Base After Base but the coins are less terrible
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- čas přidán 25. 08. 2024
- ID: 90711148
Got bored on a plane ride so I decided to improve Base After Base's secret coins (after I gave them all F in the coin tier list vid on my main channel)
Coin 1 - I wanted to make this one more skill focused. More cube coins need to use actual 'tech', in this case it's well timed jumps
Coin 2 - Removed the gravity portal entirely and played off of an existing "swag route" for the level
Coin 3 - May have gotten too silly with this one but I like it :)
Sorry for potato quality, I'm on a trip so I recorded this from my bad laptop
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Main Channel: @GD Colon
Twitter: / therealgdcolon
Instead of fixing the missing spike, he just removed another?? 💀
Yup .💀💀
💀💀💀
yeah, i don't see a problem in that
@@DJSpinSter2004 💀💀💀💀
Annoy. Adapt. Overcome.
and this, my children, is why we love gd cologne
all the gamer grills will flock to you
I loooove gd cologne
i love gd cologne
I love GD cologne ♥️
better than frodrite conditionesr
That last jump is so unnecessarily scarier lol
Fr
That second coin is unironically amazing now
i like that he made the swag route an actual coin route
what if you dont go in the coin 2 route... you crash into a wall?
@@chocolatebar4654 no, you just wouldn't get the coin and it would be more boring to play
tho the straightfly at the end would make it impossible for mobile players
@@KimRoss-oc1wc cmon its not THAT hard
To be honest, the OG second coin actually syncs up well with the music (same with the 1st in Polargeist)
Doesn’t excuse the fact that it’s dogshit
i think polargeist syncs it with the music on purpose, i noticed it immediately when i collected the coin for the first time
The new 2nd coin still syncs, just to a different part of the song
The first in bab syncs if you listen closely
Yeah, I love how the official second coin fits with the music! I tested it and it's possible to combine Colon's idea for the second coin with the official version, although it DOES take a bit of effort to remove the glitches caused by this. I even added an extra challenge at the end by moving the blue portal up by a little bit, just for fun. It's really cool!
0:25 No one expected that but it was still impressive that you made it to the last pixel
@@Koolkid2011 bro tried to start a trend of comments
@@Koolkid2011 very original
@@Koolkid2011 bro tried to start a trend of comments
@@Koolkid2011 bro tried to start a comment of trends
@@Koolkid2011 bro tried to ctart a trend of somments
That last jump looks like a difficulty *”spike”* if I’ve ever heard of one.
ELECTRODYNAMICS
ok
Get out.
@@chajas5529you're no fun 😢
I think you hit it perfectly with those coins! The first one maybe just a bit easy, but the second one is super satisfying and the third is quite simmiliar to stero madnesse's one and made in a really creative style, making a part of the level a diffrent route and then a clean comeback to the main path. Overall good job!
@yeeeeeeeeeeeee78
yeh I agree ye Sloan it effects our fart cause we watched WatchData videos earlier our fart got effected by that comfy musics it effects the fart hardly that 👍👎💬 79 Pant is on a Fart which created sarcasms and what Pant we wear
Edit OMG THANKS FOR SO MANY LIKES
The first one is wayyy harder than it seems
@@thetrueblanket it seems really hard lmao
@@subify14 you have no likes and its not even edited. also, what?
@@subify14 this guy is having a stroke in a ton of comment sections he had a stroke on zeroniums distraught video
the extra missing spike is really funny
how is this the top comment just because i commented about the extra missing spike
agreed
Where?
@@opsy9264 at 0:09
@@opsy9264 you dont know about the missing spike?
@@opsy9264 it's a missing piece of black something, not a spike
0:23 colon really be trolling us with his click patterns
What?????
@@Iamgoodatnames Colon hit the next orb as early as possible, which goes into the edge clutches later on by holding
0:49 bro did the Stereo madness
I instantly noticed the extra missing spike
Lol I noticed that extra removed spike in the first cube and I had a feeling you would buff the last jump. Overall I agree with this I had a similar idea of my own for the 2nd coin and the 3rd is really creative. The first coin is still kind of random but definitely better than the original. Good job Colon nice work.
Coin 1:
This coin plays around with the gameplay. It reminds me of what Back on Track and Polargeist did with the platforms. As mentioned in previous videos, it gives the cool feeling that you're under the level, and this jump (0:18) makes it challenging. It uses really interesting gameplay tech in terms of making the first jump for the coin. You could say that it has a bit of a blind jump, but you would see the route even if you weren't going for the coin, so it's fine. Overall, it provides an optional little challenge, the coin is always visible, and it's no longer hidden behind a wall with some weird hitboxes.
S tier
Coin 2:
This coin plays around with the gameplay a bit. If you reach past this point right here (0:39), you can clearly see the coin, so it makes the player wonder how to get it. To get this coin, you have to do this jump right here (0:38) and go over these blocks, making them have a second purpose. I really love this coin, since it's very clever. You really have to analyze the gameplay that leads up to the coin and figure out that this jump is actually do-able. It makes players want to get the coin again in future playthroughs, and it's a pure coin that doesn't use any unintroduced mechanics. I think it's safe to say that this is more than worthy of S-tier.
Coin 3:
This last coin sure is something alright. It reminds me a lot about Stereo Madness' third coin. In the previous version, you had to go through this very obvious passage and miss out on the actual gameplay of the level. However, after the GD Colon X RobTop update, You now get this third coin by going in an alternate route. This fake wall (0:48) and the missing spikes on the ceiling should be enough to indicate that it leads to the alternate route, and it provides an extra challenge for people who want to get it. It's definitely a very tricky passage way, but that's what makes it good. It also makes a nice recovery to the normal path right before the next cube section. Easy S tier.
Imagine RobTop saw this and updates the Base after Base coins as well in 2.2 lol
@@electrocubic5116Yeah 😂
Are you Viprin’s alt
All are max B tier coins💀
Honestly, all these coins have flaws
1) it is way too difficult for base after base, and being “under the level” isn’t as cool since it’s a re-used idea(it’s also a blind jump and the recovery is awkward)
2) Pure coins are extremely overrated, since they are essentially just swag routes, and a coin being a swag route isn’t bad, it just isn’t as good as people say
3) this re uses an idea cool enough that it doesn’t ruin it(at first) and the way you enter is nice
This coins gets ruined by brutal difficulty, to the point it sucks
Think Nock ‘em 2nd coin on steroids
I would be okay if this was a coin in a level like clubtep, but this is Base After Base💀
Now that the coins are no longer in F Tier. What’s the new ranking?
Edit: The leaderboards rank me 3rd to complete the level with all coins!
It would be weird to rank his own coin placements
@@vermilisix well, still
Second is C tier
It feels like your under the level, the recovery sincs, it looks difficult.
Definitely not F. But I think I’ll put it in…
Actually nah, they’re going in the “what were you THINKING?” tier
First coin, he basically made the jump almost frame perfect.
Second coin, it’s in a better spot, but the sync was ruined.
Third coin, it’s basically pretending to be Stereo Madness 3rd coin.
Imagine a series where it's the original levels but the coins are like insanely hard to get. Imagine the last coin of stereo madness and bam VSC. Would be funny
I agree
bam Virtual Safety Car
He did it!!
He clearly likes it!
I love how not only you made another missing spike, but all of the coins have gotten full reworks.
it's almost like that was the point of the video
@@sweppic shut up 😠😠😠
@@sweppic No I mean like the coins have been completely remade, not one or two changes have been made.
@@Eventlesstew that's the point
@@CG09_TMP then why are you here if you aren’t
3rd coin is literally the remake of the 3rd coin of stereo madness 💀 💀 💀. And I LIKE it
0:49 you should do the portal upside down so the particles are visible
I love these that second one blew me away and that third one is beautiful, we have not seen a full on alternate path like that except for stereo madness
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.
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.
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.
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.
@@urhoelmerishut up
Thenx
0:09
why is there two missing spikes
Next up: Base after base, but the level is much less boring
Watch Robtop go back and fix all 3 of these coins...
and remove another missing spike.
And buff the last jump
Would love for this to be a series!
i want to see him fix the ship wall coins
I feel like you could give out the third coin slightly earlier in its section, or just move it anywhere that looks more appealing, but this does look better in general
oh nah, it actually makes sense the way it's placed, got a little confused with the layout at first
This video made me realize that there's another important part of secret coins that wasn't considered - being synced to the music. Sure the new coins are more interesting gameplay-wise, but I still feel like they're incomplete.
The first coin is alright, but it still feels a bit off to me since there's no launch pad at the end.
I miss the old second coin because the gravity portals synced with the music more, but after rewatching many times I guess this coin is good.
I think the third coin should be placed half a second later from where it is now so that it syncs with the music a bit better, however I do notice that this means the coin would end up accessible via the normal pathway. To resolve this you could just extend the secret way all of the way to right before the cube portal. (Maybe you were originally planning this too? There's a lot of empty space above the 3rd coin anyway.)
Whoa! That last coin is really cool!
Now I actually wanted the coins of BaB to change lol
Do this for the rest of the levels you think have terrible coins! I'd love to see them.
The first one is interesting, but the second and third one absolutely rock! I especially have stuff to say on the second one. I kind of disagree on your takes in the video about pure coins in ship parts - I appreciate pure coins too, but putting a coin in a harder "path" in a ship part (which usually just means there's an obstacle and you're forced to go around it in an unusual way) doesn't feel like it has much substance behind it to me. But pure coins in a normal gamemode? Heck yeah! There's some sort of thrill in walking (or, er, jumping) a path that feels outside the bounds of the level and yet that works out so well in it
we need more alternative path secret coins in this game
Despite being my favorite 1.0 level, base after base's coins are worse than some you find in the recent tab. Thank you for fixing them ❤
1:24 thats why you never let a insane person remake a main level with coins
You can probably put all three coins at the end and it would still be better than the originals.
honestly i think the first coin is good at teaching the player about how not every block is collidable and only blocks with lines on them are collidable, its used again as a coin route in cycles in the first ball part ¯\_(ツ)_/¯
They can learn that from all three levels before it. Also, for a level of Base after Base's difficulty, coin 1 is WAY too hard.
I like how the last 30% is just Base after base
98% be like
Those improved coins alone would probably be the reason why the level could have been sort of memorable.
gd cologne: the first good smelling gaming perfume, coming february 32nd 3069
ps: base after base is cant let go but better, and this improved a lot
I love how he says "less terrible" instead of good.
Bro thought he would make the last 2 the almost exact same layout as the Stereo Madness coins and thought we wouldn't notice 💀
0:49 Stereo Madness moment
You should've fixed the ground spikes as well
I was so ready for you to miss the last 3 spike jump
How I fixed the coins:
Coin 1: I added a couple of jumps to the route to make it less boring
Coin 2: I added extra gameplay and made it so the coin is always visible
Coin 3: Moved it to the upside-down section where you play the entire section on the top of the platform
The fluffy lad actually did it
0:18 Back on track last coin
0:38 stereo madness 2 nd coin jump
0:48 stereo madness 3 rd coin pathway
The third coin got a stereo madness end reference 💀
Lovely work this really fixed this up
The coin placement is so much better. It's more challenging to get them. Good work ! 😀👍
Bro please make this a series this was pretty interesting and fun to watch
Ngl I like this coin placement more than the original-
Also the missing spikes-
You beat me to it :o I’m working on a series right now where I fix coins to your liking :D
Removing another spike is such a thing that you would do
0:09 He made the empty gap bigger! >u
0:28 the spike is going through another spike
I love how nobody talks about the last jump
lol
bout to comment that
The triple spike at the end is still the hardest part of the level
(Coins are so satisfying tho good job with the vid :o)
"but the coins are less terrible"
coin 1: are you sure about that?
that 3rd coin is brutal.
1st coin - B Tier
2nd coin - B Tier
3rd coin - S TIER!
This is actually good coin placement
Btw imma rate Base after base coins against eachother
First coin: F- tier
Second coin: D- tier
Third tier: F tier because its one tap instead of no tap
these are great improvements overall, but i think the ship portal on the 3rd coin could be just a little more visible. i only found out it was there when you entered it
also, are those re-textured user coins or did you somehow force the star coins to work with the editor?
It’s a texture pack
WHY DID U HAVE TO MAKE THE LAST COIN THAT HARD?!
I like how he removed another missing spike
Imagine robtob says “agreed” again after the subzero coin incidence
1st Coin: Jumping Down from the bottom and fixed (Remade)
2nd Coin: Making the Swag route to get.
3rd coin: Made a ship and made it slightly medium.
Alright Rob, you know what to do.
GD colon: Wall coins are terrible
Also GD colon: 0:48
bait comment
The 3rd coin part was genius
Bro really went full stereo madness with the last coin
I feel like it makes more sense to make the 2nd coin like you showed on your main channel, in the coin reviewing video
Mom can we get Stereo Madness last coin at home?
No we have Stereo Madness last coin at home.
Stereo Madness last coin at home: 0:47
The 2nd coin is actually good and easy to find because the music syncs with the gravity portals
I like how he took some inspiration from Stereo Madness when making the 3rd coin
As much as they are a pain to get, they at least look cool
one thing i would do with 2.2 out is put some 1.0 inspired collectible in the pillar that would just be a portal that unlocks the ship freemode instead of that slightly visible ceiling portal
Yeah, it is a little bit of "intruducing mechanics that weren't even there at the time" but i'd say portal freemode isn't *as* unfitting as a blue pad in random spot that other levels include
we should just let this guy fix all the garbage coins. these are so much cooler
Fun fact: Base After Base is a finished & more polished beta level named "Ultiate Destruction".
I love you didn't make a typo there, RobTop did.
0:48 bro made stereo madness V2 💀
I like how the third coin is just ripping off stereo madness
the coin at 0:48 is unnoticeable, i would do what vanilla base after base did, but more noticeable during regular game play. maybe extra challenge incorporated into the actual gameplay
the coin would actually be visible at the top when going through the normal route so its not really unnoticeable
I love it how there's 2 missing spikes now
robtop needs to hire you as his coinmaker
0:48 running into a random head wall noted👍
Base after base
the third coin brings back memories
IMO, Base After Base is too easy to be the fifth level. So in addition to fixing the coins, the level is going to have some balanced difficulty without overbuffing the level
Idk why but my recommended shows me this video after I beat base after base.
The second coin of BaB is one of my favorites :(
How to make good coins:
Steal from Polargihst
Steal from Stereo Madness
Steal from Stereo Madness
Profit
These are reworked really well
3rd coin is a masterpiece
this is the gd semicologne that we know.
1:22 silent Clubstep reference!!!!!!!!!
YOU FILLED IN THE SPIKE OH MY HOODNESS!!
I really like the second coin, reminds me of first power trip coin after the update
I never noticed that missing spike in MY 7 YEARS OF PLAYING GS