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.”
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!
Enderman - why figure? Figure can't teleport, you should make enderman as glitch. Warden - FIGURE. Iron golem - maybe seek? Cuz iron golem its pretty fast. Bee - what about screech? Guardian: what about rush maybe?
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
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.
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.
Glitch = enderman Figure = warden Screech = bee Jack = skeleton Seek = iron golem or zombie Rush = ocelot Ambush = tamed cat That’s my idea of what they should be( if this blows up keep It up because I’m not like other who say that they are famous)
you should make figure the warden cuz figure is blind and seek is not blind and figure has hear senses like warden and seek is fast which is literally enderman's teleporting
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.
yes make a blind enemy an all seeing entity. make an enemy with 2 eyes and that teleports a blind entity that doesnt. make a- no screech guardian is fine. make a slow.. passive mob? an enemy that teleports. make an enemy with a bow and arrow and entity that doesnt attack at all. and thats all thank you for your time.
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"
honestly the warden should be figure
Edit: thanks for all the likes!
true
Yeah, he is blind
True
Yeah it would've made more sense
facts
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
warden: Figure
Enderman: Glitch
Gardian: screech
I agree
but he forgot ambush
Yup you forgot hait
@@noobyYTisreal imagine doing guiding light?
vindicator:Seek
i love how it look strange but then looks amazing
Warden: Figure
Seek:
Enderman: Glitch
Skeleton: Jack
Elder Gardian: Screech
Breeze?: Rush
Seek could be a vindicator or Ravager
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.”
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?
Anyone else read the whole thing?
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
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
the bee would have been screech, bc u know screech flies.
Enderman - why figure? Figure can't teleport, you should make enderman as glitch.
Warden - FIGURE.
Iron golem - maybe seek? Cuz iron golem its pretty fast.
Bee - what about screech?
Guardian: what about rush maybe?
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
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
no don't
m
Hi there I hope you're having a lovely time today
You should’ve put the black particles around rush
That what i was about to comment XD
who cares
first of all, Figure should have been Warden
second of all, Eyes should have been Enderman
Yes, I’ve been waiting for one of these
For Me Glitch Should Have Ben The Enderman, Changing Its Particles Too.
I literally said that…
Him: alright I'm done these are all the mobs bye
Ambush: am I a joke to you?!?!
your right
warden is like figures brother when you think about it
-Blind
-Sense your heartbeat
-Lives in a specific area
-You have to be prepared
0:06 "I aM GOinG tO UsE tHe wArdEn"
Enderman: Am i a joke to you?
Thank you for making doors because doors is my favorite game❤❤❤❤
eider:"ok figure has/have no chance.
figure:let's challenge in game,the real doors,lets see who will win
2 reasons the figure should be warden:
1. He is blind. (Unless you go in spectator)
2. He is slow
Warden rises from the ground like Seek!
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.
THERE ARE MORE. I would recommend making a spider Timothy lol
Ambush has left the chat
I would've made figure as warden and seek as endermen. So...
Imma do that.
glitch should be the enderman
BOTH ARE GOOD😎
shouldn't you have made the warden into figure? becuase the warden is blind and figure is blind 😓
You should have made the warden figure
Yeah
But Seek will never rise from the ground!
Eider: we’re gonna use a bee to make Rush
Me: bruh
PLEASE MAKE MORE VIDS LIKE THIS
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
Why is rush a bee 😂
Lol
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
@@Rooki22 then what? The ability is what matters most, not the intro animation
Enderman should be eyes
Eider: *makes seek from a warden*
Figure: am i a joke to you?
Hooray, don’t throw out those two out right now😆 1:28
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
@@jiraparoongroj2924 rush screams. Ambush does like a static sound so I can see if you thought it is buzzing
@@doctornick17 wait a min then why when i first met rush it buzz
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
Thanks bro for making enderman figure
Me: Mom can we have Doors?
Mom: No, we have Doors at home.
Doors at home:
dad:but thats just minecraft its on roblox and its free
You could've done figure as the warden
YES IKR FIGURE HEARS ; CANT HEAR LIKE THE WARDEN
@@adamwaldron9714 what?
Also the warden can hear he can't see , figure can't see to
@@adamwaldron9714 Seek wouldn't rise from the ground if he and Figure were swapped mobs!
Jack does not have a body he’s just a head
LOL😂
And the neck
It would make more sense if figure was the warden
You should do floor 2
Your good at art
It would be better if you remake the warden figure
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
You know I kind of prefer seek to be the warden because he comes from the ground
Ikr
I agree
Thank you thank you for making door that’s my favorite Game I never had Roblox before
figure + warden = perfect
noob
FIGURE DOESN'T EMERGE
Glitch = enderman
Figure = warden
Screech = bee
Jack = skeleton
Seek = iron golem or zombie
Rush = ocelot
Ambush = tamed cat
That’s my idea of what they should be( if this blows up keep It up because I’m not like other who say that they are famous)
Monsters you forgot: Halt Ambush Eyes Timothy And Hide...
you should make figure the warden cuz figure is blind and seek is not blind and figure has hear senses like warden and seek is fast which is literally enderman's teleporting
Warden=Figure
Enderman=Glitch
Iron Golem=Seek
Guardian=Rush
Elder Guardian=Ambush
Cave Spider=Timothy
Spider=Jack
Piglin=Shadow
You should’ve made figure the warden
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.
Seek: Warden
Figure: Enderman
Screech: Guardian
Glitch: Iron Golem
Rush: Bee
Jack: Skeleton
Figure should’ve been the warden cuz both are blind seek should’ve been from the enderman cuz he’s already black
Figure should have been warden. He has nomeyes either lol.
I wish there was another blind mob in Minecraft because seek should be the warden and figure should be another mom
I love your videos
warden missed the chance to be figure! bruh they have so much in common
yes make a blind enemy an all seeing entity. make an enemy with 2 eyes and that teleports a blind entity that doesnt. make a- no screech guardian is fine.
make a slow.. passive mob? an enemy that teleports. make an enemy with a bow and arrow and entity that doesnt attack at all. and thats all thank you for your time.
It looks perfect
Seek could’ve been the Enderman because he has 1 eye,an enderman drops one eye.
Omg wow you have amazing content!
*i dare you to play this version you made in a video*
You can't not make that best touristic realistic to minecraft funny jokes
Make part 2 which includes; Halt, Jack, Timothy which is a good one because he’s a spider and last, Ambush.
YESSS THE WARDEN MATCHES SEEK CAUSE IT COMES OUT OF THE GROUND
Dang boi glitch thick
Seek-0:10, not warden, figure- 0:10 too, warden need, screech-0:10, rush-5:10, not bee, jack-10:10, yes, sceleton
Figure=Warden Seek=Enderman
*ambush, hide, A-60, A-90, A-120 has left the group*
Timothy be like: You forgot about me
All those Guys look good
Gardion screech
Seek 0:04 figure 1:08 screech 2:01 glitch 2:56 rush 3:51 jack 4:48
warden is blind like figure, warden rises from ground like seek. warden is figure + seek confirmed!
Fun fact: his sooo calm LIKE THERES NO FIGURE CHASING HIM
Bro like life is heaven
Team eider 3:40
Honestly, I wished you would put some special abilities into them or give them some animations
Ambush be like: You forgot about me too
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"
Enderman should be glitch and you forgot ambush
Omg flying spider is here
I can't believe he has 4 episodes and already has 10k subs
Two things I love Roblox and Minecraft
Should have made jack a ender dragon
BRUUUH poor ambush:(
You should’ve made Iron golem figure and Ender men glitch because glitch can teleport to you
I can’t believe my favorite monster got 10/10 [screech fact]
😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂
Warden=figure bee= screech seek =zombie glitch= Enderman Timothy= spider ambush= gast rush= iron golem shadow= llama eyes = killer. Chicken el golino= villager bob=skeleton Jeff = Ender dragon jack=pig
NICE!
Seek makes sense bc seek comes out of the ground
I like this
i love eider 2
More roblox doors entity: ambush,timothy,closet(hide) and shadows
When sequels coming out of the ground it was kind of like in the real game
Eyes:Look at me
Eider:Okay
Eyes:HA THATS WHY YOU DIED BCZ YOU DIDNT ADD ME