for the people arguing about wether the warden should be seek or figure: I think it should be figure definitely, while seek and the warden both emerge from the ground, both figure and the warden are blind, and both figure and the warden use sounds and vibrations to their advantage
I know this has been brought up a lot but warden prob should have been figure. I just feel like the warden and the figure are more similar. Like the only thing the warden and seek have in common is the emerging and some dark colors. Now the Figure and the Warden have the blindness and the wardens sway like moves are a little similar to figures flexible movements and they both have the ability to use echolocation to some theories. Also seek is fast and the warden isn't really fast but kind of has the same movement speed of the figure. Finally, the figure being an Enderman doesn't make much since. Like, seek being an enderman would make since because you die by an eye of seek in his jump scare and die by looking at the eyes of an enderman. Now, of course the enderman have the mouth like a figure but that doesn't even work. It could have been ok with seek if were taking the sight that he is a bunch of goops like a living slime person and enderman and seek, supposedly, they can both teleport. Even if seeks teleport is going through the ground it is still more of a teleport than figure has, and we don't even know if figure can teleport or not. So, in the end the Warden (seek) and the Enderman (figure) should be swapped.
everyone has talked about how figure should be the warden, but no one has talked about the hog rider, The Hog Rider card is unlocked from the Spell Valley (Arena 5). He is a very fast building-targeting, melee troop with moderately high hitpoints and damage. He appears just like his Clash of Clans counterpart; a man with brown eyebrows, a beard, a mohawk, and a golden body piercing in his left ear who is riding a hog. A Hog Rider card costs 4 Elixir to deploy. Strategy his fast move speed can boost forward mini tanks like an Ice Golem in a push. At the same time, he can also function as a tank for lower hitpoint troops such as Goblins as he still has a fair amount of health. Most cheap swarms complement the Hog Rider well, as they are nearly as fast as him and usually force more than one card out of the opponent's hand. The Hog Rider struggles with swarms, as they can damage him down and defeat him quickly while obstructing his path. Barbarians in particular can fully counter him without very strict timing on the defender's part, though be wary of spells. A Hunter can kill the Hog Rider in 2 hits if placed right on top of it. However, if you place something in front of the Hog Rider, the Hunter's splash will damage the Hog Rider and hit the card in front of it more. The Hog Rider in conjunction with the Freeze can surprise the opponent and allow the Hog Rider to deal much more damage than anticipated, especially if the opponent's go-to counter is a swarm, or swarms are their only effective counter to him. Skeletons and Bats will immediately be defeated by the spell, while Spear Goblins, Goblins, and Minions will be at low enough health to be defeated by a follow up Zap or Giant Snowball. However, this strategy isn't very effective against buildings as the Hog Rider will take a while to destroy the building, giving the opponent ample time to articulate another counter. Against non-swarm troops, it can deal a lot of damage during the freeze time, but this can allow the opponent to set up a massive counterpush. For this reason, players should either only go for a Hog Rider + Freeze when they have other units backing it up from a counterattack, or if the match is about to end and they need to deal as much damage as possible. It is not a good idea to send in a Hog Rider simply to destroy a building, especially if it is the only building targeting unit available, as defeating Crown Towers becomes substantially more difficult. Spells or simply waiting out the lifetime of the building are more effective. The exception to this is an Elixir Collector placed in front of the King's Tower. If a Hog Rider placed at the bridge, he can destroy the Collector for a positive Elixir trade, though the damage from both Princess Towers will usually mean he does not survive to deal any damage to them. However, if the opponent sends in defending troops, it can be an opportunity to gain spell damage value. In a deck with several low-cost cards, it might be worth it to simply send the Hog Rider against one building. These decks shuffle their card rotation quick enough, that they will arrive to their next Hog Rider before the next building arrives in the opponent's card rotation. Long-ranged troops like Musketeer and Flying Machine can snipe those buildings, preserving some of the Hog Rider's health, possibly allowing it to get some Tower damage. When there are buildings placed in the middle to counter the Hog Rider, understanding the placement of the Hog Rider and the type of building placed can help the Hog Rider to bypass certain buildings. Passive buildings such as spawners and Elixir Collector have a larger hitbox than defensive buildings; which means that if a passive building was placed 3 tiles away from the river in the middle of the opponent's side, then it is impossible for the Hog Rider to bypass that placement as the Hog Rider will get pulled to that building. Defensive buildings have a smaller hitbox than a passive building, which means if that if a defensive building was placed three tiles away from the river in the middle of the opponent's side, a Hog Rider placed at the very left or right side of the Arena may be able to bypass it due to its smaller hitbox. If the player has a building already placed down in the center of the arena, and the opponent tries to bypass it with a Hog Rider at the edge of the arena, they can use certain air troops to push the Hog Rider towards the building as it jumps over the river, effectively denying the bypass attempt. They must be already hovering over the correct placement, as very quick reflexes are required to correctly perform this technique. For Bats, Skeleton Dragons, and Minion Horde, they should be placed right in front of the Hog Rider as soon as it is deployed. For Minions, Skeleton Barrel, Mega Minion, Flying Machine, Electro Dragon, Baby Dragon, Inferno Dragon, Balloon, and Lava Hound, stagger the above placement one tile to the right if the Hog Rider is placed on the left side of the arena, and vice versa. They can also use ground troops to achieve the same result. Something like an Ice Golem deployed at the Hog Rider’s landing spot will obstruct his path and force him to go around the unit, which causes him to be closer to the building instead of the Crown Tower. The Hog Rider can kite Very Fast non-building targeting troops due to his own Very Fast speed and building only targeting if he is placed on the fourth tile from the bridge, slightly into the opposite lane. He can also stall grounded units when placed right at the bridge. He will pull them towards him while deploying, and then be untargetable by them when he jumps over the bridge. After landing, he will pull them back. This can be useful when the player needs to deal damage in the same lane they are defending. It will also help separate troops behind a tank in a large push. A Tornado placed on the second tile front of the player's King's Tower and staggered two tiles towards the Princess Tower will activate it without any damage dealt to the Princess Tower, helping them in defending future pushes. This can also be a method of mitigating all damage dealt to a Princess Tower, but doing this more than three times may result in the King's Tower's health being low enough to be targeted directly, opening up the possible threat of a back door three crown. A better alternative is to pull the Hog away from the Princess Tower into the attacking range of all three Crown Towers, which will negate all damage as long as none of them are already distracted A very powerful combo is the Hog Rider, the Musketeer, and the Valkyrie, typically referred to as the Trifecta. The Musketeer will defend against most troops, while the Valkyrie can protect her and the Hog Rider from swarms or high damage units. The Hog Rider is used to deal damage to the tower. This can be effectively countered by Lightning, one-shotting the Musketeer and severely damaging both the Valkyrie and Hog Rider. The Minion Horde is also effective, but the enemy can Zap them and the Musketeer will one-shot them all. Even if the Musketeer is defeated, the Hog Rider and Valkyrie will have enough time to severely damage the Tower. The Hog Rider should be placed behind the Valkyrie to give it a boost so that it stays in front of the Hog Rider, protecting it. A Hog Rider combined with a Goblin Barrel can be awkward for the opponent to defend against. Timing it so that the Hog Rider is tanking the tower shots for the Goblins is the most effective way to deal damage. However, a Barbarian Barrel can shut this down with minimal Tower damage for a positive Elixir trade, as long as the Goblin Barrel was placed directly on the Tower. Pairing the Hog Rider with the Balloon can deal devastating damage. If executed properly, the Hog Rider will act as a tank while the Balloon threatens to deal massive damage. The Hog Rider can also destroy any buildings attempting to slow down the combo. However, this combo is very vulnerable to swarms and anti-air cards as neither of the troops target anything but buildings. Additionally, they are easy to separate, due to the disparity in move speeds. Alternatively, the Hog Rider and the Balloon can be played in different lanes to spread the opponent's defenses thin. However, a building or Tornado can bring them back together for an easier defense. The Hog Rider can be paired with the Lumberjack as both a swarm bait and damage combo. It is a very fast combo with an extremely high damage output potential, so the enemy will likely try to counter it with a swarm. If this happens, use a spell like Arrows to render the opponent defenseless. If they manage to defeat the Lumberjack, the dropped Rage will make the Hog Rider even more dangerous than it normally is. A fast and deadly combination is the Hog Rider and Mini P.E.K.K.A. combo. Both units are fast but the Mini P.E.K.K.A. does much more damage and does not attack only buildings so the Mini P.E.K.K.A. can deal with troops like the Executioner and Musketeer. However, this combo can be defeated with swarms like Skeleton Army, which will defeat both of them since neither of them can deal area damage. They are also unable to target air troops, so the Minion Horde can stop this easily. A risky play is to deploy the Hog Rider at the bridge as soon as the match starts. If the opponent does not react fast enough, the Hog Rider will deal a significant amount of damage to the Princess Tower. This can also allow the player to quickly scout the opponent's deck if they happen to react to him fast enough.
Wrong game buddy. Wrong game. That's spell valley. It just goes like this everyone has talked about how figure should be the warden, but no one has talked about the hog rider, The Hog Rider card is unlocked from the Spell Valley (Arena 5). He is a very fast building-targeting, melee troop with moderately high hitpoints and damage. He appears just like his Clash of Clans counterpart; a man with brown eyebrows, a beard, a mohawk, and a golden body piercing in his left ear who is riding a hog. A Hog Rider card costs 4 Elixir to deploy. Strategy his fast move speed can boost forward mini tanks like an Ice Golem in a push. At the same time, he can also function as a tank for lower hitpoint troops such as Goblins as he still has a fair amount of health. Most cheap swarms complement the Hog Rider well, as they are nearly as fast as him and usually force more than one card out of the opponent's hand. The Hog Rider struggles with swarms, as they can damage him down and defeat him quickly while obstructing his path. Barbarians in particular can fully counter him without very strict timing on the defender's part, though be wary of spells. A Hunter can kill the Hog Rider in 2 hits if placed right on top of it. However, if you place something in front of the Hog Rider, the Hunter's splash will damage the Hog Rider and hit the card in front of it more. The Hog Rider in conjunction with the Freeze can surprise the opponent and allow the Hog Rider to deal much more damage than anticipated, especially if the opponent's go-to counter is a swarm, or swarms are their only effective counter to him. Skeletons and Bats will immediately be defeated by the spell, while Spear Goblins, Goblins, and Minions will be at low enough health to be defeated by a follow up Zap or Giant Snowball. However, this strategy isn't very effective against buildings as the Hog Rider will take a while to destroy the building, giving the opponent ample time to articulate another counter. Against non-swarm troops, it can deal a lot of damage during the freeze time, but this can allow the opponent to set up a massive counterpush. For this reason, players should either only go for a Hog Rider + Freeze when they have other units backing it up from a counterattack, or if the match is about to end and they need to deal as much damage as possible. It is not a good idea to send in a Hog Rider simply to destroy a building, especially if it is the only building targeting unit available, as defeating Crown Towers becomes substantially more difficult. Spells or simply waiting out the lifetime of the building are more effective. The exception to this is an Elixir Collector placed in front of the King's Tower. If a Hog Rider placed at the bridge, he can destroy the Collector for a positive Elixir trade, though the damage from both Princess Towers will usually mean he does not survive to deal any damage to them. However, if the opponent sends in defending troops, it can be an opportunity to gain spell damage value. In a deck with several low-cost cards, it might be worth it to simply send the Hog Rider against one building. These decks shuffle their card rotation quick enough, that they will arrive to their next Hog Rider before the next building arrives in the opponent's card rotation. Long-ranged troops like Musketeer and Flying Machine can snipe those buildings, preserving some of the Hog Rider's health, possibly allowing it to get some Tower damage. When there are buildings placed in the middle to counter the Hog Rider, understanding the placement of the Hog Rider and the type of building placed can help the Hog Rider to bypass certain buildings. Passive buildings such as spawners and Elixir Collector have a larger hitbox than defensive buildings; which means that if a passive building was placed 3 tiles away from the river in the middle of the opponent's side, then it is impossible for the Hog Rider to bypass that placement as the Hog Rider will get pulled to that building. Defensive buildings have a smaller hitbox than a passive building, which means if that if a defensive building was placed three tiles away from the river in the middle of the opponent's side, a Hog Rider placed at the very left or right side of the Arena may be able to bypass it due to its smaller hitbox. If the player has a building already placed down in the center of the arena, and the opponent tries to bypass it with a Hog Rider at the edge of the arena, they can use certain air troops to push the Hog Rider towards the building as it jumps over the river, effectively denying the bypass attempt. They must be already hovering over the correct placement, as very quick reflexes are required to correctly perform this technique. For Bats, Skeleton Dragons, and Minion Horde, they should be placed right in front of the Hog Rider as soon as it is deployed. For Minions, Skeleton Barrel, Mega Minion, Flying Machine, Electro Dragon, Baby Dragon, Inferno Dragon, Balloon, and Lava Hound, stagger the above placement one tile to the right if the Hog Rider is placed on the left side of the arena, and vice versa. They can also use ground troops to achieve the same result. Something like an Ice Golem deployed at the Hog Rider’s landing spot will obstruct his path and force him to go around the unit, which causes him to be closer to the building instead of the Crown Tower. The Hog Rider can kite Very Fast non-building targeting troops due to his own Very Fast speed and building only targeting if he is placed on the fourth tile from the bridge, slightly into the opposite lane. He can also stall grounded units when placed right at the bridge. He will pull them towards him while deploying, and then be untargetable by them when he jumps over the bridge. After landing, he will pull them back. This can be useful when the player needs to deal damage in the same lane they are defending. It will also help separate troops behind a tank in a large push. A Tornado placed on the second tile front of the player's King's Tower and staggered two tiles towards the Princess Tower will activate it without any damage dealt to the Princess Tower, helping them in defending future pushes. This can also be a method of mitigating all damage dealt to a Princess Tower, but doing this more than three times may result in the King's Tower's health being low enough to be targeted directly, opening up the possible threat of a back door three crown. A better alternative is to pull the Hog away from the Princess Tower into the attacking range of all three Crown Towers, which will negate all damage as long as none of them are already distracted A very powerful combo is the Hog Rider, the Musketeer, and the Valkyrie, typically referred to as the Trifecta. The Musketeer will defend against most troops, while the Valkyrie can protect her and the Hog Rider from swarms or high damage units. The Hog Rider is used to deal damage to the tower. This can be effectively countered by Lightning, one-shotting the Musketeer and severely damaging both the Valkyrie and Hog Rider. The Minion Horde is also effective, but the enemy can Zap them and the Musketeer will one-shot them all. Even if the Musketeer is defeated, the Hog Rider and Valkyrie will have enough time to severely damage the Tower. The Hog Rider should be placed behind the Valkyrie to give it a boost so that it stays in front of the Hog Rider, protecting it. A Hog Rider combined with a Goblin Barrel can be awkward for the opponent to defend against. Timing it so that the Hog Rider is tanking the tower shots for the Goblins is the most effective way to deal damage. However, a Barbarian Barrel can shut this down with minimal Tower damage for a positive Elixir trade, as long as the Goblin Barrel was placed directly on the Tower. Pairing the Hog Rider with the Balloon can deal devastating damage. If executed properly, the Hog Rider will act as a tank while the Balloon threatens to deal massive damage. The Hog Rider can also destroy any buildings attempting to slow down the combo. However, this combo is very vulnerable to swarms and anti-air cards as neither of the troops target anything but buildings. Additionally, they are easy to separate, due to the disparity in move speeds. Alternatively, the Hog Rider and the Balloon can be played in different lanes to spread the opponent's defenses thin. However, a building or Tornado can bring them back together for an easier defense. The Hog Rider can be paired with the Lumberjack as both a swarm bait and damage combo. It is a very fast combo with an extremely high damage output potential, so the enemy will likely try to counter it with a swarm. If this happens, use a spell like Arrows to render the opponent defenseless. If they manage to defeat the Lumberjack, the dropped Rage will make the Hog Rider even more dangerous than it normally is. A fast and deadly combination is the Hog Rider and Mini P.E.K.K.A. combo. Both units are fast but the Mini P.E.K.K.A. does much more damage and does not attack only buildings so the Mini P.E.K.K.A. can deal with troops like the Executioner and Musketeer. However, this combo can be defeated with swarms like Skeleton Army, which will defeat both of them since neither of them can deal area damage. They are also unable to target air troops, so the Minion Horde can stop this easily. A risky play is to deploy the Hog Rider at the bridge as soon as the match starts. If the opponent does not react fast enough, the Hog Rider will deal a significant amount of damage to the Princess Tower. This can also allow the player to quickly scout the opponent's deck if they happen to react to him fast enough. (Sorry I copy and pasted your thing but yeah lol its the longest reply ever)
I used the Vindicator to make Seek. The best mob for Figure is the warden because he's blind. Then I used the same mob that Eider chose for Screech, the guardian. I used the blaze to make Rush. And I used the Wither Skeleton to make Jack.
Everyone’s talking about how the figure should’ve been the warden but no one’s talking about he fact that For the full ingredients of a Krabby Patty, see here. A The Krabby Patty contains both the top bun and the bottom bun, with the top bun containing sesame seeds. It also contains sea cheese, sea lettuce, sea tomatoes, pickles, ketchup, mustard, mayonnaise, and sea onions, all of which can be seen when a Krabby Patty is being made. As well as all of those ingredients are the patty and secret sauce, both of which have unknown ingredients, particularly the patty. It is revealed that in “Friend or Foe,” a pinch of chum is was present in this formula before Plankton tore it off. In “The Great Patty Caper,” at least 2 ingredients are confirmed: flour, barnacle shavings. And 2 possible ingredients are salt, and turmeric. Another confirmed ingredient is love, which is revealed in the episodes “Plankton’s Army” and “Growth Spout,” and The SpongeBob Movie: Sponge Out of Water. Another one of the Krabby Patties’ secret ingredients is known as the “secret sauce,” which is revealed in “As Seen on TV,” “Not Normal,” and “Patty Caper,” and briefly in “Graveyard Shift.” The patty and the other secret ingredients are of the most point of interest. Since there is no mention of where the patty might have come from nor was there very little mention of the ingredients of the patty, said ingredients and other secret ingredients of the Krabby Patty remain a mystery. However. the secret ingredient has a maior role in “Patty Caper.”,” and briefly in “Graveyard Shift.” The patty and the other secret ingredients are of the most point of interest. Since there is no mention of where the patty might have come from nor was there very little mention of the ingredients of the patty, said ingredients and other secret ingredients of the Krabby Patty remain a mystery. However. the secret ingredient has a major role in “Patty Caper.”
glitch doesnt make sense to be iron golem, glitch is more like a enderman since he just teleports to you or just comes out of no where and scares you, and glitch sometimes kills you or puts you in a bad situation so he doesnt always help you
The fact you should have made seek the enderman instead of the warden bc figure would look better as the warden besides the fact that seek comes out of the ground
My opinion on doors entities that SHOULD be replaced by the minecraft mobs Seeks Eye: I would think a bat would be for the eyes on the wall. Seek: idk why but i think a zombie would fit seek. Timothy: he’s already in the game, just make the spider texture smaller\. Figure:The warden is the BEST choice for the figure. They are both powerful and blind, perfect. Eyes: i would say a skeleton would be best. Like randomly, a skeleton shoots arrows at you and i think that would be perfect when you randomly get hit when you look at eyes. Glitch: i would say a Enderman is best, it got the best particles, and it just reminds me of glitch. Screech: he did it in the video, a guardian! It got the best design for it and its just P E R F E C T. Rush/Ambush: i have no clue.
0:26 He makes seek, a one eyed entity, in a blind mob. 1:27 And he made figure, a blind creature, in a mob that you Need to look at his eyes for him to atack you. 2:23 I don't Know what to say about that cursed screech. 3:18 Glitch is glitched. 4:17 and 4:26 *BEE RUSH AND BABY BEE RUSH* 5:07 Jack with arms and legs is cursed.
and halt could be an enderman because he teleports around the player the only diffrence is instead of teleporting infront and back, he would actually attack you and teleport everywhere
the warden should've been figure seek should've been a enderman because of how a enderman runs as fast as the player, and how you are forced to look at it in the cutscene before seek chases you
Glitch should of been an enderman because of two things. First glitch can teleport anywhere so as the enderman. Second because of the enderman particles.
The warden should’ve been figure because, the figure is blind and is attracted to sound like the warden but I see why he made the warden seek. it’s because the warden emerges from the ground like seek does when you are at the end of the hallway.
but seek isn't blind and doesn't have enchanted hearing, he just runs towards you, seek should've been the enderman and figure the warden, sure seek can come out of the ground but hes just not blind.
@Green_Mungus ok so? that's the only thing thats wrong with it, everything else is just perfect, the only thing good about seek being the warden is that he can rise from the ground, he can just be an enderman, and also plus he is too lazy to code it so yeah, you can just watch Kipper this time he actually does coding and isn't lazy
3 of entities are missing: Timothy (use it on a spider like timothy) Shadow (probably not possible, but still) Window (again, may not be possible but still) Meaning its not "all the entities"
seek could have been wither skeleton, and the figure could have been warden, but otherwise good, I can't make any texture for the game, otherwise you did it well
Eider 2: “I made every mob into Roblox doors in Minecraft.” -Ambush has left the chat -Halt has left the chat -Eyes has left the chat -Timothy has left the chat Note: Great video as always!
Agreed axolotl but I think he made warden seek bc warden can come out of ground like seek,but he should have made ambush to maybe a guardian should have been ambush
for the people arguing about wether the warden should be seek or figure: I think it should be figure definitely, while seek and the warden both emerge from the ground, both figure and the warden are blind, and both figure and the warden use sounds and vibrations to their advantage
except warden model is good for the seek chase in a doors minecraft mod cuz the intro
ye
I know this has been brought up a lot but warden prob should have been figure. I just feel like the warden and the figure are more similar. Like the only thing the warden and seek have in common is the emerging and some dark colors. Now the Figure and the Warden have the blindness and the wardens sway like moves are a little similar to figures flexible movements and they both have the ability to use echolocation to some theories. Also seek is fast and the warden isn't really fast but kind of has the same movement speed of the figure. Finally, the figure being an Enderman doesn't make much since. Like, seek being an enderman would make since because you die by an eye of seek in his jump scare and die by looking at the eyes of an enderman. Now, of course the enderman have the mouth like a figure but that doesn't even work. It could have been ok with seek if were taking the sight that he is a bunch of goops like a living slime person and enderman and seek, supposedly, they can both teleport. Even if seeks teleport is going through the ground it is still more of a teleport than figure has, and we don't even know if figure can teleport or not. So, in the end the Warden (seek) and the Enderman (figure) should be swapped.
ye cuz enderman really fast like seek
True
WAIT- I WAS THINKING THAT-
@ItzNotGB enderman can't run
Pov: your school essay
everyone has talked about how figure should be the warden, but no one has talked about the hog rider, The Hog Rider card is unlocked from the Spell Valley (Arena 5). He is a very fast building-targeting, melee troop with moderately high hitpoints and damage. He appears just like his Clash of Clans counterpart; a man with brown eyebrows, a beard, a mohawk, and a golden body piercing in his left ear who is riding a hog. A Hog Rider card costs 4 Elixir to deploy. Strategy his fast move speed can boost forward mini tanks like an Ice Golem in a push. At the same time, he can also function as a tank for lower hitpoint troops such as Goblins as he still has a fair amount of health. Most cheap swarms complement the Hog Rider well, as they are nearly as fast as him and usually force more than one card out of the opponent's hand. The Hog Rider struggles with swarms, as they can damage him down and defeat him quickly while obstructing his path. Barbarians in particular can fully counter him without very strict timing on the defender's part, though be wary of spells. A Hunter can kill the Hog Rider in 2 hits if placed right on top of it. However, if you place something in front of the Hog Rider, the Hunter's splash will damage the Hog Rider and hit the card in front of it more. The Hog Rider in conjunction with the Freeze can surprise the opponent and allow the Hog Rider to deal much more damage than anticipated, especially if the opponent's go-to counter is a swarm, or swarms are their only effective counter to him. Skeletons and Bats will immediately be defeated by the spell, while Spear Goblins, Goblins, and Minions will be at low enough health to be defeated by a follow up Zap or Giant Snowball. However, this strategy isn't very effective against buildings as the Hog Rider will take a while to destroy the building, giving the opponent ample time to articulate another counter. Against non-swarm troops, it can deal a lot of damage during the freeze time, but this can allow the opponent to set up a massive counterpush. For this reason, players should either only go for a Hog Rider + Freeze when they have other units backing it up from a counterattack, or if the match is about to end and they need to deal as much damage as possible. It is not a good idea to send in a Hog Rider simply to destroy a building, especially if it is the only building targeting unit available, as defeating Crown Towers becomes substantially more difficult. Spells or simply waiting out the lifetime of the building are more effective. The exception to this is an Elixir Collector placed in front of the King's Tower. If a Hog Rider placed at the bridge, he can destroy the Collector for a positive Elixir trade, though the damage from both Princess Towers will usually mean he does not survive to deal any damage to them. However, if the opponent sends in defending troops, it can be an opportunity to gain spell damage value. In a deck with several low-cost cards, it might be worth it to simply send the Hog Rider against one building. These decks shuffle their card rotation quick enough, that they will arrive to their next Hog Rider before the next building arrives in the opponent's card rotation. Long-ranged troops like Musketeer and Flying Machine can snipe those buildings, preserving some of the Hog Rider's health, possibly allowing it to get some Tower damage. When there are buildings placed in the middle to counter the Hog Rider, understanding the placement of the Hog Rider and the type of building placed can help the Hog Rider to bypass certain buildings. Passive buildings such as spawners and Elixir Collector have a larger hitbox than defensive buildings; which means that if a passive building was placed 3 tiles away from the river in the middle of the opponent's side, then it is impossible for the Hog Rider to bypass that placement as the Hog Rider will get pulled to that building. Defensive buildings have a smaller hitbox than a passive building, which means if that if a defensive building was placed three tiles away from the river in the middle of the opponent's side, a Hog Rider placed at the very left or right side of the Arena may be able to bypass it due to its smaller hitbox. If the player has a building already placed down in the center of the arena, and the opponent tries to bypass it with a Hog Rider at the edge of the arena, they can use certain air troops to push the Hog Rider towards the building as it jumps over the river, effectively denying the bypass attempt. They must be already hovering over the correct placement, as very quick reflexes are required to correctly perform this technique. For Bats, Skeleton Dragons, and Minion Horde, they should be placed right in front of the Hog Rider as soon as it is deployed. For Minions, Skeleton Barrel, Mega Minion, Flying Machine, Electro Dragon, Baby Dragon, Inferno Dragon, Balloon, and Lava Hound, stagger the above placement one tile to the right if the Hog Rider is placed on the left side of the arena, and vice versa. They can also use ground troops to achieve the same result. Something like an Ice Golem deployed at the Hog Rider’s landing spot will obstruct his path and force him to go around the unit, which causes him to be closer to the building instead of the Crown Tower. The Hog Rider can kite Very Fast non-building targeting troops due to his own Very Fast speed and building only targeting if he is placed on the fourth tile from the bridge, slightly into the opposite lane. He can also stall grounded units when placed right at the bridge. He will pull them towards him while deploying, and then be untargetable by them when he jumps over the bridge. After landing, he will pull them back. This can be useful when the player needs to deal damage in the same lane they are defending. It will also help separate troops behind a tank in a large push. A Tornado placed on the second tile front of the player's King's Tower and staggered two tiles towards the Princess Tower will activate it without any damage dealt to the Princess Tower, helping them in defending future pushes. This can also be a method of mitigating all damage dealt to a Princess Tower, but doing this more than three times may result in the King's Tower's health being low enough to be targeted directly, opening up the possible threat of a back door three crown. A better alternative is to pull the Hog away from the Princess Tower into the attacking range of all three Crown Towers, which will negate all damage as long as none of them are already distracted A very powerful combo is the Hog Rider, the Musketeer, and the Valkyrie, typically referred to as the Trifecta. The Musketeer will defend against most troops, while the Valkyrie can protect her and the Hog Rider from swarms or high damage units. The Hog Rider is used to deal damage to the tower. This can be effectively countered by Lightning, one-shotting the Musketeer and severely damaging both the Valkyrie and Hog Rider. The Minion Horde is also effective, but the enemy can Zap them and the Musketeer will one-shot them all. Even if the Musketeer is defeated, the Hog Rider and Valkyrie will have enough time to severely damage the Tower. The Hog Rider should be placed behind the Valkyrie to give it a boost so that it stays in front of the Hog Rider, protecting it. A Hog Rider combined with a Goblin Barrel can be awkward for the opponent to defend against. Timing it so that the Hog Rider is tanking the tower shots for the Goblins is the most effective way to deal damage. However, a Barbarian Barrel can shut this down with minimal Tower damage for a positive Elixir trade, as long as the Goblin Barrel was placed directly on the Tower. Pairing the Hog Rider with the Balloon can deal devastating damage. If executed properly, the Hog Rider will act as a tank while the Balloon threatens to deal massive damage. The Hog Rider can also destroy any buildings attempting to slow down the combo. However, this combo is very vulnerable to swarms and anti-air cards as neither of the troops target anything but buildings. Additionally, they are easy to separate, due to the disparity in move speeds. Alternatively, the Hog Rider and the Balloon can be played in different lanes to spread the opponent's defenses thin. However, a building or Tornado can bring them back together for an easier defense. The Hog Rider can be paired with the Lumberjack as both a swarm bait and damage combo. It is a very fast combo with an extremely high damage output potential, so the enemy will likely try to counter it with a swarm. If this happens, use a spell like Arrows to render the opponent defenseless. If they manage to defeat the Lumberjack, the dropped Rage will make the Hog Rider even more dangerous than it normally is. A fast and deadly combination is the Hog Rider and Mini P.E.K.K.A. combo. Both units are fast but the Mini P.E.K.K.A. does much more damage and does not attack only buildings so the Mini P.E.K.K.A. can deal with troops like the Executioner and Musketeer. However, this combo can be defeated with swarms like Skeleton Army, which will defeat both of them since neither of them can deal area damage. They are also unable to target air troops, so the Minion Horde can stop this easily. A risky play is to deploy the Hog Rider at the bridge as soon as the match starts. If the opponent does not react fast enough, the Hog Rider will deal a significant amount of damage to the Princess Tower. This can also allow the player to quickly scout the opponent's deck if they happen to react to him fast enough.
That took a long time to type
I ain’t reading allat 😂🔥
😬
So long
Wrong game buddy. Wrong game. That's spell valley. It just goes like this everyone has talked about how figure should be the warden, but no one has talked about the hog rider, The Hog Rider card is unlocked from the Spell Valley (Arena 5). He is a very fast building-targeting, melee troop with moderately high hitpoints and damage. He appears just like his Clash of Clans counterpart; a man with brown eyebrows, a beard, a mohawk, and a golden body piercing in his left ear who is riding a hog. A Hog Rider card costs 4 Elixir to deploy. Strategy his fast move speed can boost forward mini tanks like an Ice Golem in a push. At the same time, he can also function as a tank for lower hitpoint troops such as Goblins as he still has a fair amount of health. Most cheap swarms complement the Hog Rider well, as they are nearly as fast as him and usually force more than one card out of the opponent's hand. The Hog Rider struggles with swarms, as they can damage him down and defeat him quickly while obstructing his path. Barbarians in particular can fully counter him without very strict timing on the defender's part, though be wary of spells. A Hunter can kill the Hog Rider in 2 hits if placed right on top of it. However, if you place something in front of the Hog Rider, the Hunter's splash will damage the Hog Rider and hit the card in front of it more. The Hog Rider in conjunction with the Freeze can surprise the opponent and allow the Hog Rider to deal much more damage than anticipated, especially if the opponent's go-to counter is a swarm, or swarms are their only effective counter to him. Skeletons and Bats will immediately be defeated by the spell, while Spear Goblins, Goblins, and Minions will be at low enough health to be defeated by a follow up Zap or Giant Snowball. However, this strategy isn't very effective against buildings as the Hog Rider will take a while to destroy the building, giving the opponent ample time to articulate another counter. Against non-swarm troops, it can deal a lot of damage during the freeze time, but this can allow the opponent to set up a massive counterpush. For this reason, players should either only go for a Hog Rider + Freeze when they have other units backing it up from a counterattack, or if the match is about to end and they need to deal as much damage as possible. It is not a good idea to send in a Hog Rider simply to destroy a building, especially if it is the only building targeting unit available, as defeating Crown Towers becomes substantially more difficult. Spells or simply waiting out the lifetime of the building are more effective. The exception to this is an Elixir Collector placed in front of the King's Tower. If a Hog Rider placed at the bridge, he can destroy the Collector for a positive Elixir trade, though the damage from both Princess Towers will usually mean he does not survive to deal any damage to them. However, if the opponent sends in defending troops, it can be an opportunity to gain spell damage value. In a deck with several low-cost cards, it might be worth it to simply send the Hog Rider against one building. These decks shuffle their card rotation quick enough, that they will arrive to their next Hog Rider before the next building arrives in the opponent's card rotation. Long-ranged troops like Musketeer and Flying Machine can snipe those buildings, preserving some of the Hog Rider's health, possibly allowing it to get some Tower damage. When there are buildings placed in the middle to counter the Hog Rider, understanding the placement of the Hog Rider and the type of building placed can help the Hog Rider to bypass certain buildings. Passive buildings such as spawners and Elixir Collector have a larger hitbox than defensive buildings; which means that if a passive building was placed 3 tiles away from the river in the middle of the opponent's side, then it is impossible for the Hog Rider to bypass that placement as the Hog Rider will get pulled to that building. Defensive buildings have a smaller hitbox than a passive building, which means if that if a defensive building was placed three tiles away from the river in the middle of the opponent's side, a Hog Rider placed at the very left or right side of the Arena may be able to bypass it due to its smaller hitbox. If the player has a building already placed down in the center of the arena, and the opponent tries to bypass it with a Hog Rider at the edge of the arena, they can use certain air troops to push the Hog Rider towards the building as it jumps over the river, effectively denying the bypass attempt. They must be already hovering over the correct placement, as very quick reflexes are required to correctly perform this technique. For Bats, Skeleton Dragons, and Minion Horde, they should be placed right in front of the Hog Rider as soon as it is deployed. For Minions, Skeleton Barrel, Mega Minion, Flying Machine, Electro Dragon, Baby Dragon, Inferno Dragon, Balloon, and Lava Hound, stagger the above placement one tile to the right if the Hog Rider is placed on the left side of the arena, and vice versa. They can also use ground troops to achieve the same result. Something like an Ice Golem deployed at the Hog Rider’s landing spot will obstruct his path and force him to go around the unit, which causes him to be closer to the building instead of the Crown Tower. The Hog Rider can kite Very Fast non-building targeting troops due to his own Very Fast speed and building only targeting if he is placed on the fourth tile from the bridge, slightly into the opposite lane. He can also stall grounded units when placed right at the bridge. He will pull them towards him while deploying, and then be untargetable by them when he jumps over the bridge. After landing, he will pull them back. This can be useful when the player needs to deal damage in the same lane they are defending. It will also help separate troops behind a tank in a large push. A Tornado placed on the second tile front of the player's King's Tower and staggered two tiles towards the Princess Tower will activate it without any damage dealt to the Princess Tower, helping them in defending future pushes. This can also be a method of mitigating all damage dealt to a Princess Tower, but doing this more than three times may result in the King's Tower's health being low enough to be targeted directly, opening up the possible threat of a back door three crown. A better alternative is to pull the Hog away from the Princess Tower into the attacking range of all three Crown Towers, which will negate all damage as long as none of them are already distracted A very powerful combo is the Hog Rider, the Musketeer, and the Valkyrie, typically referred to as the Trifecta. The Musketeer will defend against most troops, while the Valkyrie can protect her and the Hog Rider from swarms or high damage units. The Hog Rider is used to deal damage to the tower. This can be effectively countered by Lightning, one-shotting the Musketeer and severely damaging both the Valkyrie and Hog Rider. The Minion Horde is also effective, but the enemy can Zap them and the Musketeer will one-shot them all. Even if the Musketeer is defeated, the Hog Rider and Valkyrie will have enough time to severely damage the Tower. The Hog Rider should be placed behind the Valkyrie to give it a boost so that it stays in front of the Hog Rider, protecting it. A Hog Rider combined with a Goblin Barrel can be awkward for the opponent to defend against. Timing it so that the Hog Rider is tanking the tower shots for the Goblins is the most effective way to deal damage. However, a Barbarian Barrel can shut this down with minimal Tower damage for a positive Elixir trade, as long as the Goblin Barrel was placed directly on the Tower. Pairing the Hog Rider with the Balloon can deal devastating damage. If executed properly, the Hog Rider will act as a tank while the Balloon threatens to deal massive damage. The Hog Rider can also destroy any buildings attempting to slow down the combo. However, this combo is very vulnerable to swarms and anti-air cards as neither of the troops target anything but buildings. Additionally, they are easy to separate, due to the disparity in move speeds. Alternatively, the Hog Rider and the Balloon can be played in different lanes to spread the opponent's defenses thin. However, a building or Tornado can bring them back together for an easier defense. The Hog Rider can be paired with the Lumberjack as both a swarm bait and damage combo. It is a very fast combo with an extremely high damage output potential, so the enemy will likely try to counter it with a swarm. If this happens, use a spell like Arrows to render the opponent defenseless. If they manage to defeat the Lumberjack, the dropped Rage will make the Hog Rider even more dangerous than it normally is. A fast and deadly combination is the Hog Rider and Mini P.E.K.K.A. combo. Both units are fast but the Mini P.E.K.K.A. does much more damage and does not attack only buildings so the Mini P.E.K.K.A. can deal with troops like the Executioner and Musketeer. However, this combo can be defeated with swarms like Skeleton Army, which will defeat both of them since neither of them can deal area damage. They are also unable to target air troops, so the Minion Horde can stop this easily. A risky play is to deploy the Hog Rider at the bridge as soon as the match starts. If the opponent does not react fast enough, the Hog Rider will deal a significant amount of damage to the Princess Tower. This can also allow the player to quickly scout the opponent's deck if they happen to react to him fast enough. (Sorry I copy and pasted your thing but yeah lol its the longest reply ever)
I used the Vindicator to make Seek. The best mob for Figure is the warden because he's blind. Then I used the same mob that Eider chose for Screech, the guardian. I used the blaze to make Rush. And I used the Wither Skeleton to make Jack.
It would make more sense if you replace Warden with the Figure since they both blind and rely on sound to track their victims
For Me Glitch Should Have Ben The Enderman, Changing Its Particles Too.
Figure should’ve been the warden that. Sure, seek gets the emerging thing, but figure’s whole deal is being blind
yeah I was about to comment that when I saw this lol
Same
I KNOW RIGHT!
Y E S
also hes very powerful and very very aggresive when you make a noise or fast
Everyone’s talking about how the figure should’ve been the warden but no one’s talking about he fact that For the full ingredients of a Krabby Patty, see here. A The Krabby Patty contains both the top bun and the bottom bun, with the top bun containing sesame seeds. It also contains sea cheese, sea lettuce, sea tomatoes, pickles, ketchup, mustard, mayonnaise, and sea onions, all of which can be seen when a Krabby Patty is being made. As well as all of those ingredients are the patty and secret sauce, both of which have unknown ingredients, particularly the patty. It is revealed that in “Friend or Foe,” a pinch of chum is was present in this formula before Plankton tore it off. In “The Great Patty Caper,” at least 2 ingredients are confirmed: flour, barnacle shavings. And 2 possible ingredients are salt, and turmeric. Another confirmed ingredient is love, which is revealed in the episodes “Plankton’s Army” and “Growth Spout,” and The SpongeBob Movie: Sponge Out of Water. Another one of the Krabby Patties’ secret ingredients is known as the “secret sauce,” which is revealed in “As Seen on TV,” “Not Normal,” and “Patty Caper,” and briefly in “Graveyard Shift.” The patty and the other secret ingredients are of the most point of interest. Since there is no mention of where the patty might have come from nor was there very little mention of the ingredients of the patty, said ingredients and other secret ingredients of the Krabby Patty remain a mystery. However. the secret ingredient has a maior role in “Patty Caper.”,” and briefly in “Graveyard Shift.” The patty and the other secret ingredients are of the most point of interest. Since there is no mention of where the patty might have come from nor was there very little mention of the ingredients of the patty, said ingredients and other secret ingredients of the Krabby Patty remain a mystery. However. the secret ingredient has a major role in “Patty Caper.”
wow
It’s funny cause ur talking abt this video how figure should have been warden and then u bring up spongebob
Also seek still should be warden cause seek rises from the ground and so does the warden
I actually read the entire comment
What does spongebob have to do with this?
You should’ve made the warden out of figure because they have very similar things
A little confused by why warden wasnt figure and enderman wasnt seek, but otherwise nice
I feel like he should have used vex for rush since vex actually is hostile unlike the bees
I think that when rush come there is buzz sound like bee
@Jirapa rush screams. Ambush does like a static sound so I can see if you thought it is buzzing
@Nick wait a min then why when i first met rush it buzz
tbh warden and figure is an understandable combination, but glitch should've been the enderman.
Ya because both of them can telport/ telport you
TRUUUUUUE
@Titan SpeakerMan Bro, glitch teleports you. Endermen can teleport...
i love how it look strange but then looks amazing
You should’ve put the black particles around rush
That what i was about to comment XD
who cares
You should make figure out of the warden because figure cannot see, but has good hearing. Same with the warden.
Ok
true
But warden comes out the floor
for screech you should have made it from an elder guardian so it looks like screech is kind of jump scaring you
I really think you should have turned the Warden into Figure instead of Seek
Yeah and the zombie should been seek
I think the first two should be switched (seek as enderman and figure as warden)
vindicator could be seek, since you can then make a non-stop chase, although the fact it throws potions too would ruin it
The glitch thing kinda makes sense cause glitch doesn’t really try to kill the player he only helps the play and damages them
Yea
Big Brain
glitch doesnt make sense to be iron golem, glitch is more like a enderman since he just teleports to you or just comes out of no where and scares you, and glitch sometimes kills you or puts you in a bad situation so he doesnt always help you
@StarB but glitch tries to help the player get back to their group in multiplayer but accidently damages them
@ChronoCipherX Canon version, the mod's of door are giving you a reason to stay with your group
But yeah idk much about the lore version
warden: Figure
Enderman: Glitch
Gardian: screech
Seek could’ve been the Enderman because he has 1 eye,an enderman drops one eye.
Seek 0:04 figure 1:08 screech 2:01 glitch 2:56 rush 3:51 jack 4:48
The fact you should have made seek the enderman instead of the warden bc figure would look better as the warden besides the fact that seek comes out of the ground
My opinion on doors entities that SHOULD be replaced by the minecraft mobs
Seeks Eye: I would think a bat would be for the eyes on the wall.
Seek: idk why but i think a zombie would fit seek.
Timothy: he’s already in the game, just make the spider texture smaller\.
Figure:The warden is the BEST choice for the figure. They are both powerful and blind, perfect.
Eyes: i would say a skeleton would be best. Like randomly, a skeleton shoots arrows at you and i think that would be perfect when you randomly get hit when you look at eyes.
Glitch: i would say a Enderman is best, it got the best particles, and it just reminds me of glitch.
Screech: he did it in the video, a guardian! It got the best design for it and its just P E R F E C T.
Rush/Ambush: i have no clue.
Imagine actually using the Warden as Seek 😂
There is 2 connections:
1: It rises from the ground
2: It can chase you fast like Seek
2 also for figure
1.he’s blind
2.don’t make a sound
I’m not mean but I’m just saying
King Sprinkles! and yeah.
I agree with my life
Honestly I think the warden should be at least rush trash or ambush
You could’ve made the warden into figure. Because both of them are blind and cant find you unless you make a sound
YOU FOEGOT AMBUSH
But if he turns Figure into warden
Then Seek wouldn't rise from the ground!
Should have made seek enderman and figure the warden.
0:26 He makes seek, a one eyed entity, in a blind mob.
1:27 And he made figure, a blind creature, in a mob that you Need to look at his eyes for him to atack you.
2:23 I don't Know what to say about that cursed screech.
3:18 Glitch is glitched.
4:17 and 4:26 *BEE RUSH AND BABY BEE RUSH*
5:07 Jack with arms and legs is cursed.
Babee rush?
BRUH The Warden Should Be Figure BRUH
Bro what website did u use I’ve been trying to model mobs for like long time can someone tell me what website he used😢
honestly the warden should be figure
true
Yeah, he is blind
True
Yeah it would've made more sense
facts
Eider: *makes seek from a warden*
Figure: am i a joke to you?
and halt could be an enderman because he teleports around the player the only diffrence is instead of teleporting infront and back, he would actually attack you and teleport everywhere
Me: Mom can we have Doors?
Mom: No, we have Doors at home.
Doors at home:
the fact that he use a hostile mob for a passive doors entity
Figure’s chest looks like delicious bbq ribs 😋
I would've made figure as warden and seek as endermen. So...
Imma do that.
glitch should be the enderman
BOTH ARE GOOD😎
You should’ve made the warden figure because they’re both bling and both have a face with a big mouth and no eyes
It would be better if you remake the warden figure
I can't believe he has 4 episodes and already has 10k subs
tbh honest warden should be figure, because hes blind, and u also need to crouch to get away
I like how at the end he said “I don’t have an outro” when him saying “I don’t have an outro” is technically the outro
You know I kind of prefer seek to be the warden because he comes from the ground
Ikr
I agree
It makes sense if you make warden a figure cuz he's blind and a warden is blind.
Figure=Warden Seek=Enderman
eider:"ok figure has/have no chance.
figure:let's challenge in game,the real doors,lets see who will win
I think the Warden and the Enderman must be swapped...
Imagine if your just chilling and seek appears out of nowhere in the dark
warden is blind like figure, warden rises from ground like seek. warden is figure + seek confirmed!
the warden should've been figure
seek should've been a enderman because of how a enderman runs as fast as the player, and how you are forced to look at it in the cutscene before seek chases you
Since when did some doors monsters get gold teeth?
tbh i think glitch should be the ender man cuz the enderman teleports and the particles would fit too
You should’ve used the enderman for glitch.
You should have made the warden figure
Yeah
But Seek will never rise from the ground!
The gameplay of doors is fun!I beat the game 7 times and my record for fastest time is 18:34
Warden=Figure
Enderman=Glitch
Iron Golem=Seek
Guardian=Rush
Elder Guardian=Ambush
Cave Spider=Timothy
Spider=Jack
Piglin=Shadow
hey eider ur probally not gonna see this but if u use blockbench ive been trying to edit a entity into java
Glitch should of been an enderman because of two things. First glitch can teleport anywhere so as the enderman. Second because of the enderman particles.
You should have made the Warden figure
warden is like figures brother when you think about it
-Blind
-Sense your heartbeat
-Lives in a specific area
-You have to be prepared
The fact he missed halt,Timothy and ambush💀
it triggers me how he used the warden as figure when he should of done the enderman
What’s the mod app called? Please tell me if you know thanks!
warden missed the chance to be figure! bruh they have so much in common
How do you make colors in blockbench? I'm trying to make a headless creeper for a creepypasta video but can't get the red color...
It would make more sense if figure was the warden
Screech should be a bee or a parrot or anything that can fly since Screech is always on the roof in the game
Edit: I meant by ceiling
this is really good but i feel like glitch and figure should swap mobs because glitch teleports and figure fits iron golem more
figure is blind tho.... figure should swap with seek and seek swaps with glitch, who cares about him rising from the grind
he should have used iron golem for figure, and enderman for seek
The warden should’ve been figure because, the figure is blind and is attracted to sound like the warden but I see why he made the warden seek. it’s because the warden emerges from the ground like seek does when you are at the end of the hallway.
yes
how did u edit mobs????? i rlly wana make my own mob / remake
wow that emerging looks just like the real doors
but seek isn't blind and doesn't have enchanted hearing, he just runs towards you, seek should've been the enderman and figure the warden, sure seek can come out of the ground but hes just not blind.
no
@Indominux_Editz that will make Figure rise from the ground!
@Green_Mungus ok so? that's the only thing thats wrong with it, everything else is just perfect, the only thing good about seek being the warden is that he can rise from the ground, he can just be an enderman, and also plus he is too lazy to code it so yeah, you can just watch Kipper this time he actually does coding and isn't lazy
Warden should have been figure as they both are blind and find the players by hearing their sound
Warden=figure because 1:they are both blind 2:they use attack to hear and sniff (figures don’t sniff though but it would still be scary)
You can use mod right? Search Doors mod for Minecraft
If you make screech an elder guardian his face will slide down your screen when it gives you mining fatigue
0:14 the warden should’ve been figure because they’re both blind 1:18 the ended man should have been seek
The warden should be figure cuz they both can only detect you by hearing you, it makes no sense that figure gets mad if u look at him cuz he is blind.
i agree
I don't
3 of entities are missing:
Timothy (use it on a spider like timothy)
Shadow (probably not possible, but still)
Window (again, may not be possible but still)
Meaning its not "all the entities"
i think warden is suitable for figure not seek
please give a link to this texture pack
seek could have been wither skeleton, and the figure could have been warden, but otherwise good, I can't make any texture for the game, otherwise you did it well
Nobody is talking about how eider made rush’s teeth yellow and jack
what app is this?😊
You could've done figure as the warden
YES IKR FIGURE HEARS ; CANT HEAR LIKE THE WARDEN
@Adam Waldron what?
Also the warden can hear he can't see , figure can't see to
@Adam Waldron Seek wouldn't rise from the ground if he and Figure were swapped mobs!
Elder how was it weird about screech bouncing you made him from a guardian and guardians also drop raw cod
figure should’ve been the warden since the figure and warden are both blind and they have good hearing
Maybe you should use an enderman to glitch
I think you should had made figure out of warden and seek out of endermannor any really fast hostile mob
Nope that is wrong!
You forgot "timothy,window,shadow,A-60,gruid light"
Eider 2: “I made every mob into Roblox doors in Minecraft.”
-Ambush has left the chat
-Halt has left the chat
-Eyes has left the chat
-Timothy has left the chat
Note: Great video as always!
-Shadow has left the chat
A-60 left the chat I don’t now if count but that is a secret entity lol
And güiding light left the chat
Warped jack left the that
The player left the chat
figure should ve been warden. it would be really cool cuz they re both blind
Yes, I’ve been waiting for one of these
He could have made glitch out of an ender man for particals
The elder guardian being screech makes a lot of sense
Since they annoy you
shouldn't you have made the warden into figure? becuase the warden is blind and figure is blind 😓
Figure and Seek should swap, since the Warden is blind, and Endermen don't like being stared at, they would make sense swapped.
I agree tbh
WRONG the point is seek can emerge to the ground
Hounestly True figure should be the warden cuz warden is blind seek not blind so they should be swapped
@HavenngamingYT - then what? The ability is what matters most, not the intro animation
Enderman should be eyes
Agreed axolotl but I think he made warden seek bc warden can come out of ground like seek,but he should have made ambush to maybe a guardian should have been ambush
You know i think warden would be good because seek comes from the floor and so does the warden
Monsters you forgot: Halt Ambush Eyes Timothy And Hide...