Summoning gear terraria

Summoning gear terraria DEFAULT

If you are playing Terraria 1.4 and want to try the sommoner in the game, this guide was created to give you a quick start about how to play summoner, let’s check it out.

How does a Summoner work?

The Summoner is a character whose strength lies within the minions they summon to fight by their side, instead of in the overrated endgame weapons that everyone else uses. So step aside, solar-clad, cat-throwing players; there’s a new sheriff in town.

Anyway, the Summoner works highly different from the rest of the Terrarians. For instance, their main damage output does not come necessarily from themselves, but from the minions they summon. This allows for more flexible fighting, especially from a distance, while safely barricaded, or more infamously, for AFK farming. A skilled Summoner utilizes their minions as a way to let them focus on dodging attacks while the minions fight for you, and as such, this class is a good way to help one recognize boss patterns and improve their survival skills.
You are also able to use any weapon you desire without being locked behind a certain class that requires a certain weapon to be used for full effect. This way, you can add onto your minions’ DPS with your own, or assist them with various debuffs.

As well, dying is a little more punishing than most characters. When a Summoner dies, all of his/her summons disappear, and have to be re-summoned when respawning. This doesn’t bode well for the Summoner, especially if in the middle of an invasion like a Solar Eclipse or Pirate Invasion, where enemies can just spawn-camp you. With other characters, you can just keep fighting, maybe pop a potion or two and you’re set.

On top of this, the Summoner has generally the lowest defense compared to the rest of the classes. This usually makes the Summoner quite squishy and you’ll want to avoid as much damage as you can. However, this is made up for by the fact that you’ll have the best area control in the game; with the right terrain, a large amount of minions and several sentries, you can cover an entire screen and more with sheer firepower.

Plus, most minions cannot deal critical hits. Meaning, you’d have to reforge accessories to Warding or Menacing, for more defense or plain attack power, respectively.
Also keep in mind that you can summon multiple minions with just one summoning weapon, assuming you have minion cap bonuses. There’s no real point in making more than one of the same summoning weapon for yourself.

When you summon a minion, a buff icon featuring the minion you summoned appears in the top-left along with any other buffs. A summoned minion lasts forever and cannot die, unless the buff is cancelled; either by right-clicking the buff, summoning another minion that breaks the minion cap and causes a previous one to vanish, removing cap bonuses, leaving the world, or by dying. Some minions can also despawn if they stray too far above the top of the map; keep this in mind when in the space layer. In the lategame, having too many (over 22) buffs at once can cause others to disappear, meaning a minion can just straight-up vanish in the heat of battle. Frost Moons can go very wrong due to this…

Without any summoning armor, buffs or accessories, you can only have one minion following you at a time. If you have spare minion bonuses from summoning armor and the like, it is possible to have different kinds of minions out at once. I encourage you to form a party with variety, and see which combinations of minions work well for you in specific parts of the game. Though, as you progress, you’ll want to fill all your minion slots with one kind of minion for especially difficult/endgame situations (exempli gratia, Stardust Dragon).

If you are too far from a minion and they have trouble catching up to you, whether they’re stuck behind a wall or similar, they will fly towards you at a fast rate, bypassing any obstacles. Activating Rocket or Spectre Boots (but not wings for some reason) will also cause any stuck minion to fly back to you. Some minions have their own ways of movement; some just run around on the ground, others fly, and the Spider minion in particular can climb background walls. A handful can move through blocks on their own, but only the Stardust Dragon can detect enemies through walls.

And if you haven’t figured it out already, the minions automatically target and attack any enemy in their sight. This includes enemies off your screen, making minions an awesome way to protect you from harm. Oftentimes they can travel far from you to kill whatever enemy they’ve spotted, sometimes even going offscreen. Furthermore, they can serve as a method of protection when in a dark cave or at night, where it would be difficult for other Terrarians to notice the approaching enemy.
As of 1.3.4, you can right-click near an enemy while holding a summon staff, and your following minions will target it, if it’s within reach.

Also, just because your minions are fighting for you doesn’t mean it wouldn’t be wise to assist them. Personally I used a combination of melee and magic weapons when attacking enemies beside my minions. Once I had obtained the Crimson Key, the Vampire Knives were very beneficial to me. In Hardmode, even Tiki Armor doesn’t have as much defense as Shroomite, Turtle, Beetle and even Spectre Armor with the Mask. Heck, out of all the endgame armors, Stardust Armor has the absolute lowest defense. So if you’re making a Summoner, hope for a Crimson world, because the Vampire Knives will be a huge help in the game. It’s not as bad in Pre-Hardmode, because for the most part defense isn’t important once you have any armor set, and the minions were very powerful, each one making the game just a bit easier for me.

Alternatively, a Corruption world will be valuable because of the availability of Ebonkoi, a vital ingredient in the Wrath Potion which your minions will greatly appreciate.

Do keep in mind though, that by the time you beat the game, the Vampire Knives will no longer be necessary for several reasons, one of which being that you’ll be doing so much damage that almost nothing can touch you. Just remember; defense isn’t everything. Playing the Summoner will be sure to sharpen your dodging and preparation skills.

Meet the Minions (Pre-Hardmode)

Here I will give a semi-brief list of the items that summon minions for you, by order of game progression. Each one is different from the rest, though obviously some are more powerful than others. Most summoning weapons use 10 Mana, other than the sentry rods which use 5, the sentry staves which use 15, and the Frost Hydra which uses 20.

The iconic Slime Staff is the weakest of the summoning weapons, and ironically the rarest. It’s the rarest dropped weapon in the entire game, actually, having a 0.01%, or 1 in 10,000 chance of being dropped by most Slimes or Slimed Zombies (0.014% chance in Expert Mode). However, as of 1.3, Pinkies have an increased chance of dropping the Slime Staff, at 1% (1.4% in Expert Mode). Sand Slimes in particular have a 0.013% or 1 in 8,000 (0.018% or 1 in 5,600 in Expert) chance of dropping it. As said earlier, it’s so rare that a lot of people don’t go farming for it. Plus, its summon damage of 8 just doesn’t seem worth the effort. Although, if you are blessed with one early on in the game, that’s pure fate right there. The Baby Slime it summons attacks by jumping into the enemy’s hitbox, dealing rapid damage. Although, it becomes next to useless in Hardmode when it’s doing a rapid 1 damage. Plus, it attacks fast enough that most of your weapon shots will miss because of the enemy’s brief invulnerability from being hit so often. If you had it early enough, though, it would be a huge load off your back. Since starting characters have to fight enemies up close, the Baby Slime will take care of any enemy nearby with little trouble. Once I had even seen my Baby Slime take out a flying Harpy. And yes, it can jump very, very high.

Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)The Finch Staff is a new face in the minion family, added with the Journey’s End update. It can be found inside Living Wood Chests under Living Trees, which may or may not spawn in the world depending on your worldgen RNG. Alternatively, a Finch Staff always spawns as a starting weapon on a fresh Journey Mode character. When used, a little bird’s nest will spawn on your head, along with the Finch minion itself. It will remain nesting on your head until it’s shaken off (such as going up on a minecart rail) or if it detects nearby enemies, in which case it will fly at them somewhat clumsily, even through walls if it has to, dealing 7 summon damage. This makes it the weakest of the summons, but most definitely the easiest one to reasonably obtain.
This little bird will be the start of many gestating Summoners for years to come, before they’re ready to leave the nest.

Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)On the contrary, the Vampire Frog Staff is rather shy around many people, as one must go through a lot of effort to obtain it earlygame. It is dropped by Wandering Eye Fish or Zombie Mermen, at an approximate 4.17% chance. The aforementioned monsters can only be found while fishing during a Blood Moon, where they may jump out and ambush whoever brought them out of the bloody depths. Due to the toughness of these monsters (especially at higher difficulties), as well as how much the stars need to align, coming across this staff is seldom an easy task. The Vampire Frog itself deals 11 summon damage, via hopping towards an enemy and performing a short-range piercing attack with its tongue, licking everything in its path. Being amphibious, it’s also capable of swimming through water or even launching itself sky high in pursuit of its prey. An adorable companion, though one might be able to obtain any other Pre-Hardmode staff in much less time…

Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)The Hornet Staff is crafted with 14 Bee Wax at an Anvil, and is often a player’s first step into the world of summoning. The Bee Wax needed is dropped by the Queen Bee, meaning you would likely have mid-tier Pre-Hardmode equipment by the time you obtain it. Its summon damage is 9, only one more than the Slime Staff, but the Hornet it summons fires projectiles just like the enemy Hornet would. As well, the stingers can inflict the Poisoned debuff to enemies, making this flying critter a very nifty partner to have by your side. Ironically, just like many other of the Queen’s drops, the Hornets are also good for farming the Queen Bee, as they chase her down and even go right next to her when she’s above you. The Queen is also affected by the Poisoned debuff.

Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)The Imp Staff is obtained by taking 17 Heckstone Bars to an Anvil (Yes, I just said that). It is technically obtainable as soon as you have a Nightmare or Deathbringer Pickaxe or better, but the Underworld’s enemies will be sure to give you a hard time until you have sufficient gear to survive its dangers. This staff summons a Fire Imp to shoot a straight line of fireballs at mobs. Yes, a Fire Imp. Those annoying little dutchnuggets can finally be on your side for once. The main differences being, the summoned Imp cannot fire through walls, but it can fly. Their projectiles fly faster than the Hornet’s stingers, and can set enemies on fire, which can help light up dark areas while beating the snot out of your enemies. The Imps are also a beast at farming bosses like the Eater of Worlds or the Brain of Cthulhu, as their multiple parts can easily be set ablaze by the Imps’ fireballs. Plus, its summon damage of 17 makes it almost twice as powerful as the Hornet Staff.

Meet the Minions (Hardmode)

Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)The Spider Staff is likely the first summoning weapon a player will obtain in Hardmode. It can be crafted from 16 Spider Fangs, which are a common drop from Black Recluses. Its summon damage is 26, and the Spider’s attacks can inflict the Venom debuff on enemies, a much stronger poison. The Spider can climb background walls as mentioned earlier; if there are no background walls, the Spider will trail behind the player on the floor. Its attacks are melee compared to the Hornet’s ranged stingers, but overall the Spider is better (the increase in damage should be obvious enough) as it chases its enemies much faster. It jumps incredibly high and latches onto foes when it attacks, even when they’re airborne. The Spider works wonders when in the Underground Jungle, as its abundance of walls allow it to take down Moss Hornets, Jungle Creepers and Angry Trappers with ease. It has several different visual appearances upon summoning.
Spiders take up 3/4ths of one minion slot, meaning you could summon 5 Spiders if you only have 4 minion slots, for example. Wearing Stardust Armor or having other items that increase minion slots will subsequently increase the number of Spiders you can have more than normal; though it’s not entirely recommended to mostly use Spiders, since Spider attacks count as piercing, meaning only so many of them can affect an enemy at once before the extra Spiders become obsolete.
Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)The Pirate Staff is a rare drop from any pirate enemy during the Pirate Invasion. Its drop rate is rather low, being 1 in 2,000, or 0.05%. Luckily, however, the Flying Dutchman, a boss that appears during the Pirate Invasion, has a 1% chance of dropping this staff, and the Pirate Captain has a 0.2% chance. It summons a miniature Pirate similar to the ones from Pixel Piracy to fight enemies by swinging a tiny sword at them. It deals 40 summon damage and the Pirate is a grounded summon, making it essentially an upgraded version of the Slime Staff. The summoned Pirate will often drop a tiny pile of poop behind it, also similar to Pixel Piracy, but this is purely visual. It also has different visual appearances upon summoning.
Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)The Optic Staff is crafted at a Mythril/Orichalcum Anvil with 2 Lenses, 1 Black Lens, 12 Hallowed Bars and 20 Souls of Sight, meaning you must defeat the Twins in order to access this weapon. This is a personal favorite of mine, as it summons the freakin’ Twins to fight for you. Of course, they’re not as big as their boss counterparts. They deal 30 summon damage at base. This would make it seem weaker than the Pirate Staff, but the Twins are essentially two minions in one. Retinazer shoots lasers at the enemy from afar, while Spazmatism launches back and forth, tearing up anything in his path, much like the actual Twins bosses. Technically it would be considered a 60-damage summoning weapon, as the Twins have a high attack speed and can reach a high amount of DPS when you summon more than one; however this is not the case, since they can only hit the same enemy about six times per second like other piercing weapons. Regardless, this item is definitely worth the expensive materials.
Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)The Pygmy Staff drops from Plantera at a 25% chance (and is obtained from her Treasure Bag at a 50% chance). It summons a little tiki dude to throw spears at your enemies. Its summon damage is 34, which doesn’t exactly seem like the best increase in damage at this point of the game, considering you had to have beaten the three mechanical bosses and an angry flower in order to get to this point. However, when stacked, a cluster of Pygmies will become a very devastating force, throwing their spears rapidly like a machine gun. This, combined with their excellent accuracy, is enough to keep most enemies at bay, as well as help bring down bosses easily. Because the spears don’t pierce, they can’t interrupt each other, unlike the Twin minions. With this in mind, the Pygmy Staff outclasses the Optic Staff in terms of single-target DPS. Plus, their spears can afflict enemies with the Poisoned and Venom debuffs. Sometimes they will fire at an enemy just barely out of their field of vision due to blocks being in the way, and their spears will literally cut corners, flying through some blocks to hit the intended target.
The Pygmy Staff is arguably the most important summoning weapon in Hardmode, as having it in your inventory allows the Witch Doctor NPC to sell you numerous summon-related items such as accessories and the Tiki Armor set. The Pygmy minions have variant skins.
Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)The Deadly Sphere Staff is an extremely powerful weapon that drops from Deadly Spheres at a 2.5% chance (3.75% on Expert), which spawn during a Solar Eclipse after Plantera has been defeated. These are large metal Spheres which float around the player, and rapidly charge at enemies doing an insane amount of damage. Its summon damage of 50 makes it an incredible melee alternative to the Tempest Staff, especially if you can get it before challenging the Pumpkin Moon. Unlike the Sharknadoes though, the Spheres don’t phase through blocks unless they need to catch up with the player. Unfortunately this only makes them truly effective in outdoor settings, because of their large tendency to get stuck around corners and walls. They also have a somewhat shorter field of vision, making the Sharknadoes a better choice for attacking enemies offscreen, such as while farming. The Spheres also require further distance from you than normal before they go into catch-up mode, but this can be used to have the Sphere target an enemy while you fly further away to dodge. The Spheres periodically change form when attacking, but these are purely a visual change.

Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)The Raven Staff is an uncommon drop from Pumpking, the most powerful enemy in the Pumpkin Moon event. The drop rate increases as you approach Wave 15, and the highest drop percentage the Raven Staff can get is 14.29%. This staff summons Ravens that fly around you, and chase enemies by flying into their hitbox and dealing 55 summon damage. When summoning multiple Ravens, it looks as if a spooky flock is roaming over you, and when they swarm enemies, the results are murderous.Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)The Tempest Staff is one of the most efficient killing machines in the world of summoning, clocking in at 50 summon damage. It drops from the dreaded Duke Fishron at a 1/5 chance. The Tempest Staff summons a freaking Sharknado to follow you around, and it can phase through walls. When it spots an enemy, it fires purple and blue Sharkrons from its watery tornado, which splatter upon hitting a target. The tornado itself also causes damage when touching an enemy, and it even damages critters, so be wary of this when you’re searching for critters or Truffle Worms with your Bug Net. Six or more Sharknadoes can easily tear up almost any boss all on their own, although you would have to dodge the boss’s attacks or heal accordingly to make sure you don’t die. It has high DPS when used in great numbers and is greatly useful when taking on the Pumpkin and Frost Moons.

Meet the Minions (Hardmode part 2)

We all thought the Tempest Staff was top dog. We’re only just getting into the monsters.

Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)The Xeno Staff is an 11.11% drop from a Martian Saucer, the strongest enemy in the Martian Madness event. It summons a small UFO to fly around you in a similar manner to the Hornet, only it flies faster and can teleport to enemies when attacking with its lasers. Its summon damage of 36 makes it appear weaker than the Tempest Staff, but its rate of fire is nearly twice as fast as the Sharknadoes, and its attack is extremely accurate. A decent few blocks of headroom must be above the enemy for the UFO to properly attack, since it always strikes from above. A fleet of these can absolutely melt many enemies within seconds.

Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)The Stardust Cell Staff is crafted with 18 Stardust Fragments at the Ancient Manipulator, which is only dropped by the Lunatic Cultist. It summons a little blue and yellow Star Cell to follow you around. It deals 60 summon damage, making it stronger than the Tempest Staff. The Cells can teleport to faraway enemies, and their primary form of attack is by launching smaller versions of themselves that latch onto enemies, dealing the same amount of damage as the staff itself at the moment of impact. However, the smaller Cells cause the Celled debuff, which damages enemies over time for 10 damage per tick. Up to 10 smaller Cells can be attached to a single enemy, effectively draining their health away to nothing. Additionally, when you are attacking an enemy, the Cells can fire their own shots at the enemy you’re striking without interrupting their regular attack pattern, essentially helping both of you take down strong foes and encouraging teamwork, if you want to see it that way.

Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)Lastly, the Stardust Dragon Staff is a true behemoth of a summoning weapon that’s crafted at the Ancient Manipulator with 18 Stardust Fragments, just like the Stardust Cell Staff. As a matter of fact, it’s so unique and wondrous that it can hardly be considered your state-of-the-art minion. When initially summoned, a medium-sized Chinese/serpent-like Dragon will begin to circle around you, occasionally hovering over you. But using the Staff again does not summon another Dragon; instead, each use increases the length of the Dragon’s body, making it larger and able to hit a larger group of enemies, which it attacks by charging and circling into their hitbox like a super fast worm. Thus, a larger Dragon deals far more DPS than a smaller one, especially since its damage increases as it lengthens. Each segment is able to deal its own damage, allowing the Dragon to either hit multiple enemies, or totally shred larger enemies with more health. However, summoning a max-size Dragon would allow you to summon no more minions, leaving the Dragon as your only buddy. It targets enemies through tiles as well, as it passes through all walls effortlessly.
Having lower damage than the Stardust Cell Staff, 40, one would wonder which of the two would be better. I have found that the Dragon can only focus on one enemy at a time, making it especially useful on bosses. On the other hand, the Cells can only attach up to 10 smaller replicas of themselves to one enemy, and therefore are better against crowds since multiple enemies can be taken on at once. The DPS of the Cells increases nicely when you’re all focused on one target. With the right buffs, however, a Dragon with 9 or 10 stages can easily dish out 400 to 1,000 damage per hit, and at a very fast rate. Also, the Dragon looks somewhat like a souped-up version of the Frost Hydra, so that’s always cool.

 

Sentry Minions

There’s a large handful of summoning weapons that summon “sentry” minions. These types of minions stay placed at the mouse’s pointer location upon summoning, and fire at any enemies that come within range. They remain there for two minutes before disappearing, and do not count towards your current minion capacity, while still inflicting summon damage.
As of 1.3.4, sentry minions have a cap of 1, so you cannot have multiple sentries in play by default. There are accessories and armor sets to supplement this and increase the cap, however. If you have a bonus to the sentry cap, you can summon more than one of the same kind or different kinds at once.
Ground sentries will be summoned at the ground or platforms below your pointer; when the blocks below them are broken, they will fall down until they land on another surface.
Since turrets, like other minions, are summoned at the mouse’s pointer, you can summon them on the other side of walls and they can clear out rooms in places such as caves, while you hide in safety. They can also be used for area control, such as during invasions. These minions will stay stationary and will not follow you, regardless of how far you stray from them.

Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)The Queen Spider Staff can be crafted with 24 Spider Fangs at an Anvil. It has 21 summon damage, less than the normal Spider Staff’s, but it spits lobbed eggs at enemies that crack open into two to three baby spiders that dive into enemies, each dealing their own instance of damage. It can also inflict Venom and has higher knockback than the normal Spider Staff, making this minion an overall good bodyguard for quite a long while into Hardmode.

Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)The Staff of the Frost Hydra deals a powerful 100 summon damage at base, twice that of the Tempest Staff’s. However, because it is a “turret” minion, it remains stationary and has a less rapid rate of fire. This weapon summons a Frost Hydra that spits icy bolts at enemies for very high damage and decent knockback. It is definitely a huge help when dealing with the Pumpkin and Frost Moons, or Solar Eclipses. With good modifiers, accessories, and summoning armor with high damage, the Frost Hydra can easily deal 200 damage per hit. This staff is very difficult to obtain if you’re not lucky, as it is found in the locked Frozen Chest within the Dungeon. You will need a Frozen Key, which drops from enemies in the Hardmode Tundra biome at a 1/2,500 chance. Additionally, the chest cannot be opened until Plantera is defeated.Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)The Lunar Portal Staff has an 11.11% chance of being dropped by the final boss of the game, the Moon Lord. This weapon summons a void of sorts that fires a very long sweeping laser at any enemy within its 60-tile range, similar to the Moon Lord’s deathray attack and the skill the Vortex Pillar uses to defend itself. It deals 50 summon damage, which would make it seem weaker than the Frost Hydra, but its laser hits multiple enemies, and because it knocks them back a little, this allows the enemes to be hit multiple times with each laser. It can be summoned in the air, making it excellent against just about every kind of enemy, including bosses. Only problem is, it doesn’t detect enemies through blocks, and its laser doesn’t fire through blocks either. Regardless, this is one of the best minion staves you can get.

Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)Finally, the Rainbow Crystal Staff is also dropped by the Moon Lord at the same percentage as the Lunar Portal Staff. When used, it summons a floating Rainbow Crystal that looks somewhat similar to the Last Prism which glows in different colors slightly. When an enemy comes within its range, it will begin shimmering extremely radiant, fabulous beams of light in many colors. The beams themselves don’t attack enemies, but rather the star-shaped points at the end. They will spin and glow before bursting, which deals 80 summon damage to enemies in the blast, knocking them back strongly. The Crystal can easily hit large targets and it shreds through crowds, and sometimes the lights can go through walls.

Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)

Sentry Minions (Tower Defense)

Many of the sentry-style minions are earned through playing the Old One’s Army event. These sentries, however, work differently from the others. When bought, they cannot be used normally until the Old One’s Army has been defeated. But while fighting the Old One’s Army, the tower defense sentries ignore the sentry capacity and can be placed as many times as desired. However, they cost 10 Etherian Mana to place down (Etherian Mana is dropped by enemies during the invasion).

Perhaps the most peculiar thing about the tower defense sentries is that they come in three tiers according to the currently-unlocked tier of the Old One’s Army. These tiers are: Rod, Cane, and Staff, in that order. When you’re first able to fight the invasion, at Tier 1, only the Rods will be available. Subsequently, the Canes and Staves will unlock at Tier 2 and Tier 3 respectively. Tiers will become unlocked according to game progression in the current world; Tier 1 is always available, Tier 2 is unlocked after defeating a mechanical boss, and Tier 3 is unlocked after defeating the Golem.
Obviously, Rods are the weakest of the lot, Canes are stronger than Rods, and Staves are stronger than Canes. Rods can be bought from the Tavernkeep for 5 Defender Medals; Canes are worth 25, and Staves are worth 100. Rods use 5 Mana, Canes use 10, and Staves use 15.

Below I will list all of these weapons alongside their base summon damage values.

Ballista:
Rod: 27
Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)Cane: 67
Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)Staff: 140

Ballistas are massive, powerful crossbows that fire large bolts that pierce through enemies, dealing high damage. These bolts are affected by gravity after a certain distance and are slow to reload. The Ballistas can aim in almost any direction to fire at enemies, similar to the Frost Hydra. The projectiles’ piercing ignores enemy invincibility frames, and the Ballistas fire immediately after being summoned if there’s an enemy in range. These are great crowd-control weapons that will prove valuable during invasions, especially Old One’s Army.

Flameburst:
Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)Rod: 17
Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)Cane: 42
Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)Staff: 88

The Flameburst staves summon a turret that shoots fireballs that fly at a decently high velocity. They launch slightly faster than Ballistas, and explode upon impact with an enemy, dealing damage in an area and setting enemies ablaze. This tower works well alongside a player with the Huntress set effect. However, Flameburst turrets mostly fire in a straight line, and have trouble shooting at enemies directly above them.

Explosive Trap:
Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)Rod: 24
Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)Cane: 59
Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)Staff: 126

Not to be confused with the Explosives item that can be uncommonly found underground. When summoned, Explosive Traps appear as an orange landmine on the ground. When enemies draw close, the mine explodes, dealing high damage in an area. The cool part is that the mine stays there and continues to detonate for the duration of its lifetime. Its recharge time is similar to the Flameburst, but can be shortened with full Huntress-type Armor. This sentry works best with ground enemies, though its explosion can reach high enough to hit a flying foe if it’s low enough.

Lightning Aura:
Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)Rod: 4
Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)Cane: 11
Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)Staff: 34

Lightning Aura staves summon a device at the ground with two components; one sitting on the ground and one in the air, producing an electrical field in a circle shape. This creates a field of electricity that damages enemies as they walk through, making it a bit of a support/defensive weapon that isn’t for direct combat. Summoning it over key areas or around yourself can prove to be useful. The damage is generally low, but it’s the fastest-hitting turret in the game, if you don’t count the Lunar Portal’s multiple hits per laser. It also has the capability to ignore enemy defense, by adding half of an enemy’s defense to its damage. The damage listed in the in-game tooltip tends to be around triple the actual damage due to this strange mechanic, for some reason. The electrical field stops when the rim hits a block, making it a better idea to set it on an open surface (Or better yet, on a small platform in the air so it generates a full circle). The floating orb will need to have sight of the enemy in order to deal damage to it. When summoned in a tight space that’s below the field’s maximum height of 10 blocks, the floating component will be limited to the ceiling, creating a much smaller field that’s nearly useless.

Summoner’s Whips

The Summoner class allows for great versatility in weapon choice, as your minions will be doing most of the work. It is wise to carry some sort of sidearm or backup weapon, in case something gets too close or if you need extra damage. As of 1.4, Summoners get their own weapon type, the Whip, which will scale off summon damage.

Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)Whips are a type of weapon subclass, added in the Journey’s End update. This is a special type of weapon that acts like a melee weapon, lashing out a large whip that deals damage to enemies in its line of sight. Whips can pierce multiple enemies per swing, with the damage output lessening with each additional enemy hit. These weapons inherit specific melee-weapon effects such as attack speed, among other things. For example, the Titan Glove and its upgrades are capable of making whips autoswing, like other melee weapons.
Attacking an enemy with a whip will mark that enemy as if you right-clicked with a summon staff, causing your minions to focus their attacks on it. Perhaps the most interesting feature about whips is the tooltip that lists “summon tag damage”. This means that, for a short period after being struck, an enemy will take additional damage from the minions attacking it. This allows for some epic damage combos when you and your minions are working together.
This section will be updated further after we have some time exploring the new additions.

Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)Leather Whip:
14 Summon damage
4 Summon tag damage

The first of the whip family, the Leather Whip is sold by the Zoologist NPC for 15 gold, after completing 15% of the Bestiary. This is a basic whip with not many special effects other than the targeting ability and tag damage addon that all whips share. Regardless, a weapon of this range, especially if earned early enough, can prove especially helpful. Those who play “pure” Summoner might appreciate this. But if you’ve filled out 15% of the Bestiary, you’re probably capable of getting the next whip in progression.

Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)Snapthorn:
18 Summon damage
6 Summon tag damage

The Snapthorn is crafted at an Anvil using 12 Stingers, 3 Vines, and 3 Jungle Spores. This is the only other whip available in Pre-Hardmode, but it definitely pulls its weight when used correctly. On top of the other features of a whip, the Snapthorn also inflicts Poisoned onto its targets; in addition, each strike briefly increases your melee attack speed, allowing subsequent uses of this weapon to hit faster. This whip is particularly good at focusing down a single target with high HP, despite the AoE capability.

Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)Firecracker:
40 Summon damageThe Firecracker has a 12.5% (25% on Expert Mode) chance to drop from the Wall of Flesh. This whip doesn’t feature a summon tag damage value, but instead marks struck enemies with “blazing energy”. When blazing enemies are attacked by minions, the energy will explode, dealing additional damage. This is a great way to dish out additional area DPS in early Hardmode, which you’ll definitely want to take advantage of while you try to climb the power ladder.
Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)Cool Whip:
50 Summon damageThis delicious whip is crafted with 8 of each Souls of Night and Light, and a Frost Core (dropped by Ice Golems) at a Mythril Anvil. When striking enemies with it, a snowflake minion will spawn at the location of the enemy and attack with its small amount of DPS. It only lasts 2 seconds, but subsequent hits with the whip will refresh the snowflake’s lifetime. The snowflake is also capable of flying through walls to pursue enemies, sometimes flying back and forth between them.Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)Durendal:
55 Summon damage
9 Summon tag damage

For the Summoner who likes banking into melee build shenanigans, the Durendal is quite a reasonable choice. It is crafted with 12 Hallowed Bars at a Mythril Anvil. It’s a more basic whip that features a melee attack speed buff when attacking enemies, much like the Snapthorn, on top of a decent summon tag damage value. Though, if you prefer having additional area control and flexibility, the Cool Whip might be more up your ally.

 (Working in progress, Not finished yet)

Summoner’s Mounts

A select few mounts are actually summon weapons in disguise. The damage values on these mounts actually increase as you wear equipment that grants additional summon damage. If you decide to play a ‘pure Summoner’ that doesn’t use weapons, these mounts may prove beneficial to your means of protecting yourself in combat.

The Slimy Saddle has a 25% chance to be dropped from King Slime (and has a 50% chance of being obtained from his Expert Mode Treasure Bag). This is a mount item that lets you ride on a large Blue Slime. It’s able to jump much higher and faster than you, allowing it to scale cliffs with ease. It falls at a very fast speed, can lessen fall damage, and float on the surface of water. When you jump on an enemy with the Slime mount, they take 40 damage by default, though this damage is usually a bit less depending on the enemy’s defense. This is much easier to obtain than the Slime Staff, making it usually the first minion a player will encounter. Since this mount’s jump speed is so fast, its falling speed is faster than normal, making this mount a surprisingly good tool for falling downward quickly to avoid certain boss attacks, even in the lategame.

The Blessed Apple has a 2.5% chance (3.33% in Expert) of dropping from a Unicorn, a Hallow enemy. It summons a rideable Unicorn that can double jump, and it runs faster than most running boots. The Unicorn takes a couple seconds to build up speed without any interruptions; after a certain point, it will create a cloud of sparkles and begin sprinting, allowing it to impale any enemies it touches for 80 base damage. While dashing, the Unicorn reaches a top speed of 61 MPH, and gains a 1/10-second invulnerability when touching enemies, allowing you to ram through many enemies unscathed, but usually if the enemy dies in the process. This mount is ideal for those who use a long skybridge for travel or for charging through weak enemies; although Asphalt Blocks don’t affect the Unicorn’s speed.

The Ancient Horn is a 2% drop from Basilisks, which are dangerous Hardmode enemies in the Underground Desert. It allows you to ride a Basilisk that can double jump and deals 90 base damage, making it stronger than the Unicorn. Despite that the Basilisk can only run at 41 MPH, it needs to be traveling at least 10 MPH in order to deal damage, a much lesser windup time than the Unicorn. The Basilisk mount is much better suited for battle than the Unicorn because of how easy it is to hit enemies during the ride. The Unicorn takes too much time charging in order to be effective.
Just like the Unicorn, when the Basilisk lands a hit on an enemy, you gain 1/10th of a second of invulnerability. This allows you to knock down weak enemies without being touched, or, if you like having fun, bully worm enemies.
Additionally, when at least 27 feet underground, the Basilisk gives off a faint red glow.

Summoner’s Armor

At a few points in the game, you’ll have access to armor that benefits the Summoner, increasing your max number of minions and your minions’ damage. Summoning armor generally doesn’t have a whole lot of defense, but the fact that you can safely take out enemies from a distance with your minions’ DPS makes up for that.
Along the course of the game, most of the main Summoner armors are few and far between, so you would have to play large portions of the game without upgrading your armor.

Bee Armor:

  • 13 Defense
  • +2 Minion capacity
  • +23% Minion damage

Bee Armor is the first summoning armor set, and is the only one obtainable before Hardmode. It requires a total of 30 Bee Wax to be crafted at an Anvil (8 for the headgear, 12 for the chestplate, and 10 for the greaves). Because this is the first summoning armor, you would be playing the game for a good while until finally reaching the Queen Bee, who drops the aforementioned Bee Wax. As well, you would be playing another good while until obtaining the next armor set up on the list.

Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)

Spider Armor:

  • 20 Defense
  • +3 Minion capacity
  • +30% Minion damage

The Spider Armor can be obtained immediately after activating Hardmode. The full set requires 36 Spider Fangs (8 for the mask, 16 for the chestplate and 12 for the greaves), crafted at an Anvil. As it gives a bonus to both the minion cap and damage, it can go a long way in Hardmode. There are four appendages extending from behind the chestplate. If you’re wearing wings, the extra legs will likely cover it until you start flying, at which point the wings replace the appendages and show its flying animation.

Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)

Forbidden Armor:

  • 26 Defense
  • +2 Minion capacity
  • +15% Minion damage
  • +15% Magic damage
  • +80 Mana
  • Grants the ability to summon sand tornadoes by double-tapping Down

Perhaps one of the most peculiar Hardmode armors, the Forbidden Armor acts as a hybrid armor for both Mages and Summoners. The set is fully crafted with 3 Forbidden Fragments and 46 Adamantite or Titanium Bars (1/16 for the mask, 1/20 for the robes, 1/10 for the treads). Forbidden Fragments are dropped by Sand Elementals, rare Hardmode enemies that only spawn during a sandstorm. This essentially makes the Forbidden Armor a counterpart to the Frost Armor, which is a hybrid melee/ranged armor exclusive to the Hardmode blizzard. Forbidden Armor is an excellent choice if you don’t rely on your minions too much and prefer to use a wide arsenal of magic weapons.
When the full set is worn, a gold relic called the Forbidden Sign will float behind you, similar to the Stardust Guardian. When you double-tap your Down key, an Ancient Storm will be conjured on the ground below your cursor if it’s within your line of sight, at the cost of 20 Mana. The sandnado deals a rapid base damage of 25 to any enemies that pass through it, and lasts for around 15 seconds. Summoning another tornado or hitting enemies enough times with it will also cause it to despawn more quickly. The sandnado deals summon damage and is interestingly one of the only sources of summon damage capable of achieving critical hits.

Tiki Armor:

  • 35 Defense
  • +4 Minion capacity
  • +30% Minion damage

Each piece of the Tiki Armor can be bought from the Witch Doctor, but only if you have the Pygmy Staff in your inventory. That means that Plantera has to be defeated. Each piece is worth 50 gold coins, totalling a hefty 1 platinum and 50 gold. It is very much worth it though, as the boost in defense and the extra minion is definitely helpful in the long run, as it keeps you alive much longer. It has the same damage percentage as the Spider Armor, but with the extra minion, that damage is technically indirectly boosted.

Spooky Armor:

  • 30 Defense
  • +4 Minion capacity
  • +58% Minion damage
  • +20% Movement speed

Spooky Armor is currently the strongest wood-based armor in the game, and can only be obtained from the Spooky Wood in the Pumpkin Moon event. Crafted at a Work Bench, the helmet requires 200 Spooky Wood, the chestplate requires 300 and the leggings require 250. In total, a whopping 750 Spooky Wood is needed, but that’s honestly not a whole lot, as Pumpkin Moon enemies drop it in large quantities. A successful run can net you well over a thousand.

Stardust Armor:

  • 38 Defense
  • +5 Minion capacity
  • +66% Minion damage
  • Summons a Stardust Guardian to fight alongside you

The legendary Stardust Armor is the ultimate summoning armor, being only obtainable after you have defeated the Moon Lord several times. Basically you have to beat the game. The full set requires an expensive 36 Luminite Bars and 45 Stardust Fragments (8/10 for the helmet, 16/20 for the plate, and 12/15 for the leggings) using the Ancient Manipulator. Upon wearing the full set with no vanity items covering the armor, you will shimmer brightly with an effect that’s much nicer than the Spooky Armor’s pulsing effect. This effect remains even when the armor is dyed, allowing for many epic looking combinations. Regardless of whether or not you’re wearing vanity items, this armor also glows white, almost like an infinite Shine Potion. Although it is not directly stated, the leggings and plate increase your minion cap by 2, while the helmet increases the cap by 1.
This armor’s set effect calls forth the Stardust Guardian, which doesn’t count towards your minion cap, to have your back at all times. However, it doesn’t attack on its own, unlike all the other minions; instead, you can direct it to a location by pointing your cursor somewhere over a block and double-tapping your Down key. The Guardian will move to that location and remain stationary there until you hold Down or move far away. When enemies come near the Guardian, he will activate an explosion of a small radius, damaging every enemy inside it. This will cause the enemies to go after him instead of you. Since minions can’t be damaged by anything, this is a great help, especially during invasions. Unfortunately, the Guardian’s damage is only about 20 at base, which is abysmal. The Guardian is also affected by pet dyes, so you might have some fun with that.

From what I have learned from a commenter as well as running my own tests, minions summoned with the Spooky Armor will keep their respective damage upon the initial summon. Meaning, if you were to quickly swap each piece with the Tiki Armor, such as by right-clicking it, you would be able to keep the first few minions’ damage, while still being allowed to summon the extra dude with the Tiki Armor’s slightly lower damage. In this way, you are able to keep all the damage boosts from the Spooky Armor while having the increased defense and extra minion of the Tiki Armor (more information on that in the ‘Prefixes’ section).

 

Summoner’s Armor (Sentry-based)

With the 1.3.4 update, Summoners now have a massive arsenal at their disposal. With the Dungeon Defenders 2 crossover event, many new items have become available. To access most of this content, you must buy them from the Tavernkeep, an NPC who specializes in trading through a specific currency called Defender Medals.
There are a total of eight Dungeon Defenders-themed armor sets… and they’re all for Summoners. The catch is that they mostly specialize in sentry minions, which aren’t the traditional minions that follow you.
Additionally, the armors are not specifically built only around minions, unlike the Spider and Tiki armors for example. They also include a vast array of other stats that players may find useful. These sets could be helpful for those who seek a balance between different classes of damage, or are curious about the world of summoning but aren’t quite ready to give up all of their other power. This also encourages players to fight alongside their minions just like the Forbidden Armor, though these are most useful during the Old One’s Army invasion.The following four armor sets cost 75 Defender Medals each, so 25 per piece. Medals are earned from fighting the Old One’s Army. The armor sets in this section must be bought from the Tavernkeep who sells everything you need to get the invasion started. He will start selling the armors after one mechanical boss has been defeated.

Squire Armor:

  • 58 Defense
  • +2 Sentry capacity
  • Increased life regeneration
  • +30% Minion damage
  • +15% Melee damage
  • +20% Melee critical strike chance
  • +20% Movement speed
  • Ballistas pierce more enemies and shoot faster when you take damage

A summoning armor with a lot of melee benefits. This set encourages you to use the Ballista weapons during invasions. When you take damage, you gain the Ballista Panic buff for 5 seconds; your currently-placed Ballistas will fire faster at enemies in a brief panic.

Apprentice Armor:

  • 32 Defense
  • +2 Sentry capacity
  • +30% Minion damage
  • +10% Magic damage
  • -10% Mana usage
  • +20% Movement speed (Incorrect in-game, it actually provides +20% magic crit chance)
  • Additional Flameburst field of view and range

Apprentice Armor is similar to Forbidden Armor in that they are magic/summoning armor sets. However, they key differences are that: Apprentice Armor provides more defense, more minion damage, and reduced Mana costs, compared to Forbidden’s additional Mana and evenly-split magic and summon damage. The set specializes in Flameburst-type weapons which ought to be handy for enemy clusters.

Huntress Armor:

  • 36 Defense
  • +30% Minion damage
  • +20% Ranged damage
  • +10% Ranged critical strike chance
  • +20% Movement Speed
  • Explosive Traps recharge faster and oil enemies

This set is a blend of Summoner and Ranger armor, and it’s viable for Rangers who control areas with sentries. Huntress Armor can work well in situations where you need reliable crowd control while you go for a bigger enemy like a boss during an event. Since Explosive Trap sentries aren’t effective unless an enemy walks near them, the set effect makes them much more valuable and makes up for their slow recharge. When oiled, enemies will take more damage over time from fire-based debuffs such as On Fire, Frostburn, and Shadowflame.

Monk Armor:

  • 46 Defense
  • +2 Sentry capacity
  • +30% Minion damage
  • +20% Melee damage
  • +20% Melee speed
  • +10% Melee critical strike chance
  • +20% Movement speed
  • Lightning Auras can now deal criticals and attack faster

Monk Armor is a nifty set that works as a fast, hard-hitting attacker. It’s a melee set that relies on swift strikes, which works well with the new spears in 1.3.4. The Monk specializes in Lightning Auras; since each Lightning Aura can cover a wide area with a fast hitting, critically-damaging field, the Monk can become a formidable force on the battlefield.

The next four armors are unlocked after defeating the Golem, and can be bought for 225 Defender Medals per set; 75 per piece. Very expensive, but they can prove highly useful since they’re optimized to tackle invasions.

Valhalla Knight Armor:

  • 68 Defense
  • +3 Sentry capacity
  • +60% Minion damage
  • Greatly increased life regeneration
  • +20% Melee critical strike chance
  • +30% Movement speed
  • Ballistas pierce more enemies and shoot faster when you take damage

Valhalla Knight Armor is an upgrade to Squire Armor, with the exception of the missing attack bonus. This is currently the highest summoning armor in terms of defense and it also makes a great armor for tanks. Upon taking damage, you’ll gain the Ballista Panic buff for 5 seconds, just like the Squire Armor, allowing your increased number of Ballistas to knock down everything in their way.

Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)

Dark Artist Armor:

  • 42 Defense
  • +3 Sentry Capacity
  • +60% Minion damage
  • +25% Magic damage
  • +25% Magic critical strike chance
  • Additional Flameburst field of view and range

The Dark Artist set specializes in high magic damage and critical hits, along with powerful Flamebursts. A player as a Dark Artist can keep safe with a group of Flamebursts that fire at enemies with fast shots from long distances, while the player utilizes their own enhanced magic abilities to blow everything down. The set provides no additional Mana or reduced Mana costs however, so you’ll probably have to make up for that with accessories, Mana potions, Mana regeneration, or weapon reforges that reduce Mana costs.

Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)

Red Riding Armor:

  • 48 Defense
  • +3 Sentry capacity
  • +60% Minion damage
  • +25% Ranged damage
  • +10% Ranged critical strike chance
  • +20% Movement speed
  • Explosive Traps recharge faster and oil enemies

A direct upgrade to Huntress Armor, Red Riding Armor is an excellent choice for defensive Rangers. Since Rangers are supposed to hit fast and hard, the increased damage and crit chance are much appreciated. As usual, the respective sentry, the Explosive Trap, is enhanced to be more viable. Explosive Traps work well with this setup too; most Rangers will find themselves in the air, shooting at bosses, while the Explosive Traps take care of lesser enemies on the ground.

Shinobi Infiltrator Armor:

  • 54 Defense
  • +3 Sentry capacity
  • +60% Minion damage
  • +20% Melee damage
  • +20% Melee speed
  • +20% Melee critical strike chance
  • +20% Movement speed
  • Lightning Aura can now deal criticals and attacks faster

Shinobi Infiltrator Armor doesn’t have too many differences from the Monk set, except for more minion damage, sentry capacity, critical strike chance, and defense. They’re all relatively even, allowing for fairly high stats across the board. This armor set is meant for swift, up-front attackers, and is good enough to rival both Hallowed and Spooky Armor at the same time (despite the set applying to sentries instead of traditional minions). Like the Monk, Shinobi Infiltrator specializes in Lightning Auras, allowing them to potentially create an arena out of Lightning Auras that they can fight inside or use as a defense, leaving no enemy safe.

Summoning Buffs

Well let’s be honest, every summoning item is useful in its own right. So I’ll just be throwing in all the items that benefit a Summoner that don’t belong in the weapons, armor, or accessories category.

The Summoning Potion allows you to summon an extra minion for 6 minutes, which can be very useful for boss fight preparations. To brew one, you need a Bottled Water, one Moonglow and one Variegated Lardfish at an alchemy station, meaning you would have to take up fishing to make a steady supply of these. The fish can be caught in the Underground Jungle’s lakes.

Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)The Bewitching Table is an essential item released with the 1.3 update. When placed, you may right-click it to receive a buff that increases your minion cap by one for 10 minutes. It functions much like the Crystal Ball and Ammo Box. The Table is found in the Dungeon and functions as a table for valid housing. It’s also sold by the Witch Doctor for 10 gold when the Wizard is present. I recommend always having a Bewitching Table in your inventory if you’re a Summoner. It’s good for non-Summoners too, as having a little extra DPS is good for just about everyone; unless it’s a quick piercing minion that may interrupt your attacks. The Bewitching Table is like a free Summoning Potion, and the two stack as well.

Any item with the Well Fed buff slightly increases all your stats, on top of providing additional health regeneration in Expert Mode. Among these stats are a 5% overall damage increase, which affects minions as well, and an additional 50% minion knockback. The best of these items is the Pumpkin Pie, which lasts for 45 minutes and is made with 10 Pumpkins at a Furnace. Pumpkin Seeds can be bought from the Dryad for 2 and a half silver coins each, and planted on grass to eventually grow pumpkins. Each fully grown seed can yield far more than one pumpkin when harvested, though. Other items with this buff include Cooked Fish, Bowl of Soup, Bacon and many other consumables.
I recommend the Well Fed buff for any and/or all boss encounters.

The Wrath Potion is brewed with one Bottled Water, Ebonkoi, and Deathweed. Because the Ebonkoi is a fish exclusive to the Corruption biome, it normally cannot be caught in Crimson worlds unless you were to build your own Corruption using materials brought in from a Corruption world. The Wrath Potion increases all damage by 10% for 4 minutes; because this also applies to minions, it is recommended to use this just before the start of a major battle, and then summon your minions so that they receive this damage boost. Even after the potion wears off, the minions keep the extra damage indefinitely, until they are despawned.

Accessories

A wide number of accessories in Terraria can provide a good help to Summoners, some of which are made purely for them. It’s always been difficult for me to choose a correct loadout of accessories, which is why I always keep some in my inventory in case I need to switch them out.
I usually find myself always having my Wings equipped at all times (with the exception of performing the ultimate loadout), since I often have to travel across my world for whatever reason. I used to have Frostspark Boots equipped, but eventually I replaced them with another accessory that benefits summoning.

First and foremost, the Summoner Emblem is one of the most important accessories for the Summoner. Introduced in 1.3, this Emblem is dropped by the Wall of Flesh at a 12.5% chance (25% chance on Expert Mode). Similar to the other Emblems, this increases your minion damage by 15%, which is a huge help for just about any stage in the game. Make sure to re-summon your minions after equipping it.
 These items are dropped uncommonly by Ogres during the Old One’s Army event. They are the Squire’s Shield, Apprentice’s Scarf, Huntress’s Buckler, and Monk’s Belt respectively. Their drop chances are about 8.33% on Tier 2, and 4.16% on Tier 3, with the drop chances being higher on Expert Mode. Each item increases your max number of sentry minions by 1, and your minion damage by 10%. These accessories’ effects don’t stack with one another, however.
The Squire Shield (and any other shield for that matter) can be used with the Brand of the Inferno (also dropped by Ogres) to parry attacks and grant you the Striking Moment buff for a couple of seconds, which powers up your next melee attack by 500%.
The Hercules Beetle is obtained by buying it from the Witch Doctor with a Pygmy Staff in your inventory, while he is living in a Jungle biome, for 40 gold. It increases the damage of your minions by 15% and increases their knockback. It can be combined with a Necromantic Scroll at a Tinkerer’s Workshop to create the Papyrus Scarab.
The Pygmy Necklace is an accessory that increases your max number of minions by one. It is bought from the Witch Doctor at night, while the Pygmy Staff is in your inventory, for another 40 gold. It serves no other purpose, so some players may want to replace it with a more useful accessory. I still prefer to keep mine on, however.

Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)The Necromantic Scroll can be dropped from the Mourning Wood during the Pumpkin Moon. Its drop rate increases as you advance in the Pumpkin Moon, the highest being 20%. It increases your max number of minions by one and increases minion damage by 10%. It can be combined with the Hercules Beetle at the Tinkerer’s Workshop to create the Papyrus Scarab.

Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)After being crafted, the Papyrus Scarab gives a bonus of one extra minion, 15% more minion damage and increases minion knockback. Essentially, this is a Hercules Beetle with an added space to the minion cap. It is possible to have a Hercules Beetle, Necromantic Scroll and Papyrus Scarab equipped all at once, increasing your max minions by 2, damage by 40% and knockback by, well, a lot. This item is a must-have for any dedicated Summoner.

And now, I shall mention a few accessories that can also help Summoners, but are not necessarily exclusive to minion bonuses.

The Avenger Emblem increases your total damage by 12%. It can be made by taking any Emblem and combining it with 5 Souls of Sight, Might and Fright. The Avenger Emblem gives a pure damage boost overall, meaning minions can also benefit from this. While the Destroyer Emblem is considered better with its 10% damage increase and +8% critical strike chance, it would mostly affect your own attacks. Minions cannot deal critical hits.

The Sun Stone and Moon Stone are essentially equal to the Celestial Stone in terms of stat increases; however, they only function during the day or night, respectfully. The Celestial Stone keeps those stat increases regardless of the time of day. The Moon Stone is an uncommon drop from Vampires during a Solar Eclipse, with a 1% drop rate, while the Sun Stone drops from the Golem at a 12.5% chance.

Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)The Celestial Stone is created by combining a Sun Stone and a Moon Stone at the Tinkerer’s Workshop. It increases all your stats, including +10% melee speed, 2% critical strike chance, +1 HP per second of life regeneration, 4 defense, 15% mining speed, 50% minion knockback and 10% damage. As this is a pure damage increase, this also applies to minions. Many late-game characters prefer to use this item, as its overall stat increase helps in almost every situation. It can also be combined with the Moon Shell to create the Celestial Shell.

Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)The Celestial Shell is an item that is made by combining the Celestial Stone and Moon Shell at the Tinkerer’s Workshop, and it retains the abilities of both items. This requires you to have obtained the Sun Stone, Moon Stone, Neptune’s Shell, and Moon Charm. The Neptune’s Shell is no longer craftable, and instead is dropped from the Creature from the Deep, an enemy from the Solar Eclipse, at a 2% chance (3% on Expert). Moon Charms are dropped from Werewolves, which only spawn at night during a full moon in Hardmode, at a 1.67% chance. The Celestial Shell is a highly helpful item when fighting in the ocean, since you’ll be able to transform into a merfolk when entering water, and swim very quickly.

I also give a special shoutout to the Demon Heart. While not an accessory on its own, consuming it allows you to gain a sixth accessory slot. This allows for a lot of powerful accessory combinations, and is a huge help to all characters, not just Summoners. This item can only be obtained from the Wall of Flesh’s Treasure Bag on Expert Mode. You won’t gain any more Demon Hearts after you’ve used it, and you can’t use more than one. You also can’t use your sixth accessory slot on normal mode worlds. The Demon Heart is required in order to perform the ultimate summoning loadout, so if you plan to make a Summoner, perhaps you wanna try Expert Mode while you’re at it.

Not all loadouts are going to work for everyone, so feel free to switch these around as you progress through the game. Like I said earlier, I had Frostspark Boots only temporarily, and the Butterfly Wings never even moved from its spot until I obtained the Fishron Wings much, much later. But if you were to fill up your five/six slots with nothing but summoning accessories, you’d be a nearly unstoppable minion master.

A very important tip when it comes to Summoner items: the Witch Doctor is your best friend! (And the Goblin Tinkerer if you wanna perfect your setup)
Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories)(Has anyone else noticed he’s holding a Pygmy Staff?)

 

That’s all we are sharing today in Terraria 1.4 Summoner Guide (How to Play, Armor, Mounts, Buffs & Accessories), this guide is not finished and it will be updated ASAP, if there are anything you want to add please feel free to leave a comment below and we’ll see you soon.

Credit to Kascin and Gard

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I've played through Terraria time and time again. Many runs on PC, a few on Xbox. I made a number of endgame characters use specific armor, weapon and accessory sets, each pertaining to melee, ranged, or magic bonuses. With a late-game Warrior, it's almost impossible to die due to some insanely high defense, or insanely high damage depending on which Beetle chestplate you wear. Pair that with Vampire Knives and a Flask of Ichor and you're set. A Ranger keeps its distance from the enemy, firing away with a bullet, arrow or explosive weapon, depending on the Shroomite hat, for high DPS and devastating critical hits. Finally, Sorcerers have a wide variety of unique attacks and two different kinds of Spectre headgears, either for additional damage or for healing themselves and teammates.

But what about the Summoner?

One day I decided to start fresh with a new character and world; only this time, I was going to focus on summoning items, armor and accessories. I wanted to see how using these overlooked items would affect the line of gameplay. In many of my first playthroughs, it was second nature to gain a Gold Broadsword, a Light's Bane/Blood Butcherer, and work my way up to Night's Edge. I couldn't go anywhere without Meteor Armor with the Space Gun, I couldn't enter Hardmode without a full set of Molten Armor. How much gameplay would be changed if I concentrated on being a Summoner?
I would soon find out.
And soon, so shall you.
This is what the Summoner is capable of. If you seek to attain this power, read on. The knowledge of the Summoner beckons.
The summoning "class," if you want to call it that, was introduced with the plethora of other items added in version 1.2. However, it was only introduced with three summoning weapons; the Slime Staff, the Pygmy Staff, and the Staff of the Frost Hydra. It also only came with one armor set, Tiki Armor, which couldn't even be obtained until after defeating Plantera, basically about 77% through the game. The Raven Staff was implemented in 1.2.1, with the Halloween update, as well as a new kind of summoning armor; Spooky Armor. But even those weren't obtainable until the Pumpkin Moon, even later in the game than the Pygmy Staff.

A good number of people in the Terraria community saw a lot of potential in the summoning mechanics, myself included. I just didn't pay a lot of attention to it because there wasn't a lot to it at the time. Then in 1.2.4, the Summoner class expanded dynamically, adding in far more summoning items and armors, some of which were even accessible before Hardmode (Despite the Slime Staff being obtainable before Hardmode, it's so rare that most people don't even bother looking for it).
At last in 1.3, the Summoner was made an official class with the introduction of the Summoner Emblem, its own Celestial Tower, and of course, more minions.
In 1.3.3, the Forbidden Armor and Basilisk mount were made available, giving Summoners more options in early Hardmode. In 1.3.4, many new sentry minions and 8 new Summoner-style armor sets were introduced to commemorate the Dungeon Defenders 2 crossover.
And in 1.4, the Summoner went through some substantial changes, including the ability for minions to update their damage dynamically instead of upon summoning, leading to the removal of the damage loadout strategy many used to use. To supplement this, whips were added as a way for Summoners to deal direct damage as well as synergize more with their minions. Several new minions were added at various points of progression, several older ones got buffed, and Hallowed Armor was given a Summoner helmet.
In 1.4.1, a few new Pre-Hardmode Summoner items were introduced, including more varieties of armor as well as the craftable Flinx Staff.
How does a Summoner work?
The Summoner is a character whose strength lies within the minions they summon to fight by their side, instead of in the overrated endgame weapons that everyone else uses. So step aside, solar-clad, cat-throwing players; there's a new sheriff in town.

Anyway, the Summoner works highly different from the rest of the Terrarians. For instance, their main damage output does not come necessarily from themselves, but from the minions they summon. This allows for more flexible fighting, especially from a distance, while safely barricaded, or more infamously, for AFK farming. A skilled Summoner utilizes their minions as a way to let them focus on dodging attacks while the minions fight for you, and as such, this class is a good way to help one recognize boss patterns and improve their survival skills.
You are also able to use any weapon you desire without being locked behind a certain class that requires a certain weapon to be used for full effect. This way, you can add onto your minions' DPS with your own, or assist them with various debuffs or whips.

As well, dying is a little more punishing than most characters. When a Summoner dies, all of his/her summons disappear, and have to be re-summoned when respawning. This doesn't bode well for the Summoner, especially if in the middle of an invasion like a Solar Eclipse or Pirate Invasion, where enemies can just spawn-camp you. With other characters, you can just keep fighting, maybe pop a potion or two and you're set.

On top of this, the Summoner has generally the lowest defense compared to the rest of the classes. This usually makes the Summoner quite squishy and you'll want to avoid as much damage as you can. However, this is made up for by the fact that you'll have the best area control in the game; with the right terrain, a large amount of minions and several sentries, you can cover an entire screen and more with sheer firepower.

Plus, most minions cannot deal critical hits. Meaning, you'd have to reforge accessories to Warding or Menacing, for more defense or plain attack power, respectively.
Also keep in mind that you can summon multiple minions with just one summoning weapon, assuming you have minion cap bonuses. There's no real point in making more than one of the same summoning weapon for yourself.

When you summon a minion, a buff icon featuring the minion you summoned appears in the top-left along with any other buffs. A summoned minion lasts forever and cannot die, unless the buff is cancelled; either by right-clicking the buff, summoning another minion that breaks the minion cap and causes a previous one to vanish, removing cap bonuses, leaving the world, or by dying. Some minions can also despawn if they stray too far above the top of the map; keep this in mind when in the space layer. In the lategame, having too many (over 22) buffs at once can cause others to disappear, meaning a minion can just straight-up vanish in the heat of battle. Frost Moons can go very wrong due to this...

Without any summoning armor, buffs or accessories, you can only have one minion following you at a time. If you have spare minion bonuses from summoning armor and the like, it is possible to have different kinds of minions out at once. I encourage you to form a party with variety, and see which combinations of minions work well for you in specific parts of the game. Though, as you progress, you'll want to fill all your minion slots with one kind of minion for especially difficult/endgame situations (exempli gratia, Stardust Dragon).

If you are too far from a minion and they have trouble catching up to you, whether they're stuck behind a wall or similar, they will fly towards you at a fast rate, bypassing any obstacles. Activating Rocket or Spectre Boots (but not wings for some reason) will also cause any stuck minion to fly back to you. Some minions have their own ways of movement; some just run around on the ground, others fly, and the Spider minion in particular can climb background walls. A handful can move through blocks on their own, but only a select few can detect enemies through walls.

And if you haven't figured it out already, the minions automatically target and attack any enemy in their sight. This includes enemies off your screen, making minions an awesome way to protect you from harm. Oftentimes they can travel far from you to kill whatever enemy they've spotted, sometimes even going offscreen. Furthermore, they can serve as a method of protection when in a dark cave or at night, where it would be difficult for other Terrarians to notice the approaching enemy.
As of 1.3.4, you can right-click near an enemy while holding a summon staff, and your following minions will target it, if it's within reach.

Also, just because your minions are fighting for you doesn't mean it wouldn't be wise to assist them. Personally I used a combination of melee and magic weapons when attacking enemies beside my minions. Once I had obtained the Crimson Key, the Vampire Knives were very beneficial to me. In Hardmode, even Tiki Armor doesn't have as much defense as Shroomite, Turtle, Beetle and even Spectre Armor with the Mask. Heck, out of all the endgame armors, Stardust Armor has the absolute lowest defense. So if you're making a Summoner, consider a Crimson world, because the Vampire Knives will be a huge help in the game. It's not as bad in Pre-Hardmode, because for the most part defense isn't important once you have any armor set, and the minions were very powerful, each one making the game just a bit easier for me.

Alternatively, a Corruption world will be valuable because of the availability of Ebonkoi, a vital ingredient in the Wrath Potion which your minions will greatly appreciate.

Do keep in mind though, that by the time you beat the game, the Vampire Knives will no longer be necessary for several reasons, one of which being that you'll be doing so much damage that almost nothing can touch you. Just remember; defense isn't everything. Playing the Summoner will be sure to sharpen your dodging and preparation skills.
Meet the Minions (Pre-Hardmode)
Here I will give a semi-brief list of the items that summon minions for you, by order of game progression. Each one is different from the rest, though obviously some are more powerful than others. Most summoning weapons use 10 Mana, with a few exceptions; the sentry rods and the Flinx which use 5, the sentry staves which use 15, and the Frost Hydra which uses 20.

The iconic Slime Staff is among the weakest of the summoning weapons, and ironically the rarest. It's the rarest dropped weapon in the entire game, actually, having a 0.01%, or 1 in 10,000 chance of being dropped by most Slimes or Slimed Zombies (0.014% chance in Expert Mode). However, as of 1.3, Pinkies have an increased chance of dropping the Slime Staff, at 1% (1.4% in Expert Mode). Sand Slimes in particular have a 0.013% or 1 in 8,000 (0.018% or 1 in 5,600 in Expert) chance of dropping it. As said earlier, it's so rare that a lot of people don't go farming for it. Plus, its summon damage of 8 just doesn't seem worth the effort. Although, if you are blessed with one early on in the game, that's pure fate right there. The Baby Slime it summons attacks by jumping into the enemy's hitbox, dealing rapid damage. Although, it becomes next to useless in Hardmode when it's doing a rapid 1 damage. Plus, it attacks fast enough that most of your weapon shots will miss because of the enemy's brief invulnerability from being hit so often. If you had it early enough, though, it would be a huge load off your back. Since starting characters have to fight enemies up close, the Baby Slime will take care of any enemy nearby with little trouble. Once I had even seen my Baby Slime take out a flying Harpy. And yes, it can jump very, very high.
If you don't feel like farming for it or just wanna have some fun, the Slime Staff can be purchased from the Princess NPC for 10 gold, but only if playing on the "celebrationmk10" joke seed. Note that the Princess is actually a starting NPC in that world. Who would've thought.

The Finch Staff is a new face in the minion family, added with the Journey's End update. It has a 33% chance to be found inside Living Wood Chests under Living Trees, which may or may not spawn in the world depending on your worldgen RNG. Alternatively, a Finch Staff always spawns as a starting weapon on a fresh Journey Mode character. When used, a little bird's nest will spawn on your head, along with the Finch minion itself. It will remain nesting on your head until it's shaken off (such as going up on a minecart rail) or if it detects nearby enemies, in which case it will fly at them somewhat clumsily, even through walls if it has to, dealing 7 summon damage. This makes it among the weakest of the summons, but most definitely one of the easiest to reasonably obtain.
This little bird will be the start of many gestating Summoners for years to come, before they're ready to leave the nest.

The Flinx Staff is crafted at a Work Bench using 10 Gold or Platinum Bars and 6 Flinx Fur, which is often dropped by Snow Flinxes. It summons a light purple Snow Flinx that deals 8 summon damage by running and jumping into nearby enemies. Unlike other minions, the Flinx is capable of bouncing on top of enemies repeatedly instead of just jumping through them, making them viable against airborne targets such as the Eye of Cthulhu. If minion-obtaining RNG hasn't favored you at the start of your run, you always have a reliable crafting option right here.

On the contrary, the Vampire Frog Staff is rather shy around many people, as one must go through a lot of effort to obtain it earlygame. It is dropped by Wandering Eye Fish or Zombie Mermen, at a 1 in 8 chance. The aforementioned monsters can only be found while fishing during a Blood Moon, where they may jump out and ambush whoever brought them out of the bloody depths. Due to the toughness of these monsters (especially at higher difficulties), as well as how much the stars need to align, coming across this staff is seldom an easy task. The Vampire Frog itself deals 11 summon damage, via hopping towards an enemy and performing a short-range piercing attack with its tongue, licking everything in its path. Its body is also a hitbox, making this froggy surprisingly good at crowd control. Being amphibious, it's also capable of swimming through water or even launching itself sky high in pursuit of its prey. It has a higher knockback value than other minions in Pre-Hardmode, so it may be helpful in knocking enemies away from you (or towards you, depending on how it's feeling). An adorable companion, and well worth the patience to obtain.

The Hornet Staff is crafted with 14 Bee Wax at an Anvil, and is often a player's first step into the world of summoning. The Bee Wax needed is dropped by the Queen Bee, meaning you would likely have mid-tier Pre-Hardmode equipment by the time you obtain it. Its summon damage is 12, and the Hornet it summons fires projectiles just like the enemy Hornet would. As well, the stingers can inflict the Poisoned debuff to enemies, making this flying critter a very nifty partner to have by your side. Ironically, just like many other of the Queen's drops, the Hornets are also good for farming the Queen Bee, as they chase her down and even go right next to her when she's above you.

The Imp Staff is obtained by taking 17 Heckstone Bars to an Anvil (Yes, I just said that). It is technically obtainable as soon as you have a Nightmare or Deathbringer Pickaxe or better, but the Underworld's enemies will be sure to give you a hard time until you have sufficient gear to survive its dangers. This staff summons a Fire Imp to shoot a straight line of fireballs at mobs. Yes, a Fire Imp. Those annoying little dutchnuggets can finally be on your side for once. The main differences being, the summoned Imp cannot fire through walls, but it can fly. Their projectiles fly faster than the Hornet's stingers, and can set enemies on fire, which can help light up dark areas while beating the snot out of your enemies. The Imps are also a beast at farming bosses like the Eater of Worlds or the Brain of Cthulhu, as their multiple parts can easily be set ablaze by the Imps' fireballs. Plus, its summon damage of 17 makes it almost twice as powerful as the Hornet Staff.
Meet the Minions (Hardmode)
The Spider Staff is likely the first summoning weapon a player will obtain in Hardmode. It can be crafted from 16 Spider Fangs, which are a common drop from Black Recluses. Its summon damage is 26, and the Spider's attacks can inflict the Venom debuff on enemies, a much stronger poison. The Spider can climb background walls as mentioned earlier; if there are no background walls, the Spider will trail behind the player on the floor. Its attacks are melee compared to the Hornet's ranged stingers, but overall the Spider is better (the increase in damage should be obvious enough) as it chases its enemies much faster. It jumps incredibly high and latches onto foes when it attacks, even when they're airborne. The Spider works wonders when in the Underground Jungle, as its abundance of walls allow it to take down Moss Hornets, Jungle Creepers and Angry Trappers with ease. It has several different visual appearances upon summoning, which, funnily enough, have their own immunity frame timers when they all pile on top of enemies.

The Pirate Staff is a rare drop from any pirate enemy during the Pirate Invasion. Its drop rate is rather low, being 1 in 2,000, or 0.05%. Luckily, however, the Flying Dutchman, a boss that appears during the Pirate Invasion, has a 1% chance of dropping this staff, and the Pirate Captain has a 0.2% chance. It summons a miniature Pirate similar to the ones from Pixel Piracy to fight enemies by swinging a tiny sword at them. It deals 40 summon damage and the Pirate is a grounded summon, making it essentially an upgraded version of the Slime Staff. The summoned Pirate will often drop a tiny pile of poop behind it, also similar to Pixel Piracy, but this is purely visual. It also has different visual appearances upon summoning.

The Blade Staff is dropped by Queen Slime at a 25% chance (33% in Expert/Master). It summons a small Enchanted Dagger to float above your head, which deals 6 summon damage. Yes, only 6, but don't let the small stature fool you. When a Dagger has at least partial line of sight with an enemy in range, it will zoom towards it and cut it up repeatedly, ignoring 25 enemy defense in the process. The Dagger's attacks are so rapid, and yet having multiple of them won't interrupt each other's attacks. Combine this with Ichor, a Shark Tooth Necklace, Stinger Necklace, and/or a whip that deals tag damage, and watch your DPS spike as the Daggers shred everything in sight. One of my favorite features of this minion is that it locks on just as quickly as it can catch up to you, meaning there's much less downtime of waiting for the minions to continue attacking. This makes it more reliable than the Optic Staff which comes later in progression.
It's important to note that enemy defense cannot be reduced/ignored below 0, making armor penetration builds useless against squishier enemies. But hey, at least they'll always have 0 defense.

And then there's the Sanguine Staff. Where do I begin?
This staff has a 50% chance to be dropped by Dreadnautilus (100% on Expert/Master), a miniboss that can be fished up during a Blood Moon at any point in Hardmode. While obtaining this staff is quite difficult, I guarantee it has the potential to carry. It deals 35 summon damage and conjures red Sanguine Bats that never leave your side; unless they charge forth to attack your foes. When the Bats successfully kill their prey, they immediately teleport back to your side, only to lunge out again to assault another target. Their attacks are scarily on-point even against fast targets, and their damage adds up fast in numbers, rendering them one of the most reliable minions in the entire game. It's a perfect damage dealer without all the shortcomings of inaccuracy or having to catch up to you half the time. Remilia fans rejoice.
Meet the Minions (Hardmode part 2)
Darn Steam guide sections' character limits.

The Optic Staff is crafted at a Mythril/Orichalcum Anvil with 2 Lenses, 1 Black Lens, 12 Hallowed Bars and 20 Souls of Sight, meaning you must defeat the Twins in order to access this weapon. This is a personal favorite of mine, as it summons the freakin' Twins to fight for you. Of course, they're not as big as their boss counterparts. They deal 30 summon damage at base. This would make it seem weaker than the Pirate Staff, but the Twins are essentially two minions in one. Retinazer shoots lasers at the enemy from afar, while Spazmatism launches back and forth, tearing up anything in his path, much like the actual Twins bosses. Technically it would be considered a 60-damage summoning weapon, as the Twins have a high attack speed and can reach a high amount of DPS when you summon more than one; however this is not the case, since they can only hit the same enemy about seven times per second like other piercing weapons. Regardless, this item is definitely worth the expensive materials.

The Pygmy Staff drops from Plantera at a 25% chance (and is obtained from her Treasure Bag at a 50% chance). It summons a little tiki dude to throw spears at your enemies. Its summon damage is 34, which doesn't exactly seem like the best increase in damage at this point of the game, considering you had to have beaten the three mechanical bosses and an angry flower in order to get to this point. However, when stacked, a cluster of Pygmies will become a very devastating force, throwing their spears rapidly like a machine gun. This, combined with their excellent accuracy, is enough to keep most enemies at bay, as well as help bring down bosses easily. Because the spears don't pierce, they can't interrupt each other, unlike the Twin minions. With this in mind, the Pygmy Staff outclasses the Optic Staff in terms of single-target DPS. Plus, their spears can afflict enemies with the Poisoned and Venom debuffs. Sometimes they will fire at an enemy just barely out of their field of vision due to blocks being in the way, and their spears will literally cut corners, flying through some blocks to hit the intended target. The Pygmy minions have variant skins.

The Desert Tiger Staff is a special treasure that can only be found in the locked Desert Chest located within the Dungeon. Enemies in the Hardmode Desert have a very low chance of dropping the required Desert Key to open the chest, but you cannot use it until you defeat Plantera.
The Tiger summoned by this staff only has 41 summon damage, but each use of the staff increases the damage of the Tiger (by 40% of the base damage) instead of summoning multiple. Each use also takes up a minion slot, similarly to the Stardust Dragon; except the Tiger can only take up 9 slots maximum. The first three stages of the Tiger will appear as a baby, while stages 4-6 are an adult, with stages 7-9 being an adult with cool golden armor.
The Tiger attacks by performing a super fast homing attack towards enemies, bypassing walls if it needs to, followed by rapid damage as the Tiger attempts to stay on the opponent's hitbox. Then it will either return to your side or zoom to the next target at a breakneck pace, with a short cooldown between homing attacks; this cooldown is reduced with each growth stage. However, if your minion cap is maxed out, multiple further uses of the staff cause the Tiger to home in on any enemies in range immediately. Good kitty.
Meet the Minions (Hardmode part 3)
We're only just getting into the monsters.

The Deadly Sphere Staff is an extremely powerful weapon that drops from Deadly Spheres at a 2.5% chance (3.75% on Expert), which spawn during a Solar Eclipse after Plantera has been defeated. These are large metal Spheres which float around the player, and rapidly charge at enemies doing an insane amount of damage. Its summon damage of 50 makes it an incredible melee alternative to the Tempest Staff, especially if you can get it before challenging the Pumpkin Moon. Unlike the Sharknadoes though, the Spheres don't phase through blocks unless they need to catch up with the player. Unfortunately this only makes them truly effective in outdoor settings, because of their large tendency to get stuck around corners and walls. They also have a somewhat shorter field of vision, making the Sharknadoes a better choice for attacking enemies offscreen, such as while farming. The Spheres also require further distance from you than normal before they go into catch-up mode, but this can be used to have the Sphere target an enemy while you fly further away to dodge. The Spheres periodically change form when attacking, but these are purely a visual change.

The Raven Staff is an uncommon drop from Pumpking, the most powerful enemy in the Pumpkin Moon event. The drop rate increases as you approach Wave 15, and the highest drop percentage the Raven Staff can get is 14.29%. This staff summons Ravens that fly around you, and chase enemies by flying into their hitbox and dealing 55 summon damage. When summoning multiple Ravens, it looks as if a spooky flock is roaming over you, and when they swarm enemies, the results are murderous.

The Tempest Staff is one of the most efficient killing machines in the world of summoning, clocking in at 50 summon damage. It drops from the dreaded Duke Fishron at a 1/5 chance. The Tempest Staff summons a freaking Sharknado to follow you around, and it can phase through walls. When it spots an enemy, it fires purple and blue Sharkrons from its watery tornado, which splatter upon hitting a target. The tornado itself also causes damage when touching an enemy, and it even damages critters, so be wary of this when you're searching for critters or Truffle Worms with your Bug Net. Six or more Sharknadoes can easily tear up almost any boss all on their own, although you would have to dodge the boss's attacks or heal accordingly to make sure you don't die. It has high DPS when used in great numbers and is greatly useful when taking on the Pumpkin and Frost Moons.

The Xeno Staff is a 16.66% drop from a Martian Saucer, the strongest enemy in the Martian Madness event. It summons a small UFO to fly around you in a similar manner to the Hornet, only it flies faster and can teleport to enemies when attacking with its lasers. Its summon damage of 36 makes it appear weaker than the Tempest Staff, but its rate of fire is nearly twice as fast as the Sharknadoes, and its attack is extremely accurate. A decent few blocks of headroom must be above the enemy for the UFO to properly attack, since it always strikes from above. A fleet of these can absolutely melt many enemies within seconds.

The Stardust Cell Staff is crafted with 18 Stardust Fragments at the Ancient Manipulator, which is only dropped by the Lunatic Cultist. It summons a little blue and yellow Star Cell to follow you around. It deals 60 summon damage, making it stronger than the Tempest Staff. The Cells can teleport to faraway enemies, and their primary form of attack is by launching smaller versions of themselves that latch onto enemies, dealing the same amount of damage as the staff itself at the moment of impact. However, the smaller Cells cause the Celled debuff, which damages enemies over time for 10 damage per tick. Up to 10 smaller Cells can be attached to a single enemy, effectively draining their health away to nothing. Additionally, when you are attacking an enemy, the Cells can fire their own shots at the enemy you're striking without interrupting their regular attack pattern, essentially helping both of you take down strong foes and encouraging teamwork, if you want to see it that way.

Lastly, the Stardust Dragon Staff is a true behemoth of a summoning weapon that's crafted at the Ancient Manipulator with 18 Stardust Fragments, just like the Stardust Cell Staff. As a matter of fact, it's so unique and wondrous that it can hardly be considered your state-of-the-art minion. When initially summoned, a medium-sized Chinese/serpent-like Dragon will begin to circle around you, occasionally hovering over you. But using the Staff again does not summon another Dragon; instead, each use increases the length of the Dragon's body, making it larger and able to hit a larger group of enemies, which it attacks by charging and circling into their hitbox like a super fast worm. Thus, a larger Dragon deals far more DPS than a smaller one, especially since its damage increases as it lengthens. Each segment is able to deal its own damage, allowing the Dragon to either hit multiple enemies, or totally shred larger enemies with more health. However, summoning a max-size Dragon would allow you to summon no more minions, leaving the Dragon as your only buddy. It targets enemies through tiles as well, as it passes through all walls effortlessly.
Having lower damage than the Stardust Cell Staff, 40, one would wonder which of the two would be better. I have found that the Dragon can only focus on one enemy at a time, making it especially useful on bosses. On the other hand, the Cells can only attach up to 10 smaller replicas of themselves to one enemy, and therefore are better against crowds since multiple enemies can be taken on at once. The DPS of the Cells increases nicely when you're all focused on one target. With the right buffs, however, a Dragon with 9 or 10 stages can easily dish out 400 to 1,000 damage per hit, and at a very fast rate. Also, the Dragon looks somewhat like a souped-up version of the Frost Hydra, so that's always cool.

...When suddenly, the Terraprisma. This beautiful thing summons rainbow swords that fan out behind you; they attack by swinging and stabbing into enemies at a headlong speed. While they can't detect enemies through walls by default, they will if there's a visible enemy that sets them into attack mode, proceeding to clear everything off the screen. It deals 90 summon damage, the highest base damage of any standard minion. Its reliability is far above the Stardust Dragon, which gives him quite a run for his money.
This weapon can only be obtained if you fight and kill the Empress of Light during the day; all damage dealt must be during daytime. The Empress is enraged during the day, meaning all of her attacks WILL oneshot you. This makes her one of the biggest challenges a Summoner can face.
Are you up for it?
There's a large handful of summoning weapons that summon "sentry" minions. These types of minions stay placed at the mouse's pointer location upon summoning, and fire at any enemies that come within range. They remain there for two minutes before disappearing, and do not count towards your current minion capacity, while still inflicting summon damage.
As of 1.3.4, sentry minions have a cap of 1, so you cannot have multiple sentries in play by default. There are accessories and armor sets to supplement this and increase the cap, however. If you have a bonus to the sentry cap, you can summon more than one of the same kind or different kinds at once.
Ground sentries will be summoned at the ground or platforms below your pointer; when the blocks below them are broken, they will fall down until they land on another surface.
Since turrets, like other minions, are summoned at the mouse's pointer, you can summon them on the other side of walls and they can clear out rooms in places such as caves, while you hide in safety. They can also be used for area control, such as during invasions. These minions will stay stationary and will not follow you, regardless of how far you stray from them.


The Queen Spider Staff can be crafted with 24 Spider Fangs at an Anvil. It has 26 summon damage, and it spits lobbed eggs at enemies that crack open into two to three baby spiders that dive into enemies, each dealing their own instance of damage. It can also inflict Venom and has higher knockback than the normal Spider Staff, making this minion an overall good bodyguard for quite a long while into Hardmode.

The Staff of the Frost Hydra deals a powerful 100 summon damage at base, twice that of the Tempest Staff's. However, because it is a "turret" minion, it remains stationary and has a less rapid rate of fire. This weapon summons a Frost Hydra that spits icy bolts at enemies for very high damage and decent knockback. It is definitely a huge help when dealing with the Pumpkin and Frost Moons, or Solar Eclipses. With good modifiers, accessories, and summoning armor with high damage, the Frost Hydra can easily deal 200 damage per hit. This staff is very difficult to obtain if you're not lucky, as it is found in the locked Frozen Chest within the Dungeon. You will need a Frozen Key, which drops from enemies in the Hardmode Tundra biome at a 1/2,500 chance. Additionally, the chest cannot be opened until Plantera is defeated.

The Lunar Portal Staff has an 11.11% chance of being dropped by the final boss of the game, the Moon Lord. This weapon summons a void of sorts that fires a very long sweeping laser at any enemy within its 60-tile range, similar to the Moon Lord's deathray attack and the skill the Vortex Pillar uses to defend itself. It deals 50 summon damage, which would make it seem weaker than the Frost Hydra, but its laser hits multiple enemies, and because it knocks them back a little, this allows the enemes to be hit multiple times with each laser. It can be summoned in the air, making it excellent against just about every kind of enemy, including bosses. Only problem is, it doesn't detect enemies through blocks, and its laser doesn't fire through blocks either. Regardless, this is one of the best minion staves you can get.

Finally, the Rainbow Crystal Staff is also dropped by the Moon Lord at the same percentage as the Lunar Portal Staff. When used, it summons a floating Rainbow Crystal that looks somewhat similar to the Last Prism which glows in different colors slightly. When an enemy comes within its range, it will begin shimmering extremely radiant, fabulous beams of light in many colors. The beams themselves don't attack enemies, but rather the star-shaped points at the end. They will spin and glow before bursting, which deals 130 summon damage to enemies in the blast, knocking them back strongly. The Crystal can easily hit large targets and it shreds through crowds, and sometimes the lights can go through walls.

Sentry Minions (Tower Defense)
Many of the sentry-style minions are earned through playing the Old One's Army event. These sentries, however, work differently from the others. When bought, they cannot be used normally until the Old One's Army has been defeated. But while fighting the Old One's Army, the tower defense sentries ignore the sentry capacity and can be placed as many times as desired. However, they cost 10 Etherian Mana to place down (Etherian Mana is dropped by enemies during the invasion).

Perhaps the most peculiar thing about the tower defense sentries is that they come in three tiers according to the currently-unlocked tier of the Old One's Army. These tiers are: Rod, Cane, and Staff, in that order. When you're first able to fight the invasion, at Tier 1, only the Rods will be available. Subsequently, the Canes and Staves will unlock at Tier 2 and Tier 3 respectively. Tiers will become unlocked according to game progression in the current world; Tier 1 is always available, Tier 2 is unlocked after defeating a mechanical boss, and Tier 3 is unlocked after defeating the Golem.
Obviously, Rods are the weakest of the lot, Canes are stronger than Rods, and Staves are stronger than Canes. Rods can be bought from the Tavernkeep for 5 Defender Medals; Canes are worth 25, and Staves are worth 100. Rods use 5 Mana, Canes use 10, and Staves use 15.

Below I will list all of these weapons alongside their base summon damage values.

Ballista:
Rod: 27
Cane: 67
Staff: 140


Ballistae are massive, powerful crossbows that fire large bolts that pierce through enemies, dealing high damage. These bolts are affected by gravity after a certain distance and are slow to reload. The Ballistae can aim in almost any direction to fire at enemies, similar to the Frost Hydra. The projectiles' piercing ignores enemy invincibility frames, and the Ballistae fire immediately after being summoned if there's an enemy in range. These are great crowd-control weapons that will prove valuable during invasions, especially Old One's Army.

Flameburst:
Rod: 17
Cane: 42
Staff: 88


The Flameburst staves summon a turret that shoots fireballs that fly at a decently high velocity. They launch slightly faster than Ballistae, and explode upon impact with an enemy, dealing damage in an area and setting enemies ablaze. This tower works well alongside a player with the Huntress set effect. However, Flameburst turrets mostly fire in a straight line, and have trouble shooting at enemies directly above them.

Explosive Trap:
Rod: 24
Cane: 59
Staff: 126


Not to be confused with the Explosives item that can be uncommonly found underground. When summoned, Explosive Traps appear as an orange landmine on the ground. When enemies draw close, the mine explodes, dealing high damage in an area. The cool part is that the mine stays there and continues to detonate for the duration of its lifetime. Its recharge time is similar to the Flameburst, but can be shortened with full Huntress-type Armor. This sentry works best with ground enemies, though its explosion can reach high enough to hit a flying foe if it's low enough.

Lightning Aura:
Rod: 4
Cane: 11
Staff: 34


Lightning Aura staves summon a device at the ground with two components; one sitting on the ground and one in the air, producing an electrical field in a circle shape. This creates a field of electricity that damages enemies as they walk through, making it a bit of a support/defensive weapon that isn't for direct combat. Summoning it over key areas or around yourself can prove to be useful. The damage is generally low, but it's the fastest-hitting turret in the game, if you don't count the Lunar Portal's multiple hits per laser. It also has the capability to ignore enemy defense, by adding half of an enemy's defense to its damage. The damage listed in the in-game tooltip tends to be around triple the actual damage due to this strange mechanic, for some reason. The electrical field stops when the rim hits a block, making it a better idea to set it on an open surface (Or better yet, on a small platform in the air so it generates a full circle). The floating orb will need to have sight of the enemy in order to deal damage to it. When summoned in a tight space that's below the field's maximum height of 10 blocks, the floating component will be limited to the ceiling, creating a much smaller field that's nearly useless.
The Summoner class allows for great versatility in weapon choice, as your minions will be doing a lot of the work. It is wise to carry some sort of sidearm or backup weapon, in case something gets too close or if you need extra damage. As of 1.4, Summoners get their own weapon type, the whip, which will scale off summon damage.

Whips are a type of weapon subclass, added in the Journey's End update. This is a special type of weapon that acts like a melee weapon, lashing out a large whip that deals damage to enemies in its line of sight. Whips can pierce multiple enemies per swing, with the damage output lessening with each additional enemy hit. These weapons inherit specific melee-weapon effects such as attack speed and, as of 1.4.1, flask bonuses. Also, the Feral Claws and its upgrades are capable of making whips autoswing, like other melee weapons.
Attacking an enemy with a whip will mark that enemy as if you right-clicked with a summon staff, causing your minions to focus their attacks on it. Perhaps the most interesting feature about whips is the tooltip that lists "summon tag damage". This means that, for 4 seconds after being struck, an enemy will take additional damage from the minions attacking it. This allows for some epic damage combos when you and your minions are working together.

Whips are capable of receiving the same reforges as swords, meaning they can receive the Legendary modifier. As of 1.4.1, faster whips are no longer bugged to have shorter range, so Legendary is the best modifier.

Leather Whip:
14 Summon damage
4 Summon tag damage

The first of the whip family, the Leather Whip is sold by the Zoologist NPC for 15 gold, after completing 10% of the Bestiary. This is a basic whip with not many special effects other than the targeting ability and tag damage addon that all whips share. Regardless, a weapon of this range, especially if earned early enough, can prove especially helpful. Those who play "pure" Summoner might appreciate this.

Snapthorn:
18 Summon damage
6 Summon tag damage

The Snapthorn is crafted at an Anvil using 12 Stingers, 3 Vines, and 3 Jungle Spores, and it definitely pulls its weight when used correctly. On top of the other features of a whip, the Snapthorn also inflicts Poisoned onto its targets; in addition, each strike briefly increases your melee attack speed, allowing subsequent uses of this weapon to hit faster. This whip is particularly good at focusing down a single target with high HP, despite the AoE capability.

Spinal Tap:
29 Summon damage
7 Summon tag damage
Suffers less from piercing damage dropoffs

The Spinal Tap is crafted at a Work Bench with 90 Bones and 55 Cobwebs, placing this whip at Skeletron-tier. The final whip in Pre-Hardmode, this weapon can prove useful against crowds, as it has slightly less damage reduction from hitting multiple enemies compared to other whips, at 15% damage falloff per enemy struck in a single swing. This is your answer to the Wall of Flesh.

Firecracker:
40 Summon damage

The Firecracker has a 12.5% (25% on Expert Mode) chance to drop from the Wall of Flesh. This whip is able to set enemies on fire; it doesn't feature a summon tag damage value, but instead marks struck enemies with "blazing energy". When blazing enemies are attacked by minions, the energy will explode, dealing additional damage equal to 2.75x the damage dealt by the minion. This is a great way to dish out additional DPS in early-to-mid Hardmode, which you'll definitely want to take advantage of while you try to climb the power ladder.

Cool Whip:
50 Summon damage

This delicious whip is crafted with 8 of each Souls of Night and Light, and a Frost Core (dropped by Ice Golems) at a Mythril Anvil. When striking enemies with it, a snowflake minion will spawn at the location of the enemy and attack with its small amount of DPS (usually about 10 damage per hit) which ignores 30 enemy defense. It only lasts 2 seconds, but subsequent hits with the whip will refresh the snowflake's lifetime. The snowflake is also capable of flying through walls to pursue enemies, sometimes flying back and forth between them. Also, the whip inflicts Frostburn on hit.

Durendal:
55 Summon damage
9 Summon tag damage

For the Summoner who likes banking into melee build shenanigans, the Durendal is quite a reasonable choice. It is crafted with 12 Hallowed Bars at a Mythril Anvil. It's a more basic whip that features a melee attack speed buff when attacking enemies, much like the Snapthorn, on top of a decent summon tag damage value. Though, if you prefer having additional area control and flexibility, the Cool Whip might be more up your ally.

Morning Star:
180 Summon damage
5 Summon tag damage
5% Summon tag critical strike chance

"Hey, you know what we should add as a Summoner weapon?"
"What?"
"A freaking Morning Star."
The Morning Star is dropped by the various Armored Bones in the post-Plantera Dungeon, at a 0.5% chance (1% on Expert Mode). This is quite the jump in power from earlier whips; while it is the slowest whip of the bunch, it has incredible damage and very high knockback, which most whips have very little of. Despite the low tag damage value, the Morning Star is capable of allowing minions to critically strike focused enemies. At long last. And along with all that, this whip is a solid enough weapon on its own, allowing you to dispose of anything foolish enough to get too close.

Dark Harvest:
100 Summon damage

This rad looking scythe-whip is dropped by Pumpking, the toughest enemy in the Pumpkin Moon event, at the same rate as all his other drops. Attacking enemies with it grants you a bit of attack speed just like the Durendal and Snapthorn. Additionally, enemies will be marked with "dark energy"; minions who attack afflicted enemies will cause that energy to jump towards nearby enemies, zapping them for about 10 damage, ignoring 50 enemy defense. This damage is unaffacted by your own attack power, making this whip consistently useful for crowds. It synergizes best with fast minions like the UFOs as a result.

Kaleidoscope:
180 Summon damage
20 Summon tag damage
10% Summon tag critical strike chance

The ultimate whip in the game. The Kaleidoscope has a 1 in 4 chance to be obtained from the Empress of Light boss. The added summon tag damage and crit chance will hand a lot of power to your minions. Do you want a Stardust Dragon that can crit? Do you like rainbows? If yes, make this whip your goal. It's very straightforward but it gets the job done.
A select few mounts are actually summon weapons in disguise. The damage values on these mounts actually increase as you wear equipment that grants additional summon damage. As such, these mounts may prove beneficial to your means of protecting yourself in combat.

The Slimy Saddle has a 25% chance to be dropped from King Slime (and has a 50% chance of being obtained from his Expert Mode Treasure Bag). This is a mount item that lets you ride on a large Blue Slime. It's able to jump much higher and faster than you, allowing it to scale cliffs with ease. It falls at a very fast speed, can lessen fall damage, and float on the surface of water. When you jump on an enemy with the Slime mount, they take 40 damage by default, though this damage is usually a bit less depending on the enemy's defense. This is much easier to obtain than the Slime Staff, making it usually the first minion a player will encounter. Since this mount's jump speed is so fast, its falling speed is faster than normal, making this mount a surprisingly good tool for falling downward quickly to avoid certain boss attacks, even in the lategame.

At 30% Bestiary completion, the Zoologist sells a variety of horse mounts. Respectively, the Dusty Rawhide Saddle summons a Painted Horse, the Royal Gilded Saddle summons a Majestic Horse, and the Black Studded Saddle summons a Dark Horse. These cost 25 gold each and are all functionally identical. They can be seen as Pre-Hardmode versions of the Unicorn mount, though their top speed is 40 MPH. They deal 30 summon damage to enemies they ram into.

Meanwhile, the Zoologist's brother, the Golfer, sells the Golf Cart Keys for 50 gold post-Skeletron, but only after the player achieves a total of 2000 golf score, which can be attained by playing golf and winning a large sum of holes. It reaches a top speed of 41 MPH, jumps higher than normal, reduces fall damage by 80%, deals 40 summon damage when running over enemies, and most importantly, comes with nifty headlights so you can see better in front of you.

The Goat Skull has a 25% chance of being dropped from the Wall of Flesh, on Master Mode only. This makes it one of the few Master-exclusive Summoner items. It summons a rideable Goat mount that leaves a fire trail behind it as it runs. The Goat is functionally identical to the Unicorn mount however, including the 60 summon damage that it deals, with the exception being that the Unicorn gives off light when mounting and dismounting. Though getting a free Unicorn at the start of Hardmode can prove very convenient for Master Mode players.

The Blessed Apple has a 2.5% chance (3.33% in Expert) of dropping from a Unicorn, a Hallow enemy. It summons a rideable Unicorn that can double jump, and it runs faster than most running boots. The Unicorn takes a couple seconds to build up speed without any interruptions; after a certain point, it will create a cloud of sparkles and begin sprinting, allowing it to impale any enemies it touches for 60 base damage. While dashing, the Unicorn reaches a top speed of 61 MPH, and gains a 1/10-second invulnerability when touching enemies, allowing you to ram through many enemies unscathed, but usually if the enemy dies in the process. You only take 20% fall damage when mounted as well. This mount is ideal for those who use a long skybridge for travel or for charging through weak enemies; although Asphalt Blocks don't affect the Unicorn's speed.

The Ancient Horn is a 2% drop from Basilisks, which are dangerous Hardmode enemies in the Underground Desert. It allows you to ride a Basilisk that can double jump and deals 90 base damage, making it stronger than the Unicorn. Despite that the Basilisk can only run at 41 MPH, it needs to be traveling at least 10 MPH in order to deal damage, a much lesser windup time than the Unicorn. The Basilisk mount is much better suited for battle than the Unicorn because of how easy it is to hit enemies during the ride. The Unicorn takes too much time charging in order to be effective.
Just like the Unicorn, when the Basilisk lands a hit on an enemy, you gain 1/10th of a second of invulnerability. This allows you to knock down weak enemies without being touched, or, if you like having fun, bully worm enemies.
Additionally, when at least 27 feet underground, the Basilisk gives off a faint red glow.

The Black Spot has a 25% chance to be dropped by the Flying Dutchman, the boss of the Pirate Invasion, on Master Mode. It allows you to ride a pirate ship mount that can fly infinitely; the ship has low acceleration, and it can reach a max speed of 36 MPH. When enough speed has been built up, golden particles will appear, meaning the ship has reached ramming speed. Ramming into enemies deals 94 to 100 summon damage, leaving lots of room for its damage to scale nicely with game progression.

The Gelatinous Pillion can be considered a Hardmode upgrade to the Slimy Saddle. It is dropped by the Queen Slime boss; just like its Pre-Hardmode predecessor, this mount has a 25% chance to be dropped on normal mode, and a 50% chance on Expert Mode. It deals the same amount of damage as the Slimy Saddle. However, the Gelatinous Pillion has more versatility; it can run much faster, and acts like a pair of wings in the way that it has a short flight time and gliding ability. In addition, it doesn't interrupt your current flight time when hopping on and off, unlike other mounts which cancel your flight time when they are used.
On top of all this, you will look extremely fabulous riding on this mount.

The Hexxed Branch is dropped by the Pumpkin Moon enemy Mourning Wood at a 25% chance, on Master Mode. But for good reason; the Tree Mount is the fastest land mount in the game, reaching a top horizontal speed of 81 MPH. Unlike the Unicorn and Basilisk, it cannot double jump, but ramming into enemies at a high-enough speed deals an incredible 120 summon damage at base, making it the hardest-hitting mount a Summoner can acquire. It only excels in flat terrains however, as any bump in the road will definitely slow it down.
Summoner's Armor (Pre-Hardmode)
At a few points in the game, you'll have access to armor that benefits the Summoner, increasing your max number of minions and your minions' damage. Summoning armor generally doesn't have a whole lot of defense, but the fact that you can safely take out enemies from a distance with your minions' DPS makes up for that.
Along the course of the game, most of the main Summoner armors are few and far between, so you would have to play large portions of the game without upgrading your armor. Man I love 1.4.



Flinx Fur Coat:
  • 1 Defense
  • +1 Minion capacity
  • +5% Summon damage
Unlike the other sets on this list, this armor comes in only one single piece, for the chestpiece slot. The Flinx Fur Coat is crafted at a Loom using 10 Silk, 8 Flinx Fur, and 8 Gold or Platinum Bars. While its stats are very minimal, its ease of access will provide a lot of support for beginner Summoners. 5% minion damage will probably not make a difference, but an additional minion certainly will.



Obsidian Armor:
  • 15 Defense
  • +1 Minion capacity
  • +31% Summon damage
  • +35% Whip speed
  • +50% Whip range
1.4.1 gave the previously-bland Obsidian Armor a use; and now it belongs to us. It can be crafted at a Heckforge with a total of 30 Silk, 60 Obsidian, and 20 Shadow Scales or Tissue Samples; 10/20/5 for the hat, 10/20/10 for the longcoat, and 10/20/5 for the pants. This set focuses on raw power rather than numbers, given the huge percentage of summon damage it provides (15 of which is from the set bonus itself). It also allows you to hit faster and further with your whips, if you prefer to use them as your most active weapon (other than minions of course). This set is a possible alternative to Bee Armor, although you'll need to have fought the Brain of Cthulhu or Eater of Worlds first.



Bee Armor:
  • 13 Defense
  • +2 Minion capacity
  • +23% Summon damage
Bee Armor is the final summoning armor set obtainable before Hardmode. It requires a total of 30 Bee Wax to be crafted at an Anvil (8 for the headgear, 12 for the chestplate, and 10 for the greaves). Because this is the first summoning armor, you would be playing the game for a good while until finally reaching the Queen Bee, who drops the aforementioned Bee Wax. As well, you would be playing another good while until obtaining the next armor set up on the list.



Wizard Hat:
  • 4 Defense
  • +5% Magic damage
  • +1 Minion capacity... if playing on the Celebrationmk10 world
The Wizard Hat is dropped by Tim, a rare enemy in the Cavern layer. It's a Mage headpiece that has interesting set bonuses with various other magic armor pieces.
...But for some ungodly reason, if you're playing on a world with the "celebrationmk10" seed, the Wizard Hat in particular gets an extra minion slot. I haven't the foggiest idea why this random detail was added, but it's a Summoner item now, so into the guide it goes.
I'm so confused.
Summoner's Armor (Hardmode)


Spider Armor:
  • 20 Defense
  • +3 Minion capacity
  • +28% Summon damage
The Spider Armor can be obtained immediately after activating Hardmode. The full set requires 36 Spider Fangs (8 for the mask, 16 for the chestplate and 12 for the greaves), crafted at an Anvil. As it gives a bonus to both the minion cap and damage, it can go a long way in Hardmode. There are four appendages extending from behind the chestplate. If you're wearing wings, the extra legs will likely cover it until you start flying, at which point the wings replace the appendages and show its flying animation.



Forbidden Armor:
  • 26 Defense
  • +2 Minion capacity
  • +25% Summon damage
  • +25% Magic damage
  • +80 Mana
  • Grants the ability to summon sand tornadoes by double-tapping Down
Perhaps one of the most peculiar Hardmode armors, the Forbidden Armor acts as a hybrid armor for both Mages and Summoners. The set is fully crafted with 3 Forbidden Fragments and 46 Adamantite or Titanium Bars (1/16 for the mask, 1/20 for the robes, 1/10 for the treads). Forbidden Fragments are dropped by Sand Elementals, rare Hardmode enemies that only spawn during a sandstorm. This essentially makes the Forbidden Armor a counterpart to the Frost Armor, which is a hybrid melee/ranged armor exclusive to the Hardmode blizzard. Forbidden Armor is an excellent choice if you don't rely on your minions too much and prefer to use a wide arsenal of magic weapons.
When the full set is worn, a gold relic called the Forbidden Sign will float behind you, similar to the Stardust Guardian. When you double-tap your Down key, an Ancient Storm will be conjured on the ground below your cursor if it's within your line of sight, at the cost of 20 Mana. The sandnado deals a rapid base damage of 20 to any enemies that pass through it, and lasts for around 15 seconds. Summoning another tornado or hitting enemies enough times with it will also cause it to despawn more quickly.
The sandnado's damage is affected by both magic and summon damage boosts, and is interestingly one of the only sources of summon damage capable of achieving critical hits; this is because the sandnado is affected by your magic critical strike chance.



Hallowed Armor:
  • 27 Defense
  • +3 Minion capacity
  • +17% Summon damage (7% of which is total damage)
  • +7% Critical strike chance
  • +8% Movement speed
  • Holy Protection
That's right, baby. The Hallowed set has joined the Summoner's ranks. The full set is crafted with 54 Hallowed Bars at a Mythril Anvil. At first glance, the Hallowed Hood, which is the Summoner helmet variant, might not look very good with its measly 1 defense, +1 minion and 10% minion damage. But when the full set is worn, a set effect is given to provide an additional 2 minions. It may still be lower than Bee Armor in terms of damage, but the Holy Protection set bonus more than makes up for it. When you or your minions attack an enemy, you'll gain a buff for up to 30 seconds which will allow you to completely negate the next attack that hits you. This has an internal cooldown of 30 seconds, so don't rely too heavily on it. This set is perfect for survivability, even in Master Mode, and synergizes with the Blade Staff which can always hit reliably, and isn't too affected by the lowered summon damage.



Tiki Armor:
  • 35 Defense
  • +4 Minion capacity
  • +30% Summon damage
Each piece of the Tiki Armor can be bought from the Witch Doctor, but only if you have the Pygmy Staff in your inventory. That means that Plantera has to be defeated. Each piece is worth 50 gold coins, totalling a hefty 1 platinum and 50 gold. It is very much worth it though, as the boost in defense and damage, as well as the extra minion are definitely helpful in the long run, as it keeps you alive much longer.



Spooky Armor:
  • 30 Defense
  • +4 Minion capacity
  • +58% Summon damage
  • +20% Movement speed
Spooky Armor is currently the strongest wood-based armor in the game, and can only be obtained from the Spooky Wood in the Pumpkin Moon event. Crafted at a Work Bench, the helmet requires 200 Spooky Wood, the chestplate requires 300 and the leggings require 250. In total, a whopping 750 Spooky Wood is needed, but that's honestly not a whole lot, as Pumpkin Moon enemies drop it in large quantities. A successful run can net you well over a thousand.



Stardust Armor:
  • 38 Defense
  • +5 Minion capacity
  • +66% Summon damage
  • Summons a Stardust Guardian to fight alongside you
The legendary Stardust Armor is the ultimate summoning armor, being only obtainable after you have defeated the Moon Lord several times. Basically you have to beat the game. The full set requires an expensive 36 Luminite Bars and 45 Stardust Fragments (8/10 for the helmet, 16/20 for the plate, and 12/15 for the leggings) using the Ancient Manipulator. Upon wearing the full set with no vanity items covering the armor, you will shimmer brightly with an effect that's much nicer than the Spooky Armor's pulsing effect. This effect remains even when the armor is dyed, allowing for many epic looking combinations. Regardless of whether or not you're wearing vanity items, this armor also glows white, almost like an infinite Shine Potion. The leggings and plate increase your minion cap by 2, while the helmet increases the cap by 1.
This armor's set effect calls forth the Stardust Guardian, which doesn't count towards your minion cap, to have your back at all times. When an enemy comes within 30 blocks of you, the Guardian will fly towards it, bypassing any obstacles, and beats the crud out of it Jojo-style for daring to threaten your safety. Most enemies will get squashed by his punches rather quickly, but if you're close enough to a boss, the Guardian won't cease punching until either you move far away or until the boss is dead. The Guardian is also affected by pet dyes, so you might have some fun with that.
Summoner's Armor (Sentry-based)
With the 1.3.4 update, Summoners now have a massive arsenal at their disposal. With the Dungeon Defenders 2 crossover event, many new items have become available. To access most of this content, you must buy them from the Tavernkeep, an NPC who specializes in trading through a specific currency called Defender Medals.
There are a total of eight Dungeon Defenders-themed armor sets... and they're all for Summoners. The catch is that they mostly specialize in sentry minions, which aren't the traditional minions that follow you.
Additionally, the armors are not specifically built only around minions, unlike the Spider and Tiki armors for example. They also include a vast array of other stats that players may find useful. These sets could be helpful for those who seek a balance between different classes of damage, or are curious about the world of summoning but aren't quite ready to give up all of their other power. This also encourages players to fight alongside their minions just like the Forbidden Armor, though these are most useful during the Old One's Army invasion.

The following four armor sets cost 75 Defender Medals each, so 25 per piece. Medals are earned from fighting the Old One's Army. The armor sets in this section must be bought from the Tavernkeep who sells everything you need to get the invasion started. He will start selling the armors after one mechanical boss has been defeated.



Squire Armor:
  • 58 Defense
  • +2 Sentry capacity
  • +2 HP per second of life regeneration
  • +30% Summon damage
  • +15% Melee damage
  • +15% Melee critical strike chance
  • +15% Movement speed
  • Ballistae pierce more enemies and shoot faster when you take damage
A summoning armor with a lot of melee benefits. This set encourages you to use the Ballista weapons during invasions. When you take damage, you gain the Ballista Panic buff for 5 seconds; your currently-placed Ballistae will fire faster at enemies in a brief panic.



Apprentice Armor:
  • 32 Defense
  • +2 Sentry capacity
  • +30% Summon damage
  • +20% Magic damage
  • -10% Mana usage
  • +20% Magic critical strike chance
  • +20% Movement speed
  • Additional Flameburst field of view and range
Apprentice Armor is similar to Forbidden Armor in that they are magic/summoning armor sets. However, they key differences are that: Apprentice Armor provides more defense, more minion damage, and reduced Mana costs, compared to Forbidden's additional Mana and evenly-split magic and summon damage. The set specializes in Flameburst-type weapons which ought to be handy for enemy clusters.



Huntress Armor:
  • 36 Defense
  • +30% Summon damage
  • +20% Ranged damage
  • +10% Ranged critical strike chance
  • +20% Movement Speed
  • +10% Chance to not consume ammo
  • Explosive Traps recharge faster and oil enemies
This set is a blend of Summoner and Ranger armor, and it's viable for Rangers who control areas with sentries. Huntress Armor can work well in situations where you need reliable crowd control while you go for a bigger enemy like a boss during an event. Since Explosive Trap sentries aren't effective unless an enemy walks near them, the set effect makes them much more valuable and makes up for their slow recharge. When oiled, enemies will take more damage over time from fire-based debuffs such as On Fire, Frostburn, and Shadowflame.



Monk Armor:
  • 46 Defense
  • +2 Sentry capacity
  • +30% Summon damage
  • +20% Melee damage
  • +20% Melee speed
  • +15% Melee critical strike chance
  • +20% Movement speed
  • Lightning Auras can now deal criticals and attack faster
Monk Armor is a nifty set that works as a fast, hard-hitting attacker. It's a melee set that relies on swift strikes, which works well with the new spears in 1.3.4. The Monk specializes in Lightning Auras; since each Lightning Aura can cover a wide area with a fast hitting, critically-damaging field, the Monk can become a formidable force on the battlefield.
Summoner's Armor (Sentry-based part 2)
The next four armors are unlocked after defeating the Golem, and can be bought for 225 Defender Medals per set; 75 per piece. Very expensive, but they can prove highly useful since they're optimized to tackle invasions.



Valhalla Knight Armor:
  • 68 Defense
  • +3 Sentry capacity
  • +60% Summon damage
  • +10% Melee damage
  • +4 HP per second of life regeneration
  • +20% Melee critical strike chance
  • +20% Movement speed
  • Ballistae pierce more enemies and shoot faster when you take damage
Valhalla Knight Armor is an upgrade to Squire Armor, with the exception of the missing attack bonus. This is currently the highest summoning armor in terms of defense and it also makes a great armor for tanks. Upon taking damage, you'll gain the Ballista Panic buff for 5 seconds, just like the Squire Armor, allowing your increased number of Ballistae to knock down everything in their way.



Dark Artist Armor:
  • 42 Defense
  • +3 Sentry Capacity
  • +60% Summon damage
  • +25% Magic damage
  • +25% Magic critical strike chance
  • +20% Movement Speed
  • -15% Mana usage
  • Additional Flameburst field of view and range
The Dark Artist set specializes in high magic damage and critical hits, along with powerful Flamebursts. A player as a Dark Artist can keep safe with a group of Flamebursts that fire at enemies with fast shots from long distances, while the player utilizes their own enhanced magic abilities to blow everything down. The set provides no additional Mana however, so you'll probably have to make up for that with accessories, Mana potions, Mana regeneration, or weapon reforges that further reduce Mana costs.




Red Riding Armor:
  • 48 Defense
  • +3 Sentry capacity
  • +60% Summon damage
  • +25% Ranged damage
  • +20% Ranged critical strike chance
  • +20% Movement speed
  • +20% Chance to not consume ammo
  • Explosive Traps recharge faster and oil enemies
A direct upgrade to Huntress Armor, Red Riding Armor is an excellent choice for defensive Rangers. Since Rangers are supposed to hit fast and hard, the increased damage and crit chance are much appreciated. As usual, the respective sentry, the Explosive Trap, is enhanced to be more viable. Explosive Traps work well with this setup too; most Rangers will find themselves in the air, shooting at bosses, while the Explosive Traps take care of lesser enemies on the ground.



Shinobi Infiltrator Armor:
  • 54 Defense
  • +3 Sentry capacity
  • +60% Summon damage
  • +20% Melee damage
  • +20% Melee speed
  • +25% Melee critical strike chance
  • +30% Movement speed
  • Lightning Aura can now deal criticals and attacks faster
Shinobi Infiltrator Armor doesn't have too many differences from the Monk set, except for more minion damage, sentry capacity, critical strike chance, and defense. They're all relatively even, allowing for fairly high stats across the board. This armor set is meant for swift, up-front attackers, and is good enough to rival both Hallowed and Spooky Armor at the same time (despite the set applying to sentries instead of traditional minions). Like the Monk, Shinobi Infiltrator specializes in Lightning Auras, allowing them to potentially create an arena out of Lightning Auras that they can fight inside or use as a defense, leaving no enemy safe.
Well let's be honest, every summoning item is useful in its own right. So I'll just be throwing in all the items that benefit a Summoner that don't belong in the weapons, armor, or accessories category.

The Summoning Potion allows you to summon an extra minion for 6 minutes, which can be very useful for boss fight preparations. To brew one, you need a Bottled Water, one Moonglow and one Variegated Lardfish at an alchemy station, meaning you would have to take up fishing to make a steady supply of these. The fish can be caught in the Underground Jungle's lakes.

The Bewitching Table is an essential item released with the 1.3 update. When placed, you may right-click it to receive a buff that increases your minion cap by one for 10 minutes. It functions much like the Crystal Ball and Ammo Box. The Table is found in the Dungeon and functions as a table for valid housing. It's also sold by the Witch Doctor for 10 gold when the Wizard is present. I recommend always having a Bewitching Table in your inventory if you're a Summoner. It's good for non-Summoners too, as having a little extra DPS is good for just about everyone; unless it's a quick piercing minion that may interrupt your attacks. The Bewitching Table is like a free Summoning Potion, and the two stack as well.

Any item with the Well Fed buff slightly increases all your stats, on top of providing additional health regeneration in Expert Mode. Among these stats are a 5% overall damage increase, which affects minions as well, and an additional 0.5 minion knockback. As of 1.4, a large amount of food items were added, which either provide Well Fed or its two higher stages, Plenty Satisfied and Exquisitely Stuffed. These apply 7.5% and 10% damage, and 0.75 and 1 minion knockback, respectively, among other stats. Items with this buff include Pumpkin Pie, Cooked Fish, Bowl of Soup, Bacon and many other consumables.
I recommend the Well Fed buffs for any and/or all boss encounters.

The Wrath Potion is brewed with one Bottled Water, Ebonkoi, and Deathweed. Because the Ebonkoi is a fish exclusive to the Corruption biome, it normally cannot be caught in Crimson worlds unless you were to build your own Corruption using materials brought in from a Corruption world. The Wrath Potion increases all damage by 10% for 4 minutes; because this also applies to minions, it is recommended to use this just before the start of a major battle, with all your minions ready.

Also, a special shoutout to the Sharpening Station! This is a buff station that you can find in cabins within the Underground Jungle, or it can be bought from the Merchant in Hardmode for 10 gold, if you somehow never found one by then. It increases armor penetration by 12 for 10 minutes, similar to the Shark Tooth Necklace, but only for melee weapons.
...Or does it?
In actuality, it increases armor penetration by 12 only while you're holding a melee weapon. Are you picking up what I'm putting down? This means that minions can benefit from this buff; but since you have to hold a melee weapon (whips don't count, sadly), this is a very niche strategy. But still, a strategy nonetheless.
A wide number of accessories in Terraria can provide a good help to Summoners, some of which are made purely for them. It's always been difficult for me to choose a correct loadout of accessories, which is why I always keep some in my inventory in case I need to switch them out.
I usually find myself always having my Wings equipped at all times, since I often have to travel across my world for whatever reason. On one of my characters, I used to have Frostspark Boots equipped, but eventually I replaced them with another accessory that benefits summoning.

First and foremost, the Pygmy Necklace is an accessory that increases your max number of minions by one. It is bought from the Witch Doctor at night, for 20 gold. As it can be obtained in Pre-Hardmode as of 1.4.1, this is an exceptional boost in early power.

The Summoner Emblem is one of the most important accessories for the Summoner. Introduced in 1.3, this Emblem is dropped by the Wall of Flesh at a 12.5% chance (25% chance on Expert Mode). Similar to the other Emblems, this increases your summon damage by 15%, which is a substantial boost for just about any stage in the game.

These items are dropped uncommonly by Ogres during the Old One's Army event. They are the Squire's Shield, Apprentice's Scarf, Huntress's Buckler, and Monk's Belt respectively. Their drop chances are about 8.33% on Tier 2, and 4.16% on Tier 3, with the drop chances being higher on Expert Mode. Each item increases your max number of sentry minions by 1, and your summon damage by 10%. These accessories' effects don't stack with one another, however.
The Squire Shield (and any other shield for that matter) can be used with the Brand of the Inferno (also dropped by Ogres) to parry attacks and grant you the Striking Moment buff for a couple of seconds, which quintuples the power of your next melee attack.

The Hercules Beetle is obtained by buying it from the Witch Doctor post-Plantera, while he is living in a Jungle biome, for 40 gold. It increases the damage of your minions by 15% and increases their knockback. It can be combined with a Necromantic Scroll at a Tinkerer's Workshop to create the Papyrus Scarab.

The Necromantic Scroll can be dropped from the Mourning Wood during the Pumpkin Moon. Its drop rate increases as you advance in the Pumpkin Moon, the highest being 20%. It increases your max number of minions by one and increases minion damage by 10%. It can be combined with the Hercules Beetle at the Tinkerer's Workshop to create the Papyrus Scarab.

After being crafted, the Papyrus Scarab gives a bonus of one extra minion, 15% more minion damage and increases minion knockback. Essentially, this is a Hercules Beetle with an added space to the minion cap. It is possible to have a Hercules Beetle, Necromantic Scroll and Papyrus Scarab equipped all at once, increasing your max minions by 2, damage by 40% and knockback by, well, a lot. This item is a must-have for any dedicated Summoner.

And now, I shall mention a few accessories that can also help Summoners, but are not necessarily exclusive to minion bonuses.

The Avenger Emblem increases your total damage by 12%. It can be made by taking any Emblem and combining it with 5 Souls of Sight, Might and Fright. The Avenger Emblem gives a pure damage boost overall, meaning minions can also benefit from this. While the Destroyer Emblem is considered better with its 10% damage increase and +8% critical strike chance, it would mostly affect your own attacks. Minions cannot deal critical hits.

As of 1.4, the Feral Claws and any of its upgrades provide autoswing to all melee weapons and whips. The Berserker's Glove, made by combining a Power Glove and Flesh Knuckles, provides autoswing, more melee speed and knockback. It also gives 8 defense which can help your squishiness. You'll draw more enemy aggro when wearing it in a multiplayer run.

The Sun Stone and Moon Stone are essentially equal to the Celestial Stone in terms of stat increases; however, they only function during the day or night, respectfully. The Celestial Stone keeps those stat increases regardless of the time of day. The Moon Stone is an uncommon drop from Vampires during a Solar Eclipse, with a 2.86% drop rate, while the Sun Stone drops from the Golem at a 12.5% chance.

The Celestial Stone is created by combining a Sun Stone and a Moon Stone at the Tinkerer's Workshop. It increases all your stats, including +10% melee speed, 2% critical strike chance, +1 HP per second of life regeneration, 4 defense, 15% mining speed, 0.5 minion knockback and 10% damage. As this is a pure damage increase, this also applies to minions. Many late-game characters prefer to use this item, as its overall stat increase helps in almost every situation. It can also be combined with the Moon Shell to create the Celestial Shell.

The Celestial Shell is an item that is made by combining the Celestial Stone and Moon Shell at the Tinkerer's Workshop, and it retains the abilities of both items. This requires you to have obtained the Sun Stone, Moon Stone, Neptune's Shell, and Moon Charm. The Neptune's Shell is dropped from the Creature from the Deep, an enemy from the Solar Eclipse, at a 2% chance (3.96% on Expert). Moon Charms are dropped from Werewolves, which only spawn at night during a full moon in Hardmode, at a 1.67% chance. The Celestial Shell is a highly helpful item when fighting in the Ocean, since you'll be able to transform into a merfolk when entering water, and swim rather quickly.

I also give a special shoutout to the Demon Heart. While not an accessory on its own, consuming it allows you to gain a sixth accessory slot. This allows for a lot of powerful accessory combinations, and is a huge help to all characters, not just Summoners. This item can only be obtained from the Wall of Flesh's Treasure Bag on Expert Mode. You won't gain any more Demon Hearts after you've used it, and you can't use more than one. You also can't use your sixth accessory slot on normal mode worlds. The Demon Heart also stacks with Master Mode's natural sixth accessory, meaning you can have a maximum of seven by Hardmode.

Not all loadouts are going to work for everyone, so feel free to switch these around as you progress through the game.

A very important tip when it comes to Summoner items: the Witch Doctor is your best friend! (And the Goblin Tinkerer if you wanna perfect your setup)
(Has anyone else noticed he appears to be holding a Pygmy Staff?)
One of the most important things about endgame items is their prefixes or modifiers; the stats added as an additional bonus. This applies to both weapons and accessories.

Sours: https://steamcommunity.com/sharedfiles/filedetails/?id=279985205
  1. Pose reference photos
  2. Honeywell zone valve
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  4. Eye doctor estes park
  5. 2015 challenger hood pins

1.4 Summoner Minion, Whip & Armor In-Depth Tier List

Summoner in 1.3 was such a bad joke. The majority of the minions were weak and also stupid & unreliable, and there were few of them. Among other problems, Summoner was by far the weakest class in the game. That all changed with Journey's End, by not only introducing a number of new minions that were in most cases significantly stronger & especially smarter than other minions before that point, but whips were also introduced, giving Summoners a method of attacking directly that didn't involve using weapons from other classes. Whips also strengthen minions, in some cases by a very large amount. Lastly, there are new armor sets, such as Obsidian Armor which was changed into a Summoner-focused armor that prioritizes buffing whips over minion slots. There is also finally a Hallowed Armor variation for Summoner. Lastly, the Flinx Fur Coat is a pre-Boss armor piece that gives +1 minion slot. Combined with Flinx Staff and Pygmy Necklace being obtainable in pre-Hardmode, Summoner progression is also a lot smoother in pre-Hardmode.

With all of these changes and major buffs in mind, this skyrocketed Summoner's viability to the point it's now arguably the best class in the game after Tank Melee (Defense is broken). This also has to do with Ranger as a whole being nerfed, but my point stands. Even though Summoner is reallystrong now and has multiple deep playstyles, I see too many people act like they are well experienced with 1.4 Summoner and recommend the wrong options to newer players (Like using Blade Staff with Firecracker, or suggesting Optic Staff over Blade/Sanguine).

Somewhat based on Baconfry's hardmode weapon tier list(but with different colors), I will give a grade to all of Summoner's options from minions to whips to armor sets (I won't include sentries though, because I've never used sentries and know next to nothing about them, and most of them aren't really impactful or too useful from what I saw No Stardust Armor either, that's Post-Moon Lord). But first, the mindset/rules I will rank the options in the list with:

  • For minions specifically, mainly their DPS in practice, taking AI and other potential annoyances into account (if there's any). Also taking account defensive benefits such as having good AI that responds to regular mobs fast, being capable of stunlocking mobs and generally how good they are at protecting the player from threats as a whole.

  • For whips specifically, their range, standalone DPS, what they bring to the table for supporting/buffing and also how many viable minions they pair with in general.

  • For armors specifically, their stats obviously. But also how useful their set bonus is if they have one, and how good the armor set is for mixing armors (Forbidden Robes and Treads are good example).

  • For ALL options in general, their general availability and if grinding for them is worth the effort if needed. Also taking competition into account and for how long and how many tiers the option stays relevant & viable relative to other options through the game.

Now for what grades mean:

S rank:Essential options to consider, these options carry Summoner and most of them are somewhat overpowered for Terraria's standards in general.
A rank:Options that are great during pre-Hardmode but simply aren't insane like much of the Hardmode options. Or options that are just as good as S-tier options their peak, but either get replaced quickly and/or are very hard to obtain. Or options that are arguably just as good as S-tier options, but come later on and are perhaps not worth switching to.
B rank: Options that are relatively mediocre for Summoner standards but still might have one or two uses. Or options that are what you'd want to pick as Summoner but are simply obtained at a point where Summoner isn't at its strongest (Early pre-Hardmode for example).
C rank:Poor options that are most likely not worth paying attention toward if you want to optimize your Summoner playthrough. But if you want to challenge yourself, options here can make a playthrough more challenging without being TOO annoyingly weak & clunky.
D rank:Avoid

There will also be another rating indicating my "confidence" with an option: 5/5 means I'm perfectly experienced with the option and know just about everything there is to know, and nearly everything I'll say is facts I know are true. 1/5 means I pretty much never used the option and have limited knowledge of it, I might make assumptions and should be taken with a grain of salt in those cases.

Last thing to note: Whip Stacking. You can use multiple whips to stack their effects. For example, you can combine Leather Whip (4 Summon Tag damage) and Snapthorn (6 Summon Tag damage) to get 10 Summon Tag damage, that's higher than Durendal! It gets especially potent once more powerful whips like Durendal, Firecracker (Setup other whips to speed up melee speed and get more explosions) and Dark Harvest are obtained. It involves micro'ing and switching between multiple weapons often and can be difficult, but it's worth it and this technique will be taken into account significantly in the list. Anyway, let's get to the list already.




Minions


Finch_Staff.png
Finch Staff:B+ (Confidence: 4/5):It does the job decently well as an early game summon weapon. Nothing about it is really impressive, but for a starter weapon it's pretty useful. It mostly gets replaced by Flinx Staff once its obtained, but that weapon needs some grinding as it requires venturing into a dangerous biome to obtain Flinx Fur, and also 10 Gold/Platinum bars. That said, Finch Staff also proves to be especially effective against Brain of Cthulhu thanks to the fact it doesn't gives i-frames and also doesn't bounce off targets (unlike Flinx), making it a good alternative to Flinx for killing Creepers if you haven't obtained Vampire Frog Staff.


Flinx_Staff.png
Flinx Staff:S-(Confidence: 4/5): Has probably the best AI out of all grounded minions despite being a pre-Boss minion (alongside Desert Tiger, which is Post-Plantera). It hits enemies rapidly and tend to be good at sticking to them, which makes it pair very well with Summon Tag and the Sharpening Station glitch (hold a Melee weapon while the buff is active, and minions will gain the 12 armor penetration). Lasts for very long through pre-Hardmode, in fact it is arguably viable all the up to Wall of Flesh's defeat!


Slime_Staff.png
Slime Staff:C+(Confidence: 2/5): Pretty much just a worse version of Flinx Staff. Has the same base damage but the AI isn't as reliable, especially against aerial enemies as it can't jump nearly as high last time I checked. Grinding for it is out of the question and you'll only really get it out of pure luck. Even if you happen to obtain it minutes after creating your character, you'll still want to replace it with Flinx Staff anyway. Useful for farming with the Lucky Coin, but going out of your way to obtain both of these items is just not worth the effort at all unless you get extremely lucky.


Vampire_Frog_Staff.png
Vampire Frog Staff:A+(Confidence: 4/5):Kinda similar to Slime Staff, but with more damage and also able to jump very high. Can be particularly effective against crowds of grounded enemies since they move a lot while attacking with contact damage. Similar to Flinx, it's useful through all of pre-Hardmode, being viable against even the Wall of Flesh. With the way they work, you can right click WoF's top eye ball and the frogs will start jumping up and down, hitting all three weak points of WoF and dealing rapid damage. Hold a Melee weapon with the Sharpening Station buff on for extra damage, you can also equip Bee armor to have more frogs ravaging WoF, though at that point it's more effective to mix with other minions taking i-frames into account (Imps + Frogs is what I found most effective). It's potentially as good if not better than Imp Staff as a result when using this strategy which is safer (although slower) than Obsidian Armor.

It would have been S-tier, however it is relatively difficult to obtain (12.5% drop from a miniboss during Blood Moon that needs fishing). Lastly, it's particularly useful when you just reached Hardmode, as it can easily hit multiple enemies and deal high damage with whips especially if you rush Ichor Flask (Black Recluses have 40 defense, which is high).


Hornet_Staff.png
Hornet Staff:C (Confidence: 3/5): You'd think the buff to its base damage combined with whips makes Hornet Staff finally worth something. Well, not really. While it is capable of dealing solid DPS with Summon Tag since its projectiles don't give i-frames, in reality it struggles to hit targets that actually move around like Queen Bee and Skeletron. There's also the Imp Staff that is more accessible and deals similar damage if not more, and although it has i-frame issues, it doesn't struggle to hit enemies like Skeletron thanks to its way faster projectile speed.


Imp_Staff.png
Imp Staff:A(Confidence: 4/5): It looks ugly, but it does the job fairly well. It deals decent damage but not a lot, its AI is just sufficiently competent and it's essentially a free pickup when you're taking a trip to the underworld for Hellforge (Obsidian Armor) and Molten Pickaxe. I-frame issues makes it frustrating to try using with Summon Tag, and it doesn't do a really great job at protecting you from other enemies. I do not fully know how reliable Flinx/Vampire Frog Staff are against aerial enemies/bosses, but from my experience they are both very decent against them. It's the best option when going against Wall of Flesh with Obsidian Armor, but if you like to keep your distance, mixing with Frogs is better and there will be less i-frame issues.


Spider_Staff.png
Spider Staff:A-(Confidence: 4/5): For how easy it is to obtain, it is a strong option to fend off Hardmode mobs. However it is pretty much useless against Hardmode bosses, which makes it last not very long compared to other viable Hardmode minions. Spider Staff should mainly be obtained as a way to fend off Hardmode mobs while you work on obtaining either Blade Staff or Sanguine Staff, it's also a great help to shred WoF when grinding for Firecracker & Summoner Emblem.


Pirate_Staff.png
Pirate Staff:B-(Confidence: 3/5): If you happen to get really lucky during a Pirate Invasion then this minion has a few minor uses. Spider Staff runs into i-frame issues when many of them are attacking the same target, so the pirates can increase overall damage output slightly. Don't expect a lot though, as their AI is bad and they are laughable bad at attacking aerial enemies. Other than that, it can perform pretty well the 2nd tier of the Old One's Army, potentially killing enemies around as fast if not slightly faster than even Sanguine & Blade Staff. But that's about it.


Sanguine_Staff.png
Sanguine Staff:S+ (Confidence: 5/5): FlawlessAI that can keep up with any single enemy & boss, relatively high base damage and DPS standalone compared to other options, high knockback and not very hard to obtain if planning ahead. What more could you ask for the perfect minion? Whether running it as a support minion for other classes, a hybrid class for Forbidden Armor or to use with Firecracker with Obsidian Armor equipped, Sanguine can be used by any character with any class and will always provide a significant amount of free damage even against fast moving bosses. Depending on the setup its damage contribution is at worst significant, and at best rivaling with Daedalus Stormbow during pre-Mech, and that's not even bringing up Durendal which increases it and Firecracker's damage outputs even higher to the point of being able to kill Expert mode Plantera in under 30 seconds with a standard setup.

The closest it gets to having a flaw is its competition with Blade Staff (more on that soon), but as a whole it can easily be used all the way to the Lunar pillars or Terrarprisma, although there are rivaling or slightly better options Post-Plantera and Post-Golem like Blade Staff, Desert Tiger Staff, maybe Raven Staff and Xeno Staff (half of which are difficult to obtain and/or have less reliable AI). Another neat thing with the Sanguine Staff is that while at very close-range (or simply when an enemy is on top of you), the bats' attack will hit the same multiple times, leading to significantly higher damage. However, if you're thinking of a facetanking strategy involving Summoner, Blade Staff performs better in that aspect (again more on that soon).


Blade_Staff.png
Blade Staff:S+ (Confidence: 5/5): 'Don't let their small size fool you'
The most unique minion, in general one of the most unique weapons in the whole game. Because of its very fast attack speed but extremely low base damage, it pairs extremely well with Summon Tag damage. As a whole, its damage output depends on what whips the player uses and how skilled they are at whip stacking. Up to three or even fourdifferent Summon Tag whips can be juggled at once to bring Blade Staff to its limit. With Durendal and on good hands, its damage output is on par with Sanguine Staff with Firecracker, Durendal and Spider Armor. DPS aside, where Blade Staff shines even more is actually survivability, for two reasons.

First and directly, the Blade Staff's AI is perfectly consistent and will respond to threats instantly (even faster than Sanguine Staff does), and will proceed to utterly stunlock anything that isn't immune to knockback. It will even keep enemies stuck in midair.Whether it's a Giant Tortoise spinning at you or a Bone Lee dashing toward you, the blades will interrupt & stunlock them. More situationally, its idle animation also acts as a shield since its hitbox is always active, for example being able to block Dark Caster projectiles when one is shooting at you from above. The second reason Blade Staff is so beneficial for survivability is its base damage. Almost all of its damage comes from Armor Penetration and Summon Tag damage, percentage bonuses barely contribute to it at all. Whips do benefit from percentage bonuses, however until Post-Plantera whips, Blade Staff & Summon Tag are your main source of DPS against bosses. So where am I getting at here? With this in mind, you can reforge all of your accessories to Warding and also equip Hallowed Armor. Your overall damage output will hardly be lower at all, but your survivability and amount of mistakes you can make will skyrocket.

Let's look at my video comparing Blade Staff with Sanguine Staff for a minute.With Full Menacing and Spider Armor, both Blade Staff & Sanguine Staff kill Expert Plantera in 27.5 seconds. However, with Full Warding and Hallowed Armor, Blade Staff kills Expert Plantera in 31 seconds, while Sanguine does it in 35 seconds. It's a significant difference and an example of how much better Blade Staff fares with defensive builds compared to almost all other weapons in the game. In general, the Blade Staff + Warding Hallowed combo has an amazing balance of damage and survivability, and is one of the most dominant "setups" in the entire games, taking all progression points/tiers into account. A different strategy using Blade Staff that is also just as good is Titanium Facetank. This may lean toward Melee a bit, but Melee/Summoner hybrid is extremely powerful through most of Hardmode. Since the Titanium Armor set bonus creates a damage-dealing shard everytime you hit an enemy, Blade Staff pairs fantastically well with it. This lets you facetank most Hardmode bosses even in Master mode, mainly Destroyer and Plantera. If one goes with this strategy, Blade Staff will be just as dominant in pre-Mech as it is pre-Plantera in general.

When it comes to weaknesses, Blade Staff's damage output is overall outclassed by Sanguine Staff in pre-Mech (excluding Titanium Facetank) since Durendal isn't obtainable until one mech has been defeated. It may also be less viable against Nighttime Empress of Light, as in that fight your best option is Morning Star which gives a relatively low amount of Summon Tag Damage. Spinal Tap and Snapthorn are not viable options because of their short range, and Dark Harvest has no Summon Tag damage at all. It will immediately come back just as dominant once Kaleidoscope is obtained thanks to its high Summon Tag damage: excluding Post-Golem minions, it's arguably the best minion to use against Daytime Empress of Light as long as you have Kaleidoscope. Even then, Xeno Staff is only slightly better and is difficult to obtain, while Dragon/Cell are endgame weapons. Even though Blade Staff peaks at pre-Plantera, it's still one of the best minions through pre-Golem and post-Golem, and the only competition it has involves using armors that lack in survivability to maximize damage, as their damage output would suffer significantly otherwise.

To end it all, it's also useful for a couple of other tasks. Dungeon Guardian DPS, Lucky Coin if you manage to get that and also instantly killing Prismatic Lacewings for easy EoL summoning with no risk of wasting any summons. By the way, make a sky rail if you struggle with Queen Slime.


Optic_Staff.png
Optic Staff:B- (Confidence: 3/5): If you are using Blade Staff which is very bad against Destroyer (Unless using Titanium armor), the one use this weapon has is being a viable alternative to Sanguine Staff against Destroyer. Otherwise it is simply weaker than both Blade and Sanguine, not to mention they like getting stuck underground.


Pygmy_Staff.png
Pygmy Staff: C- (Confidence: 2/5): Similar situation as Optic Staff, immediately outclassed by Blade/Sanguine. Its projectiles may miss against flying enemies as well. Not much to talk about here.


Desert_Tiger_Staff.png
Desert Tiger Staff:A+(Confidence: 3/5):Rare to see in a playthrough unless you got very lucky or went out of your way to grind for it. Summoners in Hardmode don't have much of a reason to go to the Desert in Hardmode, unless they are looking for Forbidden Armor. Its obviously best used with the Firecracker with Obsidian Armor, but it has an issue against aerial bosses like Empress of Light. While it has no issue going into ball mode and being able to hit EoL, it will still have decreased DPS overall because it's not hitting as rapidly and producing less explosions with Firecracker. It struggles to outperform Blade Staff/Kaleidoscope against EoL, and that's not taking the fact that Blade Staff has the option of having Hallowed Armor instead which makes it stronger overall.

Additionally, there are time where the tiger gives up and goes into "return mode" in a similar manner as Xeno Staff, which hurts its performance further when it happen. Boss fights are not where Desert Tiger Staff shines, but against regular enemies. A "technique" that I call the "Pounce spam", simply keep re-summoning the tiger repetitively and it will go crazy, going after everything on your screen at very fast speed while in ball form. This is extremely powerful in the Hardmode dungeon especially, and in the Pumpkin Moon the tiger can freely maul Mourning Woods and other enemies without issues. But as a whole, I feel like the Desert Tiger Staff is overrated based on everything I've seen, mainly against Empress of Light.


Deadly_Sphere_Staff.png
Deadly Sphere Staff:C (Confidence: 1/5): If a few are combined with Sanguine Staff, you MIGHT be able to get barely higher DPS against bosses... that's the closest it has to having a use. As far as I'm aware this is just another staff that is immediately outclassed and has no real uses.


Raven_Staff.png
Raven Staff:A (Confidence: 3/5): A decent sidegrade to Blade/Sanguine, Raven Staff is capable of dealing more damage than both but is held back by a less reliable AI that sometimes get stuck in "return mode", mainly when moving away from enemies "too fast" or something. Performs well on both defensive (Hallowed Armor) and offensive setups, as it hits somewhat rapidly giving no i-frames similar to Blade Staff, while also having pretty high base damage. Use this weapon if you want to stick close to bosses to maximize DPS.


Xeno_Staff.png
Xeno Staff:A- (Confidence: 4/5): One of the fastest attacking minions after Blade Staff, it can be very powerful when coupled with Kaleidoscope, surpassing Blade, Sanguine and even Raven Staff. However like Raven Staff, it has unreliable AI and likes to get itself stuck in "return mode" which makes it frustrating to use. It may be the strongest Post-Golem summon minion still, but not only is it quite annoying to obtain (16% drop from one of if not the most frustrating enemy in the game), but it gets replaced very quickly by either Terraprisma or Stardust Cell Staff, the latter which can be considered a stronger version of Xeno Staff. It's only really useful if you are looking to fight Daytime EoL at specifically Post-Golem.


Tempest_Staff.png
Tempest Staff:C+ (Confidence: 2/5): For a Duke Fishron drop, it is a very lackluster weapon. Its projectiles can often miss, and even if it can hit things consistently, its damage output struggles to match Blade/Sanguine depending on the tier and is simply worse than Xeno Staff. You can get this pre-Mech if you want, but it still hardly deal more damage than Blade/Sanguine at that stage, and killing Duke pre-Mech is arguably harder than killing the Mech bosses themselves.


Stardust_Dragon_Staff.png
Stardust Dragon Staff:S (Confidence: 4/5): Re-Logic made a mistake. The dragon on its own could already shred enemies, but Firecracker brought it to a whole new level. With Obsidian Armor, each explosion from Firecracker will deal over 700 damage or around that. Combined with the Dragon's own damage output, this can deal up to 5000+ DPSagainst Empress of Light, but this is inconsistent as the dragon's AI attacks in an inconsistent manner. Nevertheless, it is one of the highest damaging weapons in the entire game after Zenith, even taking Moon Lord drops into account. Even Phantasm + Ichor Arrows struggles to match Stardust Dragon/Firecracker/Dark Harvest/Obsidian Armor on good hands. Kaleidoscope can be used as an easier alternative to Firecracker at the cost of slightly or moderately lower damage output.

Reason it's not ranked S+ is because it's obtained near the end of the game, its AI is again inconsistent and it's also bad against crowds, clumsily going after one enemy at time. Compared to Stardust Cell Staff, cells are more consistent against Empress of Light while having around the same damage output, but dragon is still most likely better against Moon Lord since it excels at hugging Moon Lord's weak points and eating its health bar.


Stardust_Cell_Staff.png
Stardust Cell Staff:S (Confidence: 4/5): I still don't fully understand the way it attacks enemies to this day, but what I do know is that for some reasons the cells seem to attack significantly faster when hitting enemies with another weapon, including whips. This, combined with Kaleidoscope's Summon Tag and the DPS of the whip itself, makes Stardust Cell Staff deal disturbing amounts of damage. In fact, despite the general consensus at the time of writing, it's actually around on par with Stardust Dragon Staff in term of damage output, at least against Empress of Light. With Spooky Armor, the cells can easily surpass 5000+ on the DPS meter just like Stardust Dragon Staff, and the cells are arguably more consistent as well. It also pairs very well with Hallowed Armor, still being able to deal thousands of DPS in that case. Not to mention it's blatantly better against the Lunar events! It has received zero direct changes in 1.4, yet it's drastically stronger than in 1.3, one of the most "buffed" weapons in the whole game thanks to whips.

With the way I'm describing Stardust Cell Staff, I sound like I believe it's overall slightly better than the Stardust Dragon Staff, and I do believe it's debatably the case! I still rank it S though because it comes very late into the game, but it's not too far from being S+.


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Terraprisma:A+(Confidence: 3/5): Despite perfect AI and sweeping the lunar events with no struggle, it has even higher single target DPS than both Stardust Dragon/Cell Staff with whips. The problem is that to obtain it, you have to kill Daytime Empress of Light, which is arguably harder than Moon Lord. It's worth it, but if you can kill Daytime EoL, you can kill Moon Lord and simply finish the game. That said, Dragon is debatably better for Moon Lord as well, since it has a noticeably higher aggro range than Terraprisma, so Dragon is favored when playing defensively and relying on passive damage from minions.




Whips

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Leather Whip:B+ (Confidence: 5/5): A very weak weapon on its own even for whip standards, it should only be used for whip stacking with Snapthorn to increase Summon Tag damage. Even then, it takes a little while before Zoologist moves in, and its high base price of 15 Gold makes it skippable.


Snapthorn.png
Snapthorn:S-(Confidence: 5/5): Not very strong on its own, but the 6 Summon Tag damage helps greatly early on, especially against high-armor pre-Hardmode enemies that Flinx Staff in particular will struggle with otherwise. You can combine this with the Sharpened Station glitch and achieve high DPS to burst down sturdy enemies. Additionally, the poison is very powerful against worm enemies and Brain of Cthulhu's Creepers, dealing a lot of damage overtime. What makes it truly stand out however is its abnormal longevity: It's a pre-Boss weapon that stays relevant all the way up to Plantera. Once Spinal Tap is obtained the Snapthorn can give it higher attack speed while providing additional Summon Tag damage, and it stays useful for that purpose in Hardmode if you use Blade Staff. With Blade Staff in mind, Snapthorn (and Spinal Tap) only get replaced after Plantera by Morning Star & Dark Harvest, but this is assuming you plan on taking on Empress of Light. They will still do very well if you rush to Golem.


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Spinal Tap:S-(Confidence: 5/5): Similar case as Snapthorn, but on its own is a moderately powerful weapon. Significantly higher base damage than Snapthorn and has a way smaller damage penalty against multiple enemies, even lower than Durendal. With Obsidian Armor, it is one of the top weapons for killing the Wall of Flesh in a short amount of time, being capable of shredding Hungries & Leeches while damaging the eyes & mouth at the same time. It can also handle Hardmode enemies well, but at that point it will soon be either replaced or made into a support whip for Summon Tag damage, depending on the minion chosen.


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Firecracker:S (Confidence: 4/5): Despite being a Wall of Flesh drop, this weapon actually becomes STRONGERas Hardmode progresses. In Pre-mech its base damage and range makes it solid as a weapon to fend off regular enemies, and combined with Sanguine Staff it is one of the strongest pre-Mech weapons as a whole, only Dart Pistol/Rifle, Daedalus Stormbow and Duke Fishron being able to match its damage output. Durendal's significant attack speed buff increases its DPS even further, being able to kill Expert Plantera in under 30 seconds on good hands. If you manage to obtain Desert Tiger Staff you can deal super high DPS against grounded enemies like Mourning Woods, and to a lesser extent aerial enemies like Pumpkings and Empress of Light as well.

Where Firecracker peaks however is post-Cultist, thanks to Stardust Dragon Staff. Since the dragon deals hundreds of damage each hit, Firecracker's explosions will reach around 700+ damage with Obsidian armor and I believe 1000+ with Spooky Armor. Though Obsidian Armor is recommended over Spooky Armor for this purpose, mainly for Empress of Light. Either way, from pre-Mech to Post-Cultist the Firecracker remains a dominant weapon for nearly all of Hardmode. That said, it can be challenging to use as it requires constant whipping to keep up the DPS, the middling range makes it a riskier option than Summon Tag whips since those effects last for several seconds. Furthermore, it needs a good amount of percentage damage bonuses from armors & accessories to bring out its potential, and combined with the fact you'll want to use it with mainly Obsidian Armor, a Firecracker user will naturally be a glass cannon and can easily die from mistakes in boss fights or when trapped against underground mobs.


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Cool Whip: B+(Confidence: 4/5): Despite being the worst whip alongside Leather whip, It's still underrated and has a few uses. Mainly, acting as a temporary substitute for Durendal for Blade Staff Pre-Mech. Both Spinal Tap and Snapthorn have low base damage and aren't remotely efficient for DPS in Hardmode. The Cool Whip has the highest base damage & range of all Pre-Mech whips, and combined with Frostburn + Snowflake minions, it gives you something to deal extra damage with after you've already set up Spinal Tap & Snapthorn tag damage. Not to mention it has enough range to be able to hit Spazmatism's first phase unlike Spinal Tap and Snapthorn. Another use it has is if you are grinding for Firecracker from Wall of Flesh, this whip can help shred WoF with Obsidian Armor especially. But at the end of the day, as I said, it's still just a substitute for until you get either Durendal or Firecracker depending on your setup. B+ is appropriate for it.


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Durendal:S (Confidence: 5/5): Solid base damage, relatively high Summon Tag and high melee speed boost, the Durendal is an essential weapon to pick up for any Summoners. For Blade Staff especially the Summon Tag is a big DPS boost, with the weapon itself also being a proper DPS whip to an extent as well. While it may have significantly short range than the whips that come after it, it's still able to hit Empress of Light easily if you hit her right after the dash attacks. This is mainly beneficial for Blade Staff fighting Nighttime Empress. With Obsidian Armor however it has enough range to consistently hit EoL safely, so you can keep it and Dark Harvest running nearly all time easily when whip stacking. In general if you can triple-whip stack, it can be useful through the rest of the game including Moon Lord.


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Dark Harvest:S (Confidence: 4/5): Like the Durendal, it provides a significant Melee speed boost, in fact the boost is even bigger. It's a must have support whip for the rest of the game as soon as it's obtained, even Melee characters would want to use it. However, the complete lack of Summon Tag is disappointing, though the dark energy effect is decent if coupled with Blade Staff.


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Morning Star:A (Confidence: 4/5): A solid DPS whip (in spite of its slower attack speed) that is not hard to obtain either. It has the lowest damage penalty of all whips when striking multiple enemies, making it perfect to clean the early waves of Pumpkin Moon. Additionally, its very high knockback make it great to get enemies off you. From what I've experienced, Morning Star + Dark Harvest can deal slightly more DPS than solo Dark Harvest, so for setups that don't use Firecracker, it is arguably the weapon of choice for Nighttime Empress of Light. It however quickly get replaced by Kaleidoscope, and builds using Firecracker may simply skip it as well. This is not necessarily the Morning Star's fault, it's more about the fact the majority of whips in the game are broken.


Kaleidoscope.png
Kaleidoscope:S- (Confidence: 5/5): Re-Logic forgot that whips are supposed to be "Support" weapons for minions, and made this weapon forgetting that Summoner has one other entire half of DPS (Minions) at its disposal. The 20 Summon Tag alone is a big contributor and gives a significant DPS boost to any rapidly-hitting minions like Blade Staff, Xeno Staff and Stardust Cell Staff. As for the weapon itself, it sports the highest range of all whips while being tied with the Morning Star for highest base damage, as well as having one of the lowest damage penalty percentages when hitting multiple enemies. With this in mind, Kaleidoscope is an extremely powerful weapon that annihilates clumps of enemies while still having high single-target DPS, especiallyfor a "Support" weapon. Taking at least Dark Harvest into account, Kaleidoscope can deal 1000+ DPS, with Obsidian Armor easily over 2000. Then you add Minions, and your overall DPS is up to 5000+ when coupled with Stardust Cell Staff. Kaleidoscope is broken because it's a large source of bonus DPS when you already get enough from minions, but it's not ranked S+ because it is somewhat difficult to obtain (25% drop from Empress of Light, one of the harder fights in the game that isn't easy to cheese like Queen Slime and Dreadnautilus are).




Armors(Excluding Old One's Army armor sets)

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Flinx Coat: A (Confidence: 2/5): An odd armor that only has one piece. This could be considered a blessing in disguise in a way since the +1 minion slot is the only thing you're looking for when it comes to a pre-Boss Summoner armor set. This lets you use other armor pieces. Ancient Shadow Armor is probably the best option, as it gives a good amount of defense and also melee speed for whips. But this is also a very unrealistic option as it requires grinding Eater of Souls for the helmet & greaves, at 0.19% chance for each. Gold/Platinum Armor is a more realistic option and also my favorite, if I'm carrying the Chainmail in my social slot I can freely switch between Flinx Coat and Chainmail as a sort of "Offense/Defense" switch.

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Obsidian Armor:S+ (Confidence: 4/5): The boost it gives to whips alone are huge, but there's also the fact that the percentage damage bonus it gives to Summon damage is only surpassed by Spooky Armor, Stardust Armor and Tier 3 Old One's Army armor sets. And yet it still grants +1 minion slot, because why not. No but seriously, It's a pre-Hardmode armor set thatstays dominant for the entire, and I mean it, entire game, up to Moon Lord. By removing the weaknesses of whips (Subpar damage and range in the majority of cases), they become some of if not the strongest weapons in the game depending on the tier. Spinal Tap with Vampire Frogs and/or Imps is top tier for Wall of Flesh, Firecracker with Sanguine Staff is top tier for Mech bosses & Plantera and Stardust Dragon with Firecracker or Kaleidoscope (Safer but somewhat less damage) is top tier for Moon Lord.

Its weakest (but still solid) points are probably Skeletron (since Snapthorn is weak) and Nighttime Empress of Light. It's hard to explain, but both Desert Tiger and Morning Star are options that don't dominate their tier like earlier Hardmode options did. They are relatively minor upgrades if not sidegrades, when other classes get significantly bigger upgrades in term of weapons. Even then, as I said, Obsidian Armor remains strong forever and doesn't ever need to be replaced (unless you want to change playstyle), which saves up a significant amount of time & resources. Of course, I'm not going to ignore the elephant in the room: Its survivability is really bad. Hardmode onwards, its 15 defense is low even for Summoner standards and makes you a true glass cannon. However, the positives greatly outweigh the negatives, and on the hands of a skilled player the Obsidian Armor lets them kill all enemies with ease, whether it's big clumps of regular enemies or bosses. Just be ready to have a more frustrating experience in the Underground and Hardmode Dungeon.

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Bee Armor:B+ (Confidence: 4/5): The only advantage this armor has over Obsidian Armor is the additional minion slot. Even then, it has a somewhat lower damage bonus, and also slightly lower defense. Not to mention it's more difficult to obtain, requiring killing Queen Bee twice. Still, having one more minion can help for exploring the dungeon considering whips tend to have low knockback, and against the Wall of Flesh you can perform the Sharpened Station strategy and rely on Vampire Frog Staff or a mix of Frogs/Imps to take down the Wall of Flesh. Right click the upper eye with a Summon staff, switch to holding a Melee weapon and wait until the WoF is killed in a reasonable amount of time.

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Spider Armor:A (Confidence: 4/5): Despite Obsidian Armor's big increases to whips, Spider Armor is actually capable of dealing around the same DPS with Sanguine Staff and Firecracker. The Sanguine Bats themselves are strong and having more of them increases damage output, but there's also the fact that despite the increased attack speed with Obsidian Armor, Firecracker won't produce many more explosions most of the time because there are fewer bats to activate it. While Obsidian Armor is still overall better because of the significantly higher range for whips, Spider Armor is a more balanced alternative especially for safer Underground grinding or if you just aren't skilled with whips and plays more passively. Either way, it gets replaced by Hallowed Armor quickly however.

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Forbidden Armor:A+ / S- (?) (Confidence: 2/5): Ranking this armor in particular is difficult, mainly because it's mostly unexplored. Playing like a Mage with a minion like Sanguine Staff to provide significant additional DPS is indeed very powerful, in fact when you run out of mana you can switch to using whips to keep dealing damage while your mana recharges. But this leads to a bunch of question:

Does Pure Summoner deal more damage? Should you just drink mana potions instead of resorting to whips when low on mana? Is Sanguine/Firecracker or Blade/Durendal better for damage output, taking into the account the fact that Summon Tag damage makes the latter deal increased damage for longer? No matter what though, you'll be dealing a good amount of damage at the least and the armor is good for mixing with other armor pieces. Forbidden Robes & Treads each give +40 max mana, +10% damage to magic or summon and +1 max minion, which is a ton.

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Hallowed Armor:S (Confidence: 4/5): Thanks to its incredible Holy Protection set bonus, this armor alone can flip Summoner from a "fragile" class to one with high survivability in practice. Sure, any class can pick a defensive armor, but in reality their damage output will significantly suffer as most defensive armor sets including Hallowed Armor have subpar damage bonuses. This also applies to the Summoner variant, but in reality it has a saving grace: The Blade Staff. Instead of relying on base damage & percentage bonuses, you can build your offense around armor penetration & Summon Tag and actually be able to deal nearly as much damage as with builds that prioritize offense. Allow me to copy paste this bit from the Blade Staff section:

Until Post-Plantera whips, Blade Staff & Summon Tag are your main source of DPS against bosses. So where am I getting at here? With this in mind, you can reforge all of your accessories to Warding and also equip Hallowed Armor. Your overall damage output will hardly be lower at all, but your survivability and amount of mistakes you can make will skyrocket.

Let's look at my video comparing Blade Staff with Sanguine Staff for a minute. With Full Menacing and Spider Armor, both Blade Staff & Sanguine Staff kill Expert Plantera in 27.5 seconds. However, with Full Warding and Hallowed Armor, Blade Staff kills Expert Plantera in 31 seconds, while Sanguine does it in 35 seconds. It's a significant difference and an example of how much better Blade Staff fares with defensive builds compared to almost all other weapons in the game. In general, the Blade Staff + Warding Hallowed combo has an amazing balance of damage and survivability, and is one of the most dominant "setups" in the entire games, taking all progression points/tiers into account.

Click to expand...


In short, when used to its full potential, the Hallowed Armor provides an amazing balance of offense and defense, allowing you to make more mistakes in boss fights and generally fare significantly better in the Underground Jungle & Hardmode Dungeon all things considered. Holy Protection combined with Blade Staff stunlocking enemies and also running full Armored/Warding on accessories, I don't remember the last time I died with this setup. It stays strong for the rest of the game, as later summons like Xeno Staff and Stardust Cell Staff also perform well with Summon Tag.

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Tiki Armor:B- (Confidence: 3/5): A weaker version of an armor that is obtained right after, said armor that can be considered a sidegrade to Hallowed Armor, even. If you like burning your money to the Witch Doctor, I suppose this armor can make grinding the Pumpkin Moon slightly faster, but if you die even once then that's 1 platinum 50 gold wasted when you could have just stick to the Hallowed Armor.

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Spooky Armor: A+ (Confidence: 3/5): While certainly strong especially on paper, on practice it faces heavy competition with both Hallowed Armor and Obsidian Armor. Spooky Armor can make you deal significantly more DPS than Hallowed Armor, but you have to give up Holy Protection for it. As for comparisons with Obsidian Amor, the most noteworthy thing is that Spooky Armor is unable to use Firecracker effectively against Empress of Light, as the range is too short to be able to hit EoL consistently let alone safely. If you manage to get your hands on Kaleidoscope however, this enables Spooky Armor to compete with Obsidian Armor as the range is sufficient and the base damage is very high. I'd still say Obsidian Armor is better though because of the higher range on whips making it safer to use. Similar to Spider Armor however, Spooky Armor is a good option for less experienced players as it lets you deal significant DPS while playing more passively. Lastly, Spooky Breastplate is great for mixed armor sets, giving +2 max minions.

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Stardust Armor: Unranked: Not ranked as it's only obtainable after the game is over and there's nothing else to do.

 

Sours: https://forums.terraria.org/index.php?threads/1-4-summoner-minion-whip-armor-in-depth-tier-list.105645/

Terraria: Best Summoner Build In Terraria 1.4

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Terraria's Summoner class has always been a strange one. It didn't get much love until the 1.4 Journey's End update, but with the introduction of Whips and other new summoning items, it is, at last, a viable build to tackle Terraria with.

RELATED: 13 Games You Should Play If You Like Terraria

Playing as a Summoner poses a unique challenge but offers plenty of advantages over the other classes. It also has a couple of downsides, mostly that it's tricky to play in the early game. This guide will cover how to complete the Summoner build in Terraria, from your first steps to sending your swarm of minions right at the Moon Lord's big smug space-face.

Updated July 13th by Harry Alston:We're updating this Summoner build guide to include more info ahead of the 1.4 console release date for Terraria. The guide has been restructured to be easier to follow, as well as with some extra info about the best summoner weapons, armor, and playstyles you can expect with all the new 1.4 buffs for the class.

Summoner Build Fundamentals

Playing as a Summoner means you might die. A lot. This is because Summoners typically have low defensive stats but incredible damage output. You are a glass cannon in pretty much every way.

Like the other classes, the Summoner really comes into its own during the latter stages of Hardmode, but there are still ways to tackle enemies and defeat bosses throughout Terraria. It's not always easy, but a fun challenge to try out if you're an experienced Terrarian.

Early Game Summoner Build

The very early stages of Terraria are mostly based on what you manage to find on your spelunking trips. A mixed approach is usually recommended, with any armor or weapons you find that can get you through the first bosses and more challenging biomes.

RELATED: Terraria: How To Get The Pet Fairy

That being said, the Summoner class does have a few options thanks to the 1.4 update, including the Finch Staff and Leather Whip. Armor at this point is usually Cactus Armor, later upgraded to armor crafted from the early ores, like Gold and Platinum. No accessories for Summoners yet, so go for something simple like a Cloud in a Bottle and Hermes Boots.

An early game summoner build might look like this:

  • Finch Staff, Leather Whip
  • Gold Armor, Platinum Armor, Jungle Armor
  • Cloud in a Bottle, Hermes Boots, Lucky Horseshoe

Pre-Hardmode And The Wall Of Flesh Boss Fight

Up until 1.4, Summoners were pretty useless at this stage of the game. Thanks to the addition of the Spinal Tap whip (crafted from Cobwebs and Bones) and the Obsidian Armor (crafted from, you guessed it, Obsidian), the Summoner is now a viable option to take down the Wall of Flesh.

There are also a few more options for weapons, such as the Hornet Staff (dropped from the Queen Bee), the Vampire Frog Staff, and the Imp Staff. You might also go for the Bee Armor which increases minion damage by ten percent. There's one essential accessory at this stage: the Pygmy Necklace. You can purchase this from the Witch Doctor at night. It provides one extra minion slot.

A pre-Hardmode Summer build should include:

  • Hornet Staff, Spinal Tap, Imp Staff (other options for weapons are available)
  • Bee Armor, Obsidian Armor
  • Feral Claws, Pygmy Necklace, and other accessories of choice

The best weapon for a Summoner build that is transitioning it Hardmode? It has to be the Imp Staff paired with the Spinal Tap.

Early Hardmode Summoner Build

At this stage of the game, choosing a set build is the best route to take. The Summoner build has quite a few options with early Hardmode weapons such as the powerful Blade Staff and the skin-crawling Spider Staff. We recommend the Blade Staff. It is dropped by the Queen Slime as of 1.4 with a 33.33 percent chance to drop.

RELATED: Terraria: How To Defeat The Wall Of Flesh

Likewise, the Summoner has access to some class-specific armor sets, such as the Spider Armor and Forbidden Armor. The Obsidian Armor is a good introductory armor to see you through the first steps into Hardmode. The Wall of Flesh can also drop the Summoner Emblem, a crucial accessory for the class.

Spider Armor is crafted from 36 Spider Fangs and will increase the number of minions you can have by three, as well as providing a boost to minion damage.

Forbidden Armor is crated with Forbidden Fragments and either Titanium or Adamantite Bars. The Mask, Robes, and Treads all provide a mild boost to minion damage and the number of minions you can spawn.

An early Hardmode summoner build should look like this:

  • Cool Whip, Spinal Tap, Blade Staff, Spider Staff
  • Spider Armor, Forbidden Armor, Obsidian Armor
  • Summoner Emblem, Pygmy Necklace, Berserker's Glove

Plantera Hardmode Summoner Build

The defeat of the mechanical bosses opens up new avenues for the Summoner class. The Hallowed Armor is a fantastic choice to flesh out your Summoner build, as it will increase the set number of minions by two. Craft the Hood first, as this increases minions by one and minion damage by ten percent.

Hallowed Armor is crafted with Hallowed Bars, which are dropped by the Mechanical Bosses. It's one of the best sets of summoner armor you can wear pre-Plantera. You just need to craft the Hood and all the other pieces of armor are standard.

Your Summoner build will likely make use of the same weapons as with the mechanical bosses, particularly the Blade Staff. This is usually the most recommended summoner weapon for this stage of the game, although you can experiment with the Ballista Rod (summons a static Sentry to assist you), Lightning Aura Cane, or the classic Queen Spider Staff.

Here's a good Summoner build for taking on Plantera:

  • Blade Staff (other weapons are available)
  • Hallowed Armor, Spider Armor, Squire Armor (for a sentry build)
  • Summoner Emblem, Berserker's Glove, Pygmy Necklace

Golem Hardmode Summoner Build

Defeating Plantera opens a world of possibility for the Summoner build. There are some new weapons available thanks to the Frost Moon and Pumpkin Moon events, such as the Raven Staff and Staff of the Frost Hydra. You can also get your hands on a new whip, the Dark Harvest.

The Raven Staff is one of the best Hardmode summoning weapons to have before you face the Golem. It summons a raven that hunts enemies down. The Staff is dropped by the Pumpking during the Pumpkin Moon event, and its best modifier is Ruthless.

RELATED: Terraria: The Hardest Bosses, Ranked

Likewise, it's time to upgrade your armor. The Spooky Armor or Tiki Armor are recommended since they both offer advantages to the Summoner build. You should also get your hands on a Necromantic Scroll or Papyrus Scarab. This is where you'll really start to understand the power of the build.

Spooky Armor is the second-best set of summoning armor in the entire game and can be crafted from Spooky Wood earned during the Pumpkin Moon event. It is very close to Tiki Power in what it offers, but you can deal more minion damage with the Spooky Armor with every new minion you spawn. The more minions, the more damage it deals.

A Golem Hardmode summoner build should include:

  • Blade Staff, Raven Staff, Dark Harvest (other weapons are available to experiment with)
  • Spooky Armor, Tiki Armor
  • Summoner Emblem, Papyrus Scarab, Necromantic Scroll, Pygmy Necklace

Lunar Events and Moon Lord Summoner Build

Congratulations, you've reached the endgame of Terraria with a Summoner build. The latter stages of Terraria have some great options to complete your build, including the powerful Xeno Staff and Stardust Dragon Staff.

Spooky Armor holds up well until the very end of the game when you can upgrade to Stardust Armor to round everything off. The accessories stay widely the same (with the Pygmy Necklace and your scrolls) but can be complemented by other endgame accessories like the Celestial Shell.

Stardust Armor is the BEST Summoner armor in the entire game, available once you've defeated Moon Lord. It takes 36 Luminite Bars to craft (that's 144 Luminite in total) and 45 Stardust Fragments. As Moon Lord is basically the end of content, the Stardust Armor is suited to late-game PVP content.

This is the ideal endgame Summoner build:

  • Stardust Dragon Staff, Xeno Staff (there are a couple of other options, too)
  • Stardust Armor, Spooky Armor
  • Papyrus Scarab, Necromantic Scroll, Pygmy Necklace

Check out our other Terraria 1.4 build guides here:

NEXT: The 10 Best Pickaxes & Swords In Terraria

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About The Author
Harry Alston (338 Articles Published)

Harry Alston is a writer based in the UK. He was once number one in the world on Call of Duty: Black Ops and now spends his days chasing that past glory.

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Sours: https://www.thegamer.com/terraria-best-summoner-build/

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Said Anton. Zhenya and the other guys came up, standing next to you, you crazy fool, you knocked out my tooth. - Pashka got up, holding his jaw with his hand, the guy's whole mouth was covered in blood.

Best Endgame Summoner Loadout - Terraria 1.4

Be on her side - he was a man not only in labor. In the evening, when she read some specialized literature, he went to the student: Vlady, - he readily pronounced Katerina, And the unconstrained conversation "about nothing and about everything" began. She spoke about her studies and about how much she loved the sea, and he talked about life and work in the family on the sea coast.

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Returns to his impromptu stage in the center of the room. It bends, touches itself, strokes, arousing itself more and more. She puts her fingers in her mouth one by one. Sit down on the sofa, - I say. Yes - she answers shortly, Lana sat down.



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