CurseForge · Minecraft mod
Mobs Epicfied
Fixes Epic Fight mobs stuck on old movesets; adds custom per-weapon combos, skills, and configs.
Quick answer
Which Mobs Epicfied release should I use?
Mobs Epicfied mobs_epicfied-1.0.1.jar targets 1.20.1 with Forge. The project page does not say whether this file belongs on the client, dedicated server, or both. All 5 required mods have matching files.
Where it goes
Is Mobs Epicfied required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does Mobs Epicfied mobs_epicfied-1.0.1.jar need?
mobs_epicfied-1.0.1.jar. Change the file and its required mods may change too.
Install EpicFight-Nightfall, EpicFight-Extra, Epic Fight - Invincible Lib, Epic Fight - Avalon and 1 more first. We found matching files for this game-version and loader setup. 7 come through another mod in the chain.
7 extra mods were pulled in by other dependencies. Indented rows show who needs each one. We only count dependency files that match this setup. A file for another loader does not fill the gap.
Before you install it
Add Mobs Epicfied without breaking your instance.
Built for Mobs Epicfied mobs_epicfied-1.0.1.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use mobs_epicfied-1.0.1.jar. It targets 1.20.1 with Forge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
Install EpicFight-Nightfall, EpicFight-Extra, Epic Fight - Invincible Lib, Epic Fight - Avalon and 1 more first. We found matching files for this game-version and loader setup. 7 come through another mod in the chain.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside mobs_epicfied-1.0.1.jar. It opens that exact file at the source.
About this project
What does Mobs Epicfied add?
Mobs Epicfied
Gives Epic Fight's humanoid mobs (zombies and other biped mob patches) real per-weapon combat AI instead of a single generic moveset, and fixes a core Epic Fight bug that leaves some mobs stuck on their spawn-time weapon animation forever.
The bug it fixes
Epic Fight humanoid mobs rebuild their attack AI every time their held item is reported as changed — but the underlying goal-selector call never removes the previous attack goal first. A zombie that spawns holding one weapon and later gets re-equipped with another (e.g. by Awakened Mobs) keeps playing its original moveset forever, even though the correct one (say, a greatsword combo) was queued up and ready. Skeletons happen to dodge this by luck of how they're built; zombies (and other affected mob patches) don't. This mod patches the goal-selector logic so a mob's moveset always matches what it's actually holding.
Custom combat AI
Every one of the following weapon categories gets its own hand-built moveset (animations imported from Epic Fight, Epic Fight Extra, and Epic Fight Nightfall):
- Fist (empty-handed) — a claw-dash opener into a 3-hit combo with a guaranteed dash/air-slash finisher.
- Greatsword, Tachi, Longsword, Dagger, Spear, Uchigatana, Sword, Axe — a 5-hit auto-combo (hit 1 fixed, hits 2–5 each with a chance to substitute a jump or dash attack) plus a unique signature skill.
Each weapon's signature skill is a distinct, high-priority move that always takes over from the regular combo whenever it's off cooldown and the target is in range — things like a draw-and-lunge (uchigatana), a two-zone melee/lunge choice by distance (axe), or a wind-up-into-payoff heavy attack (greatsword). Skills are on their own configurable cooldown, completely independent of the combo's own pacing.
What's configurable
Everything lives in config/mobs_epicfied-common.toml, split into two main sections:
- Distance — per weapon category, how close a target needs to be for the combo to engage and separately for the skill to trigger (axe gets a near/far pair, since its skill has two distance-based variants).
- Attack speed — per weapon category, an independent combo speed and skill speed multiplier. Sword is the one exception: its skill speed is always "combo speed + an offset," so it automatically stays in sync if you retune combo speed later.
Plus global knobs: skill cooldown, combo rest time between cycles, and combo grace period (how long a target can be briefly out of range before the combo gives up and resets).
Fallback defense (optional)
If Awakened Mobs isn't installed, Mobs Epicfied can optionally give mobs their own guard/parry/dodge system (directional defense arc, guard stamina/break, chance tuning — all configurable). If Awakened Mobs is installed, this defers to its system automatically so the two never fight over the same hit.
Other small fixes bundled in
- Piglins can be restricted to gold-tier weapons only, matching their vanilla gold obsession.
- A mob's target-acquisition doesn't get stuck after a successfully blocked/parried/dodged hit.
Dependencies
- Requires: Epic Fight, Epic Fight Extra (
epicfightx), Epic Fight Nightfall (efn) — most weapon movesets and skills pull animations from these; without them, some moves simply won't have an animation to play. - Recommanded: Awakened Mobs — if present, this mod's own fallback guard/parry/dodge stays off and defers to it.
Minecraft 1.20.1, Forge.
Project description from CurseForge.
Pick your setup
Mobs Epicfied by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
1.20.1
1 loader buildCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Mobs Epicfied versions and loaders
mobs_epicfied-1.0.1.jar
19 Sept 2026
mobs_epicfied-1.0.0.jar
13 Sept 2026
Looking for an older file? The official CurseForge project page is in Resources.