Solar Flare armor



Solar Flare armor is a post-Moon Lord set of armor which provides melee boosts. It is currently the final melee set available on the. This armor set also provides the most base defense. Crafting it requires a total of 36 Luminite Bars (144 Luminite) and 45 Solar Fragments.

In total, Solar Flare armor pieces apply the following boosts:
 * +26% / +17%  melee critical hit chance
 * +29% / +22% melee damage
 * +15% melee speed
 * +15% movement speed
 * Increased life regeneration (+3 HP/sec)
 * +900 aggro

Equipping the full set additionally provides a special set bonus that builds the longer the player avoids damage, up to 3 "charges" (similar to Beetle armor). Each takes 3 /  5 seconds to build. The charges provide a fixed damage reduction of 20% /  30% regardless of the number of charges. The number of charges built is indicated by a shield that appears after the first charge, with two and three spikes appearing on the shield on the second and third charges, respectively.

Taking damage causes one charge to deplete, and discharges fire explosions around the player that can damage enemies in the vicinity. A charge can also be discharged manually by using the shield's special "dash" attack, activated by double-tapping or. Dashing only consumes a charge if it strikes an enemy, and upon doing so causes a similar explosion. Regardless of depleted charges, a player can only dash once per second (this may be a hardcoded limit, or the result of a limit on starting a dash while one is already active).

The set bonus also grants 12% base damage reduction, which stacks multiplicatively with the damage reduction from the shield.

Each piece equipped (even if hidden by vanity items) causes the player to emit light, with a higher light level for each additional piece equipped. Additionally, equipping the full set displays both an after-image motion effect and a pulsating effect, similar to Hallowed armor.

Tips

 * The Beetle armor with the Beetle Scale Mail and full Beetle Might has over twice the offensive benefits of the Solar Flare armor (+44% melee damage and +42% melee speed for Beetle compared to merely +22% melee damage and +15% melee speed for Solar Flare armor). In terms of defense, Solar Flare armor provides slightly more defense than Beetle armor with the Beetle Shell, but provides 15% less damage reduction and has an activation cooldown of 5 seconds rather than 3. Solar Flare armor always reduces damage taken by 30%, whereas Beetle armor has a maximum damage reduction of 45%.
 * Due to this, the Dungeon Guardian deals 30 more damage to players with Solar Flare armor, given they have the Lifeforce and Endurance buffs active. With these buffs and Beetle armor with Shell, the Dungeon Guardian deals 495 damage.
 * Since the 12% damage reduction from the set bonus stacks additively with some other buffs, the total damage reduction of Solar Flare armor gets less inferior in comparison to Beetle armor as more of these buffs are applied. With Endurance, Ice Barrier, and the Worm Scarf, Beetle armor offers at most damage reduction, and Solar Flare,, which is only  percentage points (or  actual damage reduction) less.

Trivia

 * The shield acts somewhat like the Shield of Cthulhu, but does more damage, dashes further and does not knock the player backward.
 * Solar Flare armor essentially combines the effects of Turtle armor (damage reflection), Beetle armor (damage absorption), and the Shield of Cthulhu (dash damage).
 * On the, wearing Beetle armor with the Beetle Shell provides the most defense, at 73. The Solar Flare armor, which is not available on those versions, exceeds this by 5 defense points.
 * A is a sudden increase of brightness on the . More powerful flares are then followed by a coronal mass ejection, which is a significant release of plasma from the Sun's surface.