User:Mysterpumpkin/Sandbox

=King Slime=

King Slime is a pre-Hardmode boss. He is intended to be one of the first bosses fought by the player and is considered to be the weakest of all of the bosses. Fighting him is completely optional and not required for game progression, but his defeat may reward the player with money and useful items.

While in Revengeance and Death Mode, King Slime gains several changes to his AI such as an additional boost to his mobility and a boss servant which attacks the player from a distance

Spawn
King Slime can be spawned by fulfilling any of these conditions:
 * Naturally on Grass at the far left or far right of the map;
 * Naturally by defeating 150 slimes during a Slime Rain;
 * Using a Slime Crown.

Behavior
King Slime behaves similarly to a slime, performing a high leap every 4 jumps. All jumps are boosted relative to the vertical distance between the slime and the player, increasing his jump speed and height by 3.2% every block and capping at a 100% bonus. The delay between jumps will reduce when his health drops below 80%, 60%, 40%, 20%, and 10%.

Additionally, King Slime will occasionally teleport regardless of condition and at a faster rate. He will teleport more often if the player is hidden behind solid tiles, or is at least 20 blocks above him. He will also teleport closer to the player, gaining the ability to teleport mid-air if the player is high above the ground.

When 5% of his health is lost, the next hit from the player will spawn 2-3 slimes from King Slime. The following slimes can drop from the boss: Spiked Slimes are twice as likely to be dropped. During the rain, Umbrella Slimes have a 10% chance to replace either of the above slimes, which have a 20% chance to be replaced with a Rainbow Slime while in Hardmode. Pinky can also replace the other slimes with a 0.4% chance.
 * Blue Slime
 * Green Slime
 * Ice Slime
 * Red Slime
 * Spiked Slime
 * Yellow Slime

When King Slime drops to 75% of his health, he jumps farther and Spiked Slimes are four times as likely to be dropped.

When King Slime drops to 50% of his health, he summons a Crown Jewel. The jewel hovers above the player and pursues them, firing ruby bolts every  seconds until the end of the fight. While the jewel is alive, King Slime himself will jump farther towards the player. The chance of Spiked Slimes dropping also doubles.

In Death Mode

 * Crown Jewel shoots a spread of three bolts, and fires 20% faster.
 * King Slime is three times as large.
 * King Slime jumps farther and falls faster.
 * All Blue, Green, Ice, Red, and Yellow Slimes are replaced with Spiked Slimes.

During the Boss Rush

 * King Slime has no delay between jumps.
 * King Slime jumps and falls twice as fast.
 * Allows Umbrella Slimes and Rainbow Slimes to be spawn regardless of weather.
 * Crown Jewel moves 4 times as fast, fires at double speed, and projectile speed is doubled.

Aftermath

 * The Dryad will begin selling Slime Crowns.

General

 * Crown Jewel can't lead the target making dodging its shots effortless when running along a flat or semi-flat surface.
 * If platforms are used it's possible to force King Slime to jump down from them by jumping down and instantly hooking/jumping back on the platform.
 * While the Crown Jewel is present, the player can safely turn around shortly after it has fire a ruby bolt.
 * Splash damage and piercing weapons will damage King Slime and also any Slime in range.

Arena

 * A long platform made out of blocks can make the fight with King Slime trivial as it will remove the need of dodging Crown Jewel's attacks and dealing with Slimes that will spawn, leaving only the concern of King Slime despawning if the player gets too far.

Weapons & Equipment

 * Enchanted Sword, Starfury, and Seashell Boomerang allows melee players to attack King Slime from a safe distance whlist constantly dealing damage.
 * Both Seabow and Minishark are viable and easy-to-use ranged options for the fight.
 * The Diamond Staff and Coral Spout are great piercing magic weapons for both the King Slime and its spawns.
 * The Vilethorn may be considered as a short-ranged magic alternative with equally as strong output.
 * The Frost Blossom Staff and Wulfrum Controller are optimal minions for damage.
 * Keep in mind to target the King Slime itself as the minions may opt to target servants otherwise.
 * Urchin Stingers and Crystalline can deal massive damage to King Slime, albeit in slightly closer range.
 * The player may choose the Gilded Dagger or Gleaming Dagger for longer-ranged alternatives.
 * Accessories that increase horizontal mobility such as the Hermes Boots will help trivialize a great part of the fight.

=Skeletron=

Skeletron is a pre-Hardmode boss that is usually fought after the The Perforators / The Hive Mind. Defeating it is required to gain unrestricted access to the Dungeon.

Spawn
Skeletron does not spawn on it's own. It is summoned by speaking to the Old Man at the Dungeon's entrance and selecting the "Curse" option at night.

In Revengeance Mode

 * Head HP increased to 6,600. Hand HP reduced to 1,404.
 * Hands are more agressive.
 * Head gains 250 defense per hand alive and homing weapons ignores the head as long as the hands are alive.
 * Homing skulls inflict Weak.
 * Head slowly becomes faster while spinning.
 * Head deals 25% more contact damage.
 * Head gains the ability to teleport after both hands are killed. Teleportation destination is telegraphed via a purple shadowflame circle. Shoots 3 bolts in a cone pattern from the teleportation location.
 * Attack frequency increases as health decreases.
 * Both hands respawns once head HP falls at 33%. Head spins and teleports less frequently while hands are alive, resuming to normal speed once killed.

In Death Mode

 * Head HP reduced to 4400 HP.
 * Begins the fight and respawns with 4 hands instead of 2.
 * Acceleration increases as health decreases.
 * Hand attacks have much more velocity and quicker acceleration.
 * Fires faster Cursed Skulls at a faster rate.
 * After teleporting, shoots a Chaos Ball alongside the spread of bolts.

Aftermath

 * The Merchant will begin selling Journeyman Bait.
 * Blood Zombies and Crimulan Blight Slimes will begin dropping Carnage.
 * The Bandit NPC becomes available.

General

 * Homing Skulls, despite their name, have poor homing abilities. They can be easily avoided by circling Skeletron, which will cause the skulls to curve to reach the player and miss.
 * Despite being immune to many damaging debuffs, Skeletron is not immune to Frostburn, which can grant a decent DPS boost if applied regularly.
 * If "stunlocked" by the head, grappling a nearby platform will forcibly pull the player out, which can be a lifesaver.
 * Avoid standing near the shadowflame circle as much as possible, as Skeletron fires bolts as soon as it teleports out, making the bolts much harder to dodge.
 * Watch for the hands movements. They almost always take distance before trying to hit the player, as if Skeletron was building momentum.

Arena

 * A good arena for Skeletron is an arena that will allow the player to circle the boss at ease. 2-3 layers of platforms above ground with a length of ~150 blocks is usually recommended. Campfires and Sunflowers are also handy and easy to come by to give passive boosts to the player.
 * The platforms should be separated by a 15-20 blocks gap to avoid obstructing the player's vertical movement when going down.

Weapons & Equipment

 * Using the Slimy Saddle will grant a ridiculous jump speed and height boost, allowing for a quick burst of vertical movement.
 * Care must be taken to avoid fall damage however, as the mount used in conjunction with jumping accessories can bring the player to extreme heights.
 * While they deal very low damage, Spiky Balls can quickly rack up as each ball can hit Skeletron up to 6 times. Trapping an arena with spiky balls can make Skeletron take high damage simply by moving.
 * Dashing is instrumental to avoid damage. If playing Expert mode, Shield of Cthulhu is the ideal accessory. If playing Revengeance or Death Mode, Counter Scarf can be seen as an upgrade, depending of the player's playstyle.
 * Bundle of Balloons is by far the best mobility accessory available to the player at this stage of the game, although its crafting components are also viable for getting height.
 * Spectre Boots and its upgrades are required to keep distance from Skeletron when it's spinning
 * It is recommended to defeat the Perforators / Hive Mind before tackling on Skeletron as some of the best gear against it are locked behind their defeat.
 * Air Spinner is a powerful melee weapon, being a fast yoyo shooting projectiles at nearby targets and providing some distance for the player.
 * If the player has defeated Queen Bee prior to Skeletron, The Bee's Knees has the potential of decimating Skeletron, given its deadly bee projectiles. Galeforce also works as a fast bow with a generous spread of feathers.
 * Demon Scythe, while requiring careful positioning, can achieve extreme DPS and wipe out the hands with its infinite penetration and multi-hit properties. Tradewinds is also an efficient magic weapon if aiming proves difficult, as it fires a very fast, accurate line of feathers.
 * Imp Staff and Dank Staff / Blood Clot Staff are decent all-around summoning options.
 * Summoners can also increase their DPS by using the Rods sold by the Tavernkeep, as sentries are not subject to the same limit as summons and can be re-summoned repeatedly for quick damage.
 * Turbulance is a powerful Rogue weapon, as it's very high projectile velocity makes sniping the hands easy.
 * Mycoroot is also a lower-tier option with very high DPS, but boasting a tiny range, which makes it dangerous to use.

=Wall of Flesh=

The Wall of Flesh is the final and strongest pre-Hardmode boss, spawnable only in The Underworld. Once it is defeated, the world permanently converts to Hardmode, which brings new content and challenges.

While in Revengeance and Death Mode, Wall of Flesh becomes much faster and more dangerous as its health depletes, its regular Lasers are replaced with stronger Death Lasers and Hungries and Leeches are more resilient.

Spawn
The Wall of Flesh is summoned immediately when a Guide Voodoo Doll is destroyed by being dropped into lava in the Underworld while the Guide is alive, killing the Guide.

Behavior
The main change in Wall of Flesh's behavior in Revengeance and Death Mode is a 3 shot cap for its laser burst. It's faster at the beginning of the fight and has a higher max speed. When its HP drops below 50% it starts shooting stronger red Death Lasers. If the player gets too far away it will dash until it catches up however it cannot shoot laser during the dash.

In Death Mode

 * Shoots Death Lasers from the start of the fight
 * Base speed is 75% faster

Aftermath

 * An Astral Meteor crashed into the world, creating the Astral Infection biome.
 * Enemies in the Sunken Sea are buffed and drop new gear.
 * The Hive Mind will begin dropping Cursed Flames and The Perforators will begin dropping Ichor.
 * Many pre-existing enemies will begin dropping new materials such as Essence of Chaos and Essence of Sunlight.
 * The Defiled Flame Dye becomes available for sale from the Dye Trader.
 * The Skeleton Merchant will begin selling the Marrow.
 * The Witch Doctor will begin selling the Abyss and Astral Water Fountain.
 * The Clothier will begin selling Golden Keys.
 * The Bandit will begin selling the Slick Cane.
 * The Drunk Princess NPC becomes available.
 * Sword Spirits from the Gladiator's Locket now deal 50 damage.

General

 * Try to keep the boss at a far enough distance to allow time to react to its laser attack, while not being far enough to trigger its dash attack.
 * However, if both the boss and the player are close to death, moving far enough away from the boss and causing it to dash will prevent it from firing its death lasers until it catches up, allowing you to avoid getting fatally hit in the last few moments of the fight.

Arena

 * A few layers of platforms spanning a large part of The Underworld is useful and avoids getting stuck on the difficult to navigate terrain. The player should ensure there is space above the platforms to allow for more room to dodge the bosses attacks.
 * Since the Wall of Flesh doesn't despawn when all players are dead it's possible to set up a spawn point in further parts of The Underworld to get another chance after death. However, this will not work if the Wall of Flesh has already passed the spawn point because The Tongue will kill the player while it brings them back in front of Wall of Flesh.

Weapons & Equipment

 * The Ball O' Fugu Is a fantastic option for melee users due to it's ability to expel spikes from it's ball after being thrown.
 * The God's Gambit can be a spectacularly devastating option due to the yo yo spitting water streams at nearby enemies, although this may require you to get closer to the wall of flesh.
 * The Gelitic Blade is a good option for taking care of The Hungry that get too close, plus the blade's beam doesn't despawn as quickly as the Ball o' Fugu's spikes, making it better at long ranges, although the wall of flesh's movement speed will significantly increase if you are farther away from it.
 * The Overloaded Blaster is the preferred option for rangers, allowing you to do consistent damage without having to be in range of the wall of flesh.
 * The Gunk Shot is also a great choice due to it's high damage output which becomes more consistent as you get closer due to it's bullet spread, making this more near the end of the fight, where the wall's speed increases dramatically.
 * The Dragoon Drizzlefish can also work very well, inflicting the Brimstone Flames debuff and being one of the most consistent weapons to clear out the hungry while still doing good damage to the boss itself.
 * The Black Anurian is an all-around good option for mages, providing a consistent dps while being easy to use. Getting closer with the Black Anurian will cause it to do more damage, since the bubbles will now be hitting, but the homing plankton is enough to defeat the wall of flesh.
 * The Abyssal Tome is a great alternative to the Black Anurian, with timed detonation mines causing higher skilled play. Using this at the right distance can cause this to deal more dps than almost any other option available in pre-hardmode.
 * The Eldritch Tome can deal incredible damage at close range as well as conserving mana, but is dangerous to use because of it's short range.
 * The Abyss Shocker is spectacular at getting rid of the hungry, but is unreliable and weak against the wall itself.
 * The Herring Staff is a great all around weapon for summoners, being great at clearing out the hungry and decimating the wall of flesh.
 * The Corroslime and Crimslime Staffs are great weapons for dealing consistent damage to the wall itself, but struggle to take out the hungry.
 * The Staff of Necrosteocytes is a great alternative to the Corroslime and Crimslime staffs.
 * The Kylie is one of rogue's best weapons against the wall of flesh, having a high base damage while having great range.
 * The Lionfish is also a great weapon, boasting a high damage while also sticking to enemies, injecting the Venom debuff.
 * Gel Darts will peirce through enemies, making them the desired choice for clearing out the hungry.
 * Sky Stabbers can be good to lay down midfight to get some extra dps in, but shouldn't be used as a main weapon.
 * The Marked Magnum can be utilized by all classes, allowing them to maximize their dps by marking the wall of flesh.
 * Statigel Armor is the best choice for this fight, having high damage bonuses with high defense.
 * Skyline Wings are a necessity during this fight, allowing you to dodge the wall's eye lasers and giving you extra mobility in general.
 * If using the Defiled Rune, players should use the Bundle of Balloons.
 * Lightning Boots or Frostspark Boots are needed to outrun the wall in this fight.
 * The Counter Scarf or Shield of Cthulhu are useful accessories allowing you to dash, or if using the Counter Scarf, dodge the eye's lasers.
 * The Aero Stone is a great accessory for improving mobility durring the fight.
 * The Frog Leg can be used to increase jump height, especially useful when using the defiled rune.
 * The Worm Scarf can be used to reduce damage taken durring the fight, melee users may opt for the Bloody Worm Tooth
 * If using The God's Gambit, you may want to use a String to increase the range of your yo yo.
 * Ranged players may want to use the Rusty Medallion, causing acid droplets to sometimes rain from the sky when using ranged weapons, although if the ceiling is too low, this may have no effect.
 * Mages may want to use the Celestial Cuffs and/or the Mana Flower to restore Mana during the fight.
 * Mages may also want to use the Mana Polarizer to maximize damage output.
 * Summoners should use the Jelly-Charged Battery to increase their minion count.
 * Rogue users could use the Raider's Talisman to increase their base damage, but make sure to get it's damage up to full before the fight starts.

=The Twins=

The Twins are a Hardmode mechanical boss which is essentially a more difficult version of the Eye of Cthulhu.

While in Revengeance and Death Mode, The Twins get a third phase in which their attack patterns become more complex.

Spawn
The Twins can be summoned manually using a Mechanical Eye at night (7:30 PM to 4:30 AM) in any biome. They also have a 10% chance to spawn randomly at dusk once a Demon or Crimson Altar has been destroyed, as long as The Twins have not yet been defeated at least once in the current world, with their arrival announced by the status message: "This is going to be a terrible night...".

Phase 1

 * Spazmatism will alternate between very short dashes towards the player and shooting cursed flame shots
 * Retinizer will alternate between slow bursts of three purple lasers and longer dashes towards the player

Phase 2
The twins will enter phase two upon reaching 70% health. If one twin is in phase one while the other is in phase two, the twin in pahse two will take next to no damage. If gravity is reversed, both twins immediately transform into their second phases. While gravity is reversed, Retinazer's lasers fire faster and more frequently.


 * Spazmatism will alternate between chasing the player while breathing shadowflames and performing a series of 5 longer dashes towards the player
 * Retinizer will continuously shoot red lasers at the player with the pattern of slowly firing 3 shots followed by a quick burst of 8 shots

Phase 3
The twins will enter phase 3 at 25% or if one twin is defeated.


 * In addition to shooting lasers, Retinizer will perform very long dashes during which he will shoot red homing missiles. If Spazmatism is defeated, Retinizer will begin shooting lasers much more quickly
 * Spazmatism will begin shooting homing shadowflame shots in addition to his phase two attacks. His dash becomes longer and faster and he will move faster while breathing shadowflames. If Retinizer is defeated first, spazmatism will stop breathing spiritflames and instead perform longer charges

In Death Mode

 * As their health gets lower, the speed and acceleration of the twins increases and their attack delay is reduced.

Aftermath

 * The Steampunker will begin selling the Mechanical Eye.

General

 * Be sure to damage the twins at a somewhat equal rate prior to phase two, if one twin is in phase 2 while the other is still in phase 1, the twin still in phase 1 will take next to no damage.
 * Try not to move both twins into phase three as they will become much more difficult to dodge.
 * While it is easier to leave Retinizer alone towards the end of the fight, it is very difficult to do so due to his lower health. More often than not, you will end up with both twins in phase 3.
 * Be aware of Retinizer's firing patterns in phase two, he will shoot 3 lasers at a low firing rate followed by a fast burst. Time your movement so you have enough wing time to avoid the burst by flying diagonally up and away from the twins to keep yourself safe from Spazmatism.

Weapons & Equipment

 * The Yin-Yo combined with the Yoyo Bag is a powerful option for melee users, alowing consistantly high damage at a distance.
 * The Flying Knife can also work as an alternative, albeit trading damage and accuracy for longer range.
 * The Axe of Purity's purify function works well as a weapon, being a great choice for melee users, as the purification powder it shoots can hit both twins.
 * The Earthen Pike's projectiles, while hard to hit, can do massive damage to the twins and completely remove defense on Retinazer, and completely remove defense on Spazmatism if combined with an ichor flask.
 * The Clam Crusher is a solid choice against the twins, being able to hit at a distance, and doing more damage the closer you are due to how long it takes for the flail to reach an enemy and come back.
 * The Darkecho Greatbow with ichor arrows is a great choice as the crystal dart it shoots will hit both twins, and it has a high dps.
 * The Arbalest is an amazing weapon at taking down twins and having good accuracy for a weapon that fires a spread of arrows, although since this is a rare item, it may be hard to find.
 * The Mineral Mortar is a splendid weapon at taking out the twins, with sand sharks being released to home in on enemies after connecting with something. Do take note of it's slow projectile velocity however.
 * The Slag Magnum inflicts Armor Crunch and splits into fossil shards on hit, making it an all around good choice.
 * The Titanium Railgun has a slow firing speed, but has great damage and shoots a laser instead of a projectile, causing a hitscan-like weapon.
 * The Polaris Parrotfish's ability to get stronger damage and homing capabilities the longer you are able to hit the enemy and not get hit are characteristics that makes this weapon best for high skilled players who are confident in their dodging abilities.
 * The Relic of Ruin is a wonderful choice due to its many homing projectiles.
 * Sky Fracture is a great pick too due to it being easier to aim with and a generally easy recipe.
 * The Black Hawk Remote is a great summon all around.
 * The Shellfish Staff is another great choice.
 * Prismalline is a great option that can easily hit the twins with its many projectiles.
 * Burning Strife is another viable option that is quite easy to get.

=The Destroyer=

The Destroyer is a Hardmode mechanical boss which is essentially a more difficult version of the Eater of Worlds

While in Revengeance and Death Mode, The Destroyer

Spawn
The Destroyer can be summoned manually using a Mechanical Worm at night (7:30 PM to 4:30 AM) in any biome. It can also spawn naturally upon dusk with a chance of 10% once a Demon or Crimson Altar has been smashed, as long as it has not yet been defeated in the current world. If spawning this way, its arrival is announced by the status message: "You feel vibrations from deep below..."

On death mode the destroy has a chance to spawn at night with the message "Something is approaching..."

Movement
The destroyer's initally exhibits movement like a typical worm enemy (such as the dune splicer), burrowing through the ground and attempting to ram the player. This means that the destroyer can only charge at the player from the ground and thus, has a max height he can reach in earlier phases, however, due to its extremely fast speed, this height is very large.

It's aggression and defense will increase as its health gets lower. Upon reaching 50% health, its movements will resemble that of a wyvern rather than a grounded worm enemy, allowing it move in the air instead of forcing it to accelerate through blocks. When below 25% health, the destroyer gains the ability to dive bomb the player by rapidly changing direction in the air.

Lasers
The destroyer will occasionally fire lasers towards the player from each of its segments. Initially, only red lasers will be fired that only deal damage. at 85% health it will begin to fire green lasers which inflict Cursed Inferno for 2 seconds and at 70% health it will begin to fire blue lasers that inflict Electrified for 1 second. It will fire lasers less frequently as its health decreases.

Probes
As it is damaged, the destroyer's segments will spawn probes which follows the player while shooting lasers and dealing contact damage. The probes will despawn if the player moves too far away.

In Death Mode
The destroyer has more segments and gains speed and acceleration as its health decreases. All types of lasers are fired from the beginning. Probes fire scrap metal instead of lasers.

Aftermath

 * The Steampunker will begin selling the Mechanical Worm.

General
The fight is generally the same until the Destroyer is past 50% HP, which is where the player should be aware, the player should remember that the Destroyer is more aggresive in this part of the fight, and should note when he starts flying and when he doesn't, by the color shift of his proble-less segments.

Arena
The player should make an arena long in size to help avoid the Destroyers many lazers, and to help with avoiding his charges the lower his HP gets.

Weapons & Equipment

 * Yin-Yo is a great choice when paired with the Yoyo Bag.
 * Although not great in vanilla, Calamity makes the Pearlwood Bow a great choice due to the rainbows it adds, which are great at dealing with the Destroyer's many segments.
 * Do note, each time the bow is shot, the rainbows get replaced, so players might want to use this weapon sparingly or as a support weapon.
 * The Proporse Pistol is another great choice due to its piercing rounds.
 * Both the Demonic Pitchfork and the Frigidflash Bolt are great due to their slight pierce and high damage.
 * The Eye of Magnus is an excellent choice due to its homing beams that can heal the player and restore mana.
 * Although its is great, the player should note that getting this weapon might be hard due to its rare drop chance from Rune Wizards.
 * The Ancient Ice Chunk is a great option because it can hit multiple segments in one clasp.
 * The Gacruxian Mollusk is great with its many sparks it leaves in its path that can slightly home into the Destroyer.
 * The Blast Barrel is an excellent choice that can make quick work of the Destroyer if you can make them explode and leave shrapnel on the ground.

=Skeletron Prime=

Skeletron Prime is a Hardmode mechanical boss which is essentially a more difficult version of Skeletron.

While in Revengeance and Death Mode, Skeletron Prime

Spawn
Skeletron Prime can be manually summoned using a Mechanical Skull at night (7:30 PM to 4:30 AM) in any biome. It can also spawn naturally upon dusk with a chance of 10% once a Demon or Crimson Altar has been smashed, as long as it has not yet been defeated in the current world. If spawning naturally, its arrival is announced by the status message: "The air is getting colder around you..."

Aftermath

 * The Steampunker will begin selling the Mechanical Skull.

General
The player should be aware of the hands, and remember that for each arm destroyed, the rest get faster. Once all arms are destroyed, the player should be aware of Skeletron Prime's spin attack, which can be devestating if you get stuck in. In the cursed skull attack, a good strategy is circling Skeletron prime from afar to avoid his homing skulls.

Arena
Due to skeletrons diverse attacks, it is recommended the player make a decently sized arena with about 20-25~ gaps between each platform, to allow easy movement without getting stuck between each floor. The arena should be big enough to allow circling Skeletron Prime in his later phases, during his cursed skull attack. and to allow an easy way to run away from his deadly spin charge that spews out lazers.

Weapons & Equipment

 * The True Caustic Edge Is a great pick for melee users due to its easy to aim projectile.
 * The Titanium Repeater and Arbalest are great bows for Skeletron Prime with their mediocre speed and great base damage.
 * If paired with Napalm Arrows, you could make quick work of Skeletron Primes arms.
 * The Needler is another viable option which is quite easy to get your hands on.
 * Relic of Ruin is a powerful choice for Skeletron Prime with its homing axe blades.
 * The Eye of Magnus is an excellent weapon that can deal greatly with Skeletron Prime.
 * The player should note that the Eye of Magnus is a Rare Item Varient that drops from Rune Wizards, making it quite difficult to obtain.
 * The Shellfish Staff is great for Skeletron Prime due to its high debuff damage.
 * The Black Hawk Remote is also great due to it locking on to its targets.
 * The Spear of Paleolith is a good option for Skeletron Prime due to its high damage and its inflicted debuff, Armor Crunch.
 * The Prismalline is another great choice due to its many powerful projectiles

=Plantera=

Spawn
Plantera will not spawn on its own, she is summoned by breaking a Plantera's Bulb in the underground jungle, or by using a Portabulb

Aftermath

 * Perennial Ore is generated in the world.
 * Reapers and Psychos willl begin dropping Solar Veils.
 * The Great Sand Shark will begin spawning after killing 10 Sand Sharks.
 * Jungle Crates will begin dropping Chlorophyte and Perennial Bars.
 * Dune Splicers will begin dropping the Terra-cotta.
 * Mantis Shrimp will begin dropping Mantis Claws.
 * Dungeon Crates and Eidolists will begin dropping Ectoplasm.
 * The Bandit will begin selling Glove of Precision, Glove of Recklessness, and Monkey Darts.
 * The Drunk Princess will begin selling Evergreen Gin, Caribbean Rum, and Margarita.
 * The Merchant will begin selling Master Bait.
 * The Witch Doctor will begin selling Portabulbs.
 * Sword Spirits from the Gladiator's Locket now deal 100 damage.

General

 * Unlike the normal/expert Plantera, the circle method is less effective here due to Planetera's lingering spore clouds, and her 3 petal shots in phase 2.

Arena

 * Due to Plantera's enrage, it is highly recommended that the player will construct his arena in the Cavern layer, while in the Jungle biome.
 * The player should strive to make a decently sized arena to allow more room to avoid Plantera's petal shots and spores.

Weapons & Equipment

 * Chlorophyte Armor is a great choice for Melee, Ranger and Mage players
 * Daedalus armor is a balanced pick for all classes.
 * Summoners may utilize Spider armor for bonus damage.
 * Rogue players can also use Titan Heart armor due to its great set bonuses and stats.
 * The player can utilize accesories like the Ambrosial Ampoule to help a bit with the Venom and Poison debuffs.
 * The Pwnagehammer is a powerful option for plantera herself, but it lacks when it comes to going through her tentacles.
 * The Kelvin Catalyst can be of use due to its piercing capabilities to attack both plantera and her tentacles.
 * Players might also use True Bloody Edge or the Ark of the Ancients, due to their piercing projectiles.
 * Darkecho Greatbow's ricocheting crystal darts and overall high damage put it at a great spot at dealing with Plantera and her tentacles.
 * The Corroded Caustibow can be utilized to make quick work of the tentacles with its debuffs and trail.
 * Rangers might also utilize the Magic Quiver with these bows
 * Both the Valkyrie Ray and the Arctic Bear Paw are powerful options due to their piercing capabilities that can greatly help with Planteras tentacles.
 * The Ion Blaster is another great option if used at its highest potential.
 * Deepsea Staff, Dormant Brimseeker and the Mounted Scanner are great picks that can go through the tentacles and attack plantera alltogether.
 * Summoners might also find Cryogenic Staff and the Sun God Staff great for bonus damage.
 * The Scourge of the Seas is an excellent choice due to its lingering clouds that can deal great damage to Plantera and her tentacles.