A boss can have one or several powers. We recommend you keep the amount under 5. A full list of powers can be found in the ~/plugins/EliteMobs/powers folder after the plugin is installed on a server.
The following list describes the bundled defaults for 69 powers: 68 Lua powers and bonus_coins.yml. Existing Lua files are preserved when the plugin initializes, so a locally edited or older copy can behave differently. The exception is an unedited copy of an earlier bundled version that EliteMobs recognizes by checksum: it is moved to plugins/MagmaCore/outdated files/EliteMobs/ and replaced with the current default. Additional custom powers can be created using the Elite Script system, and some dungeons come bundled with their own unique powers not listed here.
Note: Click here to learn how you can customize bosses with these powers.
The power GIFs are solely for demonstration purposes. Please note that their animation does NOT reflect the actual animation speed of the powers in-game.
On damaging a player, applies Slowness VI for 60 ticks, adds a freeze visual and places temporary packed ice if their block is air. Subject to local and global cooldowns.
When a player damages the boss and its cooldown is ready, marks nearby players' current locations and strikes real lightning there after a 60-tick warning.
Uses a coin reward multiplier of 2 by default. A boss power entry such as bonus_coins.yml:3 sets another multiplier. Rewards require more than 10% damage contribution; mounts and reinforcements do not pay out.
On a qualifying player hit, pauses the boss's AI, moves it 10 blocks up if that block is air, and fires repeated tracking-arrow volleys toward nearby Survival/Adventure players.
In combat, channels healing into a nearby elite at or below 80% health. The caster pauses its AI while healing; the channel ends when the target exceeds 80%, becomes invalid or moves out of range, or when the caster leaves combat.
In combat, marks player locations and random nearby points for delayed real lightning and explosions. Terrain effects depend on explosion protection and regeneration settings.
During a flying-phase attack, summons endermites with Slow Falling. Requires the custom boss file binder_of_worlds_phase_1_endermite_reinforcement.yml.
While landed, warns before an expanding ground wave damages and pushes entities, leaving an open sector. Explosion protection and regeneration settings govern its block effects.
While landed, creates an outward-moving tornado that lifts nearby living entities and displaces terrain blocks, subject to explosion protection and regeneration.
On a qualifying player hit, pauses the boss's AI and creates flame pillars at random nearby positions. Each pillar warns with smoke before its damaging area expands.
On a qualifying player hit, pauses the boss's AI and fires random and player-aimed fireworks. Non-ghast bosses move upward if space permits, then return to their starting location.
On a qualifying player hit, aims at the attacker's captured location, warns with smoke and fires a damaging flame beam. The boss pauses its AI during the attack.
On a player hit, warns toward the attacker's captured location, then fires a cone of damaging snowballs. Hits stack Slowness and refresh a freeze visual. Subject to its local cooldown.
After a warning, sprays damaging gold-nugget projectiles around the boss. These are visual projectiles, not collectible coins; blocking players are skipped by their damage check.
Captures the attacker's direction, warns, then fires damaging gold-nugget projectiles along it. These are not collectible coins; blocking players are skipped by their damage check.
This power clears the boss's velocity on damage and again one tick later. It can interfere with the velocity-based jump in ground_pound.lua; avoid combining them when the jump is essential to the encounter.
Can create shields on three cardinal sides, leaving one random side open. Hit the boss from a shielded side to deplete that side's protection, or attack through the opening. The hit that breaks a shield is also absorbed.
Attempts to move the boss to a nearby safe location after nine counted damage events, or immediately on drowning/suffocation. Fire, poison, wither, thorns and sweep damage do not count.
Has a 1% chance per player hit to attempt two summons from zombie_friends_friend.yml at the boss's level. Attempts only once per script instance; the custom boss file must be installed.
Has a 1% chance per player hit to summon bosses from zombie_parents_mom.yml and zombie_parents_dad.yml at the caster's level. Can trigger repeatedly; both custom boss files must be installed.
Visual Example
Power Implementation Types
EliteMobs supplies 68 premade Lua powers and three YAML configurations: bonus_coins.yml, custom_summon.yml, and elite_script.yml. The latter two support custom summons and EliteScript rather than adding two more attacks to the list above.
Lua-Based Powers: The majority of powers are now implemented as Lua scripts (.lua files). These powers use the Lua scripting system for their logic, particle effects, cooldowns, and other parameters.
Legacy YAML Powers: A small number of powers (bonus_coins.yml, custom_summon.yml, elite_script.yml) remain as .yml configuration files.
Initialization creates missing bundled Lua files but preserves existing ones. To customize a power independently, copy it to a different filename and reference that filename in the boss's powers list. After editing, reload EliteMobs and spawn a fresh boss to verify the new script; editing the file does not hot-reload an existing boss's Lua instance.
Elite Script Format
You can also create and customize YAML powers in the Elite Script format.
To create a separate blinding power in EliteScript, save the following as my_blinding_power.yml in the powers folder and reference that filename from your boss:
This creates an independent YAML power; it does not edit attack_blinding.lua. Customize the potion, duration, target and trigger here, or edit a separately named copy of the Lua power. A loaded .lua power takes precedence over .yml or .yaml references with the same basename when resolving a boss power.