Uploaded May 2023 | Updated September 2026, 1 week ago
New World Record for most unsatisfying TAS ever. Also saves 0.55 seconds over my previous fastest end fight TAS(youtu.be/l8wD4BQWu2I), which I think I finished exactly a year ago. There's loads of room for improvement, I just wanted to try getting a full run of this strat, and it worked pretty nicely. Also an excuse to use this title once because it's funny and im too quirky to name it "end fight TAS" just yet.
This utilizes a trick involving accelerating an arrow to extreme speeds using an odd quirk of dragon knockback. And since arrows deal damage proportional to their speed, this can be used to kill the dragon instantly. If you want more information on how it works/how I make it work, I'd suggest these videos:
Original Dragon Knockback Exploration: (youtu.be/DBYgB2sESmM)
Initial Insta-Kill Test: (youtu.be/ON8c6IhE7-E)
Lamer Insta-Kill Test with Misc Info: (youtu.be/OaIesw4T7YE)
info that may aid me and me only because i'm selfish:
dragon angle: 90.78664 (not really important just first good angle i got- and tbh even a really bad one doesn't lose time)
seed: 19 (also not really important- I'd wager better terrain could save like 3 seconds easily but idk how to seedfind)
This is also probably the fastest dragon kill split? Dragon is dead 4.5 seconds after entering the end, which is honestly laughable. And also means 85% of this TAS is just waiting for the dragon animation. I tried for a few hours to cut down the flying to 0,0 animation, but I couldn't get anything and I couldn't think of anything else besides trying random knockbacks, which would be impossible to do by hand. So instead I propose we pivot all computing power in the world towards finding a dragon zip at 0.5,0.5 because that is surely feasible. Unfortunately I imagine it's still optimal to just build a huge bridge :broken_hea. But I'm putting that off because I still want to investigate using the dragon knockback to build it super fast for the elusive sub 20 end fight, and that sounds nightmarish.
Also as an update I realized that the head(neck) is basically the only hitbox we can shoot at from this, which makes it more just a single slice of a .02m circle we're aiming for. The other hitboxes are just too high to reach without either an insane amount of upwards velocity(since it gets magnified over like 500 blocks), or doing a funky jump(slow). I'm also using a pretty short tower for this since I don't have to build up to the dragon for this, just pearl into it. And doing two medium yum pearls are better than an huge one and a small one because idk math.
I also did some fun pearl things such as:
You can land and throw pearls faster by jumping right before they hit the ground so that you're already falling pretty fast when you teleport.
You can get up onto the pillar by pearling into the space 0.4-.0.58 on the top block and then jumping as soon as you pearl. This triggers a step up onto the top of the block and kills your momentum, so you can jump again after a tick.
Also! if you want to somehow get my jank working and want to give things a shot yourself(omg get it), here's the code I used(just poorly written chatgpt java good luck):
Instakillinator: pastebin.com/ZJsVHpFt
Bonus Pitch Thing: pastebin.com/cWYcFtCj
and here's the inputs since it's so short lol:
yawr 90; pitchr -14.650108; +hotbar1; -hotbar1; +forward; +sprint; +jump;
+use; -use; -sprint; -forward; -jump;
wait 18;
+jump;
-jump;
wait 6;
pitchd -72.03987;
pitchr -72.03987; +forward; +sprint; +jump;
+use; -use; -sprint; -forward; -jump;
wait 23
pitchd 15;
pitchr 15; +jump; +forward; yawd 154.3;
yawr 154.3; -jump; -forward; yawd 178.55; pitchd -73.2;
yawr 178.55; pitchr -73.2; +jump; +forward; +sprint;
-jump; -forward; -sprint; +use; -use; yawd 90; pitchd 45;
yawr 90; pitchr 45; +hotbar2; -hotbar2; +use;
wait 23
-use;
wait 28;
+hotbar1; -hotbar1; +use; -use;
mmmmmmmmmmmmmmmm yep
New World Record for most unsatisfying TAS ever. Also saves 0.55 seconds over my previous fastest end fight TAS(youtu.be/l8wD4BQWu2I), which I think I finished exactly a year ago. There's loads of room for improvement, I just wanted to try getting a full run of this strat, and it worked pretty nicely. Also an excuse to use this title once because it's funny and im too quirky to name it "end fight TAS" just yet.
This utilizes a trick involving accelerating an arrow to extreme speeds using an odd quirk of dragon knockback. And since arrows deal damage proportional to their speed, this can be used to kill the dragon instantly. If you want more information on how it works/how I make it work, I'd suggest these videos:
Original Dragon Knockback Exploration: (youtu.be/DBYgB2sESmM)
Initial Insta-Kill Test: (youtu.be/ON8c6IhE7-E)
Lamer Insta-Kill Test with Misc Info: (youtu.be/OaIesw4T7YE)
info that may aid me and me only because i'm selfish:
dragon angle: 90.78664 (not really important just first good angle i got- and tbh even a really bad one doesn't lose time)
seed: 19 (also not really important- I'd wager better terrain could save like 3 seconds easily but idk how to seedfind)
This is also probably the fastest dragon kill split? Dragon is dead 4.5 seconds after entering the end, which is honestly laughable. And also means 85% of this TAS is just waiting for the dragon animation. I tried for a few hours to cut down the flying to 0,0 animation, but I couldn't get anything and I couldn't think of anything else besides trying random knockbacks, which would be impossible to do by hand. So instead I propose we pivot all computing power in the world towards finding a dragon zip at 0.5,0.5 because that is surely feasible. Unfortunately I imagine it's still optimal to just build a huge bridge :broken_hea. But I'm putting that off because I still want to investigate using the dragon knockback to build it super fast for the elusive sub 20 end fight, and that sounds nightmarish.
Also as an update I realized that the head(neck) is basically the only hitbox we can shoot at from this, which makes it more just a single slice of a .02m circle we're aiming for. The other hitboxes are just too high to reach without either an insane amount of upwards velocity(since it gets magnified over like 500 blocks), or doing a funky jump(slow). I'm also using a pretty short tower for this since I don't have to build up to the dragon for this, just pearl into it. And doing two medium yum pearls are better than an huge one and a small one because idk math.
I also did some fun pearl things such as:
You can land and throw pearls faster by jumping right before they hit the ground so that you're already falling pretty fast when you teleport.
You can get up onto the pillar by pearling into the space 0.4-.0.58 on the top block and then jumping as soon as you pearl. This triggers a step up onto the top of the block and kills your momentum, so you can jump again after a tick.
Also! if you want to somehow get my jank working and want to give things a shot yourself(omg get it), here's the code I used(just poorly written chatgpt java good luck):
Instakillinator: pastebin.com/ZJsVHpFt
Bonus Pitch Thing: pastebin.com/cWYcFtCj
and here's the inputs since it's so short lol:
yawr 90; pitchr -14.650108; +hotbar1; -hotbar1; +forward; +sprint; +jump;
+use; -use; -sprint; -forward; -jump;
wait 18;
+jump;
-jump;
wait 6;
pitchd -72.03987;
pitchr -72.03987; +forward; +sprint; +jump;
+use; -use; -sprint; -forward; -jump;
wait 23
pitchd 15;
pitchr 15; +jump; +forward; yawd 154.3;
yawr 154.3; -jump; -forward; yawd 178.55; pitchd -73.2;
yawr 178.55; pitchr -73.2; +jump; +forward; +sprint;
-jump; -forward; -sprint; +use; -use; yawd 90; pitchd 45;
yawr 90; pitchr 45; +hotbar2; -hotbar2; +use;
wait 23
-use;
wait 28;
+hotbar1; -hotbar1; +use; -use;
mmmmmmmmmmmmmmmm yep


![Faster 5% Dragon Insta-Kill Setup 1.12 SSG
(if you want setup info skip towards the end :] Most of this is just context for my own selfish indulgence)
Recently I released a video showing off a potential setup for a 1.12 ssg insta-kill(https://youtu.be/VMHl0SOFw_0). And while it was good enough for people to hit it, it left a lot to be desired in terms of consistency and speed. Originally I estimated that ~3.8% of dragons would give you enough velocity based on 5000 random end fights that perched and charged within 30 seconds. I then eyeballed that about 50% of those would bonk on terrain and lose the necessary velocity before you could use it. This left a rough 2% estimate of hitting it, but it was also slightly inaccurate
(fwiw, almost exactly 30% of end fights met the 30 second charge restriction, and almost all were insta-perches. Which makes sense, since the 1.12 dragon is so fast that it can get to the 7/8 node faster than it can register the end crystals(which takes 5 seconds). As a result it only rolls a 1/3 to insta-perch since it doesnt think theres any crystals up, similar to how the first holding path only ever routes to the middle nodes. And factoring in 1/8 & other 1/13s, you get ~30%.)
Anyway, while confirming my physics n stuffs, I noticed that the dragon almost always spawns with a yaw of 229.78471. Im not entirely sure /why/ this is the case or if you can manipulate it, but it seems to come from the fact that it uses world random. Which conveniently gets reset right before dragon spawn if theres end island chunks that need to be generated(smthn smthn end city gen resets world random)(?). Regardless, its pretty epic cuz it makes the dragon paths a bit more predictable than I assumed. And it actually brings my original setup up to a 5% to get the velocity, ignoring bonks.
And! Speaking of bonks, I took the time to simulate the full client/server physics interaction during the insta-kill. This let me get actual numbers on how often/where the player bonks, and all in all it gave an estimated ~3% chance of that original setup hitting(or maybe a bit higher I forget the exact decimal)
But anyway, now for this setup. It again works by using the end terrain/obsidian pillars to strategically slow down different dragons and create hotspots where a tickle spot is more likely to be. So by standing in one spot when the dragon takes off you can set its target to get the right path, and then you can get the best chance of hitting the insta-kill by standing elsewhere in a good hotspot. And using blocks is just the easiest way to align yourself and prevent getting launched by the initial velocity transfer
SETUP INFO!
Pickaxe is kinda required, and you can do the setup up as soon as you want, its just hard to see. You just cant get much closer without sneaking or dealing with fireballs. All that matters tho is that you stand at (54.3, 59, 38.7)(Y important!) when the dragon takes off, and then move to (56.7, ~, 39.7) to shoot. Y isnt important there, but digging down in that corner is prolly best. This gives you a 7.00% chance of getting close to the tickle spot, and to help avoid bonking/snagging your Z server velocity you also want to place an endstone somewhere (47-55, 60, 39). Technically the lower X the better, but X 50 works fine. This gives you an overall 5.56% chance of getting enough velocity and not bonking, out of 100k end fights that perch and charge within 23 seconds of dragon spawn(vs 3.7% without the end stone). Of course this assumes you shoot tick perfectly(as shown in the vid, Keep in mind this timing is a few ticks later than the first setup cuz the dragon slowed), but again you only lose 9% of your velocity each subsequent tick. So better late than early, but it does get increasingly rarer to hit the later you are. This setup also averages 12.3 seconds from perch leave to death dance(12.2-12.55), vs 13.9(13.75-14.35) for the old setup. (oops the original times I had there were jank sorryyyy)
Anyway thats all for now. Hopefully better/faster setups coming soon, but maybe this can tide you over. Id wait until I had something better but this is More Dramatic and Also I Felt Bad. Im also considering looking at 1.9 setups(?) Im hesitant cuz hunger sucks, but on the other hand theres potential for some silly stuff. Its the only version with the bug that directly ties the dragons yaw to its head/neck hitbox heights(they literally use the dragons yaw in degrees to offset the hitbox y in meters). And since the dragon slows down partly based on those hitboxes, it might not slow down in scenarios where a 1.12 dragon would, or vice verse depending on wherever the head ends up. And since the dragon slowing down is what makes different setups good or bad, that could result in some fun stuff. Of course, Id actually have to look into it to find out, but thats like the only version difference anyway
also! these %s includes the backwards dragons, which always fail, and happen 4% of the time Faster 5% Dragon Insta-Kill Setup 1.12 SSG](https://i.ytimg.com/vi/sJOT9dejeno/mqdefault.jpg)







