The Flameborn Warrior is what patrols the Legendary Monsters Space Station out in the End, a 3 block tall armored figure with a glowing core. The station is an
Enderstone complex above the islands that holds the run up to The Obliterator, and there are more Warriors aboard than any other mob. You’ll meet your first ones as soon as you step inside.
They’re placed with the structure rather than spawned by it, so a wing you’ve cleared stays cleared and none of them will wander in from the End outside. That cuts both ways, as the
Enderitium Gems they drop are a fixed pull per station, they can’t be farmed.
Spawning
Flameborn Warriors don’t spawn naturally anywhere, not even in the End biomes around the station, so the structure is the only place you’ll run into them. It generates in the three main End island biomes, starting at around Y 80, and it won’t generate within 6 chunks of an End City. A few Better End and Eldritch End biomes are included as well if you happen to be running those.
The tidy way to find a station is an
Eye Of Annihilation, crafted from 4
Enderitium Gems around an Ender Eye, which flies off toward the nearest one when you right-click it. It only searches 100 chunks out, so it does nothing if there isn’t a station in range.
About one throw in five the Eye shatters instead of dropping back down, so craft a spare or two before you set off. With cheats on, the locate command below skips all of that and gives you the coordinates straight away.
Nothing is generated underneath the station to hold it up, and Small End Islands is one of the biomes it uses, so there’s often only void below the floor. Set off with an
Elytra and a stack of Fireworks rather than trying to walk the distance. Running dry on Fireworks partway across just means a long fall with no land to break it.
Behavior
They turn hostile the moment they see you, from about 20 blocks out, and walk in rather than wait for you.
Iron Golems,
Snow Golems and Choruslings are targets too, and since Choruslings live inside the station as well, you might arrive at a fight already in progress. Everything else aboard is on its team, from the Flameborn Guard and Flame Drifter up to The Obliterator.
Attacks
Everything it has is melee. Once you’re inside about 3 and a half blocks it winds up, lunges the last of the gap closed, then sweeps its blade through a wide arc in front of it for 12 damage.

That arc is what catches people out, as standing off to its side still counts as in front of it, so you have to get behind it or properly out of reach. It tracks you through the whole swing as well, so circling on the spot won’t take you out of the arc.
It mixes that single swing with a two-hit version, the second cut landing about a second after the first and reaching a little higher. Both are worth waiting out, as it stays locked in the animation well after the damage goes through, and that’s your window. Hit it, step back and let it finish the swing, then go again.
Single Swing
Two-Hit Combo
Either way it’s the same 12 damage per cut, so the combo is really just the single swing twice. Back out after the first cut and the second one will usually miss.
Weaknesses and Immunities
Nothing you fire at one will land.
Arrows,
Tridents and anything else that counts as a projectile deal no damage at all, and the hit makes it teleport a few blocks instead, with a
Shulker‘s teleport sound to go with it. It’s fire immune on top of that, so Fire Aspect, Flame and a
Lava Bucket are all wasted.
Every projectile is ignored and teleports the Warrior instead of hurting it, so a
Bow build has no answer here. Bring a sword or an axe you’re happy to swing at close range.
Dropping one off an edge doesn’t work either. It takes no fall damage, and once it’s fallen more than about 10 blocks it teleports back to within about 5 blocks of you, which matters on a structure hanging over the void. Knockback still moves it, just not as far. What’s left is 50 health behind 4 armor, so a decent melee weapon puts one down in a handful of hits.
Drops
Every Flameborn Warrior drops
Enderitium Gems, and like the Guard it’s a guaranteed drop, 1 to 2 every kill. It’s a smaller drop than the Guard’s though, so the Guards are the better source if you’re counting Gems for an Eye or an Ingot.
Nine of them press into an
Enderitium Ingot, which upgrades Diamond gear into the Enderitium tools and the
Enderitium Sword at a
Smithing Table alongside an Enderitium Upgrade Smithing Template. Four around an Ender Eye make the
Eye Of Annihilation. You can mine Gems out of
Enderitium Ore anywhere in the End too, so the Warriors are a top up rather than your main supply.
Killing one of each Flameborn also ticks off the Flame Of The End advancement, which wants a Warrior and a Guard. Both are standing in the same corridors anyway, so it tends to happen on its own.
Tips
Fight them in a doorway wherever you can. They come in groups and each one aggros on its own once it has line of sight, so an open room can put four of them on you at once, whereas a corridor only lets one reach swinging distance. The wide arc means the ones behind it aren’t much help to them either.
Take your two hits in the recovery after a swing and back off, rather than standing in the arc hoping your armor holds. Two cuts back to back is 24 damage before reduction, which takes a chunk out of anything short of Netherite. Bring a
Shield too, since it works here even though it won’t against the Guard further in.
Looting is worth leaving at home for this one, as the Gem drop is a flat 1 to 2 with no bonus rolls attached. Raw damage and a bit of reach do more, and Sweeping Edge earns its slot the moment two of them close in together.
With 50 health behind 4 armor, none of these are needed to win. They just shorten a corridor with four or five Warriors in it, which is most corridors in the station.
FAQ
Projectiles are ignored completely, so
Arrows,
Tridents and thrown weapons take nothing off its health. Each hit teleports it a few blocks instead, which usually just brings it closer. Melee is the only thing that works on them.
They’re placed into the station when it generates, monster spawning is switched off inside the structure, and they have no natural spawns in any biome, so a cleared wing stays empty. They won’t despawn while you’re away either. The only way to add more is the
Flameborn Warrior Spawn Egg or another station.
Its sweep is an ordinary melee hit and carries nothing that disables guards, so a raised
Shield takes both cuts of the combo. That’s a real difference from the Flameborn Guard, whose swings put your Shield on cooldown. Just keep facing it, since the arc reaches around to your sides as well.
They hit for the same 12 per swing, but the Guard sits behind 60 health and 8 armor, takes a quarter less damage from everything, and can block your hits outright. It’ll also disable your Shield and can’t be knocked back at all. The Warrior is the one you’ll be killing dozens of, whereas a Guard is closer to a small fight on its own.





