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Fighting

Vehicons fight a lot like players do, and they’ll use whatever they’ve got on them. What each one carries is on the Gear and survival page, and its personality changes how it uses it.

  • If it has a shield, it puts it up to block your hits.
  • If it has an axe and you’re blocking, it’ll disable your shield the same way a player’s axe does.
  • It places TNT near you and lights it a second later. Where it puts it depends on its personality.
  • It throws snowballs at players 6 to 24 blocks away.
  • A Vehicon carrying a boat drops it on you when you’re within 3 blocks so you’re stuck sitting in it, and one carrying cobwebs places one at your feet instead (only with mobGriefing on). Then it fights, runs or shoots depending on its personality. They also pick up any boats and cobwebs they find.
  • Once it’s below a quarter of its health, it throws an ender pearl to get away.
  • A Totem of Undying saves it from dying once, same as a player.
  • It can land crits.
  • Up close it strafes around you between swings and sprints into its hits for extra knockback. When it’s chasing you on foot it bunny-hops.
  • It sidesteps shots it sees coming, strafes side to side while it shoots back and zigzags towards you when you’re aiming a bow, crossbow, trident or blaster at it.
  • After it kills a player, it and any nearby Vehicons that were fighting them teabag the spot where they died.
  • When a Vehicon gets hurt or starts a fight, idle Vehicons within 32 blocks come to help. Flyers answer from up to 64 blocks away, so Grounders and Flyers back each other up.
  • Hit one Vehicon and the others nearby stop watching or bullying you and attack straight away for the next 30 seconds.
  • Once two or more are fighting you up close, the rest hang back and shoot instead of piling in.
  • They keep clear of a Wither while it’s charging up, then fight it from a distance.
  • In the End they shoot the End Crystals first, then aim for the dragon’s head, and step out of dragon breath. If mobGriefing is on, they shoot the iron bars off caged crystals to get at them.
  • Their shots at a boss ignore hit cooldowns, so a whole squad’s firepower counts.
  • A patrol only takes a boss on when it has the numbers (a full patrol of 5 for a Wither, 3 for the dragon), and its leader pulls everyone out if the fight turns against them.
  • Recruits follow your lead instead. They fight a boss when you’re fighting it or it’s attacking you, and stay with you otherwise.
  • Patrols back away from swarms of three or more, with the leader deciding for the whole patrol. Lone Scraplets get shot from a distance before they can get close.
  • Aggressive leaders stand their ground, and any Vehicon fights back if it gets cornered. Recruits stick with you instead of running.
  • They run from Wardens instead of fighting them, unless you order your recruits to attack one.