J Bame
Terrarian
W.I.P FOR 1.4
No cheesing meaning: no Nursing, using complicated arenas with blocks, Teleporters, etc. Most non-gear preparations that take a lot of the difficulty out of the fight are considered a "cheese" to me.
Before starting, let's get one thing out of the way: you are not going to do this in your first try. Take it from someone who has already done this fight dozens of times and still finds himself dying to him on occasion; this fight is much harder than anything else in the game. Moon Lord isn't any easier to cheese than any other boss, yet the fact that he is by far the most commonly exploited speaks volumes. Worse of all he is a hard challenge for a bad reason, but more on that later.
For now, let's focus on killing this monstrosity. The best way to beat a difficult challenge in Terraria is to use the best gear, and in most cases that means using broken things to your advantage.
Let's start with what I consider the two most broken weapons for the fight:
There was a time where you could be using a melee tank setup and still reach 5k+ DPS with this thing. Those times are over and this got nerfed to hell, yet funnily enough it's still the strongest single target weapon available, and by quite a long shot compared to most other things.
You will want to use
The only weapon that rivals the Phantasm in power... is a minion that can be used alongside it. Good for us. With the setup we'll be using (more on that later) an incomplete Stardust Dragon is already the equivalent to another player attacking with a Vortex Beater, which tells you all you need to know about the DPS you'll have with these two things combined.
The Dragon is well known as an Iframe generator for enemies; that won't be a problem here as the as they only affect other piercing attacks and Phantasm doesn't pierce, just keep it in mind if you want to use another weapon that pierces, as then this will be a hindrance to your DPS.
Speaking of...
Even if the two above are the best, they are far from being the only things that work. Keep in mind that these are significantly weaker than those, so only use these if you don't feel like tryharding.
Vortex Beater:
Most likely the 3rd best weapon for this. The spread isn't too big of a deal in the first phase so you can afford to use
Crystal bullets to kill the eyes faster, while
Chlorophyte bullets will be very important for the second phase as you'll be running away from him unlike in phase 1 where you have to stay close.
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Razorpine/Blizzard Staff:
Best choices for a mage character. The DPS/Mana cost ratio of the two is practically the same, but one has issues with its short range and the other is bad against small things. I prefer to use Razorpine and then switch to Blizzard when the eye starts moving out of range, and then go full Blizzard on Phase 2.
Nebula Arcanum:
This is incredibly unreliable as a main weapon: The galaxies are incredibly slow and they rarely hit, and when they do they will all pile up on one Eye, killing it instantly and most of the time way before you even scratched the others. This, however, is an amazing secondary weapon: With the huge lifespan of the galaxies you can always afford to throw a couple down every now and then, and even if they are not guaranteed to hit, the massive damage when they do is very worth it.
Remember the huge anti-synergy this has with the Dragon.
Betsy's Wrath:
Applies a massive -40 defense debuff that ML isn't immune to. Do not use this on the first phase as every blink will reset the buff, and don't use this with Phantasm as swapping to it will reset its attack speed back to base and you will pretty much be losing DPS.
Stardust Cell Staff:
Sometimes the Dragon makes you forget that this is a good weapon. The only non-subjective reason to use this over its better counterpart is when you use a main weapon that pierces, mostly Solar Eruption.
Solar Eruption:
The best Melee choice. Very good DPS, especially at point blank range. However the short range makes this impossible to use properly on phase 2 without getting killed. Also an abysmal partner with the Dragon, so you'll have to stick with the Cells which makes your actual power with it not actually that great.
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Daybreak/Influx Waver:
You should only ever use these as sidearms for your Solar Eruption at long range. Note: Daybreak is abysmal on phase 1 as the debuff resets on every little blink, while Influx Waver doesn't do its multihit properly against the Core because of how fast you'll be moving. They are still piercing weapons despite the looks so no Dragon for you.
Seedler:
It may sound ridiculous to recommend a Plantera drop against the final boss of the game, but when said weapon is as busted as this Sword is then it's pretty reasonable. The Seedler may be worse than the two above overall, it doesn't pierce, which makes it the best Melee partner for a Dragon.
Vortex Beater:
Most likely the 3rd best weapon for this. The spread isn't too big of a deal in the first phase so you can afford to use
Razorpine/Blizzard Staff:
Best choices for a mage character. The DPS/Mana cost ratio of the two is practically the same, but one has issues with its short range and the other is bad against small things. I prefer to use Razorpine and then switch to Blizzard when the eye starts moving out of range, and then go full Blizzard on Phase 2.
Nebula Arcanum:
This is incredibly unreliable as a main weapon: The galaxies are incredibly slow and they rarely hit, and when they do they will all pile up on one Eye, killing it instantly and most of the time way before you even scratched the others. This, however, is an amazing secondary weapon: With the huge lifespan of the galaxies you can always afford to throw a couple down every now and then, and even if they are not guaranteed to hit, the massive damage when they do is very worth it.
Remember the huge anti-synergy this has with the Dragon.
Betsy's Wrath:
Applies a massive -40 defense debuff that ML isn't immune to. Do not use this on the first phase as every blink will reset the buff, and don't use this with Phantasm as swapping to it will reset its attack speed back to base and you will pretty much be losing DPS.
Stardust Cell Staff:
Sometimes the Dragon makes you forget that this is a good weapon. The only non-subjective reason to use this over its better counterpart is when you use a main weapon that pierces, mostly Solar Eruption.
Solar Eruption:
The best Melee choice. Very good DPS, especially at point blank range. However the short range makes this impossible to use properly on phase 2 without getting killed. Also an abysmal partner with the Dragon, so you'll have to stick with the Cells which makes your actual power with it not actually that great.
Daybreak/Influx Waver:
You should only ever use these as sidearms for your Solar Eruption at long range. Note: Daybreak is abysmal on phase 1 as the debuff resets on every little blink, while Influx Waver doesn't do its multihit properly against the Core because of how fast you'll be moving. They are still piercing weapons despite the looks so no Dragon for you.
It may sound ridiculous to recommend a Plantera drop against the final boss of the game, but when said weapon is as busted as this Sword is then it's pretty reasonable. The Seedler may be worse than the two above overall, it doesn't pierce, which makes it the best Melee partner for a Dragon.
Quick reminder to have all your weapons with their best reforges; you probably know that if you've made it to this point.
Now with the weapons selected, let's move on to the armor, which is arguably the most important part of the fight. We are going to use an hybrid set that puts as much damage into the Phantasm and the Dragon as possible while keeping very good survivability.
No matter what class you are playing, you will always want the VK Chestplate. The difference between classes is determined by the Head and Leg slots.
- As a mage you will want the
- If you want to do this as Melee, you will want the
Moving on to Accessories now. You have pretty much every accessory available at this point in the game, which means there are a ton of combinations, so it's hard to say there is a "best" setup out there. I'll just list what I believe are the best things and let you figure out the rest.
As for Equipment slots, you should have a
Let's also have a quick runover of Potions, because I seriously doubt you'd attempt this without them. Ordered by relevance, you want:
- I don't have to remind you of
You are clearly going to need something big here. As you can see in the pic, the arena I use is two oceans long, and I still find myself running out of it every now and then. Don't make it any taller than this however. A bit more height and it gets to Space, and you absolutely never want to fight him there. The gravity is so low that you will get stuck at the top, and you will take a ton of hits while trying to fall back down.
You will also, of course, want Campfires, Heart Lanterns, Honey inside of Bubble Blocks and Heart Statues* to survive for longer.
* If you have multiple remember to space them out, so you are not limited to 3 hearts on screen. I don't actually know how the mechanic works, just make sure all statues are about 20 blocks away from each other.
Alright, let's get to the actual fight already. As with any other boss, you want to know what he can do before starting. Moon Lord is quite a spammy boss, but he only has 4 real attacks in total.
First we have the
If a Hand isn't spawning Phantasmal Spheres, then it will spawn a horde of
Then we get to ML's trademark attack, the Phantasmal Deathray. This attack is very easy to dodge, all you have to do is go around his head. However, if this gets you, then game over. Not even Vallhalla Knight Chestplate can save you if you take 300 damage all at once. This is the main reason you must never kite Moon Lord phase one, otherwise you won't be able to see it coming until it's too late. You always want to keep Moon Lord at least partly on screen so you can check on the main eye from time to time.
Right before any eye (including the center one) closes it will start to look at you, and then fire a pair of
And that's pretty much it for Phase 1. To get a smooth transition to Phase 2 try to get all eyes to very low health, and then pop them out all at once. This isn't too easy to do with a Dragon that engages everything that breathes with a DPS of 3k, but it's not hard either. Don't save the main eye for last; it doesn't reveal itself as often as the hands' so you may have to deal with two True Eyes for a fairly long time until you get the chance to damage it again.
Anyways, with all 3 eyes down Moon Lord reveals his Core and Phase 2 begins, and that's also where a boss battle that is honestly fairly clever designed goes downhill by getting the stupidest, most unfair attack of anything in the entire game. That is, the mini-Deathrays from the True Eyes.
Let's see: Moon Lord's Phantasmal Deathray is a fair attack. It is slow, gives you ample time to prepare for it, and there is a very clear indicator on when it is coming, and when it does it can only reach below or above him, and since Moon Lord moves trying to keep you at his center, right below his forehead, he literally positions himself for you to dodge the Deathray more easily. This means that the only time you will ever get hit by it is when you aren't paying attention and it catches you off guard. It's a trick meant to punish mindless kiting, and it does that very well.
Now we get to the True Eyes' version of this attack and it's just stupid. The only way to tell when an Eye is charging up its Deathray is when you see it stop completely. Let me remind you that every single one of the True Eyes' attacks start out with it stopping for a moment, so in order to see if it's charging up you'd have to see if the Eye stopped for longer than usual. Let me say that again: In the middle of a ing bullet hell where a horde of Phantasmal Eyes eats you alive if you slow down for a second, you'd have to constantly check if one of the three eyes that is relentlessly spamming attacks stopped moving for more than a second and then somehow dodge it.
Because Phase 2 isn't like Phase 1, where you know exactly where Moon Lord's main eye is and thus you know exactly where to move to avoid the Deathray. The True Eyes fire their Deathrays from wherever the hell they were standing. And all 3 Eyes love to spam it, and each of them hits as hard as a Phantasmal Sphere so you can't even tank them and hope you somehow out DPS them, because even Valhalla, the Phantasm and the Dragon don't let you do that.
So, it's spammy, there's no realistic way for you to see it coming and even if you do you have pull off some mad acrobatic stunts to actually dodge them. But there is one reliable method to avoid it: Mindless kiting that exploits the fact the Mini Deathray has limited range. Yes, you are now encouraged to do the one thing it was originally meant to counter. How ironic. You can also synchronize the eyes' release so they all move identically and therefore fire the Deathray at the same time, from one position, but that's an exploit right?
I'm pretty sure that not as many people would cheese the fight if this attack didn't exist, but what can I do about it. Everything else the True Eyes can do are watered down versions of the attacks the hands had. The phase is still more dangerous than the the one before since they are much more aggressive and there is a third attacker, but at the end of the day the Deathrays are the things that you will be worrying about.
And that's pretty much it for the guide. I've told you everything I could, so now it's all up to you to fight him and hopefully win. I can show you a
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