Guide:Pumpkin Moon strategies

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The Pumpkin Moon is a post-Plantera Hardmode event triggered by activating the Pumpkin Moon Medallion. The event is very rewarding if you can successfully keep pace, providing a large amounts of money and good weapons by the end of the night.

However, the event is also difficult and requires a lot of preparation.

The Event[edit | edit source]

Mourning Wood
Mourning Wood.png
Statistics
TypeBoss
EnvironmentPumpkin Moon
AI TypeMourning Wood AI
Damage120 / 180 (melee)
100-150 / 200-300 (flaming wood)
80 / 160 (greek fire)
Max Life12000 / 15600
Defense28
KB Resist100%
Immune toAll debuffs
Drops
Coins10000*1 Gold Coin.png
Map Icon Mourning Wood.png
Map Icon
Pumpking
Pumpking Full Body.png
Statistics
TypeBoss
EnvironmentPumpkin Moon
AI TypePumpking AI
Damage50 / 75 (body)
65 / 130 (blades)
80 / 160 (greek fire)
120 / 240 (scythe)
Max Life22000 / 28600
Defense36
KB Resist100%
Immune toAll debuffs
Drops
Coins50000*5 Gold Coin.png
Map Icon Pumpking.png
Map Icon

The event consists of 14 waves, with a final Wave 15 which will last until the end of the night. As the event goes on, stronger enemies and unique bosses will appear.

During the first few Waves, a large number of ScarecrowsScarecrows, HellhoundsHellhounds and SplinterlingsSplinterlings will appear. These enemies only have average stats, so a weapon with good crowd control abilities will clear the first waves fairly fast.

The first miniboss, the Mourning Wood will start appearing on Wave 4. This enemy will walk towards the player, and then shoot Flaming Wood when it stops moving. It can also leave Greek Fire on the ground. While it can prove to be rather easy to kill, on later waves many of them will spawn, so one can easily get overwhelmed by their projectiles.

From Wave 5 the PoltergeistsPoltergeists and Headless HorsemenHeadless Horsemen will start appearing. These are weaker than the Boss enemies, but much stronger than the average ones. Even if they are not a threat by themselves, they can be very dangerous combined with the minibosses.

On Wave 7, the main Boss of the Event will appear, the Pumpking. It behaves similarly to Skeletron; attempting to stay above the player and attacking with the blades on its arms. The most dangerous attack it has are its Flame Scythes: a large, highly damaging projectile that speeds up over time, similar to Demon Scythes. It's rather slow for a boss enemy, so it can be easily outran and dodged by moving in wide circles.

The further the player has progressed, the more boss enemies will be able to spawn at once, and their chance to drop an item will also increase. On the Final Wave, up to seven of each boss can appear, and they will always drop an item and their respective trophy.

Preparation[edit | edit source]

General Tips[edit | edit source]

This content is transcluded from Guide:Practical Tips § Combat.

  • Starting the battle just after the sun sets (7:30 PM) will provide the maximum amount of time to defeat nocturnal bosses. (Do pause a moment to make sure the night won't be a Blood Moon, or feature another boss spawning.) In Hardmode, the Moon CharmMoon Charm and/or Moon StoneMoon Stone are also useful at night.
  • Prepare your Boss-fighting arena with adequate lighting, CampfiresCampfires and Heart LanternsHeart Lanterns for health regeneration, and Stars in BottlesStars in Bottles for mana regeneration if you use magic.
  • Desktop VersionConsole VersionMobile Version SunflowersSunflowers provide the Happy! buff to players within a 50-tile radius, which grants a +10% movement speed bonus and 17% reduction in enemy spawn rate.
  • Always carry at least one stack of the highest-tier healing potion available (LesserLesser, NormalNormal, GreaterGreater, or Super Healing PotionsSuper Healing PotionsDesktop VersionConsole VersionMobile Version). Relying only on natural Health Regeneration is not a good idea.
  • It is suggested to build houses for the DryadDryad and the NurseNurse NPCs in your arena. The former casts the Dryad's BlessingDryad's BlessingDesktop VersionConsole VersionMobile Version buff, which increases your defense and provides you with a thorns-like effect, while the latter can heal and remove debuffs instantly, at the cost of some coinscoins.
  • Bosses are displayed on the Minimap: Follow the boss's icon to track it when you're struggling to find it. You can identify the boss icons by checking their respective wiki pages.
  • Once you have freed the MechanicMechanic in the Dungeon, you can use WireWire to enhance your arena with TrapsTraps and helpful HeartHeart and Star StatuesStar Statues. The former help to damage the enemies, though be careful to set them up correctly in order not to hurt yourself during the battle. The latter will spawn heart and star pickups, respectively. Connect these devices to timerstimers.
  • It may be useful to summon and kill the Eye of Cthulhu or King Slime before summoning any harder boss in order to spawn an extra one-use pool of hearts.
  • Remember to use the Sharpening StationSharpening StationDesktop VersionConsole VersionMobile Version, Ammo BoxAmmo BoxDesktop VersionConsole VersionOld-gen console versionMobile Version, Crystal BallCrystal Ball, and Bewitching TableBewitching TableDesktop VersionConsole VersionMobile Version before you go to explore or battle bosses/invasions. These will give class-specific boosts that are useful to take. They give SharpenedSharpenedDesktop VersionConsole VersionMobile Version, Ammo BoxAmmo BoxDesktop VersionConsole VersionOld-gen console versionMobile Version, ClairvoyanceClairvoyance, and BewitchedBewitchedDesktop VersionConsole VersionMobile Version, respectively.

Terrain Preparation[edit | edit source]

This content is transcluded from Guide:Arena § Combat.

Example of an arena made for the Moon Events, making heavy use of Traps.

The Pumpkin and Frost Moons are much easier to handle with the proper arena.

A flat surface about 168 blocks wide (See NPC spawning) will focus all spawns on the arena. Above it there should be a long platform of the same width, high above the ground in order to keep the enemies out of Melee reach. Since the player will mostly focus on the Bosses on the later waves, it's a very good idea to support the arena with a Lava pit and Traps to take out the weaker enemies more easily.

Spiky Ball TrapsSpiky Ball Traps and Super Dart TrapsSuper Dart Traps can potentially cover the entire arena, while Spear TrapsSpear Traps and Flame TrapsFlame Traps should be placed at the Lava pits to make full use of their limited reach but high damage.

It's also a good idea to make a room with a BedBed near the Arena, so in case of death you can quickly get back to it.

Gearing up[edit | edit source]

The event can be summoned at any time post-Plantera, but it is usually done after Golem and Duke Fishron have been defeated, and before the Frost Moon.

Armor[edit | edit source]

Weapons[edit | edit source]

For Melee users
  • The FlaironFlairon is a very strong weapon for both crowd control and single targets. Scourge of the CorruptorScourge of the Corruptor works similarly.
  • Influx WaverInflux WaverDesktop VersionConsole VersionMobile Version and Terra BladeTerra Blade are very strong swords. The former should only be used against the bosses, as the latter has better crowd control.
  • The Paladin's HammerPaladin's Hammer is very good for crowds and decent against bosses.
  • Possessed HatchetPossessed Hatchet is fast and deals decent damage, but it becomes ineffective in the later waves, as there will be too many boss enemies for it to handle.
  • The Fetid BaghnakhsFetid BaghnakhsDesktop VersionConsole VersionMobile Version deal extreme damage to Mourning Woods and other grounded enemies.
  • Vampire KnivesVampire Knives can be used to quickly heal in critical situations, but have lower DPS than most other options.
For Ranged users
For Magic users
For Summoners

Accessories[edit | edit source]

Accessories should be modified to Lucky or Menacing for the event.

Mounts[edit | edit source]

The use of mounts can save accessory slots that would've been used for mobility.

Potions[edit | edit source]

Specific strategies[edit | edit source]

  • A very good way to go through waves, until any Pumpkings arrive at wave 7, and even kill some if aiming correctly, is to use a Cannon at a platform 37 blocks high from the ground (where the enemies are) as each Cannonball deals 300 damage, which is devastating for the early waves even for Mourning Woods. In addition, most attacks cannot hit the player.
  • Using Dynamite with an explosion-proof arena causes splash damage that can demolish early waves. During the later waves, with Mourning Woods and/or Pumpkings, this is less effective as there are less grouped enemies around.