Notable pre-Hardmode weapons in early Hardmode

Baconfry

Terrarian
S rank: Extremely useful and dependable weapon that can save your skin when things go wrong. Would be considered above-average even if it were Hardmode-exclusive.
A rank: Strong in many situations. Might be worth using alongside your first Hardmode weapons.
B rank: Does at least one thing very well, but has a few obvious flaws. Should be replaced soon.
C rank: Usable, but you'll have a rough time if it's the only thing you have. Becomes obsolete very quickly.
D rank: Most pre-Hardmode weapons not listed, as well as some that received an analysis so I can explain why you shouldn't use them.

This is probably not a comprehensive list of all viable pre-Hardmode weapons, but if you would like to nominate a weapon for anything above D rank, please leave a reply and I'll run some tests. Note that there are many pre-Hardmode weapons that all do roughly the same thing, and I'm not likely to write an analysis for a weapon that is just a worse version of something else.

Melee

Sunfury: C+
Noob's first choice thanks to its unmatched base damage for pre-Hardmode. It's actually pretty decent since it has a bit of range, and there are some situations where you can drop the flail and watch enemies run into it.

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14.29% chance to obtain from Shadow Chest / 16.67% chance to obtain from Obsidian Lock Box
Best prefix: Godly/Demonic $

Night's Edge: C
Deals decent damage but doesn't do much else. It can at least keep you safe against basic AI types like Possessed Armors and Wraiths, and unlike most ranged and magic weapons, it won't miss small targets like bats that are all up in your face. If you're facing something with a projectile, don't bring it out.

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Crafted from Light's Bane/Blood Butcherer, Blade of Grass, Fiery Greatsword, Muramasa at a Demon/Crimson Altar
Best prefix: Legendary $$

Bee Keeper: C+
A disruptive weapon that can be used as a last resort when backed into a corner thanks to its 90% chance to inflict confusion. Don't use it for more than a few seconds at a time, otherwise it will start interfering with itself thanks to the piercing damage dealt by the bees.

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33.3% chance to drop from Queen Bee
Best prefix: Legendary $

Starfury: B-
Can be useful as a last resort for cheesing pirates, Ice Golems, and Angry Nimbuses. The blade itself is strong enough to take care of Pirate's Curses, as long as you leave yourself enough room in your cheese hole to walk backwards a bit. Being a melee weapon comes with a few key advantages for efficient cheesing: you get to spread more passive damage with Magma Stone, and you also get to activate Sharpened for your Flinx/Vampire Frog/Lightning Aura. The star probably won't do anything underground, but even without it, Starfury is strong enough to handle most things you might need a broadsword for.

BLADE
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STAR
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33.3% chance to obtain from Skyware Chest or Sky Crate
Best prefix: Legendary ¢

Cascade: A+
Like all yoyos, this is good for eliminating enemies while they're stuck. There are many situations in which your yoyo is the only melee weapon that can safely do the job without putting you in danger. As a melee weapon, it also has the side benefit of activating the Sharpened buff for your minions while held, which is great since you'll often be using both at the same time.

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0.25% chance to drop from enemies killed in Underworld and lower Cavern layer after Skeletron has been defeated
Best prefix: Godly/Demonic $

Flamarang: B
Excellent for knocking away a single enemy while dealing respectable DPS. If you miss, switch weapons immediately since you can't throw it again until it comes back. Autoswing not only makes it great for stunlocking, but also allows you to juggle between Flamarang and Thorn Chakram pretty easily.

Stinger Necklace is an anti-synergy because the bees can allow enemies to escape stunlock.

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Crafted from Enchanted Boomerang, Hellstone Bar x10
Best prefix: Godly/Demonic $

Thorn Chakram: B+
Similar to Flamarang, but it bounces off walls in exchange for dealing a bit less damage. It can cheese enemies in a small handful of situations where the Flamarang can't, making it slightly better in my opinion.

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Crafted from Jungle Spores x6, Stinger x9
Best prefix: Godly/Demonic ¢

Combat Wrench: B-
It has good damage output and even pierces a little, but dealing multiple hits in one throw actually works against it since enemies with low knockback resistance will be knocked towards you half the time. Just be careful what you use it against and it will do fine.

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12.5% chance to drop from Mechanic
Best prefix: Demonic/Godly ¢

Ranged

The Bee's Knees: C+
The bees that spawn when you use this with Wooden Arrows will rarely deal more than 2 damage unless you run Shark Tooth + Stinger, but it's 100% safe and at least the bee arrow itself will hit for a decent amount if you have line-of-sight. Obviously, the bee strategy fails when fighting near water. It can use other arrows just fine, but Molten Fury does it better. Not worth using unless you have double Shark Tooth.

WOODEN ARROW + BEES
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BEES ONLY
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33.3% chance to drop from Queen Bee
Best prefix: Unreal $

Molten Fury: B
The standard bow if you want to use special arrows like Unholy or Hellfire. Not as impressive as Hellwing, but much more accurate.

UNHOLY ARROW
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HELLFIRE ARROW
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Crafted from Hellstone Bar x15
Best prefix: Unreal ¢

Hellwing Bow: A+
Even if you mainly use it at point-blank range, it's still useful for stunlocking and piercing enemies. Hellwing is also one of the few pre-Hardmode weapons that can be used against Hardmode bosses; even with Wooden Arrows, it's far better against the Destroyer than some Hardmode weapons like Magic Dagger since it pierces infinitely and has actual range.

WOODEN ARROW
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14.29% chance to obtain from Shadow Chest / 16.67% chance to obtain from Obsidian Lock Box
Best prefix: Unreal $

Phoenix Blaster: B+
Strong but annoying to use since you need to find an exact rhythm to maximize its fire rate. The Phoenix Blaster always feels like it's not performing as well as it should, but it performs pretty well nonetheless.

METEOR SHOT
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EXPLODING BULLET
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Crafted from Handgun, Hellstone Bar x10
Best prefix: Unreal $$

Musket: B-
The Musket isn't much weaker than the Phoenix Blaster in practice. You might find the Musket preferable since it's the only fully automatic pre-Hardmode gun that doesn't suck, and being fully automatic makes it far more bearable to use. It also uses up Meteor Shot at a far slower rate than the Phoenix Blaster. Of course, you won't be using either of them if you got the Clockwork Assault Rifle.

METEOR SHOT
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EXPLODING BULLET
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100% change to drop from first Shadow Orb / 20% from subsequent Shadow Orbs / 16.67% from Corrupt Crates
Best prefix: Unreal ¢

Minishark: ?
Minishark is obviously too weak to use against enemies directly, but it can be used as part of a very specific cheese strategy. Due to its low base damage and use time of exactly 8, it is the best weapon for damaging yourself with Exploding Bullets and activating on-hit effects, the most relevant of them being Star Veil or Star Cloak. This combo is basically the same as pre-nerf Daedalus Stormbow, with the drawback of only being usable on the ground and only being able to target the middle of the screen. (And of course dealing 7.5 damage per second to yourself.) It may look situational, but can be used in 100% seriousness against Skeletron Prime and actually kills him incredibly quickly.

Jan-07-2021 18-04-17.gif


As you can see here, you should try not to get hit by enemies while performing this trick since you'll get longer invincibility frames, meaning fewer stars.

Later in the game once you've unlocked Black Belt, Minishark becomes useful once again, this time as a stalling tool. It deals self-damage rapidly enough to activate Black Belt and Brain of Confusion quickly and consistently, meaning that you'll be invulnerable most of the time. It won't work against enemies that sit directly on top of you, but it gives you a very high chance to dodge projectile attacks like Phantasmal Deathray. The stalling also gives minions like Stardust Dragon plenty of time to finish off your targets.

Jan-07-2021 18-46-42.gif


Minishark is somewhat usable as an actual weapon after you've unlocked Ichor Bullets, but those require a Hardmode anvil to make, and you'll have retired practically all of your pre-Hardmode weapons by that point. It's a much better idea to use it as a gimmick weapon, especially because this gimmick is genuinely good.

STAR CLOAK + EXPLODING BULLET
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Sold by Arms Dealer for 35 gold
Best prefix: Damaged $$$

Quad-Barrel Shotgun: D+
As the slowest and least accurate gun in the game, this is significantly worse than the Shotgun you can pick up from the Arms Dealer immediately after entering Hardmode. Its knockback is good enough to repel one somewhat large enemy, but small ones will slip right through. It is not reliable at long or short distances. You could try to improve its knockback and crowd control with Exploding Bullets, though that is a bad idea for extremely obvious reasons.

This is mostly being listed here because some of you might have illusions about it being an effective early Hardmode weapon, when in reality everything about it is terrible except for its damage.

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Sold by Arms Dealer for 35 gold in a Graveyard after Skeletron has been defeated
Best prefix: Unreal $$$

Blowgun: S+
When using pre-Hardmode ammo it's pretty average, but as soon as you can get your hands on a few Ichor, Cursed Flames, or Crystal Shards, the Blowgun establishes itself as one of the best weapons for this stage of the game, easily outclassing many weapons that you actually receive in Hardmode. This mostly speaks to how powerful Hardmode darts are rather than the Blowgun's own merits as a weapon; even the lowly Blowpipe can kill mechanical bosses when using these darts.

CRYSTAL DART
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CURSED DART
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ICHOR DART
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Sold by Witch Doctor for 5 gold
Best prefix: Unreal ¢

Star Cannon: S
Power is not the issue here; the real issue is that the Star Cannon is a far less sustainable way to accomplish something that Hellwing Bow and Molten Fury already do decently well. Using this against underground enemies makes no sense, obviously. Using it against pirates and the Destroyer makes a bit more sense, but keep in mind that every shot you take with the Star Cannon is a shot that you can't take with the Super Star Shooter later on. Also, it doesn't pass through platforms, so your usual arena might not work too well.

These rankings are based on combat performance alone, but a ranged weapon with no ammo is completely worthless, and this weapon is heavily limited by ammo availability. It's not for everyone.

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Crafted from Minishark, Meteorite Bar x20, Fallen Star x5
Best prefix: Rapid/Murderous/Demonic $$$$

Sandgun: ?
If you care at all about how your world looks, there is an extremely obvious reason why using this is not a good idea. However, if you don't care about the horrible mess the Sandgun creates, it is a surprisingly strong crowd control weapon when using Pearlsand (or Ebonsand/Crimsand if you are truly insane). Unfortunately, its inability to pass through platforms pretty much kills its viability against the Destroyer. It's reasonably good against the Pirates, but you'll have to prepare an arena covered entirely in minecart tracks in order for it to be practical, which has the nasty side effect of making the Pearlsand unretrievable.

The vast majority of people will use it as a tool for farming infinite sand, but this is still a weapon at heart, and if you need something that can sort of do what the Star Cannon does, the Sandgun will get the job done. At a cost.

PEARLSAND
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Crafted from Illegal Gun Parts, Antlion Mandible x10, Topaz x5
Best prefix: Unreal ¢

Beenade: B+
You know what they say: the situation can only be made better by the addition of yet more bees. Beenades spawn slightly stronger bees than Bee Gun or The Bee's Knees, but that's not their main advantage. The main advantage is that they spawn bees faster than any other weapon in the game, allowing you to create a literal ocean of bees that can cover any terrain. However, you will need double Shark Tooth in order for them to deal significant damage to most enemies.

Beenades can be used against the Destroyer to great effect by using the classic sky box strategy. The Bee's Knees doesn't work because it doesn't spawn enough bees, and the Bee Gun doesn't work because it fails to slow the Probes down as they fly upwards into you.

One downside of Beenades is that they are a pain to farm for, but it's not nearly as bad as it is with the Star Cannon.

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75% chance to drop from Queen Bee (stack of 10-30) / Crafted from Grenade x1, Bee Wax x1
Best prefix: none

Magic

Demon Scythe: B

Strong but extremely difficult to use. Despite its high knockback and juggling abilities, the fact that it cannot instantly hit a distant enemy makes it nearly impossible to use for disrupting important enemies like Skeleton Archers. It is best suited for laying temporary traps against chasers. (In version 1.1, it was a highly effective way to teach noobs why Excalibur is not a viable weapon for PvP.)

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2.86% chance to drop from Demons and Voodoo Demons
Best prefix: Mythical $

Flamelash: A
Not especially suited for underground combat, but it barely needs to be aimed at mid-range, and you can manually control it if all else fails. It is far less-mana efficient than the Flower of Fire, so it should only be used when you need its homing abilities.

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14.29% chance to obtain from Shadow Chest / 16.67% chance to obtain from Obsidian Lock Box
Best prefix: Mythical $

Flower of Fire: B+
Good damage, but otherwise not that special. It's pretty decent for fighting large Mimics that you've summoned on the surface since it bounces along the ground. Strangely, it bounces on top of platforms instead of falling through; this can be a blessing or a curse.

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14.29% chance to obtain from Shadow Chest / 16.67% chance to obtain from Obsidian Lock Box
Best prefix: Mythical $

Book of Skulls: S
Almost like a pre-Hardmode Nebula Arcanum. There are many situations where you can take advantage of its homing properties underground, and unlike the Bee Gun, it deals significant damage and stunlocks.

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10.5% chance to drop from Skeletron (33.3% in Expert mode)
Best prefix: Mythical $

Water Bolt: B
A lot worse than the Book of Skulls in early Hardmode, but still serviceable. Water Bolt was very good in pre-Hardmode when everything was predictable and weak, but Hardmode introduces a lot of new enemies that it doesn't do well against. It doesn't like Illuminant/Giant Bats very much because they're too small and erratic to hit consistently, and it doesn't like Skeleton Archers, Icy Mermen, or Ichor Stickers because they'll usually get the first shot off before the Water Bolt hits them. It also isn't as consistent for killing trapped enemies as yoyos or summons, though it's pretty great in 3-block-tall horizontal tunnels you might have dug out while exploring. I recommend scattering your shots to cover a wider area than you could cover by shooting in a straight line.

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Found on shelves within the Dungeon
Best prefix: Mythical $

Gray Zapinator: C+
It definitely won't be having problems with enemy defense. With its slow speed and extremely narrow projectile, aiming may be a little difficult however. The synergy with Meteor armor is pretty nice if you want to save Mana Regeneration Potions.

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Extremely rare chance to be sold by Traveling Merchant for 17 gold in pre-Hardmode after killing any boss
Best prefix: Mythical $$

Summoning

Imp Staff: D

Despite being the last pre-Hardmode minions you unlock, Imps are shockingly bad at dealing single-target damage, and there is almost nothing you can do to make them better. Three or more Imps will constantly interfere with each other, firing at the same time and only dealing one or two actual hits. If you're running a summoner loadout, they are actually worse than Hornets when fighting a single enemy, despite being slightly more accurate. Due to their slow attack rate, they benefit very little from tag damage and armor penetration, meaning that literally every other minion weapon has higher DPS potential. Yes, this includes the Finch Staff. There are some flying bosses that other minions cannot hit (such as Queen Slime and Dreadnautilus), but don't count on the Imps to deal any damage to them, either. Dreadnautilus even reflects their fireballs, just to rub it in even further.

When considering everything other than base damage, this is possibly the worst minion weapon in the game. And it's not like its base damage is good, either: even when using a summoner loadout, the imps will deal less damage per second than you could deal yourself with a Snowball Cannon. Or a Ruler.

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Crafted from Hellstone Bar x17
Best prefix: Mythical/Masterful/Godly/Demonic/Ruthless/Furious ¢

Vampire Frog Staff: B
Thanks to their high attack rate, they scale much better with tag damage bonuses from Snapthorn and Spinal Tap, effectively making them far, far stronger than Imps. Their higher DPS and consistency also makes them much better against Black Recluses (which is the only matchup that really matters).

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12.5% chance to drop from Zombie Mermen and Wandering Eye Fish
Best prefix: Mythical/Masterful/Godly/Demonic/Ruthless/Furious ¢

Flinx Staff: B-
It only has 3 lower base damage than the Vampire Frog, and its AI is equally good, if not better. With tag damage from Spinal Tap and Snapthorn, this is easily better than the Imp Staff (but then again, what isn't). It does an excellent job immobilizing underground enemies, and unlike the Vampire Frog, it can stunlock enemies even in midair. Of course, it is also far more dependent on tag damage, double Shark Tooth, and the Sharpened buff, but sometimes the point of minions isn't to do damage, it's to stop things from hitting you. In this regard, the Flinx Staff can be considered one of the absolute best.

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Crafted from Flinx Fur x6, Gold/Platinum Bar x10
Best prefix: Mythical/Masterful/Godly/Demonic/Ruthless/Furious ¢

Snapthorn: A
Thanks to Obsidian armor, this is pretty strong and hits fast enough to stunlock enemies easily. It would seem like there would be no reason to use Snapthorn if you also have Spinal Tap, but Snapthorn is still useful for boosting the speed of Spinal Tap and stacking tag damage to a total of 13. This tag damage stacking is somewhat necessary if you're using the Flinx Staff or Vampire Frog Staff, which have the best AI but suffer from low base damage.

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Crafted from Jungle Spores x3, Stinger x12, Vine x3
Best prefix: Legendary ¢

Spinal Tap: S-
Summoners wouldn't be nearly as good without Spinal Tap. It disrupts crowds of enemies instantly, provides excellent tag damage, and spanks the hell out of several frustrating underground enemies like Clingers, Enchanted Swords, and Giant Fungi Bulbs. Later on, it works well with Blade Staff since it offers the highest pre-mech tag damage.

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Crafted from Bone x90, Cobweb x55
Best prefix: Legendary $

Explosive Trap Rod: B
Only worth using to eliminate trapped enemies underground by summoning the sentry repeatedly on top of them. It deals damage slowly, but it's 100% safe. It also provides a bit of light, which is a nice bonus for something that can be placed anywhere on your screen.

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Sold by Tavernkeep for 5 Defender Medals
Best prefix: Demonic/Deadly ¢

Ballista Rod: B+
It has slightly higher damage per hit than the Explosive Trap (which barely matters). The more important advantage is that it fires a projectile, so it can kill things like bats that trap themselves against a ceiling. However, it's not as good against very large groups of enemies since it doesn't pierce infinitely.

Like the Explosive Trap Rod, it is only worth using as a primary weapon through resummoning spam. For this reason, Mythical is the best modifier for it due to the increased speed, and reduced mana usage is a nice cherry on top.

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Sold by Tavernkeep for 5 Defender Medals
Best prefix: Mythical/Ruthless ¢

Lightning Aura Rod: C+
It is poorly suited for underground combat, but if you just need something to passively kill pirates with while you hide somewhere safe, this is the best Tavernkeep sentry since it doesn't need to be resummoned repeatedly, which frees you up to do something else (like killing Parrots or Pirate's Curses). Despite its pitiful base damage, it can actually deal significant damage because it benefits from any source of armor penetration due to the way its damage is calculated. With double Shark Tooth and Sharpened while holding a melee weapon, it deals 11 more damage per hit than its description indicates, meaning that it can actually hurt things. In fact, it's better than the Queen Spider against large numbers of pirates, even after accounting for the Venom debuff. It's a one-trick pony, but at least it's a pretty neat trick.

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Sold by Tavernkeep for 5 Defender Medals
Best prefix: Demonic ¢
 
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S+ is too high for spinal tap, its good for the blade staff but the firecracker is better for every other hardmode minion, not to mention getting the blade staff, is harder to get than the spider staff, and arguably harder than sanguine. I would put it at A.
 
Flinx staff deserves a mention, it's far from top tier, but its attack speed is comparable to the vampire frog, with a generally more reliable AI. Definately better than imp staff. Although you won't be using it after you get the spider staff.
 
Enchanted Sword for melee, maybe. I'd wager it deserves at least a B (possibly an A) ranking for the versatility, accessibility and consistency of it. Even after the (unnecessary) 1.4 nerf it still served as my main weapon throughout pre-Hardmode. I did notice the Sunfury became more damaging to hordes of mobs at close range, thus I found it useful for the first tier of OOA, but I used neither for the Wall of Flesh since the Starfury was generally the safest option in that regard. Enchanted Sword is also decent against bosses, doesn't exactly kill them in no time but it's one of the more low-risk options in compensation.
 
Enchanted Sword for melee, maybe. I'd wager it deserves at least a B (possibly an A) ranking for the versatility, accessibility and consistency of it. Even after the (unnecessary) 1.4 nerf it still served as my main weapon throughout pre-Hardmode. I did notice the Sunfury became more damaging to hordes of mobs at close range, thus I found it useful for the first tier of OOA, but I used neither for the Wall of Flesh since the Starfury was generally the safest option in that regard. Enchanted Sword is also decent against bosses, doesn't exactly kill them in no time but it's one of the more low-risk options in compensation.

How useful is it for early hardmode specifically? The DPS isn't good and a projectile barely helps when it can't wall-cheese or disrupt enemies well. Maybe a pre-hardmode tier list it's B, but I can't imagine it's worth a ranking here.
 
S+ is too high for spinal tap, its good for the blade staff but the firecracker is better for every other hardmode minion, not to mention getting the blade staff, is harder to get than the spider staff, and arguably harder than sanguine. I would put it at A.
I rated these weapons based on their performance alone; being outclassed by something else does not merit a drop in rank. The fact is that Spinal Tap was useful against practically everything encountered underground. It had no bad matchups, and I leaned on it heavily.

It may well be that every whip is S+ when using Obsidian armor. Maybe Firecracker also deserves S+ on the other thread. And if that ends up being the case, so be it.

Flinx staff deserves a mention, it's far from top tier, but its attack speed is comparable to the vampire frog, with a generally more reliable AI. Definately better than imp staff. Although you won't be using it after you get the spider staff.
True, and it has the edge in availability compared to Vampire Frog. I did test it and it probably deserves a listing here.

Enchanted Sword for melee, maybe. I'd wager it deserves at least a B (possibly an A) ranking for the versatility, accessibility and consistency of it. Even after the (unnecessary) 1.4 nerf it still served as my main weapon throughout pre-Hardmode. I did notice the Sunfury became more damaging to hordes of mobs at close range, thus I found it useful for the first tier of OOA, but I used neither for the Wall of Flesh since the Starfury was generally the safest option in that regard. Enchanted Sword is also decent against bosses, doesn't exactly kill them in no time but it's one of the more low-risk options in compensation.
Its close range DPS is passable, I suppose, but it's no different from other pre-Hardmode swords because the beam does virtually nothing against Hardmode enemies. I didn't find it nearly as useful as the other melee weapons I tested.
 
I rated these weapons based on their performance alone; being outclassed by something else does not merit a drop in rank. The fact is that Spinal Tap was useful against practically everything encountered underground. It had no bad matchups, and I leaned on it heavily.

It may well be that every whip is S+ when using Obsidian armor. Maybe Firecracker also deserves S+ on the other thread. And if that ends up being the case, so be it.
That was my main objection, the fire cracker was A+ on the hardmode tier list and its better in every situation outside the blade staff.
 
It may well be that every whip is S+ when using Obsidian armor. Maybe Firecracker also deserves S+ on the other thread. And if that ends up being the case, so be it.

I don’t know, Firecracker is good but it certainly doesn’t feel like an S+ tier weapon. It could be put at S- as it is one of the best whips for its general stage of the game, but putting it at S+ with weapons like the Dart weapons and Vampire Knives doesn’t really accurately reflect the weapon’s strength, even in Obsidian gear.

That in mind, Spinal Tap can be used well if you didn’t get a Firecracker first try and works better than the Firecracker for the Blade Staff. I think something in the range of S- would work fine enough for both.
 
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I think the Paintball Gun and Snowball Cannon deserve a nomination. I’d give them an A and C respectively. The Paintball Gun is quite good for when you can get it. The infinite ammo and high crit chance make it a great weapon choice. The Snowball Cannon should be on here just because of how ‘easy’ it can be to get as long as biome rng favors you. Also, ammo availability for it is amazing.

Oops, I forgot to nominate the quad barrel. This deserves a B in my opinion. Great dmg if all the bullets hit and the knockback is a life saver especially in Master Mode. Easy to get too.
 
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I think the Paintball Gun and Snowball Cannon deserve a nomination. I’d give them an A and C respectively. The Paintball Gun is quite good for when you can get it. The infinite ammo and high crit chance make it a great weapon choice. The Snowball Cannon should be on here just because of how ‘easy’ it can be to get as long as biome rng favors you. Also, ammo availability for it is amazing.
These are good early game weapons, but this is hardmode we're talking about. The paintball gun is nowhere near as good as the hellwing bow (which is A on this list).
 
These are good early game weapons, but this is hardmode we're talking about. The paintball gun is nowhere near as good as the hellwing bow (which is A on this list).
Oh maybe I was confused. I thought it was good Pre-Hardmode Weapons in early Hardmode. I see your point though but I stand by Paintball Gun and Quad Barrel at least. Maybe Paintball Gun as a B instead?

Edit: That first bit sounded a tad salty upon rereading it. I am sorry I didn’t at all mean it to sound that way.
 
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when you factor in ammo damage the paintball gun has worse base damage than the minishark, and that thingh is more accurate and a more reliable fire rate, that thing isn't even being considered on this list.
 
tbh,Sandgun has more of a meme weapon vibes to me than a real weapon.Also,There is the problem of sand messing every thing up
 
tbh,Sandgun has more of a meme weapon vibes to me than a real weapon.Also,There is the problem of sand messing every thing up
sandgun has some pretty impressive dps, especially against bosses where the falling sand can land another hit on the boss's big hitbox. You can layer the bottom of your boss arena with minecrat tracks if you don't want to clean up afterwards
 
I will admit,The yter gungnir showed that using the sandgun is possible,but then again,it has ~only 30 dmg,which is much lower then any ranged weapon in hardmode.I would even argue that the blowstick is much better with cursed darts
 
Gray zap deserves attention
If luck's on your side you can use it to easily tear through enemies, I suggest at least A-
 
That's about as impressive as being able to win against an 8-year-old kid in a 100 meter dash.
(8 year olds are REALLY slow ngl) but it mows down crowds like nothing also its the only thing that kept me alive hm melee cuz i was too lazy to fish and I died a lot thanks to cobalt (so i just switched to palladium and survived)
 
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