| name | dragon_combat |
| description | Final boss. End arena layout, crystal destruction with ranged_attack (caged ones via auto-pillar + mine), dragon attack patterns and the perch melee window, HP discipline over a long fight. |
Skill: dragon_combat
Phase 6 — the final boss. The Ender Dragon has 200 HP and heals from the end crystals while any survive. Mistakes here cost the whole run, mostly via the void.
Done when
The dragon's HP reaches 0: death animation plays, ~the exit portal opens in the central bedrock fountain, a dragon egg appears on top. Tell your owner congratulations.
Packlist (verify with get_self_status BEFORE entering the portal)
- Diamond sword + bow, 32+ arrows (10 crystals + air shots + misses)
- 128+ cobblestone — the spawn platform is often ~100 blocks from the island and navigation bridges the gap with your blocks
- 32+ cooked food, plus a golden_apple if you have one (emergency heal)
- Armor on, sword in hand (
get_self_status to confirm)
The arena
- You arrive on a small obsidian platform out in the void. The central island (end stone, Y≈60) holds everything;
goto toward (0, 62, 0) — navigation bridges across. Falling into the void destroys you and everything you carry. Fight near the island centre, never at the rim.
- 10 obsidian pillars ring the centre, each topped by an end crystal. The 2 tallest crystals sit inside iron-bar cages.
- Intact crystals continuously heal the dragon — damaging it before they're gone is wasted effort. Crystals first, always.
Step 1 — the 8 open crystals
equip_item(bow) → scan_nearby_entities → ranged_attack({"entity_ids":[crystal_ids]}). The tool walks into a clear firing window and fires; crystals die to one arrow and explode — range is exactly why ranged_attack is mandatory here, never approach one.
Step 2 — the 2 caged crystals
Per caged pillar:
goto(pillar_top_x, top_y + 1, pillar_top_z) — navigation pillars up the side on its own (this is what the spare cobblestone is for).
mine(iron_bars) to open the cage.
goto back down/away 8+ blocks, then scan that crystal and call ranged_attack({"entity_ids":[id]}) — never pop a crystal at point-blank; the explosion hits hard.
While you're up high, the dragon may strafe the pillar — if get_self_status shows falling HP, finish the bars and get down first.
Step 3 — kill the dragon
Two modes, alternating:
- Flying: scan the dragon runtime ID, then
ranged_attack({"entity_ids":[id]}). Head shots take full damage, body shots are reduced — accept slow progress.
- Perched (it lands on the central fountain periodically, more often at low HP):
scan_nearby_entities → select the dragon runtime ID → melee_attack({"entity_ids":[id]}) — the melee window does the real damage. Back off (goto 10+ blocks sideways) when it takes off again.
Its attacks and your answers
| Attack | Effect | Answer |
|---|
| Dive/charge | ~10 dmg + heavy knockback | Stay near the island centre so knockback can't reach the void |
| Dragon's breath | Lingering purple cloud, ~3 dmg/s | goto sideways immediately; never stand or fight in purple |
| Wing buffet (perched) | ~5 dmg + knockback | Expected cost of the melee window; eat between perches |
HP discipline
This is a long fight. Between every tool call: get_self_status; HP ≤ 10 → disengage to centre, eat_item, only then re-engage. The dragon doesn't rush you — patience is free, death isn't.
After the kill
- The exit portal (bedrock fountain, centre) returns you to the overworld spawn —
goto into it when your owner is ready.
- The dragon egg on the fountain is a trophy your owner may want; it teleports when punched, so leave its extraction to them.
- Mark the entire endgame plan
completed in todowrite.
If you die
Your run ends where your body fell. If your owner recovers your gear, re-verify the packlist (get_self_status), reload this skill, and walk back in through the still-active stronghold portal — the dragon keeps whatever damage it already took.