Guide:Lunar Events strategies

The Lunar Events start immediately after beating the Lunatic Cultist boss. Four Celestial Towers will spawn on the map, each corresponding to one of the four classes-- Melee, Ranged, Magic, and Summoner. Before trying to beat this event, make sure you are completely prepared, as the event cannot be cancelled without entering combat.

Before You Begin
The first thing you should do after defeating the Lunatic Cultist is open your Map and note the locations of each Pillar. If you need a safe haven, teleport to spawn, as no pillars will exist at the center of the world.

Gear
Armor: These armor sets are considered to be the best choices for post-Golem players.
 * Spooky armor or Tiki armor for summoners. Spooky Armor is the offensive choice, but Tiki Armor sacrifices some DPS for significantly higher defense.
 * Shroomite armor for rangers, as its bonuses allow a player's DPS to reach very high levels.
 * Spectre armor for magic users. The Spectre Hood is recommended to help mages survive the Lunar Events.
 * Beetle armor for melee fighters, as the two chestpieces allow a player to pursue an offensive or defensive playstyle.

Suggested Weapons:
 * The Vampire Knives will allow players to regain health if they need to.
 * However, do not use them against Selenians, as they can reflect the knives.
 * A homing magic weapon paired with the Spectre Hood allows mages to heal quickly while dealing precise damage.
 * The Stardust Dragon Staff, this minion quickly takes down every pillar, speeding up the lengthy process (obtainable after defeating the Stardust Pillar)
 * If you are a Summoner and it is your first time dealing with the Lunar Events, some other acceptable weapons are:
 * The Deadly Sphere Staff, although it has a shorter "detection range" than most minions.
 * The Raven Staff
 * The Xeno Staff
 * The Tempest Staff is most recommended, as it deals the same damage as the Deadly Sphere Staff and posses longer "detection range".
 * The Phantasm, as it will deal huge amount of damage to pillars once they are defenseless and is the best bow in the game. (obtainable after defeating the Vortex Pillar)
 * Again, Selenians could reflect arrows. Try not to use them against them.
 * The Nimbus Rod is incredibly useful for dealing damage to the pillars after their shield has gone down since they are stationary. This should help you maintain focus on staying alive and dealing with its minions. You can also use a Crimson Rod at the same time, allowing for extra damage.

Suggested Accessories:
 * The Tabi or Master Ninja Gear will help greatly in dodging the attacks.
 * The Charm of Myths reduces the length of the Potion Sickness debuff by 1/4 (15 seconds), meaning you can drink healing potions a lot more frequently. The Charm of Myths also gives a slight increase in life regeneration.

Mounts: Some recommended mounts are:
 * Cosmic Car Key for all pillars except Solar
 * Shrimpy Truffle for all pillars except Solar
 * Brain Scrambler (item) for the Solar Pillar

General Tips

 * For all pillars (except Solar), moving at all times is very important as it will help dodge attacks. Use a flying mount to help in the Vortex, Nebula and Stardust pillars, and the Scutlix mount for the Solar Pillar.
 * Try not to get stuck in a place where you cannot easily escape, especially while fighting the Nebula and Solar Pillars. Getting stuck will result in being utterly annihilated by Corites, which deal massive damage, or Brain Sucklers, which inflict Obstructed and can be difficult to remove from the player's head.
 * The event areas and the corresponding enemies created by each of the pillars only extends a certain distance vertically, making it possible to kill enough enemies near the edge of the event area to drop the shield before flying a safe distance into the air with the aid of a Cosmic Car Key or a Drill Containment Unit and dropping directly onto the pillar to destroy it.

Pillar Order
It is difficult to decide which order to fight the different pillars in, but here are some suggestions.
 * It is always good to begin with the respective pillar for your combat class, as the pillar drops will allow you to craft the weapon/s suited to your class.
 * If you built a house far away from your spawnpoint, it is very likely that a pillar will spawn on top of or very close to your house (and/or NPC town, if built next to your house), causing a lot of trouble for you. If this happens, you should definitely try to take out that pillar first.


 * The Stardust Pillar is relatively easy (compared to the other three), and so, if you are not a summoner, it is a good idea to destroy the Stardust pillar last, as it will be an easy way to end the Lunar Events, meaning that you shouldn't have lost much health when the pillar gets destroyed and giving you plenty of time to quickly make literal last-minute preparations for the fight against the Moon Lord.
 * The Solar Pillar enemies are quite powerful and hard to defeat for ranged or magic users, so it is recommended to leave the Solar pillar as the second-last one if playing as a ranger or mage, as by then, you would have crafted weapons such as the Nebula Blaze and Phantasm, which will help in the fight.
 * The Vortex or Nebula pillars are not very easy but also not extremely difficult. The order in which you battle these two in shouldn't really matter that much.

Stardust Pillar:
The Stardust Pillar is the Summoner-themed pillar. It applies a royal blue shader to the screen.

= Enemies
The Flow Invader is easily the most dangerous of the creatures spawned, as it is capable of shooting projectiles at a steady pace. Continually strafe while defeating one. When the Flow Invader is killed, it will launch 1-3 projectiles at you immediately. This attack is the most crucial to dodge. The Star Cell is a melee-based enemy that resembles a blue plasma globe. It is like a Mother Slime in the sense that it spawns smaller versions of itself on death. Using the Vampire Knives on a Star Cell is recommended, as the multiple enemies will heal you for more hit-points than a single enemy. Otherwise, use a piercing attack to take out all of the cells at once. The Twinkle Popper is a ground enemy that spawns smaller versions of itself that shoot a spreading attack on death. If you are fighting in an arena with lava, the Twinkle Popper's minions will fire their attacks almost instantly. Strafe sideways and take out the Twinkle Popper with a direct attack. The Milkyway Weaver, while incapable of ranged attacks, is a worm-like creature capable of high melee damage. Its attacks are most effective while grounded, so you should stay in the air. Attack the Milkyway Weaver while it is charging you, as its head is the only weak spot. The Stargazer is a fast-moving humanoid creature that shoots a laser beam periodically. It is capable of dealing very high-damage lethal hits and should be treated with the same level of caution as a Flow Invader. Moving too quickly may cause you to run into the beam, so be cautious.
 * Flow Invader
 * Star Cell
 * Twinkle Popper
 * Milkyway Weaver
 * Stargazer

= Strategies

 * As most attacks from the enemies cannot penetrate 2 block thick barriers, and the only capable enemy being the Milkyway Weaver, the player can gain easy kills by building a 2 block thick platform several blocks off the ground with minions or yoyos. By using flight, the player can also easily dispatch any Milkyway Weavers without taking serious damage.
 * For mages who have defeated the Nebula pillar, the Nebula Arcanum is a recommended weapon, due to the high area-of-effect damage that can destroy many minions at the same time. Paired with the Spectre Hood's healing abilitiy, the Arcanum makes the battle a lot easier.
 * Never stop moving during the battle, as nearly every enemy is capable of high-damage ranged attacks.
 * Keep your distance from the pillar, as it spawns enemies on-screen directly above it, with a special animation.
 * If the player was to build defensive barriers, they should be at least 2 block thick, as both the beams from Stargazers and the projectiles from Flow Invaders are capable of penetrating one block thick walls.
 * An extremely quick and easy way to disperse the Stardust Pillar's shield is to build a long bridge of Wooden Platforms. Then lead a few Star Cells to the Wooden Platforms, then get underneath the Wooden Platforms, and attack the Star Cells until they die and split into smaller Star Cells. Then wait for the Star Cells to regrow, kill them again, and repeat the process.

Vortex Pillar:
The Vortex Pillar is the ranged-themed pillar. It applies a blue-green shader to the screen.

= Enemies
The Vortexian does not appear to capable of ranged damage (needs confirmation), but will relentlessly pursue grounded players. They pose little threat for flying players and can be easily picked off by any class. They will also summon a portal that shoots lightning on the players location upon death. The Alien Queen shoots bullet-like projectiles at you that give the Distorted debuff. She also spawns Alien Larva that grow into the Alien Hornet. When fighting the Alien Queen, strafe vertically to avoid the projectiles and use a area-of-effect weapon to destroy the Alien Larva before they can transform. She is the highest-threat enemy and should be killed as quickly as possible. As a matter of fact, if you leave Alien Larvae and Alien Hornets for too long, expect to get outnumbered by Alien Queens later. The Alien Hornet can spawn from an Alien Larva or a vortex from the pillar. They are fast-moving creatures that should be taken out quickly. They do not pose a major threat unless attacking in numbers, so use a piercing or area-of-effect weapon to kill the swarms. The Storm Diver is a floating humanoid creature that wields a shotgun similar to the Tactical Shotgun in function and sound. They are capable of decent damage but easily miss their attacks. Pick them off early to avoid problems. A headphone user can use the shotgun blast sound to determine its location.
 * Vortexian
 * Alien Queen and Alien Larva
 * Alien Hornet
 * Storm Diver

=Strategies

 * One of the easiest ways to defeat the Vortex pillar is to dig a 2*4 tunnel directly under the Pillar, and attacking upwards. Almost all enemies can't get into the hole, which should allow a player with a high attack rate weapon easy survivability. Optimal weapons are the Phantasm with the Endless Quiver, but if not possible, the Megashark with the Endless Musket Pouch works well.
 * Being hit with an attack from the enemies may give you the Distorted debuff, which will hinder you from moving vertically. This debuff may prove deadly if you are unable to dodge attacks. Avoid hits at all costs.
 * Like the Stardust Pillar, never stop moving to avoid the majority of the damage.
 * The pillar spawns portals in the sky that will shoot Alien Hornets. Keep your distance.

Nebula Pillar:
The Nebula Pillar is the mage-themed pillar. It applies a magenta-purple shader to the screen.

= Enemies
The Nebula Floater is the most dangerous of the group. It floats around, shooting lasers that do high damage. On most hits, it will teleport to a different part of the screen, making it very difficult to kill. The Nebula Floater will shoot a laser immediately after teleporting and periodically afterwards. When fighting it, use a crowd-control weapon and constantly be prepared to dodge and change direction. The Brain Suckler is a melee-based creature that is extremely fast and hard to hit. If it lands a hit, you will gain the Obstructed debuff until you kill it. This debuff almost completely blackens your screen, making it near impossible to dodge attacks. Always kill this enemy when it appears on screen, before it gets anywhere near melee range. Homing weapons help to hit the small enemy. The Predictor is a ground creature that throws a spread of star-shaped projectiles as its main attack. When fighting, do not stray too close to the ground. At a higher altitude, it is easy to dodge the Predictor's attacks. They are easy to kill otherwise. The Evolution Beast preys on grounded players with a fast charging attack. For this reason, wings or a mount are essential. If you are in the air, the Evolution Beast will shoot a slow nebula sphere that homes in on the player and cannot be destroyed by an attack. This is another reason why staying on the move is essential, as it will fade away after a moderate length of time. Only engage the enemy in the air-- never in grounded melee combat.
 * Nebula Floater
 * Brain Suckler
 * Predictor
 * Evolution Beast

= Strategies

 * The main sources of damage, Evolution Beasts and Nebula Floaters, can be nullified by building a small box in the sky. As Nebula Floaters cannot fire lasers through blocks, building such structure forces them to ram the player, making them highly suceptible to wall penetrating attacks and minion damage. If the box is sufficiently high, Evolution Beasts will not spawn, thus avoiding their wall penetrating Nebula Spheres.
 * The Evolution Beast is deadly to a grounded character. Always stay in the air.
 * Most enemies are extremely mobile and some avoid damage by teleporting. Stay on the move or you will die very quickly.
 * If you are blinded by an attack, kill the nearest Brain Suckler to regain your sight. It should be on your head. Don't let the blindness stop you from moving, as that will quickly lead to your demise.
 * Unlike the other pillars, the Nebula Pillar does not perform any special attacks or actions in combat. Use this to your advantage and stay near the pillar.

Solar Pillar:
The Solar Pillar is the melee-based pillar. It applies a yellowish-orange shader to the screen.

= Enemies
The Selenian is a humanoid sword-wielding enemy that can curl up and charge at you. However, while curled up, most projectiles that you fire at it will be reflected towards you, including all bullets and arrows. This enemy is the counter of the ranger class-- if you play a ranger, only attack the Selenian if it is not curled up. The Drakomire is a ground-based enemy that can spawn with a Drakanian riding it. The Drakomire beast can charge the player if nothing is riding it. If the Drakanian is riding it, the pair can do incredible damage. Use a crowd-control weapon to take out the pair, and utilize knockback to keep them out of melee distance. The Corite is a fast-moving enemy that resembles a Meteor Head. It attacks by launching itself into the sky and coming back down like a meteor, shrouded in flame. Strafe horizontally to avoid the Corite while using a homing weapon to take it out. The Sroller is the more down-to-earth version of the Corite, utilizing a weaker, more frequent rolling attack, but deals more damage. These enemies pose the most threat when in a swarm. Use dodging and knockback to keep them at bay while using a crowd-control weapon. The Crawltipede is the deadly counter to a flying player. It only attacks players that are flying, and otherwise hovers in the air, ignoring them. To make matters worse, its only attackable spot is the bulging orb on its tail. If you are pursued by a Crawltipede, use any dash maneuvers you may have and get to the ground while attacking the general area with a homing weapon. Do not evade it by flying higher, as the Crawltipede will soon catch up and easily deal over 100 damage per hit. On the ground, they can be considered easy kills. Homing weapons are highly recommended. However, they can be a blessing as well. Vampire Knives will deal high damage given their low defense and can easily heal the player for massive amounts, granting a free health boost during combat.
 * Selenian
 * Drakanian and Drakomire
 * Corite
 * Sroller
 * Crawltipede

=Strategies

 * An Ice Rod can be a great help in fighting this pillar. Because Crawltipedes target you when you are distant from a solid block, you can fly up above the level at which the pillar spawns fireballs, place an ice block below you, and then build a 10-20 block wide platform off either side of the ice block. Standing on the platform and using weapons that work through blocks, or leaving small gaps to attack though, will allow you to avoid most enemies, except for Corites, who can fly through blocks with their rush attack, and Crawltipedes, who will fly around in the pattern of their non-targeting idle AI.
 * Unlike every other Lunar Event pillar, the player should not stay in the air. This will aggravate Crawltipedes, which can kill players in 2-4 hits and is very hard to dodge.
 * Hitting the tail of a Crawltipede while using the Spectre Hood will result in a large amount of healing.
 * The Scutlix Mount is recommended for this fight, as it disables your flying while still giving you incredible mobility and an extra ranged attack. Scutlix is preferable because it has a low acceleration time and a fast speed.
 * Although flying is out of the question, staying on the move is still a must, due to the number of charge attacks that enemies will employ against you.
 * Summoners should use the Stardust Dragon Staff, as it is a great help in taking out the enemies. With the Stardust Dragon Staff at hand, all you need to do is trap yourself in a little box (with a 1 block hole to peek a yoyo through) and watch the dragon kill all of the enemies for you. Additionally, once the Moon Lord is defeated, one can craft Stardust armor and use the Stardust Guardian to distract the solar enemies, allowing them to easily be killed.