NBT Tags for Horse in Minecraft (Java Edition 1.10)

This Minecraft tutorial explains the NBT tags (formerly called data tags) that you can use for a horse in Minecraft Java Edition (PC/Mac) 1.10.

TIP: If you are not running Minecraft Java Edition (PC/Mac) 1.10, find NBT tags for horse in another version of Minecraft:

Background

In Minecraft Java Edition 1.10, the entity value for a horse is EntityHorse. This EntityHorse entity has a unique set of data tags that can be used in Minecraft commands such as: /summon, /entitydata, /give, /fill, /setblock, /testfor.

EntityHorseis used as the entity value for horse, donkey, mule, zombie horse and skeleton horse in Minecraft 1.10:

horse donkey mule zombie horse skeleton horse

What are NBT tags (formerly called Data Tags)?

NBT tags allow you to set certain properties of an entity (such as EntityHorse). The NBT tag is always surrounded in {} such as {Type:0}. If there is more than one NBT tag used in a game command, the NBT tags are separated by a comma such as {Type:0, Variant:259}.

List of NBT Tags

Here is a list of the NBT tags that you can use for EntityHorse in Minecraft Java Edition (PC/Mac) 1.10:

NBT Tag Value (Description)
Type

0 (The horse is a normal horse)
1 (The horse is a donkey)
2 (The horse is a mule)
3 (The horse is a zombie horse)
4 (The horse is a skeleton horse)

Example
{Type:0}

Variant

number (The variant for the horse. This determines the appearance of the horse)

Example
{Variant:259}

Tame

0 (The horse is wild)
1 (The horse is tame)

Example
{Tame:1}

SaddleItem

If the horse is wearing a saddle, it is used to specify the Minecraft id for the saddle and number of saddles worn by the horse

Example
{SaddleItem:{id:saddle, Count:1}}

ArmorItem

If the horse is wearing horse armor, it is used to specify the Minecraft id for the horse armor and number of horse armor items worn by the horse

Example
{ArmorItem:{id:diamond_horse_armor, Count:1}}

ChestedHorse

0 (The horse is not carrying a chest)
1 (The horse is carrying a chest)

Example
{ChestedHorse:1}

Temper

number (The temper of the horse which is a number from 0 to 100. The higher the number, the easier it is to tame the horse.)

Example
{Temper:100}

InLove

ticks (The number of game ticks that the horse is in love mode and will try to breed with another horse)

Example
{InLove:400}

HasReproduced

0 (The horse has not reproduced)
1 (The horse has reproduced)

Example
{HasReproduced:1}

Bred

0 (The horse has not bred)
1 (The horse has bred)

Example
{HasReproduced:1}

Age

ticks (The age of the horse in game ticks. Use 0 or higher for an adult. Use a negative number such as -25000 for a baby.)

Example
{Age:0} example for adult
{Age:-25000} example for baby

ForcedAge

ticks (When a baby horse matures, the Age data tag will be set to ForcedAged. However, there have been bugs with this data tag so it may not work properly.)

Example
{ForcedAge:0}

EatingHaystack

0 (The horse is standing normally)
1 (The horse has its head down like it is eating hay)

Example
{EatingHaystack:0}

Leashed

0b (The horse is not leashed)
1b (The horse is leashed)

Example
{Leashed:0b}

Leash

Used with the Leashed data tag. Indicates the coordinates of the fence that the horse is leashed to.

Example
{Leashed:1b,Leash:{X:92,Y:72,Z:-206}}

SkeletonTrap

0 (The horse becomes a skeleton trap)
1 (The horse becomes a skeleton trap)

Example
{SkeletonTrap:1}

SkeletonTrapTime

ticks (The number of game ticks that the skeleton trap has not been triggered. A skeleton trap will only trigger when a player is within 10 blocks of the trap. Once the SkeletonTrapTime reaches 18000 ticks, the untripped skeleton trap will despawn)

Example
{SkeletonTrapTime:17000}

CustomName

name (The name to assign to the horse. If the name has spaces, you need to surrounded the name value in "".)

Example
{CustomName:Chestnut}
{CustomName:"Little Joe"}

Health

number (The number of health points the horse has)

Example
{Health:25.0f}

AbsorptionAmount

number (The number of absorption health points the horse has)

Example
{AbsorptionAmount:2.0f}

Invulnerable

0 (The horse will take damage like normal)
1 (The horse will not take any damage from attacks or physical surroundings)

Example
{Invulnerable:1}

PersistenceRequired

0 (The horse will despawn naturally)
1 (The horse won't despawn)

Example
{PersistenceRequired:1}

NoAI

0 (The horse will have artificial intelligence and will move/behave like normal)
1 (The horse will have no artificial intelligence so it will appear motionless)

Example
{NoAI:1}

Silent

0 (The horse will make its usual noises in the game)
1 (The horse will not make any noise in the game)

Example
{Silent:1}

Fire

ticks (The number of game ticks until the horse is no longer on fire - there are 20 ticks in a second)

Example
{Fire:60}

PortalCooldown

ticks (The number of game ticks until the horse can go through a portal again - there are 20 ticks in a second)

Example
{PortalCooldown:120}

Air

ticks (The number of game ticks the horse has air left for)

Example
{Air:120}

UUIDLeast

A number that specifies the right half of the UUID for the horse (use UUIDLeast and UUIDMost to target/find a particular horse in the game)

Example
{UUIDLeast:-6645587150281567948L}

UUIDMost

A number that specifies the left half of the UUID for the horse (use UUIDLeast and UUIDMost to target/find a particular horse in the game)

Example
{UUIDMost:4420078606457655279L}

id

EntityHorse (The entity value used to represent a horse in the EntityTag or Passengers tag)

Example
{id:EntityHorse}

Passengers

The mob that is riding on the horse. Use the entity value for the passenger mob

Example of skeleton as passenger
Passengers:[{id:Skeleton}]

NBT Tag Examples

To summon a wild horse:

/summon EntityHorse ~ ~ ~ {Type:0}

To summon a tame donkey wearing a saddle and chest:

/summon EntityHorse ~ ~ ~ {Type:1, Tame:1, SaddleItem:{id:saddle,Count:1}, ChestedHorse:1}

To summon a tame zombie horse wearing a saddle:

/summon EntityHorse ~ ~ ~ {Type:3, Tame:1, SaddleItem:{id:saddle,Count:1}}

To summon a tame skeleton horse wearing a saddle:

/summon EntityHorse ~ ~ ~ {Type:4, Tame:1, SaddleItem:{id:saddle,Count:1}}

To summon a horse that has 4 custom drops (3 redstone, 1 gold horse armor, 2 iron ingot and 7 gold ingot). Use a command block to run this command:

/summon EntityHorse ~ ~1 ~ {ArmorItems:[{Count:3,id:redstone}, {Count:1,id:golden_horse_armor}, {Count:2,id:iron_ingot}, {Count:7,id:gold_ingot}], ArmorDropChances:[1.0f,1.0f,1.0f,1.0f]}

To give the closest player a horse spawn egg in Minecraft Java Edition (PC/Mac) 1.10:

/give @p spawn_egg 1 0 {EntityTag:{id:EntityHorse}}

Target Selectors

Before we finish discussing data tags, let's quickly explore how to use the @e target selector. The @e target selector allows you to target entities in your commands. If you use the type=EntityHorse value, you can target horses:

@e[type=EntityHorse]

You can also add a radius value to target horses within a certain radius of blocks (for example, r=5 lets you target horses within a 5 block radius of where the command is run):

@e[type=EntityHorse,r=5]

Target Selector Examples

To change all horses to baby horses within a 5 block radius:

/entitydata @e[type=EntityHorse,r=5] {Age:-25000}

To test for all horses within a 50 block radius:

/testfor @e[type=EntityHorse,r=50]

To summon a lightning bolt at all horses:

/execute @e[type=EntityHorse] ~ ~ ~ /summon LightningBolt

To kill all horses:

/kill @e[type=EntityHorse]

Next, learn how to use the game commands in Minecraft.

Horse Variants

Here are the variants for a horse in Minecraft:

Command Examples

Here are some game command examples for a horse in Minecraft:

Command Generators

If you need help, you can use these tools to automatically generate commands for you: