Minecraft would be an empty desolate world without loads of mobs, whether friendly, hostile, or neutral, and the same goes for Minecraft Legends. Here is a helpful guide on each one and how to either acquire them or counter them.
Friendlies
There are currently thirteen mobs that can be commanded in Minecraft Legends, whether spawned or recruited in the world.
Zombies
- 2 Redstone
- 2 Lapis
- 1 Flame of Creation
These are your rank and file melee foots oldiers. High health, hard hitting, debuff resistant, and cheap to spawn, they can be overwhelming as a swarm, but also lead to severe congestion in the tight confines of Piglin bases, leading to a tactical breakdown for your other mobs. Their little farmer hats allow them to shuffle around in the daytime, instead of burning up. Find their homestead, most often in Jungle biomes, and turn back the Piglin tide attacking their camp in order to unlock them. Once that mission is completed, they can be spawned from their dedicated Zombie Spawner that costs 25 Wood, 25 Stone, and 5 Redstone.
Skeletons
- 2 Diamond
- 2 Lapis
- 1 Flame of Creation
Your basic ranged mob, Skeletons in Minecraft Legends differ from those in the base Minecraft game in that they do not melee when engaged at close range. They make up for it by having the longest range of all mobs, even firing over walls, and have the damage output to go with it. They too wear helmets to protect themselves from being set alight when exposed to sunlight. The Skeleton village is most often located in Tundra biomes, and they too need your aid in repelling Piglin invaders. Once accomplished, they can be spawned from a Skeleton Spawner that costs 25 Wood, 25 Stone, and 5 Diamond.
Creepers
- 2 Coal
- 2 Lapis
- 1 Flame of Creation
The dreaded Creeper from Minecraft proper is no longer a persistent menace to you in Minecraft Legends. Instead, they can be directed at the Piglin enemy and their structures, whereupon they will dutifully detonate themselves, exterminating everything and everyone in proximity. The resulting explosion causes survivors to flee as well. Being fairly weak, keep them in your backline, to avoid wasting them. The Creeper camp is usually found in Badlands biomes, and once you have established an alliance, you can construct a Creeper Spawner for 25 Wood, 25 Stone, and 5 Coal.
Allays
Either found for free by chance in Chests, or two of each variant are recruited for every construction of an Abundant Allays Tower for the price of:
- 100 Stones
- 50 Prismarine
- 10 Gold
These friendly little imps are your peons–the Yellow variant carrying out construction, while the Blue variant gathers up resources. Both can counter the spread of netherrack by turning it back to grass, limiting the Piglin blight upon the land, and restoring the landscape to grass. This also allows you to construct your own structures closer to Piglin bases.
Cobblestone Golems
- 1 Stone
- 1 Lapis
- 1 Flame of Creation
These little fellas are some of your earliest mobs, and pack a considerable punch before you acquire Zombies. On the frontline of a rallied army, they can serve as excellent decoys while dealing plenty of damage, especially in groups of five or more, and are great for hammering away at enemy structures. They are also able to send enemies airborne with their disruptive melee strike. To recruit them, simply construct a Cobblestone Golem Spawner for 25 Wood and 25 Stone.
Plank Golems
- 1 Wood
- 1 Lapis
- 1 Flame of Creation
Your basic ranged Golem, the Plank Golem quickfires darts from its barrel-like snout. They are relatively weak for a Golem, and should be relegated to the backline, but in large numbers they can be quite formidable based on the sheer volume and speed of their projectiles. Available for you to spawn via a Plank Golem Spawner that costs 25 Wood and 25 Stone.
Grindstone Golems
- 1 Iron
- 1 Lapis
- 1 Flame of Creation
An advanced melee Golem, these little hulks are the first of two Golems to require advanced resources in the form of Iron. If Cobblestone Golems are your frontline, then Grindstone Golems should be the very tip of your spear, with their highly disruptive attack knocking back and stunning enemies. They are also best used to rush ranged attackers, and defending your other mobs that are focused on structural demolition. Their Grindstone Golem Spawner can be built for 25 Wood, 25 Stone, and 5 Iron.
Mossy Golems
- 1 Iron
- 1 Lapis
- 1 Flame of Creation
Your second advanced Golem, these support-class Golems are the medics/healers of your army. Besides healing both you and your mobs, they can also negate debuffs, and sparing you the cost in time and resources it would otherwise take to spawn in reinforcements. Very many are not really required, especially given the mob limits in place. The Mossy Golem Spawner requires 25 Wood, 25 Stone, and 5 Iron.
First of Stone
- 100 Gold
- 500 Stone
This walking siege engine tosses boulders at your targets, can tank a great deal of incoming damage, as well as slamming the ground when engaged in close combat. Find and reassemble it in Meadow biomes, after constructing a single Tower Of Waking for 100 Stone and 100 Prismarine, at your Well Of Fate.
First of Oak
- 100 Gold
- 500 Wood
Basically a jacked-up Plank Golem, its snout cannon is best situated at the mid to backline, as an ultimate last line of defense for your other ranged units. Find and reassemble it in Badlands biomes, after constructing a single Tower Of Waking for 100 Stone and 100 Prismarine, at your Well Of Fate.
First of Brick
- 100 Gold
- 125 Iron
This barrier-caster support mob can protect your other mobs, especially the vulnerable Creepers, in the initial stages of a base assault, when you are still trying to breach the main gate and walls. Find and reassemble it in Dry Savanna biomes, after constructing a single Tower Of Waking for 100 Stone and 100 Prismarine, at your Well Of Fate.
First of Diorite
- 100 Gold
- 125 Coal
Essentially a walking Golem Spawner, this First should be placed midline, to deflect attention from the backline while remaining relatively unharmed and spawning in more Golems. Find and reassemble it in Jagged Peak biomes, after constructing a single Tower Of Waking for 100 Stone and 100 Prismarine, at your Well Of Fate.
Warriors
These ax-wielders are ordinary villagers that have taken up arms towards the end-game. They are not summonable, and can only be recruited by visiting villages. This relative scarcity is balanced by them being one of the strongest mobs in the game, in addition to not counting towards your Flames of Creation mob limit. Piglins take the most damage from them, and even when Warriors inevitably die, fresh recruits can always be found at the village fountain.
Hostiles
There are four ranks of Piglin invaders to contend with–low, regular, elite, and general. While low and regular ranks are shared across the three Hordes, the elites and the general are unique to each.
Mace Runt
The lowliest of the Piglin invaders, these melee swarmers will overwhelm with sheer force of numbers, but can be cut down easily from afar, and even by yourself.
Blaze Runt
A step above Mace Runts, but that isn’t saying much, these Blaze rod-chucking Piglins are the basic ranged troops of the Horde. They still can not hold a candle to your Skeletons though, nor to your Plank Golems. You can kill them too, but be wary of them in numbers.
Piglin Builder
These Piglin peons ought to rank even lower than Mace Runts in the threat hierarchy, but their ability to repair and reconstruct their allied structures makes them pose a greater threat, not to mention the area of effect damage from the grenade they can fire from their backpack. If there is ever a Piglin you ought to eliminate personally every time, this one is it.
Spore Medic
Piglin field medics should be your number one target priority in battle. Their nether-spores sustain Piglins up in the Overworld, and heal injured Piglin combatants as well as simultaneously harming you and your mobs. Easily dispatched by you as well.
Seeker
The Piglin explosive counterpart to your Creepers, these servants of the Horde will detonate their explosive mushroom at will, annihilating anything and everything within range. Best taken out from afar, or avoided entirely if there is no alternative.
Warboar
Possibly Piglin progenitors, these four-legged invaders lead with their tusks, goring and trampling everything in their path. While you can engage and kill these like all lowly Piglin ranks, they are best avoided given their much higher health pool.
Lava Launcher
These Warboar-mounted cannons are your first experience with Piglin regulars. A ponderous beast, it will rely on long-range attacks with magma cubes fired from the cannon strapped to its back, to demolish your structures, but will also trample your mobs if they get within striking distance. Your own attacks will have no effect on it.
Portal Guard
These buff versions of Brutes are members of all Hordes and are found deep within Piglin bases where they do as their name implies, and guard the very Portal that is your ultimate objective. Hard-hitting up close, they are easily countered from range, but do not expect to make quick work of their fairly high health pool. Wielding a flail that can also be used at range in one hand, and swinging a blade in the other, they are a formidable foe. As a Piglin regular unit, they are not affected by your own attacks.
Pigmadillo
Each of the three Piglin Hordes employs a unique elite unit, and the heavily bone-armored Pigmadillo serves in that capacity for the Horde of the Hunt (Red). As the name implies, they can curl up into a ball and will roll around smashing through your mobs and buildings alike–with wooden walls falling apart like so many matchsticks. Their high health makes them difficult to take down, and certainly not by you on your mount.
Sporeback
Sporebacks are fielded by the Horde of the Spore (Green), and are the ranged elite of the Piglin invasion. They lob mushroom grenades to ensnare your mobs, holding them in place, and rendering them vulnerable to their fellow Piglins. Do not engage in person.
Brute
The Horde of the Bastion (Yellow) fields the Brute in battle, which employs a spinning attack using blades wielded in both arms to scatter your mobs. Not to be trifled with in person, they have high health, just like the other elite units. Avoid personal combat.
The Beast
These centaur-like Piglins are the Boss mob for the Horde of the Hunt (Red). Employing the charge and trample tactics of the Warboar, it will first emerge into the Overworld from the Nether upon the complete destruction of all major Hunt bases. As with regular Piglin invasions of villages, it will attack your allied villages nightly for a set amount of time and then retreat. Any damage successfully inflicted on them will be carried forward into the next incursion, until your armies have put it to a final rest.
The Devourer
This shambling hulk serves as the head of the Horde of the Spore (Green), pounding the ground and releasing infectious spores in its wake. The Devourer enters the Overworld from the Nether when all major Spore bases are razed. Instead of attacking villages, it builds yet another multi-tiered base that the Spore is known for, and awaits your assault. As you beat it back, it will eventually fall back to the level with the Portal for a final showdown, while restoring the entirety of its health.
The Unbreakable
Commander to the Horde of the Bastion (Yellow) and possibly the most resilient, close combat should probably be avoided with The Unbreakable. The Bastion leader leaves the Nether for the Overworld after all major Bastion bases have been eradicated. It too will erect a new base nearby, for you to take the fight to them. In a combination of tactics required against previous Piglin generals, you will not need to destroy the Portal, but instead put down The Unbreakable itself, where it stands in the center of the base. Any defensive support structures should be razed first, before the final confrontation begins.
And that concludes this guide on all allied and hostile mobs in Minecraft Legends. Use it to your advantage as you turn aside the Piglin tide.
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