minecraft 1.21 snapshots have added the trial chambers, a new combat based structure. the chambers does currently have the breeze, but what about a tougher mob, maybe even a new boss? the illusioner has been in the game waiting for years. today we take an in depth analysis at the illusioner and what could potentially be.

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sections
0:00 – illusioner in minecraft 1.21?
0:30 – what is the illusioner
1:30 – illusioner in combat
3:00 – where is the illusioner
5:10 – proof / reasoning for 1.21
14:30 – the big problem

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if you read this comment “hmm”

24 Comments

  1. It just dawned on me how appropriate a crossbow (pillagers' preferred weapon) is for the Illusioner. Multishot makes it perfect for firing at the invis Illusioner and nearby clones.
    Add fireworks in for AoE and it's the bane of the Illusioner.

  2. I think that the Illusioner may be more of an overlord to the pillagers rather than a locked up monster. And the trial chamber is more like the Illusioner's fortress and from their the Illusioner commands the pillagers to raid on the patheti- I mean, helpless Villagers.
    As far as the building materials go, maybe they just work with what they have at hand. A wise Illusioner wouldn't want to send your precious copper up into the overworld in the hands of their pillager henchman – if that idea holds up at all that is.

  3. Not really about the Illusioner, other then the arrows it shoots, but I wish that Mojang would give us Bedrock players the beautiful pin cushioned view of our own Avitar's covered in arrows after a decent fight. Every time I see it on Java players videos it feels like I'm being taunted by Mojang….. just a little bit of 🥺😂👍👍👍👍👍

  4. Thinking about trial chambers…I think the prize shouldn't be an item…but an effect. Kind of like how bad omen and hero of the village are LOOOOONG term effects that can possibly stack…what if you beat a trial chamber and the final boss one gives you some effect (effect depends on the boss?) that lasts like for 24 IRL hours or something. Maybe even something like a supercharged beacon effect like "Haste 3", then beat it again "Haste 4", then beat it again "Haste 5." Something that would REALLY make you wanna go back to the chamber and do it again, but can't be moved or cheesed. Maybe it's activated with keys at the final spawner, so you could save up keys, beat the final spawner, then toss 1-5 keys in you've saved up to get a supercharged effect. I think the effect gets applied to everyone within a 16 block spherical radius around the spawner when the key is inserted or the boss is defeated? Dunno, throwing it out there.

    I also think rooms that pair hazards with mobs would be a good change (skeleton spawning rooms with nothing to hide behind, breeze room with dripstone pits on the border so getting knocked in is very dangerous, etc).

  5. It is perfect and i think they should add it like to a magic class as a possible spawn and maybe thats how we get some new mobs (or mob vote mobs). But it could work that even the illagers fear the illusioner

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