Now that I think about it... No Martian invasion? *Gets mothership to phase 2. Dies to death beam. Respawns. Runs after loot. Dies to death beam. Repeat infinitely as the invasion progress bar and the run come to a dead stop.*
Yeah I had to be extremely careful to not get Martians. As you said dying even once would likely end the run. I did wonder if it was worth trying it for an extra challenge but decided against it, as I’d put too much time into the playthrough to lose it all
Been getting bored with vanilla and modded Terraria, never tried one of these challenge maps though. Your series made it look real fun and I'm looking forward to more.
At 11:35 on episode 2 you have full health but on this episode you’re seen getting full health 😮 amazing content though the only one I’ve been watching, keep it up
Does suck that the EoW and BoC are locked behind the altars since there aren't any natural Demon Orbs or Crimson Hearts, but I appreciate how you went out of your way to do every other boss in the playthrough.
was gonna make a joke on how his spawn looked like shit but every other builds was astonishngly amazing, then right after he decided to upgrade his spawn..
1:17 I'm pretty sure that you can get evils in this world, kill the evil boss, and get the OOA armors? most mixed armor sets run hallowed for head + body and legs from OOA. speaking of which, OOA armors are broken.
Nebula pillar is generally "cheeseable" by simply flying in circles. I'm a big fan of UFO (broom when available) mount strats in the end game and it helps to make that pillar a joke. Solar pillar is simply a death sentence. slowly teetering on the edge of it's range like you did is about all you can do. While it is reliable for hitting targets, megashark does very little damage in higher difficulties due to the insane damage penalty rapid fire weapons suffer from due to how armor is rebalanced. The shark tooth necklace if vital, but not enough. Still, you got your kill with it. It's honestly a good thing the frost and pumpkin moon events aren't available, they could have been game ending. Empress of Light remains the bane of my existence. I know it's partly because I just don't have her memorized, but she's so much more difficult than moon lord for me. Now go play Brutal Skyblock on No Mode difficulty. :P ... and no filthy journey mode... *SPOILER* Our journey mode stream was so effortless I feel dirty and need a shower after it. XD
I prefer wings for the better control of mobility, being able to change directions very quickly is massive for dodging attacks. There are probably better weapons I could have used for plantera than minishark, but I guess it did the job. The lack of moon events meant that most of post-plantera upgrades were limited to boss drops, which is fine as I’ve done that challenge before, and being limited is part of the fun in skyblock I guess. I may actually play no mode at some point, would be quite a difficulty jump from journey mode ShimmerBlock though lol
having more jungle grass does not increase the chance of bulb spawns. one is guaranteed when the mech bosses are defeated and it just had to pick where to spawn.
How did you get crimson seeds from the dryad after you bought corrupt seeds from her before to get the corrupt biome, both in a bloodmoon and only one being available with the respective world.
My question is how did he get the cloud blocks. As far as I know they can’t be dropped by anything and they’re uncraftable. Maybe I’m missing something
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.
this series was one of the best pieces of Terraria content I've ever seen, can't wait for calamity skyblock
Just took my idea from my mouth
Now that I think about it... No Martian invasion? *Gets mothership to phase 2. Dies to death beam. Respawns. Runs after loot. Dies to death beam. Repeat infinitely as the invasion progress bar and the run come to a dead stop.*
Yeah I had to be extremely careful to not get Martians. As you said dying even once would likely end the run. I did wonder if it was worth trying it for an extra challenge but decided against it, as I’d put too much time into the playthrough to lose it all
@@ChiefLogan_ if you have a jungle Made and Which has 20 to 100 title a Chance of chrolophyte Chance
i did it carefully, set the spawn inside a large rectangular box and killed it using weps that shoot through walls
Easily countered by acquiring one to two backup sets, or at least something strong enough to help you get your main gear back.
S tier terraria series, nice job
Glad I've found these series 2 days ago, so I didn't have to wait for the final one. Awesome, keep up. Looking forward for something more from you!
so happy you took your time to make this video as good as possible! I love this series
Thank you! Much appreciated :)
Really good series ! We all enjoyed it thank you
Also the calamity skyblock is a great idea
The editing of the death sound in time with the empress music, it’s small things like that I love
Finally someone who makes good skyblock content again!
Been getting bored with vanilla and modded Terraria, never tried one of these challenge maps though. Your series made it look real fun and I'm looking forward to more.
Let me know how it goes if you try it!
At 11:35 on episode 2 you have full health but on this episode you’re seen getting full health 😮 amazing content though the only one I’ve been watching, keep it up
That’s because I had a lifeforce potion active
@@ChiefLogan_ ah I see, thank you, I was so confused
waited for this one for a while. good job didn't think it was gonna be possible haha
Thank you!
I haven't watched it, but I know its gonna be a banger
Does suck that the EoW and BoC are locked behind the altars since there aren't any natural Demon Orbs or Crimson Hearts, but I appreciate how you went out of your way to do every other boss in the playthrough.
Technically I could have also done deerclops once I got access to snow from the frost legion, although at that point it felt a little redundant
finally dude
Omg YES ive watched the previous ones three times already
Wow! Thank you for the support!
was gonna make a joke on how his spawn looked like shit but every other builds was astonishngly amazing, then right after he decided to upgrade his spawn..
1:17 I'm pretty sure that you can get evils in this world, kill the evil boss, and get the OOA armors? most mixed armor sets run hallowed for head + body and legs from OOA.
speaking of which, OOA armors are broken.
Evil bosses are the only bosses you can’t fight in this world. To do so you’d need access to orbs/hearts or a demon/crimson altar
@@ChiefLogan_ can't you get evil seeds from a dryad then infect something?
You can, but you’d still need a demon altar to craft the summon
Nebula pillar is generally "cheeseable" by simply flying in circles. I'm a big fan of UFO (broom when available) mount strats in the end game and it helps to make that pillar a joke. Solar pillar is simply a death sentence. slowly teetering on the edge of it's range like you did is about all you can do. While it is reliable for hitting targets, megashark does very little damage in higher difficulties due to the insane damage penalty rapid fire weapons suffer from due to how armor is rebalanced. The shark tooth necklace if vital, but not enough. Still, you got your kill with it. It's honestly a good thing the frost and pumpkin moon events aren't available, they could have been game ending. Empress of Light remains the bane of my existence. I know it's partly because I just don't have her memorized, but she's so much more difficult than moon lord for me. Now go play Brutal Skyblock on No Mode difficulty. :P ... and no filthy journey mode... *SPOILER* Our journey mode stream was so effortless I feel dirty and need a shower after it. XD
I prefer wings for the better control of mobility, being able to change directions very quickly is massive for dodging attacks. There are probably better weapons I could have used for plantera than minishark, but I guess it did the job. The lack of moon events meant that most of post-plantera upgrades were limited to boss drops, which is fine as I’ve done that challenge before, and being limited is part of the fun in skyblock I guess. I may actually play no mode at some point, would be quite a difficulty jump from journey mode ShimmerBlock though lol
having more jungle grass does not increase the chance of bulb spawns. one is guaranteed when the mech bosses are defeated and it just had to pick where to spawn.
Unfortunately after a bunch of testing from myself and some others, we’ve found that claim by relogic to be false
Can’t wait 😊
2:02 daedalus is now better run with unholy arrows due to nerfs
I hope the inner tube makes an appearance it would really boost the quality (not that it needs it)
Good video serie
Great video ❤
So it can be done, nice^^
YESSS
Yessss
Why didn't you use loadouts to switch to your fishing gear instead of manually swapping the armor and accessories?
I think it was mostly cause I’d then have to have two sets of wings, boots etc. and when you’re playing on mediumcore it pays to hold less items
Thanks for telling us what you got from ml
That was fun
If you got a lava hook, i believe you can get hellforge from lava
Unfortunately it’s not a drop from lava fishing, but it should be (or craftable from hellstone and have hellstone drop from hellstone crates)
@@ChiefLogan_the hellforge, was in the past craftable, but this was remover, for some reasons
what is the song you use during the eol fight???
On 1:26 his max health is 400 but on 1:32 his max health is 380
I think that’s cause I had a life force potion active. Either that or I messed up the order of the clips when editing
Yay!!!!
getting the laser machinegun makes the pillar work alot faster and easier
That’s true, however I was very scared of the Martians with this being mediumcore
@@ChiefLogan_ one careful preparation is all you need but even without it, this episode was fun to watch
How did you get crimson seeds from the dryad after you bought corrupt seeds from her before to get the corrupt biome, both in a bloodmoon and only one being available with the respective world.
Being in hardmode, during a blood moon and within a graveyard biome, the dryad will sell the seeds for the opposite world evil
@@ChiefLogan_ alright thank you!
Lezgoooooo
how did you get that glowing mushroom seed?
nevermind I'm just blind
My question is how did he get the cloud blocks. As far as I know they can’t be dropped by anything and they’re uncraftable. Maybe I’m missing something
The clouds come from sky crates :)
how do you get mushroom grass
By shimmering jungle gras seeds
you can actually do that
How did you got truffle worm?
You can get mushroom seeds from shimmering jungle seeds, from that you can create an artificial glowing mushroom biome where they’ll spawn
wym starlight is empress' worst drop? 😭 i love that weapon
It’s a great weapon, but it’s the hardest to use of all of empresses drops purely from the low range
@@ChiefLogan_it's a tank weapon. you run it on a tank melee set.
1 tip: during important bosses I think it's better to have live commentary to achieve higher tension.
:3
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.
Title just edited