Progression in Terraria is marked by the player gaining access to new weapons, accessories, and armors. While weapons are the main determinant of combat effectiveness, armor also plays an important role by degrading damage taken and passively boosting damage output based on set bonuses, item categories, etc. Choosing the ideal armor sets to use at each stage of the game is sometimes straightforward, but not always. This guide will help you decide on which armor sets to use at various points in game progression.
- Especially later in the game, bonuses to melee speed and movement speed are generally not considered as impactful as direct offensive bonuses, making them a lower priority.
- Melee speed generally only affects projectile velocity and the swing speed of close-ranged weapons. Neither of those are as impactful as direct bonuses to melee damage and critical chance, although melee speed investment is still viable when using powerful close-ranged weapons such as Fetid Baghnakhs and Terra Blade.
- Direct movement speed bonuses are inferior to Hermes Boots, double-jumps, and dashes when it comes to dodging attacks. Also, movement speed bonuses granted by armor pale in comparison to the +85% movement speed granted by Exquisitely Stuffed, Slice of Cake, and Swiftness Potion. Your actual mobility mainly comes from Wings, which do not benefit from these bonuses.
Defense is a polarizing stat whose effectiveness largely depends on what enemies you plan to tank hits from, and becomes disproportionately more potent when your defense is already very high. While it is unlikely to make you invincible, boosting defense as high as possible is a legitimate strategy even on higher difficulties. Those who are unwilling to invest fully in defense are advised to focus more on damage or critical hit bonuses.
The following listings are in rough order of decreasing viability.
Earlygame[]
At this point, armor serves little purpose other than to boost your defense. You may obtain up to 20 defense with metal armors Platinum armor, but the resources required are better spent elsewhere. It's perfectly fine to wear Ebonwood armor, Shadewood armor, or other basic, easy-to-craft armors until you can get your hands on a real armor set like Iron armor Lead armor and platinum armor or Tungsten armor. Whatever you wear at the start of the game will be replaced very quickly. More experienced players can save time by completely skipping armor in the early game, potentially even up to the Wall of Flesh battle.
If playing on a drunk world, Moon Lord Legs become becomesst leg armor piece to use early on. Otherwise, use whatever provides the highest defense, the most practical choices being Jungle Pants or Gladiator Leggings.
Head | Chest | Legs | Notes |
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All classes | |||
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(+1 cap, 5% summon, 8 def) Practical set for exploring. Nominally a summoner set, but works well for all classes early on. |
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(16 def) Provides high defense bonuses and knockback immunity. Can be farmed from a Hoplite Statue placed near a natural wired trap. |
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(3 def) Provides 30% increased mining speed. Requires some luck with Undead Miners. |
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(10% dmg, 7 def) Earlygame set that can be used before defeating a boss during the Halloween season. |
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(3 def) Earlygame set that repels enemies upon making contact. |
Melee | |||
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(5% dmg, 5% crit, 16 def) Optimal, but not very practical to obtain. Melee users should simply wear a Gi and maximize defense using the other slots. |
Ranged | |||
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(5% dmg, 13% crit, 12 def) Maximizes ranged damage output. |
Magic | |||
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(11% dmg, 22% crit, 12 def) Provides high magic bonuses, but requires some luck from the Traveling Merchant. |
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(5% dmg, 16% crit, 13 def) Diamond Robe is weaker but can be obtained without relying on luck. |
Summon | |||
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(6% dmg, 12% crit, +1 cap, 5% summon, 9 def) Head and leg slots used to maximize magic damage, since there is no other summoner equipment. |
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(0% dmg, 8% crit, +1 cap, 5% summon, 9 def) Head and leg slots used to maximize ranged damage, since there is no other summoner equipment. |
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(1 cap, 5% summon, 13 def) Theoretically optimal set for a pure summoner since melee speed bonuses benefit whips. |
Late pre-Hardmode[]
Sets that can be acquired after defeating at least one pre-Hardmode boss.
Head | Chest | Legs | Notes |
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All classes | |||
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(6% dmg, ? regen, 19 def) Classless set used to regenerate health while exploring. Works best outside of combat when standing still. |
Melee | |||
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(17% dmg, 7% crit, 25 def) Maximizes melee damage output while providing substantial defense and immunity to On Fire!. |
Ranged | |||
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(15% dmg, 10% crit, 19 def) Maximizes ranged damage output. |
Magic | |||
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(20% dmg, 16% crit, 11 def) Maximizes magic damage output. |
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(5% dmg, 16% crit, 13 def) Pieces interchangeable with above set for increased mana economy. |
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(27% dmg, 0% crit, 16 def) Eliminates mana cost from Space Gun and Gray Zapinator. |
Summon | |||
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(+1 cap, 31% summon, 15 def) Provides 30% range bonus and 15% speed bonus to whips. |
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(+2 cap, 23% summon, 13 def) Increases minion damage by 10% |
Early Hardmode[]
To save resources, it is recommended that you choose one early Hardmode armor set and use it until you defeat your first mechanical boss. Palladium, Orichalcum, and Titanium sets are typically preferred over Cobalt, Mythril, and Adamantite, but alternatives have been listed for players whose worlds contain Adamantite.
Head | Chest | Legs | Notes |
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All classes | |||
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(15% dmg, 15% crit, +0 cap, 15% summon, 36 def) Enables dashing. Frees up accessory slot that would normally be taken by Shield of Cthulhu in Expert mode. |
Melee | |||
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(14% dmg, 28% crit, 51 def) Offers a balance between offense and defense. |
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(17% dmg, 28% crit, 37 def) Cheaper set that maximizes melee bonuses at the cost of defense. |
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(26% dmg, 11% crit, 43 def) Provides high melee bonuses and a useful Frostburn debuff that improves visibility. |
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(16% dmg, 15% crit, 49 def) Damages and stunlocks enemies in close range. |
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(17% dmg, 3% crit, 2 regen, 32 def) Provides constant regeneration in combat. |
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(11% dmg, 6% crit, 42 def) Continuously fires piercing projectiles across the screen during combat. Unusually low bonuses. |
Ranged | |||
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(14% dmg, 31% crit, 37 def) Maximizes bonuses to ranged damage and critical chance. A Gi can substitute as a cheaper alternative to the Frost Breastplate for users who are not concerned with defence. |
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(14% dmg, 10% crit, +2 cap, 16% summon, 27 def) Shirt and pants interchangeable with above set for varying degrees of summoner hybridization. |
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(26% dmg, 11% crit, 43 def) Provides high ranged bonuses and a useful Frostburn debuff that improves visibility. Most practical set for defense stacking. |
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(23% dmg, 13% crit, 34 def) Damages and stunlocks enemies in close range. |
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(0% dmg, 21% crit, 30 def) Continuously fires piercing projectiles across the screen during combat. |
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(14% dmg, 12% crit, 2 regen, 23 def) Provides constant regeneration in combat. |
Magic | |||
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(25% dmg, 0% crit, +2 cap, 25% summon, 26 def) Excellent set bonus for crowd control and killing The Destroyer. |
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(22% dmg, 12% crit, +2 cap, 10% summon, 24 def) Higher magic bonuses than Forbidden armor, but loses the tornado set bonus. |
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(28% dmg, 18% crit, +1 cap, 14 def) Maximizes bonuses to magic damage and critical chance. Gi, Meteor Suit, Jungle Shirt can be used as substitutes in decreasing order of effectiveness. |
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(23% dmg, 13% crit, 30 def) Damages and stunlocks enemies in close range. |
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(0% dmg, 24% crit, 27 def) Continuously fires piercing projectiles across the screen during combat. |
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(17% dmg, 3% crit, 2 regen, 21 def) Provides constant regeneration in combat. |
Summon | |||
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(25% dmg, 0% crit, +2 cap, 25% summon, 26 def) Excellent set bonus for crowd control and killing The Destroyer. Encourages use of magic. |
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(+1 cap, 31% summon, 15 def) Deals more damage than Spider armor overall when using Firecracker, despite low capacity bonuses. |
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(+3 cap, 28% summon, 20 def) Standard option. |
Pre-Plantera[]
Aside from Hallowed and Chlorophyte Bars, you now have access to the second tier of the Old One's Army, the rewards of which provide welcome upgrades to every class. The lopsided stat distributions of the Tavernkeep's armor sets make them excellent for hybrid sets, meaning that they are useful even if not planning to purchase a full set.
Head | Chest | Legs | Notes |
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All classes | |||
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(15% dmg, 15% crit, +0 cap, 15% summon, 36 def) Remains viable since it provides the longest pre-Plantera dash, and the only dash outside of Expert/Master mode. |
Melee | |||
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(36% dmg, 21% crit, +0 cap, 35% summon, 64 def) Provides the highest melee bonuses available. |
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(18% dmg, 33% crit, +0 cap, 15% summon, 68 def) Provides maximum possible defense with decent melee bonuses. |
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(17% dmg, 17% crit, 50 def) Periodically dodges incoming attacks. |
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(14% dmg, 12% crit, 65 def) Provides raw defense and 15% damage reduction, making it ideal for pure tanking. |
Ranged | |||
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(22% dmg, 15% crit, 31 def) Periodically dodges incoming attacks. |
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(34% dmg, 10% crit, +1 cap, 26% summon, 32 def) Loses Holy Protection, but gains bonuses to ranged and summoning. |
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(34% dmg, 20% crit, +0 cap, 20% summon, 34 def) Loses Holy Protection, but maximizes ranged bonuses. |
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(26% dmg, 11% crit, 43 def) While not as powerful for pure ranged, the set remains useful for defense stacking and spreading Frostburn. |
Magic | |||
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(19% dmg, 19% crit, 31 def) Periodically dodges incoming attacks. |
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(12% dmg, 32% crit, +1 cap, 20% summon, 27 def) Loses Holy Protection, but gains bonuses to magic and summoning. |
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(17% dmg, 39% crit, 33 def) Loses Holy Protection, but maximizes magic bonuses. |
Summon | |||
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(+3 cap, 17% summon, 27 def) Periodically dodges incoming attacks. Favors Blade Staff due to low damage bonuses. |
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(+1 cap, 31% summon, 15 def) Remains the strongest offensive set when using whips. |
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(15% dmg, 15% crit, +0 cap, 30% summon, 2 regen, 56 def) Tanky set that decimates crowds of enemies when used with Ballistas. Encourages use of melee. |
Pre-Betsy[]
While Plantera and Golem provide separate advancements to game progression when defeated, they are treated as one milestone by this guide due to their similar difficulty level. At this point, you would be expected to have defeated Duke Fishron, Martian Madness, and the Pumpkin Moon. The Xeno Staff, Desert Tiger Staff, and Spooky Breastplate in particular provide a noticeable power boost to hybrid summoners.
Those who have stockpiled a large supply of Defender Medals prior to defeating Golem can skip to the next section.
Head | Chest | Legs | Notes |
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Melee | |||
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(36% dmg, 21% crit, +0 cap, 35% summon, 59 def) Highest raw melee bonuses available. |
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(10% dmg, 25% crit, +2 cap, 26% summon, 52 def) Hybrid summoner that benefits from Ichor, Vampire Knives, and speed-increasing whips. |
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(11% dmg, 5% crit, 73 def) Reduces damage taken by up to 45% every 3 seconds, but offensive bonuses are extremely poor. |
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(14-44% dmg, 8% crit, 61 def) Ideal for builds that depend on melee speed (mainly Terra Blade). |
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(15% dmg, 15% crit, +0 cap, 30% summon, 2 regen, 56 def) For use against the Old One's Army, paired with Ballistas. |
Ranged | |||
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(13% dmg x1.15, 28% crit, 44 def) Slightly stronger than full Shroomite when not using stealth. |
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(13% dmg x1.15, 18% crit, +1 cap, 11% summon, 45 def) Extra minion compensates for loss of ranged crit. |
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(20% dmg x1.15, 5% crit, +1 cap, 31% summon, 38 def) Slightly weaker ranged bonuses, but provides substantially stronger minions. |
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(22% dmg, 15% crit, 35 def) Periodically dodges incoming attacks. |
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(20% dmg, 10% crit, +0 cap, 30% summon, 36 def) For use against the Old One's Army, paired with Explosive Traps. |
Magic | |||
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(-25% dmg, 7% crit, 30 def) Reduces magic damage, but grants near-immortality as long as you can manage your mana. |
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(25% dmg, 17% crit, 42 def) Set bonus provides large amounts of extra burst damage. Can be switched to/from Spectre Hood very quickly. |
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(12% dmg, 32% crit, +2 cap, 21% summon, 39 def) A minion-based alternative to full Spectre. Switching to the Spectre Hood is not possible without deleting minions. |
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(19% dmg, 19% crit, 31 def) Periodically dodges incoming attacks. |
Summon | |||
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(+4 cap, 58% summon, 30 def) Maximizes offensive capabilities. |
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(+3 cap, 17% summon, 27 def) Periodically dodges incoming attacks. Favors Blade Staff due to low damage bonuses. |
Pre-Lunar Events[]
With the Old One's Army vanquished and a good supply of Defender Medals in your pocket, you can now purchase the best armor available before challenging the Lunar Events. The most notable of these armor pieces is the Valhalla Knight's Breastplate, which noticeably increases the survivability of all classes; it restores 240 health in 1 minute, which is more than a Super Healing Potion can heal in the same amount of time.
Head | Chest | Legs | Notes |
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Melee | |||
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(20% dmg, 20% crit, +0 cap, 70% summon, 4 regen, 58 def) Increases sentry capacity while providing decent melee bonuses and regeneration. |
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(10% dmg, 30% crit, +0 cap, 50% summon, 4 regen, 72 def) Forgoes sentries for slightly higher melee bonuses and defense. |
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(36% dmg, 26% crit, +0 cap, 40% summon, 66 def) Forgoes regeneration to maximize melee bonuses. |
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(20% dmg, 20% crit, +2 cap, 51% summon, 45 def) Forgoes regeneration to maximize minion- and sentry-based offense. |
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(11% dmg, 5% crit, 73 def) Reduces damage taken by up to 45% every 3 seconds, but offensive bonuses are extremely poor. |
Ranged | |||
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(25% dmg x1.15, 15% crit, +0 cap, 50% summon, 51 def) Highest DPS available for pure ranged. |
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(25% dmg, 20% crit, +0 cap, 60% summon, 48 def) Extreme buff to Explosive Trap firing speed makes this optimal for Old One's Army and invasion events. |
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(0% dmg x1.15, 15% crit, +0 cap, 55% summon, 4 regen, 51 def) Survival-focused. |
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(25% dmg x1.15, 5% crit, +1 cap, 36% summon, 45 def) Hybrid summoner. |
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(0% dmg x1.15, 10% crit, +2 cap, 36% summon, 38 def) Hybrid summoner with more minion investment. |
Magic | |||
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(-25% dmg, 7% crit, 30 def) A fallback option for rapidly healing yourself and your teammates. |
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(25% dmg, 17% crit, 42 def) Set bonus provides large amounts of extra burst damage. Can be switched to/from Spectre Hood very quickly. |
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(10% dmg, 35% crit, +0 cap, 50% summon, 4 regen, 56 def) Offers a combination of survivability and damage. |
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(10% dmg, 35% crit, +2 cap, 31% summon, 43 def) All-out offensive hybrid set with extra minions. |
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(15% dmg, 25% crit, +2 cap, 46% summon, 32 def) Invests more into minions and sentries. Valhalla Knight's Helm can be used if defense is a problem. |
Summon | |||
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(+4 cap, 58% summon, 30 def) Maximizes offensive capabilities. |
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(+2 cap, 52% summon, 4 regen, 43 def) Sacrifices 2 minions for extra regeneration and defense. |
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(20% dmg, 0% crit, +1 cap, 61% summon, 4 regen, 44 def) Sentry-based set. Use with Frost Hydra/Queen Spider and melee weapons. |
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(+1 cap, 41% summon, 6 regen, 46 def) Invests entirely into regeneration. |
Endgame[]
All Luminite-tier armors are the best offensive armors for their respective classes (aside from Solar Flare armor, which offers a combination of offense and defense). However, the Valhalla Knight's Breastplate can still be worn by ranged users and summoners, who do not receive any defensive benefits from their respective endgame armors.
Head | Chest | Legs | Notes |
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Melee | |||
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(29% dmg, 26% crit, 3 regen, 78 def) Offers almost as much regen as the Valhalla Knight's Breastplate, and provides decent offensive bonuses and damage reduction on top of that. |
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(20% dmg, 0% crit, +2 cap, 72% summon, 4 regen, 46 def) Defensive summoner hybrid that uses both summons and sentries. |
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(40% dmg, 20% crit, 60% summon, 56 def) Offensive set focused on using endgame sentries. |
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(29% dmg, 46% crit, 2 regen, 82 def) Specialized entirely towards dealing melee damage. Also maximizes raw defense. |
Ranged | |||
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(36-116% dmg, 27-47% crit, 62 def) Immense DPS when stealthed, at the cost of horizontal acceleration (unless using Soaring Insignia). Appreciates teammates that can draw aggro. |
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(25% dmg x1.15, 5% crit, 2 cap, 47% summon, 47 def def) Maximizes non-stealthed total DPS when combined with endgame minions. |
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(33% dmg x1.15, 13% crit, 55 def) Maximizes non-stealthed ranged DPS. Realistically, this is only useful before killing Moon Lord for the second time. |
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(8% dmg x1.15, 13% crit, 30% summon, 4 regen, 55 def) Survival-focused. |
Magic | |||
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(26-71% dmg, 16% crit, 0-9 regen, 46 def) Provides immense damage and regeneration bonuses to yourself and your teammates. |
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(10% dmg, 35% crit, 0 cap, 50% summon, 4 regen, 56 def) For use in multiplayer if you already have a teammate using Nebula armor for the +45% damage boost. |
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(12% dmg, 37% crit, 2 cap, 44% summon, 35 def) Similar to the above, but specialized entirely towards dealing damage. |
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(-25% dmg, 7% crit, 30 def) Remains mildly useful for pinch healing, with the highest healing potential (36/30 health per second). |
Summon | |||
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(5 cap, 66% summon, 38 def) Maximizes offensive capabilities. |
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(20% dmg, 0% crit, 4 cap, 64% summon, 38 def) Sentry-based summoner. Encourages use of melee. |
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(2 cap, 52% summon, 6 regen, 48 def) Full-time Vampire Knives spammer carried entirely by summons. |