This is just a fever dream, not an idea for an update. I wanna see how you guys would handle an Illager Raid in Hypixel SkyBlock.
Illager Raids would be a new in-game event that is exclusive to the Hub. It takes place in the Village, where illagers will raid it and attempt to kill all of the NPCs. During this event, certain amounts of illagers will spawn in waves and run around until they find a target. Valid targets include players and NPCs. Most enemies that spawn in raids will be exclusive to them unless stated otherwise. Once Illager Raids have been successfully fended off, loot will be distributed to everyone in the Village, regardless of how much damage they dealt, so long as they dealt damage at all to any raider.
An Illager Raid may be triggered when a player enters the Village with an Ominous Banner or Ominous Rune in their inventory. Ominous Banners can be obtained by defeating illager patrols that appear randomly in the Hub, Park, and Farming Islands. Ominous Runes have a chance of being obtained from Runic mobs. The difficulty of raids, as well as the level of the mobs in it, depends on the average Combat Level of the playerbase currently within the Village borders at the time of its triggering. This counts all players in the Village, and there is no limit to how many it may count. It only counts all players in that specific server. Raids cannot be started within 48 in-game hours of each other.
Tier I Raids:
These are triggered when a Raid is triggered and the average Combat Level of the Village playerbase is 1-20. The level of mobs in Tier I Raids would be between 1-20, depending on the Village playerbase's average Combat Level. Tier I Raids only have 3 waves.
Tier II Raids:
These are triggered when a Raid is triggered and the average Combat Level of the Village playerbase is 21-40. The level of mobs in Tier II Raids would be between 21-40, depending on the Village playerbase's average Combat Level. Tier II Raids have 5 waves.
Tier III Raids:
These are triggered when a Raid is triggered and the average Combat Level of the Village playerbase is 41-60. The level of mobs in Tier III Raids would be between 41-60, depending on the Village playerbase's average Combat Level. This is the hardest tier of Raids, having 7 waves of raiders.
Enemies:
Pillager: They are the most common raider that may spawn during raids. They are the footsoldiers of the illagers, wielding crossbows. They have 1708 Health points at Level 20. When they detect a target within 16 blocks, they will run towards them at a rate of 4 blocks/second once they are 8 blocks from them. When they are within 8 blocks of their target, they will load their crossbow, and then shoot an arrow at them, dealing 79 Damage at Level 20.
4 of them are guaranteed to spawn in Wave 1. 3 are guaranteed to spawn in Waves 2 and 3. Additionally, an extra pillager has a chance to spawn in each wave. This chance varies between 1-20%, depending on the level.
Tier II Raids: At Level 40, they will have 29751 Health points and deal 336 Damage with their arrows. Depending on the level of the raid, pillagers now have a 1-20% chance to spawn with enchantments. These enchantments are Piercing (30% chance), Overload (10% chance), Power (30% chance), Punch (20% chance), and Snipe (10% chance).
4 of them will spawn in Waves 4 and 5. Additionally, in each wave, there is now a 21-40% chance for an extra pillager to spawn.
Tier III Raids: At Level 60, they have 457461 Health points and deal 1426 Damage with their arrows. Enchant chance increased to 21-40%, which is still dependent on the level of the raid.
4 will spawn in Wave 6 and 2 will spawn in Wave 7. Additionally, one more pillager will spawn with a 41-60% chance. Another extra pillager will spawn with a further 21-30% chance. These extra spawn chances are dependent on level.
Vindicator: They are the second most common mob that may spawn in Raids. At Level 20, they possess 1708 Health points. When they detect a target within 12 blocks of them, they will charge at them at a rate of 3.5 blocks/second. When they are within melee range, they will deal 257 Damage.
2 of them are guaranteed to spawn in Wave 2. Additionally, starting Wave 2, an extra vindicator will spawn with a 1-20% chance, depending on level.
Tier II Raids: At Level 40, they will have 29751 Health points and deal 1091 Damage. Additionally, when they attack a target for no damage (i.e., an ability), the ability associated with that instance will have a 25% increased cooldown. If there is no cooldown for that ability (i.e., it uses a mana cost instead), it will be forced into a 10 second cooldown instead.
1 vindicator will be guaranteed to spawn in Wave 4, and 4 will be guaranteed in Wave 5. Additionally, in every wave, an extra vindicator will spawn with a 21-40% chance, depending on level.
Tier III Raids: At Level 60, they will have 457461 Health points and deal 4635 Damage. Cooldown increase increased to 40% and forced cooldown duration increased to 15 seconds.
2 vindicators are guaranteed to spawn in Wave 6 and 5 are guaranteed in Wave 7. Additionally, an extra vindicator will have a 41-60% chance to spawn in every wave. Another extra vindicator will have a 21-30% chance to spawn in every wave. These extra spawn chances are dependent on level.
Ravager: They are extremely powerful monsters that spawn as the juggernauts and tanks of the raid. At Level 20, they have 7116 Health points. When they detect a target within 32 blocks of them, they will charge at them at a speed of 3.5 blocks/second. When they get within melee range (1.5 blocks), they will deal 237 Damage at Level 20. When they attack a target for no damage (i.e., an ability), they have a 50% chance to be stunned for 2 seconds, unable to attack. Afterwards, they will roar, dealing 119 Damage at Level 20 and launching everyone nearby backwards. Additionally, they will taunt nearby Combat Pets, forcing them to direct their effects purely at the ravager. Pets with a Level higher than 40 cannot be taunted.
1 Ravager will always spawn in Wave 3.
Tier II Raids: At Level 40, they have 116462 Health points and deal 1007 Damage with their melee attack and 504 Damage with their roar. Stun chance reduced to 30%. They can now taunt Combat Pets with Levels up to 70.
Tier III Raids: At Level 60, they have 1906086 Health points and deal 4278 Damage with their melee attack and 2139 Damage with their roar. Stun chance reduced to 20%. They can now taunt Combat Pets with Levels up to 100.
Witch: They are the raid's support units. They will only spawn in Tier II Raids and up. At Level 40, they have 30280 Health points. When attacked by a player or NPC, they will begin to go into combat with them, using varying potions to fight. Harming potions are used when nothing else can be used, dealing up to 291 True Damage at Level 40. Poison potions are used when the target isn't currently poisoned and they are between 3 and 8 blocks from them, dealing 39 True Damage per second at Level 40. Weakness potions are used when the player isn't currently weakened and they are within 3 blocks from them, decreasing their Damage and Strength by 20%. Slowness potions are used when the target isn't currently slowed and they are further than 8 blocks from them, reducing their speed by 20%. Healing potions are drunken when the witch isn't at full HP, healing them for 1662 Health points at Level 40. Speed potions are drunken when the witch isn't currently affected by Speed and the target is further than 8 blocks away, increasing the witch's speed by 20%. Speed potions are prioritized over Slowness potions. Additionally, when there are illagers nearby with less than 20% HP, they will throw either a Regeneration potion (166 Health points per second at Level 40 for up to 30 seconds) or a Healing potion (up to 1662 Health points at Level 40) at them.
3 witches are guaranteed to spawn in Wave 4. Additionally, starting Wave 3 (except Wave 4), an extra witch will have a 1-20% chance to spawn, depending on level.
Tier III Raids: At Level 60, they will have 495582 Health points, and deal up to 934 True Damage with their Harming potions and 124 True Damage per second with their Poison potions. 1 witch is guaranteed to spawn in Wave 7. Additionally, starting Wave 3 (except Wave 4), an extra witch will have a 41-60% chance to spawn, depending on level.
Evoker: They are the most powerful illager. They will only spawn in Tier II Raids and up. At Level 40, they have 29751 Health points. When they detect a target within 12 blocks of them, they will begin using spells to attack them as well as fleeing away at melee range while not casting. They can summon three vexes to attack their target. Vexes have 16304 Health points, and will strafe around their target while idling. When attacking, they will lunge at them, dealing 755 Damage on contact. Evokers can also summon fangs to attack their target, dealing 291 True Damage on contact. Fangs can be summoned in two formations: in a straight line away from their caster towards the target when the target is not within melee range, or in two rings 1 and 2 blocks away from their caster when the target is within melee range.
1 evoker will always spawn in Wave 5.
Tier III Raids: At Level 60, they have 457461 Health points and deal 934 True Damage with their fangs. Vexes have 266852 Health points and deal 3209 Damage on contact. Additionally, the vex summoning spell summons four vexes instead of three. More fangs are summoned by the fang spell.
1 evoker will always spawn in Wave 6, and 2 will always spawn in Wave 7.
Ravager Rider: They are the most powerful foe you can face in raids. They consist of an illager riding a ravager. They may only spawn in Tier II Raids and up. At Level 40, they have 144413 Health points. They attack by using the attacks of the mount and the rider. In Tier II Raids, only pillagers will ride ravagers. They will charge at targets within 32 blocks of them. When the ravager is within 8 blocks of their target, they will stop in place while their rider shoots arrows at them. The ravager will also attack enemies that get close, as well as get stunned and roar when dealing no damage.
A pillager rider will always spawn in Wave 5.
Tier III Raids: At Level 60, they have 2363547 Health points, making them the tankiest enemy you can face during raids. In Wave 7, two more ravager riders will spawn. One is a vindicator rider and one is an evoker rider. The vindicator rider will charge at their target, dealing massive melee damage as well as breaking damage negation abilities. Because of their tendency to obliterate targets at melee range, it would be recommended to kill them at a distance. The evoker rider will charge at their target, casting spells when they are within 12 blocks. The evoker rider is the most difficult raider to deal with of all of them, able to summon vexes, fangs, attack at melee, and roar after being stunned. Regardless, no ravager rider should be taken lightly.
Loot:
Loot will be distributed between every participating player, regardless of damage. The only condition to receiving loot is to deal damage to raiders during a raid.
Tier I:
Illager Talisman: A mysterious talisman usually worn by raid leaders. If this was received by a player who defeated a vindicator during a raid, their axes will deal 50% more melee and ability damage. Otherwise, this talisman will do nothing.
This item is distributed to all who have dealt more than 10k Damage during a Raid.
Avenger's Axe: The axe of a vindicator. Has +65 Damage and +30 Strength. Additionally, it's ability, "Vindicator's Rampage", will cause the next attack to break any and all damage negation instantly.
This item is distributed to all who have dealt more than 15k Damage during a Raid.
Tier II:
Tier I Loot will be distributed. Any Tier I Loot distributed after Tier II Raids will be an upgraded version.
Totem of Immortality: Possessed by evokers for unknown reasons, they grant their holder a taste of immortality. They grant +200 Health and negates damage for the holder. The damage negation has a cooldown of 10 seconds.
This item is distributed to all who have dealt more than 200k Damage during a Raid.
Tome of Evocation: The secrets of these tomes were meant only to be learned by evokers. It does not do anything until it is right clicked. When right clicked, a spell will be conjured depending on the conditions:
Unholy Spirit Summoning: Summons three vexes to assail the wielder's foes. These vexes have 1000 HP and deal 300 Damage on contact with enemies.
This item is distributed to all who have dealt more than 500k Damage during a Raid.
Tier III:
Tier I and II Loot will be distributed. Any Tier I or II Loot distributed after Tier III Raids will be an upgraded version.
Ominous Crystal: A stone that emits a strange kind of power. It can be used to apply the Ominous reforge to any melee or ranged weapon, increasing the weapon's Critical Chance and Critical Damage by 10% each. Additionally, if this weapon was applied to a Raid weapon, Strength will also be increased by 50.
This item is given to those who have dealt more than 10m Damage during a Raid.
Deceiver's Bow: A bow that is usually only wielded by the heretofore unseen Illusioners. Who knows how you have your hands on one now. This weapon grants 425 Damage, 90 Strength, and 15% Crit Chance. Additionally, this weapon's ability, "Defier of Truth", will cause arrows to be fired from random places at the selected target, each one dealing 20% of the weapon's base Damage.
This item is given to those who have dealt more than 15m Damage during a Raid.
Medal of Heroism: A medal given to true heroes. This is real proof that you are the hero who shall bring the world out of ashes. When you have this medal, all of your stats gain a 10% increase.
This item is given to those who dealt more than 5m Damage during a Raid.
This is what my ideas are for Illager Raids in Hypixel SkyBlock. If you have any other ideas, feel free to comment below. Also, if you have counter strategies or ways to use the loot, comment below.
This was a long one, took me at least 3 hours to make. Anyways, see ya.