One-Cycle Dragon Kill
MediumDragon FightKill the ender dragon during one perch on the exit portal by blowing up beds or respawn anchors under its head, without destroying crystals first. It works from 1.14 on. Four explosions are the minimum, and they also keep the dragon from settling on the fountain, where it would fly off after taking more than 50 damage.
When to Use
When you reach the End with at least four beds or charged anchors and would rather not risk a zero cycle. Fewer than 7 explosions is typical, and good players get away with 4 or 5.
Estimated Time Save
Destroying the crystals first
Step-by-Step Guide
Build the setup
Place obsidian or crying obsidian diagonally up on the north or south side of the fountain's pillar. A block above it can fix a bad dragon height. Pre-placed respawn anchors need an explosion-proof block under them so their blast does not reach you.
No obsidian?
In 1.14 and 1.15 you usually have none, so bring lava and water and make it there. A waterlogged block can replace the obsidian, and with no water at all, slabs on the east and west sides of the pillar let you jump up and place beds on top of the fountain.
Wait in the right spot
Stand north or south of the fountain, as far out as you can while still reaching it in time. At the end of every path the dragon rolls for a perch, 1 in 13 with all ten crystals alive, and each destroyed crystal improves that by one step up to 1 in 3. Standing further out also makes strafes less likely.
Spot the perch
When it rolls a perch, the dragon heads for a node between the two towers opposite you and its flying changes, which lets you spot it early. At that node it snaps round to face the fountain. That is your cue to pearl or run in.
Blow it up
Stand in the fountain under where the head swings, with hitboxes on (F3+B). Once the dragon is low enough, trigger an explosion as its head passes over the bed or anchor, pre-placed anchors first, then one more on each turn. If it is almost dead, a second explosion 0.5 seconds later on the same turn, called a +1, finishes it.
If it lands
A perched dragon takes off once it has taken more than 50 damage. Crystals keep healing it, so be quick: deal close to 50 with melee, then end with an explosive or a fully charged axe hit. Critical hits do no extra damage to the dragon, so there is no point jumping.
Pros
- +No crystals to shoot before the kill
- +Four explosions can be enough
- +Explosions keep the dragon off the fountain top, so it never switches to sitting and flying off
- +Beds and respawn anchors both work, so bartering leftovers still count
Cons
- -The perch is random: 1 in 13 per path with every crystal alive
- -Strafes and fireballs while you wait, more of them the closer you stand
- -Crystals heal the dragon 1 health every 10 game ticks
- -Your own explosions hurt unless a block shields you
- -In 1.14 and 1.15 you have to make obsidian or improvise