of whatever they can get their hands on.

Mixed (late)

Early game, just use what weapons/accessories you find.

During Halloween, Pumpkin armor can be crafted without killing a boss, and while it gives much less defence than Gold or Platinum armor, it has a +10% damage buff, which is useful if survivability is not a concern.

Pre-Hardmode[edit | edit source]

Once you start defeating the first bosses new options become available. In addition, you should have enough mana to use magic weapons. However, the armors still only give small bonuses, so you can still safely mix class styles without a significant loss of damage. Dedicated summoners are still rather weak at this point, although their summoning items can be used by any class.

Pre-Hardmode
Summoning
Weapons
Armor

Bee armorBee armorDesktop VersionConsole VersionOld-gen console versionMobile Version

Very weak compared to other classes at this stage.

Pre-Hardmode
Throwing

This is the only point in the game where a throwing class is truly viable.

Armor

Only usable on the Desktop version Desktop version, Console version Console version, and Mobile version Mobile version. On other versions, throwing items are considered ranged instead.

Pre-Mechanical Bosses[edit | edit source]

At this point in time, it starts to become important to pick a specific class. Many accessories will only benefit a certain class and armor sets start to notably affect your damage output. Playing with Thrown weapons is no longer effective, as there is no Hardmode-exclusive content that benefits throwing damage. On the other hand, the summoner class starts to become more powerful but still not strong enough to defeat bosses without support.

At this point, you may want to start working on getting good modifiers for your equipment as well.

Pre-Mech Bosses
Summoning
Weapons
Accessory

Pre-Plantera[edit | edit source]

This is the point where a mixed class becomes rather weak compared to a single class, mainly due to there being separate armor sets for each class. You can of course still play a mixed class, though it is recommended to have a backup armor set (e.g. in the vanity slots) so you can switch quickly for some additional damage or defense.

Pre-Plantera
Melee
Buffs/Potions/Flasks
  1. For an in-depth guide on how to obtain the Terra Blade, see Guide:Crafting a Terra Blade.
  2. 2.0 2.1 Due to their high stats, they can be mixed with other armors.
Pre-Plantera
Summoning

Summoner is relatively weak at this point, not having obtained much of an upgrade to minion-based combat.

Accessory

The Tavernkeep's armors provide minion and sentry bonuses while also supporting another class. Forbidden Treads can replace the leg slot in a Tavernkeep set to fully take advantage of their summoning damage bonuses.

Pre-Golem[edit | edit source]

With the Hardmode Dungeon and Pumpkin Moon now available, players have access to a variety of new equipment. Furthermore, any Biome Keys you have obtained are now usable.

Pre-Lunar Events[edit | edit source]

Equipment from Golem, Martian Invasion, and the final tier of the Old One's Army is now available. Challenging Duke Fishron and the Frost Moon is also now feasible.

Pre-Lunar Events
Magic
Accessories

Both the Spectre Mask and Spectre Hood are useful for offense and defense, respectively. The listed hybrid set is strong both offensively and defensively, but is harder to obtain.

Pre-Lunar Events
Summoning

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.

Endgame[edit | edit source]

At this point you can probably start using a mixed class again (except when fighting the Moon Lord), because all equipment easily kills everything anyway.

Multiplayer[edit | edit source]

Some setups can be useful in PvE multiplayer.

Other[edit | edit source]

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.

Accessories

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

Building
Potion

Builder PotionBuilder PotionDesktop VersionConsole VersionOld-gen console versionMobile Version

Summoner gear is useful for defending against enemies while building.

Fishing

Summoner gear might prove useful to defend against enemies while fishing. A Shield of Cthulhu can be used without interrupting fishing.

Catching
Accessory