PC accessories tier list

Are the accessories placed will

  • almost all

  • most

  • some

  • a few

  • a couple

  • none


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SkillfulHacks

Terrarian
This is open to changes.

This Does not have informational, fishing ,construction, etc.

Notes:
- Most lower-tier accessories are used for crafting.
- Modifiers do not affect the ratings so an Aglet is rated high because it can have the Warding modifier.
- Hellfire Treads have the same stats as Lava Waders but can't be used to craft Terraspark Boots. So basically never make them.
- A * means that the spoiler might include minor upgrades.

Speed Boots are: Hermes Boots, Flurry Boots and Sailfish Boots
Immunity Items are: Blindfold, Vitamins, Adhesive Bandage, Nazar, Trifold Map, Armor Polish, Bezoar, Megaphone and Fast Clock

S Useful for a massive part of the game (e.g. Shield of Cthulhu useful from early Pre-Hardmode till Plantera)
A Very good when they are obtianed, lacking some thing to get them to S tier.
B Useful for a bit after being obtianed
C Should only be used if you have nothing better unless they are situational
F
Totally Useless and a waste of useful materials.

The Ranks are divided in to 5 Tiers
- Pre-Skeletron
And Queen Bee
- Pre-Wall of Flesh
- Pre-Mech
- Pre-Plantera
- Pre-Moonlord


Fledgling Wings | Journey-mode exclusive
Treasure Magnet | Not related to combat
Guide to Plant Fiber Cordage

Pre-Skeletron

Found in Surface Chests:

> 5% increased movement speed

One of the better surface chest accessories mostly used to craft Lighting Boots
> Allows the ability to slide down walls. Better with Tiger Climbing Gear

Maybe its just me but I hate this item. I would say only use it if it has a good Modifier as its effect can be negative to mobility.
> Allows you to float for about four seconds

Very useful for all of Pre-Hardmode. If you where lucky and got this you better use it.
Found In Underground Chests:
> 10% increased movement speed

10% movement speed from an item of the same tier as Speed Boots makes this kinda useless.
> 12% melee speed

Melee Speed is not direct damage and many Pre-Harmode weapons affected by Melee Speed aren't worth using.
> Allows the ability to slide down walls

Maybe its just me but I hate this item. I would say only use it if it has a good Modifier as its effect can be negative to mobility.
> Gives 0.5 life regen

The regen is almost 0 it should only be used if you have nothing better.
> Enables you to run up to 30 mph
> Enables you to run up to 53 mph on sand(Dunerider Boots)

The mobility Speed Boot give is very useful early game. Later replaced by upgraded versions.
*Obsidian Water Walking Boots made from a Water Walking Boots and a Obsidian Skull
> Provides the ability to walk on water, honey & lava
> Grants immunity to fire blocks(Obsidian Water Walking Boots)

Doesn't have any very useful properties.
Other Early Pre-Hardmode:
> 20-tile increased pickup range for Mana Stars

Quite rare to get not really that useful compare with other accessories. Mostly used for crafting.
> Extra mobility on ice

Useful where you find them (Underground Snow) after that mostly just used for crafting
*Obsidian Horseshoe made from a Lucky Horseshoe and a Obsidian Skull
> Negates fall damage
> Grants immunity to fire blocks(Obsidian Horseshoe)

Once you know how to not take fall damage this becomes a luxury item.
> Throws a counterweight after hitting an enemy with a yoyo

Not very useful.
> Allows flight for ~1.6 seconds

Decent but very quickly outclassed by Spectre Boots.
Increases yoyo range by ~5 blocks

Good when using the Amazon. Can also be crafted in mass early game to try to get the warding modifier.
> 1 Defense

1 defense is kinda useless even at the first night. Still with good mods this can be quite useful.
*Stinger Necklace made from a Shark Tooth Necklace and a Honey Comb
> Increases armor penetration by 5 (A flat 2-3 damage increase per hit for enemies over 5 defense)
> Releases bees when damaged (Stinger Necklace) (Minor)

Some of the only Pre-Hardmode damage accessories great with high firing rate weapons like the Mini-Shark and Bee Gun.
*Honey Balloon made from a Shiny Red Balloon and a Honey Comb
> Increases jump height by 4 1/2 blocks
> Releases bees when damaged (Honey Balloon) (Minor)

Lower tier mobility then double jumps. Still mobility is hard to find Pre-Hardmode so this is a moderately good accessory.
*Sweetheart Necklace made from a Panic Necklace and a Honey Comb
> When damaged movement speed is increased by 50% for 5 seconds
> Releases bees when damaged (Sweetheart Necklace) (Minor)

Not bad early on but quickly replaced by Speed Boots.
*Sweetheart Necklace made from a Panic Necklace and a Honey Comb
> 6% reduced mana usage

Mana usage does not mater that much Pre-Hardmode.
> Increases Mana by 20

20 Mana is like nothing making this a worthless accessory.
From fishing:
> Doubles jump height
> Enables auto-jump
> Increases allowed Falling distance by 15 blocks
> Increases ascent speed by 48%.
> Ability to swim(Frog Flipper/Frog Gear only) (minor)
> Ability to climb walls(Frog Webbing/Frog Gear only) (minor)

Very strong right up to Moonlord. 48% ascent speed is like dashing vertically.
Early Pre-Hardmode bosses:
> Allows the player to dash into the enemy

Give the ability to dash very early. Useful till Master Ninja Gear, and after that still useful for certain things.
One of the best mobility accessories.
> 1/6 (~17%) dodge chance on a successful dodge if successful you will receive an increase of 20% critical strike chance for 4 seconds
> Chance to confuse nearby enemies after being struck (Minor)
One of the best defensive accessories in the game 1/6 dodge chance is insane add the 20% critical strike chance buff to it and you have got yourself an epic item.
17% Damage Reduction

Obtainable early on. Damage Reduction is generally better then defense on harder difficulties making it one of the better pure defense accessories. How ever getting hit is a bad idea so its not A+ material.
> Slimes no longer attack you

Very situational, useful to avoid Lava Slimes when making a WOF arena in Expert Mode.
Pre-Wall of Flesh

Late Pre-Hardmode bosses:
> Increases the strength of friendly bees

Situational, but can massively buff many of the best Pre-Hardmode weapons
> Releases bees when damaged

Totally useless the bees damage is unnoticeable.
Late Pre-Hardmode Tinkerers:
> Increases mana regeneration rate
> Increases maximum mana by 20 (Minor)

The regen is slow. Also not very useful because Mana economy is not needed that much Pre-Hardmode.
> Grants double jump
> Increases jump height by 4 1/2 blocks

Very useful for Pre-Hardmode mobility.
> Doubles jump height
> Enables auto-jump
> Increases allowed Falling distance by 15 blocks
> enables you to run up to 30 mph

Forget about Terraspark Boots sure you might go 4 mph faster and get a bunch of minor effects, but with Amphibian Boots you get 48% accent speed. That means instead of having Boots and Frog Leg which takes up 2 accessory slot you can just use this and get a free accessory slot.
Useful for the whole game.
> Enables you to run up to 30 mph (34 with Lightning Boots/Frostspark Boots)
> Allows flight for ~1.6 seconds
> Extra mobility on ice(Frostspark Boots) (minor)

Basically a necessity Pre-Hardmode. There use drops off some after Hardmode starts.
> Grants double jump
> Increases jump height
> Negates fall damage

Some of the best Pre-Hardmode movement accessories.
> Increases jump height
> Negates fall damage
> Releases bees when damaged (Amber Horseshoe Balloon) (Minor)

Wildly outclassed by other Horseshoe Balloons.
> Allows the ability to climb walls

Maybe its just me but I hate this item. I would say only use it if it has a good Modifier as its effect can be negative to mobility.
*Obsidian Shield made from a Cobalt Shield and a Obsidian Skull
> 1 defense(2 with Obsidian Shield)
> Grants immunity to Knockback
> Grants immunity to Burning(Obsidian Shield)

Only Pre-Hardmode shields very useful for Melee in particular.
*Celestial Cuffs made from a Magic Cuffs and a Celestial Magnet
> Restores mana when damaged
> Increases maximum mana by 20(Magic Cuffs)
> 20-tile increased pickup range for Mana Stars(Celestial Cuffs)

If used correctly they can be very strong how ever taking damage can prove to be fatal.
Note that the 20+ mana from the Magic Cuffs may be preferred if you are using the Celestial Magnet or one of its upgrades already.
*Magma Skull made from a Magma Stone and a Obsidian Skull
*Molten Skull Rose made from a Magma Skull and a Obsidian Rose

> Melee attacks inflict the On Fire! Debuff
> Grants immunity to fire blocks(Magma Skull/Molten Skull Rose)
> Reduces lava's base damage from 80 to 50(Molten Skull Rose)

Really not that useful and it can be a pain to get. Why are these even items?
*Obsidian Skull Rose made from a Obsidian Rose and a Obsidian Skull
> Grants immunity to fire blocks(Obsidian Skull/Obsidian Skull Rose)
> Reduces lava's base damage from 80 to 50(Obsidian Rose/Obsidian Skull Rose)

Really not that useful and it can be a pain to get. Why are these even items?
Grind Items
Obtainable earlier but take some time to get

> Enables you to run up to 34 mph
> Allows flight for ~1.6 seconds
> Extra mobility on ice (minor)
> Provides the ability to walk on water, honey & lava
> Grants immunity to fire blocks
> 7 seconds of immunity to lava

The ultimate luxury item super hard to craft for a few minor effects over Frostspark Boots. Not worth crafting unless your a fanatic.
> Grants quadruple jump
> Increases jump height by 4 1/2 blocks

Very hard and rare to get, but the best mobility item Pre-Hardmode.
Pre-Mech

Early Hardmode enemy dorps:
Grants Immunity to certain Debuffs:
> Bleeding with Adhesive Bandage
> Broken Armor with Armor Polish
> Confused with Blindfold
> Cursed with Nazar
> Darkness with Trifold Map
> Poisoned with Bezoar
> Silenced with Megaphone
> Slow with Fast Clock
> Weak with Vitamins
Ankh Charm grants Immunity to all of these.

All of these are only useful in certain situational.
> 5% damage
> 5% critical strike chance
> -400 aggro

Decent damage increase for all classes and a nice multiplayer ability. Its kinda like a Pre-Mech Avenger Emblem.
> 15% increased damage of respective type(Melee, Range, Magic, Summon)

Obtainable very early Hardmode and 15% damage is useful till much later in the game.
> 25% damage reduction when below 50% health

Its best to swap this in when below 50% health.
*Charm of Myths made from a Philosopher's Stone and a Band of Regeneration
> Reduces the cooldown of healing potions by 25%
> Provides 0.5 life regeneration (Charm of Myths only)

Can be swapped quickly from a vanity slot to gain the reduced cooldown before being swapped back.
Note that the life regen is very low.
*Molten Quiver made from a Magic Quiver and a Magma Stone.
*Stalker's Quiver made from a Magic Quiver and a Putrid Scent.

> 10% arrow damage
> 1+ Arrow ExtraUpdates (Makes arrows move much faster)
> 20% chance to not consume arrows
>
Lights enemies on fire (Molten Quiver)
> Reduces Aggro by 400 (Stalker's Quiver)

Very useful when using low velocity arrows like holy.
Also note that they stack as of 1.4.0.4
> Doubles players invincibility time after taking damage
> Stars fall when after taking damage (Star Veil only)(Minor)

Only useful when taking repeated hits. Still it can save you if you get caught in a bad position.
At Night:
> +10% melee speed
> +10% damage (all types)
> +2% critical strike chance
> +1 HP/s life regeneration
> +4 defense
> +15% mining speed
> +0.5 minion knockback

Pretty good if you remember to swap them. Quickly outclassed by the Celestial Stone
This item may be hard to grind for Pre-Golem due to that lack of Solar Tablets.
> Lets you throw 2 Yoyos at once

Decent but very quickly outclassed by the Yoyo bag.
> 7 Defense
> +400 Aggro

7 Defense is not great in early Hardmode. Still the Aggro can useful in Multiplayer.
*Bee Cloak made from a Star Cloak and a Honey Comb
> Makes 3 stars fall when you take damage
> Releases bees when damaged (Minor)

One of the crappiest defense accessories in the game as the damage is very low, and you have to be hit for this to activate.
Early Hardmode Tinkerers:
> Makes you throw two yoyos instead of one
> Makes you throw two Counterweights
> Increases yoyo range

I don't use Yoyos much so not really sure how good this is.
> 7 defense
> 100% melee knockback
> 12% melee speed
> Enables Autoswing for Melee weapons and whips
> + 400 Aggo
Very good choice for summoners using whips.
> Grants immunity to Knockback, Bleeding, Broken Armor, Burning, Confused, Cursed, Darkness, Poisoned, Silenced, Slow, Weak, Chilled
> 4 Defense

A massive pain to get for an item that gets outclass right after Plantera. Only make if you what every little advantage you can get.
*Arcane Flower made from a Mana Flower and a Putrid Scent
*Magnet Flower made from a Mana Flower and a Celestial Magnet

> 8% reduced mana usage
> Automatically use mana potions when needed
> Reduces Aggro by 400 (Arcane Flower)
> 20-tile increased pickup range for Mana Stars(Magnet Flower)

Useful when using high mana consumption weapons otherwise not that great.

Pre-Plantera

Post-Mech Accessories:
> 10% Summon damage
> Increase your max number of sentries by 1
> -400 aggro

Moderate Summoner boosts. However Summoner is a very weak class at this point.
> 12% increased damage

Mostly used for crafting not too great to look at, but its a nice filler to have around.
> 15% increased magic damage
> 20-tile increased pickup range for Mana Stars

The damage boost and the ability to pick up mana stars over large areas makes this useful till end game for Mages. The Celestial Emblem is likely the best way to use the Celestial Magnet.
> 100% melee knockback
> 12% melee damage(10% with the Fire Gauntlet)
> 12% melee speed
> Enables Autoswing for Melee weapons and whips
> Melee attacks light enemies on fire(Fire Gauntlet)(minor)

Very strong Melee stat increase. Summoners will prefer the Berserker's Glove.
Note that the Mechanical Glove is generally better then the Fire Gauntlet do to the fact that 2% damage is better then the on fire debuff.
Pre-moonlord
S

Always:
> +10% melee speed
> +10% damage (all types)
> +2% critical strike chance
> +1 HP/s life regeneration
> +4 defense
> +15% mining speed
> +0.5 minion knockback
> Cannot drown in water(Celestial Shell only)
> Can swim in water(Celestial Shell only)
> Move at regular speed in water(Celestial Shell only)
At Night(Celestial Shell only):
> +2% melee critical hit chance
> +5.1% melee damage
> +5.1% melee speed
> +5% movement speed
> +3 defense
> Slightly increased jump height and jump speed
> +0.5 HP/s life regeneration

Very solid boosts in defense and offense makes this a great accessory for all classes.
They do Not stack as of 1.4
> Dash (about twice as many tiles as the SoC)
> Gives a 10% chance to dodge attacks
> Allows the ability to climb walls (Useless)

Very strong dash combined with a 10% damage reduction is useful for the rest of the game.

A+
/Obsidian Skull Rose
> 6 Defense
> Absorbs 25% of damage done to players on your team when above 25% life
> Grants immunity to knockback
> 25% damage reduction when below 50% health

Best shield in the game for multiplayer and signal player. High defense and a great passive makes it one of the best defense accessories.
> 10% damage
> 8% critical strike chance

Solid DPS upgrade for all classes.
> 10% ranged damage
> 10% ranged critical strike chance
> Recon Scope also reduces Aggro

Powerful ranged buffs. Worse then the Destroyer Emblem for hybrid builds.
> Increases summon damage by 15%
> Increases summon Knockback by 15%
> Increases maximum number of minions by 1

Very strong summon buff also comes around the same time as the Xeno Staff does.

A
> 6 Defense(7 with Hero Shield)
> Absorbs 25% of damage done to players on your team when above 25% life
> Grants immunity to knockback
> +400 to Aggro(Hero Shield)

Quite useful even in signal player. But as the Frozen Shield can be found at about the same time and is better then both the Paladin's Shield and Hero Shield they get outclassed very fast.
> Increases minion damage by 10%
> Increases the maximum number of minions by one

A lesser Papyrus Scarab. Still very good for summoners.
A-
> Increases summon damage by 15%
> Increases minion knockback

Slightly better then a Summoner Emblem, but obtained much later
At Day:
> +10% melee speed
> +10% damage (all types)
> +2% critical strike chance
> +1 HP/s life regeneration
> +4 defense
> +15% mining speed
> +0.5 minion knockback

Pretty good if you remember to swap them. Quickly outclassed by the Celestial Stone

B+
> Increases maximum number of minions by 1

Filler accessory, not that good compared to the Necromantic Scroll or the Papyrus Scarab
> Dash (about twice as many tiles as the SoC)

Quite good, but almost immediately upgraded to Master Ninja Gear.

> 100% Increase in melee knockback
> Enables auto swing for melee weapons
> 12% increased melee speed (Power glove)

Decent for early Hardmode invasions not so great for bossing as bosses are immune to Knockback.

B

> Prolongs the underwater breath to 1 minute and 33 seconds
> Allows you to swim
> Reduces Drowning damage by 75%
> Provides light under water(Jellyfish Diving Gear/Arctic Diving Gear)
> Extra mobility on ice(Arctic Diving Gear) (Minor)

Large crafting tree and very situational makes this kinda useless on a regular basis.
> Greatly increases life regen(10+) when not moving of using a weapon

Useful to re-heal after a battle.

B-
At Night Only:
> +2% melee critical hit chance
> +5.1% melee damage
> +5.1% melee speed
> +5% movement speed
> +3 defense
> Slightly increased jump height and jump speed
> +0.5 HP/s life regeneration

Ok melee accessory if you got a free slot at night.
> Summons spores over time that will damage enemies

Useful for AFKing however DPS is very low making it kinda useless other wise
> Gives a 10% chance to dodge attacks

Basically just a 10% damage reduction which at this stage of the game is very bad. Mostly used in crafting Master Ninja Gear.
> 10% critical strike chance

About 10% DPS is kinda meh after Golem. Mostly used in crafting Destroyer Emblem.
> Allows you to swim

Can keep you from drowning early game. Quickly outclassed.

C+
> Grants immunity to fire blocks (Molten Charm/Lava Waders)
> Provides the ability to walk on water, honey & lava(Lava Waders)
> 7 seconds of immunity to lava

Very hard to fined and only really useful when in the under world. Can be out classed with Water Walking and Obsidian Skin Potions.

C

C-
> Increases view range for guns

Why would you ever need this?
> Allows you to reverse gravity

The final boss of the game drops an item that gives you a crappy potion effect um...

Wings WIP, Currently the ratings are just a rough outline.
Filght Time: 1.67
Height: 53
Speed Bonus: 108%
Same stats as leaf wings which can be obtained earlier.
Filght Time: 1.67
Height: 53
Speed Bonus: 108%

Can be bought as soon as you enter Hardmode.
Filght Time: 2.17
Height: 67
Speed Bonus: 125%

Require more grinding then leaf wings but have better stats.
Filght Time: 2.17
Height: 67
Speed Bonus: 125%

Gaint Harpy Feathers can be grinded Pre-Hardmode then all you have to do is kill a wyvern or two.
Filght Time: 2.5
Height: 75
Speed Bonus: 117%
Fast ascent

Very cheap for strong stats should be bought right after killing your first mech.
Filght Time: 2.5
Height: 75
Speed Bonus: 133%

Requires a lot of luck to get when they are useful but quite strong if you get them at the right tier.
Filght Time: 2.67
Height: 83
Speed Bonus: 150%

The Post-Mech Frozen Wings/Fairy Wings/Fin Wings more of a grind then the Jet Pack but also more reward.
Filght Time: 2.83
Height: 94
Speed Bonus: 150%

The Post-Plantra basic wings they need a bit of grinding.

- Separate the double jump bottles and balloons.
 
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Why are all the immunity items so low? If ur fighting a certain boss or just out somewhere they are very helpful
Also why is the master ninja gear so high? It’s easily outclassed by wings and hooks by the time you get it, it’s only really good for certain parkour,
Like seriously you really need wings by the time you kill Plantera (need to kill to unlock tabi which is crafting ingredient in it)
 
Why are all the immunity items so low? If ur fighting a certain boss or just out somewhere they are very helpful
they are so high because that dash is really good for will dodging but i will move them down. and wings are outclassed by good mounts
Why are all the immunity items so low? If ur fighting a certain boss or just out somewhere they are very helpful
I'll move them up
 
Without any real explanation for the status of these rankings, I don't understand some of these. Why exactly is the Aglet higher than the Anglet of the Wind? For comparison, you take an approach @Baconfry did with their tier list as in explaining why exactly they placed items in said ranking. I mean, most of these are not completely out of place, some of these rankings are mostly justified and reasonable from first glance.
 
The aglet can be collected very early and can carry good modifier and the Anglet of the Wind 10% speed boost is not that good by the time you have the gear to get it.
And i was trying (maybe not that will) to do 652Graystripe way.
 
And i was trying (maybe not that will) to do 652Graystripe way.
652Graystripe told me himself that a tierlist needs to include explanations in order to be valuable. I agree with most of these placements, but from the main post itself we cannot see the thought process behind why you put things where you did.

And it’s true that writing a tierlist takes like 30 minutes, while writing a tierlist with explanations takes like five hours. But the community does appreciate those who go the extra mile.
 
Mana flower is kinda useless, you don't need it to spam mana potions, and mana potions in general are a bad option. Why sap you magic damage with mana potions when you can pop a mana regen and solve all your mana problems no accesories required.

Honey balloon and amber horsehoe balloon are too low, they are no where near the top but jump boost + fall negation is better than the obsidian rose.

Frog leg is Easily one of the best accesories in the game. Every time I get it it stays on my charaecter for the rest of the playthrough 48% faster vertical flight speed is absolutly amazing.

Sharktooth necklace should be higher, it is basicly the prehardmode avenger emblem, but unlike the avenger emblem it has no competition.
 
Ankh shield is too high, knockback immunity is nice but it's not worth an accessory slot by the time you can get it, the other effects are very insignificant.

Magic-cuffs/celstial cuffs are too high, why waste an accesory slot on mana management when a mana regen potion is all you need.

Celestial stone should be on the same tier as celestial shell. Most of the bonuses are shared by both, and if you can get both you should equip both of them.
 
Maybe Shark Tooth Necklace should be moved to the A tier- it's very useful for early-game bosses and has a fixed armor penetration value, allowing rapid firing weapons like the Minishark with Usetime 6 to ignore some boss defenses. Oh yeah also, add Stinger Necklace to the list. It ignores 10+ defense apart from 5 defense. This is easily the best pre-hardmode accessory and can be used in some parts of Hardmode to surpass higher defense bosses.
 
Maybe Shark Tooth Necklace should be moved to the A tier- it's very useful for early-game bosses and has a fixed armor penetration value, allowing rapid firing weapons like the Minishark with Usetime 6 to ignore some boss defenses. Oh yeah also, add Stinger Necklace to the list. It ignores 10+ defense apart from 5 defense. This is easily the best pre-hardmode accessory and can be used in some parts of Hardmode to surpass higher defense bosses.
Yeah the 2 sharktooth neckelacces are very good prehardmode, I wouldn't say they're the best because you need so many movement accesorries prehardmode but once I got my movement taken care of shark tooth necklace is my first pick, and if I get a second pick then I get the other shark tooth necklace.
 
Ankh shield is too high, knockback immunity is nice but it's not worth an accessory slot by the time you can get it, the other effects are very insignificant.

Magic-cuffs/celstial cuffs are too high, why waste an accesory slot on mana management when a mana regen potion is all you need.

Celestial stone should be on the same tier as celestial shell. Most of the bonuses are shared by both, and if you can get both you should equip both of them.
Celestial accessories no longer stack:
"You no longer gain stacked benefits from wearing multiple Celestial Stone variants"
 
Massively revamped the guide:
- Changed many items rankings
- Added most 1.4 content
- Added stats for all items
- Added some explanations for there placements
 
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Wait how is the herculues beetle higher than the avenger emblem? Even if you're playing summoner adding 12% damage to both your summon and to whatever non summon weapon you support them with is way better than 15% damage to just your summons. No whips don't make pure summoner ideal, their limited range makes them bad for bosses, and their drop off damage makes them bad for crowd control. Whips are best used every once and a while to stack damage boosts with ichor.

Amber horshoe ballon should be lower than the other ballons, it's not that good, my complaint earlier was that it was better than trash like the obsidian rose.

String should be in the same tier as the yoy bag, it's the most useful of the 3 effects of the yoyo bag, and although you always want to use the yoyo bag over the string when you get it, the string is obtained much sooner.
 
Wait how is the herculues beetle higher than the avenger emblem? Even if you're playing summoner adding 12% damage to both your summon and to whatever non summon weapon you support them with is way better than 15% damage to just your summons. No whips don't make pure summoner ideal, their limited range makes them bad for bosses, and their drop off damage makes them bad for crowd control. Whips are best used every once and a while to stack damage boosts with ichor.
I really don't have to much experience with summoner weapons especially after the update so I will take your word for it and move it down. I tried to use the Firecracker when fighting Queen Slime and its range was a big problem for sure.

Amber horshoe ballon should be lower than the other ballons, it's not that good, my complaint earlier was that it was better than trash like the obsidian rose.
I totally forgot it does not have double jump so I will more it down as well.

String should be in the same tier as the yoy bag, it's the most useful of the 3 effects of the yoyo bag, and although you always want to use the yoyo bag over the string when you get it, the string is obtained much sooner.
I don't like Yoyos so I don't tend to use them much, I'll move String up.
 
I kinda prefer to move up Arhk Shield up to A, not to A+ at least due to the grind, however it is a good accessory for all classes that are still progressing until you get paladin shield, especially at higher difficulties where mobs also hit hard, getting debuff cripples your exploration and grinding by a whole lot.
 
I kinda prefer to move up Arhk Shield up to A, not to A+ at least due to the grind, however it is a good accessory for all classes that are still progressing until you get paladin shield, especially at higher difficulties where mobs also hit hard, getting debuff cripples your exploration and grinding by a whole lot.
It really is not that useful. The 2+ defense is not worth the grind as for the Immunity abilities you can just swap one of the base Immunity items in if you get that corresponding Debuff.
 
Treasure Magnet | Not related to combat
Treasure Magnet can actually be very helpful for some combat, especially for magic users (Wall of Flesh for example), it increased the range of picking up heart and star. (the heartreah potion may not be available early in corruption world, and Celestial Magnet may not be easy to obtain)
 
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