Chlorophyte armor



Chlorophyte armor is a Hardmode armor set available after defeating all three mechanical bosses. It can be considered a partial upgrade of Hallowed armor, granting more defense and being geared more towards high ranged and magic damage output.

Equipping the full set causes a Leaf Crystal to permanently appear over the player's head, automatically attacking enemies via a ranged projectile that costs no mana or ammunition, and emitting a small green light. The projectile is capped at 100 damage.

The Leaf Crystal is capable of firing two separate simultaneous volleys of projectiles. Each volley fires every 0.67 /  0.83 seconds. It is possible for both volleys to target the same enemy.
 * One volley targets any enemies in range on its own. It requires a clear line-of-sight, but can still pierce blocks if it misses or if the player hides behind cover right before the volley is shot.
 * A second volley activates when an enemy takes damage from other sources first (e.g. from a player attack, or from lava, a minion, a trap, etc). This volley will target enemies through blocks, and the projectile will travel through blocks to reach the target.

A full set of Chlorophyte armor requires 54 Chlorophyte Bars, or 270 /  324 Chlorophyte Ore. Crafting the full set with every helmet type requires 78 bars ( 390 / 468 ore).

Tips

 * Chlorophyte armor can be shimmered and upgraded to Turtle armor, Shroomite armor, or Spectre armor.
 * The Leaf Crystal can be very useful for farming certain enemies while inactive, for example in search of rare drops and Biome Keys.
 * Despite Chlrophyte armor's upsides, it may be advantageous to avoid upgrading from whatever previous armor you were using, for a multitude of reasons:
 * Hallowed armor proves to be a superior option in case you prefer more defensive playstyles, as Chlropohyte armor's set bonus is more offensive in comparison. The Hallowed armor enacts the Holy Protection buff which grants the player immunity to the next attack from enemies whereas Chlorophyte's set bonus acts as a sentry tower to fight for them.
 * In case you haven't went for a Hallowed set, it might be advantageous to stick to Adamantite armor if you are a mage, and Frost armor if you are a ranger or melee. The former's mana cost reduction bonus might prove more useful than the leaf crystal's extra damage depending on your weapon of choice, meanwhile other stat bonuses of the sets are almost the same. As for the other two classes, Frost armor's frostburn can prove to be a more reliable source of extra damage than the crystal's shots, which can also be spread across multiple enemies. The Frost set also offers higher increase to damage, and provides a bonus to melee attack speed.
 * Melee players have an option to go straight for Turtle armor, which serves as a defensive alternative to more offensive oriented Chlorophyte set.
 * On versions before 1.2.0.3, for melee players Chlorophyte armor can substitute Turtle armor for the Plantera fight better because of the mask giving 28 defense instead of 20.
 * It has similar benefits to nebula armor, despite it gives more maximum mana.

Trivia

 * The Chlorophyte Mask used to have the highest total melee bonuses of any head slot item, but as of, the Solar Flare Helmet gives a better DPS.
 * The old Dragon armor and Chlorophyte armor sets offer the highest universal critical strike chance bonus of any armor set in the game.
 * Despite its set bonus being very similar to summoning weapons, there is no summoner helmet.