Damage
Damage represents injury from attacks or natural causes.
Health
Players and mobs have a supply of health points, which are reduced when they are injured. Each health point is "half a heart", shown as 1HP.
Players have 20HP health points, but may vary by × 10status effects. Mobs have varying numbers of health points, but these are not generally visible to players. However, when riding mobs, a player can see their mount's health, and a wolf's health is visible in its tail angle.
Damage
Damage from attacks or natural causes will subtract from a player or mob's current health. When their health reaches zero, they die. Players can also recover health naturally by having their hunger at least 18 ( and the gamerule × 9)naturalRegeneration
is set to true
, or through status effects. Most mobs do not recover health except through status effects, but horses and dogs can be healed by feeding them.
Armor will absorb some of the damage that would have been done to its wearer, but will take damage itself in the process.
Damage to tools and armor can be viewed in the item's tooltip by pressing the debug key combination F3 + H.
Stored and displayed
Health and damage are stored as floating-point numbers in units of half-hearts. When displaying the HUD, fractional values are rounded up to the next integer.
Dealing damage
Players can deal damage by hitting most entities with targets at close (melee) range. An "unarmed" attack only does 1HP[Java and Legacy Console editions only] damage or 2HP[Bedrock Edition only][1], but weapons and certain tools do more:
- Swords are crafted for this purpose. While swords do not extend attack range, they deal significantly more damage than any other item or tool except axes.[Java Edition only]
- Axes, pickaxes and shovels also deal more damage than bare fists. Also, axes deal the most damage, but have the slowest attack speed. [Java Edition only]
- Tridents can be used melee or ranged. They are a balanced weapon, but they cannot be crafted.
- Any other item is equivalent to fists and does the same damage. This includes hoes, and hitting something directly with a bow or held arrow.
- While falling, melee attacks deal a critical hit (150% of the weapon's damage including potion effects, but before enchantments are applied, rounded down to the nearest hit point).
There are a few ranged weapons in the game:
- Arrows are shot by holding and releasing use when wielding a bow, and deal a certain amount of damage, depending on the "charge" of the bow (see below).
- Snowballs only inflict damage on blazes, while eggs don't deal damage to mobs. Both still knock mobs back as if they had been damaged.
- Splash potions can be thrown, inflicting various effects depending on the potion.
- Lingering potions can be thrown, creating a cloud that inflicts various effects depending on the potion.
- Ender pearls don't deal damage to mobs or players.
- Fishing rods cannot be used to damage mobs directly. However, fishing rods can knock entities back or reel them in.
The below values detail the damage dealt per hit using various weapons. Critical hits do extra damage. (The values listed here only apply to the Java Edition.)
Tool | Attack speed | Attack damage | Damage/Second (DPS) | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sword | 1.6 | ![]() |
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Trident | 1.1 | 9HP | 9.9 | |||||||||||||||
Shovel | 1 | ![]() |
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Pickaxe | 1.2 | ![]() |
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Axe | ![]() |
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Hoe | ![]() |
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1HP | ![]() |
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Other | 4 | 1HP | 4[note 1] |
- ↑ Jump up to: a b c d Against a single target, DPS is effectively limited to 2 due to damage immunity.
Attack cooldown


Attacking too quickly will reduce the strength of attacks. The base damage done (as a fraction of the full possible damage) depends on the time between attacks, which is also reflected in the height of the held weapon on screen and the attack indicator bar (which is configurable in the options menu):
Item | Time (seconds) | ||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0.00 | 0.05 | 0.10 | 0.15 | 0.20 | 0.25 | 0.30 | 0.35 | 0.40 | 0.45 | 0.50 | 0.55 | 0.60 | 0.65 | 0.70 | 0.75 | 0.80 | 0.85 | 0.90 | 0.95 | 1.00 | 1.05 | 1.10 | 1.15 | 1.20 | 1.25 | ||
Sword | 20.13% | 21.15% | 23.20% | 26.27% | 30.37% | 35.49% | 41.63% | 48.80% | 56.99% | 66.21% | 76.45% | 87.71% | 100% | ||||||||||||||
Trident | 20.06% | 20.54% | 21.51% | 22.96% | 24.90% | 27.32% | 30.22% | 33.61% | 37.48% | 41.84% | 46.68% | 52.00% | 57.81% | 64.10% | 70.88% | 78.14% | 85.88% | 94.11% | 100% | ||||||||
Shovel | 20.05% | 20.45% | 21.25% | 22.45% | 24.05% | 26.05% | 28.45% | 31.25% | 34.45% | 38.05% | 42.05% | 46.45% | 51.25% | 56.45% | 62.05% | 68.05% | 74.45% | 81.25% | 88.45% | 96.05% | 100% | ||||||
Pickaxe | 20.07% | 20.65% | 21.80% | 23.53% | 25.83% | 28.71% | 32.17% | 36.20% | 40.81% | 45.99% | 51.75% | 58.09% | 65.00% | 72.49% | 80.55% | 89.19% | 98.41% | 100% | |||||||||
Axe | ![]() ![]() |
20.03% | 20.29% | 20.80% | 21.57% | 22.59% | 23.87% | 25.41% | 27.20% | 29.25% | 31.55% | 34.11% | 36.93% | 40.00% | 43.33% | 46.91% | 50.75% | 54.85% | 59.20% | 63.81% | 68.67% | 73.79% | 79.17% | 84.80% | 90.69% | 96.83% | 100% |
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20.05% | 20.45% | 21.25% | 22.45% | 24.05% | 26.05% | 28.45% | 31.25% | 34.45% | 38.05% | 42.05% | 46.45% | 51.25% | 56.45% | 62.05% | 68.05% | 74.45% | 81.25% | 88.45% | 96.05% | 100% | ||||||
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20.04% | 20.36% | 21.01% | 21.98% | 23.28% | 24.90% | 26.84% | 29.11% | 31.70% | 34.62% | 37.86% | 41.42% | 45.31% | 49.52% | 54.06% | 58.92% | 64.10% | 69.61% | 75.44% | 81.60% | 88.08% | 94.88% | 100% | ||||
Hoe | ![]() ![]() |
20.05% | 20.45% | 21.25% | 22.45% | 24.05% | 26.05% | 28.45% | 31.25% | 34.45% | 38.05% | 42.05% | 46.45% | 51.25% | 56.45% | 62.05% | 68.05% | 74.45% | 81.25% | 88.45% | 96.05% | 100% | |||||
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20.20% | 21.80% | 25.00% | 29.80% | 36.20% | 44.20% | 53.80% | 65.00% | 77.80% | 92.20% | 100% | ||||||||||||||||
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20.45% | 24.05% | 31.25% | 42.05% | 56.45% | 74.45% | 96.05% | 100% | |||||||||||||||||||
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20.80% | 27.20% | 40.00% | 59.20% | 84.80% | 100% | |||||||||||||||||||||
Other | 20.80% | 27.20% | 40.00% | 59.20% | 84.80% | 100% |
The attackSpeed
attribute controls the length of the cooldown time, with the time taken being T = 1 / attackSpeed * 20
ticks. The damage multiplier is then 0.2 + ((t + 0.5) / T) ^ 2 * 0.8
, restricted to the range 0.2 – 1, where t
is the number of ticks since the last attack or item switch.
Damage done by enchantments (Sharpness, Smite, and Bane of Arthropods) is also reduced, but not as severely (the multiplier is not squared):
Item | Time (seconds) | ||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0.00 | 0.05 | 0.10 | 0.15 | 0.20 | 0.25 | 0.30 | 0.35 | 0.40 | 0.45 | 0.50 | 0.55 | 0.60 | 0.65 | 0.70 | 0.75 | 0.80 | 0.85 | 0.90 | 0.95 | 1.00 | 1.05 | 1.10 | 1.15 | 1.20 | 1.25 | ||
Sword | 4.00% | 12.00% | 20.00% | 28.00% | 36.00% | 44.00% | 52.00% | 60.00% | 68.00% | 76.00% | 84.00% | 92.00% | 100% | ||||||||||||||
Trident | 2.75% | 8.25% | 13.75% | 19.25% | 24.75% | 30.25% | 35.75% | 41.25% | 46.75% | 52.25% | 57.75% | 63.25% | 68.75% | 74.25% | 79.75% | 85.25% | 90.75% | 96.25% | 100% | ||||||||
Shovel | 2.50% | 7.50% | 12.50% | 17.50% | 22.50% | 27.50% | 32.50% | 37.50% | 42.50% | 47.50% | 52.50% | 57.50% | 62.50% | 67.50% | 72.50% | 77.50% | 82.50% | 87.50% | 92.50% | 97.50% | 100% | ||||||
Pickaxe | 3.00% | 9.00% | 15.00% | 21.00% | 27.00% | 33.00% | 39.00% | 45.00% | 51.00% | 57.00% | 63.00% | 69.00% | 75.00% | 81.00% | 87.00% | 93.00% | 99.00% | 100% | |||||||||
Axe | ![]() ![]() |
2.00% | 6.00% | 10.00% | 14.00% | 18.00% | 22.00% | 26.00% | 30.00% | 34.00% | 38.00% | 42.00% | 46.00% | 50.00% | 54.00% | 58.00% | 62.00% | 66.00% | 70.00% | 74.00% | 78.00% | 82.00% | 86.00% | 90.00% | 94.00% | 98.00% | 100% |
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2.50% | 7.50% | 12.50% | 17.50% | 22.50% | 27.50% | 32.50% | 37.50% | 42.50% | 47.50% | 52.50% | 57.50% | 62.50% | 67.50% | 72.50% | 77.50% | 82.50% | 87.50% | 92.50% | 97.50% | 100% | ||||||
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2.25% | 6.75% | 11.25% | 15.75% | 20.25% | 24.75% | 29.25% | 33.75% | 38.25% | 42.75% | 47.25% | 51.75% | 56.25% | 60.75% | 65.25% | 69.75% | 74.25% | 78.75% | 83.25% | 87.75% | 92.25% | 96.75% | 100% | ||||
Hoe | ![]() ![]() |
2.50% | 7.50% | 12.50% | 17.50% | 22.50% | 27.50% | 32.50% | 37.50% | 42.50% | 47.50% | 52.50% | 57.50% | 62.50% | 67.50% | 72.50% | 77.50% | 82.50% | 87.50% | 92.50% | 97.50% | 100% | |||||
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5.00% | 15.00% | 25.00% | 35.00% | 45.00% | 55.00% | 65.00% | 75.00% | 85.00% | 95.00% | 100% | ||||||||||||||||
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7.50% | 22.50% | 37.50% | 52.50% | 67.50% | 82.50% | 97.50% | 100% | |||||||||||||||||||
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10.00% | 30.00% | 50.00% | 70.00% | 90.00% | 100% | |||||||||||||||||||||
Other | 10.00% | 30.00% | 50.00% | 70.00% | 90.00% | 100% |
Critical Hits

Critical hits are attacks that deal extra damage compared to regular attacks. Critical melee strikes, regardless of the weapon used, cause small star particles to fly out of the target who was critically hit. "Critical arrows", which occur when arrows are fired from a fully charged bow, leave a trail of the same small star particles as they fly through the air. Critical hits affect all damageable entities including players, mobs, paintings, boats and minecarts.
In melee, a critical hit occurs when a player attacks a mob while falling, including while coming down from a jump, but not while jumping up. The attack deals 150% of the attack's base damage (before enchantments or armor are applied).
The requirements for a melee critical hit are (not all can be done at the same time):
- A player must be falling.
- A player must not be on the ground.
- A player must not be on a ladder/vine.
- A player must not be in water.
- A player must not be affected by blindness.
- A player must not be riding an entity.
- A player must not be sprinting.[Java Edition only]
- A base attack must not be reduced to 84.8% damage or lower due to cooldown.[Java Edition only]
Immunity
After sustaining damage from any source, a mob/player will turn red in color for half a second. During this period, most other incoming damage will not be counted against the player/mob's total health. This immunity only seems to affect combat damage; for example, the player cannot avoid fall damage by taking combat damage just before landing.
For instance, if the player attacks a mob with a sword by repeatedly hitting the attack button, the sword's rate of fire will exceed the mob's allowable rate of incoming damage, and several of the attacks will not damage the mob even if they land. It is recommended to wait for a mob to be hittable again before swinging your sword, making your hits more precise. The tool used won't lose durability after unsuccessful attacks.
If an entity is in the immunity period and then receives higher damage, the higher damage "overrides" the lower damage. For example, if a mob is attacked with a weapon dealing 7HP damage and then attacked with a weapon dealing 13HP damage during the immunity period, the mob will take 13 × 6.5HP damage total. × 6.5
Inflicted by Mobs
The damage mobs deal to players is affected by the difficulty setting of the world they are in. The values below represent the amount of damage taken per hit.
- For most attacks, the damage is scaled as follows: if a mob deals D damage on Normal difficulty, then it deals 1.5D on Hard difficulty and min(D, 0.5D+1) on Easy difficulty.
- A mob attacking another mob always deals its Normal difficulty damage regardless of the current difficulty setting.
- The values for a creeper, ghast, and wither assume the player is directly adjacent to the respective explosion.
- The damage of slimes and magma cubes depends on their size. Tiny slimes, while hostile, are unable to inflict damage directly.
- Mobs deal no damage to players on Peaceful difficulty.
Mob | Difficulty | Status effect(s) | ||
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Easy | Normal | Hard | ||
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5HP | No | ||
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2HP | No | ||
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2HP | 2HP | 3HP | ![]() |
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4HP | 6HP | 9HP | No |
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5HP + fire for 5 seconds | No | ||
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3HP to 5HP | Normally: ![]() If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow | ||
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2HP | 3HP | No | |
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1HP | 1.5HP × 0.75 | No | |
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3HP | No | ||
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2HP | 2HP | 3HP | ![]() |
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2.5HP × 1.25 | 3HP | 4.5HP × 2.25 | No |
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22.5HP × 11.25 | 43HP × 21.5 | 64.5HP × 32.25 | When exploding: No
If having a potion effect when exploding, it leaves an effect cloud with the effect, like a lingering potion. |
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43.5HP × 21.75 | 85HP × 42.5 | 127.5HP × 63.75 | |
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2.5HP × 1.25 | 3HP | 4.5HP × 2.25 | No |
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No | |||
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7HP | 9HP | 12HP × 6 | No |
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6HP | 11HP × 5.5 | 16HP × 8 | No |
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5HP | 8HP | 12HP × 6 | Inflicts ![]() |
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2HP | 3HP | ||
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2HP | |||
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6HP | 10HP | 15HP × 7.5 | No |
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3HP | 5HP | 7HP | No |
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3HP per second | Area effect cloud of ![]() | ||
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6HP per second | |||
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4.5HP × 2.25 | 7HP | 10.5HP × 5.25 | No |
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2HP | 3HP | No | |
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4HP | 6HP | 9HP | No |
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6HP | No | ||
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2HP | 3HP | No | |
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Target despawns after being pulled | No | ||
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4HP | 6HP | 9HP | No |
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9.5HP × 4.75 | 17HP × 8.5 | 25.5HP × 12.75 | No |
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26HP × 13 | 50HP × 25 | 75HP × 37.5 | No |
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2HP | 3HP | No | |
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1HP | 1.5HP × 0.75 | No | |
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4HP | 6HP | 9HP | No |
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2HP | 3HP | No | |
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2.5HP to 5 × 1.25HP | 3HP to 8HP | 4.5HP to 12 × 2.25HP × 6 | No |
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3HP | 6HP | 9HP | No |
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0.5HP × 0.25 | 0.75HP × 0.375 | No | |
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2.5HP × 1.25 | 3HP | 4.5HP × 2.25 | ![]() |
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2HP to 5HP | 3HP to 5HP | Throws ![]() | |
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4.75HP to 11.75 × 2.375HP × 5.875 | 7.5HP to 21.5 × 3.75HP × 10.75 | 11.25HP to 32.25 × 5.625HP × 16.125 | No |
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5HP | 8HP | 12HP × 6 | No |
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1HP | 1.5HP × 0.75 | No | |
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4HP | 6HP | 9HP | No |
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3HP | 4HP | 6HP | No |
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2.5HP × 1.25 | 3HP | 4.5HP × 2.25 | No |
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3HP | No | ||
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2.5HP × 1.25 | 3HP | 4.5HP × 2.25 | No |
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4HP | 6HP | 9HP | No |
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2HP | 3HP | No | |
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4HP | 6HP | 9HP | No |
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2HP to 5HP | 3HP to 5HP | No | |
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2HP - 4HP | 2HP to 5HP | No | |
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5HP | 8HP | 12HP × 6 | No |
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5HP | 9HP | 13HP × 6.5 | No |
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3.5HP × 1.75 | 5HP | 7.5HP × 3.75 | No |
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7.5HP × 3.75 | 13HP × 6.5 | 19.5HP × 9.75 | No |
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6HP | 10HP | 15HP × 7.5 | No |
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4.5HP × 2.25 | 7HP | 10.5HP × 5.25 | No |
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3.5HP × 1.75 | 4HP | 5HP | No |
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2HP | 3HP | 5HP | No |
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4HP | 6HP | 9HP | No |
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2HP | 3HP | ![]() | |
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2.5HP × 1.25 | 3HP | 4.5HP × 2.25 | ![]() |
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2HP | 3HP | ![]() | |
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7HP | 12HP × 6 | 18HP × 9 | No |
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4HP | 6HP | 9HP | No |
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3HP | 4HP | 6HP | ![]() |
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1HP | 1.5HP × 0.75 | No | |
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2HP to 4HP | 3HP to 4HP | 4HP to 5HP | Normally: No
If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow |
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1HP to 4HP, varies with proximity | 1HP to 5HP, varies with proximity | No | |
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2HP | 3HP | No | |
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3HP | 4HP | 6HP | No |
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2HP | 3HP | No | |
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0HP | No | ||
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3HP to blazes | No | ||
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2HP | 3HP | No, but can spawn with effects | |
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3HP to 5HP | Normally: ![]() If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow | ||
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Damage varies with proximity | |||
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2HP | 3HP | No | |
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1HP | 1.5HP × 0.75 | No | |
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5.5HP × 2.75 | 9HP | 13.5HP × 6.75 | No |
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3HP | 4HP | 5HP | No |
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5HP | 8HP | 12HP × 6 | No |
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7.5HP × 3.75 | 13HP × 6.5 | 19.5HP × 9.75 | No |
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3.5HP × 1.75 | 5HP | 7.5HP × 3.75 | No |
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16HP × 8 | 30HP × 15 | 45HP × 22.5 | No |
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6HP | 10HP | 15HP × 7.5 | No |
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Deals damage by throwing potions | Throws splash potions of ![]() ![]() ![]() ![]() | ||
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5HP | 8HP | 12HP × 6 | ![]() |
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2HP | 2HP | 3HP | ![]() |
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2HP to 4HP + fire for 5 seconds | 3HP to 4HP + fire for 5 seconds | 4HP to 5HP + fire for 5 seconds | Normally: No
If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow |
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35.5HP × 17.75 | 69HP × 34.5 | 103.5HP × 51.75 | No |
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5HP | 8HP | 12HP × 6 | ![]() |
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5HP | No | ||
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15HP × 7.5 | No | ||
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3HP | 4HP | 6HP | No |
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3HP to 5HP | 3HP to 8HP | 4.5HP to 12 × 2.25HP × 6 | No |
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0.5HP × 0.25 | 0.75HP × 0.375 | No | |
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2.5HP × 1.25 | 3HP | 4.5HP × 2.25 | No |
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5HP | 8HP | 12HP × 6 | No |
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3HP | 5HP | 7HP | No |
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2.5HP × 1.25 | 3HP | 4.5HP × 2.25 | No |
Knockback
When receiving damage from players, mobs, or most projectiles, players and mobs will also be knocked back. The resulting disorientation and loss of control should not be underestimated, as it is possible to be knocked back over a cliff or into lava, both of which are potentially fatal.
A sprinting attack causes extra knockback. A thrown egg or snowball also causes knockback, despite not damaging most mobs. Entities riding another entity never receive any knockback when attacked.
Natural damage
Besides mob attacks, players can take damage from several other sources.
Lightning damage
Lightning striking on or near the player will do 5HP damage, which can be reduced with armor. Lightning strikes on the player are very rare, and only occur during thunderstorms. Players and mobs that get hit by lightning will be set on fire, but will be quickly put out from the rain during a thunderstorm.
Fall damage
Most mobs receive damage when falling from excessive heights. Armor itself does not reduce fall damage, however the enchantments and status effect Feather Falling and Protection, Slow Falling do. Below is a table which shows which mobs who are immune to fall damage or not.
Mob | Immune to fall damage |
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Hostile and neutral mobs | |
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Yes |
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No |
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Does not fall |
Passive mobs (animals) | |
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Yes |
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No |
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Treat as all falls is half of the actual distance |
Fall damage is calculated based on distance fallen rather than on velocity when hitting the ground. The distance is accumulated based on change in position each tick and rising does not reduce the accumulator, thus an entity bouncing in mid-air on the end of a lead will accumulate fatal amounts of fall distance despite never being more than a few blocks above the ground.
Fall damage is 1HP for each block of fall distance after the third. Thus, falling 4 blocks causes 1HP damage, 2HP damage for 5 blocks, and so forth. Assuming full health (but no Feather Falling or relevant status effects), a 23 block fall should be fatal (23 - 3 = 20HP of damage), but due to the way fall distance is calculated, a 23.5 block fall is required instead. × 10[note 1]
Falling from smaller damaging heights (4-7 blocks) will play a thud; larger heights (8+) give a click/cracking sound.
In some cases, it is possible to avoid falling or otherwise survive a fall.
- Sneaking will prevent the player from falling off a drop of one block or greater.
- Entering or being in water (when not in a boat) resets fall distance.
- This typically includes falling into water of any depth.
- Being in the area of effect of cobwebs resets fall distance.
- Being in lava reduces fall distance by half each tick.
- Flying using elytra such that the vertical movement is upwards, level, or less than 0.5 blocks per tick downwards resets fall distance to 1 block.
- Moving into a ladder or vine's area of effect resets the fall damage. This also applies to trapdoors acting as a ladder.
- Falling onto the top of a ladder will not reset fall distance and counts as hitting the ground.
- Horses are unaffected by ladders and vines, and so their fall distance is not reset.
- Spiders climbing a block count the block as a "ladder" for this purpose.
- An entity riding another entity does not accumulate fall distance. However, when the ridden entity takes fall damage it damages all riders for the same fall distance.
- A minecart's fall distance is reset when landing on rails.
- Boats do not accumulate fall distance while in water deeper than 1 block.
- Teleporting due to a thrown ender pearl resets fall distance, however the teleportation itself causes 5HP fall damage to players.
- Wearing armor that is enchanted with Feather Falling or Protection reduces fall damage based on the level of the enchantment.
- Having the Jump Boost status effect reduces the effective fall distance by 1 block per level, e.g. falling 5 blocks with Jump Boost II counts as having fallen only 3.
- Slime blocks negate all fall damage, but will send the entity bouncing into the air.
- This does not apply to players sneaking.
- Hay bales decrease fall damage to 20% of normal.
- Beds decrease fall damage to 50% of normal, and causes the entity to bounce into the air.
- ↑ The last tick of fall distance isn't added in when calculating fall damage. For certain heights, including 23-block falls, this discrepancy is enough to avoid an entire 1HP of damage.
Drowning

When a player runs out of air underwater, they will start drowning and will take approximately 2HP per second.[note 1]
Mobs can drown as well, though they usually do not, as any mob that can drown in water will attempt to swim upward. A squid or any kind of fish will die in air instead of in water, while iron golems, guardians, turtles and undead mobs will not drown in any situation. Withers can drown, but break blocks around them (including water) upon taking damage. Normally, mobs can remain underwater for 15 seconds before their air supply fully depletes. They can remain underwater for 16 seconds before actually beginning to take damage. The Water Breathing status effect stops the air meter from depleting, and Respiration equipment adds, on average, an additional 16 seconds per level. Neither effect affects squids and fish. A zombie will not take damage, but instead will begin the process of converting to a drowned mob[Java and Bedrock editions only] when continuously in water for 30 seconds, and these mobs do not drown.
When the player is no longer submerged in water, their oxygen bar will gradually regenerate, taking a few seconds to become full.
Using an empty bucket on a water block creates a temporary air block, which can be used for the same effect.
In Pocket Edition Alpha 0.8.0, the player actually has 11 air bubbles but once submerged, the 11th bubble instantly disappears.
- ↑ Damage is taken when air supply value reaches -20. Usually air supply value decreases each tick, and resets to 0, after damaging player. Respiration gives a chance for air supply to not decrease itself per tick. Chance is x/(x + 1), where x is the level of enchantment.
Anvil
A falling anvil deals 2HP per block fallen after the first (e.g., an anvil that falls 4 blocks will deal 6HP damage). The damage is capped at 40HP, no matter how far the anvil falls. Wearing a × 20helmet will reduce the damage by 25%, but reduces many points of durability on the helmet.
Thorns Enchantment
When a player or mob deals melee or projectile damage to a player or mob that is wearing Thorns-enchanted armor, the attacker will also be damaged. The amount varies with the enchantment level. (Level * 15
% chance of inflicting 1HP–4HP damage, or Level - 10
damage if level is over 10)
Suffocation
Suffocation occurs when a player or a mob is unable to breathe due to its head being stuck inside a solid block, causing the player or mob to receive 1HP damage every half-second. When inside a block, the player can easily step out of it as the blocks do not prevent their movement.
The player's screen will be a darkened form of the block the player is suffocating in. When the player is in third person, the view will automatically switch to first person.[Java and Legacy Console editions only]
The usual ways a mob can get suffocated are:
- Sand, gravel or concrete powder falling into the space the entity occupies.
- Riding a pig, boat, or minecart, or throwing an ender pearl into a one-block-high space.
- Riding a horse into a two-block-high space.
- Standing where a tree just grew from a sapling, or where a huge mushroom just grew from a mushroom.
- Standing where an end gateway appeared after killing the dragon.
- Having a solid block pushed into the mob's head with a piston.
- Sleeping in a bed surrounded by blocks and/or having a solid block above it.
- Being teleported or filled into a block via commands.
- When playing on a distant server, sometimes broken blocks can reappear due to lag, and if the player moves where the block respawned, it can provoke suffocation (for example, chopping down a tree by moving right below the trunk).
- When water and lava meet, and create a cobblestone, stone, or obsidian block on the entity's head.
- Standing where a world border getting into more than 5 blocks. (can be changed with
/worldborder damage buffer
) - Summoning an entity inside a block through spawn eggs, commands, or with a golem/wither structure laying down.
The maxEntityCramming
gamerule defines the maximum number, above which a player or mob will take 3HP suffocation damage every half-second, as long as that player or mob is pushing greater than that number of other entities. Pushable entities include players, mobs, boats and minecarts.
As of Pocket Edition Alpha 0.16.0, the player can "drown" in lava and while suffocating in a block (the oxygen bar appears); is affected by water breathing potion, however lava or suffocation will usually kill the player before oxygen runs out.[verify]
Starvation
When the hunger bar becomes empty ( ), the player will take 1HP damage every four seconds. The player stops taking starvation damage when the player eats food or the health bar drops to 10HP on Easy difficulty or 1HP on Normal difficulty. In Hard difficulty and on Hardcore mode, the damage will not stop until the player starves to death or eats something.
Cactus
Players and mobs take 1HP damage every half-second that they are touching a cactus.
Magma Block
Mobs without fire immunity and players take 1HP damage every half-second if they are walking on magma blocks. This can be avoided by having the Fire Resistance effect, sneaking, or wearing a Frost Walker-enchanted boots.
Fire
Mobs and players without fire immunity take 1HP damage every half-second if they are standing on fire, and take 1HP damage every second if they are on fire but not standing on fire unless extinguished by water. This can be avoided by having the Fire Resistance effect.
Lava
Lava is a dangerous natural occurrence. Players and mobs will take damage from contact with lava at a rate of 4HP every half-second, and stay on fire even if they exit it, causing 1HP point per hit for 15 hits or more (15HP total damage) unless extinguished by water or nullified by Fire Resistance. × 7.5
Status effects
Poison
Cave spiders will poison players when they bite (except on easy difficulty). Eating a spider eye, poisonous potato, or pufferfish; or drinking/being hit by a potion of Poison will give the same result. While poisoned, the hearts in the health meter turn from HP ( × 10HP on Hardcore) to an olive green ( × 10HP)( × 10HP on Hardcore) and the player takes 1 × 10HP every 25 ticks (1.25 seconds) on level I. See Status effect#Poison for a table for higher levels. The Poison itself cannot kill the player, but it can reduce them to half a heart (HP), thus leaving them very vulnerable to damage from other sources.
Wither
Withers and wither skeletons will inflict the Wither effect with their attacks. (The wither boss's skulls do not inflict the effect on easy difficulty.) This will darken the health bar to HP on × 10Survival and HP on × 10Hardcore, while inflicting damage over time. The effect deals 1HP every 2 seconds (40 ticks) for the wither skeleton's attack (level I), and every second for the Wither's skulls. Unlike Poison, withering can kill on any difficulty level, and the darkened health bar makes it harder to keep track of the damage.
The Void
If one were to break through the bedrock barrier found at the bottom of worlds, the void can be seen. Players in the void below the Y-axis of -64 will take damage at a rate of about 4HP per half-second. The player will usually die from falling in the void, even in creative mode[Java Edition only], but the player may be saved by throwing an ender pearl before they fall below the Y-axis of -64. In Bedrock Edition, the player will take damage at any negative Y-axis.
Falling into the void in the End is more likely, and is the only way to access the void in survival mode, and in Legacy Console Edition (there the bottom bedrock layer is unbreakable, even in creative) so players must be cautious when entering the End.
By using /effect
to give yourself Regeneration 5+ or Instant Health, you can fall infinitely into the void without dying until the game crashes.
Explosions
Firework rocket explosion
Firework rocket explosions can deal damage to entities.
If a rocket has been crafted with a firework star, its explosion will deal damage within a radius of about 41⁄2 blocks. At the edge of the radius, it will deal only 1HP damage, but this increases as you get closer until the explosion maxes out at its strongest: 5HP damage at distances of 2 blocks or less.
If a rocket crafted with a firework star is used to provide a speed boost while gliding with elytra, it will explode as it is used, dealing 7HP damage to the player.
Achievements
[hide] | |||||||
---|---|---|---|---|---|---|---|
Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
PS4 | Other | ||||||
![]() | ![]() | Archer | Kill a creeper with arrows. | — | 10 | Bronze | |
![]() | ![]() | Monster Hunter | Attack and destroy a monster. | Kill a hostile mob or one of the following neutral mobs: an enderman, a piglin, a zombified piglin, a spider, or a cave spider. | 15 | Bronze | |
![]() | ![]() | Overkill | Deal nine hearts of damage in a single hit. | Damage can be dealt to any mob, even those that do not have nine hearts of health overall. | 30 | Bronze | |
![]() | ![]() | Sniper Duel | Kill a Skeleton with an arrow from more than 50 meters. | Use a launched arrow to kill a skeleton, wither skeleton, or stray from 50 or more blocks away, horizontally. | 30 | Bronze | |
![]() | ![]() | The Beginning. | Kill the Wither | Be within a 100.9×100.9×203.5 cuboid centered on the Wither when it drops the nether star. | 40 | Silver |
Advancements
Icon | Advancement | In-game description | Actual requirements (if different) |
---|---|---|---|
![]() ![]() | Monster Hunter | Kill any hostile monster | Kill one of these 37 mobs:[hide]
|
![]() ![]() | Return to Sender | Destroy a Ghast with a fireball | Kill a ghast by deflecting a ghast fireball back into it via hitting or shooting a projectile at the fireball. |
![]() ![]() | Sniper Duel | Kill a Skeleton from at least 50 meters away | Receive kill credit for a skeleton that is at least 50 blocks away horizontally and is killed by a projectile. |
![]() ![]() | Take Aim | Shoot something with an Arrow | Using a bow or a crossbow, shoot a mob with an arrow, tipped arrow, or spectral arrow. |
![]() ![]() | Uneasy Alliance | Rescue a Ghast from the Nether, bring it safely home to the Overworld... and then kill it | Kill a Ghast while being in the Overworld. |
![]() ![]() | Withering Heights | Summon the Wither | Be within a 100.9×100.9×103.5 cuboid centered on the wither when it is spawned. |
Video
History
[hide]classic | |||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
August 18, 2009 | First showcased fall damage.
{"type": "classic", "version": "August 18, 2009", "exp": "", "snap": "", "content": "First showcased fall damage."} | ||||||||||||||||||||||||||||||||
August 25, 2009 | It has been shown that you can now only hold your breath underwater for 15 seconds. At this time, the oxygen bar had a different look than it does currently, displaying as "Oxygen: 100%."
{"type": "classic", "version": "August 25, 2009", "exp": "", "snap": "", "content": "It has been shown that you can now only hold your breath underwater for 15 seconds. At this time, the oxygen bar had a different look than it does currently, displaying as \"Oxygen: 100%.\""} | ||||||||||||||||||||||||||||||||
Lava now has been shown to cause damage.
{"type": "classic", "version": "August 25, 2009", "exp": "", "snap": "", "content": "Lava now has been shown to cause damage."} | |||||||||||||||||||||||||||||||||
August 27, 2009 | Fall damage is mentioned to now be much harsher.
{"type": "classic", "version": "August 27, 2009", "exp": "", "snap": "", "content": "Fall damage is mentioned to now be much harsher."} | ||||||||||||||||||||||||||||||||
0.24_SURVIVAL_TEST | Added damage.
{"type": "classic", "version": "0.24_SURVIVAL_TEST", "exp": "", "snap": "", "content": "Added damage."} | ||||||||||||||||||||||||||||||||
Mobs and the player now jump back when damage is taken.
{"type": "classic", "version": "0.24_SURVIVAL_TEST", "exp": "", "snap": "", "content": "Mobs and the player now jump back when damage is taken."} | |||||||||||||||||||||||||||||||||
Added arrows which cause damage when they hit a player.
{"type": "classic", "version": "0.24_SURVIVAL_TEST", "exp": "", "snap": "", "content": "Added arrows which cause damage when they hit a player."} | |||||||||||||||||||||||||||||||||
0.25 SURVIVAL TEST | Arrows deal more damage.
{"type": "classic", "version": "0.25 SURVIVAL TEST", "exp": "", "snap": "", "content": "Arrows deal more damage."} | ||||||||||||||||||||||||||||||||
[hide]indev | |||||||||||||||||||||||||||||||||
? | Before suffocation was implemented, players that were covered by blocks could see through dirt and stone. Suffocation was added after Notch discovered that players were abusing this exploit to find underground caves and hollowed carvings. The patch added suffocation damage and made the player unable to see anything when experiencing it. However, variations of this glitch are still possible to perform even in the current version of the game.
{"type": "indev", "version": "?", "exp": "", "snap": "", "content": "Before suffocation was implemented, players that were covered by blocks could see through (link to dirt article, displayed as dirt) and (link to stone article, displayed as stone). Suffocation was added after Notch discovered that players were abusing this exploit to find underground caves and hollowed carvings. The patch added suffocation damage and made the player unable to see anything when experiencing it. However, variations of this glitch are still possible to perform even in the current version of the game."} | ||||||||||||||||||||||||||||||||
In Survival mode, eating a red mushroom would deal the player 3HP.
{"type": "indev", "version": "?", "exp": "", "snap": "", "content": "In (link to Survival article, displayed as Survival) mode, eating a (link to red mushroom article, displayed as red mushroom) would deal the player 3<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1.5 hearts\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=♥)(link to File:Half Heart (icon).png article, displayed as 9px|link=|alt=♥)</span></span>."} | |||||||||||||||||||||||||||||||||
[hide]infdev | |||||||||||||||||||||||||||||||||
? | The oxygen bar changed its look from "Oxygen: 100%" to "![]() {"type": "infdev", "version": "?", "exp": "", "snap": "", "content": "The oxygen bar changed its look from \"Oxygen: 100%\" to \"(link to file:Bubbles.gif article, displayed as 100px)\"."} | ||||||||||||||||||||||||||||||||
[hide]alpha | |||||||||||||||||||||||||||||||||
v1.0.4 | Players no longer suffocate when riding in a minecart.
{"type": "alpha", "version": "v1.0.4", "exp": "", "snap": "", "content": "Players no longer suffocate when riding in a (link to minecart article, displayed as minecart)."} | ||||||||||||||||||||||||||||||||
[hide]beta | |||||||||||||||||||||||||||||||||
1.5 | Unarmed damage was increased from 1HP to 2HP.
{"type": "beta", "version": "1.5", "exp": "", "snap": "", "content": "Unarmed damage was increased from 1<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"0.5 hearts\">(link to File:Half Heart (icon).png article, displayed as 9px|link=|alt=♥)</span></span> to 2<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1 heart\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=♥)</span></span>."} | ||||||||||||||||||||||||||||||||
July 26, 2011 | Notch first teased how knockback would work.
{"type": "beta", "version": "July 26, 2011", "exp": "", "snap": "", "content": "Notch first teased how knockback would work."} | ||||||||||||||||||||||||||||||||
1.8 | Unarmed damage was decreased from 2HP to 1HP.
{"type": "beta", "version": "1.8", "exp": "", "snap": "", "content": "Unarmed damage was decreased from 2<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1 heart\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=♥)</span></span> to 1<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"0.5 hearts\">(link to File:Half Heart (icon).png article, displayed as 9px|link=|alt=♥)</span></span>."} | ||||||||||||||||||||||||||||||||
The Adventure Update extended the combat system with critical hits, sprinting (for knockback) and blocking.
{"type": "beta", "version": "1.8", "exp": "", "snap": "", "content": "The (link to Adventure Update article, displayed as Adventure Update) extended the combat system with critical hits, (link to sprinting article, displayed as sprinting) (for knockback) and (link to blocking article, displayed as blocking)."} | |||||||||||||||||||||||||||||||||
Hunger system added: Health is no longer restored directly by eating. Instead, it recovers slowly when well-fed, but is lost if starving.
{"type": "beta", "version": "1.8", "exp": "", "snap": "", "content": "Hunger system added: Health is no longer restored directly by eating. Instead, it recovers slowly when well-fed, but is lost if starving."} | |||||||||||||||||||||||||||||||||
Poison added, which deals damage, until the player or mob's health is 1HP.
{"type": "beta", "version": "1.8", "exp": "", "snap": "", "content": "Poison added, which deals damage, until the player or mob's health is 1<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"0.5 poisoned hearts\">(link to File:Half Poisoned Heart (icon).png article, displayed as 9px|link=|alt=♥)</span></span>."} | |||||||||||||||||||||||||||||||||
[hide]Java Edition | |||||||||||||||||||||||||||||||||
1.0.0 | Armor no longer prevents certain types of damage.
{"type": "java", "version": "1.0.0", "exp": "", "snap": "", "content": "Armor no longer prevents certain types of damage."} | ||||||||||||||||||||||||||||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Sword damage was decreased (a diamond sword went from 5 hearts to 3.5 hearts damage).
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Sword damage was decreased (a diamond sword went from 5 hearts to 3.5 hearts damage)."} | ||||||||||||||||||||||||||||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Enchantments added, some of which increase damage you deal or decrease damage dealt to you.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Enchantments added, some of which increase damage you deal or decrease damage dealt to you."} | ||||||||||||||||||||||||||||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | The sound of the player taking damage was changed from a masculine oof to painful crunching sound. These were changed to remove the restriction that all avatars have a male voice, regardless of the gender of the character depicted in the skin.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "The sound of the player taking damage was changed from a masculine oof to painful crunching sound. These were changed to remove the restriction that all avatars have a male voice, regardless of the gender of the character depicted in the skin."} | ||||||||||||||||||||||||||||||||
1.3.1 | Removed the downwards knockback while drowning.
{"type": "java", "version": "1.3.1", "exp": "", "snap": "", "content": "Removed the downwards knockback while drowning."} | ||||||||||||||||||||||||||||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Explosions damage the player different amounts in different difficulties, and the player doesn't take any damage from explosions on Peaceful.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Explosions damage the player different amounts in different difficulties, and the player doesn't take any damage from explosions on Peaceful."} | ||||||||||||||||||||||||||||||||
1.3.2 | Mobs no longer shove the player when moving into them.
{"type": "java", "version": "1.3.2", "exp": "", "snap": "", "content": "Mobs no longer shove the player when moving into them."} | ||||||||||||||||||||||||||||||||
1.4.2 | Mobs can hold weapons, making them deal more damage. Also, the crunching noise from 1.0.0 was changed, sounding more like a slap rather than a bone-breaking punch. The fall damage noise was also changed from a crunch to a dull, thumping noise.
{"type": "java", "version": "1.4.2", "exp": "", "snap": "", "content": "Mobs can hold weapons, making them deal more damage. Also, the crunching noise from 1.0.0 was changed, sounding more like a slap rather than a bone-breaking punch. The fall damage noise was also changed from a crunch to a dull, thumping noise."} | ||||||||||||||||||||||||||||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Wither effect added, which deals damage. Unlike Poison, withering can kill players or other mobs.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Wither effect added, which deals damage. Unlike Poison, withering can kill players or other mobs."} | ||||||||||||||||||||||||||||||||
1.6.2 | Instead of replacing the barehanded damage (1HP), swords, shovels, pickaxes and axes now add their damage onto the barehanded damage, which results in all tools doing 1HP more damage than before.
{"type": "java", "version": "1.6.2", "exp": "", "snap": "", "content": "Instead of replacing the barehanded damage (1<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"0.5 hearts\">(link to File:Half Heart (icon).png article, displayed as 9px|link=|alt=♥)</span></span>), swords, shovels, pickaxes and axes now add their damage onto the barehanded damage, which results in all tools doing 1<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"0.5 hearts\">(link to File:Half Heart (icon).png article, displayed as 9px|link=|alt=♥)</span></span> more damage than before."} | ||||||||||||||||||||||||||||||||
1.8 | The health bar has a new animation for damage that shows how many hearts are lost. (Not new, merely a revived feature that was lost after 1.2.5).
{"type": "java", "version": "1.8", "exp": "", "snap": "", "content": "The health bar has a new animation for damage that shows how many hearts are lost. (Not new, merely a revived feature that was lost after 1.2.5)."} | ||||||||||||||||||||||||||||||||
1.9 | Added attack cooldown.
{"type": "java", "version": "1.9", "exp": "", "snap": "", "content": "Added attack cooldown."} | ||||||||||||||||||||||||||||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Tool damages and cooldowns adjusted.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "(values exceeds 1000 characters...)"} | ||||||||||||||||||||||||||||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Tool damages and cooldowns adjusted again.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Tool damages and cooldowns adjusted again."} | ||||||||||||||||||||||||||||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Added sounds for critical hits, fully-charged and not-fully-charged attacks, blocked attacks, sweep attacks and dealing knockback.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Added sounds for critical hits, fully-charged and not-fully-charged attacks, blocked attacks, sweep attacks and dealing knockback."} | ||||||||||||||||||||||||||||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Cooldown damage reduction formula adjusted, reduction is now linear 50%–100% rather than quadratic 0%–100%.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Cooldown damage reduction formula adjusted, reduction is now linear 50%–100% rather than quadratic 0%–100%."} | ||||||||||||||||||||||||||||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Cooldown damage reduction formula adjusted again, reduction is now quadratic 20%–100%.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Cooldown damage reduction formula adjusted again, reduction is now quadratic 20%–100%."} | ||||||||||||||||||||||||||||||||
1.13 | Added a new weapon: tridents. These can be either thrown or used in melee combat, and will deal 9HP damage.
{"type": "java", "version": "1.13", "exp": "", "snap": "", "content": "Added a new weapon: (link to trident article, displayed as tridents). These can be either thrown or used in melee combat, and will deal 9<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"4.5 hearts\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=♥)(link to File:Heart (icon).png article, displayed as 9px|link=|alt=♥)(link to File:Heart (icon).png article, displayed as 9px|link=|alt=♥)(link to File:Heart (icon).png article, displayed as 9px|link=|alt=♥)(link to File:Half Heart (icon).png article, displayed as 9px|link=|alt=♥)</span></span> damage."} | ||||||||||||||||||||||||||||||||
[hide]Pocket Edition Alpha | |||||||||||||||||||||||||||||||||
0.2.0 | Added Survival mode and mobs, making damage possible.
{"type": "pocket Alpha", "version": "0.2.0", "exp": "", "snap": "", "content": "Added (link to Survival article, displayed as Survival) mode and (link to mobs article, displayed as mobs), making damage possible."} | ||||||||||||||||||||||||||||||||
0.11.0 | Poison added, which deals damage, until the player or mob's health is 1HP.
{"type": "pocket Alpha", "version": "0.11.0", "exp": "", "snap": "", "content": "Poison added, which deals damage, until the player or mob's health is 1<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"0.5 poisoned hearts\">(link to File:Half Poisoned Heart (icon).png article, displayed as 9px|link=|alt=♥)</span></span>."} | ||||||||||||||||||||||||||||||||
0.12.1 | Added critical hits.
{"type": "pocket Alpha", "version": "0.12.1", "exp": "", "snap": "", "content": "Added critical hits."} | ||||||||||||||||||||||||||||||||
Punch damage is now added to damage from swords, axes, pickaxes, and shovels.
{"type": "pocket Alpha", "version": "0.12.1", "exp": "", "snap": "", "content": "Punch damage is now added to damage from (link to sword article, displayed as swords), (link to axe article, displayed as axes), (link to pickaxe article, displayed as pickaxes), and (link to shovel article, displayed as shovels)."} | |||||||||||||||||||||||||||||||||
Hunger system added: Health is no longer restored directly by eating. Instead, it recovers slowly when well-fed, but is lost if starving.
{"type": "pocket Alpha", "version": "0.12.1", "exp": "", "snap": "", "content": "Hunger system added: Health is no longer restored directly by eating. Instead, it recovers slowly when well-fed, but is lost if starving."} | |||||||||||||||||||||||||||||||||
Wither effect added, which deals damage. Unlike Poison, withering can kill players or other mobs.
{"type": "pocket Alpha", "version": "0.12.1", "exp": "", "snap": "", "content": "Wither effect added, which deals damage. Unlike Poison, withering can kill players or other mobs."} | |||||||||||||||||||||||||||||||||
Mobs can hold weapons, making them deal more damage.
{"type": "pocket Alpha", "version": "0.12.1", "exp": "", "snap": "", "content": "Mobs can hold weapons, making them deal more damage."} | |||||||||||||||||||||||||||||||||
Enchantments added, some of which increase damage you deal or decrease damage dealt to you.
{"type": "pocket Alpha", "version": "0.12.1", "exp": "", "snap": "", "content": "Enchantments added, some of which increase damage you deal or decrease damage dealt to you."} | |||||||||||||||||||||||||||||||||
Alpha | The sound of the player taking damage was changed from a masculine oof to painful crunching sound. These were changed to remove the restriction that all avatars have a male voice, regardless of the gender of the character depicted in the skin.
{"type": "pocket Alpha", "version": "", "exp": "", "snap": "", "content": "The sound of the player taking damage was changed from a masculine oof to painful crunching sound. These were changed to remove the restriction that all avatars have a male voice, regardless of the gender of the character depicted in the skin."} | ||||||||||||||||||||||||||||||||
Alpha | Critical hits now have more particles.
{"type": "pocket Alpha", "version": "", "exp": "", "snap": "", "content": "Critical hits now have more particles."} | ||||||||||||||||||||||||||||||||
[hide]Bedrock Edition | |||||||||||||||||||||||||||||||||
1.4 | Added a new weapon: tridents. These can be either thrown or used in melee combat, and will deal 9HP damage.
{"type": "bedrock", "version": "1.4", "exp": "", "snap": "", "content": "Added a new weapon: (link to trident article, displayed as tridents). These can be either thrown or used in melee combat, and will deal 9<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"4.5 hearts\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=♥)(link to File:Heart (icon).png article, displayed as 9px|link=|alt=♥)(link to File:Heart (icon).png article, displayed as 9px|link=|alt=♥)(link to File:Heart (icon).png article, displayed as 9px|link=|alt=♥)(link to File:Half Heart (icon).png article, displayed as 9px|link=|alt=♥)</span></span> damage."} |
Trivia
- Critical hits can be done while reflecting a ghast fireball, but won't change the damage or speed of it.
- In Creative mode, attacking a mob while flying after having descended will score a critical hit.
- In the Legacy Console Edition, the player can only take void damage in the End.
- Quitting the game will reset the fall damage that will be dealt to the player.
- Maximum damage dealable by player in survival is 35HP: 9 × 17.5HP from a stone, iron, or diamond axe + 6HP from Strength II, all × 1.5HP with critical, + 12.5 × 0.75HP damage from × 6.25Smite V on an undead target, or Bane of Arthropods V on an arthropod. The maximum on a non-undead non-arthropod target is only 25.5HP: 9 × 12.75HP from a stone, iron, or diamond axe + 6HP from Strength II, all × 1.5HP with critical, + 3 × 0.75HP damage from Sharpness V. A full set of Protection IV diamond armor would reduce the 25.5HP damage to 4.1769 × 12.75HP. × 2.08845
- With all possible reductions to fall damage currently available in Survival (landing on a hay bale, Feather Falling IV boots, Protection IV on other armor pieces, and Resistance II from a beacon) the maximum height the player can fall while surviving without Absorption is a little over 800 blocks.
With the strongest bow enchantment, and arrow of harming, it is possible to kill players and mobs in one hit.
References
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General mechanics | |
Survival |
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Combat | |
Environment | |
Movement | |
User interface | |
Visuals | |
Outdated | ![]() |