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Gray Zapinator
  • Gray Zapinator item sprite
Stack digit 1.png
Damage42 (Magic)
Knockback6 (Average)
Critical chance4%
Use time37 (Very slow)
Velocity60 (effective)
Tooltip'It might be broken'
RarityRarity level: 2
Research1 required
Projectile created
  • Zapinator
This article is about the pre-Hardmode magic weapon. For the Hardmode variant, see Orange Zapinator. For the Nintendo 3DSNintendo 3DS version version-exclusive magic weapon, see Zapinator.

Demonstration of the Gray Zapinator's projectile effects.

The Gray Zapinator is a pre-Hardmode-only magic weapon purchased from the Traveling Merchant for 17. It is only available once the Eye of Cthulhu, Eater of Worlds/Brain of Cthulhu, Queen Bee, or Skeletron has been defeated. Unlike the Zapinator, the Gray Zapinator does not autofire. Meteor armor's set bonus will reduce the mana cost of the Gray Zapinator (and Orange Zapinator) to 0, although the stated mana cost will not change.

The weapon fires a laser beam which behaves very erratically. Upon striking an enemy, the projectile slows down by 40%, decreases its current damage and knockback by 10%, and can choose from an assortment of special effects as described below. The laser beam will disappear after hitting eight enemies or after 60 seconds.

Its best modifier is Mythical.

Special effects[]

Upon hitting an enemy, the beam can do any (and perhaps more than one) of the following things:[1]

Effect Chance
Disable tile collision (i.e., gain the ability to move through blocks)
Teleport up to 16 tiles left or right
5*1/20 (5%)
Disable tile collision
Teleport up to 16 tiles up or down
5*1/20 (5%)
Disable tile collision 50*1/2 (50%)
Move the projectile backwards along the current trajectory up to 39 ticks[2][3]
(i.e., teleport to the location that would normally only be reached after reversing direction and waiting up to 39 ticks, or 0.65 seconds)
66.67*2/3 (66.67%)
Shift direction slightly to the right of the screen 14.29*1/7 (14.29%)
Shift direction slightly to the bottom of the screen 14.29*1/7 (14.29%)
Multiply current knockback by 10 5*1/20 (5%)
Multiply current damage by 10 2*1/50 (2%)
Teleport up to 4 tiles left or right[3] 14.29*1/7 (14.29%)
Teleport up to 4 tiles up or down[3] 14.29*1/7 (14.29%)
Mirror trajectory vertically 7.14*1/14 (7.14%)
Mirror trajectory horizontally 7.14*1/14 (7.14%)
Slow down to between 0.05% and 10% of the current velocity
(applied after the general 40% velocity decrease per hit)
10*1/10 (10%)

These effects are applied in the given order. While it is possible for a projectile to trigger all of them at once upon hitting an enemy, it is also possible that none of them are triggered.


  • The damage increase effect can also apply to critical hits.
  • Because the Gray Zapinator gains effects on hit, following hits can give the same beam new effects, which can lead to stacked damage modifiers. This is why some beams can hit over 30000 damage.
  • An enemy is only capable of being hit by the front of a fired beam, meaning if an enemy were to collide with the center or tail end of a slow moving beam, it would take no damage.
  • The Gray Zapinator cannot be purchased after entering Hardmode, as the Traveling Merchant sells the Orange Zapinator instead.


  • The player should use caution when using the Gray Zapinator near the post-Golem Dungeon. The erratic nature of the shots may hit a Cultist, unintentionally summoning the Lunatic Cultist.
  • The Gray Zapinator is extremely risky for use in the Underground Jungle, as its teleporting shots may break off-screen Larva and spawn the Queen Bee even when not inside a Bee Hive.
  • It can be ideal for the Eater of Worlds boss fight because the projectiles do not disappear after hitting an enemy, allowing it to pierce multiple segments.




  1. Information taken from the Desktop version Desktop source code, method Damage() in Terraria.Projectile.cs. There may be inaccuracies, as the current Desktop version Desktop version is
  2. A tick is a time unit countable by the software. Most of Terraria's updating logic happens every tick. A tick has the length of 1/60th of a second, hence there are 60 ticks in a second and 3600 ticks in a minute.
  3. 3.0 3.1 3.2 The teleportations will not take effect if the new location is within blocks and the projectile is incapable of moving through blocks.