Guide:Armor progression
![]() |
This is a Guide page. This means the page will walk you through a specific task, strategy, or enemy/boss fight. Status: Under revision (This Guide is currently being revised or has been revised partially. It hasn't met all quality standards yet.) |
• Need to re-add pre-1.4 information under a new tab. |
Progression in Terraria is marked by the player gaining access to new weapons, accessories, and armors. While weapons are the main determinant of combat effectiveness, armor also plays an important role by mitigating damage taken and passively boosting damage output. Choosing the ideal armor sets to use at each stage of the game is sometimes straightforward, but not always. This guide will help you decide on which armor sets to use at various points in game progression.
Especially later in the game, bonuses to melee speed, movement speed, and defense are generally not considered as impactful as direct offensive bonuses, making them a lower priority.
- Melee speed generally only affects projectile velocity and the swing speed of close-ranged weapons. Neither of those are as impactful as direct bonuses to melee damage and critical chance.
- Direct movement speed bonuses are inferior to Hermes Boots, double-jumps, and dashes when it comes to dodging attacks. Also, movement speed bonuses granted by armor pale in comparison to the +85% movement speed granted by Exquisitely Stuffed, Slice of Cake, and Swiftness Potion. Your actual mobility mainly comes from Wings.
- Defense provides fixed damage reduction, which scales poorly into endgame (especially in Expert mode). It also has a bad matchup against most enemies, since they tend to hit you infrequently for high damage.
The following listings are in rough order of decreasing viability.
Contents
Earlygame[edit | edit source]
At this point, armor serves little purpose other than to boost your defense. You may obtain up to 20 defense with metal armors such as Platinum armor, but the resources required are better spent elsewhere. It's perfectly fine to simply wear Ebonwood armor, Shadewood armor, or other basic, easy-to-craft armors until you can get your hands on a real armor set; whatever you wear at the start of the game will be replaced very quickly. More experienced players can save time by completely skipping armor in the early game, potentially even up to the Wall of Flesh battle.
If playing on a drunk world, Moon Lord Legs become the best leg armor piece to use early on. Otherwise, use whatever provides the highest defense, the most practical choices being Jungle Pants or Gladiator Leggings.
Head | Chest | Legs | Notes |
---|---|---|---|
All classes | |||
![]() ![]() ![]() |
![]() ![]() |
![]() |
(+1 cap, 5% summon, 8 def) Practical set for exploring. Nominally a summoner set, but works well for all classes early on. |
![]() ![]() |
![]() ![]() |
![]() ![]() |
(16 def) Provides high defense bonuses and knockback immunity. Can be farmed from a Hoplite Statue placed near a natural wired trap. |
![]() ![]() ![]() |
![]() |
![]() |
(3 def) Provides 30% increased mining speed. Requires some luck with Undead Miners. |
![]() |
![]() |
![]() |
(10% dmg, 7 def) Earlygame set that can be used before defeating a boss during the Halloween season. |
![]() |
![]() |
![]() |
(3 def) Earlygame set that repels enemies upon making contact. |
Melee | |||
![]() |
![]() ![]() |
![]() |
(5% dmg, 5% crit, 16 def) Optimal, but not very practical to obtain. Melee users should simply wear a Gi and maximize defense using the other slots. |
Ranged | |||
![]() ![]() |
![]() ![]() |
![]() ![]() |
(5% dmg, 13% crit, 12 def) Maximizes ranged damage output. |
Magic | |||
![]() |
![]() ![]() |
![]() ![]() |
(11% dmg, 22% crit, 12 def) Provides high magic bonuses, but requires some luck from the Traveling Merchant. |
![]() |
![]() |
![]() ![]() |
(5% dmg, 16% crit, 13 def) Diamond Robe is weaker but can be obtained without relying on luck. |
Summon | |||
![]() ![]() |
![]() ![]() |
![]() ![]() |
(6% dmg, 12% crit, +1 cap, 5% summon, 9 def) Head and leg slots used to maximize magic damage, since there is no other summoner equipment. |
![]() ![]() |
![]() ![]() |
![]() ![]() |
(0% dmg, 8% crit, +1 cap, 5% summon, 9 def) Head and leg slots used to maximize ranged damage, since there is no other summoner equipment. |
![]() |
![]() ![]() |
![]() |
(1 cap, 5% summon, 13 def) Theoretically optimal set for a pure summoner since melee speed bonuses benefit whips. |
Late pre-Hardmode[edit | edit source]
Sets that can be acquired after defeating at least one pre-Hardmode boss.
Head | Chest | Legs | Notes |
---|---|---|---|
All classes | |||
![]() |
![]() |
![]() |
(6% dmg, 19 def, ? regen) Classless set used to regenerate health while exploring. Works best outside of combat when standing still. |
Melee | |||
![]() |
![]() |
![]() |
(17% dmg, 7% crit, 25 def) Maximizes melee damage output while providing substantial defense and immunity to On Fire!. |
Ranged | |||
![]() ![]() |
![]() |
![]() |
(15% dmg, 10% crit, 19 def) Maximizes ranged damage output. |
Magic | |||
![]() |
![]() ![]() |
![]() |
(20% dmg, 16% crit, 11 def) Maximizes magic damage output. |
![]() |
![]() |
![]() ![]() |
(5% dmg, 16% crit, 13 def) Pieces interchangeable with above set for increased mana economy. |
![]() |
![]() |
![]() |
(27% dmg, 0% crit, 16 def) Eliminates mana cost from Space Gun and Gray Zapinator. |
Summon | |||
![]() ![]() |
![]() ![]() |
![]() ![]() |
(+1 cap, 31% summon, 15 def) Provides 50% range bonus and 35% speed bonus to whips. |
![]() ![]() |
![]() ![]() |
![]() ![]() |
(+2 cap, 23% summon, 13 def) Provides the highest bonuses to minion capacity. However, Obsidian armor's set bonus is so powerful that Bee armor is usually not worth using. |
Early Hardmode[edit | edit source]
To save resources, it is recommended that you choose one early Hardmode armor set and use it until you defeat your first mechanical boss. Palladium, Orichalcum, and Titanium sets are typically preferred over Cobalt, Mythril, and Adamantite, but alternatives have been listed for players whose worlds contain Adamantite.
Past this point, enemies start dealing high enough damage that defense becomes mostly irrelevant.
Head | Chest | Legs | Notes |
---|---|---|---|
All classes | |||
![]() ![]() |
![]() ![]() |
![]() ![]() |
(15% dmg, 15% crit, +0 cap, 15% summon) Enables dashing. Frees up accessory slot that would normally be taken by Shield of Cthulhu in Expert mode. |
Melee | |||
![]() |
![]() |
![]() |
(17% dmg, 28% crit) Maximizes melee bonuses. |
![]() |
![]() |
![]() |
(26% dmg, 11% crit) Provides high melee bonuses and a useful Frostburn debuff that improves visibility. |
![]() |
![]() |
![]() |
(16% dmg, 15% crit) Damages and stunlocks enemies in close range. |
![]() |
![]() |
![]() |
(17% dmg, 3% crit, 2 regen) Provides constant regeneration in combat. |
![]() |
![]() |
![]() |
(11% dmg, 6% crit) Continuously fires piercing projectiles across the screen during combat. Unusually low bonuses. |
Ranged | |||
![]() |
![]() |
![]() |
(14% dmg, 31% crit) Maximizes bonuses to ranged damage and critical chance. |
![]() |
![]() ![]() |
![]() ![]() |
(14% dmg, 10% crit, +2 cap, 16% summon) Shirt and pants interchangeable with above set for varying degrees of summoner hybridization. |
![]() |
![]() |
![]() |
(26% dmg, 11% crit) Provides high ranged bonuses and a useful Frostburn debuff that improves visibility. |
![]() |
![]() |
![]() |
(23% dmg, 13% crit) Damages and stunlocks enemies in close range. |
![]() |
![]() |
![]() |
(0% dmg, 21% crit) Continuously fires piercing projectiles across the screen during combat. |
![]() |
![]() |
![]() |
(14% dmg, 12% crit, 2 regen) Provides constant regeneration in combat. |
Magic | |||
![]() ![]() |
![]() ![]() |
![]() ![]() |
(25% dmg, 0% crit, +2 cap, 25% summon) Excellent set bonus for crowd control and killing The Destroyer. |
![]() |
![]() ![]() |
![]() ![]() |
(22% dmg, 12% crit, +2 cap, 10% summon) Higher magic bonuses than Forbidden armor, but loses the tornado set bonus. |
![]() |
![]() ![]() |
![]() ![]() |
(28% dmg, 18% crit, +1 cap) Maximizes bonuses to magic damage and critical chance. Gi, Meteor Suit, Jungle Shirt can be used as substitutes in decreasing order of effectiveness. |
![]() |
![]() |
![]() |
(23% dmg, 13% crit) Damages and stunlocks enemies in close range. |
![]() |
![]() |
![]() |
(0% dmg, 24% crit) Continuously fires piercing projectiles across the screen during combat. |
![]() |
![]() |
![]() |
(17% dmg, 3% crit, 2 regen) Provides constant regeneration in combat. |
Summon | |||
![]() ![]() |
![]() ![]() |
![]() ![]() |
(25% dmg, 0% crit, +2 cap, 25% summon) Excellent set bonus for crowd control and killing The Destroyer. Encourages use of magic. |
![]() ![]() |
![]() ![]() |
![]() ![]() |
(+1 cap, 31% summon) Deals more damage than Spider armor overall when using Firecracker, despite low capacity bonuses. |
![]() ![]() |
![]() ![]() |
![]() ![]() |
(+3 cap, 28% summon) Standard option. |
Pre-Plantera[edit | edit source]
Aside from Hallowed and Chlorophyte Bars, you now have access to the second tier of the Old One's Army, the rewards of which provide welcome upgrades to every class. The lopsided stat distributions of the Tavernkeep's armor sets make them excellent for hybrid sets, meaning that they are useful even if not planning to purchase a full set.
Head | Chest | Legs | Notes |
---|---|---|---|
All classes | |||
![]() ![]() |
![]() ![]() |
![]() ![]() |
(15% dmg, 15% crit, +0 cap, 15% summon) Remains viable since it provides the longest pre-Plantera dash, and the only dash outside of Expert/Master mode. |
Melee | |||
![]() |
![]() ![]() |
![]() ![]() |
(36% dmg, 21% crit, +0 cap, 35% summon) Provides the highest melee bonuses available. |
![]() |
![]() |
![]() |
(17% dmg, 17% crit) Periodically dodges incoming attacks. |
![]() |
![]() |
![]() |
(14% dmg, 12% crit) Provides raw defense and 15% damage reduction, which holds up better against repeated hits. |
Ranged | |||
![]() |
![]() |
![]() |
(22% dmg, 15% crit) Periodically dodges incoming attacks. |
![]() |
![]() ![]() |
![]() ![]() |
(35% dmg, 8% crit, +1 cap, 26% summon) Loses Holy Protection, but gains bonuses to ranged and summoning. |
![]() |
![]() ![]() |
![]() |
(35% dmg, 18% crit, +0 cap, 20% summon) Loses Holy Protection, but maximizes ranged bonuses. |
![]() |
![]() |
![]() |
(26% dmg, 11% crit) While not as powerful for pure ranged, Frostburn is still convenient for providing light and spreading damage across multiple enemies. |
Magic | |||
![]() |
![]() |
![]() |
(19% dmg, 19% crit) Periodically dodges incoming attacks. |
![]() |
![]() ![]() |
![]() ![]() |
(12% dmg, 32% crit, +1 cap, 20% summon) Loses Holy Protection, but gains bonuses to magic and summoning. |
![]() |
![]() |
![]() ![]() |
(17% dmg, 39% crit) Loses Holy Protection, but maximizes magic bonuses. |
Summon | |||
![]() ![]() |
![]() |
![]() |
(+3 cap, 17% summon) Periodically dodges incoming attacks. Favors Blade Staff due to low damage bonuses. |
![]() ![]() |
![]() ![]() |
![]() ![]() |
(+1 cap, 31% summon) Remains the strongest offensive set when using whips. |
![]() ![]() |
![]() ![]() |
![]() ![]() |
(15% dmg, 15% crit, +0 cap, 30% summon, 2 regen) Decimates crowds of enemies when used with Ballistas. Encourages use of melee. |
Pre-Betsy[edit | edit source]
While Plantera and Golem provide separate advancements to game progression when defeated, they are treated as one milestone by this guide due to their similar difficulty level. At this point, you would be expected to have defeated Duke Fishron, Martian Madness, and the Pumpkin Moon. The Xeno Staff, Desert Tiger Staff, and Spooky Breastplate in particular provide a noticeable power boost to hybrid summoners.
Those who have stockpiled a large supply of Defender Medals prior to defeating Golem can skip to the next section.
Head | Chest | Legs | Notes |
---|---|---|---|
Melee | |||
![]() |
![]() ![]() |
![]() ![]() |
(36% dmg, 21% crit, +0 cap, 35% summon) Highest raw melee bonuses available. |
![]() |
![]() |
![]() ![]() |
(10% dmg, 25% crit, +2 cap, 26% summon) Hybrid summoner that benefits from Ichor, Vampire Knives, and speed-increasing whips. |
![]() |
![]() |
![]() |
(11% dmg, 5% crit) Reduces damage taken by up to 45% every 3 seconds, but offensive bonuses are extremely poor. |
![]() |
![]() |
![]() |
(14-44% dmg, 8% crit) Ideal for builds that depend on melee speed. |
![]() ![]() |
![]() ![]() |
![]() ![]() |
(15% dmg, 15% crit, +0 cap, 30% summon, 2 regen) For use against the Old One's Army, paired with Ballistas. |
Ranged | |||
![]() ![]() ![]() |
![]() |
![]() |
(13% dmg x1.15, 28% crit) Slightly stronger than full Shroomite when not using stealth. |
![]() ![]() ![]() |
![]() |
![]() |
(13% dmg x1.15, 18% crit, +1 cap, 11% summon) Extra minion compensates for loss of ranged crit. |
![]() ![]() ![]() |
![]() ![]() |
![]() |
(20% dmg x1.15, 5% crit, +1 cap, 31% summon) Slightly weaker ranged bonuses, but provides substantially stronger minions. |
![]() |
![]() |
![]() |
(22% dmg, 15% crit) Periodically dodges incoming attacks. |
![]() ![]() |
![]() ![]() |
![]() ![]() |
(20% dmg, 10% crit, +0 cap, 30% summon) For use against the Old One's Army, paired with Explosive Traps. |
Magic | |||
![]() |
![]() |
![]() |
(-25% dmg, 7% crit) Reduces magic damage, but grants near-immortality as long as you can manage your mana. |
![]() ![]() |
![]() |
![]() |
(25% dmg, 17% crit) Set bonus provides large amounts of extra burst damage. Can be switched to/from Spectre Hood very quickly. |
![]() |
![]() |
![]() ![]() |
(12% dmg, 32% crit, +2 cap, 21% summon) A minion-based alternative to Spectre Mask. Switching to the Spectre Hood is not possible without deleting minions. |
![]() |
![]() |
![]() |
(19% dmg, 19% crit) Periodically dodges incoming attacks. |
Summon | |||
![]() |
![]() |
![]() |
(+4 cap, 58% summon) Maximizes offensive capabilities. |
![]() ![]() |
![]() |
![]() |
(+3 cap, 17% summon) Periodically dodges incoming attacks. Favors Blade Staff due to low damage bonuses. |
Pre-Lunar Events[edit | edit source]
With the Old One's Army vanquished and a good supply of Defender Medals in your pocket, you can now purchase the best armor available before challenging the Lunar Events. The most notable of these armor pieces is the Valhalla Knight's Breastplate, which noticeably increases the survivability of all classes; it restores 240 health in 1 minute, which is more than a Super Healing Potion can heal in the same amount of time.
Head | Chest | Legs | Notes |
---|---|---|---|
Melee | |||
![]() |
![]() ![]() |
![]() ![]() |
(20% dmg, 20% crit, +0 cap, 70% summon, 4 regen) Increases sentry capacity while providing decent melee bonuses and regeneration. |
![]() |
![]() ![]() |
![]() ![]() |
(16% dmg, 26% crit, +0 cap, 50% summon, 4 regen) Forgoes sentries for slightly higher melee bonuses and defense. |
![]() |
![]() ![]() |
![]() ![]() |
(36% dmg, 26% crit, +0 cap, 40% summon) Forgoes regeneration to maximize melee bonuses. |
![]() |
![]() |
![]() ![]() |
(20% dmg, 20% crit, +2 cap, 51% summon) Forgoes regeneration to maximize minion- and sentry-based offense. |
![]() |
![]() |
![]() |
(11% dmg, 5% crit) Reduces damage taken by up to 45% every 3 seconds, but offensive bonuses are extremely poor. |
Ranged | |||
![]() ![]() ![]() |
![]() ![]() |
![]() ![]() |
(25% dmg x1.15, 15% crit, +0 cap, 50% summon) Highest DPS available for pure ranged. |
![]() ![]() |
![]() ![]() |
![]() ![]() |
(25% dmg, 20% crit, +0 cap, 60% summon) Extreme buff to Explosive Trap firing speed makes this optimal for Old One's Army and invasion events. |
![]() ![]() ![]() |
![]() ![]() |
![]() ![]() |
(0% dmg x1.15, 15% crit, +0 cap, 55% summon, 4 regen) Survival-focused. |
![]() ![]() ![]() |
![]() ![]() |
![]() |
(25% dmg x1.15, 5% crit, +1 cap, 36% summon) Hybrid summoner. |
![]() ![]() ![]() |
![]() |
![]() ![]() |
(0% dmg x1.15, 10% crit, +2 cap, 36% summon) Hybrid summoner with even more minion investment. |
Magic | |||
![]() |
![]() |
![]() |
(-25% dmg, 7% crit) A fallback option for rapidly healing yourself and your teammates. |
![]() ![]() |
![]() |
![]() |
(25% dmg, 17% crit) Set bonus provides large amounts of extra burst damage. Can be switched to/from Spectre Hood very quickly. |
![]() |
![]() ![]() |
![]() ![]() |
(12% dmg, 37% crit, +0 cap, 50% summon, 4 regen) Offers a combination of survivability and damage. |
![]() ![]() |
![]() ![]() |
![]() ![]() |
(10% dmg, 35% crit, +0 cap, 50% summon, 4 regen) Provides slightly lower offensive stats, but the same mana economy and substantially higher defense. |
![]() |
![]() |
![]() ![]() |
(12% dmg, 37% crit, +2 cap, 31% summon) All-out offensive hybrid set with extra minions. |
![]() ![]() |
![]() ![]() |
![]() ![]() |
(20% dmg, 35% crit, +0 cap, 45% summon) Greatly reduces mana cost, especially when using low-cost weapons like Razorpine and Laser Machinegun. |
![]() |
![]() |
![]() ![]() |
(15% dmg, 25% crit, +2 cap, 46% summon) Invests more into minions and sentries. |
Summon | |||
![]() |
![]() |
![]() |
(+4 cap, 58% summon) Maximizes offensive capabilities. |
![]() |
![]() ![]() |
![]() |
(+2 cap, 52% summon, 4 regen) Sacrifices 2 minions for extra regeneration. |
![]() |
![]() ![]() |
![]() |
(20% dmg, 0% crit, +1 cap, 61% summon, 4 regen) Sentry-based set. Use with Frost Hydra/Queen Spider and melee weapons. |
![]() ![]() |
![]() ![]() |
![]() |
(+1 cap, 41% summon, 6 regen) Invests entirely into regeneration. |
Endgame[edit | edit source]
All Luminite-tier armors are the best offensive armors for their respective classes (aside from Solar Flare armor, which offers a combination of offense and defense). However, the Valhalla Knight's Breastplate can still be worn by ranged users and summoners, who do not receive any defensive benefits from their respective endgame armors.
Head | Chest | Legs | Notes |
---|---|---|---|
Melee | |||
![]() ![]() |
![]() ![]() |
![]() ![]() |
(29% dmg, 26% crit, 3 regen) Offers almost as much regen as the Valhalla Knight's Breastplate, and provides decent offensive bonuses and damage reduction on top of that. |
![]() |
![]() ![]() |
![]() ![]() |
(20% dmg, 0% crit, +2 cap, 72% summon, 4 regen) Defensive summoner hybrid that uses both summons and sentries. |
![]() |
![]() ![]() |
![]() ![]() |
(40% dmg, 20% crit, 60% summon) Offensive set focused on using endgame sentries. |
![]() ![]() |
![]() ![]() |
![]() ![]() |
(29% dmg, 46% crit, 2 regen) Specialized entirely towards dealing melee damage. |
Ranged | |||
![]() ![]() |
![]() ![]() |
![]() ![]() |
(36-116% dmg, 27-47% crit) Immense DPS when stealthed, at the cost of horizontal acceleration (unless using Soaring Insignia). Appreciates teammates that can draw aggro. |
![]() ![]() ![]() |
![]() ![]() |
![]() ![]() |
(25% dmg x1.15, 5% crit, 2 cap, 47% summon) Maximizes non-stealthed total DPS when combined with Stardust Dragon. |
![]() ![]() ![]() |
![]() ![]() |
![]() ![]() |
(33% dmg x1.15, 13% crit) Maximizes non-stealthed ranged DPS. |
![]() ![]() ![]() |
![]() ![]() |
![]() ![]() |
(8% dmg x1.15, 13% crit, 30% summon, 4 regen) Survival-focused. |
Magic | |||
![]() ![]() |
![]() ![]() |
![]() ![]() |
(26-71% dmg, 16% crit, 0-9 regen) Provides immense damage and regeneration bonuses to yourself and your teammates. |
![]() |
![]() ![]() |
![]() ![]() |
(12% dmg, 37% crit, 0 cap, 50% summon, 4 regen) For use in multiplayer if you already have a teammate using Nebula armor for the +45% damage boost. |
![]() |
![]() ![]() |
![]() ![]() |
(12% dmg, 37% crit, 2 cap, 44% summon) Similar to the above, but specialized entirely towards dealing damage. |
![]() |
![]() |
![]() |
(-25% dmg, 7% crit) Remains mildly useful for pinch healing, with the highest healing potential (36/30 health per second). |
Summon | |||
![]() ![]() |
![]() ![]() |
![]() ![]() |
(5 cap, 66% summon) Maximizes offensive capabilities. |
![]() |
![]() ![]() |
![]() ![]() |
(20% dmg, 0% crit, 4 cap, 64% summon) Sentry-based summoner. Encourages use of melee. |
![]() ![]() |
![]() ![]() |
![]() ![]() |
(2 cap, 52% summon, 6 regen) Full-time Vampire Knives spammer carried entirely by summons. |