Nate's Master Mode For the Worthy (MMFTW) Handbook - The Basics

I decided to make this guide because

1: I’m bored, and
2: I’ve been basically nonexistent.
3: I got slightly jealous of Enemy Gamer’s PvP handbook.

As some of you know, I have done multiple MMFTW runs with all four of the classes. As usual, I will be biased towards summoner in this guide, but at least in this case summoner is actually good. Don’t worry, the other three classes will also be covered.


For the Worthy is a secret seed specifically designed to make the game harder. It boosts enemy stats, makes some bosses larger and smaller, and makes some bosses more difficult by boosting their speed or aggressiveness. It also slightly changes world generation in some ways. I will get into the precise changes throughout the guide.
As for Master Mode, Master Mode is an upgrade to Expert Mode, which is an upgrade to Normal Mode. Master Mode retains all Expert Mode changes (which I will be listing as well) to the game, and really just buffs the stats of enemies. Other than drop and coin increases, Master Mode offers other benefits such as Master Mode exclusive pets, light pets, and mounts that have a 25% chance of being dropped by minibosses and bosses. Each one has its own individual special reward, just like Expert Mode. All miniboss and boss also have their own relic that they drop upon being killed.

The World

To create a Master Mode For the Worthy world, press the ‘New World’ button as you would normally, then in the world creation settings, select ‘Master Mode’ (the icon is a Crimson Bunny), and in the world seed, type in ‘for the worthy’ (case insensitive). The name and world evil does not matter, though Crimson (in my opinion) is more useful due to Ichor. However, just know that Brain of Cthulhu is a lot more difficult on Master Mode For the Worthy than Eater of Worlds, so it does come with a bit of a tradeoff.
Now that you’ve created the world, the first thing you’ll likely see is that the world generation text is backward (see below).
Don’t worry, this is completely normal, and it just means that the world currently being generated is the For the Worthy seed.

Note that the world generation of a For the Worthy seed has a few quirks.

  • Demonite/Crimtane and Platinum/Gold generate more frequently and in larger veins.
  • Spider Nests, Granite Caves, Marble Caves, and Glowing Mushroom biomes are much more common.
  • Glowing Mushroom biomes are much larger.
  • Sky Islands are always infected with that world’s evil.
  • Skyware Chests are replaced with Locked Gold Chests, effectively making sky loot only obtainable post-Skeletron without the use of fishing.
  • The Dungeon is painted deep green, has more spikes, and faces towards the ocean (often being buried underground in the process).
  • The Lihzahrd Temple is painted green and is three times as large.
  • All chests have a 6.67% chance to generate with an Angel Statue instead of the main item in the chest.
  • Red’s Potions naturally generate in chests, and apply 3 random buffs instead of all the debuffs like usual (this isn’t even a joke, either- Red’s Potions are actually good on this map).
  • Glowing Moss Caves are 50% larger.
  • It’s possible for some random amount of Forest to be replaced with Jungle, still with all of the same structures that a Forest biome would have.
  • It’s possible for the world to generate with no surface Jungle.
  • The Underworld’s Ash is speckled with 1-block-sized pockets of lava.
  • All Underworld Houses are made of Hellstone Brick.

The Beginning

Upon spawning into your new world, there’s a few things that will affect your early game;

  • The Guide is replaced by the Demolitionist.
  • Trees and pots both can drop lit bombs, dealing over 100 damage and breaking tiles.
  • All Bunnies are replaced by Explosive Bunnies, dealing around 500 damage to you and about 150 damage to enemies. They have a weird tendency to run into enemies on purpose, but thankfully they do not chase you. They explode upon being damaged in any way.

There are a few upsides, thankfully.

  • As previously stated, Gold/Platinum and Demonite/Crimtane are easier to find.
  • Your mining speed is doubled.

If you weren’t regretting your life decisions already, everything else is buffed too! :hahbonk:

  • On Master Mode, enemies have approximately 3x their Normal Mode damage and health, as well as 20% more knockback resistance. Additionally, on For the Worthy, all enemies’ contact damage, health and coin drop rates are increased, in addition to the world difficulty multiplier, by their standard amount in a normal world. Projectile attacks are unaffected by damage bonuses. In Master mode, they are increased by 33.33% and 77.78% respectively compared to standard Master mode.

  • You drop all your coins on death, instead of Normal Mode’s 50%. (Master Mode change)

  • The following debuffs last 250% longer: (Master Mode change)

  • Ash Blocks sometimes fall when nearby Ash Blocks are broken. (For the Worthy change)

  • You have an extra accessory slot by default, for a total of 6. Using the Demon Heart grants another extra slot, for a total of 7. (Master Mode change)

  • Each point of defense protects you from 1 point of damage, rather than 0.5 damage on Normal. (Master Mode change)

  • Weaker enemies gain extra stats upon defeating Wall of Flesh and Plantera. (Master Mode change)


As you progress, bosses begin to become a priority. As such, here are the For the Worthy and the Master Mode changes.
First off, on Master Mode, all bosses gain a flat 50% increase in damage and 27.5% in health to their Expert Mode values, rounded up. Bosses on Master Mode drop unique loot outside their Treasure Bag, as well as dropping all Expert Mode exclusive items. Here is the full list;

As for For the Worthy, the changes actually make the bosses a lot more difficult. Here’s the list;

Many bosses and/or their minions are either larger or smaller than normal:

  • Larger: King Slime, Eye of Cthulhu, Eater of Worlds, Brain of Cthulhu and Creepers, Queen Bee, Skeletron, the Hungry (Wall of Flesh fight), Destroyer, Skeletron Prime, and Plantera.
  • Smaller: Wall of Flesh, The Twins, and Golem.
  • Unaffected: Deerclops, Queen Slime, Empress of Light, Duke Fishron, Lunatic Cultist, and Moon Lord.

As a general rule, bosses and their minions are affected by the same contact damage and health buffs reported above for regular enemies, while damage from projectile attacks is not affected. However, there are some exceptions.

  • Duke Fishron’s damage from Detonating Bubble, Sharknado and Cthulunado is increased, despite them being ranged attacks.
  • Moon Lord’s damage from any attack, including melee, is unchanged.

All bosses (with the exception of Deerclops, Duke Fishron, and Moon Lord) receive certain changes to their AI:

  • Eye of Cthulhu

    • First form:
      • Spawns one more Servant of Cthulhu each cycle (4 → 5).
      • When spawning Servants of Cthulhu, its maximum speed is faster (36 mph → 41 mph); acceleration is also powered.
      • Then it will slowly charge to the player three times; the initial speed is increased (36 mph → 41 mph).
      • The deceleration between two charges is enhanced and period of deceleration is shortened (1.67s → 1.42s when 60 FPS)
    • Second form:
      • When heading to the player while above 50% health, the initial speed is increased by 20%.
      • When hanging in the air above the player, its maximum moving speed (which depends on distance to the player) is increased by 10 mph; acceleration is also powered.
      • Melee damage in its second form is unchanged. (Possibly bug?)
  • Eater of Worlds

    • All segments have +2 defense.
    • Maximum speed is increased by 20 mph (61 mph → 81 mph); acceleration is also powered.
    • Body segment can shoot under world surface.
  • Brain of Cthulhu

    • +20% damage
    • +21 defense
    • Spawns with twice as many Creepers (20 → 40).
    • When Creepers are charging at the player, their acceleration is about 8/3 times as fast. Creeper charging frequency is √(8/3)~1.6 times as fast.
    • The Brain of Cthulhu itself moves 3 times as fast in its first phase.
    • The Brain of Cthulhu has fully opaque shadow for the entirety of its second phase after taking its first damage.
  • Queen Bee

    • Despawns if the player is not in Jungle biome.
    • Adds 0.5 enrage coefficient constantly, wherever the player fights with Queen Bee, applying the following changes;
      • Dashing is not strictly horizontal. With more enrage coefficient, the dashing can be more tilted.
      • Dashing speed increased (FTW contribution is 18 mph).
      • After dashing at the player, Queen Bee needs to adjust position. Enraged Queen Bee can adjust faster.
      • Braking capability after dashing is also enhanced.
      • Dashing distance is shortened (FTW contribution is 3.125 block tile width, or 6.25 longitude).
      • Spawns Bees more frequently.
      • Shoots stingers more frequently (FTW contribution is that interval of two stingers is 2 frames shorter (0.033 seconds if 60 FPS)).
      • Stinger speed is increased (FTW contribution is 18 mph).
      • Precision of stingers targeting the player is increased (FTW contribution is 24%).
      • In one phase cycle, Queen Bee will shoot less stingers (FTW contribution is 3).
      • If the Queen Bee cannot shoot stingers to the player due to its position, its acceleration to adjust itself is increased dramatically.
  • Skeletron

    • When Skeletron is not spinning, its acceleration is increased, vertical acceleration is increased by 33%, horizontal acceleration is increased by 71%.
    • When Skeletron is shooting homing skulls at the player, frequency is increased by 25% (one hand down or life below 75%: 10 → 13 per cycle, two hands down: 20 → 25 per cycle).
    • When spinning at the player, its velocity is increased by 30%.
  • Wall of Flesh

    • Both mouth and eye have +3 defense.
    • Speed increased by 10% and then adds additional 1 mph. Maximum speed increase to 46 mph.
    • Has an additional 1.5x health multiplier applied after the regular For the Worthy bonus, for a total of 28,560 in Master mode.
  • Queen Slime

    • When performing her first phase slam attack, she does not pause between the rise and the fall and moves around much faster. She also launches 15 Gel per attack in her second phase, as opposed to 10. Also, the orientation of the Regal Gel attack is randomized.
  • The Twins

    • Retinazer
      • When shooting lasers in its first form, its maximum velocity and acceleration are increased by 15% (42 mph → 48 mph).
      • Can shoot 5 more lasers at first form in one cycle (9~21 → 14~26 per cycle depending on health).
      • Initial velocity of dashing at the player in first form increased by 10 mph, thus dashing distance increased by 13%).
      • Maximum velocity and acceleration in the whole second form is increased by 15% (49 mph → 56 mph).
    • Spazmatism
      • When shooting cursed flames in both forms, its maximum velocity and acceleration are increased by 15% (first form: 61 mph → 71 mph, second form: 37 mph → 43 mph).
      • Can shoot 4 more cursed flames in its first form in one cycle (9~15 → 13~19 per cycle depending on health, one cycle equals to 600 frames or 10 seconds if 60 FPS).
      • Initial velocity dashing to the player in it’s first form is increased by 20%, thus the dashing distance is also increased by 20%. Second form is not affected.
  • Skeletron Prime

    • Bombs shot by the Prime Cannon can destroy blocks.
  • The Destroyer

    • Has twice as many segments (80 → 160).
    • Acceleration increased.
  • Plantera

    • Maximum speed and acceleration increased by 15% (20/34/45 mph → 23/39/52 mph 100%/50%/25% health).
    • Projectile frequency increased (one more projectile in time interval: Seed 1.33s, Poison Seed: 1.83s, Thorn Ball: 3.33s if 60 FPS).
    • More Plantera’s Tentacles in second form (around Plantera: +6, around Plantera’s Hook: +3).
    • Plantera’s Tentacle’s speed dramatically increased (however this speed increase actually makes Tentacles fixed at a position around Plantera or her Hook at a radius depending on health value, instead of swinging which actually makes the battle more complicated).
  • Golem

    • Attacks significantly faster, in addition to being able to phase through blocks much faster. In the second stage, the body jumps much higher and the head fires lasers faster.
  • Empress of Light

    • Cycles faster between attacks (0.75s/0.33s → 0.38s/0.17s for normal/enraged stage).
  • Lunatic Cultist

    • Cycles faster between attacks.
    • Damage from Ancient Light and Prophecy’s End is increased, despite them being projectile attacks.

Tips (Melee)

While melee is automatically at a disadvantage due to enemies dealing substantially more damage, it still has its merits, and its high defensive properties make it a class with high survivability. Additionally, some bosses can still be facetanked with good results.

  • Use Magma Stone, and use it often- it’s a solid 15 health per second for 2-6 seconds on nearly every single enemy and boss in the game. It’s obtainable Pre-Boss, as long as you’re fine with dealing with Hellbats with rather weak gear. It’s a 0.67% drop chance, but it is completely worth it. The list of enemies immune to it is below.

  • For melee users, the Enchanted Sword is pretty good against Eye of Cthulhu. With good enough defensive gear (preferably with Ancient Shadow or Gold/Platinum Armor), one can facetank Eye of Cthulhu’s second phase entirely due to dealing only around 30 damage per hit. Its first phase deals 60 damage per hit though, so I don’t advise tanking that.

  • Terragrim is actually surprisingly good against Brain of Cthulhu. Due to its continuous attacking, it actually does pretty well against BoC’s second phase and deals with the Creepers relatively fast. The Magma Stone is especially useful in this fight for Brain of Cthulhu’s second phase, as the flame particle effects are only present on the real brain.

  • Eater of Worlds is also vulnerable to the Terragrim. It’s viable in this fight for blocking Vile Spit and attacking the segments at close range. When you’re forced away, the Thorn Chakram or the Bloody Machete if you have it are good sources of damage.

  • Deerclops is just irritating, but like basically every other boss at this stage, he’s susceptible to the Magma Stone as well. I don’t advise fighting him as a melee user unless you want the Bone Helm. That being said, the Bone Helm is great for melee users, and Deerclops isn’t that difficult if you can tank the Shadow Hands.

  • If you have it, the Bone Helm is great for dealing consistent damage when you can’t be close to your enemy.

  • Queen Bee can be defeated rather easily with the Swordfish and the Magma Stone. Not much else to say, other than that the Bone Helm is also a viable damage source.

  • Skeletron is a good target for yoyos and the Bone Helm. Once again, Magma Stone supplies quite a bit of damage.

  • Wall of Flesh, while seemingly impossible, actually has one massive weakness; if you can compact it into a small tunnel, its body parts will be compacted together, making an easy target for weapons like the Sunfury and the Bone Helm. The Bone Glove is also a good source of DPS, and can replace Magma Stone in this fight (WoF is immune to Hellfire).

  • Destroyer is an easy target for spears or the Fetid Baghnakhs. With decent amounts of defense (preferably use the Titanium set) It’s also immune to the Magma Stone, so I advise using some sort of extra damage or the Berserker Glove. Just make sure not to get hit by the head :fearful:. The Titanium set is so good against this boss because if you stand right next to the boss, all the shards will generate then shatter nearly instantly, supplying insane amounts of damage.

  • A great weapon against the Twins is the Bananarangs, or the Chain Guillotines if you’re Corruption. They have great range, damage per hit, and consistency all at once.

  • Skeletron Prime gets pounded to scrap metal by the Bananarangs/Chain Guillotines as well. Ichor is especially important here due to the head’s extremely high defense. Make sure to fight Prime in a bomb-proof arena!

  • After the three mechs, upgrade to the Fire Gauntlet ASAP. This saves both accessory slots and a lot of time in bossfights.

  • Why are Bananarangs so good?! Plantera gets squashed too! Another viable option is the True Excalibur, which is better for the second phase due to piercing.

  • Duke Fishron takes the L from Terra Blade or the Possessed Hatchet if you’re Post-Golem. I highly advise fighting Duke, due to the Flairon and the wings.

  • Possessed Hatchet is an epic weapon. Its homing capabilities, range, consistency, high speed, high damage, and appliance of flasks and the Magma Stone all at once are incredible against basically everything past Golem. There are better weapons, but one can face Moon Lord with it as well.

  • Golem is an easy fight with Scourge of the Corruptor. Trust me, the farming for the Corruption Key is worth it just to see the stupid thing melt to ashes. If you don’t want to put in the effort, the Death Sickle is also decent.

  • Empress of Light is to the Eye of Cthulhu yoyo or Possessed Hatchet as Golem is to the Scourge of the Corruptor. I don’t recommend fighting it as a melee user, though- Starlight and Soaring Insignia are both trash.

  • Lunatic Cultist gets wrecked by Possessed Hatchet. Barely even worth mentioning.

  • Lunar Events are irritating, but Flairon or Possessed Hatchet takes care of them really well. MMFTW Lunar Events are absolutely brutal, but they’re possible.

  • Solar Eruption cleans up Moon Lord’s eye phase, and Daybreak wrecks the Core phase.

Tips (Ranged)

Ah yes, we all love spam. Even I will admit to using this class quite frequently in MMFTW, and for good reason- it’s great DPS, and the defense is decent, too. Weapon availability is also great.

  • Boomstick is broken. Great damage per shot + decent damage per bullet + infinite range is a devastating combo, especially considering how early you can get it.

  • Eye of Cthulhu, Deerclops, King Slime, Skeletron, and Queen Bee are all but fun and games to the Boomstick.

  • Eater of Worlds and Brain of Cthulhu can both be dealt with via the Tendon/Demon Bow and Jester’s Arrows.

  • Wall of Flesh just gets MELTED by the good ol’ Hellwing Bow. There’s nothing like it.

  • Destroyer is destroyed by the Onyx Blaster and Crystal Bullets. The Dart Rifle/Pistol and Crystal Darts is also great. I really don’t like using the ever-cheesy Daedalus Stormbow, but alas, Destroyer is still weak to it and Holy Arrows.

  • The Twins and Skeletron Prime both fall to the Megashark and Ichor Bullets without much fuss. Remember to fight Prime in a bombproof arena!

  • Plantera falls pretty easily to the Onyx Blaster and Ichor Bullets or the Megashark and Ichor Bullets. I prefer Onyx, but that may just be me.

  • Duke Fishron never gits gud, alas. He still falls to Megashark and Ichor or Chlorophyte Bullets. The Tactical Shotgun + Chlorophyte Bullets is also good.

  • Tsunami is a ranger staple. Its high damage per shot, 5 arrows per shot, autofire, and incredible capabilities with Venom and Holy Arrows make it among the greatest weapons in all of Terraria (I’m not even exaggerating here).

  • Golem is a straight-forward Tsunami or Hallowed Repeater + Holy/Chlorophyte Arrows. Piranha Gun is just as good, but requires a bit of grinding.

  • Empress of Light doesn’t give much for rangers, just like melee. Eventide is worse than Tsunami, and Soaring Insignia is a waste of a space for potential damage. If you absolutely must have either, use Tsunami and Ichor Arrows.

  • Lunatic Cultist? What Lunatic Cultist? Oh, you mean the Lunatic Cultist that just got evaporated by the Chain Gun and Chlorophyte Bullets, or the Tsunami and Holy Arrows?

  • Lunar Events are still agony, but hey, at least Tsunami and Chlorophyte Arrows is on your side :hahmirror:

  • Moon Lord is Vortex Beater and Chlorophyte Bullets or Phantasm and Venom Arrows.

Tips (Mage)

Mage is decent, but definitely not as good as ranger or summoner. It’s got bad defense and either inconsistent but great dps when it happens, or consistent but bad dps.

  • King Slime, Eye of Cthulhu, Deerclops, Eater of Worlds, and Brain of Cthulhu are all conquered with Vilethorn and Crimson Rod. Yes, make a new world for the other one. They’re great in tandem. If you can get it early, Demon Scythes are really good.

  • Demon Scythes, Demon Scythes… They can technically be obtained Pre-Boss, and easily carry themselves to even the Post-Mechs stage with the right setup. Gotta love them, despite their annoying lack of autouse.

  • Queen Bee can be undone with the Demon Scythes.

  • Skeletron is a nice, easy Demon Scythes scenario. Weather Pain and Crimson Rod add DPS, but they aren’t necessary.

  • Wall of Flesh is actually pretty easy- as usual, Water Bolt or Demon Scythe spam wins the day.

  • Golden Shower is a staple for mages due to the ichor. It drastically raises DPS, highly recommend. It should never be used on its own, simply apply it every 10 or so seconds.

  • Destroyer can either be fought honestly with the Meteor Staff, or be cheesed to death with the Nimbus Rod. Your choice, but I prefer the latter :stuck_out_tongue:.

  • The Twins can be fought with Sky Fracture or Crystal Serpent.

  • Skeletron Prime can be killed with Rainbow Rod spam or the Crystal Serpent. Make sure to fight Prime in bomb-proof arena!

  • Plantera is also susceptible to the Rainbow Rod, though I would recommend the Magical Harp instead.

  • Duke Fishron can be beaten with the Bat Scepter or Blizzard Staff. Spectre Armor with the mask is advised.

  • Razorblade Typhoons are the jackpot. They smash everything in their path, dealing with single targets and groups with ease.

  • Golem can be crushed with Razorblade Typhoons or Wasp Gun.

  • Empress of Light’s items are decent, but Duke Fishron’s weapons are better. If you still want to fight her, Razorblade Typhoons work pretty well.

  • Lunatic Cultist can be smashed with Razorblade Typhoons.

  • Lunar Events can also be crushed with the Razorblade Typhoons.

  • Moon Lord is generally fought with the Nebula Blaze, though Razorblade Typhoons can be used if you honestly want to.

Tips (Summoner)

This is a great and a terrible class for MMFTW at the same time. On one side, it has awesome DPS, great weapons, and fits all situations. On the other hand, the defense is basically non-existent. If you’re playing summoner, you’re basically almost no-hitting every boss if you want to live.

  • Vampire Frog Staff has great consistency, DPS, and deals with both crowds and single targets with little fuss, though it does work better against crowds. You can use it up to Wall Of Flesh if you don’t feel like upgrading. I would normally put it on par with the Imp Staff, but it’s a grounded minion, so it has limited DPS against targets far above it.

  • King Slime, Eye of Cthulhu, Brain of Cthulhu, and Eater of Worlds can all be beaten with the Snapthorn and the Vamp. Frog Staff.

  • Queen Bee can be beaten with the Snapthorn and the Imp Staff. Obsidian Armor is a good idea.

  • Skeletron can be beaten with the Snapthorn and the Imp Staff. I would generally recommend Obsidian Armor.

  • Wall of Flesh is pretty easy with the Snapthorn + Spinal Tap + Obsidian Armor. Make sure to hit two of the segments at once. Imp Staff is good.

  • Remember to whip stack! For those who don’t know, whip stacking is where you rapidly switch whips in a row to apply all their tag damage and effects at once. Needless to say, this ability does require the player to swap weapons extremely quickly. This isn’t a needed mechanic, but it’s great for (I’m not even kidding) an insane 50+ extra damage at endgame PER HIT.

  • Sanguine Staff is the Boomstick of summoning Hardmode. It has insane range, great consistency, great DPS, and specializes and immolates single targets with ease. Unlike the Boomstick, however, it never misses, though it is not good against strong crowds, such as the Pumpkin Moon.

  • Destroyer, Twins, and Skeletron Prime are all pretty easy with the Sanguine Staff and Firecracker. Make sure to use Ichor Flasks.

  • If you honestly want to, you can beat Queen Slime for the Blade Staff. I usually just skip it, though. Not because I don’t like the Blade Staff (I love it), but because Gelatin Crystals are quite adamant in their decision to just not grow in my worlds.

  • Blade Staff is among the more unique minions because of a variety of things. For one, it deals six damage. Yes, S - I - X damage. If you were wondering why anybody would even want this, it happens to have 20 armor piercing. Basically, it ignores 20 defense of all enemies. It deals exactly its listed damage on basically everything in the game. In some ways, it’s the polar opposite of Sanguine Staff- it continuously attacks enemies, but with relatively short range. It deals really low damage per hit, and heavily relies on tag damage to deal any damage at all. It works great in tight spaces due to stunlocking enemies, and also happens to be good against crowds, too. There is still hot debate on which one, Sanguine or Blade, is better. I personally cannot decide, but they’re both worth getting.

  • Plantera can be beaten decently easily with the Sanguine Staff + Firecracker-Durendal whip stacking. Ichor Flasks are nice.

  • Duke Fishron can also be beaten with the Firecracker + Sanguine Staff. Flasks of Ichor are essential!

  • Golem is another ‘Sanguine beats all’ boss. I advise using the Dark Harvest+Durendal in the head phase, then Firecracker+Durendal in the body phase.

  • Empress of Light is actually a really good summoner boss. Make sure to fight it during the day. Sanguine Staff + Morning Star + Durendal is rather potent.

  • Terraprisma. Quite frankly, it’s overpowered, but for good reason- you have to no-hit Daytime Empress of Light to obtain it. This seems like a daunting or even impossible task, but it’s actually quite possible, and with practice, one can nohit it in any playthrough. The Terraprisma deals incredible DPS. Its base damage is 190 (massive for a Post-Plantera weapon), it attacks consistently, and deals with crowds and single targets alike with complete impunity. Its only fault is that it tends to attack whatever’s closest to it, rather than targeted enemies. It also has shorter range than the Sanguine Staff.

  • Lunatic Cultist, Lunar Events, and Moon Lord are all a breeze with the Terraprisma.

  • If you have skill issues or don’t feel like spending that time, fighting Lunatic Cultist with the Sanguine Staff and the Lunar Events with the Xeno Staff is also acceptable.

  • Moonlord without the Terraprisma is the Stardust Dragon Staff. Stardust Dragon Staff is quite nice, as it shreds Moon Lord with the Firecracker and Kaleidoscope stacking.


With the guide done, I hope you learned something new and/or benefited in some way. I’ll update the guide if anything changes or if something is incorrect.

There will be more in-depth explanations and tutorials of bosses and the individual classes in the future, don’t worry. This is just a basic summary. This will likely become an ongoing series (lol).


The wall of flesh also gets meleted by phoenix blaster spam


Phoenix Blaster spam is so painful though, Hellwing Bow is autofire and deals more DPS


for plantera twinss, and destroyer use tome of inf. wisdom or unholy trident because of high dps
for prime use the crystal storm or serpent



I made it all pre-mech weapons so anybody could start on any mech boss and still be able to defeat them. Also, unholy trident has a multitude of issues, a few of which being;
1: rarity.
2: DPS (it’s heavily overshadowed by other weapons)
3: insanely high mana usage, very similar to the Tome of Infinite Wisdom.


After some testing the tome of infinite wisdom deals 1.5k dps to the twins, unholy deals 1.3k, and crystal serpent deals 1.1k.
Also try the tome of infinite wisdom on the destroyer. It can cheese it real hard. This is where that weapon shines.

Anyways, i will add the tome of infinite cheese onto the list, despite being a little harder to get than other weapons.


Say wouldn’t using the ballista rod also help with wall?


it does not do much dps but it has great range


um tome of wisdom may be more effective than nimbus rod, but it also only works if the destroyer is near the ground + much harder to get and later in progression.


what kind of crap are you using bruh, this is wayy above normal dps.

even crystal serpent shouldn’t be that high, and I love that thing to death…


should i undo the edit?


It would, but only if you spam it. Seeing as how whips deal more DPS anyway, it’s impractical and only of use if you want to stay away from the wall.


sure, why not


anyways i am using dark mage armor chlorophyte headgear and the dark artist’s leggings with lots of emblems


you do realize this is post all mechs, so that’s literally impossible to obtain at that stage of the game
also, only the Sorcerer Emblem is obtainable pre-mechs.


another tip for summoner in master mode ftw is to using beenade (dont worry beenade is class-less bc there wasnt rouge class here) to kills all of the hungers and then use the whip to target at the bottom eye, with that use flinx staff or vamp frog staff, why flinx staff/vamp frog you may ask? ok so when it target the below eye those guy will keep go up and down and start dealing damage to all 3 other parts and mean while you will focus on dodging so you wont need to do sentry stuff

(btw use bee armor for better minions stats)


it deals ranged damage, and is hence unusable for pure summoner.


whips deal better damage to WoF and Skeletron than Bee Armor and its focus on minions does. The Wall of Flesh is extremely difficult to get close to, and the Leeches are hard to get rid of without whips.

Trust me, Bee Armor is only good in a Minions-Only scenario. Even Obsidian Armor provides higher defense, higher damage, and high offensive capabilities. Of course, one could argue that Spider Armor is better than Obsidian armor (and I would agree), but Bee Armor is simply not good enough on MMFTW.

Yes I know this. However, the damage from that is nothing in comparison to SnapTap.


Detailed the weapon guides and fixed some grammar errors.


welp thats the thing, you cant just being close range to master mode wof to whip him, for sure you will need those pleasures summon tag but letting minions go up and down and dealing damage and while staying on rails is best strat and also you could hammer you rails to make them instandly goes faster when cart hit them to get away from wof

the below eye strat is way more useful than spamming sentries bc many people like me is so skillissues to even close range wof