Guide:Plantera strategies

Plantera is a moderately hard boss, he can spawn after defeating one of the hardmode bosses and destroying a pink flower in the underground jungle.

=Basic Information= Plantera attempts to chase after the player, always trying to make its main bulb overlap with the player's space. It moves fairly slowly, relative to a player with speed-boosting equipment, so a player in a large enough arena can easily keep a distance, so long as they just keep moving. Because of this, a good arena can make the fight much easier. After falling to half health, the second stage begins, and Plantera's pink petals rip away to reveal a green maw, and Plantera moves faster and deals more damage.

Plantera spits projectiles frequently in the first phase - needles that are direct projectiles, similar to the stingers of the hornet enemies, as well as a pink spiked ball, similar to the goblin's Spike Ball weapon, which lingers on the ground for a significant amount of time, dealing around 50 damage. These balls fall through platforms, so use of platforms in an arena is recommendable.

Plantera in the second stage will have small gnawing critters on a short "leash" spawn. They simply wave themselves around at the end of their leash, and get in the way of the player's attacks, making piercing weapons more valuable.

Plantera also uses vines for its locomotion, apparently similar to a larger version of the Ivy Whip. The ends of these vines deal damage if the player touches them.

The bulb Plantera spawns from cannot be moved or controlled, so it may be best to simply build an ad-hoc arena anywhere you find a bulb, or else build a few arenas near places where you have found bulbs, and lure Planteras towards a pre-made arena by making a run for the arena.

= Arena Preparation = First, Plantera has plenty of health to chew through, and a good amount of damage, so it would be best to set up a Heart Statue and Star Statue if you use magic. Set them to repeaters. Add a Heart Lantern and Campfire to boost your health regen further, and a Crystal Ball if you use magic. If your arena is fairly large, try to set up more than one healing station like this, so that you can run in a big circle (or oval) and collect hearts on both ends of the loop.

The actual shape of your arena depends on how you want to fight. For a player who wants to have plenty of evasive space, excavating around a screen's worth of space inside the Underground Jungle, and filling it with rows of platforms can work well. For more aggressive players, a smaller space excavated right next to a bulb can work, as well. Others will just use a stack of bombs to excavate a large area for flying and grappling.

Honey can be used for its regeneration, so make little pools to dip into if you can be bothered.

Currently, Plantera will "go berserk" if the player leaves the Underground Jungle, (including to go to the surface,) so surface-level arena strategies are generally obsolete. One exception is taking advantage of Plantera's need to "grapple" to move by building a large enough space that Plantera cannot grapple up after you, and then firing down upon it.

= Equipment Strategies = Fighting Plantera goes faster when you use weapons that can either linger and hit a single target multiple times (as it is quite a big target), or at least pierce, as it has multiple sub-sections in its second form.

Equipment like the Nimbus Rod, Magnet Sphere, Piranha Gun, or Rainbow Gun, which can deal continuous damage so long as you can lure Plantera into walking into it, can make the fight much easier. More vertical arenas make this task simpler for the Nimbus Rod. You can simply leave a rain cloud out for Plantera to die upon while you focus on jumping.

For melee weapon users, the Terra Blade or True Night's Edge are fine choices for high ranged damage, as is the Vampire Knives, if you have it. Otherwise, the best spear you can make is effective, if you are willing to risk proximity to Plantera. The Chlorophyte Partisan is an exception to this, as it shoots a small projectile that hits multiple times, making it a very useful spear for this fight. Using the Turtle Armor with "warding" modifier accessories can boost defense to the point where the player takes only single-digit damage.

For ranged weapon users, the Uzi is a popular choice, although the Megashark or Flamethrower perform admirably. Whatever you have that can put out the most DPS while still allowing you to spend most of your time dodging without having to think about aim too much. Shroomite Armor is recommended.

For magic weapons, try the aforementioned Nimbus Rod, in conjunction with anything else that can deal a fair amount of run-and-gun damage, such as a Crystal Storm, Magical Harp, Poison Staff, or Magic Dagger. Spectre Armor is ideal, but requires you defeat Plantera to get the resources for it. Hallowed Armor, and its additional movement bonus, might be best otherwise.

Any potion you would normally use against a boss is also of help, especially Ironskin Potions, Regeneration Potions, and of course, Greater Healing Potions.

=Specific Strategies=

The Teleportation Trick
Make a long hallway out of any material you desire, and place a teleporter on each end, and wire them together. Test it first. Then, summon Plantera.

When it's climbing down toward you on one side, flip the lever by the teleporter. You will teleport to the other side, and Plantera will have to climb back at you.

Note that if the hallway is too long, Plantera will despawn. This was observed with a 400 tile long hallway.

The Death Grind
Prepare a small arena directly next to a bulb with every health-regenerating effect you can cram in, and all the defense bonuses you can muster. Using turtle armor, and "Warding" accessories, you can pretty easily get 90 defense, and over 100 with potions/Well Fed. This reduces the damage Plantera can do to almost nothing, and if you are standing on top of a Heart Statue on a repeater, in a puddle of honey, with a heart lantern and campfire nearby, you should be able to just plain ignore the damage Plantera does to you, and stand still, whacking it with whatever high-DPS melee weapon you favor. Additional damage from a Nimbus Rod helps.

In the second form of Plantera, it will probably be able to actually out-damage your ability to regenerate (unless you have Vampire Knives), so it comes down to who can grind away the HP bar of the other first. With weapons like the the Terra Blade, you should come out on top without even needing a healing potion.

The magic-user equivalent is to use Spectre Armor with high-damage magic weaponry to trigger high health regeneration.

This method has the advantage of needing far less prep time, allowing players to hunt down bulbs much more rapidly if you are hunting for specific drops, like the rare The Axe.

yoshidude56's bed
Hollow out a large area to fly in next to Plantera's Bulb. Set up a small room next to it with a bed and set your spawn. Fight Plantera using any weapons, armor, and accessories you want. When you die, Plantera will continue attacking the area where you died, and then you'll respawn without it fleeing.

Slendertata's infinite sacrifice
Do the same as in Yoshidude56's bed, but continuosly spawning a nimbus rod cloud, and diying under it, so Plantera takes damage as you respawn.

Semi-Continuous Magnet Sphere
Prepare a long vertical shaft that is 4 or so blocks wide. Once Plantera is summoned, lead him up or down the shaft. Get close enough and fire the Magnet Sphere away from him and lead him in the same direction. For the most part, Plantera will travel at the same speed as the Magnet Sphere, allowing you to use other range weapons and limiting the need to recast the Magnet Sphere until it dissipates on its own. A large enough room at either end of the shaft will be helpful to change directions in. The projectiles aren't too hard to deal with if being healed using a Cobalt Shield or Obsidian Shield paired with Spectre Armor set.