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A LARGE AMOUNT of early Hardmode weapons tested against Expert Twins

Dreadnautilus5000

Skeletron Prime
Guide Category
Weapon/Gear Use
Inspired by tests like this by @qwerty3.14, @J Bame, and @Mathbrush1, I've decided to test viable early Hardmode weapons against The Twins to see which weapons are superior in boss fights like this one.

I did these tests in Journey mode with the difficulty slider set to 2.00x (Expert mode), which gave me 6 accessory slots to use, and gave the Twins a total of 64500 health (Spazmatism has 34500 health and Retinazer has 30000). I set the time to 7:30 PM, froze time, summoned The Twins, unfroze time, then froze it again after they were defeated.

Four out of six accessory slots were taken up by 4 standard accessories that I used for every weapon, which were Obsidian Shield, Fairy Wings, Shield of Cthulhu, and Amphibian Boots, all reforged to Menacing. The remaining accessory slots were taken up by damage accessories specific to the class of the weapon.

Buffs used: Lifeforce, Rage, Wrath, Ironskin, Regeneration, Swiftness, Endurance, Ichor Flask (Melee and Summoner), Ammo Reservation (Ranger), Archery (Ranger), Magic Power (Mage), Mana Regeneration (Mage), Bewitched (Summoner), and Summoning (Summoner).

I didn't use any minions alongside non-summon weapons, because I wanted to see how weapons performed by themselves. Though if someone wants me to try with minions, I can.

Green means a high velocity weapon with high range that can hit the boss really easily. Turquoise means a weapon that can hit the boss if used correctly but requires more effort than green weapons. Blue means a weapon that can hit the boss easily if you're close enough but doesn't have that high range. Yellow means a weapon that can only hit the boss when it's charging at you, but still performs decent. Red means a weapon that struggles to hit the boss.

Results:


Melee:
Melee didn't perform very well, as the Twins tend to hover a specific distance away from the player, which makes most melee weapons unable to hit them. Armour used was Titanium armour. Combat accessories used were a Lucky Warrior Emblem and an unreforged (oops) Power Glove.
  1. Flairon: 1 minute and 2 seconds. Aim just to the side of the Twins to get release loads of bubbles next to them rather than hitting them with the flail directly, unless you're inflicting Ichor.
  2. Red's Throw/Valkyrie Yoyo: 1 minute and 50 seconds. The best melee weapon that doesn't require Pre-Mech Fishron, but don't count on getting it.
  3. Yelets: 2 minutes and 23 seconds.
  4. Code 2: 2 minutes and 28 seconds. Just a weaker clone of Yelets.
  5. Bananarang: 2 minutes and 40 seconds. Since fighting the Twins requires a lot of flying vertically, I had to aim above or below the boss to hit it.
  6. Shadowflame Knife: 3 minutes and 34 seconds. Only occasionally hit the other Twin with the bouncing knife.
  7. Light Disc: 3 minutes and 45 seconds. Basically a significantly slower Bananarang with lower DPS.
  8. Sergeant United Shield: 3 minutes and 46 seconds. Hits both Twins in one throw, which made the both enter their seconds phases at around the same time.
  9. Chain Guillotines: 3 minutes and 50 seconds. Kinda annoying to use because of how it curves when moving in the direction that I'm aiming at.
  10. Drippler Crippler: 3 minutes and 51 seconds. The projectile actually allowed me to hit the Twins from offscreen, which no other melee weapons were able to do.
  11. Mushroom Spear: 4 minutes and 2 seconds. Only was able to hit the boss when it was charging.
  12. Amarok: 4 minutes and 14 seconds. Hard to hit Spazmatism when it's in its second phase due to short range and yoyo physics.
  13. Gradient: 4 minutes and 17 seconds. I think it has better DPS than Amarok but shorter range and spin time gives it a lower time.
  14. Ice Sickle: 5 minutes and 27 seconds. Deals with Spazmatism just fine, but can only rarely hit Retinazer.
  15. Dao of Pow: 5 minutes and 44 seconds. Basically a worse Drippler Crippler with no projectile.
  16. Flying Knife: 6 minutes and 50 seconds. This was the second worst weapon tested that could actually finish the fight.
  17. Anchor: 8 minutes and 40 seconds. Only 20 seconds away from dawn, this weapon was really annoying to hit with, especially Retinazer.
Conclusions: Boomerangs > Flails > Yoyos.

Ranged:
Ranged was probably the best class for this boss, as every weapon had basically infinite range (except for Toxikarp) and got a decent time. Armour used was Frost armour. Combat accessories were a Lucky Ranger Emblem and a Lucky Molten Quiver. I tested two types of ammo for most of the weapons. Also for those who are confused about adding Flying Knife to Phantom Phoenix and Ice Bow, basically it doesn't force the player to animate so you can switch to and use certain weapons without causing it to come back, most notably those two bows and Phantasm.
  1. Coin Gun: 22 seconds (Platinum Coins)/46 seconds (Gold Coins)/1 minute and 35 seconds (Silver Coins). With Gold Coins, it outperforms every other weapon available at this point excluding Tsunami. With Silver Coins it does pretty good, about the same as Stormbow, and with Platinum Coins it breaks the game in half at a truly massive cost.
  2. Tsunami: 25 seconds (Holy Arrows)/27 seconds (Ichor Bullets). Man this thing is insane. However you need to fight Duke to get it so...
  3. Phantom Phoenix + Flying Knife: 1 minute and 19 seconds (Holy Arrows)/1 minute and 17 seconds (Ichor Arrows). Adding Flying Knife to this already extremely strong weapon makes it very busted indeed.
  4. Daedalus Stormbow: 1 minute and 37 seconds (Holy Arrows)/1 minute and 31 seconds (Ichor Arrows). This thing is still broken, it needs a second nerf.
  5. Ice Bow + Flying Knife: 1 minute and 38 seconds (Ichor Arrows). It's a nice trick that adds free DPS and Ichor to Ice Bow.
  6. Uzi: 1 minute and 37 seconds (Crystal Bullets)/2 minutes (Ichor Bullets). Performs astounding well with Crystal Bullets but is significantly worse with Ichor Bullets, but still really good.
  7. Phantom Phoenix: 1 minute and 40 seconds (Holy Arrows)/1 minute and 34 seconds (Ichor Arrows). I'm not sure how much the phoenix helped, but it was a really fun weapon.
  8. Hallowed Repeater: 1 minute and 43 seconds (Holy Arrows)/1 minute and 52 seconds (Ichor Arrows). This honestly surprised me a lot.
  9. Megashark: 1 minute and 57 seconds (Crystal Bullets)/1 minute and 55 seconds (Ichor Arrows). The classic anti-Twins weapon.
  10. Super Star Shooter: 1 minute and 58 seconds. Did surprisingly well for a crowd control weapon.
  11. Dart Rifle: 2 minutes and 10 seconds (Ichor Darts)/2 minutes and 41 seconds (Cursed Darts). Not as ridiculous as I thought it would be, but still performed well.
  12. Shadowflame Bow: 2 minutes and 15 seconds (Holy Arrows)/2 minutes and 16 seconds (Ichor Arrows). Outperforming the Dart Pistol was strange.
  13. Dart Pistol: 2 minutes and 16 seconds (Ichor Darts)/2 minutes and 38 seconds (Cursed Darts). It seems that Dart Rifle is a bit better.
  14. Titanium Repeater: 2 minutes and 20 seconds (Holy Arrows)/2 minutes and 29 seconds (Ichor Arrows).
  15. Gatligator: 2 minutes and 21 seconds (Crystal Bullets)/2 minutes and 31 seconds (Ichor Bullets). The Twins stay pretty close to you so its accuracy isn't as much of an issue as you'd think.
  16. Adamantite Repeater: 2 minutes and 25 seconds (Holy Arrows)/2 minutes and 40 seconds (Ichor Arrows).
  17. Clockwork Assault Rifle: 2 minutes and 27 seconds (Crystal Bullets)/2 minutes and 22 seconds (Ichor Bullets).
  18. Onyx Blaster: 2 minutes and 36 seconds (Crystal Bullets)/2 minutes and 28 seconds (Ichor Bullets). Does depend on being somewhat close to hit with the purple projectile.
  19. Toxikarp: 2 minutes and 58 seconds. Far easier to aim than I'd thought it would be.
  20. Ice Bow: 3 minutes and 28 seconds (Holy Arrows)/3 minutes and 24 seconds (Ichor Arrows).
  21. Marrow: 3 minutes and 34 seconds (Holy Arrows)/3 minutes and 40 seconds (Ichor Arrows). Almost broke my finger thanks to the lack of autofire.
Conclusions: Ichor Arrows > Holy Arrows for bows, Ichor Arrows < Holy Arrows for repeaters, Ichor Bullets > Crystal Bullets for guns.

Magic:
Magic did fine, generally not as good as ranger but better than nearly all of melee's options. Armour used was Titanium armour. Combat accessories used were Lucky Sorcerer Emblem and Lucky Magnet Flower (used with Super Mana Potions, which replenished my max mana of 300 completely).
  1. Razorblade Typhoon: 1 minute and 4 seconds. Seems to hate Retinazer a lot more than Spazmatism because the razorblades, even when aiming right at Spaz, went after Ret.
  2. Spirit Flame: 2 minutes and 36 seconds. Most of the fireballs went after Retinazer and killed it first rather than Spazmatism.
  3. Crystal Serpent: 2 minutes and 40 seconds. The Twins ran into the secondary projectiles a lot.
  4. Tome of Infinite Wisdom: 2 minutes and 44 seconds. Somehow outperformed the Sky Fracture.
  5. Sky Fracture: 2 minutes and 56 seconds.
  6. Unholy Trident: 3 minutes and 12 seconds. Did pretty well for a somewhat slow piercing weapon.
  7. Orange Zapinator: 3 minutes and 15 seconds. This is a luck-based weapon, so others may get better times with it.
  8. Crystal Storm: 3 minutes and 15 seconds. Cannot hit unless you're running away from the boss.
  9. Life Drain: 3 minutes and 58 seconds. Would be a safe weapon thank to the life regen but you can only hit the Twins when they're onscreen.
  10. Cursed Flames: 3 minutes and 59 seconds. Some of the projectiles bounced of the ground and came back to deal more damage.
  11. Flower of Frost: 4 minutes and 25 seconds. Better DPS than Cursed Flames but the projectiles' velocity is too low to hit the Twins consistently enough to outclass it.
  12. Frost Staff: 4 minutes and 30 seconds. A sort of meh weapon.
  13. Poison Staff: 4 minutes and 32 seconds. Not a lot of range.
  14. Meteor Staff: 4 minutes and 45 seconds. I occasionally went under Floating Islands which stopped it from dealing DPS.
  15. Crystal Vile Shard: This weapon does not excel in the Twins fight, especially against Retinazer.
  16. Laser Rifle: 5 minutes and 44 seconds. Didn't expect it to be this bad.

Summoner:
Summoner performed extremely well, especially with whip stacking, which allowed it to get times under ranger, however there were only two viable minions (Sanguine and Blade). Armour used was Obsidian armour, as I prefer the whip bonuses over Spider's extra minion slots. I used a Power Glove (the same unreforged one as melee) and alternated between the Summoner Emblem and the Pygmy Necklace to see which was better. Also keep in mind that I'm not an expert at whip stacking, and when I tried to stack Snapthorn with other whips I occasionally attacked with Snapthorn for longer than necessary.
  1. Sanguine Staff + Firecracker + Durendal: 1 minute and 8 seconds (Pygmy Necklace).
  2. Sanguine Staff + Firecracker + Durendal: 1 minute and 9 seconds (Summoner Emblem).
  3. Blade Staff + Durendal + Spinal Tap: 1 minute and 17 seconds (Pygmy Necklace).
  4. Blade Staff + Durendal + Spinal Tap: 1 minute and 19 seconds (Summoner Emblem).
  5. Blade Staff + Durendal + Snapthorn: 1 minute and 20 seconds (Pygmy Necklace).
  6. Blade Staff + Durendal: 1 minute and 23 seconds (Pygmy Necklace).
  7. Blade Staff + Durendal: 1 minute and 24 seconds (Summoner Emblem).
  8. Sanguine Staff + Firecracker: 1 minute and 24 seconds (Pygmy Necklace).
  9. Sanguine Staff + Firecracker: 1 minute and 25 seconds (Summoner Emblem).
  10. Sanguine Staff + Durendal: 1 minute and 25 seconds (Pygmy Necklace).
  11. Sanguine Staff + Durendal + Snapthorn: 1 minute and 32 seconds (Pygmy Necklace).
  12. Sanguine Staff + Durendal: 1 minute and 32 seconds (Summoner Emblem).
  13. Sanguine Staff + Firecracker + Snapthorn: 1 minute and 34 seconds (Summoner Emblem).
  14. Blade Staff + Durendal + Snapthorn: 1 minute and 38 seconds (Summoner Emblem).
  15. Sanguine Staff + Durendal + Snapthorn: 1 minute and 40 seconds (Summoner Emblem).
  16. Sanguine Staff + Firecracker + Snapthorn: 1 minute and 43 seconds (Pygmy Necklace).
  17. Sanguine Staff + Cool Whip + Snapthorn: 1 minute and 43 seconds (Pygmy Necklace).
  18. Blade Staff + Cool Whip + Snapthorn: 1 minute and 52 seconds (Pygmy Necklace).
  19. Blade Staff + Spinal Tap: 1 minute and 54 seconds (Pygmy Necklace).
  20. Blade Staff + Spinal Tap + Snapthorn: 1 minute and 55 seconds (Summoner Emblem)/1 minute and 51 seconds (Pygmy Necklace).
  21. Sanguine Staff + Spinal Tap + Snapthorn: 1 minute and 57 seconds (Pygmy Necklace).
  22. Sanguine Staff + Spinal Tap: 1 minute and 57 seconds (Pygmy Necklace).
  23. Blade Staff + Cool Whip: 1 minute and 57 seconds (Pygmy Necklace).
  24. Sanguine Staff + Cool Whip + Snapthorn: 1 minute and 58 seconds (Summoner Emblem).
  25. Blade Staff + Cool Whip + Snapthorn: 1 minute and 58 seconds (Summoner Emblem).
  26. Blade Staff + Firecracker + Snapthorn: 1 minute and 59 seconds (Pygmy Necklace).
  27. Blade Staff + Firecracker: 2 minutes and 5 seconds (Pygmy Necklace).
  28. Blade Staff + Cool Whip: 2 minutes and 8 seconds (Summoner Emblem).
  29. Blade Staff + Firecracker + Snapthorn: 2 minutes and 9 seconds (Summoner Emblem).
  30. Blade Staff + Spinal Tap: 2 minutes and 14 seconds (Summoner Emblem).
  31. Sanguine Staff + Spinal Tap + Snapthorn: 2 minutes and 15 seconds (Summoner Emblem).
  32. Blade Staff + Firecracker: 2 minutes and 16 seconds (Summoner Emblem)
  33. Sanguine Staff + Spinal Tap: 2 minutes and 24 seconds (Summoner Emblem).
  34. Sanguine Staff + Cool Whip: 2 minutes and 47 seconds (Summoner Emblem).
  35. Sanguine Staff + Cool Whip: 2 minutes and 49 seconds (Pygmy Necklace).
Conclusions: With Sanguine Staff: Firecracker > Durendal > Spinal Tap > Cool Whip. With Blade Staff: Durendal > Spinal Tap > Cool Whip > Firecracker. Also stacking Snapthorn with a whip other than Spinal Tap seems to be more trouble than it's worth, at least for me. Also Spinal Tap and Snapthorn don't have enough range to hit Spazmatism from outside his flamethrower.


Final Conclusion:
Ranger is definitely the safest (as always), but summoner wins in terms of speed, even without whip stacking. Mage works great but is outclassed by ranger and summoner, and melee can work if you use one of the very few weapons that score respectable times (Bananarang, Shadowflame Knife, and Light Disc), but I'd recommend using a different class.

Have any questions or requests to retry weapons with other loadouts?
 
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qwerty3.14

Terrarian
I actually did a lot of twins tests a while ago.
I started the testing because I was curious how investing in extra bats for passive dps compared to boosting your main weapon.

1625674102501.png

Master mode tests

In every test I used, amphibian boots, horseshoe balloon, SoC, charm of myths, worm scarf, and pygmy necklace.
I would use either a ranger, sorcerer emblem, warrior emblem, or berserk glove depending on the active weapon used.

If the main weapon didn't inflict ichor I'd use sergeant united shield to do so.
Unless it was a hallowed armor test then I'd use durendel to inflict ichor (and tag).
Unless other wise stated sanguine bats were always used.

Armor used
Mixed ranged - Used adamantite mask, frost chestplate, mythril greaves.
Spider- used full spider armor
HRM- Hallowed ranged megashark
HSM- Hallowecd Summoner Megashark
HRD- Hallowed Ranged Daedleus
HSD- Hallowed Summoner Daedleus

Obsdian FC- used full obsidian armor stacked Firecracker with durendel
Hallowed Blade- hallowed summoner armor, used blade minions, stacked durendel, snapthorn and spinal tap.
Obsidian blade and obsidian bats - used respective minion, stacked durendel, spinal tap and snapthorn.

pre mech magic- used admanite headgear, forbidden robes, and forbidden treads
durendel added- same as pre mech magic but I used durendel to try and keep a tag going

hallowed(s)- hallowed summoner armor tried to use durendel every 4 seconds to keep the tag while also attack with a magic weapon, mana wasn't an issue since the frequent whipping lowered mana consumption enough to where the rainbow rod wouldn't sinkhole.

With melee I tested with spider armor and hallowed summoner, if megashark and daedleus with high damage bonuses can't overwhelm spider armors +3 minion slots I don't expect shadowflame knife to.

Btw I used ichor arrows with daedleus stormbow.
 
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Mathbrush1

Terrarian
This is great! One thing I'd be interested in seeing is any weapon with cursed arrows. I got some good numbers with them against the Destroyer, and wanted to see if it was a fluke.

I'm slightly less interested in seeing Ice Sickle used, and possibly yoyos (melee speed can make the string longer). I know Ice Sickle isn't going to do well, but I've heard it recommended before. Clockwork assault rifle might be interesting to compare with qwerty's results.

I'm least interested in this: Is it possible to win as summoner with spiders?

Edit: Also interesting is seeing Tome of Infinite Wisdom doing so great, and seeing Super Star Shooter getting beat by Megashark.
 
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qwerty3.14

Terrarian
I didn't use any minions alongside non-summon weapons, because I wanted to see how weapons performed by themselves. Though if someone wants me to try with minions, I can.
Ok this is fine if you want to compare ranged/melee/magic, but then you can't compare them to the summoner builds. You're basiclly saying no to a free 200dps.
 

Mathbrush1

Terrarian
Ok this is fine if you want to compare ranged/melee/magic, but then you can't compare them to the summoner builds. You're basiclly saying no to a free 200dps.
Are your times measured in seconds? Your times are more than 2x as fast, and you're in master mode. Your summoner times are similar. Do you think the minions account for the difference in the non-summoner times?
 

Dreadnautilus5000

Skeletron Prime
This is great! One thing I'd be interested in seeing is any weapon with cursed arrows. I got some good numbers with them against the Destroyer, and wanted to see if it was a fluke.
I don't think they'll perform better than Ichor Arrows because the Ichor debuff is way more valuable than one extra point of base damage and 24 DPS.
I'm slightly less interested in seeing Ice Sickle used, and possibly yoyos (melee speed can make the string longer). I know Ice Sickle isn't going to do well, but I've heard it recommended before.
Ice Sickle might work, but it'll probably be similar to Mushroom Spear in that it can only hit the Twins when they're charging at you and running into the projectiles. I'll test yoyos when I can.
Clockwork assault rifle might be interesting to compare with qwerty's results.
I completely forgot about Clockwork Assault Rifle!
I'm least interested in this: Is it possible to win as summoner with spiders?
I didn't test them, but I assumed that they won't be able stay on the boss, especially since my method of fighting the Twins involves a lot of flying, and not a lot of staying near the ground.
 

J Bame

Terrarian
The bows are a lot stronger than I thought, I was not expecting Shadowflame Bow to be one of the strongest weapons overall, or an Adamantite Repeater being better than Onyx Blaster.

how are Light Discs supposed to be acceptable as a Post Mech weapon again

Dear god Meteor and Poison Staff suck so much

More evidence that Sanguine/Blades are totally busted.
 

qwerty3.14

Terrarian
The bows are a lot stronger than I thought, I was not expecting Shadowflame Bow to be one of the strongest weapons overall, or an Adamantite Repeater being better than Onyx Blaster.
This might be because of the lack of ichor for the guns. In my tests megashark and daedleus were quite close.
 

whoneedsnamestbh

Eater of Worlds
If I inflict Ichor with a sidearm I'd have to periodically stop using my weapon in favour of something else though, as opposed to minions that deal extra damage without requiring weapon switching.
That weapon switching is absolutely worth it in this case though. Crystal Shards deal low base damage at half the gun’s base damage and are severely crippled by defense, and by inflicting Ichor it makes an emormous difference in just how powerful crystal bullets are, even if you stop using your main weapon for 1-2 seconds.
 

Dreadnautilus5000

Skeletron Prime
That weapon switching is absolutely worth it in this case though. Crystal Shards deal low base damage at half the gun’s base damage and are severely crippled by defense, and by inflicting Ichor it makes an emormous difference in just how powerful crystal bullets are, even if you stop using your main weapon for 1-2 seconds.
Which weapon would be the best for inflicting? I need something that conflicts with the main weapon's time the least.
 

Soiconcodoc132

Official Terrarian
Bro, why Durendal was considered early hardmode weapon? If it was, the same applied to hallowed armor, rainbow rod,...( i dont see them being listed here). This thread show how trash melee was before post plantera gears( even that point still the worst class). Mage again loads with trashes unil Duke and post planera even gear but sill better than Melee. Summoner is insane with Osibidan armor( Osibidan need 2nd nerf), post plantera stuff is not as crazy compared to others class but they doing fine. Ranger is sill ranger, simple and efficient.
 

Dreadnautilus5000

Skeletron Prime
Bro, why Durendal was considered early hardmode weapon? If it was, the same applied to hallowed armor, rainbow rod,...( i dont see them being listed here). This thread show how trash melee was before post plantera gears( even that point still the worst class). Mage again loads with trashes unil Duke and post planera even gear but sill better than Melee. Summoner is insane with Osibidan armor( Osibidan need 2nd nerf), post plantera stuff is not as crazy compared to others class but they doing fine. Ranger is sill ranger, simple and efficient.
The reason I used Durendal and Megashark but not Rainbow Rod or Magical Harp was because I didn't want to test anything that requires the defeat of the Twins already. I rarely get enough Hallowed Bars to make Hallowed armour from only two mech boss kills, so I didn't test it as the mech bosses don't give much if you fight them again, plus many people fight the Twins first. But I can test with Hallowed armour because it's definitely possible to get before the Twins.
 

Shyguymask

Terrarian
its official: melee is :red:, mage is somewhat struggling, ranged and summoner are 4 parrallel universes ahead of the others
Melee is secretly the best because it can go full Defense and never die. You can't just say "other classes can go tank too" because Defense is exponential.

Speaking of that, Dreadnautilus5000, you should test with full Warding, Melee Titanium Armor, Berserker's Glove and Fetid & Durendal. Rest of accessories are up to preference, maybe even use Gelatinous Pilliom.
 

Dreadnautilus5000

Skeletron Prime
Melee is secretly the best because it can go full Defense and never die. You can't just say "other classes can go tank too" because Defense is exponential.
I would rather annihilate the boss really quickly with the chance that I might take significant damage than spend a long time struggling to hit the boss without the chance of dying, but that's just me.
Speaking of that, Dreadnautilus5000, you should test with full Warding, Melee Titanium Armor, Berserker's Glove and Fetid & Durendal. Rest of accessories are up to preference, maybe even use Gelatinous Pilliom.
I tried Fetid Baghnakhs and I wasn't able to reach the Twins for most of the time. Also I don't want to reforge everything because then I'd have to spend a while reforging to Warding then having to reforge everything back to Menacing and Lucky if I test a weapon from another class.
 
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