βοΈCombat and Movement Abilities
Every registered ability on this page is documented as a complete reference entry. All entries also support the common ability fields from the Abilities page.
Registry keys on this page
explosionlightningdamage_entitydamage_itempull_targetpull_locationteleport_near_targetteleportguardian_beamsonic_boomevoker_fangsarrow_raincreeper_statsswap_healthswap_potion_effectsswap_locations
explosion
Purpose: Creates an explosion and an explosion-emitter particle at the resolved location.
Context: Default target: TARGET; selected target is supplied as the explosion source where supported.
Fields
yield
2.0
Explosion strength.
set-fire
false
Whether the explosion may ignite blocks.
break-blocks
false
Whether the explosion may destroy blocks.
Example
Behavior and limits
Damage is wrapped as direct ability damage to avoid recursively firing the same power chain.
lightning
Purpose: Creates visual lightning strikes around a target and directly damages nearby living entities.
Context: Default target: TARGET; source defaults to SOURCE for damage attribution.
Fields
count
2
Number of strike attempts, minimum 1.
radius
3.0
Horizontal random offset and nearby-damage radius.
damage
4.0
Damage applied near each strike.
Example
Behavior and limits
The lightning is visual; configured damage is applied separately.
Overlapping strike areas may damage the same entity more than once.
damage_entity
Purpose: Deals a separate direct-damage instance to a living entity.
Context: Default target: TARGET; source chooses damage attribution and defaults to SOURCE.
Fields
amount
1
Damage amount; supports current/original trigger damage placeholders.
Example
Behavior and limits
Amount is clamped to at least zero.
Direct ability damage is guarded against recursive power triggering.
damage_item
Purpose: Damages equipped items in selected slots.
Context: Default target: TARGET; requires a living entity with equipment.
Fields
amount
1
Durability damage; may use trigger damage placeholders.
slots
empty
MAIN_HAND, OFF_HAND, armor slots, or ARMOR.
mode
DIRECT
DIRECT edits item damage metadata; PAPER uses Paper item-damage behavior.
Example
Behavior and limits
Air, unbreakable, and non-damageable items are skipped.
Paper mode allows normal platform durability behavior such as Unbreaking and break events.
pull_target
Purpose: Pulls a target toward the source, pushes it away, or randomly chooses direction.
Context: Default target: TARGET; source defaults to SOURCE and acts as direction origin.
Fields
direction
TOWARD
TOWARD, AWAY/AWAY_FROM_SOURCE, or RANDOM.
speed
strength or 1
Velocity magnitude.
strength
1
Legacy alias when speed is absent.
vertical
automatic
Exact Y velocity; when absent the implementation supplies a small upward component.
remove-powder-snow
false
Replace powder snow at target feet before moving.
Example
Behavior and limits
When source and target overlap, source look direction is used as fallback.
pull_location
Purpose: Moves a selected entity toward a resolved location.
Context: Default target: TARGET; requires target and destination in the same world.
Fields
speed
strength or 1
Velocity magnitude.
strength
1
Alias used when speed is absent.
vertical
calculated
Optional exact Y velocity.
preserve-momentum
false
Add current X/Z velocity to the generated vector.
location
CONTEXT
Extended location selector and optional offsets.
Example
Behavior and limits
Non-positive speed, cross-world locations, or nearly identical positions are skipped.
When
verticalis absent, Y comes from the normalized direction vector.
teleport_near_target
Purpose: Teleports a living entity to a random safe location near its current position.
Context: Default target: TARGET.
Fields
min-radius
3.0
Minimum horizontal distance, at least 1.
max-radius
8.0
Maximum horizontal distance, at least min-radius.
max-tries
12
Random candidate attempts, minimum 1.
Example
Behavior and limits
Each candidate searches around its Y position for passable feet/head blocks over a solid block.
Yaw and pitch are preserved and teleporting uses scheduler-safe handling.
teleport
Purpose: Teleports a selected entity to an extended context or important player location.
Context: Default target: SOURCE; destination may use a normal location selector or an important-location mode.
Fields
location
CONTEXT
Flat selector or nested section with target, owner, world, and offset.
location-owner / location.owner
selected entity
Entity used for player-specific destinations.
world / location.world
owner/context world
World used by WORLD_SPAWN.
offset.x/y/z or location.offset.x/y/z
0
Destination offset.
important locations
β
BED_SPAWN, RESPAWN, WORLD_SPAWN, MAIN_WORLD_SPAWN, LAST_DEATH, COMPASS_TARGET and documented aliases.
Example
Behavior and limits
Player-only destinations return no location for non-player owners.
Missing personal respawn falls back to current-world spawn.
Teleporting uses
SchedulerUtil.teleport.
guardian_beam
Purpose: Displays a virtual guardian beam, waits for charge, then damages the target.
Context: Requires living SOURCE and living TARGET.
Fields
range
18.0
Maximum distance at start and completion.
charge-ticks
30
Charge time, minimum 1.
damage
6.0
Final damage, minimum 0.
Example
Behavior and limits
Requires PacketEvents.
Damage is skipped if entities become invalid/dead, change world, or move out of range before completion.
sonic_boom
Purpose: Charges and fires a Warden-style sonic boom with particles, sound, damage, and knockback.
Context: Requires living SOURCE and living TARGET.
Fields
range-xz
15
Horizontal range.
range-y
20
Maximum vertical difference.
charge-ticks
34
Delay before firing.
charge-volume / charge-pitch
3 / 1
Charge sound.
boom-volume / boom-pitch
3 / 1
Boom sound.
particle-extra-steps
7
Extra particle positions.
damage
10
Direct damage.
knockback-horizontal
2.5
Horizontal knockback multiplier.
knockback-vertical
0.5
Vertical-direction multiplier.
Example
Behavior and limits
Range and entity validity are checked again after charging.
evoker_fangs
Purpose: Creates vanilla evoker-fang attack patterns between source and target.
Context: Requires living SOURCE and living TARGET.
Fields
damage
6.0
Damage stored on each fang for direct-damage handling.
close-range
3.0
Below this distance, ring patterns are used; otherwise a line pattern is used.
Example
Behavior and limits
Fangs search downward for solid ground.
The selected living source becomes fang owner.
arrow_rain
Purpose: Spawns downward-moving arrows in a random square above a target location.
Context: Default target: TARGET; source controls shooter attribution.
Fields
count
10
Arrow count, minimum 1.
radius
4.0
Horizontal spread, minimum 0.1.
height
12.0
Spawn height, minimum 2.
spread
0.18
Random X/Z velocity spread.
damage
-1
Arrow base damage; negative keeps Bukkit default.
pierce-level
0
Pierce level, minimum 0.
critical
false
Critical flag.
Example
Behavior and limits
Arrow pickup is disabled.
creeper_stats
Purpose: Changes selected creeper properties.
Context: Default target: SOURCE; selected entity must be a creeper.
Fields
explosion-radius
unchanged
New radius, minimum 0.
fuse-ticks
unchanged
New maximum fuse ticks, minimum 1.
powered
unchanged
Charged state.
Example
Behavior and limits
Only fields present in configuration are changed.
swap_health
Purpose: Swaps current health percentages between source and target.
Context: Requires living SOURCE and living TARGET; configurable selectors are not used by the shared implementation.
Fields
No type-specific fields.
Example
Behavior and limits
Absolute health is recalculated from each entity's own maximum.
Results are clamped above zero, so this ability does not directly kill either entity.
swap_potion_effects
Purpose: Transfers or swaps selected active potion effects between source and target.
Context: Uses common source and target; both must be different living entities.
Fields
direction
SOURCE_TO_TARGET
SOURCE_TO_TARGET, TARGET_TO_SOURCE, or SWAP aliases.
potion
unset
Single effect selector.
potions
ALL
Effect selectors, including categories.
max-effects
-1
Maximum selected types; negative means unlimited.
Example
Behavior and limits
Transfer modes remove effects from origin and add them to destination.
Swap exchanges each selected effect type; one-sided effects move to the other entity.
swap_locations
Purpose: Swaps the locations of two entities.
Context: Uses common source and target selectors.
Fields
No type-specific fields.
Example
Behavior and limits
Entities must be distinct and in the same world.
Teleports use scheduler-safe handling.
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