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    Terraria 1.4.5 Summoner Updates: New Whips, New Summons & How to Use Them

    Itskovich Spartak

    Itskovich Spartak

    Game Content Writer
    • 9 min read
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    TL;DR

    Terraria dedicated servers 1.4.5 adds a full mini-progression of new whips (including two new endgame tag-crit options) plus several new summon weapons from the Dead Cells and Palworld crossover content. If you play Summoner, your biggest wins come from (1) upgrading your whip earlier than you used to, (2) keeping tag effects active on the target you actually want dead, and (3) using the new minions for utility and consistency, not just raw damage.

    What actually changed for Summoners in 1.4.5

    If you have not touched Summoner in a while, 1.4.5 quietly fixes a common pain point: early and midgame whip options used to feel sparse, so you would sit on the same whip longer than you wanted. Now you get new whips that plug gaps across pre-Hardmode, early Hardmode, and late-game.

    On top of that, the crossover content is not just vanity. You get new summon weapons with distinct behavior:

    • A new post-evil-boss minion that stays relevant because it can reliably stick to targets.
    • A new Hardmode sentry that adds safe, persistent chip damage in fights where you want to keep your distance.
    • New Palworld-themed summons that double as utility or flexible damage (one even helps with mining while it follows you).

    Two whip mechanics to understand before you pick “the best one”

    A whip is not just a melee swing. It does two Summoner-specific jobs:

    1) It sets your target.
    The last enemy you hit becomes the priority target for minions and sentries. In real fights, that matters more than people expect. It lets you delete the most dangerous enemy first instead of watching your summons chase whatever is closest.

    2) It applies a tag effect.
    Tag effects last a short time and add extra damage to your minions’ and sentries’ hits against that tagged enemy. Some whips also add an extra effect (debuffs, bonus projectiles, or a fixed crit chance for summons).

    You will also see a stat called multihit penalty on whips. In plain terms: if your whip swing hits multiple enemies, later hits in that same swing get reduced. Early whips tend to have harsher penalties, while late whips are much friendlier for crowds. That is why some whips feel amazing in invasions and others feel single-target only.

    TIP

    All new whips in 1.4.5 (stats + why you would use them)

    Below is a compact table so you can scan quickly, then I’ll explain the practical takeaways.

    Quick table of the 1.4.5 whips

    Whip Stage How to get Tag effect Multihit penalty Special note
    Cobwhip very early craft at Loom +3 tag damage 60% spawns a small spider for extra chip damage
    Slime Whip early craft at Solidifier +3 tag damage 60% inflicts Slime; tip inflicts On Fire!
    Soulscourge early evil craft at Anvil +5 tag damage 40% Corruption version
    Vasculash early evil craft at Anvil +5 tag damage 40% Crimson version
    Starcrash pre-HM upgrade craft at Anvil +2 tag damage 30% primes enemies; minion hits call a meteor
    Vulgar Display of Flower mid-HM Plantera drop +9 tag damage 15% volatile mark; minion hits trigger petal bursts
    Electric Eel mid-HM Duke Fishron drop +12 tag damage 5% fixed 5% summon crit chance; chaining lightning effect
    Constellation late-game craft Ancient Manipulator +15 tag damage 10% fixed 15% summon crit chance
    Possession endgame Moon Lord drop +25 tag damage 5% fixed 10% summon crit chance; prophetic mark visuals on minion hits

    How to choose among them (the practical version)

    Cobwhip and Slime Whip are not baby whips anymore, they are real stepping stones. If you start a fresh world, either one lets you play true Summoner earlier without feeling under-armed. Slime Whip’s debuffs help a lot in messy early fights where enemies survive longer than you want.

    Soulscourge and Vasculash are your evil-boss follow-ups. The important part is not which one is “better”, it is that you can now craft a meaningful upgrade right after you commit to Corruption or Crimson materials, instead of waiting for a totally different milestone.

    Starcrash is the first whip in this list that noticeably changes how fights look. The priming mechanic means your minions get bonus burst via meteors. It is especially satisfying when your minions hit fast, because you see the payoff constantly.

    Vulgar Display of Flower is where Summoner starts to feel like it has real mid-Hardmode crowd control. The multihit penalty is low enough that you can swing into groups without the whip feeling neutered, and the petal effect rewards you for simply keeping enemies tagged.

    Electric Eel is one of the most complete whips in the update. The penalty is tiny, it adds a fixed crit chance for your summons (so your minions can actually crit without you doing anything fancy), and the chaining lightning effect helps when enemies cluster.

    Constellation is your crafted late-game whip that also grants a higher fixed summon crit chance. If you like a more predictable, build-friendly path (farm fragments, craft the upgrade), this is the cleanest upgrade line in the list.

    Possession is a Moon Lord drop, so it is the I am here to finish the game whip. The tag damage is massive, and the low multihit penalty means it stays useful even when the screen is full of targets.

    New summon weapons that matter for Summoner builds

    Mushroom Staff (Dead Cells crossover)

    Mushroom Staff Terraria

    This is a post-evil-boss pre-Hardmode summon weapon that calls a Mushroom Boi minion. In use, it behaves like a chase minion with a built-in solution to a classic Summoner problem: when a target gets too far, it can teleport onto them instead of getting lost pathing around terrain. If you like aggressive minions that stay on task, it is a strong addition to the pre-Hardmode pool.

    Barnacle Staff (Dead Cells crossover)

    terraria Barnacle Staff

    This is a Hardmode summon weapon that creates a Barnacle sentry. It attacks by firing poison spit and can inflict Poisoned. It is also a good example of a sentry that rewards positioning: you can place it in spots where it has clean lines to targets, then focus on staying alive while your minions and the sentry do steady work.

    If you are not used to sentries: they are stationary, and they exist to add safe damage while you keep moving. They are especially helpful in fights where you do not want to stand still to whip nonstop.

    Palworld summons (Cattiva, Foxparks, plus the rarer pals)

    terraria palworld Cattiva

     

    The Palworld crossover adds several new pals that function as summon weapons. Two that matter immediately for Summoner players are:

    • Cattiva: a pre-Hardmode minion that fights up close and also mines alongside you at roughly iron-pickaxe level. That is not a gimmick. It can meaningfully smooth out early resource gathering while still being a real combat minion.
    • Foxparks: a pre-Hardmode minion that attacks at range with fireballs (inflicting On Fire!), and it has a special held-down attack where it teleports to you and acts like a flamethrower without consuming ammo. That makes it unusually flexible for exploring and for early events where you want consistent ranged pressure.

    The other pals are more hunt them down style finds. If you are struggling to get them to appear, do not assume you are doing something wrong. Some players report much better luck in newly generated 1.4.5 worlds compared to older saves, so starting a fresh world for pal hunting can save time.

    Summoner tips that make 1.4.5 content feel easier

    Keep tag uptime, not perfect whip DPS

    Most Summoner damage comes from your minions hitting a tagged target. In practice, you do not need to swing constantly. You need to refresh the tag and keep the right enemy selected as the priority target.

    A simple rhythm works well:

    • tag the target you want dead,
    • reposition so your minions can keep hitting,
    • retag when the tag is about to fall off or when the fight changes.

    Use whips differently in single-target vs crowds

    This is where multihit penalty matters.

    • In single-target boss fights, even early whips feel fine because you rarely hit multiple enemies in one swing.
    • In invasions and events, low-penalty whips (like Electric Eel and Possession) feel dramatically better because your swing stays effective across multiple hits.

    So do not judge a whip only by its raw tag damage. Think about what kind of fight you are actually in.

    TIP

    Watch your buff bar if your minions “randomly disappear”

    Minions are tied to buff slots. If your buff/debuff list gets crowded, it is possible to lose minions mid-fight. If you notice summons dropping off, look at what else you are stacking (food, potions, candles, mount buffs, event debuffs) and trim where you can.

    One quick micro-scenario (early boss)

    You are fighting your first big boss and your minions keep swapping targets to random adds or flying eyes.
    Try this:

    • Use your whip once to tag the boss and lock minion focus.
    • Back up and fight defensively for a few seconds while minions do their work.
    • Retag the boss whenever it dashes away or the arena gets cluttered.

    That single habit often feels like a bigger upgrade than swapping gear.

    Quick picks by progression (only new or newly relevant in 1.4.5)

    • Fresh world Summoner start: Cobwhip or Slime Whip for early tag damage and control
    • Post-evil boss: Mushroom Staff if you want a minion that reliably stays on targets
    • Pre-Hardmode upgrade: Starcrash if you want extra burst on minion hits
    • Mid-Hardmode: Vulgar Display of Flower for events, Electric Eel for strong all-around fights
    • Late-game: Constellation if you want a craftable crit-focused whip, Possession if you want the endgame tag-damage spike

    FAQ

    • Do whips affect minions and sentries, or only minions?

      Whip tag effects apply to both minions and sentries. If you are using a sentry-heavy setup, a strong whip is still doing real work.
    • Can summons crit in 1.4.5?

      Normally, summons do not crit the same way melee/ranged does. In 1.4.5, specific whips grant a fixed critical hit chance for your summoned entities against tagged enemies, which is why Electric Eel, Constellation, and Possession feel like big upgrades.
    • Is it worth keeping an early whip after you craft a new one?

      Usually no. The new whip progression is designed to be used. Early whips have harsher multihit penalties, and later options tend to be more forgiving in real fights. Upgrade when you can, then move on.
    • Do whips scale with melee speed?

      Yes, attack speed bonuses can make whips feel much faster and smoother. Even if you are playing Summoner, a small amount of attack speed can noticeably improve how reliably you keep tags active.
    Itskovich Spartak

    Itskovich Spartak

    Game Content Writer

    A dedicated Game Content Writer who creates clear engaging articles and guides for gamers. Experienced in explaining game mechanics, server features and community topics in a way that feels accessible and enjoyable to read. Focuses on delivering content that helps players make decisions, discover new possibilities and get more from their favorite games. Combines a reader friendly style with a strong understanding of what interests modern gaming communities.
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