Trial chambers introduced the trial spawner, a new spawner type that scales with player count, spawns specific mob sets, and rewards players with vault loot on completion. This tool shows all 28 configurations: 14 normal and 14 ominous variants, covering 10 different mob types across 5 combat categories.
Trial spawners were added in the 1.21 (Tricky Trials) update as a combat challenge system. Unlike regular spawners that run indefinitely, trial spawners activate when a player approaches, spawn a set number of mobs, and then go on cooldown after all mobs are defeated. They also scale with the number of nearby players, making trial chambers harder in multiplayer.
Each configuration defines the mob type, simultaneous mob limit, total mob count, spawn timing, and per-player scaling. The ominous variants (triggered by Bad Omen) ramp up difficulty with more mobs, better equipment, and tighter spawn intervals, but also offer better rewards from the ominous vault.
1. Browse all configurations. See the full list of 28 spawner configs with their mob types, spawn counts, and timing parameters.
2. Compare normal vs ominous. Each spawner type has both a normal and ominous variant. Compare the differences in mob count, timing, and equipment to understand the ominous difficulty increase.
3. Check spawn potentials. See the weighted spawn potential list for each configuration. Some spawners can produce different mob types from the same block.
4. View player scaling. See exactly how mob counts increase per additional player with the simultaneous_mobs_added_per_player and total_mobs_added_per_player values.
The 28 configurations are organized into 5 combat categories, each designed to test different player skills:
| Category | Mobs | Configs | Combat Style |
|---|---|---|---|
| Breeze | 2 (normal + ominous) | Dodging wind charges, knockback management | |
| Husk, Spider, Zombie | 6 (3 mobs x 2 modes) | Close-range combat, crowd control | |
| Skeleton, Stray, Bogged | 6 (3 mobs x 2 modes) | Arrow dodging, closing distance | |
| Slow Ranged | Skeleton, Stray, Bogged | 6 (3 mobs x 2 modes) | Same mobs, different spawn timing |
| Baby Zombie, Cave Spider, Silverfish, Slime | 8 (4 mobs x 2 modes) | Fast, small targets with status effects |
The Breeze is unique to trial chambers and acts as a mini-boss encounter. It fires wind charge projectiles that knock players around the arena. The small melee category is often considered the trickiest because baby zombies,
cave spiders (with poison), and silverfish move fast and are hard to hit.
Shields block both melee attacks and projectiles from skeletons and strays. Against the Breeze, a shield can block wind charges. Since trial spawners throw multiple mob types at you, a shield is the single most versatile defensive tool.
Drink an ominous bottle (or trigger a raid and survive) to get Bad Omen, then enter a trial chamber. This activates the ominous spawner variants: harder fights, but the ominous vault drops the rarest rewards including the mace recipe components, Flow and Bolt armor trim templates, and heavy core blocks.
Trial spawners get harder with more players. The simultaneous_mobs_added_per_player value (typically 0.5) adds more mobs that can be active at once, and total_mobs_added_per_player increases the total wave size. With 4 players, expect roughly double the mob count.
28 total: 14 normal and 14 ominous variants. They cover 10 unique mob types (Breeze, Zombie, Husk, Spider, Skeleton, Stray, Bogged, Baby Zombie, Cave Spider, Silverfish, Slime) organized into 5 combat categories.
Ominous trial spawners activate when a player with Bad Omen enters a trial chamber. They spawn more mobs with potentially better equipment and tighter timing. Completing an ominous trial spawner rewards you with an ominous vault key instead of a normal one, giving access to rarer loot.
Trial spawners can spawn 10 different mob types: Breeze, Zombie, Husk, Spider, Skeleton, Stray, Bogged (poison skeleton), Baby Zombie, Cave Spider, Silverfish, and Slime. Each spawner configuration is tuned for a specific combat style (melee, ranged, small melee).
Trial spawners use two scaling parameters: simultaneous_mobs_added_per_player and total_mobs_added_per_player. These values increase the number of mobs spawned and active at once based on how many players are nearby, making trial chambers harder in multiplayer.
Yes. Trial spawners go on a 30-minute cooldown per player after completion. Once the cooldown expires, the same player can activate the spawner again. Different players can activate the same spawner independently.
No. Trial spawners cannot be obtained as items in survival mode. They are intended to stay in trial chambers as permanent fixtures. In creative mode, you can place them using the /setblock command with NBT data to configure which spawner config they use.
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