Terraria DB

Progression tool

Boss Progression Checklist

The full Terraria boss order in one place. Check off each kill — your progress saves in this browser — and see exactly what to summon next, how to set up the arena, and the gear each fight drops.

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Fight next

Eye of Cthulhu
Eye of CthulhuPre-Hardmode

Summon: Use a Suspicious Looking Eye at night (6 Lens at a Demon/Crimson Altar), or it appears naturally once you have 200 HP and more than 10 defense.

Pre-Hardmode

0/9
The Torch God
#0

The Torch God

Optional
20 HP0 defense
Summon:
Place many torches close together deep underground to trigger the event (a swirl of attacking torches).
Arena:
Any small underground room — survive the torch barrage by circling until the meter fills.
Why:
A no-drop mini-event that grants the Torch God's Favor, letting torches auto-match their biome.
King Slime
2,000 HP10 defense40 contact dmg
Summon:
Use a Slime Crown (crafted from a Gold/Platinum Crown + 20 Gel at a Demon/Crimson Altar), or it can spawn during a Slime Rain event.
Arena:
A wide flat platform lets you run sideways while it teleports; its slam telegraphs, so dash under it as it lands.
Why:
An easy first-day target that drops the Slime mount-summoning Ninja gear and the Solidifier for slime farms.
Eye of Cthulhu
2,800 HP12 defense15 contact dmg
Summon:
Use a Suspicious Looking Eye at night (6 Lens at a Demon/Crimson Altar), or it appears naturally once you have 200 HP and more than 10 defense.
Arena:
Long flat ground with campfire/heart lanterns; keep moving horizontally to dodge its charges in phase two.
Why:
The classic first boss — its Demonite/Crimtane drops fund your first real armor and weapons.
Eater of Worlds
#3

Eater of Worlds

Corruption worlds Plan DPS
10,050 HP2 defense22 contact dmg
Summon:
Use Worm Food (30 Vile Powder + 15 Rotten Chunks) inside the Corruption, or break 3 Shadow Orbs.
Arena:
Fight it in the Corruption chasm itself — piercing weapons hit multiple segments at once; avoid getting boxed in by its body.
Why:
The Corruption world-evil boss; Shadow Scales and Demonite let you craft Shadow armor and the Nightmare Pickaxe to mine Hellstone.
Brain of Cthulhu
1,250 HP14 defense30 contact dmg
Summon:
Use a Bloody Spine (30 Vicious Powder + 15 Vertebrae) inside the Crimson, or break 3 Crimson Hearts.
Arena:
Phase one teleports it around a ring of Creepers — area weapons shine; phase two it dashes invisibly, so watch its reappear flicker.
Why:
The Crimson world-evil boss; Tissue Samples and Crimtane craft Crimson armor and the Deathbringer Pickaxe for Hellstone.
Queen Bee
3,400 HP8 defense30 contact dmg
Summon:
Break an Abeemination-summoned or larva in a Bee Hive (Jungle), or use an Abeemination anywhere.
Arena:
A wide flat arena outside the cramped hive removes the stinger walls; strafe to dodge her horizontal charges.
Why:
Drops the bee-themed gear and Beenades; the Bee Keeper and Bee armor are strong early summoner picks.
Skeletron
4,400 HP10 defense32 contact dmg
Summon:
Talk to the Old Man at the Dungeon entrance at night and choose to fight — you must kill it before dawn or it one-shots you.
Arena:
Long platform runs let you circle the hands; focus the hands first, then burst the head before sunrise.
Why:
Killing it unlocks the Dungeon and frees the Clothier NPC — the gateway to pre-hardmode's best loot.
Deerclops
7,000 HP10 defense20 contact dmg
Summon:
Use a Deer Thing (crafted from Flinx Fur + Lens + Crimtane/Demonite) in the Snow biome at night.
Arena:
Flat snow arena with room to sidestep its ground-shatter shockwaves and the shadow hands it spawns.
Why:
A Don't Starve crossover boss that drops the Pew-matic, Weather Pain, and the Eye Bone pet.
Wall of Flesh
8,000 HP12 defense50 contact dmg
Summon:
Drop a Guide Voodoo Doll into lava in the Underworld — this kills the Guide and spawns it.
Arena:
Build a long bridge across Hell; it chases you, so you must out-run it while damaging the mouth and eyes.
Why:
THE gateway boss — defeating it activates Hardmode, spreads the Hallow/Corruption, and unlocks all tier-1 hardmode ore.

Hardmode

0/9
Queen Slime
18,000 HP26 defense60 contact dmg
Summon:
Use a Gelatin Crystal (found in the underground Hallow) while standing in the Hallow.
Arena:
A wide hallowed platform arena; her flight and crystal-shard spreads reward mobility accessories.
Why:
An early-hardmode warm-up that drops the Blade Staff (a top summoner weapon) and crystal-themed gear.
The Twins
43,000 HP10 defense50 contact dmg
Summon:
Use a Mechanical Eye at night, or they may spawn naturally on a hardmode night.
Arena:
A multi-layer skybridge with campfires; Retinazer fires lasers, Spazmatism breathes cursed flame up close — kite both at range.
Why:
One of the three Mechanical Bosses; Hallowed Bars and Souls of Sight craft Hallowed armor and unlock the next tier.
The Destroyer
80,000 HP0 defense70 contact dmg
Summon:
Use a Mechanical Worm at night, or it may spawn naturally on a hardmode night.
Arena:
Pierce-and-explosion weapons (Daedalus Stormbow, Crystal Vile Shard) melt its segments; a high platform avoids its probes.
Why:
A Mechanical Boss; the easiest of the three for most builds, dropping Hallowed Bars and Souls of Might.
Skeletron Prime
28,000 HP24 defense47 contact dmg
Summon:
Use a Mechanical Skull at night, or it may spawn naturally on a hardmode night.
Arena:
Same circling strategy as Skeletron but its four arms hit harder — break the saw/cannon arms first, then the head.
Why:
A Mechanical Boss dropping Hallowed Bars and Souls of Fright; clearing all three mechs gates Plantera.
Plantera
30,000 HP14 defense50 contact dmg
Summon:
Break a Plantera's Bulb that grows in the Jungle after all three Mechanical Bosses are dead.
Arena:
Wall off a large underground Jungle box and circle it; enraged Plantera (if you leave the Jungle) is far deadlier.
Why:
The hardmode midpoint gate — its death strengthens enemies, unlocks the Dungeon's post-Plantera loot and the Temple.
Golem
15,000 HP26 defense72 contact dmg
Summon:
Use a Lihzahrd Power Cell on the Lihzahrd Altar deep in the Jungle Temple (entered after Plantera).
Arena:
The temple room itself is the arena — its head detaches and flies; a flat floor and ranged fire trivialize it.
Why:
A jump in gear power; drops the Picksaw, Possessed Hatchet, and Heat Ray ahead of the lunar events.
Duke Fishron
60,000 HP50 defense100 contact dmg
Summon:
Fish with a Truffle Worm as bait in the Ocean.
Arena:
Open ocean sky with long platforms; he is fast and hits like a truck, so wings and high mobility are mandatory.
Why:
A brutal optional boss dropping some of the best weapons in the game — the Tsunami, Flairon, and Razorblade Typhoon.
Martian Saucer
#12

Martian Saucer

Optional
10,000 HP0 defense80 contact dmg
Summon:
Appears as the mini-boss of the Martian Madness event (triggered by a Martian Probe scanning you post-Golem).
Arena:
Open sky with mobility; destroy its turrets first, then the core, while dodging the Deathray.
Why:
Drops the Influx Waver, Cosmic Car Key (a flying mount), and the Xenopopper among other tech gear.
Empress of Light
70,000 HP50 defense80 contact dmg
Summon:
Kill a Prismatic Lacewing (spawns in the surface Hallow at night) to summon her.
Arena:
A huge open arena; fight her in daytime for a one-hit-kill challenge that drops the rainbow-trail Terraprisma.
Why:
Drops the Terraprisma — arguably the best summon weapon — plus the Starlight and other top-tier gear.

Endgame

0/3
Lunatic Cultist
32,000 HP42 defense50 contact dmg
Summon:
Kill the four Cultists that appear at the Dungeon entrance after Golem is defeated.
Arena:
Flat ground at the Dungeon entrance; ignore the illusion clones (killing the wrong one summons a damaging dragon).
Why:
The gatekeeper to the Lunar Events — defeating it starts the four Celestial Pillars.
Celestial Pillars
#15

Celestial Pillars

Plan DPS
20,000 HP20 defense50 contact dmg
Summon:
Automatically begin after the Lunatic Cultist dies — four pillars (Solar, Vortex, Nebula, Stardust) appear across the map.
Arena:
Each pillar drops a shield until you kill 100 nearby enemies; clear the fragments to craft the lunar armor sets.
Why:
Lunar Fragments craft the strongest pre-Moon-Lord armor and weapons for every class.
Moon Lord
145,000 HP50 defense0 contact dmg
Summon:
Clear all four Celestial Pillars (or use a Celestial Sigil) to summon the final boss.
Arena:
A very long skybridge with heart statues and campfires; destroy the two eyes and forehead, then the core, dodging the Phantasmal Deathray.
Why:
The final boss — drops the Luminite to craft endgame armor and the best weapon in every class.