Game Breaker / Terraria

Terraria, being heavily item-based, is more than expected to have at least a few weapons that absolutely shatter the game.

In general

  • Players have always found ways to cheese bosses and events with minimal effort. In the order that they were patched, these include standing on meteorite, spikes, lava, and inside weak enemies. This method worked by taking constant lesser, easily tanked damage instead of more powerful boss attacks, as the game couldn't register them both at once.
  • The easiest way to cheese most invasion events is to have your home be an Elaborate Underground Base with a simple Lava Trapnote  ontop of it. Most invasions will always head towards your spawn point, but while they can break open doors, they can't break into trap doors leading down. As such, one can easily sit under their lava trap as the invasion goes on, with most mobs gleefully sacrificing themselves to the great Terraria Gods above while trying to get at you.
  • If you're fighting bosses or doing events, Heart and Star Statues completely break the game for anyone even moderately competent at dodging. By wiring them up to timers and spacing them apart, each one produces up to three of its respective drop, for a maximum of ten. That's free, infinite healing and mana which you can collect in a fraction of the time it takes to gulp down potions. Even the Final Boss will have a hard time wearing an agile player down. If you don't have heart or star statues, you can subsitute this with mob statue traps, which will quickly kill the trapped mobs and cause them to drop hearts/mana in the process.
  • The Party Girl's rockets can easily tear enemies a new one. While they require a lot of setup thanks to being a placeable block and not a weapon, they can completely trivialize a lot of things in the game, from beating the Dungeon Guardian in record time to oneshotting even the toughest of bosses.
  • Similarly, provided you can use it without blowing yourself up in the process, Dynamite is surprisingly effective against a good portion of the bosses, and a few post-hardmode ones as well. As one user demostrates, it's possible to kill the Wall of Flesh before the first night ends in record time with them.
  • Hoiking. A very, very versatile glitch. It's simple, but very effective. All you have to do is make a line of hammered slope blocks, and you have one of the fastest methods of moving items, mobs, and players around. You can use this to push certain items towards you, push mobs towards the previously mentioned Lava Trap, push players across the map faster than even minecarts, and enter the jungle temple much earlier than intended. Here's a video demonstrating several uses for item hoiks, and here's Yrimir killing Dungeon Guardian in record time because of it.
  • Bringing any hardmode items into a pre-hardmode world. Most hardmode items are able to kill pretty much everything pre-hardmode in one hit, and the armor is also good enough to stop you taking any hits (aside from Scratch Damage). Good when you just want to explore or build without worrying about dying.
  • The "Slimy Saddle Invincibility Machine" exploits the fact that stomping an enemy with the slime mount grants invincibility frames to the player and enemies. This machine simply consists of two training dummies placed under a ceiling with just enough space to enable the slime mount to continuously bounce on both dummies. This renders the player completely immune to all attacks (except those of the Moon Lord who uses unique invincibility frames for his attack).
  • Want to become overpowered quickly early hard-mode? Look no further than Duke Fishron's drops. Since Truffle Worms start spawning as soon as hard-mode starts, one who is skilled enough, or knows how to abuse Duke Fishron's pattern can get some insanely powerful drops for that early on, allowing them to shred through everything in Hardmode up until the Moon Lord himself.


  • The Celestial Shell, the result of combining the Sun Stone, Moon Stone, Moon Charm, and Neptune's Shell into one item. The situational Sun/Moon Stones become a permanent stat boost, Neptune's Shell provides a fishman form that removes the threat of drowning and allows normal movement in water, and the Moon Charm gives you a werewolf form at night that provides additional stat boosts. The thing that makes it a game breaker is that it stacks with the Celestial Stone, which has the exact same buffs minus the transformations, doubling the items' effect.
  • For yo-yo users, there's the Yoyo Bag. Made by combining the White String, Yoyo Glove and any Counterweight, the Yoyo Bag not only increases the range of the yoyo, but summons a second yoyo that circles around the first upon landing a successful strike. It also summons two counterweights that swing around the player, allowing it to cover the area around you or deal even further damage by getting up close to an enemy and striking them with both the yoyos and counterweights. It allows Yoyos to deal incredibly high, consistent damage from an utterly obscene distance, and it's obtainable as soon as you begin Hardmode if you're willing to hunt for the Skeleton Merchant. For added fun, try using Flasks of Ichor to perpetually soften up an opponent's defenses while attacking!


  • The Cosmic Car Key dropped by Martian Saucers. It allows you to summon a flying saucer mount... that has infinite flight time and moves faster than a sprinting player. Only a select few mounts have greater speed, and they either cannot fly or have specific conditions attached. It removes the need for an arena for pretty much every boss. It's also handy for fighting the gib-happy Dungeon Guardian, as it has the same top speed and moves faster diagonally. Getting it can be a pain, but the Martian Saucer is completely neutralized by a simple square of blocks around the player, so you can farm them safely as long as you have a yo-yo or something which can shoot through blocks.

Melee items

  • The Death Sickle, dropped by the Reapers during the Solar Eclipse, seems like just a moderately powerful melee weapon. But it also fires spinning sickle projectiles, which fly a short distance and hang around for several seconds, continuously hitting anything that walks into them... and they travel through blocks, something almost no player-usable weapons can do. This costs no mana, so you can spam glowing sickles as long as you like. With this thing, you can effortlessly slaughter most enemies while hiding behind a wall. It's especially nice for Plantera, because it spends a lot of time slowly moving through walls, allowing you to chop away at it in relative safety (unless you're in Expert Mode, where it has its own block-penetrating attack).
  • The Terra Blade. It's a very high damage sword that shoots a just-as-high damage Sword Beam. This makes it easily one of the best weapons in the game for melee players. In addition, it can be acquired fairly easily with some patience and luck even before fighting Plantera, despite being one of the five most powerful swords in the game. In the console version, it can be acquired even earlier, potentially after beating just one mechanical boss. Combined with a good modifier, it can easily carry you through most of the game.
  • If you endure the grueling Martian Madness event, there is a chance that you will get the Influx Waver, which serves as a powerful alternative to the aformenioned Terra Blade. It fires beams that do higher damage than the Terra Blade, but instead of piercing, the beams will disappear upon contact with an enemy and reappear several times to strike at different angles, usually hitting the target twice or thrice in a single shot. The beams can even target other nearby enemies if the original target dies. Versus single enemies, the multi-hit nature of the blade can rack up incredible damage and tear through nearly any single target very quickly.
  • Following the lead of both weapons above is the Flying Dragon sword. While only dropped by Betsy, who in turn only becomes available after defeating Golem, the above weapons are difficult (or at least very slow) to acquire before entering the Jungle Temple to gather Solar Tablets for grinding them, making all these weapons available at around the same timenote . Though slower and marginally weaker than the Terra Blade, each swing of the Flying Dragon releases a huge crescent Sword Beam capable of passing through walls and enemies alike. In addition to its wall-phasing properties giving it all the benefits of the Death Sickle with even better damage, the size of its projectiles makes it effortless to strike enemies at distance.
  • Vampire Knives fire off about five knives, which is great against bosses, because five shots is obviously better than one. However, the true prowess comes from its second effect: the knives heal you. When a knife hits an enemy, you regain 1-2 health. With the multiple knives and the fast firing rate, this weapon proves to be a great survival weapon, and is incredibly effective for any boss fightnote 
  • The Enchanted Sword/Arkhalis. They are two of the strongest pre hardmode swords, but what makes them a game breaker is how early and easily you can acquire them. They're found in enchanted sword shrines (a small cave with a one block wide tunnel that may lead all the way to the surface) or rarely even randomly underground. For players aware of them, they are very easy to find, allowing you to potentially acquire a weapon to carry you through all of pre-hardmode on the first day! The only disadvantage is they aren't guaranteed to spawn in a world, but are still fairly probable, especially in medium and large worlds which have three and four shrines, respectively. Each of which has a 1/3 chance of containing the true sword instead of a useless decoy.
  • After killing the Solar Pillar, you will be able to craft the Solar Eruption. It's a rapid flail that penetrates blocks and sweeps across practically the entire screen in a single stroke. Anything hit by it will take massive damage (usually multiple times) as well as get hit with a lethal debuff that drains 25 HP per second and spreads the flames to nearby enemies when that one is killed. Not to mention, the aforementioned reach and block-ignoring abilities mean that you can hit enemies from pretty much anywhere, even from behind cover. Needless to say, getting this weapon will usually make short work of the other Pillars and will make the fight against the Moon Lord a lot easier.


  • For pre-Hardmode, the Minishark will tear apart just about anything. While it does cost a hefty 35 gold, which is hard to get early in the game, and you have to get something else gun-related, which requires a trip to the Corruption/Crimson as a bare minimum to even have access to it, the ends most certainly justify the means. It has a high fire rate, which absolutely shreds every pre-hard mode boss sans the Eater of Worlds and the Wall of Flesh. And it has a chance to not consume ammo, which is also very welcome considering the high fire rate.
  • The Star Cannon, while having a very big drawback of having to farm stars, which is incredibly slow, is definitely a good weapon. It fires stars at a very fast pace, which cause a lot of damage. It's definitely the best weapon to use against the Wall of Flesh, and if you have a good handful of stars left over, you can get some distance into hard mode with ease.
  • Upon beating the Wall of Flesh, you have a chance of getting the Clockwork Assault Rifle. This weapon is definitely what you'll need to survive the early days of Hard mode. It has the unique ability of firing three rounds a bullet, which saves you money. It also fires at the speed of the Minishark, which is also a welcome addition. In the right hands, this weapon can wreck half of the hard-mode bosses with ease. It's even better with Crystal Bullets, since it fires off three rounds of bullets that upon contact explode into several crystals that hurt enemies. You can use this to defeat even Plantera if you're good enough.
  • If you can manage to kill a Hallowed Mimic early on in Hardmode, you can get the Daedalus Stormbow, a bow which causes numerous arrows to rain from the sky from just one arrow. With an Endless Quiver, you can create an endless rain of death upon normal mooks. Against the Destroyer, equip Holy Arrows and watch the combined force of arrows and stars generated by the arrows shred him in under a minute. As long as you're good at dodging, you can have a full set of Hallowed armor in one night.
  • If you kill Destroyer before the other two mech bosses, you can guarantee you will have an easy time against his brothers. Because with his Souls of Might, you can turn the Minishark into a Megashark. The Megashark is a Minishark on steroids, having an even higher fire rate, even more damage, and does not consume ammo half of the time. With this weapon, you can destroy the Twins and Skeletron Prime with ease.
    • On the other hand, if you kill Skeletron Prime first, you can use his Souls of Fright to make a flamethrower. Said flamethrower has an excellent range, can pierce multiple targets, does quite a bit of damage and uses the very common Gel as its' ammo supply at a fairly low rate, meaning ammo is unlikely to be in short supply.
  • If you're lucky, the Travelling Merchant can sell you a Gatligator the moment you begin hardmode. While it costs a hefty 35 gold, it's basically a more easily accessible Megashark, boasting similar damage and an identical fire rate in exchange for being far less accurate. If you get it early on, you can rip through most of early hardmode easily and kill the Mech Bosses without too much effort, and once you get Chlorophyte Bullets you can even keep using it further into hardmode until you get something like the Chain Gun or Vortex Beater.
  • The Snowman Cannon, while dropped by the Ice Queen, is undoubtedly powerful. To put it simply, it's a rapid fire homing rocket launcher that deals immense area damage over a very short time, shredding nearly anything within a matter of seconds. Unlike most launchers, it doesn't even do self damage, meaning you can spam it to your heart's content. The only downside is that guzzles Rockets at an extremely fast rate.
  • Both of the Vortex Pillar's weapons are devastatingly effective.
    • The Vortex Beater is a machine gun that sprays bullets in a small cone. However, it also fires a free homing rocket every few seconds that inflicts huge damage. Together, the rockets and bullets can blast apart entire hordes of enemies very quickly, and make short work of most bosses when paired with Chlorophyte Bullets. The icing on the cake is that it has a 2/3 chance not to consume ammo.
    • The Phantasm, on the other hand, fires 4 arrows at a time, with the rate of fire increasing as you hold down the button. The kicker? For every hit you land, a small barrage of homing arrows will fire at the target. Considering how fast the thing fires, you can easily whip up a literal hailstorm of arrows that will shred nearly any boss within seconds if you focus them down with high-tier arrows.
  • For those on the Mobile and 3DS versions, the Heart Arrows, they're sold by the Merchant or found in Heart Shrines during the St. Valentine's Day event (which of course you can change time/date settings to get them any time in the year). They stun and completely immobilize almost every enemy for one and a half seconds except for Duke Fishron but this list includes the Wall of Flesh where it actually immobilizes the whole wall, giving you additional time to kill it in the tiny worlds that those versions provide (discounting the expanded worlds on New 3DS systems). It even immobilizes bosses like The Destroyer, and it can even immobilize the Dungeon Guardian. Because of the nature that all weapons and items auto-fire in those versions, you can easily keep most enemies immobilized even with just a Wooden Bow.
  • The Space Dolphin Machine Gun. While the Moon Lord has to be beaten for a chance to drop this weapon, no non-boss enemy in the game will last long against it. With a base damage of 77 before any modifiers, it is practically a Megashark on acid. Its only downside is that it will also tear through the player's ammo supply like wet tissue paper, even with its inherent 50% chance to not consume ammo.


  • The Water Bolt. It's a very versatile weapon that fires ricocheting bolts that can also pierce multiple targets, all while doing good damage. Used correctly, it can even be used against the Wall of Flesh effectively. What's more, there is a chance that you can find one in the Dungeon entrance, allowing you to get one before you kill Skeletron. Needless to say, this will break the game in two and likely allow you to steamroll every enemy and boss before the dungeon.
  • If you're lucky enough to have Platinum in your world, you can grind a bit to make a Diamond Staff, which is a powerful weapon that costs very little mana and fires highly damaging, piercing bolts. With good mage armor, this weapon can carry you through most of Easymode and sometimes even into early Hardmode.
  • As soon as you enter Hardmode, Truffle Worms will begin spawning in Underground Mushroom Biomes. Should you have the mettle to challenge and defeat Duke Fishron before, for instance, the three Mechanical Bosses, you can effortlessly rip through whatever stands in your way with his Razorblade Typhoon. Each cast of the spell summons two rebounding discs with high speed, extremely good homing abilities, and unlimited piercing to fly about the battlefield slicing up anything unfortunate enough to get in the way - oh, and thanks to its size and wonky hitbox, the typhoons can clip through thin walls if you hug them as you fire. Because its homing and moderate turning radius allows it to hit one enemy and those around it repeatedly for its full duration, you can fire them about without fear of missing while still keeping your focus on evading attacks or using other weapons to pile on the damage. Slap on a mana-restoring accessory such as the Mana Flower or Magic Cuffs, and this tome can potentially carry you all the way through the Lunar Events and even the Final Boss.
  • And once you beat the Nebula Pillar? Say hello to the Nebula Blaze. While it lacks the bouncing, piercing abilities of the Razorblade, it fires much faster and inflicts much more splash damage, in addition to being able to sometimes shoot a blue attack that deals nearly 3 times the damage. In a similar vein to the Solar Eruption, many players consider using it even if they aren't a mage, just because of the raw damage this thing can put out even without magic gear.


  • While summoner builds have low defense armor, they easily make up for it by having their own mini-swat team of monsters at their command, making crowd control a really easy task, and very useful for dealing with the Goddamned Bats in the game. The best part is, they're completely invincible and can be summoned directly at the mouse cursor. Because of this, they are absolutely amazing mob farmers; any enemies whose attacks don't go through walls can't do anything to you while your minions rip through them, making them amazing for most raid events. When combined with the invincibility machines mentioned above, it's safe to complete AFK bosses outside of the Moon Lord as a summoner.
    • A quirk of how summons work allows Summoners to be vastly more powerful than they at first appear. Summons use the current stats of their summon staff to determine their damage output but only at the moment they are summoned. This means a summoner can equip armor and accessories aimed at cranking their damage output to the max, summon their minions, and then swap out to more defensive gear. The only thing they have to keep the same is the max minion's stat. This allows them to maximize their offense while still retaining relatively solid defenses with the only cost being the setup time upon starting or after dying.