Super Dummy

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Super Dummy
  • Super Dummy.png
Stack digit 1.png
TypeSummoningCrafting material
Use time14 Fast
TooltipCreates a super dummy
Regenerates 1 million life per second
Will not die when taking damage over time from debuffs
Right click to kill all super dummies
RarityRarity Level: 1
SellNo value
Research1 required
Super Dummy
Super Dummy (enemy).png
Max Life9,999,999
KB Resist100%

The Super Dummy is a craftable Pre-Hardmode summoning item. When used with its primary function (left-click), it spawns a Super Dummy enemy. This enemy is nigh-invincible, with 9,999,999 health that it is constantly regenerating. It also cannot be killed by damage-over-time from inflicted debuffs. However, when used with its secondary function (right-click), it will remove all spawned Super Dummies.

Due to the Super Dummy enemy's high resilience and inability to harm the player (despite being an enemy), it is considered an improved alternative to the Target Dummy. It features several practical advantages to Target Dummies, including more accurate DPS numbers when using the DPS Meter or any of its successors, the ability for weapon projectiles to home in on it, and the ability for minions and sentries to target it.



Crafting Station
By Hand
Target DummyTarget Dummy1
Super DummySuper Dummy1

Used in

ResultIngredientsCrafting station
Target DummyTarget DummyBy Hand
total: 1 row(s)


  • Super Dummies cannot be hit if a boss is currently alive.
    • This effect also applies to the Target Dummy.
  • The Super Dummy enemy appears to be a normal Target Dummy but with a red target instead of a face, allowing the two to be differentiated.
  • Because it is an enemy, the Super Dummy will turn to face the player, unlike the Target Dummy.
  • In the Get fixed boi seed, if Super Dummies are not damaged within 100 seconds, they will turn hostile and start jumping towards the player similar to a Mimic. They will insta-kill the player upon contact.


  • It can be useful to activate the special effects of weapons, such as the lifesteal of Vampire Knives, or weapons with on-hit effects, such as Grax or The Horseman's Blade.
    • This will not work during boss fights.
  • By spawning a handful of Super Dummies, enemy spawns will cease, due to Super Dummies counting towards the enemy max spawn. This can be very handy for building in high-spawn locations such as the Jungle.
    • Be wary of where the dummies are spawned, however, as if the player moves too far away from a cluster of them, they are prone to despawning.


  • It is possible to kill the Super Dummy if the player is able to deal enough damage to it to surpass its high life regeneration and it is currently not under any damage-over-time debuffs.
  • The Super Dummy is affected by the Nullification Pistol and the Molecular Manipulator.
  • In earlier versions of the mod, the Super Dummy's item sprite was that of the Target Dummy's.


These history sections are still a work-in-progress, and may not yet contain changes relevant to the current version of the Calamity Mod.
  • Can no longer damage players, even if its contact damage is manipulated through other means.
  • Sprite now plays an animation when hit.
  • Fixed an oversight that allowed it to pick up Coins in Expert Mode or higher.
  • No longer requires any crafting station to be crafted.
  • Fixed a desync issue that prevented them from despawning.
    • No longer immune to Confused.
    • Fixed it inheriting the AI of nearby enemies in multiplayer.
  • Fixed it disappearing in multiplayer.
    • Now requires an Anvil to craft instead of a Hardmode Anvil.
    • Resprited.
  • Fixed a bug with God's Paranoia and them when they were deleted.
  • Now requires a Hardmode Anvil to craft instead of a Draedon's Forge.
  • Can now be hit as long as no bosses are alive, instead of requiring 3 Town NPCs to be alive.
  • No longer activates most on-hit effects.
  • Can no longer be hit if the player is not near at least 3 Town NPCs.