Shyguymask
Golem
*EXCLUDING PRE-BOSS, since gear isn't easily obtainable or high in quantity at that point in the game. Really, just use whatever you stumble upon until you flesh out into an actual build. Won't cover post-Moon Lord either since the game is over at that point.
Before I give my take, some info & criteria:
Now commence the yapping
PRE-EVIL BOSSES - This is still pretty vague and very open-ended with the four classes still not really fleshed out, so it's difficult to judge things. In this case, I will assume the player is taking their time preparing & upgrading their character, while doing activities like exploring the more dangerous biomes and doing events like Goblin Army and Blood Moon if not done yet. Of course, the main "goal" are Brain of Cthulhu and Eater of Worlds. However, I mostly play on Crimson and I admittedly don't have that much experience with Eater of Worlds, but what is effective against BoC should still basically be just as effective against EoW.
BEST - Summoner
Contrary to popular belief, Summoner can easily upgrade itself into one of if not the strongest early Pre-Hardmode build with a bit of effort. Flinx Staff is one of the best early game weapons, Flinx Coat is one of the best early game armor due to how much value it gives, Snapthorn is another one of the best early game weapons and furthermore, Vampire Frog is also about as strong as Flinx Staff if not stronger depending on the situation, but is significantly more difficult & RNG to obtain, especially for a new player. Snapthorn, besides dealing surprisingly high damage for a whip, has its 6 tag damage acting as a particularly big boost to minion DPS, to the point of being able to double the damage output of minions if not more when taking enemy defense into account. And since minions like Finch Staff and especially Vampire Frog excels at piercing through multiple targets, Summoner absolutely excels at shredding Goblin Army and the evil bosses alike. And piercing asides, Summoner can safely explore Underground Jungle and Underground Desert by summoning Flinx on top of enemies to easily get rid of them fast, even if they're on the other side of a wall. Finch + Flinx with Snapthorn is already enough to debate Summoner being the strongest at this point of the game, but if Vampire Frog is obtained then it is indisputable at that point. You can also whip stack with Leather Whip if you want to further maximize DPS. With such a build, a more experienced player can take on Skeletron early with no problem.
WORST - Mage
The real early game runt. Magic weapons are notoriously few in quantity in the first half of Pre-Hardmode, to the point it indeed makes Mage the worst build at this point in the game. A weapon like Diamond Staff is very much good, but it's a lower ceiling than meta options from other classes like Boomstick, Starfury, Blade of Grass, Snapthorn and so on. Wand of Sparking/Frosting are getting outdated at this point too. Thunder Zapper is good for single target DPS, but events & evil bosses warrant piercing, not to mention the blood moon minibosses can be tricky for Thunder Zapper to aim at. Gray Zapinator and Demon Scythe are very strong at this point, but are notoriously difficult to obtain this early. Crimson Cloud and especially Vilethorn are also viable options from what I've heard, but in general, Mage simply is lacking compared to the offering of the three other classes at this point.
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PRE-SKELETRON - Deerclops, Queen Bee and Skeletron are the main targets of this tier, as well as Underworld mobbing to a small extent.
BEST - Melee
Molten Armor has the highest amount of defense out of all Pre-Hardmode armor, and combined with the fact reforging accessories to Warding is plenty doable by now, you have yourself a build so tanky that it pretty much laughs at Deerclops, Queen Bee's stingers and Skeletron's hands. Even on Master Mode. Defense stacking is already a strong argument to call Melee the best in this tier, but its weapons certainly don't disappoint either. Volcano does the close-range playstyle justice, being able to easily obliterate Skeletron hands and Queen Bee's bee minions alike. If you have the courage (or is simply willing to use health as a "resource"), then you can do stuff like spamming Shield of Cthulhu dash against Queen Bee's charge and partially facetanking Skeletron's hands to really abuse Volcano and deal crazy DPS. If you don't want to fight at close-range, then you can use options like Hive-Five and Flamarang which are solid mid-range options. By making defeat as least likely to happen as possible, Melee is the most effective class to take on these bosses. But if for whatever reason you just want to deal as much damage as possible with offensive modifiers, Melee does have the tools to satisfy those needs.
WORST - Mage
It was a toss-up between Mage or Summoner. I went with Mage as the worst here, because Summoner with Obsidian Armor has a pretty easy & safe time hitting the bosses in this tier thanks to the range boost, and the powerful Vampire Frog should be plenty doable to obtain at this point. Back to Mage, the issue of having few options remains to a lesser extent. Demon Scythe is very obtainable at this point, and it's easily its best option against mid Pre-Hardmode bosses. However, while Demon Scythe is great, it's not perfect and has a number of flaws that prevents it from dominating its competition. Mana potions cannot sustain the weapon without falling into the "mana sinkhole" & stacking Mana Sickness, unless you temporarily stop attacking at times, and not attacking means you are dealing 0 dps. Demon Scythe is also simply difficult to aim, which is mainly relevant when Skeletron is in the skull-shooting mode and when Queen Bee is moving around in general. Demon Scythe can facetank Skeletron's hands in the first phase to kill them quickly, but without a lot of defense this is pretty risky and arguably not really worth trading a lot of HP for. Deerclops is very easy to hit consistently, which makes Demon Scythe a particularly excellent option against it, however not only is Deerclops by far the least important boss out of the three, but Summoner can arguably abuse Deerclops better than Demon Scythe can thanks to grounded minions + optionally sentries.
Other weapons like Bee's Knees and summon minion mixing w/ Snapthorn matches if not beat Demon Scythe while also being easier to use. As for other Magic options in this tier, Diamond Staff and Thunder Zapper are viable but not particularly meta, the bar is set high for the purpose of this thread. Weather Pain is useful for some extra DPS, but this still doesn't close the gap between Mage and the other classes. Gray Zapinator is good but still hard to obtain. Space Gun is bad. Bee Gun is pretty good for homing, but once the hands are gone the single target DPS isn't really valuable. You can switch to a dedicated single target weapon, but so can other classes, for example Melee can alternate between Volcano and Hive Five to be effective at both close-range and mid-range. Simply put, Mage offers the least, again.
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PRE-WALL OF FLESH - Mobbing is now again a significantly important aspect with the Dungeon and Underworld, and then of course there's fighting the Wall of Flesh.
BEST - Melee
Just like in the prior tier, you can simply stack Warding + Molten Armor and laugh at WoF's laser spam. You can either take on the boss at close-range with Night's Edge, arguably the best Post-Skeletron weapon in general, or stay back and safely chip it down with Starfury's stars or whatever (this is where going Hybrid/classless would be really warranted, but again, we're not taking that into account here). Night's Edge kills Wall of Flesh particularly quickly despite being used by a build that excels at staying alive. They say you can't have everything, but Melee comes closest to that thanks to its ridiculous sum of DPS & survivability. The only significant drawback to Melee in this case is that that projectiles from Demons will deal fairly high damage even to your tank build, and combined with Melee not excelling at far-range combat right now, this makes Demons kind of annoying to deal with while other classes have homing weapons and such to deal with them from afar in a timely manner.
WORST - Summoner
The mobbing is good, although most minions aren't reliable for targeting Demons from the edge of the screen. The real problem is that Wall of Flesh is an ugly boss to fight as Summoner. You have two choices: 1. Fight at close-range with Obsidian Armor, and leave yourself vulnerable to laser spam & hungry contact damage 2. Stick back with Bee Armor and whittle down WoF with minions relatively slowly. There exists strategies to make minions exploit WoF's multiple weak points to maximize DPS to the point of being genuinely good, however you cannot expect the average player to perform this, and if someone wants to play optimally then they'll switch to the other classes. This is just as bad matchup for Summoner rather than the weapons themselves being weak.
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PRE-MECHANICAL BOSSES - A very big tier with a lot of everything when it comes to combat. Despite the vast amount of new content, some classes eat better than the others...
BEST - Ranger
A few of the best weapons in the whole game (for their progression point) are found here: Daedalus Stormbow and the Dart Pistol/Rifle. And there are still outright great alternatives like Onyx Blaster. Daedalus in particular is infamous for being extremely powerful and not only the premiere mech boss killer overall, but also probably the uncontested best pre-mech Duke Fishron weapon. Dart Pistol/Rifle are some of the most versatile weapons in the game, being able to easily kill mobs and melt Destroyer alike while also being above average options against Twins and Skeletron Prime. Tank Melee is still really effective and the "easiest" way to beat the mech bosses, but Ranger's selection is so amazing that it just feels the most straightforward and effective class to play in this tier, plus the Pre-Mech Duke potential.
WORST - Summoner
Summoner doesn't actually start out as badly in Hardmode as people say. Minion mixing with tag damage is a good way of grinding spiders, especially if you go get an Ichor Flask beforehand. Better than that is Abigail with Firecracker, Abigail gets a direct buff in Hardmode and she has great synergy with Firecracker, to the point she actually annihilates individual mobs with ease, even if they have high defense. In fact, getting Blade Staff is not too difficult with Abigail, as she's particularly effective at spawnkilling Queen Slime's minions. Then, Cool Whip with Blade Staff is an excellent setup to trivialize most mobs and also performs nicely against Pirate Invasion. Sanguine Staff is a superb minion for taking on the mech bosses, but is notoriously difficult to obtain. Blade Staff is good against mech bosses with the exception of Destroyer, but needs whip stacking to bring its performance from good to great. And... that's it. Because of how few options Summoner has here, players who don't follow this "guideline" I just summarized will basically find themselves struggling, which is where the complaints about pre-mech Summoner comes from.
The issue is that all the other classes have many more options & alternatives, especially from the perspective of a new player who isn't sure what to do or what to get. Every class has multiple good options in this tier, but Summoner's options can be considered the least good out of them all. Yes, Blade Staff is an amazing weapon when taking its longevity & contribution throughout Hardmode in general, but we are judging performance based on individual tiers here. It was a toss-up between Mage and Summoner being the worst here, and Mage ends up being arguably better thanks to Life Drain being a stupidly good weapon in pre-mech, as well as the extremely high amount of value that class gets from doing pre-mech Duke, if an experienced player manages to overcome the challenge.
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PRE-PLANTERA - A relatively small jump in power. Which classes ends up being best & worst here comes down to which gets the biggest or smallest upgrades from killing the mech bosses.
BEST - Melee
Besides Hallowed Armor, Turtle Armor is also a great tank option. Couple that with Warding and you have pretty much no reason to die to Underground Jungle enemies, and with the right setup, you'll be able to straight up facetank Plantera rather easily even on Master mode. Even if you don't go tank, True Excalibur will pretty much keep phase 2 Plantera's vines away from you, letting you easily keep attacking Plantera herself for a quick & easy kill. If you struggles with the phase 2 vines, you'll love True Excalibur. Just make sure to equip at least two Melee Speed + Damage accessories (Mechanical Gauntlet, Fire Gauntlet, Moon Stone) to bring out its potential. True Night's Edge can kill Plantera even faster if playing hyper aggressively, but you should just stick to True Excalibur for the consistency and safety. I suppose most Melee weapons aren't that convenient for killing Underground Jungle enemies, but again, if you're wearing Turtle Armor you have little reason to worry about anything.
WORST - Summoner
Summoner doesn't get much out of this tier. Hallowed armor is great, although in Summoner's case the damage increases actually take a decline compared to Spider armor. Durendal is good but nothing special. Optic Staff is marginally stronger than Blade/Sanguine against Plantera. You can get Moon Stone too with a bit of luck. And... that's it. Summoner does not get a Chlorophyte armor variant, nor its own Avenger Emblem upgrade. This results in Summoner having relatively lacking offense, as shown by it having by far the slowest killtimes against Plantera when comparing the best options of each class. Other classes also have their own advantages that widens the gap, such as Mage having Rainbow Rod to easily kill Underground Jungle mobs and Melee's True Excalibur making Plantera phase 2 somewhat of a joke as said before.
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PRE-GOLEM - The game opens up again with numerous new challenges & items available. Post-Plantera dungeon mobbing, Moon events, Solar eclipse and Golem itself are the main things to judge.
BEST - Melee
If you thought Melee was doing good before, that is nothing compared to now. Saying this right now, two of the top 3 best weapons in the entire game are found here: Terra Blade and Vampire Knives. Terra Blade is so ridiculously strong that other weapons who are known for making their competition look like a joke, are themselves made to look like jokes by Terra Blade. You have the weapon with one of the highest raw power in the tier that is also one of the easiest weapons in the game to use at the same time, in virtually all situations. Then with some luck or farming, you can pair that with Vampire Knives to make yourself practically immortal. You have the choice of either making yourself immortal with Vampire Knives + tank, or prioritizing offense to make Terra Blade's already impressive power practically impossible to compare to, without being hard to execute or making yourself remotely close to a glass cannon. Pre-Golem Melee is probably the most dominant build in the entire game, even when not played to 100% of its potential.
WORST - Ranger
Ranger really got the short end of the stick here. Shroomite Armor is easily the worst of the Post-Plantera class armor sets (including Beetle armor from Golem), to the point it is better to mix armor pieces to get higher stats (Armor mixing is good in general but here it's especially warranted since Shroomite is not very good). As for weapons, you have... one of the worst biome chest weapons? Other gimmicky weapons that deal decent at best DPS? A lackluster shotgun? Well, you can get really good stuff like Stake Launcher from Pumpkin Moon and Snowman Cannon from Frost Moon, however the other classes get just as much if not even more out of these tough events. You cannot compete with Terra Blade, Morning Star + Deadly Spheres, Desert Tiger + Firecracker, Spectre Armor and so on.
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PRE-CULTIST - You COULD "skip" this tier and rush the Lunatic Cultist while ignoring the other content, however I will judge the classes here on the assumption that the player will participate in the content. Martian Madness, Moon events (if not done yet), Old One's Army tier 3 and Duke Fishron & Empress of Light (if not done yet).
BEST - Mage
It's finally time for Mage to shine. Right off the bat, Spectre Armor offers the Spectre Hood, basically turning every magic weapon into Vampire Knives, giving you a massive boost to survivability. And you can easily alternate it with Spectre Mask to add several hundreds of DPS through its set bonus alone. And the weapons, oh boy the weapons. Duke Fishron is plenty doable to beat at this point, and Bubble Gun is immediately the highest DPS in the entire tier, to the point it is actively used to farm events faster through killing minibosses with its tremendously high DPS that beats even Beetle Might-boosted Terra Blade. And there's no need to worry about how Mage handles groups of regular enemies, because Mage also has one of the best answers to mobs in the entire game: Razorblade Typhoon. In essence, Post-Golem mage truly wields the Yin-Yang: Mastery of both single target DPS & grouped piercing through Duke's drops, and mastery of both raw power & survivability through Spectre armor. This is without mentioning all the viable alternative items Mage has in this tier like Razorpine, Nightglow, Blizzard Staff, Dark Artist's Leggings for the +25% magic crit chance boost and more. Sure, Melee is still practically immortal and can also go crazy offensively, however as I just said Mage has the overall best offense while also being arguably the most versatile, in a tier where DPS is actively warranted & being nearly immortal by itself isn't enough to beat challenges like Old One's Army tier 3 and Daytime Empress. All in all, be careful of who you callugly weak in Middle school Pre-Hardmode.
WORST - Ranger
Every class in this tier very much fares well, but Ranger still faces intense competition against the other classes. Scope stacking, Tsunami, Eventide and Aerial Bane are some of your best options, but the other classes have even better stuff. I already went over Mage, but Summoner gets the super powerful Xeno Staff + Kaleidoscope combo & can easily obtain those items through the still-strong Morning Star or Desert Tiger setups. Melee has Beetle Armor with Terra Blade and Vampire Knives. Ranger can't beat those things still. It's not the highest DPS, the highest survivability nor the most versatile.
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PRE-MOON LORD - Handling the Lunar Pillar mobs is important, but faring well against Moon Lord himself is more important than anything else.
BEST - Melee
Just go Beetle Shell + Warding. You will pretty much not die unless you keep making major mistakes, and Daybreak is a strong far-range option that isn't dependent on damage or melee speed boosts to be effective. Those two things + Stardust Dragon is the easiest and most consistent build to get past the spammy mess that is Moon Lord. And Moon Lord asides, you won't have a lot of trouble handling the pillar mobs through weapons like Terra Blade, Flying Dragon and (if attacking through walls) Solar Eruption.
WORST - Summoner
Similar problem as against Wall of Flesh, Moon Lord is a somewhat poor matchup for Summoner. Terraprisma has relatively limited aggro range, while Stardust Dragon is unreliable & inconsistent if trying to play aggressively with whips. Melee can just go tank, Mage has homing options as well as Bubble Gun to play aggressively in some moments, Ranger has Phantasm for general high DPS at distance as well as Vortex Beater + Chlorophyte bullets for an easy homing alternative at the cost of DPS. A pretty good option is going defensive with Valhalla Breastplate while keeping your distance as the Stardust Dragon wears down Moon Lord, but Melee is significantly better if you want to play safe & defensive.
And that's the end of the thread. Let me know your thoughts in the replies. Only thing I want to point out is that Ranger is a bit better than this thread suggests, because pretty much every time it is not mentioned as the best or the worst in a tier, it is #2 best in said tier.
Before I give my take, some info & criteria:
- Classes will be mainly compared against each other in term of relative DPS, ease of use, weapon availability and more.
- The performance & potential of each class will mostly be judged by their best items. Bad weapons like Pearlwood Sword and Pirate Staff by themselves don't necessarily drag down the overall viability of Melee and Summoner respectively for example, because both have drastically better alternatives in the same tier.
- This will take all skills levels into account, although more skewed towards beginner and "intermediate" players than pro players that show off with speedkills and such.
- No Hybrid builds. They are usually the best builds for damage, mostly with Hybrid Summoner, but for the sake of this thread I'll be limiting it to the classic four damage types.
- For the purpose of this thread, classes aren't 100% limited to only using items based on their damage type. As long as the build is clearly focusing on one damage type, secondary items like Betsy's Wrath, ichor bullets and minions (up to 3 slots) among other things are taken into account.
- This thread takes Expert/Master into account, but practically everything here will also apply to Classic mode. GFB and other unusual game modes like Hardcore mode are not taken into account.
- This assumes you are playing single player.
Now commence the yapping
PRE-EVIL BOSSES - This is still pretty vague and very open-ended with the four classes still not really fleshed out, so it's difficult to judge things. In this case, I will assume the player is taking their time preparing & upgrading their character, while doing activities like exploring the more dangerous biomes and doing events like Goblin Army and Blood Moon if not done yet. Of course, the main "goal" are Brain of Cthulhu and Eater of Worlds. However, I mostly play on Crimson and I admittedly don't have that much experience with Eater of Worlds, but what is effective against BoC should still basically be just as effective against EoW.
BEST - Summoner
Contrary to popular belief, Summoner can easily upgrade itself into one of if not the strongest early Pre-Hardmode build with a bit of effort. Flinx Staff is one of the best early game weapons, Flinx Coat is one of the best early game armor due to how much value it gives, Snapthorn is another one of the best early game weapons and furthermore, Vampire Frog is also about as strong as Flinx Staff if not stronger depending on the situation, but is significantly more difficult & RNG to obtain, especially for a new player. Snapthorn, besides dealing surprisingly high damage for a whip, has its 6 tag damage acting as a particularly big boost to minion DPS, to the point of being able to double the damage output of minions if not more when taking enemy defense into account. And since minions like Finch Staff and especially Vampire Frog excels at piercing through multiple targets, Summoner absolutely excels at shredding Goblin Army and the evil bosses alike. And piercing asides, Summoner can safely explore Underground Jungle and Underground Desert by summoning Flinx on top of enemies to easily get rid of them fast, even if they're on the other side of a wall. Finch + Flinx with Snapthorn is already enough to debate Summoner being the strongest at this point of the game, but if Vampire Frog is obtained then it is indisputable at that point. You can also whip stack with Leather Whip if you want to further maximize DPS. With such a build, a more experienced player can take on Skeletron early with no problem.
WORST - Mage
The real early game runt. Magic weapons are notoriously few in quantity in the first half of Pre-Hardmode, to the point it indeed makes Mage the worst build at this point in the game. A weapon like Diamond Staff is very much good, but it's a lower ceiling than meta options from other classes like Boomstick, Starfury, Blade of Grass, Snapthorn and so on. Wand of Sparking/Frosting are getting outdated at this point too. Thunder Zapper is good for single target DPS, but events & evil bosses warrant piercing, not to mention the blood moon minibosses can be tricky for Thunder Zapper to aim at. Gray Zapinator and Demon Scythe are very strong at this point, but are notoriously difficult to obtain this early. Crimson Cloud and especially Vilethorn are also viable options from what I've heard, but in general, Mage simply is lacking compared to the offering of the three other classes at this point.
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PRE-SKELETRON - Deerclops, Queen Bee and Skeletron are the main targets of this tier, as well as Underworld mobbing to a small extent.
BEST - Melee
Molten Armor has the highest amount of defense out of all Pre-Hardmode armor, and combined with the fact reforging accessories to Warding is plenty doable by now, you have yourself a build so tanky that it pretty much laughs at Deerclops, Queen Bee's stingers and Skeletron's hands. Even on Master Mode. Defense stacking is already a strong argument to call Melee the best in this tier, but its weapons certainly don't disappoint either. Volcano does the close-range playstyle justice, being able to easily obliterate Skeletron hands and Queen Bee's bee minions alike. If you have the courage (or is simply willing to use health as a "resource"), then you can do stuff like spamming Shield of Cthulhu dash against Queen Bee's charge and partially facetanking Skeletron's hands to really abuse Volcano and deal crazy DPS. If you don't want to fight at close-range, then you can use options like Hive-Five and Flamarang which are solid mid-range options. By making defeat as least likely to happen as possible, Melee is the most effective class to take on these bosses. But if for whatever reason you just want to deal as much damage as possible with offensive modifiers, Melee does have the tools to satisfy those needs.
WORST - Mage
It was a toss-up between Mage or Summoner. I went with Mage as the worst here, because Summoner with Obsidian Armor has a pretty easy & safe time hitting the bosses in this tier thanks to the range boost, and the powerful Vampire Frog should be plenty doable to obtain at this point. Back to Mage, the issue of having few options remains to a lesser extent. Demon Scythe is very obtainable at this point, and it's easily its best option against mid Pre-Hardmode bosses. However, while Demon Scythe is great, it's not perfect and has a number of flaws that prevents it from dominating its competition. Mana potions cannot sustain the weapon without falling into the "mana sinkhole" & stacking Mana Sickness, unless you temporarily stop attacking at times, and not attacking means you are dealing 0 dps. Demon Scythe is also simply difficult to aim, which is mainly relevant when Skeletron is in the skull-shooting mode and when Queen Bee is moving around in general. Demon Scythe can facetank Skeletron's hands in the first phase to kill them quickly, but without a lot of defense this is pretty risky and arguably not really worth trading a lot of HP for. Deerclops is very easy to hit consistently, which makes Demon Scythe a particularly excellent option against it, however not only is Deerclops by far the least important boss out of the three, but Summoner can arguably abuse Deerclops better than Demon Scythe can thanks to grounded minions + optionally sentries.
Other weapons like Bee's Knees and summon minion mixing w/ Snapthorn matches if not beat Demon Scythe while also being easier to use. As for other Magic options in this tier, Diamond Staff and Thunder Zapper are viable but not particularly meta, the bar is set high for the purpose of this thread. Weather Pain is useful for some extra DPS, but this still doesn't close the gap between Mage and the other classes. Gray Zapinator is good but still hard to obtain. Space Gun is bad. Bee Gun is pretty good for homing, but once the hands are gone the single target DPS isn't really valuable. You can switch to a dedicated single target weapon, but so can other classes, for example Melee can alternate between Volcano and Hive Five to be effective at both close-range and mid-range. Simply put, Mage offers the least, again.
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PRE-WALL OF FLESH - Mobbing is now again a significantly important aspect with the Dungeon and Underworld, and then of course there's fighting the Wall of Flesh.
BEST - Melee
Just like in the prior tier, you can simply stack Warding + Molten Armor and laugh at WoF's laser spam. You can either take on the boss at close-range with Night's Edge, arguably the best Post-Skeletron weapon in general, or stay back and safely chip it down with Starfury's stars or whatever (this is where going Hybrid/classless would be really warranted, but again, we're not taking that into account here). Night's Edge kills Wall of Flesh particularly quickly despite being used by a build that excels at staying alive. They say you can't have everything, but Melee comes closest to that thanks to its ridiculous sum of DPS & survivability. The only significant drawback to Melee in this case is that that projectiles from Demons will deal fairly high damage even to your tank build, and combined with Melee not excelling at far-range combat right now, this makes Demons kind of annoying to deal with while other classes have homing weapons and such to deal with them from afar in a timely manner.
WORST - Summoner
The mobbing is good, although most minions aren't reliable for targeting Demons from the edge of the screen. The real problem is that Wall of Flesh is an ugly boss to fight as Summoner. You have two choices: 1. Fight at close-range with Obsidian Armor, and leave yourself vulnerable to laser spam & hungry contact damage 2. Stick back with Bee Armor and whittle down WoF with minions relatively slowly. There exists strategies to make minions exploit WoF's multiple weak points to maximize DPS to the point of being genuinely good, however you cannot expect the average player to perform this, and if someone wants to play optimally then they'll switch to the other classes. This is just as bad matchup for Summoner rather than the weapons themselves being weak.
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PRE-MECHANICAL BOSSES - A very big tier with a lot of everything when it comes to combat. Despite the vast amount of new content, some classes eat better than the others...
BEST - Ranger
A few of the best weapons in the whole game (for their progression point) are found here: Daedalus Stormbow and the Dart Pistol/Rifle. And there are still outright great alternatives like Onyx Blaster. Daedalus in particular is infamous for being extremely powerful and not only the premiere mech boss killer overall, but also probably the uncontested best pre-mech Duke Fishron weapon. Dart Pistol/Rifle are some of the most versatile weapons in the game, being able to easily kill mobs and melt Destroyer alike while also being above average options against Twins and Skeletron Prime. Tank Melee is still really effective and the "easiest" way to beat the mech bosses, but Ranger's selection is so amazing that it just feels the most straightforward and effective class to play in this tier, plus the Pre-Mech Duke potential.
WORST - Summoner
Summoner doesn't actually start out as badly in Hardmode as people say. Minion mixing with tag damage is a good way of grinding spiders, especially if you go get an Ichor Flask beforehand. Better than that is Abigail with Firecracker, Abigail gets a direct buff in Hardmode and she has great synergy with Firecracker, to the point she actually annihilates individual mobs with ease, even if they have high defense. In fact, getting Blade Staff is not too difficult with Abigail, as she's particularly effective at spawnkilling Queen Slime's minions. Then, Cool Whip with Blade Staff is an excellent setup to trivialize most mobs and also performs nicely against Pirate Invasion. Sanguine Staff is a superb minion for taking on the mech bosses, but is notoriously difficult to obtain. Blade Staff is good against mech bosses with the exception of Destroyer, but needs whip stacking to bring its performance from good to great. And... that's it. Because of how few options Summoner has here, players who don't follow this "guideline" I just summarized will basically find themselves struggling, which is where the complaints about pre-mech Summoner comes from.
The issue is that all the other classes have many more options & alternatives, especially from the perspective of a new player who isn't sure what to do or what to get. Every class has multiple good options in this tier, but Summoner's options can be considered the least good out of them all. Yes, Blade Staff is an amazing weapon when taking its longevity & contribution throughout Hardmode in general, but we are judging performance based on individual tiers here. It was a toss-up between Mage and Summoner being the worst here, and Mage ends up being arguably better thanks to Life Drain being a stupidly good weapon in pre-mech, as well as the extremely high amount of value that class gets from doing pre-mech Duke, if an experienced player manages to overcome the challenge.
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PRE-PLANTERA - A relatively small jump in power. Which classes ends up being best & worst here comes down to which gets the biggest or smallest upgrades from killing the mech bosses.
BEST - Melee
Besides Hallowed Armor, Turtle Armor is also a great tank option. Couple that with Warding and you have pretty much no reason to die to Underground Jungle enemies, and with the right setup, you'll be able to straight up facetank Plantera rather easily even on Master mode. Even if you don't go tank, True Excalibur will pretty much keep phase 2 Plantera's vines away from you, letting you easily keep attacking Plantera herself for a quick & easy kill. If you struggles with the phase 2 vines, you'll love True Excalibur. Just make sure to equip at least two Melee Speed + Damage accessories (Mechanical Gauntlet, Fire Gauntlet, Moon Stone) to bring out its potential. True Night's Edge can kill Plantera even faster if playing hyper aggressively, but you should just stick to True Excalibur for the consistency and safety. I suppose most Melee weapons aren't that convenient for killing Underground Jungle enemies, but again, if you're wearing Turtle Armor you have little reason to worry about anything.
WORST - Summoner
Summoner doesn't get much out of this tier. Hallowed armor is great, although in Summoner's case the damage increases actually take a decline compared to Spider armor. Durendal is good but nothing special. Optic Staff is marginally stronger than Blade/Sanguine against Plantera. You can get Moon Stone too with a bit of luck. And... that's it. Summoner does not get a Chlorophyte armor variant, nor its own Avenger Emblem upgrade. This results in Summoner having relatively lacking offense, as shown by it having by far the slowest killtimes against Plantera when comparing the best options of each class. Other classes also have their own advantages that widens the gap, such as Mage having Rainbow Rod to easily kill Underground Jungle mobs and Melee's True Excalibur making Plantera phase 2 somewhat of a joke as said before.
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PRE-GOLEM - The game opens up again with numerous new challenges & items available. Post-Plantera dungeon mobbing, Moon events, Solar eclipse and Golem itself are the main things to judge.
BEST - Melee
If you thought Melee was doing good before, that is nothing compared to now. Saying this right now, two of the top 3 best weapons in the entire game are found here: Terra Blade and Vampire Knives. Terra Blade is so ridiculously strong that other weapons who are known for making their competition look like a joke, are themselves made to look like jokes by Terra Blade. You have the weapon with one of the highest raw power in the tier that is also one of the easiest weapons in the game to use at the same time, in virtually all situations. Then with some luck or farming, you can pair that with Vampire Knives to make yourself practically immortal. You have the choice of either making yourself immortal with Vampire Knives + tank, or prioritizing offense to make Terra Blade's already impressive power practically impossible to compare to, without being hard to execute or making yourself remotely close to a glass cannon. Pre-Golem Melee is probably the most dominant build in the entire game, even when not played to 100% of its potential.
WORST - Ranger
Ranger really got the short end of the stick here. Shroomite Armor is easily the worst of the Post-Plantera class armor sets (including Beetle armor from Golem), to the point it is better to mix armor pieces to get higher stats (Armor mixing is good in general but here it's especially warranted since Shroomite is not very good). As for weapons, you have... one of the worst biome chest weapons? Other gimmicky weapons that deal decent at best DPS? A lackluster shotgun? Well, you can get really good stuff like Stake Launcher from Pumpkin Moon and Snowman Cannon from Frost Moon, however the other classes get just as much if not even more out of these tough events. You cannot compete with Terra Blade, Morning Star + Deadly Spheres, Desert Tiger + Firecracker, Spectre Armor and so on.
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PRE-CULTIST - You COULD "skip" this tier and rush the Lunatic Cultist while ignoring the other content, however I will judge the classes here on the assumption that the player will participate in the content. Martian Madness, Moon events (if not done yet), Old One's Army tier 3 and Duke Fishron & Empress of Light (if not done yet).
BEST - Mage
It's finally time for Mage to shine. Right off the bat, Spectre Armor offers the Spectre Hood, basically turning every magic weapon into Vampire Knives, giving you a massive boost to survivability. And you can easily alternate it with Spectre Mask to add several hundreds of DPS through its set bonus alone. And the weapons, oh boy the weapons. Duke Fishron is plenty doable to beat at this point, and Bubble Gun is immediately the highest DPS in the entire tier, to the point it is actively used to farm events faster through killing minibosses with its tremendously high DPS that beats even Beetle Might-boosted Terra Blade. And there's no need to worry about how Mage handles groups of regular enemies, because Mage also has one of the best answers to mobs in the entire game: Razorblade Typhoon. In essence, Post-Golem mage truly wields the Yin-Yang: Mastery of both single target DPS & grouped piercing through Duke's drops, and mastery of both raw power & survivability through Spectre armor. This is without mentioning all the viable alternative items Mage has in this tier like Razorpine, Nightglow, Blizzard Staff, Dark Artist's Leggings for the +25% magic crit chance boost and more. Sure, Melee is still practically immortal and can also go crazy offensively, however as I just said Mage has the overall best offense while also being arguably the most versatile, in a tier where DPS is actively warranted & being nearly immortal by itself isn't enough to beat challenges like Old One's Army tier 3 and Daytime Empress. All in all, be careful of who you call
WORST - Ranger
Every class in this tier very much fares well, but Ranger still faces intense competition against the other classes. Scope stacking, Tsunami, Eventide and Aerial Bane are some of your best options, but the other classes have even better stuff. I already went over Mage, but Summoner gets the super powerful Xeno Staff + Kaleidoscope combo & can easily obtain those items through the still-strong Morning Star or Desert Tiger setups. Melee has Beetle Armor with Terra Blade and Vampire Knives. Ranger can't beat those things still. It's not the highest DPS, the highest survivability nor the most versatile.
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PRE-MOON LORD - Handling the Lunar Pillar mobs is important, but faring well against Moon Lord himself is more important than anything else.
BEST - Melee
Just go Beetle Shell + Warding. You will pretty much not die unless you keep making major mistakes, and Daybreak is a strong far-range option that isn't dependent on damage or melee speed boosts to be effective. Those two things + Stardust Dragon is the easiest and most consistent build to get past the spammy mess that is Moon Lord. And Moon Lord asides, you won't have a lot of trouble handling the pillar mobs through weapons like Terra Blade, Flying Dragon and (if attacking through walls) Solar Eruption.
WORST - Summoner
Similar problem as against Wall of Flesh, Moon Lord is a somewhat poor matchup for Summoner. Terraprisma has relatively limited aggro range, while Stardust Dragon is unreliable & inconsistent if trying to play aggressively with whips. Melee can just go tank, Mage has homing options as well as Bubble Gun to play aggressively in some moments, Ranger has Phantasm for general high DPS at distance as well as Vortex Beater + Chlorophyte bullets for an easy homing alternative at the cost of DPS. A pretty good option is going defensive with Valhalla Breastplate while keeping your distance as the Stardust Dragon wears down Moon Lord, but Melee is significantly better if you want to play safe & defensive.
And that's the end of the thread. Let me know your thoughts in the replies. Only thing I want to point out is that Ranger is a bit better than this thread suggests, because pretty much every time it is not mentioned as the best or the worst in a tier, it is #2 best in said tier.
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