Best ring combos? (Light spoilers)

Comm

Tiller
I currently use slime charmer combined with hot Java (Used Forge), and savage combined with lucky. I would have done burglar but I don't have it. Any thoughts?:cookie:
 
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I play on mobile, so my favorites are iridium band and burglar ring. When the update comes I am looking forward to trying the lucky ring and java ring!
 

MissDandy

Farmer
I play on mobile, so my favorites are iridium band and burglar ring. When the update comes I am looking forward to trying the lucky ring and java ring!
Iridium band is one that I use even with the update on Switch. It's just all around good, especially when you forge it with other stuff. I can't remember what I forged mine with the first time... but you can forge it with almost anything and it's still great. When you guys get the update it will be fun to play around with.
 

FilthyGorilla

Local Legend
my favorite early and midgame setup is a mix of these, usually the former 4:
Burglar
Napalm
Iridium band
Slime charmer
Hot Java
Savage

Late game it's different, I am a player who thinks burglar is useless late game which causes a lot of arguments believe it or not, I have no clue in the world why people would think double monster drops are good late game but they can do whatevery they want. (If anyone thinks this or not, please list your reasons why, it's cool to see other peoples opinions and ideas).
Now I use:
Iridium Luck
Savage Luck

This combo is only really good in the mines and I have spent dozens of hours mastering the Savage ring which I think I can now finally say I am a pro at using (it is super hard to use to it's fullest, if you can it is one of if not the best ring in the game, especially for mining, in my opinion).
Otherwise it's ok but it's just over all nice, the luck is subtly nice in some cases and iridium is just overall good for most places.
I usully just rock this as I never need to change sets for any reason, maybe I might make an iridium band/immunity as a spare for the hard mode mines or the volcano but I haven't run them in ages, there is no reason too and while they are fun I have too much stuff ig and irl to do so.
 

Ilune

Planter
I usually combine iridium band + slime charm ring and lucky ring + burglar ring. The slime charm ring is GREAT and I try to obtain as fast as I can, and usually I try to arrive to the Skull Cavern with burglar ring and slime charm ring, so I can safetly farm purple slime for iridium ore.
 

Mikzett

Greenhorn
I currently use slime charmer combined with hot Java (Used Forge), and savage combined with lucky. I would have done burglar but I don't have it. Any thoughts?:cookie:
I'm on mobile, and I use a Lucky Ring combined with the Iridium Band and a second Lucky Ring since they're stackable. I would combine a Burglar's Ring with the second one if I had it.
 

HaleyRocks

Farmer
I keep promoting the:
1) Iridium Band + Napalm Ring
2) Burglar's Ring + Lucky Ring

model! It gets you covered for any scenario, is all purpose, all round and just cool, simply the best. Especially whenever you slap a Perfect Magic Quiver on, to wreak havoc with, making the use of Bombs minimal, if any at all... Some prefer double luck rings and/or double iridium bands, but quite honestly, that's both excessive and gets old fast. If you need another lucky ring, just wear a spare combo ring that contains one and change/alternate at will ;)
 

FilthyGorilla

Local Legend
my favorite early and midgame setup is a mix of these, usually the former 4:
Burglar
Napalm
Iridium band
Slime charmer
Hot Java
Savage

Late game it's different, I am a player who thinks burglar is useless late game which causes a lot of arguments believe it or not, I have no clue in the world why people would think double monster drops are good late game but they can do whatevery they want. (If anyone thinks this or not, please list your reasons why, it's cool to see other peoples opinions and ideas).
Now I use:
Iridium Luck
Savage Luck

This combo is only really good in the mines and I have spent dozens of hours mastering the Savage ring which I think I can now finally say I am a pro at using (it is super hard to use to it's fullest, if you can it is one of if not the best ring in the game, especially for mining, in my opinion).
Otherwise it's ok but it's just over all nice, the luck is subtly nice in some cases and iridium is just overall good for most places.
I usully just rock this as I never need to change sets for any reason, maybe I might make an iridium band/immunity as a spare for the hard mode mines or the volcano but I haven't run them in ages, there is no reason too and while they are fun I have too much stuff ig and irl to do so.
Want to come in and change this a bit.

1. Slime charmer is next to useless, most of the benefit from it comes from negating the debuff, which leads into the second change:

2. Adding immunity band to the list, it's incredibly useful in places with heavy debuffs like the danger mines, pair it with mermaid or genie boots and you have effective immunity from getting any debuff, not just slimed

3. Hot java is one of those rings where you're almost always fine without it. It's not bad per se, but if there's a more useful ring then this should be first to go (unless you're using a really bad one)

4. Lucky ring is only really useful in the early game. While buff luck is widely useful, it's generally in such small degrees that it only meaningfully matters for a couple things, in which case they're better just swapped on temporarily (as outside of the mines, those things are incredibly niche and usually one time things, the casino and fishing for jellies is it basically).
Their prime use is obviously in mining, and even in that, they only really help with two things, treasure rooms (which is, similar to above examples, a pretty niche pursuit usually done on its own), and finding staircases. Having basically any amount of staircases being produced (even with just a few jade crystalariums), largely negates the benefit of luck however, and therefore it's usefullness as a primary ring massively falls off pretty much proportionally to the crystariums you have (didn't even mention previously that they're also getting you another permanent +1 luck in spicy eel), so it's not a very good mid/lategame ring.

5. Glowstone is really good as a combination with iridium band for 3 or 4x magnetism, which is actually fairly useful for large bombing areas
 

MogBeoulve

Local Legend
Want to come in and change this a bit.

1. Slime charmer is next to useless, most of the benefit from it comes from negating the debuff, which leads into the second change:

2. Adding immunity band to the list, it's incredibly useful in places with heavy debuffs like the danger mines, pair it with mermaid or genie boots and you have effective immunity from getting any debuff, not just slimed
It was pointed out to me that if only going to skull cavern, slime charmer is technically better than +10 immunity since it also prevents normal damage from slimes, and there are no other debuffs. However, for myself, I rarely go to skull caverns, and I hate swapping rings.

Having said that - I noticed a few instances after the 1.6 update where +10 immunity did not prevent a debuff from landing. It was extremely rare, but it happened a couple times. (I didn't think to screenshot proof. I thought at the time it was a balance change.)
 

Grumples

Planter
It was pointed out to me that if only going to skull cavern, slime charmer is technically better than +10 immunity since it also prevents normal damage from slimes, and there are no other debuffs. However, for myself, I rarely go to skull caverns, and I hate swapping rings.

Having said that - I noticed a few instances after the 1.6 update where +10 immunity did not prevent a debuff from landing. It was extremely rare, but it happened a couple times. (I didn't think to screenshot proof. I thought at the time it was a balance change.)
I was always under the impression that to be fully immune via immunity, you needed 11? Maybe I am wrong though.
 

FilthyGorilla

Local Legend
It was pointed out to me that if only going to skull cavern, slime charmer is technically better than +10 immunity since it also prevents normal damage from slimes, and there are no other debuffs. However, for myself, I rarely go to skull caverns, and I hate swapping rings.
It can be as skull cavern doesn't really have debuffs, but as you said yourself swapping rings going different places isn't for everyone and especially when it's pertaining to rather small changes you get from either silme charmer vs immunity in sc

Having said that - I noticed a few instances after the 1.6 update where +10 immunity did not prevent a debuff from landing. It was extremely rare, but it happened a couple times. (I didn't think to screenshot proof. I thought at the time it was a balance change.)
Yes, 10 immunity is not a 100% chance to not get debuffed

This is because each point of immunity gives a 9.1% chance of 'dodging' a debuff, not 10%
 

VampireCake

Farmer
I believe there is still the bug where stacked slimes you have knocked loose and are ricocheting around will still cause the 'slimed' debuff occasionally, even when you should be debuff-proof. It's definitely the only time I ever get a debuff if I have a full immunity setup.
 

HaleyRocks

Farmer
I believe there is still the bug where stacked slimes you have knocked loose and are ricocheting around will still cause the 'slimed' debuff occasionally, even when you should be debuff-proof. It's definitely the only time I ever get a debuff if I have a full immunity setup.
even with basilisk-paw trinket?
 

VampireCake

Farmer
even with basilisk-paw trinket?
Haven't tried actually, I've gotten so used to having the same setup. I'll see if I can try it, although it's honestly fairly rare. Anyone else noticed?

Related question: how many ring combinations are there? I tried to work it out and I got 350.
Counted 28 different rings, with identical rings not combineable.

...are magnet + small magnet combineable? 🤔
 
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