NBT Tags for Zombie Pigman in Minecraft (Java Edition 1.11/1.12)

This Minecraft tutorial explains the NBT tags (formerly called data tags) that you can use for a zombie pigman in Minecraft Java Edition (PC/Mac) 1.11 and 1.12.

TIP: If you are not running Minecraft Java Edition (PC/Mac) 1.11/1.12, find NBT tags for zombie pigman in another version of Minecraft:

Background

In Minecraft Java Edition 1.11 and 1.12, the entity value for a zombie pigman is zombie_pigman. The zombie_pigman entity has a unique set of data tags that can be used in Minecraft commands such as: /summon, /entitydata, /give, /fill, /setblock, /testfor.

zombie pigman

What are NBT tags (formerly called Data Tags)?

NBT tags allow you to set certain properties of an entity (such as zombie_pigman). The NBT tag is always surrounded in {} such as {CustomName:Destroyer}. If there is more than one NBT tag used in a game command, the NBT tags are separated by a comma such as {CustomName:Destroyer, IsBaby:1}.

List of NBT Tags

Here is a list of the NBT tags that you can use for zombie_pigman in Minecraft Java Edition (PC/Mac) 1.11 and 1.12:

NBT Tag Value (Description)
IsBaby

0 (The zombie pigman will be a full grown adult)
1 (The zombie pigman will be a baby)

Example
{IsBaby:1}

CanPickUpLoot

0 (The zombie pigman can not pick up loot off the ground)
1 (The zombie pigman can pick up loot off the ground)

Example
{CanPickUpLoot:0}

CanBreakDoors

0 (The zombie pigman can not break down wooden doors or iron doors)
1 (The zombie pigman can break down wooden doors but still can not break down iron doors)

Example
{CanBreakDoors:0}

ConversionTime

time (The number of game ticks until the zombie pigman is converted back to a pig. If the ConversionTime is -1, the zombie pigman is not undergoing the process of converting back to a pig)

Example
{ConversionTime:60}

Anger

number (Specifies how aggressive the zombie pigman is to a player. The higher the value, the more aggressive. A value of 0 means the zombie pigman is not aggressive towards a player)

Example
{Anger:0}

HurtBy

UUID (The UUID of the last player that attacked and damaged the zombie pigman)

Example
{HurtBy:"6e45c7b7-ec14-4ecc-ae0b-bf8a753a1ac1"}

CustomName

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

Example
{CustomName:Destroyer}
{CustomName:"The Destroyer"}

Health

number (The number of health points the zombie pigman has)

Example
{Health:20.0f}

AbsorptionAmount

number (The number of absorption health points the zombie pigman has)

Example
{AbsorptionAmount:2.0f}

Invulnerable

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

Example
{Invulnerable:1}

PersistenceRequired

0 (The zombie pigman will despawn naturally)
1 (The zombie pigman won't despawn)

Example
{PersistenceRequired:1}

NoAI

0 (The zombie pigman will have artificial intelligence and will move/behave like normal)
1 (The zombie pigman will have no artificial intelligence and will appear motionless)

Example
{NoAI:1}

Silent

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

Example
{Silent:1}

Fire

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

Example
{Fire:60}

PortalCooldown

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

Example
{PortalCooldown:120}

Air

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

Example
{Air:120}

HandItems

Items that the zombie pigman is holding in its hands, listed in this order: right hand, left hand

Syntax
HandItems:[{Count:1,id:item}, {Count:1,id:item}]

Example
{HandItems:[{Count:1,id:golden_sword}, {Count:1,id:shield}]}

HandDropChances

The drop chances for each of the 2 items listed in HandItems. A value of 1.0f means 100% chance of the item being dropped when the zombie is killed, 0.5f means 50%, 0.2f means 20%, and so on.

Example
{HandDropChances:[1.0f,1.0f,1.0f,1.0f]}

ArmorItems

Items of armor that the zombie pigman is wearing, listed in this order: boots, leggings, chestplate, helmet

Syntax
ArmorItems:[{Count:1,id:item}, {Count:1,id:item}, {Count:1,id:item}, {Count:1,id:item}]

Example
{ArmorItems:[{Count:1,id:diamond_boots}, {Count:1,id:diamond_leggings}, {Count:1,id:diamond_chestplate}, {Count:1,id:diamond_helmet}]}

ArmorDropChances

The drop chances for each of the 4 items listed in ArmorItems. A value of 1.0f means 100% chance of the item being dropped when the zombie pigman is killed, 0.5f means 50%, 0.2f means 20%, and so on.

Example
{ArmorDropChances:[1.0f,1.0f,1.0f,1.0f]}

UUIDLeast

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

Example
{UUIDLeast:-6645587150281567948L}

UUIDMost

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

Example
{UUIDMost:4420078606457655279L}

id

zombie_pigman (The entity value used to represent a zombie pigman in the EntityTag or Passengers tag)

Example
{id:zombie_pigman}

Passengers

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

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

NBT Tag Examples

To summon a zombie pigman that is named Destoyer:

/summon zombie_pigman ~ ~ ~ {CustomName:Destroyer}

To summon a baby zombie pigman that is named Tiny:

/summon zombie_pigman ~ ~ ~ {CustomName:Tiny, IsBaby:1}

To summon a zombie pigman that is named "The Killer" who is wearing a set of full diamond armor:

/summon zombie_pigman ~ ~1 ~ {CustomName:"The Destoyer", ArmorItems:[{Count:1,id:diamond_boots}, {Count:1,id:diamond_leggings}, {Count:1,id:diamond_chestplate}, {Count:1,id:diamond_helmet}], ArmorDropChances:[1.0f,1.0f,1.0f,1.0f]}

To give the closest player a zombie pigman spawn egg in Minecraft Java Edition (PC/Mac) 1.11 and 1.12:

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

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=zombie_pigman value, you can target zombie pigman:

@e[type=zombie_pigman]

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

@e[type=zombie_pigman,r=5]

Target Selector Examples

To change all zombie pigman to baby zombie pigman within a 5 block radius:

/entitydata @e[type=zombie_pigman,r=5] {IsBaby:1}

To test for all zombie pigman within a 50 block radius:

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

To summon a lightning bolt at all zombie pigman:

/execute @e[type=zombie_pigman] ~ ~ ~ /summon lightning_bolt

To kill all zombie pigman:

/kill @e[type=zombie_pigman]

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

Command Examples

Here are some game command examples for a zombie pigman in Minecraft:

Command Generators

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