Guide:PvP

Player versus Player brings a unique type of play to the world of Terraria. PvP is an optional mode in which players can damage and kill each other, either alone or as part of a team. This is done by joining a multiplayer world, and enabling the PvP option by clicking on the swords in the upper right corner of the inventory screen. Players can only damage each other if both have the PvP option enabled. There is also the option of joining a team. Teams are represented by the colored shields in the upper right corner of the inventory screen. After joining a team, your teammates' current health and distance away from you will be represented on-screen.

PvP does not unlock any game content, and you receive no loot from your defeated foes. It is purely optional. Players engage in PvP for fun and to challenge themselves, either individually or working as a team. Below is a general guide as well as some tips to help you on your journey to become a skilled PvP player.

Differences
In PvP, the window of invincibility after taking damage is greatly reduced if it came from another player. If damaged normally, you receive 0.66 seconds of invincibility. In PvP, you only receive 0.13 seconds, which is still doubled by the Cross Necklace. Nonetheless, this is in contrast to monsters which receive almost no invincibility frames at all, meaning that weapons with a use time of 8 or less will not perform as well against players as they would against monsters.

Critical hits will not occur in PvP.

Flasks and other items that apply debuffs will not apply them to other players, even if certain visual bugs may convince you otherwise. Homing weapons, including summoning weapons, will not home in on other players.

Only people in your own team will be visible on the minimap, and buffs from Nebula armor and the Paladin's Shield only affect your own team. Conversely, no one other than your teammates will be able to see you on the minimap.

Types
There are various types of PvP gameplay. You need to adjust your strategy accordingly. The most common types are:
 * Capture the Gem (CTG): Based on capture the flag. For more info see Guide:Capture the Gem.
 * Using new characters: Often it is required to start a new character in a PvP world. This means that you need to progress quickly, so your gear doesn't fall behind on that of your enemies. It may be wise to choose an easy obtainable weapon over a harder to obtain one that is stronger. See also Guide:Skipping Ahead.
 * Using existing characters: If you are allowed to bring an existing character over, it is safe to assume everyone has the strongest gear available. Make sure to do likewise if you want to compete.
 * Hardcore: Sometimes it is required that your character is in hardcore mode. Usually, this is combined with using new characters. In this case, people tend to die more often from enemies and traps than from players. Be very careful and do not rush through the game.
 * Controlled PvP: a PvP game with sets such as classes. Sometimes teams will have a set time to build defenses. This mode is often combined with other types, such as CTG.
 * War: an all-out pvp mode with no mercy. Destroy buildings, fight enemies. 20-30 min with a grace period at the beginning to build, as in Controlled PvP. Usually 7v7, but can be anywhere between 2v2 and 25v25.

Equipment
Everyone has individual preferences when it comes to equipment, but not all equipment is equally effective in PvP. If you want to stand a chance against an endgame player who is holding nothing back, you will have make some compromises to conform to "meta" standards.

As PvP is an optional feature that exists purely for fun, it is important for you and your opponent(s) to come to an agreement on what is acceptable to use. You can certainly try doing PvP with your favorite, nonstandard weapons, but don't expect those weapons to do well unless you can convince your opponents to do the same.

Weapons
Because endgame players usually wear high-defense armor like Solar Flare armor or Beetle armor, no weapon with less than 40-50 base damage should be considered in a no-holds-barred PvP match. Additionally, weapons that have very short range are generally useless in PvP. Viable PvP weapons generally have high base damage and deal damage from a distance.

Banned weapons
When playing on a regulated PvP server, you can expect a number of weapons to be banned. This is because they are overpowered and over-centralizing, easily mowing down opponents even when wielded by an unskilled player. Of course, they can be used on unregulated PvP servers, but if you choose to use them, do not be surprised if other people no longer want to engage in PvP with you. The following weapons will practically always be banned on servers that impose PvP regulations:


 * Last Prism - has near-infinite reach, very high damage, and its hitbox appears almost instantly.
 * Star Wrath - covers the entire screen vertically with very high-damage projectiles.
 * Meowmere - covers several screens horizontally with very high-damage projectiles.
 * Terrarian - deals very high damage with a large hitbox, and is nearly impossible to hide from.
 * Coin Gun with Platinum Coins - extremely high damage and firing speed.

Melee
There is an old saying: "Don't bring a knife to a gunfight." Trying to chase down your opponents with a sword is likely to get you nowhere, as unlike monsters, intelligent players will retreat while attacking with ranged weapons. However, several melee weapons have projectiles that can get around this weakness.


 * The Eye of Cthulhu - A lesser version of the Terrarian, but it is rarely banned. Controllable with decent range, and stunlocks those who are not using a shield.
 * Daybreak - High base damage and velocity, with a large projectile. Sometimes banned.
 * Terra Blade - A fast, long-range projectile sword with high base damage.
 * Influx Waver - Practically identical to the Terra Blade in PvP.
 * Solar Eruption - Pierces walls, and has decent range.
 * Flying Dragon - Combines the best features of the Terra Blade and Solar Eruption. Sometimes banned.
 * Scourge of the Corruptor - Low damage, but floods enclosed spaces, stripping away set bonuses from Solar Flare armor and Beetle armor.
 * Paladin's Hammer - High damage, speed, and velocity, making it difficult to dodge. Throwing distance scales with melee speed bonuses.
 * Possessed Hatchet - Lesser version of the Paladin's Hammer.
 * North Pole - Low damage, but has unrivaled area coverage in open spaces.

Ranged
The bread-and-butter of Terraria PvP, ranged weapons generally have high range and velocity, both of which are exactly what is needed in this environment. Guns and Rocket weapons should use High Velocity Bullets and Rocket III, respectively. Bows have more versatility, and can be fed with Holy Arrows, Venom Arrows, Chlorophyte Arrows, or Luminite Arrows depending on the situation.


 * Sniper Rifle - Extremely high damage; finishes most players in a few shots when aimed well. Sometimes banned.
 * Celebration - Very high damage and large explosion hitbox, but has low velocity and speed.
 * Snowman Cannon - High damage and speed with a large explosion hitbox. Marginally better velocity than the Celebration.
 * Proximity Mine Launcher - Places high-damage traps on the ground.
 * Electrosphere Launcher - Places larger, shorter-lived traps in midair. Velocity is too low to chase players with.
 * Tsunami - Very large projectile with decent damage and potential arrow effects.
 * Phantasm - Lesser version of Tsunami.
 * Pulse Bow - Floods an area with high velocity, bouncing projectiles, dealing decent damage.
 * Candy Corn Rifle - Similar to the Pulse Bow, but faster and affected by gravity.
 * Jack 'O Lantern Launcher - Slower, more damaging version of the Candy Corn Rifle.
 * Chain Gun - Low damage, but strips away Solar Flare armor and Beetle armor set bonuses faster than anything else.
 * Vortex Beater - Higher-damage version of Chain Gun, but still inaccurate.
 * Daedalus Stormbow with Holy Arrows - Similar to Chain Gun, but safer and even less accurate.
 * Nail Gun - Unlike in PvE, deals high damage instantly upon hitting a player. Creates delayed explosions if it hits terrain.
 * Elf Melter - One of the few weapons that properly applies its debuff in PvP. Low damage.
 * S.D.M.G - Somewhat less damage than the Sniper Rifle, but much more spammable. Sometimes banned.

Magic
Homing properties do not work in PvP, leaving magic users with relatively few high-damage options to work with.


 * Blizzard Staff - Covers a wide vertical area. Low damage, but quickly strips away Solar Flare armor and Beetle armor set bonuses.
 * Lunar Flare - Higher damage version of Blizzard Staff. Impossible to hide from, especially within structures. Sometimes banned.
 * Nebula Blaze - Very high damage, but inaccurate at a distance. Occasionally fires a Nebula Blaze EX that deals triple damage. Sometimes banned.
 * Rainbow Gun - Places a low-damage but extremely wide trap.
 * Razorblade Typhoon - Low damage, but has a large hitbox and floods enclosed spaces.

Summoning
Minions and sentries do not attack normally in PvP, but players will take damage upon touching them, and the summon will disappear. This means that it is possible to summon minions and sentries on top of your opponents to damage them instantly, making summoning a viable if somewhat one-dimensional and cheap playstyle.


 * Rainbow Crystal Staff - Extremely high damage and can be placed in midair. Impossible to hide from, and often banned.
 * Staff of the Frost Hydra - Similar to Rainbow Crystal Staff, but can only be placed on the ground.
 * Ballista Staff - Similar to Rainbow Crystal Staff, but can only be placed on the ground.

Armor
While set bonuses can significantly increase your combat effectiveness, hybrid sets are also not only viable, but often recommended in order to maximize damage bonuses while sacrificing useless crit rate bonuses.


 * Beetle armor (shell) - Reduces damage taken by 45%, 30%, or 15% depending on the number of active beetles. Beetles regenerate periodically and disappear upon taking damage. Greatly enhances survivability in skirmishes.
 * Solar Flare armor - Similar to the Beetle Shell, but always grants 30% damage reduction if a shield is active.
 * Vortex armor - Stealth greatly increases damage, while making you nearly invisible if your health bar is full. Should be toggled off when you are trying to escape.
 * Shroomite armor - Makes you nearly invisible and greatly increases damage, but only while standing still. Lesser version of Vortex armor.
 * Valhalla Knight's Breastplate and Squire's Great Helm can be kept in the inventory for quick out-of-battle healing.


 * The largest increases to melee damage belong to the Shinobi Infiltrator's Helmet, Solar Flare Breastplate, and Hallowed Greaves.
 * Disregarding stealth, the largest increases to ranged damage belong to one of the Shroomite head pieces, Red Riding Dress, and Vortex Leggings.
 * The Frost Helmet is a decent compromise for those who want to use both melee and ranged weapons, boosting the damage of both by 16%.
 * The largest increases to magic damage belong to the Chlorophyte Headgear, Dark Artist's Robes, and Nebula Leggings.

Vanity

 * If you leave your vanity slots empty, your opponents will be able to identify your armor set simply by looking at you. Whether you choose to conceal yourself with an armor set from a different class, a low-level set like Cactus armor, or simply a vanity set that you think looks good, it is best to equip something in those slots, if only to deny this advantage to your opponents.

Accessories
As players generally focus on dealing rapid burst damage, accessories providing a regeneration bonus over time, such as the Band of Regeneration or Shiny Stone, will not save you from death. Specialization in either damage output or percentage-based damage reduction are both viable, but some form of mobility is practically a requirement; neither the Shrimpy Truffle nor the Cosmic Car Key is agile enough to evade a competent human player.


 * Charm of Myths - Allows you to consume a healing potion 15 seconds earlier, which could save your life.
 * Cross Necklace - Increases the duration of invincibility frames, though not to the same extent that it does against monsters.
 * Master Ninja Gear - Has a 10% chance to negate damage and provide a duration of invincibility, up to 2 seconds with the Cross Necklace. Usually banned for this reason.
 * The Tabi is generally not banned, and provides an invaluable way to move quickly and unpredictably.
 * Ankh Shield - Protects you from being stunlocked by Yoyos and other fast weapons. Debuff protection is not very valuable in PvP, as most weapons fail to inflict debuffs in PvP regardless (with the Bee Keeper as an odd exception).
 * Paladin's Shield - Provides 2 more defense than the Ankh Shield and the same protection against knockback. Reduces damage taken by allies when the wearer is above 25% HP by taking the damage yourself, while also activating effects from accessories such as the Star Veil and Black Belt. An excellent choice in team-based PvP.
 * Worm Scarf - Provides 17% damage reduction.
 * Sniper Scope - Allows you to see enemies from further away, making it easier to conduct a pre-emptive strike.
 * Damage-increasing accessories such as a class-specific Emblem/Celestial Emblem, Avenger Emblem/Mechanical Glove, and/or Celestial Stone/Celestial Shell/Destroyer Emblem, listed in decreasing order of raw damage boost.

Potions and Buffs

 * Super Healing Potions can save you from the brink of death.
 * Ironskin Potion, Endurance Potion, Lifeforce Potion, Regeneration Potion - Improves your survivability just as much as they do outside of PvP.
 * Swiftness Potion - Increases speed by 25%, preventing you from falling behind others buffed with Swiftness.
 * Obsidian Skin Potion - Negates lava hazards and prevents Elf Melters from setting you on fire.
 * Gills Potion - Allows you to hide in water or lava (with Obsidian Skin).
 * Invisibility Potion - Grants complete invisibility, but you become visible during the brief moments when you attack. While it may be disorienting to not know your own location, it is far more aggravating for your opponents, unless they have managed to scratch you to reveal your health bar. Sometimes banned.
 * Gravitation Potion - Disorienting, but provides extra maneuverability.
 * Featherfall Potion - Allows you to move unpredictably.
 * Mana Regeneration Potion - The most impactful buff for mages, drastically speeding up mana regeneration without the need for Super Mana Potions.
 * Magic Power Potion, Clairvoyance, Archery Potion, Sake - Improves damage output for their respective classes.
 * Wrath Potion - Improves damage output for all classes.
 * Well Fed - Increases several stats, and improves health regeneration on Expert mode worlds.

Other considerations

 * If you have a Light Pet, it is probably better to turn it off to avoid premature detection. You want to see your opponents before they see you.
 * The Bat Hook retracts faster than any other hook, and is the best for making rapid maneuvers.
 * The Slimy Saddle allows you to rapidly launch off the ground with no acceleration required, and also allows you to fall quickly out of the air.
 * Neither the Cosmic Car Key nor the Shrimpy Truffle provide you with a lot of agility, but they are at least more agile than a pair of Wings whose flight time has run out.

General Strategies
The strategies will depend on the type of PvP gameplay (see above). The strategies described below may not work if enemies already have end game gear or it may simply be too time-consuming to perform.

Gather Info
Although it may be fun to just charge at the opponents' base until it's left as a pile of rubble, it's not all that effective. Your enemies (if they're really worth attacking) most likely have set up traps and other defenses to counter anyone who gets too close. Instead, get some information on the opposing base before jumping at it. Take an invisibility potion or two and head to their base. Learn what you can, then figure out a way to suppress or completely neutralize the defences... then charge ahead mindlessly!

The Best Defense is a Good Offense
Attacking the enemy base constantly will make it hard for your enemies to build up a camp and repair defenses. Furthermore, by looting enemy resources (even just crafting stations) will slow down enemy progression, while advancing your own. (explosives are quite useful) You can also, for example, summon a boss in the enemy camp, which if they are unprepared can make quick work of them. On the other, hand if they can beat the boss you may be giving them valuable resources instead!

The Best Offense is a Good Defense
if you've got enough defenses set up, it'll take ages for the enemy to get to your base! In turn, you can simply send a few guys to chip away at the opposing base!

Specialize
Although it's tempting to just give yourself the best of everything and powerhouse through whatever situation comes your way, in reality, you're just robbing yourself of potential. Most armor and accessories improve a single attribute, and the few "rounded" pieces have reduced potency [example: ranger emblem gives plus 15% ranged damage, while the avenger emblem improves all attacks, but only by 12%]. Many weapon load outs are only good for a few select tasks as well.

Exception: if you're relying on magic weapons, it's not a bad idea to bring a melee weapon in case you run out of mana.

Battle Strategies
The most important aspect is to have a good battle strategy. People are far less predictable than normal enemies and use different weapons and strategies. Below some general tips can be found to help you win the battle

Patience
Sometimes using stealth (be it from the Psycho Knife, Shroomite armor, Vortex armor, an Invisibility potion, or simply standing in a dark spot) will allow you to attack other players by surprise. Also using a Sniper Rifle or Sniper Scope allows you to attack players first. This way you can properly get a few hits in before they attack back, however, it will require you to wait for a player to get near you, rather than attacking the player. Binoculars may also aid you in your stakeouts and information gathering.

Maneuverability
As important it is to hit your enemies it is equally important to prevent getting hit. Having good maneuverability is the key to evading enemy attacks or quickly dealing damage in case you use melee. The swiftness potion provides a universal speed boost. Also, a flipper potion may provide advantage in wet environments. Wings and Rocket Boots provide flight, which is an essential edge. Also, a magic carpet allows quick gliding which can aid in a fast escape. In winding corridors, the Rod of Discord provides the ultimate maneuverability, instantly removing you from the fight. Furthermore, it is equally important to limit your opponents maneuverability. For example, early game you can stand on top of a hill, making it harder for your opponent to reach you or at least slowing him down.

Blockades
Standing behind a tactically placed wall can aid in evasion of most attacks. As a melee player you can use this to force ranged users to close in on you and ranged characters can utilize blocks to attack and quickly duck behind cover again. Of course, this can be countered by using explosives that will either destroy the blockade or damage the person behind it. This method is useless when your enemies have weapons that can travel through blocks such as the Solar Eruption or Stardust Dragon.

Support
There are supportive two gear setups viable only in multiplayer, the Tank and the Healer.

Boss Barrage
Summoning multiple bosses at an enemy's base is an effective way to cause chaos if they aren't properly geared to take the bosses on. An particularly deadly boss to summon is Skeletron Prime just as day is about to break. Similarly, if Skeletron has not yet been defeated, you can lead a Dungeon Guardian to the enemy's base and then use a Magic Mirror to warp away.

Defense Strategies
Note: Dangersense Potions will effectively counter most of these traps.

Dungeon Bricks
Dungeon Bricks are probably the easiest obtainable Explosion-proof objects, that will prevent your base (and defenses) from being destroyed by someone using explosives. In case explosives are not banned on the server consider using those.

Rough terrain
Some small pits, hills and barriers, combined with some cobwebs over a large area will considerably slow down anyone trying to charge through the base at full speed.

Counter: use Gravitation Potions or Rocket Boots/Wings to fly over the obstacles.



Pit trap
A pit trap is seen when a player digs multiple holes that are 4ft (2 blocks) wide and about 40ft (20 blocks) deep. At the bottom of the pit, spikes are usually placed. In some occurrence, lava may be placed at the bottom in small puddles. Alternatively, if a player gets trapped in a pit trap, the owner of the trap can drop mass amounts of sand on the trapped player to defeat them.

The pit trap becomes more efficient if lined with Hellstone Bricks, as this will likely burn players attempting to get out. One can also place a one-block floor and remove it from range with the Dirt Rod. This is efficient at night if there isn't light around because this is impossible to see under the floor in such case.

Another variant of this is to place an Active Stone Block ceiling (or using Actuators) to the trap, which can be as thick as you want, and have it all wired to a singular pressure plate on the centre of the ceiling. When the pressure plate is stood on, it will deactivate the stone blocks, leaving the victim to fall to their death. The downsides of this are that it can take a long time to reset, uses a lot of wire and can be spotted by holding a wire-related device.

Counter: Fly over the traps with Rocket Boots or escape with a Grappling Hook and an Obsidian Skull equipped. By using the Hook, a player can also slingshot himself out quickly if their timing is right. If the enemy is using a Dirt Rod as visibility is low, one can cast a Shadow Orb, throw some Glowsticks or use a ranged weapon that emits light to detect a hidden trap.

Spike trap
A spike trap is seen when a player has raided a dungeon of its spikes and mindfully put them in locations that are effective in whittling away health. These spikes can be used to damage other players. Spikes are often best used when they are out of sight of the player and placed on walls or ceilings. When a player puts spikes on the wall or ceiling a player will hesitate to grapple, leaving the target open for a sand trap.

Counter: Look for an alternative way around, or use the Ivy Whip to latch in between two walls without touching either of them.



Lava trap
A lava trap is seen when a player takes lava from the -2100ft level and uses buckets to move it up to his or her fortress. This lava is then held in place in a funnel-shaped container, which is corked off by a web/sand cork. A player using cobweb should also consider using dart traps connected to pressure plates near the place where lava falls. This way, the poison darts will tear the cobweb and the trap will be activated. This technique coupled with the sand trap is a sure way to deal good amounts of damage, and the player can also become trapped.

Counter: Keep water handy to temporarily stave off the lava, or have a Lava Charm or Lava Waders equipped.

Wall of Dart Traps
This is a very simple trap recommended for beginner players. Place dart traps in a vertical line with wire connecting them all to a switch at the bottom. When players approach, simply flip the switch and every player within range of the traps is poisoned. Though players can easily remove the traps once they get close, they will still have taken some damage, which can help greatly in the long run. You may want to put blocks like Dungeon Bricks (or, even better, Lihzahrd Bricks) in the way so it's harder to reach the traps. Also, if you have access to the Lihzahrd Temple, using Super Dart, Flame, Spear, or Spiked Ball Traps would be immensely more effective. This trap can also be helpful against goblin/ pirate invasions.

Counter: If you see one of these built, find another way around it or simply destroy it if it's unmanned. Also, a bezoar/ medicated bandage/ ankh charm/ ankh shield will protect from the effects of the poison, and if you have a high defense along with that, the dart traps should do next to nothing. However, if stronger traps are used, avoid them to the best of your ability, or as before, destroy them. Placing blocks can block the darts.

Bomb Road Trap
Make a path of either Dungeon Bricks or Hardmode Metal, place a long line of Explosives Blocks underneath, wire it to a lot of Pressure Plates, and then you run. For even more effect, you can make a Lava Lake on top of the trap, or add some Inactive Stone Blocks to the entrances, and the link them with the Explosives. The Lava Lake gets blown apart, filling up the crater, and the Inactive Stone Blocks activate, trapping the target.

Monster Gate
A simple concept, have a room with monster spawning statues (preferably mimics, but in flying bases tactical medusas may be insane) hooked up to a timer. Create a door with Active Stone Blocks or Actuators hooked to a switch. Then when enemies come flip the switch and let the monsters do the work for you. If you set it up well, you can even put your base in the middle of the trap!

Note: this is an incredibly dangerous trap, even to your own team! Be sure that everyone has set their spawn in the base!

Counter: use sentry turrets, preferably lunar tiered ones, and wait until the room is empty enough that you don't die the instant you set foot in it!

Bowling trap
Make a 3 block high corridor and a slope with actuated but active block to block the slope. Fill the slope up with boulder(s). Wire up a pressure plate to unactivate the barricade blocks of the boulder(s). For best result make the floor out of frozen slime blocks and invaders will have no time to retreat. Giving you a ten-pins strike. The downside? One use only.

Counter: place blocks to block boulders, very simple but invaders are unlikely to have place able objects in their hotbar.