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Class setups
Terraria class setups for every stage
Terraria has four classes, melee, ranged, mage and summoner, and we split 1.4.5 progression into 5 stages: Pre-Hardmode, Early Hardmode (pre-mechanical bosses), Post-mechanical bosses (pre-Plantera), Post-Plantera (pre-Moon Lord) and Endgame (Moon Lord and after). For each class and stage we list three weapons, an armor set and three accessories that are realistic to get at that point; weapon damage comes from the wiki's item data. Mixing classes works, but armor set bonuses and emblems reward picking one.
By class
By stage
Best first weapon per stage
| Stage | Melee | Ranged | Mage | Summoner |
|---|---|---|---|---|
| Pre-Hardmode | ||||
| Early Hardmode (pre-mechanical bosses) | ||||
| Post-mechanical bosses (pre-Plantera) | ||||
| Post-Plantera (pre-Moon Lord) | ||||
| Endgame (Moon Lord and after) |
Questions players ask
Which class is best in Terraria?
None is strictly best. Melee is the most forgiving for new players, ranged and mage deal the most damage from a distance, summoner lets minions fight while you dodge.
Can I mix classes?
Yes, but armor set bonuses and the class emblems only boost one damage type, so a focused build hits harder.
What changed for summoner in 1.4.5?
1.4.5 added nine new whips (Cobwhip, Slime Whip, Soulscourge, Vasculash, Starcrash, Vulgar Display of Flower, Electric Eel, Constellation and Possession).