Terraria - Classes
Terraria has no class selection screen. A build is defined by the damage type of the gear a character wears, and the community splits those builds into four practical classes: Melee, Ranged, Magic and Summon. Each has its own armour progression, damage-boosting accessories and endgame weapons, and m...
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· updated 2026-09-15
| Name | Description | Role | Weapon Proficiencies | Source |
|---|---|---|---|---|
| Melee | The most forgiving class, built around high defence, close-range damage and the largest weapon pool. | Frontline bruiser / sustained damage | Swords (broadswords, shortswords, greatswords) Yoyos Flails Boomerangs Spears (Daybreak line) | No class selection: equip Melee weapons and Melee-boosting armour such as Molten, Hallowed, Chlorophyte, Turtle and Beetle, then Solar Flare at endgame |
| Ranged | The ammo class. Bows, guns, launchers and the Minishark line all consume ammo but keep the player at range, and the Shroomite and Vortex armour sets give large ranged damage bonuses plus ammo conservation. | Backline damage / safe distance | Bows Guns (pistols, rifles, machine guns, shotguns) Launchers (rockets and grenades) Dart weapons Flamethrowers | Equip ranged weapons with Necro, Hallowed, Shroomite or Vortex armour; ammo is crafted or bought in bulk |
| Magic | Magic trades a resource for damage: every cast spends mana and every set bonus boosts magic damage or restores mana. | High burst and area damage / mana management | Staves Tomes Magic guns Magic thrown weapons (flasks, daggers) | Equip magic weapons with Meteor, Jungle, Hallowed, Spectre or Nebula armour and manage mana with Mana Crystals, Mana Flower and Magic Cuffs |
| Summoner | The newest full class, added as a complete build during 1.4. | Passive damage / crowd control | Minion staves Whips Sentry staves (Old One's Army) | Equip summon staves and whips with Bee, Spider, Hallowed, Tiki, Spooky or Stardust armour; extra minion slots come from accessories and armour set bonuses |
| Hybrid / Mixed Build | Because there is no class lock, many players run split builds: a Magic set with a Melee weapon for crowd clearing, or a Summoner frame with a Magic weapon for boss bursts. | Utility and glass-cannon variants | Any combination of Melee, Ranged, Magic and Summon gear | Mix armour pieces and accessories from different damage lines; strongest in Journey Mode and in multiplayer where roles are split between players |
| Thrower (Legacy) | Throwing was a fifth damage type with its own gear until Journey's End (1.4) merged it into Ranged. | Short-range burst damage / consumable spam | Shuriken and throwing knives Grenades and beenades Spears thrown as consumables (Javelins) Bone throwing weapons | No class selection: equip Fossil or Ninja armour with consumable throwing weapons. |
| Sentry Specialist | Sentry summons were split from minions as their own damage type in 1.4.1, and the Tavernkeep's four Old One's Army armour sets (Squire, Monk, Huntress and Apprentice) boost sentry damage directly. | Static area denial / arena defence | Tavernkeep sentry staves (Flameburst, Explosive Trap, Lightning Aura, Ballista) Squire and Monk armour (melee-leaning sentries) Huntress and Apprentice armour (ranged and magic-leaning sentries) Whips as the backup damage source | Buy sentry staves and armour from the Tavernkeep using Defender Medals earned in the Old One's Army event; pair with summon accessories for extra sentry slots |
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