IT IS CURRENTLY A WORK IN PROGRESS.

(currently complete for pre-Plantera. updated analyses marked with a hash # )

damage per second dealt to a single target.

ability to continue to perform well against multiple targets.

how easy it is to aim the weapon. Some weapons (like broadswords and stationary AoE weapons) cannot be aimed.

ability to protect the player through means other than raw damage (such as knockback or stunlock), assuming that it hits its target.

ability to damage enemies without putting yourself at risk. ** means it has limited range, but can damage enemies from behind blocks.

ability to obtain the weapon without excessive grinding or luck. This isn't factored into rank.

S rank:

Immediately powerful and remains useful for a long time. Can be used to great effect in nearly any situation, and/or has a useful role in which it vastly outperforms everything else.

A rank:

Useful in the majority of situations. Efficient and likely a popular choice on people's hotbars, but generally not considered "overpowered".

B rank:

Perhaps not the first thing most people would think of using, but can be quite useful if you apply it to the right situations and remain aware of its weaknesses.

C rank:

This weapon likely has at least one role it can perform well, but its bad matchups outnumber its good ones. In order to use it effectively, you really have to know what you're doing.

D rank:

Slightly better than nothing, but its inefficiency should be immediately obvious to anyone who tries it. There's almost certainly something else that you should be using instead.

F rank:

Fails to do anything well. No one could possibly mistake it for a remotely good weapon. Does close to nothing most of the time, and using it is basically like crippling yourself.

Godly and Demonic are also listed as best prefixes for weapons whose performance is unaffected by their speed, even if they support Mythical/Unreal.

Spoiler: bullets Musket Ball / Endless Musket Pouch

+costs nothing to use

-no distinguishing traits



You might find yourself using the Endless Musket Pouch for practical reasons; it's an infinite ammo source, so it's the best ammunition to use for exploration. Switch to something else when you're fighting for your life.



Silver Bullet

-no distinguishing traits



If you're using Silver Bullets at this point, it's probably because you've obtained a handful from smashing pots and you didn't want them to go to waste. They're really no different from the Musket Pouch.



Meteor Shot

+pierces or ricochets once

-lowers DPS when used with most guns

-mostly nonrenewable



Thanks to piercing mechanics, it has worse DPS than the Musket Pouch when used with shotguns and rapid-fire guns. In other words, practically all hardmode guns. Meteorite Bars are also nonrenewable for all intents and purposes, so you'll really struggle to find a reason to use this stuff.



Exploding Bullet

+high knockback

+damages multiple enemies

+no farming required

+good velocity

-inflicts some recoil damage if not careful



The best crowd control bullet, and pretty much the only one you'll use for the entire game. Doesn't require an upgraded Anvil to craft, can be made in bulk, and drastically increases the viability of several early hardmode guns.



Party Bullet

+decent knockback

+no farming required

+good velocity

-no distinguishing traits

-messy



The best generic bullet you can make in early Hardmode without farming materials, though that isn’t much of a selling point considering how easy it is to farm for better ammo such as Crystal Bullets.



Golden Bullet

+increased profit when used on bosses/minibosses

+no farming required

+good velocity

-no distinguishing traits



The best way to use them is for repeated Eye of Cthulhu and Queen Bee kills. They're not for use against things that actually threaten you, except maybe for dealing the final blow to Pirate Captains.



(mythril or orichalcum anvil)



Crystal Bullet

+highest potential DPS

+large number of hits



The best bossing bullet if you don't think accuracy is going to be an issue. They are more likely to deal extra damage when fired against targets that are moving towards you. Crystal Bullets have a great synergy with Ichor and easily shred enemies with low defenses.



Cursed Bullet

+high damage

-no distinguishing traits



The generic "raw damage" bullet. Crystal Bullets still outclass them since they have a much better secondary effect.



Ichor Bullet

+high damage

+inflicts a powerful debuff

+good velocity



A straight upgrade to the Cursed Bullet. The Ichor debuff greatly enhances DPS, but you'll deal more damage by using Crystal Bullets and inflicting Ichor some other way.



(one mechanical boss)



High Velocity Bullet

+incredibly high velocity

+no farming required

-no other distinguishing traits



The high velocity of these bullets solves a problem that never really existed in the first place, since all bullets have naturally high velocity.



(all mechanical bosses)



Chlorophyte Bullet

+perfectly accurate

+uses a highly contested resource



Arguably the best bullet in the game. There are so many guns that depend on Chlorophyte Bullets in order to be viable, and every gun is greatly improved when using them. Highly recommended for boss fights, or any situation really.



(plantera)



Venom Bullet

+high damage

+no farming required

-no distinguishing traits



The best bullet you can get without farming, and a straight upgrade to Cursed Bullets, but you'd only use them if you were on a Corruption world. Ichor Bullets are still better.



Nano Bullet

+decent knockback

+messes with common enemies

+no farming required

-no distinguishing traits when used on immune enemies



Confusion doesn't work on most truly threatening enemies. You're better off trying to dispose of them directly.



(final boss)



Luminite Bullet

+near infinite piercing

+highest base damage by far

-uses a highly contested resource

-comes too late to be of any use



At this point, you're just running victory laps. While Luminite Bullets are as powerful as you’d expect, you might still prefer Chlorophyte Bullets for aerial boss fights.

Spoiler: arrows Wooden Arrow / Endless Quiver

+costs nothing to use

-no distinguishing traits



An infinite ammo source that you'll likely use while exploring. Their low velocity compared with other ammo types is more noticeable with arrows than with bullets, but a Magic Quiver will fix that. Because of the increased defenses of hardmode enemies, this should not be used with The Bee’s Knees in most situations.



Bone Arrow

+pierces once

-difficult to resupply



Decent in pre-Hardmode, but in Hardmode you have access to as many Unholy Arrows as you could possibly want, so I see no good reason to use them at this point.



Flaming Arrow

+easy to craft

-no distinguishing traits



They're alright. Feel free to use the freebies you get from chests, but if you're going to craft some cheap ammunition, craft Frostburn Arrows instead.



Frostburn Arrow

+easy to craft

-no distinguishing traits



The best ammunition you can get for basically zero effort, and can be crafted on the go. As with most DoT debuffs, Frostburn is mostly inconsequential.



Jester's Arrow

+pierces infinitely

-uses a somewhat contested resource

-anti synergy with multi-shot bows



The best linear piercing arrow, and works well against the Destroyer if you're using a standard repeater.



Unholy Arrow

+pierces four times

+no farming required

-anti synergy with multi-shot bows



You can get a nice supply of them for free if you farm the Eye of Cthulhu, and they perform as well as Jester's Arrows for most purposes.



Hellfire Arrow

+damages multiple enemies

+high knockback

+no farming required

-anti synergy with multi-shot bows



Really good for repelling groups of enemies thanks to their high knockback. Weapons like the Marrow and Pulse Bow also inherit their knockback value.



(mythril or orichalcum anvil)



Holy Arrow

+high single-target DPS

+synergy with multi-shot bows



Has the highest single-target damage potential for early Hardmode, especially against large enemies that don't move too much horizontally. With multi-shot bows like the Daedalus Stormbow, Phantom Phoenix, and Chlorophyte Shotbow, it forms a potent synergy, though it is not as infamously busted as it used to be.



Cursed Arrow

+tied for highest base damage

-no distinguishing traits



Great for feeding weapons like the Shadowflame Bow, which are affected only by the arrow's base damage. Otherwise, pretty generic.



Ichor Arrow

+high velocity

+inflicts a powerful debuff



Considerably above average for bossing because they travel quickly and inflict Ichor. Also useful as a secondary if your primary is a gun with Crystal Bullets.



(all mechanical bosses)



Chlorophyte Arrow

+ricochets once, semi-homing

-uses a highly contested resource



Less DPS potential than Holy Arrows, though they have the highest effective accuracy of any arrow thanks to their smart bounces. I would still struggle to find a reason to use them over Holy Arrows, but they aren't bad, especially with multi-shot bows.



(plantera)



Venom Arrow

+tied for highest base damage

+high velocity

+no farming required

-no other distinguishing traits



Might be the best arrow to use with the Phantasm against the final boss. Great velocity, high base damage, decent knockback. Also, the best fodder for the Pulse Bow.



(final boss)



Luminite Arrow

+pierces four times

+highest potential DPS

-uses a highly contested resource

-comes too late to be of any use



The only piercing arrow that doesn't have an anti synergy with the likes of Tsunami and Phantasm. Secondary effect is a bit more situational than Holy Arrows, but it'll still put out more damage on average.

"Technically hardmode"

# Classy Cane and Pearlwood Sword: F

Spoiler: analysis These two weapons weren't meant to be good in the first place, so no one should be surprised to see them ranked at the very bottom. It's kind of unfortunate that they ended up being restricted to Hardmode to begin with, but even if they were available in pre-hardmode, they would probably suck considering that wooden swords are good only for the first few minutes of the game and get instantly outclassed by the Spear or Wooden Boomerang. I mean, with the Flask of Ichor and Titan Glove, you might be able to beat a lone Hardmode enemy with one of these, but I see no good reason to attempt something like that. Unless you were conducting research for a tier list or something. Anyways, let's move on, shall we?



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Crafted from 7 Pearlwood at a Work Bench / 12.5% chance to drop from Tax Collector

Best prefix: Legendary ¢

# Pearlwood Bow: F+

Spoiler: analysis Uses standard arrows.

While it's true that no one in their right mind would craft this weapon with the intention to use it, the Pearlwood Bow can potentially be better than some of the weapons on this list, a testament to how bad those weapons really are. Loaded with Ichor Arrows, it is at least able to deal some damage to Hardmode enemies and eventually kill them, and can even kill the Twins in normal mode, with Orichalcum Armor and a lot of buff potions. Can the Breaker Blade do that? No, I don't think so.



So if you see something with an F ranking later down the list, that means that I consider it worse than the Pearlwood Bow.



ICHOR ARROW

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Crafted from 10 Pearlwood at a Work Bench

Best prefix: Deadly/Demonic ¢ While it's true that no one in their right mind would craft this weapon with the intention to use it, the Pearlwood Bow can potentially be better than some of the weapons on this list, a testament to how bad those weapons really are. Loaded with Ichor Arrows, it is at least able to dealdamage to Hardmode enemies and eventually kill them, and can even kill the Twins in normal mode, with Orichalcum Armor and a lot of buff potions. Can the Breaker Blade do that? No, I don't think so.So if you see something with an F ranking later down the list, that means that I consider it worse than the Pearlwood Bow.ICHOR ARROW: #####

Dropped by Wall of Flesh

# Breaker Blade: D-

Spoiler: analysis It deals double damage to enemies with more than 90% of their health remaining. Sounds alright on paper, but in practice, what this means is that the average number of hits it takes to kill an enemy will be reduced by exactly 1. Since the average Hardmode enemy takes five hits or more with the Breaker Blade, reducing that number by 1 ultimately doesn't make much of a difference. The Breaker Blade has poor speed, poor range (despite its size), and poor disruptive abilities, which translates to very little mobbing potential and zero bossing potential. You should be able to find something better than this within the first ten minutes of Hardmode.



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12.5% chance to drop from the Wall of Flesh (25% in Expert mode)

Best prefix: Legendary $

# Clockwork Assault Rifle: A+

Spoiler: analysis Uses standard bullets.

While its damage output with the Endless Musket Pouch is unimpressive, it becomes quite fearsome when loaded with higher-grade ammunition. And because it is ammo-efficient, the opportunity cost of using such ammunition is very low. Since it has autofire, it performs quite similarly to the Megashark, and like the Megashark, it is great in any single-target situation, serving you well until you can craft an Onyx Blaster. It can even be used against the Twins and Skeletron Prime, but that's pushing it a bit.



Though it has zero listed knockback, every bullet has a knockback value, so the Clockwork Assault Rifle can always at least slow enemies down as they approach. Exploding Bullets can be used for crowd control, and Crystal Bullets can be used for bossing (especially paired with a secondary weapon that can inflict the Ichor debuff).



CRYSTAL BULLET

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EXPLODING BULLET

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12.5% chance to drop from the Wall of Flesh (25% in Expert mode)

Best prefix: Demonic/Deadly $ While its damage output with the Endless Musket Pouch is unimpressive, it becomes quite fearsome when loaded with higher-grade ammunition. And because it is ammo-efficient, the opportunity cost of using such ammunition is very low. Since it has autofire, it performs quite similarly to the Megashark, and like the Megashark, it is great in any single-target situation, serving you well until you can craft an Onyx Blaster. It can even be used against the Twins and Skeletron Prime, but that's pushing it a bit.Though it has zero listed knockback, every bullet has a knockback value, so the Clockwork Assault Rifle can always at least slow enemies down as they approach. Exploding Bullets can be used for crowd control, and Crystal Bullets can be used for bossing (especially paired with a secondary weapon that can inflict the Ichor debuff).CRYSTAL BULLET: ###EXPLODING BULLET: ###

# Laser Rifle: B

Spoiler: analysis A decent enough starting weapon for a magic user. Its linear piercing abilities are handy against the Pirate Invasion, and it can easily stunlock a single enemy as long as you aren't moving around too much. Compared to the Demon Scythe, it offers more immediate disruption, though its projectile is considerably more narrow. It'll hold the fort for a while until you can get something stronger, like a Spell Tome weapon.



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12.5% chance to drop from the Wall of Flesh (25% in Expert mode)

Best prefix: Mythical $

# Firecracker: B+

Spoiler: analysis The Firecracker doesn't add tag damage, but the blazing energy effect easily compensates for that. The explosion triples a minion's damage for a single hit, so this whip's damage per hit is effectively much, much higher than its stats would indicate. This whip is part of the reason why early Hardmode is one of the best times to be a summoner. Since it scales with your minion weapon's damage, it is a much better bossing weapon than the Cool Whip, and while it deals reduced damage to crowds of enemies, it will interrupt all of them, and sometimes that's more important. Like all whips, it is notable for its ability to safely eliminate enemies that can pass through walls, such as Clingers, Giant Fungi Bulbs, and Enchanted Swords. It also provides a decent amount of light, making it an excellent exploration tool even for non-summoners.



Since its secondary effect becomes more potent when it has higher attack speed, this is the only whip in the game for which a Legendary modifier should be seriously considered. It's true that it loses a lot of range, but the DPS increase might be worth it in some cases. It is NOT worth it against the Twins, as the bosses tend to stay a fixed distance away from you, and that distance happens to be longer than the attack range of a Legendary Firecracker.



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12.5% chance to drop from the Wall of Flesh (25% in Expert mode)

Best prefix: Sluggish/Bulky/Legendary $

Crafted through mining

# Ore Swords: D

Spoiler: analysis To be fair, most melee weapons aren't much better than these, but most people would still tell you that crafting Hardmode bars into swords is a mistake. Their attack range is just too limited, and they don't offer that much DPS, either. They work well only against the most basic enemy AI types. And though you can consider using them against the Destroyer, the problem is that a) they don't even offer the highest potential DPS against the Destroyer and b) attacking the Destroyer with a sword allows it to circle you and pin you to the ground while lasering you from all directions.



COBALT SWORD

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TITANIUM SWORD

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Crafted from 10-13 bars at a Hardmode Anvil

Best prefix: Legendary $

# Phasesabers: D

Spoiler: analysis These perform exactly the same as ore swords, and I mean literally the same. They are at least slightly cheaper to reforge and use a different crafting recipe, but it is arguably more effective to just turn the Crystal Shards into darts and fire them from a Blowgun than to craft them into a Phasesaber.



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Crafted from Phaseblade and 50 Crystal Shards at a Hardmode Anvil

Best prefix: Legendary ¢

# Ore Spears: D+

Spoiler: analysis For the most part, they're better than their broadsword counterparts thanks to their infinite piercing ability, but the main issues are still the same: their short reach makes them useless against shooters and knockback-immune enemies. The Obsidian Swordfish offers a roughly similar performance, but at least it doesn't eat up any of your valuable resources.



COBALT NAGINATA

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TITANIUM TRIDENT

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Crafted from 10-13 bars at a Hardmode Anvil

Best prefix: Godly/Demonic $

# Ore Repeaters: A-

Spoiler: analysis Uses standard arrows.

Very versatile, and can handle most situations as long as you have the right ammunition. For pirates (and the Destroyer), use Unholy/Jester's Arrows. For bosses, use Holy/Ichor Arrows. Their accuracy is improved slightly with Archery Potions, and improved significantly with a Magic Quiver.



HOLY ARROW

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UNHOLY ARROW / JESTER'S ARROW

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Crafted from between 10-13 bars at a Hardmode Anvil

Best prefix: Unreal $ Very versatile, and can handle most situations as long as you have the right ammunition. For pirates (and the Destroyer), use Unholy/Jester's Arrows. For bosses, use Holy/Ichor Arrows. Their accuracy is improved slightly with Archery Potions, and improved significantly with a Magic Quiver.HOLY ARROW: #####UNHOLY ARROW / JESTER'S ARROW: #####

Dropped by monsters

# Amarok and Hel-Fire: A+

Spoiler: analysis When engaging enemies directly, yoyos are decent enough, since they hit enemies rapidly and deal respectable damage. However, in order to bring out their maximum potential, the key is to play dirty. Yoyos can hit enemies around corners and through one-block wide spaces, and are perfect for taking out enemies that can't reach you. They excel at underground combat, and unlike most weapons, their accuracy doesn't suffer when attacking enemies from above. If you have a Yoyo Glove/Yoyo Bag, by all means use it, but yoyos are strong enough to perform excellently even without one.



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0.33% chance to drop from enemies killed in Snow Biome / 0.25% chance to drop from enemies killed in Underworld and lower Cavern layer

Best prefix: Godly/Demonic $$

# KO Cannon: C-

Spoiler: analysis This is... definitely still a melee weapon, and like most mediocre melee weapons, it can deal with fighter enemies just fine, but doesn't have enough range to work well against anything else. On the bright side, it has more range than broadswords, and deals quite a bit more DPS at point blank range. And it looks extremely funny, too.



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0.1% chance to drop from any enemy killed during a Blood Moon

Best prefix: Godly/Demonic $

# Bananarang: B+

Spoiler: analysis Depending on how lucky you are, this is potentially an excellent boomerang that can damage and stunlock enemies from a decent range, and could even be used for bossing. On the other hand, it could also drop in a stack of 1, making it completely useless. Realistically, this weapon is usable if it drops in a stack of 3 or 4, but any lower than that and you're better off using Chain Guillotines or something.



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3.33% chance to drop from Clowns, in a stack of 1-4

Best prefix: none

# Nimbus Rod: A

Spoiler: analysis If you don’t have the patience to search for a Daedalus Stormbow, the Nimbus Rod will carry you through the battle with the Destroyer with almost equal ease. Using it comes with no opportunity cost; whether you’re exploring underground or dealing with an event aboveground, you can almost certainly find a way to make the Nimbus Rod useful. You don't even have to be a mage to want this on your hotbar at all times. It deals damage for free, and if you're smart with placing the clouds, the damage it deals is actually very significant. Usually, this involves luring enemies directly beneath you. This weapon is also highly recommended against the Old One's Army, since it can take a decent chunk out of every enemy that emerges from a portal, and usually lasts for the entire wave.



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6.67% chance to drop from Angry Nimbuses, which spawn on the surface during rain

Best prefix: Demonic $$

# Blade Staff: S-

Spoiler: analysis One of the two pre-mech summoning weapons that can actually be used against flying bosses like the Twins, Queen Slime, and Dreadnautilus. Not only is it perfectly accurate, it is the fastest-attacking minion weapon by far, putting most enemies in total lockdown. Any source of additional fixed damage will increase its damage output dramatically: the most notable sources of fixed damage are additional defense piercing (Shark Tooth Necklace, Ichor) and tag damage from whips (Snapthorn, Durendal). It has slightly lower DPS than the Spider Staff, but with a Shark Tooth Necklace equipped, it becomes about the same. In order to use this weapon properly, you need to understand how it works; because it has very low base damage, effects that add a fixed amount of damage per hit provide a monstrous boost to its damage output. So depending on how well you understand and build around it, it could be either very mediocre or very powerful.



Due to its high attack speed and low base damage, this weapon doesn't synergize very well with the Firecracker. Until you get Durendal, you're better off either using Snapthorn or attacking with weapons from a different class. And due to Snapthorn's relatively poor range, I would usually recommend the latter.



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2.86% chance to drop from Enchanted Swords

Best prefix: Demonic/Mystic/Deadly/Hurtful ¢

# Poison Staff: C-

Spoiler: analysis Deals reasonable single-target damage, but has no other good qualities to speak of. Its terrible range is the main problem, but it is also far too slow to disrupt enemies, and its crowd control abilities are nothing to write home about. If you want to deal high damage at point-blank range, you might as well use a melee weapon. For mid-ranged combat, it kinda sucks, and it is literally incapable of long-ranged combat, so you will probably struggle to find a reason to use this.



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2.5% chance to drop from Black Recluses

(Best prefix: Mythical $$)

# Marrow: B-

Spoiler: analysis A much less user-friendly version of the Ice Bow, with around the same average DPS. Usually you would prefer a repeater or dart weapon in order to take advantage of their special ammo effects. Marrow is accurate and safe to use, but doesn't have much potential beyond that. Since it requires so much precision to aim properly, you'll find its relatively high knockback to be somewhat annoying.



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0.5% chance to drop from Skeleton Archers

Best prefix: Unreal ¢

# Ice Bow: B

Spoiler: analysis Kind of plays like a ranged version of Shadowflame Knife. It is much more spammable than Marrow thanks to autofire, and slightly more accurate (but much less versatile) than repeaters. I wouldn't challenge bosses with this, and I wouldn't pull this out against invasions, but for stunlocking and killing random encounters underground, the Ice Bow is pretty great.



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28.5% chance to drop from Ice Mimics

Best prefix: Unreal $$

# Beam Sword: C

Spoiler: analysis A decent sword combined with a bad projectile to get a sword that's a bit better than other swords, though not by much. If you were searching for a proper long-ranged DPS weapon, then keep searching. The beam alone deals pitiful damage to one enemy and is too slow to aim properly.



BLADE

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BEAM

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0.67% chance to drop from Armored Skeletons

Best prefix: Legendary $$$$

# Magic Dagger: B+

Spoiler: analysis With extraordinarily high speed and good damage, the pain that this weapon will inflict on your enemies is matched only by the pain it will inflict on your index finger. Its DPS is high enough that it can handle crowds easily, despite only piercing once. However, it is only effective within mid-range before gravity kicks in, so it doesn't do very well against bosses.



A speed-increasing modifier makes a huge difference, since it essentially allows it to fire as fast as you can click.



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14.29% chance to drop from naturally-spawned Wood, Gold, and Shadow Mimics

Best prefix: Mythical $$

# Medusa Head: C+

Spoiler: analysis It deals respectable damage to worm enemies and small crowds, but lacks any sort of knockback. It's probably best used for midair strafing runs. Theoretically it should do well against projectile-based enemies that are interrupted upon being hit, but its range is too low for that. Its lack of range also prevents it from being a safe option against the Destroyer, despite its excellent DPS for that fight.



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1% chance to drop from Medusas; 0.05% chance to drop from statue-spawned Medusas

Best prefix: Mythical $$

# Uzi: S-

Spoiler: analysis Uses standard bullets.

A rare weapon that retains viability for a long time, and is often worth using even if you get it a bit late. It is expensive to use ammo other than the Endless Musket Pouch, but you probably won't mind because the Uzi and Endless Musket Pouch have such great synergy. You can consider it a pre-mech Megashark, mostly. It has slightly more spread than the Megashark, but it's not significant enough to be a problem.



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EXPLODING BULLET

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1% chance to drop from Angry Trappers

Best prefix: Unreal ¢ A rare weapon that retains viability for a long time, and is often worth using even if you get it a bit late. It is expensive to use ammo other than the Endless Musket Pouch, but you probably won't mind because the Uzi and Endless Musket Pouch have such great synergy. You can consider it a pre-mech Megashark, mostly. It has slightly more spread than the Megashark, but it's not significant enough to be a problem.ENDLESS MUSKET POUCH: #CRYSTAL BULLET: #EXPLODING BULLET: #

# Frost Staff: B+

Spoiler: analysis With decently high DPS and velocity, this is definitely an upgrade to the Laser Rifle, and its ability to pierce once makes it somewhat usable against the pirates. It has much higher velocity than many magic weapons, and can even juggle certain targets. The Crystal Serpent is the weapon you'd be most likely to compare it to; in comparison, the Frost Staff has better crowd control and a faster fire rate, but lower single-target DPS. Many other weapons offer better crowd control, so the Frost Staff is a sort of middle-ground option with no prominent strengths nor weaknesses.



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2% chance to drop from Ice Elementals, Icy Mermen, and Ice Golems

Best prefix: Mythical $$

# Ice Sickle: A-

Spoiler: analysis The quintessential melee weapon. While it has limited use against fast-moving bosses, it shreds crowds of enemies at close range and vastly outperforms swords when it comes to beating them back, easily setting up an impenetrable barrier of lingering ice blades. It can hold off practically any number of fighter enemies, juggling them backwards while dealing incredible DPS. However, it's pretty bad against enemies that don't give chase and instead fire on you from a distance.



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0.56% chance to drop from Armored Vikings, Icy Mermen, Ice Elementals, and Ice Tortoises

Best prefix: Legendary $$

# Flower of Frost: C+

Spoiler: analysis It fires quickly and is quite economical to use despite its high attacking speed. However, due to its poor horizontal velocity, its effective range is rather low, and it can't handle more than two enemies at a time. Usually you'll want to fire it while flying low to the ground on relatively flat terrain; this makes it reasonable for attacking rows of grounded enemies, but in those situations you'll usually prefer something with line-of-sight, like a Laser Rifle. Aboveground, it is outclassed by Cursed Flames, and underground, it is outclassed by Crystal Storm.



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28.5% chance to drop from Ice Mimics

Best prefix: Mythical ¢

# Frostbrand: C+

Spoiler: analysis Unlike the Beam Sword, the Frostbrand fires a projectile that pierces one enemy. It also has marginally more reach. It's no substitute for a proper ranged weapon, but it can handle crowds fairly well without leaving you completely vulnerable to shooters.



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28.5% chance to drop from Ice Mimics

Best prefix: Legendary $$

Bought from NPCs

# Gradient and Format C: A

Spoiler: analysis



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Sold by the Skeleton Merchant for 20 gold in Hardmode. One or the other will always be available, depending on moon phase

Best prefix: Godly/Demonic $$ Slightly outclassed by the Amarok and other yoyos while being no easier to obtain. Otherwise, they're basically the same. For more usage details, see Amarok. **: ###

# Ice Rod: B-

Spoiler: analysis A niche weapon that can perform some neat tricks, but generally isn't as effective as most magic weapons in its tier. While it fires stupidly fast, its range is a bit too low to contribute properly to most boss fights (though it can somewhat cheese Retinazer's second phase if you didn't already have a bunker to cheese it with). You can try blocking enemies off with a wall of ice and pelting them from relative safety, but that will probably only work underground, and you're usually better off using an equally disruptive weapon with better DPS. Also, please don’t be that person who uses the Ice Rod during a crowded boss battle in multiplayer.



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Sold by Wizard for 50 gold

Best prefix: Mythical $$$$

# Shotgun: C-

Spoiler: analysis Uses standard bullets.

Compared to the Clockwork Assault Rifle, this isn't great. However, it is a perfectly functional crowd control weapon when paired with Exploding Bullets, and works best when spraying enemies from above. In my opinion, the Quad Barrel Shotgun does not outclass this weapon at all; the Shotgun has much better effective range, and its spread isn't so wide that you'd ever have to worry about accidentally blowing yourself up with an Exploding Bullet.



There's no denying that the Shotgun is outclassed by most Hardmode ranged weapons, but if you've ever played on a public SSC server that threw you straight into Hardmode armed with only a Copper Shortsword, there's a good chance that you've used this.



EXPLODING BULLET

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Sold by the Arms Dealer for 25 gold in Hardmode

(Best prefix: Unreal $$) Compared to the Clockwork Assault Rifle, this isn't great. However, it is a perfectly functional crowd control weapon when paired with Exploding Bullets, and works best when spraying enemies from above. In my opinion, the Quad Barrel Shotgun does not outclass this weapon at all; the Shotgun has much better effective range, and its spread isn't so wide that you'd ever have to worry about accidentally blowing yourself up with an Exploding Bullet.There's no denying that the Shotgun is outclassed by most Hardmode ranged weapons, but if you've ever played on a public SSC server that threw you straight into Hardmode armed with only a Copper Shortsword, there's a good chance that you've used this.EXPLODING BULLET: #####CRYSTAL BULLET: #####

# Gatligator: B

Spoiler: analysis Uses standard bullets.

This is the best pre-mech gun for crowd control when paired with Exploding Bullets, and it can clear out large groups of enemies by strafing them from above. Unfortunately, its awful accuracy makes it difficult to use as an actual ranged weapon, so you'll probably be shooting things point-blank instead to take full advantage of its high fire rate. Against large targets like the Twins, its accuracy actually isn't too terrible; it performs much better than the Clockwork Assault Rifle at close distances (and about the same at long distances). It sort of works like a demo version of the Megashark, except it's not really a demo version because you paid 35 gold for it.



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EXPLODING BULLET

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Extremely rare chance to be sold by the Traveling Merchant for 35 gold in Hardmode

Best prefix: Unreal $$$ This is the best pre-mech gun for crowd control when paired with Exploding Bullets, and it can clear out large groups of enemies by strafing them from above. Unfortunately, its awful accuracy makes it difficult to use as an actual ranged weapon, so you'll probably be shooting things point-blank instead to take full advantage of its high fire rate. Against large targets like the Twins, its accuracy actually isn't too terrible; it performs much better than the Clockwork Assault Rifle at close distances (and about the same at long distances). It sort of works like a demo version of the Megashark, except it's not really a demo version because you paid 35 gold for it.CRYSTAL BULLET: #EXPLODING BULLET: #

# Sergeant United Shield: A

Spoiler: analysis Having a homing melee weapon this early on is incredible, and while the Sergeant United Shield is not without faults (mainly its lackluster crowd damage and lack of knockback), it is a valuable, spammable scouting tool that deals decent single-target damage. While it has no knockback, it still attacks fast enough to somewhat interfere with projectile shooters, and can safely chip away at enemies by abusing natural cover granted by terrain. It also has a gimmicky thing you can perform by right-clicking, but trying to use it is a stupid idea that will probably get you killed.



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Extremely rare chance to be sold by the Traveling Merchant for 35 Gold in Hardmode

Best prefix: Demonic $$$

# Orange Zapinator: B

Spoiler: analysis This is the wackiest weapon in the game by far, and it basically wins the fight against the Destroyer by itself. If it were any faster, it would probably be broken in the other sense, but it is surprisingly viable for what is essentially a joke weapon. Though it has painfully slow speed that makes it hard to aim with, it also has relatively high base damage, and performs better on average against bosses due to the occasional omega-hit dealing upwards of 1500 damage in a single shot. Use it like you would use a Sniper Rifle; its projectile behavior might weird you out a bit, but whatever happens, it can only help you.



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Extremely rare chance to be sold by the Traveling Merchant for 35 Gold in Hardmode

Best prefix: Mythical $$$$

# Slap Hand: D-

Spoiler: analysis It is very good at what it does, but what it does is not something you want to be doing most of the time. Its ridiculous knockback makes it extremely inefficient at killing things, unless your target is immune to knockback, in which case you'll have defeated the entire purpose of using this weapon. And hitting projectile-based enemies with the Slap Hand is pretty much the opposite of what you should be trying to do as a melee user. What makes this weapon even weirder is the unintuitive method by which it is obtained; typically, you'd be fighting or fishing on the surface during a Blood Moon, not trawling underground for a Skeleton Merchant. So most players won't even get an opportunity to purchase this. They aren't missing much, though. The Jousting Lance 100% outclasses this.



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Sold by the Skeleton Merchant for 25 gold during a Blood Moon in Hardmode

Best prefix: Legendary $$

# Jousting Lance: C-

Spoiler: analysis An extremely difficult weapon to master, and its performance in most situations is average at best. It matches up well against contact-based enemies with moderate to high knockback resistance (such as Unicorns and Mimics), but it's a terrible choice against projectile-based enemies. Its absurdly high knockback is often a double-edged sword; for example, you might use it to smack an Illuminant Bat away from you, only for it to bounce off a wall and right back into your face. Surprisingly, its movement speed gimmick doesn't hurt its viability too much since you'll be moving all the time anyways, and the direction you're moving in doesn't matter. Its low range is what really prevents it from being useful most of the time. Still, I think this is a much better starting weapon than the Breaker Blade, and 6 gold is such an amazingly cheap price for a weapon that is arguably better than all the ore spears.



The best way to use this weapon is NOT to hold it out and start charging in a single direction. Rather, it should be used to stab enemies directly, kind of like a shortsword. A Shield of Cthulhu is helpful, but not required since you can boost its damage by jumping up and down.



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Sold by Zoologist for 6 Gold during Hardmode

Best prefix: Legendary/Godly/Demonic ¢

Crafted from monster drops

# Onyx Blaster: S

Spoiler: analysis Uses standard bullets.

The enormous damage that the Onyx Blaster deals in a single shot easily compensates for its lack of speed. Against large targets, you can easily deal more than 800 damage in a single shot, and upwards of 1000 per shot against the Destroyer. Most smaller enemies die in one or two shots, and it actually isn't that hard to aim, either. It has a relatively narrow spread for a shotgun, and it deals a huge amount of splash damage within a large radius. Because its explosive charge deals double the listed damage, it can even muscle through heavily armored opponents later on. It's perfectly reasonable to use this against Plantera, Golem, or even Duke Fishron.



Due to how piercing damage works, you actually don't want to use Exploding Bullets with this. They give enemies piercing invincibility frames, which can get in the way of the Onyx Blaster's explosive charge. Crystal Bullets are almost always the best option for this gun, even against the Destroyer.



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Crafted from Shotgun, Soul of Night x10, Dark Shard x2 at a Hardmode Anvil

Best prefix: Unreal $$ The enormous damage that the Onyx Blaster deals in a single shot easily compensates for its lack of speed. Against large targets, you can easily deal more than 800 damage in a single shot, and upwards of 1000 per shot against the Destroyer. Most smaller enemies die in one or two shots, and it actually isn't that hard to aim, either. It has a relatively narrow spread for a shotgun, and it deals a huge amount of splash damage within a large radius. Because its explosive charge deals double the listed damage, it can even muscle through heavily armored opponents later on. It's perfectly reasonable to use this against Plantera, Golem, or even Duke Fishron.Due to how piercing damage works, you actually don't want to use Exploding Bullets with this. They give enemies piercing invincibility frames, which can get in the way of the Onyx Blaster's explosive charge. Crystal Bullets are almost always the best option for this gun, even against the Destroyer.CRYSTAL BULLET: ####

# Sky Fracture: B+

Spoiler: analysis It is somewhat hard to justify using this weapon when the Crystal Storm exists, and deals nearly as much damage per second while also being much more accurate and mana-efficient. The Sky Fracture can handle some slower enemies, but using it against fast-moving bosses like the Twins will become annoying really fast due to its relatively low velocity which forces you to lead your shots by a large margin. It also has no crowd control abilities to speak of, and its efficiency against normal enemies is questionable; its high knockback (boosted further by its elevated critical rate) tends to juggle enemies around, making it even harder to properly land your shots, and it is nigh-unusable at point-blank range. If your aim is good, you might be able to take advantage of its high DPS potential against bosses, which are usually large enough for the Sky Fracture to hit somewhat consistently. But it will rarely be your most efficient option for anything else.



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Crafted from Magic Missile, Soul of Light x16, Light Shard x2 at a Hardmode Anvil

Best prefix: Mythical $$

# Dao of Pow: A+

Spoiler: analysis While it is still slightly tricky to use, the Dao of Pow smashes the living daylights out of almost everything you'll encounter up until mid-Hardmode. Its base damage is high enough that most enemies die after getting hit twice from the flail head, and it can be rapidly spammed to deliver higher DPS to enemies in close- to mid-range. It also reliably inflicts the Confused debuff to everything that isn't immune to it; often this won't be of much help since the debuff tends to only affect enemies that couldn't really threaten you anyways, but it does work on things like Pirate Crossbowers, rendering them useless for a while if it doesn't kill them in one shot.



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Crafted from Dark Shard, Light Shard, Soul of Light x7, Soul of Night x7 at a Hardmode Anvil

Best prefix: Godly/Demonic $

# Chik: A

Spoiler: analysis



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Crafted from Wooden Yoyo, Crystal Shard x15, Soul of Light x10 at a Hardmode Anvil

Best prefix: Godly/Demonic $$ Many people were upset when they saw that Chik was nerfed and Amarok was buffed, but in the end, it doesn't make much of a difference. Chik gets the job done in every situation that Amarok performs well in, 0.8 times as fast. Amarok isn't that rare, either, so Chik doesn't even have an advantage in availability. Maybe more people would use Chik if it didn't require an upgraded Anvil. For usage details, see Amarok. **: #####

# Crystal Storm: A+

Spoiler: analysis A magical machine gun that is most useful in cramped corridors, but is also decent against bosses, especially the ones that chase you around. It easily stunlocks regular enemies while dealing around the same DPS as a Megashark, and has just enough range to damage Spazmatism during its flamethrower attack. Its projectiles spread out a bit, but that's not too much of a hindrance for a weapon that attacks so quickly; it is much more likely to hit flying enemies than many weapons with narrow projectiles, like the Laser Rifle.



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Crafted from Spell Tome, Crystal Shard x20, Soul of Light x15 at a Bookshelf

Best prefix: Mythical $$$$

# Golden Shower: A

Spoiler: analysis While it can be used as a primary weapon when first crafted, it retains its usefulness as a quick defense debuffer throughout the entire game, remaining viable even after its own DPS starts to fall off. Sure, you can use a Flask of Ichor or Ichor Arrows/Bullets, but the Golden Shower applies Ichor without consuming any resources. Its ability to inflict Ichor isn't the Golden Shower's only good quality; it pierces completely through and stunlocks any crowd you might realistically face, and despite not being able to inflict Ichor against the boss, it is an above-average weapon against the Destroyer (moreso if you have a Shark Tooth Necklace). After crafting this, you can probably retire your Laser Rifle.



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Crafted from Spell Tome, Ichor x20, Soul of Night x15 at a Bookshelf

Best prefix: Mythical $$$$

# Cursed Flames: A+

Spoiler: analysis A superbly spammable weapon that completely dominates invasion events. You ideally want the fireballs to bounce as low as possible, so its damage will be concentrated on grounded crowds. However, it's sometimes a good idea to let the projectiles bounce a bit higher so they can catch flying enemies in the crossfire. This weapon deals more single-target DPS than the Golden Shower, even taking the latter's Ichor debuff into account. It also has more reach than the Flower of Frost. So bossing is a possibility for Cursed Flames, though it probably isn't your most efficient option.



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Crafted from Spell Tome, Cursed Flame x20, Soul of Night x15 at a Bookshelf

Best prefix: Mythical $$$$

# Meteor Staff: C+

Spoiler: analysis The Meteor Staff is somewhat usable for both bossing and fighting invasions, but it has some obvious flaws that will likely prevent it from being your first pick. First of all, it is completely useless underground. Second, it burns mana at an incredible rate; even when buffed with Mana Regeneration, you will often have to drink mana potions when using this thing. And most importantly, its accuracy is extremely poor. Summoning projectiles to rain down from the sky sounds cool in concept, but then you realize that most enemies tend to move around horizontally rather than vertically, and are also taller than they are wide. In short, the Meteor Staff is incredibly difficult to use, and doesn't offer overwhelming power to compensate. At least it can be used for bunker cheesing, though.



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Crafted from Meteorite Bar x20, Pixie Dust x10, Soul of Light x10 at a Hardmode Anvil

Best prefix: Mythical $

# Spirit Flame: S

Spoiler: analysis Though it is somewhat difficult to obtain, the Spirit Flame is possibly the best magic weapon to use against the flying bosses like the Twins, Skeletron Prime, and Queen Slime thanks to its homing abilities and high damage value relative to its modest mana consumption. It even has a little bit of splash damage against tightly-bunched enemies, though it's not large enough to hit more than two Destroyer segments. While it is extremely efficient at eliminating flying enemies, it doesn't do too well underground, so use it on the surface instead for invasions and boss fights.



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Crafted from Desert Spirit Lamp, Forbidden Fragment x2, Soul of Night x12 at a Hardmode Anvil

Best prefix: Mythical ¢

# Spider Staff: S

Spoiler: analysis Summoners jump significantly in viability at the start of Hardmode thanks to this weapon alone. The spiders latch onto enemies and deal consistent damage while completely shutting down their movement, and are even usable against some flying targets like Pixies, Ichor Stickers, and Flying Dutchman cannons. However, some speedy, knockback-immune targets like Spazmatism can shake the spiders off. This weapon performs much better in areas covered with background walls, so if you want to fill your arena with walls in order to grant your spider minions maximum mobility, then sure, I guess you could do that. But even if you're not willing to go the extra mile and build a spider-friendly arena, this is the ultimate anti-ground minion weapon for this stage of the game, and it is insanely good relative to how easy it is to get.



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Crafted from Spider Fang x16 at an Iron/Lead Anvil

Best prefix: Ruthless ¢

# Queen Spider Staff: S-

Spoiler: analysis While it is nothing special when first obtained, the Queen Spider Staff has monstrous potential and scales extraordinarily well into the lategame. In the beginning of hardmode, it is held back by its low base damage and your lack of sentry capacity bonuses; there's no opportunity cost for using it, but don't expect a solitary Queen Spider to accomplish much outside of cheesing the occasional enemy underground. After you beat your first mechanical boss and clear the Old One's Army a few times, you'll unlock new armors and new sentries. However, none of the new sentries are nearly as flexible as the Queen Spider, whose accumulated "missed" shots amass together into a highly-damaging sea of spiders that cover any terrain, both on the surface and underground. In the absence of set bonuses, the Queen Spider arguably remains the best sentry available, losing only to the Ballista + Panic combination. And in the lategame, after you have access to the best gear from the Tavernkeep, this early Hardmode weapon is still relevant, and potentially ties in DPS with an unpanicked Ballista Staff, dealing up to nine hits over a scattered area in the time it takes for the Ballista to fire once.



Of course, your mileage may vary. The Queen Spider's potential is only realized if you use hybrid sentry-based sets. Non-summoner characters will find it mediocre, and Monk/Squire sets will prefer their corresponding sentries to take advantage of their set bonuses. Nevertheless, you might find such hybrid sets surprisingly viable, as some of the best individual armor pieces in the game (Squire's Great Helm, Valhalla Knight's Breastplate, and Spooky Breastplate) provide benefits that can easily outweigh set bonuses.



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Crafted from Spider Fang x24 at an Iron/Lead Anvil

Best prefix: Ruthless $$

# Cool Whip: C

Spoiler: analysis The Cool Whip does not add tag damage, and its secondary effect does not interact with your minions at all. This makes it unique among whips, and not in a good way. Against large crowds of enemies, its total DPS is probably comparable to that of the Firecracker, but it's not as concentrated on a single target, so the Firecracker still outclasses it as a bossing whip, especially because the snowflake is too slow to track bosses properly. The Firecracker also has more lategame utility. So you could probably afford to skip the Cool Whip. It's a very strange whip that doesn't improve your minions' performance whatsoever.



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Crafted from Frost Core, Soul of Light x8, Soul of Night x8 at a Hardmode Anvil

Best prefix: Sluggish/Bulky $$

Obtained through Fishing

# Crystal Serpent: B+

Spoiler: analysis The Crystal Serpent's performance is average against most enemies, but it performs much, much better against bosses. Due to their large size and tendency to charge at you, bosses like Queen Slime and Spazmatism will take massive amounts of damage from each shot as they ram into all the secondary projectiles. This weapon usually has better bossing DPS than the Sky Fracture, and performs well in all situations that guns with Crystal Bullets perform well in. As a bonus, its mana cost is very low, so it can be freely spammed while exploring underground, and it's rather decent underground since its secondary projectiles bounce off of walls.



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0.5% chance to be caught when fishing in the Hallowed Biome in Hardmode

Best prefix: Mythical $$

# Toxikarp: A

Spoiler: analysis Thanks to the existence of the Endless Quiver and Endless Musket Pouch, its ability to conserve ammo is hardly unique, but the Toxikarp has a number of other things going for it. Its large projectile is very effective against flying enemies, and thanks to its fast fire rate, it deals damage quite rapidly while covering a large area over your entire screen. This can be used against the Twins and Skeletron Prime, and should easily perform better than the Shadowflame Knife and Ice Bow. Note that fishing in the Corruption can be rather dangerous since you could be attacked by a World Feeder at any time.



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0.5% chance to be caught when fishing in the Corruption Biome in Hardmode

Best prefix: Unreal $$

# Bladetongue: B-

Spoiler: analysis Like all broadswords, this is a difficult weapon to use, but unlike most broadswords, the Bladetongue is powerful enough to possibly justify the increased danger it puts you in. It is the strongest melee weapon against the Destroyer by far, and it's reasonably good for crowd control despite the unreliability of its bouncing ichor streams. But if you're at low health and you're about to die, the Bladetongue is probably not going to save you.



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0.5% chance to be caught when fishing in the Crimson Biome in Hardmode

Best prefix: Legendary $$

# Obsidian Swordfish: C+

Spoiler: analysis It's much better than the Breaker Blade, at least. It is very competent at dealing damage, but generally unsafe to use; even compared to other spears, its range is extremely short, which makes it difficult to attack enemies without getting hit in return. Against anything immune to knockback, this is not a viable option. At least it can get you through the exploration phase of early Hardmode if you catch it right after defeating the Wall of Flesh, but it won't contribute much to any important battles after that. I would avoid using this in Expert mode.



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14.29% chance to be caught when fishing in lava in Hardmode

Best prefix: Godly/Demonic ¢

# Anchor: D+

Spoiler: analysis The Anchor's DPS is just good enough to chip away at and kill most hardmode enemies, one at a time. At the very least, it is more effective than most pre-HM weapons against a single target, but fails against multiple scattered targets. It is also very inefficient for attacking faraway enemies, though at least you can switch to a different weapon while the Anchor is out, so you could try throwing the Anchor over a crowd of enemies and then hitting them with something else while the Anchor retracts and pierces them. In practice, this is far more effort than it's worth. If I had a Sunfury or Hellwing Bow, I would not bother trying to use this.



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4% chance to drop from Pearlwood Crates

Best prefix: Godly/Demonic ¢

Blood Moon Fishing

# Blood Thorn: C-

Spoiler: analysis Life Drain outclasses this weapon in literally every possible way. In comparison, this weapon consumes twice as much mana, deals slightly less single-target DPS, can't be used safely against airborne targets, doesn't increase your health regeneration, and most importantly, suffers from some weird damage cap mechanic that severely limits its effectiveness against multiple enemies. It can stunlock and slightly penetrate into walls, but Life Drain can do that, too. It's not even easier to obtain than Life Drain, which is just adding salt to the wound. I would expect this to be buffed relatively soon.



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12.5% chance to drop from Hemogoblin Shark

Best prefix: Mythical $$

# Drippler Crippler: S

Spoiler: analysis This flail crushes grounded enemies like nothing else. There are two viable ways to use this weapon: either throw it the full distance to pierce through linear crowds, or click rapidly to fire off as many projectiles as possible, damaging and stunlocking enemies at mid-range. The latter is also your best option for close-ranged DPS. With its massive base damage, it can even be used for bossing, and apart from shredding the Destroyer (obviously), it also deals reasonable damage to Skeletron Prime; I was able to destroy most of the boss's arms without even meaning to. Seriously, this weapon is nuts.



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12.5% chance to drop from Blood Eel

Best prefix: Godly/Demonic $$

# Sanguine Staff: S+

Spoiler: analysis Incredibly reliable minion against any type of enemy, including bosses. It also handles clustered enemies really well. Even if you're not a dedicated summoner, you'll definitely want to use this; just using a Summoning Potion and Bewitching Table will allow this weapon to consistently contribute to your total DPS. More often than not, I observed that the minions were more effective at fighting off enemies than I was, and I wasn't even using summoner equipment! While it can fight competently at long range, its DPS will increase when attacking an enemy that's close by, and reaches its absolute maximum when facetanking. This information might be relevant when you reach wave 15 of the Pumpkin Moon, where you can just fly upwards into the stacked Pumpkings and deal an obscene amount of damage with the bats alone.



This is the strongest minion you can obtain until you have access to the Raven Staff. And even compared to the Raven Staff, the Sanguine Staff will still perform more consistently in many boss fights, including against Duke Fishron. So to anyone who wants to know if a certain summoning weapon is better than the Sanguine Staff: unless that weapon is the Xeno Staff, Stardust Cell, Stardust Dragon, or Terraprisma, the answer is no.



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20% chance to drop from Dreadnautilus

Best prefix: Ruthless $$

Goblin Invasion

# Shadowflame Bow: A

Spoiler: analysis This offers roughly the same performance as a repeater with Jester's Arrows, but it does have a couple of small advantages: while it doesn't pierce an infinite number of enemies, it is slightly stronger, and it's completely free to use thanks to the Endless Quiver. Like Jester's Arrows, Shadowflame Arrows travel in a much straighter line than Unholy Arrows, giving them much better linear crowd control. Overall, a useful weapon, though it doesn't really offer anything new to your arsenal.



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16.7% chance to drop from Goblin Summoners (33.3% chance in Expert mode)

Best prefix: Unreal $

# Shadowflame Knife: A-

Spoiler: analysis A highly spammable single-target weapon that deals enough DPS to challenge bosses with, and will probably be among your safest options as a melee user. During invasions, it can create some chaos as knives bounce from one enemy to the next, but the bouncing effect is not reliable enough to be worth paying attention to. Except against the Destroyer, who is too large to avoid the knives and will consistently get hit by all three bounces. Against the Destroyer, it might not deal as much DPS as something like the Bladetongue, but it is much safer to use.



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16.7% chance to drop from Goblin Summoners (33.3% chance in Expert mode)

Best prefix: Godly/Demonic $

# Shadowflame Hex Doll: B+

Spoiler: analysis This strange magic weapon is often impractical due to its poor range, but it's among the best crowd-control weapons for early Hardmode thanks to its ability to cover a wide, cone-shaped area rather than a narrow line. Like all weapons specialized for crowd control, it rips through the Destroyer, and it's also good at striking down scattered Probes. It becomes somewhat unreliable past the distance where the tentacles start to curve, so it's best to use it at close range; for this reason, the Shadowflame Hex Doll isn't well suited for Expert mode.



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16.7% chance to drop from Goblin Summoners (33.3% chance in Expert mode)

Best prefix: Mythical $

Pirate Invasion

# Cutlass: D+

Spoiler: analysis It has better stats than ore swords, and can be obtained rather easily without requiring you to waste any crafting materials. Sadly, that's the best that can be said about the Cutlass; it kills weak enemies just fine, but isn't really usable beyond that. Anyone who has gotten past the Eye of Cthulhu should already know that broadswords aren't good for dealing with actual threats. Think of this as a sort of participation award from the Pirate Invasion.



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0.5% chance to be dropped by Pirates / 2% from Pirate Captains / 10% from Flying Dutchman

Best prefix: Legendary $

# Pirate Staff: B+

Spoiler: analysis In contrast to the Spider Staff, this minion is specialized entirely towards grounded crowd control. The Firecracker is highly recommended for use alongside the Pirate Staff; because Pirates have the highest base damage of any pre-Plantera minion, they will deal maximum explosion damage, and the Firecracker helps the Pirates concentrate on the grounded enemies that they do well against. This doesn't outclass the Spider Staff since spiders are much better for stunlocking single enemies, but it does have better DPS potential and crowd control, making it a superior option against the Destroyer (who is the only boss that this works well against).



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0.05% chance to drop from Pirates / 0.2% from Pirate Captains / 1% from Flying Dutchman

Best prefix: Ruthless ¢

# Coin Gun: S

Spoiler: analysis No one ever expects to obtain a Coin Gun, and many people don't have any firsthand experience with it. So the question is often asked: how good is the Coin Gun ACTUALLY? As it turns out, the Coin Gun is very, very good. I'm not just talking about with Platinum Coins, either. With Silver Coins, this weapon is about as strong as a Megashark, and a boss will usually drop coins at least equal in value to the ammo you spent killing it. With Gold Coins, it's stronger than many post-Plantera weapons; for the relatively affordable price of around 2-3 platinum, you can easily blast through a boss that would otherwise give you trouble. Anyone who regularly uses the Goblin Tinkerer should have no excuse not to be using Gold Coins as ammo for a boss fight. As for Platinum Coins... you can't realistically use Platinum Coins with the Coin Gun outside of Journey Mode, so there's no point in discussing it, really. Getting a Coin Gun in the first place is already unrealistic enough. I swear I used at least four stacks of Pirate Maps trying to get this stupid thing to drop.



When using the Coin Gun, you'll want to prepare your coin stacks in advance; it will consume coins from your inventory before it consumes them from your money slots. The more space you can set aside for coins, the better. This weapon is especially appealing on higher difficulty levels due to the increased amount of money you'll earn from killing monsters.



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0.0125% chance to drop from Pirates / 0.05% from Pirate Captains / 0.25% from Flying Dutchman

Best prefix: Agile $$$

Dropped by special Mimics

# Daedalus Stormbow: A+

Spoiler: analysis Uses standard arrows.

While raining arrows from the sky doesn't seem like a reliable way to deal with enemies, the Daedalus Stormbow still has a very good matchup against large, predictable bosses like the Destroyer, Queen Slime, Mourning Wood, and Pumpking. For single targets, use Holy Arrows. For multiple targets, use Holy Arrows. If you don't want to use Holy Arrows, you might want to try a different bow. This weapon provides a specific answer to several important battles during the transition from early to mid-Hardmode, but is inefficient in most other situations (namely those that involve small targets), so it most likely won't be taking up a hotbar slot. But if you need a good bossing weapon, you'll be hard-pressed to find something better than this.



The Stormbow still works excellently against the Destroyer, but Unholy/Jester's Arrows actually outperform Holy Arrows for that fight. Later in the game you'll gain access to Chlorophyte Arrows, which can somewhat fix the Stormbow's accuracy problems.



HOLY ARROW

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25% chance to drop from Hallowed Mimics, which can be summoned by placing a Key of Light in an empty chest

Best prefix: Unreal $$$ While raining arrows from the sky doesn't seem like a reliable way to deal with enemies, the Daedalus Stormbow still has a very good matchup against large, predictable bosses like the Destroyer, Queen Slime, Mourning Wood, and Pumpking. For single targets, use Holy Arrows. For multiple targets, use Holy Arrows. If you don't want to use Holy Arrows, you might want to try a different bow. This weapon provides a specific answer to several important battles during the transition from early to mid-Hardmode, but is inefficient in most other situations (namely those that involve small targets), so it most likely won't be taking up a hotbar slot. But if you need a good bossing weapon, you'll be hard-pressed to find something better than this.The Stormbow still works excellently against the Destroyer, but Unholy/Jester's Arrows actually outperform Holy Arrows for that fight. Later in the game you'll gain access to Chlorophyte Arrows, which can somewhat fix the Stormbow's accuracy problems.HOLY ARROW: ###

# Flying Knife: B-

Spoiler: analysis As far as melee weapons go, the Flying Knife is unique in that it is almost completely worthless for close-ranged combat. It can deal large amounts of damage to crowds of enemies, but does nothing to prevent them from swarming you. Trying to aim this weapon is such a mental struggle that it can easily distract you from dodging attacks, and its tendency to smack enemies towards you rather than away from you doesn't help, either. So for direct combat, this weapon is usually not recommended. But for picking off groups of enemies that are trapped and can't reach you, the Flying Knife is a great weapon with several advantages over yoyos, namely its fullscreen range and lack of a time limit. It also rips the Destroyer apart, though the ensuing swarm of Probes is a problem that it was not designed to handle.



There are a couple of other tricks you can pull off with this weapon. At worst, it can be used like a poor man's Dao of Pow by simply throwing it in a straight line and letting it return to you, piercing all enemies along the way. You can also drag the cursor down where the Flying Knife can't reach, causing it to press itself against the ground and deal far more consistent damage to grounded enemies on top of it. This weapon isn't for everyone, but it can be quite good in the hands of someone who has enough patience to figure out how to use it (and is using a mouse rather than a trackpad).



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25% chance to drop from Hallowed Mimics, which can be summoned by placing a Key of Light in an empty chest

Best prefix: Demonic/Godly $$$

# Crystal Vile Shard: C+

Spoiler: analysis It will never be your best option for DPS, and obviously does extremely poorly against bosses (other than the Destroyer, against which it is only slightly below average). However, it is pretty good against random enemies underground, safely picking them off from behind barriers. It is a lot like a poor man's magical version of the Flamethrower. No one would ever call it a great weapon, but it's far from unusable; even on the surface, it can reliably stunlock groups of enemies, though there are many other magic weapons with better range that can do the same thing. If you're strong enough to defeat a Hallowed Mimic, you probably don't need this.



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25% chance to drop from Hallowed Mimics, which can be summoned by placing a Key of Light in an empty chest

Best prefix: Mythical $$$

# Dart Pistol: S+

Spoiler: analysis There isn't a single situation that the Dart Pistol doesn't perform well in. With Crystal Darts, it is a potent weapon for scattered crowd control that can heavily damage multiple enemies without much effort, even when used underground. Each dart doesn't deal exceptional damage per hit, but this is easily made up for by their ability to hit the same enemy multiple times. With Ichor Darts, it is an overwhelmingly powerful bossing weapon that pierces infinitely within close range and splits into a fan of projectiles at mid-range, dealing massive amounts of damage to large targets like the Twins, Mourning Wood, and Plantera. Also, you can use Ichor Darts to tag enemies with the Ichor debuff and switch to another weapon with better DPS... is what I would say, were it not for the fact that a ranged weapon with better DPS than the Dart Pistol does not exist. Nearly every other weapon in this section looks like a child's toy compared to this thing. Honestly, you could use this all the way up until the Lunar Events if you wanted to.



CRYSTAL DART

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1 Crystal Shard yields 100 Crystal Darts (crafted by hand)



ICHOR DART

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1 Ichor yields 100 Ichor Darts (crafted by hand)



20% chance to drop from Crimson Mimics, which can be summoned by placing a Key of Night in an empty chest on a Crimson world

Best prefix: Unreal $$$

# Fetid Baghnakhs: B

Spoiler: analysis This is the most powerful broadsword for this stage of the game, but not necessarily the most viable. Its range is so short that it's difficult to avoid taking contact damage when using it, so I would recommend using it as a "get off me" option in situations where you're already taking contact damage anyways. It should clear out these situations quickly with its incredibly high DPS, limiting the amount of damage you'll take. While approaching enemies with this weapon is not a good idea, it works great against enemies that approach you. It has a good matchup against enemies that are highly knockback-resistant but not immune (such as Black Recluses, Mimics, and Herplings).



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20% chance to drop from Crimson Mimics, which can be summoned by placing a Key of Night in an empty chest on a Crimson world

Best prefix: Legendary $$$

# Life Drain: A+

Spoiler: analysis Due to its ability to instantly disrupt large groups of enemies with perfect accuracy, this is one of the best magic weapons for getting nasty situations under control, especially those that involve projectile-based enemies. Unlike many weapons whose performance tends to fall apart as swarms of enemies start to accumulate, the Life Drain thrives under the same conditions, completely shutting down both grounded and airborne enemies within a massive radius. Of course, the opposite is also true: against a single target, its performance is unimpressive, and it may not be able to sustain itself off the Celestial Magnet alone. So it usually doesn't do well against bosses—except the Destroyer, against which it is arguably the best magic weapon you could possibly use. The Life Drain is also excellent underground since it can penetrate into walls a bit, and instantly deletes most worm enemies from existence. As a small bonus, it increases your passive health regeneration while in use, though it won't save you from the brink of death like Vampire Knives can.



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20% chance to drop from Crimson Mimics, which can be summoned by placing a Key of Night in an empty chest on a Crimson world

Best prefix: Mythical $$$

# Dart Rifle: S+

Spoiler: analysis Apart from being slower and less reliable for stunlocking enemies, this weapon is just as nutty as the Dart Pistol and actually outperforms it in a handful of situations, namely against the Destroyer and the Old One's Army. With Crystal Darts, it shreds groups of scattered enemies just as effectively as the Dart Pistol does. With Cursed Darts, it melts the Destroyer (even offscreen), incinerates the Old One's Army, and still deals more damage to bosses than any other ranged weapon you'd likely have at that point. You could use Cursed Darts like you would use the North Pole and shoot them straight upwards to create a literal rain of fire, but it's usually better to just aim at enemies directly, which guarantees that they'll be hit at least twice. No matter how you choose to use them, Cursed Darts will end up carpeting the entire area in flames and burning grounded enemies to bits.



If you ask me whether I think the Dart Rifle or the Dart Pistol is better, my answer is that I don't care. Both of them are way too powerful.



CRYSTAL DART

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1 Crystal Shard yields 100 Crystal Darts (crafted by hand)



CURSED DART

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1 Cursed Flame yields 100 Cursed Darts (crafted by hand)



20% chance to drop from Corrupt Mimics, which can be summoned by placing a Key of Night in an empty chest on a Corruption world

Best prefix: Unreal $$$

# Chain Guillotines: B-

Spoiler: analysis A very straightforward weapon that doesn't really excel in any particular area, but is more viable than most swords thanks to its decent range. Realistically, it will only deal damage to a single target at once, though it can hit multiple enemies if they're overlapping each other. At least it's above average compared to most early Hardmode melee weapons. But outside of a melee-only challenge run, I wouldn't bother using this.



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20% chance to drop from Corrupt Mimics, which can be summoned by placing a Key of Night in an empty chest on a Corruption world

Best prefix: Godly/Demonic $$$

# Clinger Staff: A+

Spoiler: analysis Like the Nimbus Rod, the Clinger Staff is a fire-and-forget weapon that passively damages enemies (and wrecks the Destroyer) without requiring any attention on your part. Unlike the Nimbus Rod, it creates an absolute barrier against any enemy susceptible to knockback, allowing you to completely ignore the majority of enemies from one side and focus on those that are more troublesome, like Pirate Captains and Dr. Man Flies. It also single-handedly filters out all the goblins in the Old One's Army while heavily damaging everything that is resistant to knockback. It usually won't deal high DPS to any single enemy, but that's not what this weapon was meant for. It spreads moderate chip damage across multiple enemies while bunching them together, making them easy prey for minions and area-of-effect weapons. And even if its ability to knock things away isn't valuable to you, free damage is still free damage.



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20% chance to drop from Corrupt Mimics, which can be summoned by placing a Key of Night in an empty chest on a Corruption world

Best prefix: Mythical $$$

This guide covers the overall viability and usage details of every weapon that becomes available after the Wall of Flesh is killed for the first time.Each weapon has different aspects that contribute to viability. I will be using the following criteria:As for rankings:I've also included the best prefixes*, along with a rough indicator of reforge cost. (I've used parentheses to mark weapons that are used as crafting ingredients and as such are not worth reforging, but I'm not counting Zenith since that isn't part of normal progression.)Of course, these will be rated relative to other options you have in your current stage of progression, and their matchup against upcoming events were also considered. Naturally these are based on my personal opinion and experiences, but if you feel like any of these placements are unfair, please reply and I will likely revise them.