Minecraft End Cities Guide: Elytra, Shulkers & End Ships
Killing the dragon is the tutorial. The real endgame loot — the elytra, shulker shells, and a stack of enchanted gear — lives on the outer End islands. Here is how to get out there, clear an End city without floating off a tower into the void, and walk away with the only wings in the game.

Beating the Ender Dragon feels like the credits should roll. It isn't. The dragon fight is the gate, and everything actually worth flying home with is on the other side of it — out on the floating outer islands, inside the purpur skyscrapers called End cities. That's where the elytra lives. That's where shulker shells come from, which means that's where portable storage comes from. If you want to stop walking everywhere and start flying, this is the trip that gets you there.
The catch is that an End city is one of the few structures in the game built to throw you into the void. The mobs guarding it — shulkers — don't hit hard, but they launch you straight up off a 30-block tower and let gravity finish the job. Get the approach right and it's a loot piñata. Get sloppy and you respawn back at your bed with nothing. Here's the version that gets you home with the wings.
Why End cities are the real endgame
End cities generate on the outer End islands, the scattered floating chunks past the central island where you fought the dragon. They're tall, skyscraper-style towers built from end stone bricks and purpur blocks, sometimes a lone spire, sometimes a sprawling complex of bridges and towers. They're the only place in Survival you'll find a few specific things:
- Elytra — the wings. The single biggest movement upgrade in the game, and they exist nowhere else without commands.
- Shulker shells — the only source, dropped only by shulkers, and the ingredient for shulker boxes.
- A dragon head — a rare decorative mob head, found on the End ship's bow.
- Stacked chest loot — enchanted diamond gear, gold, diamonds, emeralds, and the spire armor trim template.
That's the loot tier the dragon fight unlocks. Speaking of which, if you haven't actually killed the dragon yet, do that first — our Ender Dragon guide walks the whole fight, and you cannot reach the outer islands until it's dead.
Getting to the outer End islands
You don't walk there. The outer islands are separated from the central island by a wide stretch of void, and the only bridge is an End gateway — a small black portal block that appears after you defeat the dragon.
Here's how it works:
- Kill the dragon. When it dies, a single End gateway spawns near the edge of the central island. (Up to 20 gateways can be spawned in total, one each time the dragon is re-summoned and killed — but you only need one.)
- Find the gateway. It's a floating bedrock fixture with a glowing portal block in the middle, sitting about 96 blocks out from the center. It's small and easy to miss; look toward the edge of the island.
- Throw an ender pearl into the portal block. The gateway is too small to walk into cleanly, so chuck an ender pearl straight at the portal block. It teleports you roughly 1,000 blocks out to the outer islands. (If you already have an elytra, you can fly straight in instead — but on your first trip you won't, so bring pearls.)
The gateway is two-way: a matching return gateway generates on the far side, so you can pearl back the same way when you're done. That round-trip is the entire reason ender pearls are non-negotiable on this run.
What to pack before you go
The outer islands are a void hazard wrapped around good loot. Pack for falling, not for fighting:
- A stack of blocks (cobblestone, end stone, whatever) for bridging gaps and building up tower exteriors.
- 8–16 ender pearls. Travel out, travel back, and panic-teleport if a shulker launches you off an edge.
- A water bucket. Clutch landings save your life; you can't place water in the End's open void, but it works on solid surfaces.
- A bow with arrows or a crossbow. Shulkers are stationary turrets — ranged is the clean way to kill them. Slow Falling potions are gold here too.
- Decent armor and a good sword. Full diamond or netherite with Protection. Our armor guide covers the trims and enchant priority if you're still gearing.
- Empty inventory space. You're hauling back enchanted gear, shells, and ideally an elytra.
One Slow Falling potion the moment a shulker tags you with levitation is the single best insurance you can carry. Brew a few — our potion brewing guide has the recipe.
Navigating an End city

End cities are vertical and bridge-heavy, which makes them gorgeous and lethal in equal measure. A few layout facts worth knowing:
- Cities are made of base floors, banner rooms, and loot rooms, connected by towers. There are two tower types: small hollow ones and big "skyscraper" towers with double spiral staircases inside.
- Loot chests sit in the tower rooms. Each city chest rolls from a strong loot table — diamonds, enchanted diamond armor and tools, gold ingots, emeralds, iron, and the spire armor trim smithing template. It's the best passive-loot structure in the game.
- Shulkers guard everything. Expect 2 on a base floor, up to 4 in the middle of a fat tower, and 1 in banner rooms and tower tops.
Move deliberately. Bridge across open gaps instead of jumping, and never stand on the outer lip of a tower with a shulker nearby — that's exactly where levitation kills you. Light the place up if you want; nothing spawns in the End beyond the shulkers and the odd endermen, but the dark towers are disorienting.
How to deal with shulkers

A shulker is a box-shaped mob fused to a block, basically a turret. It doesn't move. It opens its shell every 1–3 seconds when you're within about 16 blocks and fires a homing projectile that tracks you. Get hit and you take damage plus Levitation for 10 seconds — you float straight up, and when it wears off you fall. On a tall tower over the void, that fall is the actual cause of death, not the hit.
How to kill them cleanly:
- Use ranged attacks. A bow or crossbow lets you delete them before you're in launch range. Shulker projectiles can be shot out of the air or simply dodged, but ranged keeps you off the edges.
- Block the bullet. The homing shot is slow. You can sidestep it, put a block between you and it, or whack it with melee to destroy it.
- Never fight one while standing over a drop. If you have to melee, do it with a wall or solid floor behind you so levitation doesn't carry you off the world.
- Carry Slow Falling. Drink it the instant you get levitated and the fall becomes harmless. This single habit is what separates a clean raid from a death loop.
Heads up: a shulker teleports when its shell can't fully open or when it drops below half health (a 25% chance each time it's hit), so it may relocate to a nearby block. Annoying, not dangerous.
Shulker shells and shulker boxes
This is the reason you tolerate the shulkers. Each one drops 0–1 shulker shell, with a base 50% drop chance in Java Edition. The Looting enchantment bumps that: Looting I is 56.25%, Looting II is 62.5%, and Looting III is 68.75%. (Bedrock is more generous — up to 0–4 shells.) Shells don't come from anything else in the game, so every shulker you kill is a roll on portable storage.
Why you want them: 2 shulker shells + 1 chest = a shulker box. A shulker box has 27 inventory slots (same as a chest), and here's the magic — it keeps its contents when you break it. You mine it with any tool or by hand, it drops as an item with everything still inside, and you place it back down to access the same inventory. It's a backpack. On a loot run where you're hauling out enchanted gear and shells, a couple of shulker boxes turn a cramped, risky trip into a clean one. Bring at least the materials for one if you can.
Practical target: kill enough shulkers for 4 shells on your first trip — that's two shulker boxes, enough to never feel inventory-starved on the End again.
The End ship: elytra and the dragon head

Not every End city has a ship, but the ones that matter do. An End ship is a floating, boat-shaped structure that generates next to a city — roughly a 12.5% chance per qualifying bridge, so if your first city has no ship, just find another. The ship is the whole reason you came, because it holds two things you can't get anywhere else:
- The elytra, hanging in an item frame in the ship's treasure room. This is the only way to get wings in Survival. Take it out of the frame, equip it in your chestplate slot (it goes where your chestplate normally sits), and you've just upgraded your entire game.
- A dragon head on the bow of the ship — a rare wearable/decorative mob head that animates its jaw when redstone-powered.
The treasure room floor is obsidian and guarded by a shulker, and there are two loot chests on board with the same strong end-city loot table. Getting to the ship usually means bridging across open void from the city or building up to its level — this is where your block stack earns its keep.

About the elytra itself: it has 432 durability and loses 1 point per second of gliding. You repair it with phantom membranes (each restores 108 durability, a quarter of the bar) on an anvil, or with the Mending enchantment so it self-repairs from XP. Pair it with firework rockets and you've got the fastest practical travel in the game. We go deep on flight technique in the elytra guide.
Looting without dying
The void doesn't care how good your gear is. A few rules that keep loot runs boring (which is the goal):
- Clear shulkers before you loot a room. Don't open a chest with a turret painting your back with levitation.
- Bridge, don't jump. Every gap between towers and to the ship is a void fall waiting to happen. Place blocks.
- Stand inside, not on the edge. Levitation only kills you if there's open air beneath where you land.
- Pearl is your eject button. If you get launched off a tower, throw an ender pearl at a solid surface — even mid-air — to yank yourself to safety.
- Drink Slow Falling on the first levitation tick. It's the difference between a scary float and a fatal drop.
- Mark or remember your return gateway. It's how you get home. Lose it and you're pearling blind across the void.
Do this and an End city stops being scary and becomes what it actually is: the single most generous loot stop in Minecraft, and the place you finally trade walking for wings.
Quick Action Checklist
- Beat the Ender Dragon first — the outer islands don't open until it's dead
- Find the End gateway near the central island's edge and throw an ender pearl into it
- Pack blocks, 8–16 ender pearls, a water bucket, a bow, armor, and Slow Falling potions
- Bridge across all void gaps — never jump
- Kill shulkers at range; never fight one while standing over a drop
- Collect shulker shells (50% base drop, higher with Looting) — 4 shells = 2 shulker boxes
- Craft shulker boxes (2 shells + 1 chest) for portable, contents-keeping storage
- Find an End ship (~12.5% chance per city), grab the elytra from the item frame and the dragon head off the bow
- Equip the elytra in your chestplate slot; repair it with phantom membranes or Mending
- Drink Slow Falling the instant you get levitated, and remember your return gateway
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