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There are three ways to run something on a clock:
  • +onTimer:N on a line runs it every N ticks for as long as the mob is alive. The simplest; nothing to start or stop. See Triggers.
  • repeat runs a skill on a timer you start and stop: how often, for how long, with a name to stop it early. This page.
  • aura places a timed effect on another entity, MythicMobs-style. See Auras.
With repeat, say what to run, how often, and for how long. This is how pulsing attacks and phase timers are built.

repeat

Runs a named or local effect on each target repeatedly. Alias: every The repeating effect runs with the ticking entity as @self, so radius targeters inside it resolve around that entity. Repeats stop automatically when the entity dies or despawns.

stoprepeat

Stops repeats and pulses on the targets, running their onEnd if they have one. Aliases: removepulse, pulseremove

pulse

The full-lifecycle form of repeat. Same engine, all three hooks explicit.
aura used to be an alias of pulse. It is now MythicMobs’ aura, where the caster stays @self and the entity wearing it is the inherited target. In repeat and pulse, the entity it runs on is @self. See Auras.

The name pattern

Give a repeat a name when anything might need to stop it early: phase changes, death, a cleanse mechanic.
A forever repeat with no stoprepeat still ends when the mob dies, but stopping it explicitly also fires its onEnd, which matters once you use one.