Ominous trial spawners: the loot changes, the spawn counts mostly do not
26.2 ships 28 trial spawner configs as 14 normal/ominous pairs. All 14 ominous ones carry a loot table and none of the normal ones do — but 9 of the 14 pairs spawn exactly the same mobs.
An Ominous Trial Key turns a trial chamber spawner ominous, and the usual summary is "harder fight, better loot". Half of that is right. Counted from Mojang's shipped trial_spawner configs for 26.2 — the same files the browser on this page reads — the loot half is categorical and the difficulty half mostly is not.
28 configs, 14 pairs
Every trial spawner ships twice: …/normal and …/ominous. 14 of each, across 10 mobs — breeze, husk, spider, zombie, bogged, skeleton, stray, cave spider, silverfish and slime.
The loot difference is absolute
All 14 ominous configs carry a loot table. Zero of the 14 normal ones do.
There is no partial overlap and no exception. The ominous tables are spawners/ominous/trial_chamber/key and …/consumables — the Ominous Trial Key and the potion-and-food drops. A normal spawner's reward comes from the chamber's vaults, not from the spawner itself.
So the reward side of "ominous is better" is not a tuning difference. It is the entire reason the ominous variant exists as a separate config.
The difficulty difference is much smaller than people think
Compare each pair's mobs-at-once and total-mobs values and 9 of the 14 pairs are identical. Going ominous changes nothing about how many mobs those nine spawners produce.
Only five pairs differ at all:
| spawner | normal (at once / total) | ominous |
|---|---|---|
| breeze | 1 / 2 | 0 / 4 |
| spider | 3 / 0 | 4 / 12 |
| cave spider | 3 / 0 | 4 / 12 |
| silverfish | 3 / 0 | 4 / 12 |
| slime | 3 / 0 | 4 / 12 |
The four small-melee ones move together — same numbers, same shape — which is what you would expect from configs written as a family rather than tuned individually.
That leaves every zombie, husk, skeleton, stray and bogged spawner producing the same mob counts ominous or not. If an ominous chamber feels harder on those, it is the Bad Omen effect and the mobs' own ominous equipment doing it, not the spawner emitting more of them.
One rate is different, and only for three spawners
ticks between spawns is 20 — one second — for 22 of the 28 configs. The exception is the slow-ranged skeleton family:
trial_chamber/slow_ranged/skeleton, …/stray and …/poison_skeleton
Those six rows (three spawners × normal and ominous) use 160 ticks, eight seconds. Ranged attackers get an eight-times-longer gap between spawns than everything else in the chamber, in both variants.
Why this matters if you are building one
/setblock a trial spawner with a custom config and the numbers above are the baseline you are deviating from. Two things are worth copying rather than inventing:
- Attach the loot table to the ominous config only, unless you specifically want a normal
spawner that pays out — vanilla never does that, so players will not expect it.
- Give ranged spawners a much longer interval than melee ones. Vanilla's 8× gap is the
difference between a fight and a wall of arrows.