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, with some exceptions: a player can see the health of a mount being ridden, a tamed wolf's health is indicated by its tail angle, and an iron golem's body shows cracks as its health declines.
Damage
Damage from attacks or natural causes subtracts 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 tamed horses, dogs, and cats can be healed by feeding them.
Armor absorbs some of the damage that would have been done to its wearer, but takes 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 in Java Edition. If the player is playing on a Mac, they have to press fn + 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 does 1HP damage [Java Edition only] or 2HP damage [Bedrock Edition only], 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 tridents and axes.[Java Edition only]
- Hoes,[Bedrock Edition only] axes, pickaxes and shovels also deal more damage than bare fists. Axes deal the most damage, but have a slower 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[Java Edition only] 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. For crossbows, it does a random factor between 6–11.
- Snowballs inflict damage only on blazes, while eggs don't deal any 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 other than the player throwing it.
- Fishing rods cannot be used to damage mobs directly. However, fishing rods can knock entities[Bedrock Edition only] back or reel them in.
- Fireworks can be charged in a crossbow, dealing a range of damage depending on the amount of firework stars used to craft them, if the crossbow has the multishot enchantment, and a random factor. At its highest, it deals 11–18 damage per firework.
The values below show the base damage dealt per hit using various weapons. Critical hits do 50% extra damage.
Java Edition: Damage calculation starts with the weapon's base damage, then adds damage from effects, then multiplies by 1.5 if it's a critical hit, and then adds damage from enchantments.
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.
Tool | Attack damage | |||||
---|---|---|---|---|---|---|
Wood | Gold | Stone | Iron | Diamond | Netherite | |
Sword | ![]() |
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Trident | ![]() | |||||
Shovel | ![]() |
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Pickaxe | ![]() |
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Axe | ![]() |
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Hoe | ![]() |
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Other | 2HP[until BE 1.18.30] 1HP[upcoming BE 1.18.30] |
Attack cooldown


When the player attacks too quickly, it reduces the strength of the 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 (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 = 20 / attackSpeed
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) | ||||||||||||||||||||||||||
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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 hit

A critical hit is an attack that deals extra damage compared to a regular attack. Critical melee strikes, regardless of the weapon used, cause small star particles to fly out of the target who was critically hit. Arrows shot from fully charged bows have a 25% chance of becoming "critical arrows" and dealing extra damage, but all arrows from fully charged bows 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, minecarts, and armor stands.
In melee combat, 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 (after strength is applied and before[JE only] / after[BE only] enchantments or armor are applied).
The requirements for a melee critical hit are:
- A player must be falling.
- A player must not be on the ground.
- A player must not be on a ladder or any type of vine.
- A player must not be in water.
- A player must not be affected by blindness.
- A player must not be affected by Slow Falling.
- A player must not be riding an entity.
- A player must not be faster than walking (like flying or 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 turns red for half a second. During this period, it is immune to most kinds of further damage. For instance, if the player attacks a mob by repeatedly hitting the attack button, attacks that land while the mob is immune deal no damage (and don't reduce the durability of a melee weapon).
When an attack deals a fatal amount of damage to a mob, so that it dies while immune, its death sound is not triggered. [Java Edition only]
If an entity is in the immunity period and then receives higher damage (before accounting for armor, enchantments, or status effects), the difference between the original and new damage amounts is dealt. For example, if a mob is attacked with a weapon dealing 7HP damage and then attacked with another weapon dealing 12HP damage during the immunity period, the second hit deals 5 × 6HP damage (resulting in 12HP total). This does not reset the immunity period. × 6
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, most projectiles, or explosions, players and mobs are also 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. Iron golems, shulkers, and the ender dragon also don't receive knockback, and certain other mobs have varying levels of knockback resistance. In Java Edition, each piece of netherite armor adds 10% knockback resistance to its wearer, giving 40% knockback resistance with a full set. In Bedrock Edition, each individual piece instead has 22.5% knockback resistance, giving 90% total resistance.
Natural damage
Besides mob attacks, players can take damage from several other sources.
Lightning damage
Lightning striking on or near the player inflicts 5HP damage, which can be reduced with armor. Natural lightning strikes on the player are rare and occur only during thunderstorms. Players and mobs that get hit by lightning are set on fire, which is quickly extinguished by 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 Feather Falling and Protection, and the status effects Slow Falling and Resistance do.
The Player is immune to fall damage only if the
fallDamage
gamerule is set to false
.
Hostile mobs immune to fall damage:
Blaze
Chicken Jockey
Ender Dragon
Ghast
Magma Cube
Phantom
Vex
Wither
Shulker (does not fall)
Passive mobs immune to fall damage:
These mobs are partially immune to fall damage:
- These mobs treat all falls as half of the actual falling distance:
- This mob takes 10HP less fall damage:
For mobs that are subject to fall damage, the fall damage is calculated based on distance fallen rather than on velocity when hitting the ground. The distance is accumulated based on a 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 accumulates 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:
Fall damage = max(0, fall distance − 3)
While a 23 block fall should be fatal for a player at full health (23 - 3 = 20HP of damage), due to the way fall distance is calculated, a 23.5 block fall is required instead, because 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 1 × 10HP of damage.
Therefore, without Feather Falling or relevant status effects, or immunity to fall damage, the minimum guaranteed lethal fall height for any mob is:
Fatal falling distance = health + 3.5
Falling from smaller damaging heights (4-7 blocks) plays a thud sound; larger heights (8+) give a click/cracking sound.
In some cases, it is possible to avoid falling or otherwise survive a fall.
- Sneaking prevents 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 the 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 upward, level or less than 0.5 blocks per tick downward 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 does 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 bounce the entity into the air. This does not apply to players sneaking.
- Hay bales and honey blocks decrease fall damage to 20% of normal.
- Beds decrease fall damage to 50% of normal and cause the entity to bounce into the air.
- Sweet berry bushes negate all fall damage.
- Holding sneak while landing on at least a two-block-high stack of scaffolding negates fall damage from any height. Only 1 scaffolding block is needed to negate damage from smaller heights.
- Slow falling status effect completely negates all fall damage but causes the entity to fall slowly.
- Entering powder snow while falling resets fall distance.
Anvil
A falling anvil deals 2HP per block fallen after the first (e.g., an anvil that falls 4 blocks deals 6HP damage). The damage is capped at 40HP, no matter how far the anvil falls. Wearing a × 20helmet reduces 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, part of the damage is reflected back at the attacker. The amount varies with the enchantment level. (Level * 15
% chance of inflicting 1HP–4HP damage, or Level - 10
damage if level is over 10) however, thorns increases the amount of durability lost per hit on the enchanted armor.
Suffocation
Suffocation occurs when a player or mob's eyeline is inside of certain blocks, receiving 1HP damage every half-second.
Blocks that are transparent or do not fill an entire block do not cause damage. This includes amethyst clusters, anvils, bamboo, banners, beds, bells, brewing stands, cakes, cauldrons, chains, chests, chorus flowers, chorus plants, cocoa beans, comparators, composters, daylight detectors, dragon eggs, enchanting tables, end portal frames, ender chests, fences, fence gates, flower pots, glass, grindstones, heads, honey blocks, hoppers, iron bars, leaves, lecterns, lightning rods, extended piston heads, repeaters, saplings, slabs that are not double, stairs, stonecutters, trapdoors, and walls. Despite being fully to partially transparent, barrier blocks, beacons, ice blocks, slime blocks, and spawner blocks CAN cause suffocation. Dirt path blocks and farmland can also cause suffocation, regardless of them not being full blocks.
The player's screen displays a darkened form of the block in which the player is suffocating. When the player is in third person, the view automatically switches to the first-person view.[Java Edition only]
The usual ways a mob can suffocate are:
- Sand, gravel or concrete powder falling into the space the entity occupies.
- Riding a pig, boat, or minecart into a one-block-high space.
- Riding a horse, llama, or strider 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 or having a solid block above it.[Bedrock Edition only]
- Being teleported into a block or having one placed onto the entity via commands (including
/setblock
or/fill
). - 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 a certain distance outside of the world border, configurable with
/worldborder damage buffer
(default is 5 blocks). - Summoning an entity inside a block through spawn eggs, commands, or with a golem or wither structure lying down.
- Standing in 2 blocks of deep water in snowy and cold biomes where the most top layer of water freezes into ice, causing both players and mobs suffocate (except for endermen, blazes, snow golems, or striders, which are damaged by water and rain).
Entity cramming
In Java Edition, players and mobs take damage if too many entities are packed into the same block space. Specifically, the maxEntityCramming
gamerule defines the maximum number, above which a player or mob takes 6HP suffocation damage every half-second, as long as that player or mob is pushing greater than that number of other entities. The default max number of entities in one block space is 24. Pushable entities include players, mobs, boats, and minecarts.
If the entities exist within the area of effect of a ladder or a vine, entity collision is not calculated, and the number of entities in that block space can exceed the amount defined by maxEntityCramming
. Spiders and cave spiders are still counted, however.
If a player is killed by entity cramming damage, the death message reads <player> was squished too much.
Drowning

A player who runs out of air underwater begins drowning, taking approximately 2HP damage per second. Damage is taken when the air supply value reaches -20. Usually, the air supply value decreases each tick. It resets to 0 after damaging. 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.
Mobs can drown also, although mobs that can drown attempt to swim upward. 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.
- A squid, glow squid, or any kind of fish suffocates in air instead of drowning in water.
- Dolphins can suffocate in air or drown in water and must be given access to both to survive.
- Aquatic mobs, iron golems, skeletons, strays, zombified piglins, and zoglins are immune to drowning.
- A zombie can drown but does not take damage; instead, it begins the process of converting to a drowned mob when continuously in water for 30 seconds.
- Similar to a zombie, a husk does not take damage from drowning, but first converts into a zombie, which then converts to a drowned if it remains underwater.
- A wither can drown, but it breaks blocks around it (including water) upon taking damage.
When the player is no longer submerged in water or is in a bubble column, the air supply regenerates at a rate of 1 bubble every 0.2 seconds (4 game ticks). A Respiration helmet adds an additional on average 15 seconds duration underwater per enchantment level, and a turtle shell adds an additional 10 seconds. Water Breathing and Conduit Power regenerate the air supply. In Bedrock Edition, both effects affect squid and fish.
Starvation
When the hunger bar becomes empty ( ), the player takes 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 player continues taking damage, which stops upon eating something or death by starvation.
Interestingly, vexes also take starvation damage 30 to 119 seconds after having been summoned by an evoker.[Java Edition only]
Cactus
Players and mobs take 1HP damage every half-second when they are touching or within the same tile-space as a cactus.
Berry bush
Sweet berry bushes deal 1HP damage for every half-second when a player or mob (besides foxes) is moving inside a sweet berry bush.
Fire
When mobs and players without fire immunity stand on fire, they take 2HP damage every second and get burned. They continue burning after leaving the fire block. Fire damage can be prevented by the Fire Resistance effect. Fire duration can be decreased with the Fire Protection enchantment. Most Nether mobs are immune to fire, but they can still drown in lava.
Lava
Lava is a dangerous natural occurrence. Players and mobs (except various Nether mobs) get burned and take damage from contact with lava at a rate of 4HP every half-second, and they continue burning after they leave it. Fire Resistance nullifies both the direct damage from lava and the burning damage.
Ghasts sometimes take a dive into the lava seas in the Nether, magma cubes can hop around on lava (like floating).
Burning
Players and many mobs burn when exposed to fire or lava or attacked by certain kinds of burning projectiles, Fire Aspect weapons, or burning zombies.[Java Edition only] In addition, armor itself does not reduce burning damage; to do so, armor needs either the Fire Protection enchantment, Protection enchantment, or the Resistance status effect. Burning obstructs the player's view slightly and, unless the player or mob has Fire Resistance, inflicts damage at a rate of 1HP per second. This is the same rate that the player gains health in Peaceful difficulty, so burning alone cannot kill the player in this mode. Burning lasts some amount of time depending on its cause, but it is extinguished by rain, water, or cauldrons.
Except for piglins, hoglins, skeletons, and endermen, Nether mobs do not burn and cannot be damaged by fire. Burning is not considered a status effect and therefore cannot be cured by milk.
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 Frost Walker-enchanted boots.
Campfire
Players or mobs standing on top of a campfire take 1HP damage every half second. Standing in a Soul Campfire does 2HP damage every half second instead. Unlike any other damage sources, armor itself does not reduce campfire and soul campfire damage; to do so, armor needs either the Fire Protection enchantment, Protection enchantment, or the Resistance status effect. In Bedrock Edition, it also inflicts damage for 160 game ticks (8 seconds) after the player exits the block.
Status effects
Instant damage
Instant Damage caused by potions or tipped arrows can damage the player 6HP at level I and 12HP at level II. This damage occurs instantaneously. × 6Undead mobs are instead healed, but are similarly damaged by the Healing effect. Zombified piglins that are splashed by a instant damage potion do not attack the player who threw it, as it heals them.
Poison
Cave spiders, witches and bees poison players when they attack (except on easy difficulty). Pufferfish inflict poison as defense against players or certain mobs if they are nearby. Poisoning also occurs upon eating a spider eye, poisonous potato, pufferfish, or suspicious stew made out of lily of the valley. Drinking or being hit by a potion or arrow of poison also results in poisoning. 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 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 vulnerable to damage from other sources.
Wither
Withers and wither skeletons inflict the Wither effect with their attacks (the wither skulls do not inflict the effect on easy difficulty). This darkens 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 (level II). Wither roses also inflict the Wither effect to any mobs colliding it. Players also get the Wither effect after eating suspicious stew made out of wither rose or when hit by potion or arrow of decay.[Bedrock Edition and Minecraft Education only] Unlike Poison, withering can kill on any difficulty level, and the darkened health bar makes it harder to keep track of the damage, which the only way is seeing the white spark on the left of the heart.
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[Bedrock Edition only] or -128[Java Edition only] take damage at a rate of about 4HP per half-second. The player usually dies from falling in the void, even in Creative or Spectator modes,[Java Edition only] but the player may be saved by throwing an ender pearl before falling below the Y-axis of -64[Bedrock Edition only] or -128[Java Edition only].
Falling into the void in the End is more likely, and is the only way to access the void in Survival mode without exploiting glitches.
By using /effect
to give the player Regeneration 5+ or Instant Health, they can fall infinitely into the void without dying until the effect wears off or the game crashes.[Java Edition only]
In Bedrock Edition, the player can survive in the void in Creative mode, but there is a one-way barrier at y=-104 to prevent falling further into the void. However, this barrier can be teleported past by teleporting the player to any location with a y value of -106 and below. The player continues falling until the player teleports away, flies back up, or crashes the game.
Explosions
Explosions cause varying amounts of damage based on the explosion strength, the entity's proximity to the explosion, and whether it is obstructed by solid blocks.
Firework rocket explosion
Firework rocket explosions can deal damage to entities if crafted with a firework star.
The maximum damage is 5HP–6HP within two blocks of the explosion's center, decreasing to 1HP at the edge of a radius of about 41⁄2 blocks.[needs testing] Each additional firework star adds 1HP—2HP to the maximum.[needs testing]
If a rocket crafted with a firework star is used to provide a speed boost while gliding with elytra, it explodes as it is used, dealing 7HP damage to the player.
Freezing

When an entity is inside a powder snow block, they begin to freeze, taking damage.
A player submerged in powder snow sees a frosty frame slowly fade in at the sides of the screen and the FOV slowly decreases. After seven seconds (140 game ticks), the player's hearts change to a cyan frosty texture (HP HP every two seconds (40 game ticks). If the player leaves the powder snow block, the vignette slowly fades away. A frozen player moves slower than usual until the vignette fully fades away. This is controlled by the "TicksFrozen" data tag, which increases by 1 every tick (to a maximum of 300) for an entity within the powder snow block. It decreases at a rate of 2 per tick after the entity leaves the powder snow block. This is currently not a separate effect when used with commands such as /effect give freezing
, and does not have its own unique art, particles, or potion.
Wearing any piece of leather armor stops the freezing effect and damage. This applies to entities that can wear armor, such as zombies. Horses wearing leather horse armor also don’t take damage from freezing.
Snow golems, strays, polar bears, and withers are immune to freezing damage. Fire-related mobs like striders, magma cubes, and blazes take extra damage from freezing. A skeleton can freeze but does not take damage; instead, it begins the process of converting to a stray mob when continuously in powder snow for 7 seconds.
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) |
---|---|---|---|
![]() ![]() | Adventure | Adventure, exploration and combat | Kill any mob, or be killed by any living entity. |
![]() ![]() | Monster Hunter | Kill any hostile monster | Kill one of these 37 mobs:[hide]
|
![]() ![]() | Monsters Hunted | Kill one of every hostile monster | Kill each 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. |
![]() ![]() | Spooky Scary Skeleton | Obtain a Wither Skeleton's skull | Have a wither skeleton skull in the inventory. |
![]() ![]() | Take Aim | Shoot something with an Arrow | Using a bow or a crossbow, shoot a mob with an arrow, tipped arrow, or spectral arrow. |
![]() ![]() | The Healing Power of Friendship! | Team up with an axolotl and win a fight | Have the Regeneration effect applied from assisting an axolotl or it killing a mob. |
![]() ![]() | 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. |
History
{"type": "java", "version": "0.30", "exp": "", "snap": "", "content": "(values exceeds 1000 characters...)"}
[hide]Java Edition Classic | |||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
August 18, 2009 | First showcased fall damage.
{"type": "java Classic", "version": "August 18, 2009", "exp": "", "snap": "", "content": "First showcased fall damage."} | ||||||||||||||||||||||||||||||||
August 25, 2009 | It has been shown that the player can now hold their breath underwater for just 15 seconds.
{"type": "java Classic", "version": "August 25, 2009", "exp": "", "snap": "", "content": "It has been shown that the (link to player article, displayed as player) can now hold their breath underwater for just 15 seconds."} | ||||||||||||||||||||||||||||||||
Lava now has been shown to cause damage.
{"type": "java 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": "java Classic", "version": "August 27, 2009", "exp": "", "snap": "", "content": "Fall damage is mentioned to now be much harsher."} | ||||||||||||||||||||||||||||||||
0.24_SURVIVAL_TEST | Added damage.
{"type": "java Classic", "version": "0.24_SURVIVAL_TEST", "exp": "", "snap": "", "content": "Added damage."} | ||||||||||||||||||||||||||||||||
Mobs and the player now jump back when damage is taken.
{"type": "java Classic", "version": "0.24_SURVIVAL_TEST", "exp": "", "snap": "", "content": "Mobs and the player now jump back when damage is taken."} | |||||||||||||||||||||||||||||||||
Added arrows that cause damage when hitting a player.
{"type": "java Classic", "version": "0.24_SURVIVAL_TEST", "exp": "", "snap": "", "content": "Added arrows that cause damage when hitting a player."} | |||||||||||||||||||||||||||||||||
Taking damage would cause the player's camera to tilt toward the damage source, acting as a directional damage indicator.
{"type": "java Classic", "version": "0.24_SURVIVAL_TEST", "exp": "", "snap": "", "content": "Taking damage would cause the player's camera to tilt toward the damage source, acting as a directional damage indicator."} | |||||||||||||||||||||||||||||||||
0.25 SURVIVAL TEST | Arrows deal more damage.
{"type": "java Classic", "version": "0.25 SURVIVAL TEST", "exp": "", "snap": "", "content": "Arrows deal more damage."} | ||||||||||||||||||||||||||||||||
0.30 | "Missing a hit" (hitting the air) triggers a 10 tick cooldown. During this cooldown, no attack is possible.[is this the correct version?] | ||||||||||||||||||||||||||||||||
[hide]Java Edition Indev | |||||||||||||||||||||||||||||||||
0.31 | Drowning damage has now been reduced to 1 per second. Prior to this update, drowning damage dealt by 2 per second.
{"type": "java Indev", "version": "0.31", "exp": "", "snap": "", "content": "Drowning damage has now been reduced to 1 per second. Prior to this update, drowning damage dealt by 2 per second."} | ||||||||||||||||||||||||||||||||
[hide]Java Edition Infdev | |||||||||||||||||||||||||||||||||
20100617-2 | Added suffocation.
{"type": "java Infdev", "version": "20100617-2", "exp": "", "snap": "", "content": "Added suffocation."} | ||||||||||||||||||||||||||||||||
[hide]Java Edition Alpha | |||||||||||||||||||||||||||||||||
v1.0.4 | Players no longer suffocate when riding in a minecart in two-block-high spaces.
{"type": "java Alpha", "version": "v1.0.4", "exp": "", "snap": "", "content": "Players no longer suffocate when riding in a (link to minecart article, displayed as minecart) in two-block-high spaces."} | ||||||||||||||||||||||||||||||||
v1.2.3 | Damage now functions in multiplayer.
{"type": "java Alpha", "version": "v1.2.3", "exp": "", "snap": "", "content": "Damage now functions in (link to multiplayer article, displayed as multiplayer)."} | ||||||||||||||||||||||||||||||||
The directional damage tilt animation does not work properly in multiplayer, instead always tilting the camera left.
{"type": "java Alpha", "version": "v1.2.3", "exp": "", "snap": "", "content": "The directional damage tilt animation does not work properly in multiplayer, instead always tilting the camera left."} | |||||||||||||||||||||||||||||||||
[hide]Java Edition Beta | |||||||||||||||||||||||||||||||||
1.5 | Unarmed damage was increased from 1HP to 2HP.
{"type": "java 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>."} | ||||||||||||||||||||||||||||||||
1.6 | The 10 tick cooldown when hitting the air was removed.
{"type": "java Beta", "version": "1.6", "exp": "", "snap": "", "content": "The 10 tick cooldown when hitting the air was removed."} | ||||||||||||||||||||||||||||||||
July 26, 2011 | Notch first teased how knockback would work.
{"type": "java 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": "java 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": "java 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": "java 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": "java 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>."} | |||||||||||||||||||||||||||||||||
Hold to attack has been removed.
{"type": "java Beta", "version": "1.8", "exp": "", "snap": "", "content": "Hold to attack has been removed."} | |||||||||||||||||||||||||||||||||
The swing animation no longer plays again when swinging before the animation is completed. As a result, it is impossible to do the "jittering" animation anymore.
{"type": "java Beta", "version": "1.8", "exp": "", "snap": "", "content": "The swing animation no longer plays again when swinging before the animation is completed. As a result, it is impossible to do the \"jittering\" animation anymore."} | |||||||||||||||||||||||||||||||||
[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 the player deals or decrease damage dealt to the player.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Enchantments added, some of which increase (link to damage article, displayed as damage) the (link to player article, displayed as player) deals or decrease damage dealt to the player."} | ||||||||||||||||||||||||||||||||
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 | As a result of singleplayer being changed to an internal server, taking damage no longer causes the camera to tilt toward the damage source, instead always tilting left.
{"type": "java", "version": "1.3.1", "exp": "", "snap": "", "content": "As a result of (link to singleplayer article, displayed as singleplayer) being changed to an internal server, taking damage no longer causes the camera to tilt toward the damage source, instead always tilting left."} | ||||||||||||||||||||||||||||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Removed the downward knockback while drowning.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Removed the downward 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.[is this the correct version?]
{"type": "java", "version": "1.3.2", "exp": "", "snap": "", "content": "Mobs no longer shove the player when moving into them.<sup class=\"noprint nowrap Inline-Template \" title=\"\">[<i>[https://minecraft.wiki/w/Talk:Damage <span title=\"1.3.2 page says nothing of this\" style=\"border-bottom: 1px dotted\">is this the correct version?</span>]</i>]</sup>(link to Category:Check version article, displayed as Category:Check version)"} | ||||||||||||||||||||||||||||||||
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."} | ||||||||||||||||||||||||||||||||
1.4.3 | Water of any depth now completely negates all fall damage from any height.
{"type": "java", "version": "1.4.3", "exp": "", "snap": "", "content": "Water of any depth now completely negates all fall damage from any height."} | ||||||||||||||||||||||||||||||||
? | Critical hits no longer add a random bonus scale (+0% ~ +100% weapon damage + 2HP) but instead add +50% of the weapon damage. Enchantments no longer add a random number too; instead they add a flat number per level (1.25HP for sharpness and 2.5 × 0.625HP for other damage bonus enchantments).[ × 1.25is this the correct version?]
{"type": "java", "version": "?", "exp": "", "snap": "", "content": "(values exceeds 1000 characters...)"} | ||||||||||||||||||||||||||||||||
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.[is this the correct version?]
{"type": "java", "version": "1.6.2", "exp": "", "snap": "", "content": "(values exceeds 1000 characters...)"} | ||||||||||||||||||||||||||||||||
1.8 | Armor no longer flashes red when damage is taken, only the player.
{"type": "java", "version": "1.8", "exp": "", "snap": "", "content": "Armor no longer flashes red when damage is taken, only the player."} | ||||||||||||||||||||||||||||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | 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": "", "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%."} | ||||||||||||||||||||||||||||||||
1.11 | Added a new damage type: entity cramming.
{"type": "java", "version": "1.11", "exp": "", "snap": "", "content": "Added a new damage type: entity cramming."} | ||||||||||||||||||||||||||||||||
1.13 | Added a new weapon: tridents. These can be either thrown or used in melee combat, and 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 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."} | ||||||||||||||||||||||||||||||||
1.14 | Added a new weapon: Crossbow.
{"type": "java", "version": "1.14", "exp": "", "snap": "", "content": "Added a new weapon: (link to Crossbow article, displayed as Crossbow)."} | ||||||||||||||||||||||||||||||||
1.17 | Added a new damage type: freezing.
{"type": "java", "version": "1.17", "exp": "", "snap": "", "content": "Added a new damage type: freezing."} | ||||||||||||||||||||||||||||||||
Entities take freezing damage when immersed in powder snow.
{"type": "java", "version": "1.17", "exp": "", "snap": "", "content": "Entities take freezing damage when immersed in (link to powder snow article, displayed as powder snow)."} | |||||||||||||||||||||||||||||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Wearing any piece of leather armor now stops the freezing effect.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Wearing any piece of leather armor now stops the freezing effect."} | ||||||||||||||||||||||||||||||||
Added the freezeDamage gamerule, which stops entities from taking freezing damage if it is set to false.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Added the <code>freezeDamage</code> gamerule, which stops entities from taking freezing damage if it is set to false."} | |||||||||||||||||||||||||||||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Freezing in powder snow while using the "Fast" graphics setting gradually turns the player's view to black, and the vignette also appears as black in third-person view. This is most likely due to the new rendering change added in this version.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Freezing in powder snow while using the \"Fast\" graphics setting gradually turns the player's view to black, and the vignette also appears as black in third-person view. This is most likely due to the new rendering change added in this version."} | ||||||||||||||||||||||||||||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Frozen hearts now have a different texture in Hardcore mode.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Frozen hearts now have a different texture in (link to Hardcore article, displayed as Hardcore mode)."} | ||||||||||||||||||||||||||||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Blazes, magma cubes and striders now take extra damage from freezing.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "(link to Blaze article, displayed as Blazes), (link to magma cube article, displayed as magma cubes) and (link to strider article, displayed as striders) now take extra damage from freezing."} | ||||||||||||||||||||||||||||||||
Strays, polar bears and snow golems are now immune to freezing.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "(link to Stray article, displayed as Strays), (link to polar bear article, displayed as polar bears) and (link to snow golem article, displayed as snow golems) are now immune to freezing."} | |||||||||||||||||||||||||||||||||
Leather horse armor now grants horses immunity to freezing.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Leather (link to horse armor article, displayed as horse armor) now grants horses immunity to freezing."} | |||||||||||||||||||||||||||||||||
Mobs now shake when they are fully frozen.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Mobs now shake when they are fully frozen."} | |||||||||||||||||||||||||||||||||
Freeze time decreased to 7 seconds (140 game ticks) and hurt frequency to 2 seconds (40 game ticks).
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Freeze time decreased to 7 seconds (140 game ticks) and hurt frequency to 2 seconds (40 game ticks)."} | |||||||||||||||||||||||||||||||||
[hide]Pocket Edition Alpha | |||||||||||||||||||||||||||||||||
v0.2.0 | Added Survival mode and mobs, making damage possible.
{"type": "pocket Alpha", "version": "v0.2.0", "exp": "", "snap": "", "content": "Added (link to Survival article, displayed as Survival) mode and (link to mobs article, displayed as mobs), making damage possible."} | ||||||||||||||||||||||||||||||||
In singleplayer and for the host in multiplayer, taking damage tilts the camera toward the damage source. Joining players' cameras always tilts left, however.
{"type": "pocket Alpha", "version": "v0.2.0", "exp": "", "snap": "", "content": "In singleplayer and for the host in multiplayer, taking damage tilts the camera toward the damage source. Joining players' cameras always tilts left, however."} | |||||||||||||||||||||||||||||||||
? | At some point, directional damage tilt broke entirely like in Java Edition, though the exact point when this happened is unknown.
{"type": "pocket Alpha", "version": "?", "exp": "", "snap": "", "content": "At some point, directional damage tilt broke entirely like in Java Edition, though the exact point when this happened is unknown."} | ||||||||||||||||||||||||||||||||
v0.11.0 | Poison added, which deals damage, until the player or mob's health is 1HP.
{"type": "pocket Alpha", "version": "v0.11.0", "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>."} | ||||||||||||||||||||||||||||||||
v0.12.1 | Added critical hits.
{"type": "pocket Alpha", "version": "v0.12.1", "exp": "", "snap": "", "content": "Added critical hits."} | ||||||||||||||||||||||||||||||||
Punch damage is now added to damage from swords, axes, pickaxes, and shovels.
{"type": "pocket Alpha", "version": "v0.12.1", "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": "v0.12.1", "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": "v0.12.1", "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": "v0.12.1", "exp": "", "snap": "", "content": "Mobs can hold weapons, making them deal more damage."} | |||||||||||||||||||||||||||||||||
Enchantments added, some of which increase the damage the player deals or decrease damage dealt to the player.
{"type": "pocket Alpha", "version": "v0.12.1", "exp": "", "snap": "", "content": "Enchantments added, some of which increase the damage the (link to player article, displayed as player) deals or decrease damage dealt to the player."} | |||||||||||||||||||||||||||||||||
Alpha | The sound of the player taking damage was changed from a masculine oof to a 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 a 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 | |||||||||||||||||||||||||||||||||
1.4.0 | Added a new weapon: tridents. These can be either thrown or used in melee combat, and deal 9HP damage.
{"type": "bedrock", "version": "1.4.0", "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 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."} | ||||||||||||||||||||||||||||||||
1.8.0 | Added a new weapon: crossbow.
{"type": "bedrock", "version": "1.8.0", "exp": "", "snap": "", "content": "Added a new weapon: (link to crossbow article, displayed as crossbow)."} | ||||||||||||||||||||||||||||||||
1.16.210 | Added new damage type: freezing.
{"type": "bedrock", "version": "1.16.210", "exp": "", "snap": "", "content": "Added new damage type: freezing."} | ||||||||||||||||||||||||||||||||
Entities in powder snow now begin freezing and eventually die.
{"type": "bedrock", "version": "1.16.210", "exp": "", "snap": "", "content": "Entities in powder snow now begin freezing and eventually die."} | |||||||||||||||||||||||||||||||||
1.17.0 | Blazes, magma cubes and strays now take extra damage from freezing.
{"type": "bedrock", "version": "1.17.0", "exp": "", "snap": "", "content": "(link to Blaze article, displayed as Blazes), (link to magma cube article, displayed as magma cubes) and (link to stray article, displayed as strays) now take extra damage from freezing."} | ||||||||||||||||||||||||||||||||
Strays, polar bears and snow golems are now immune to freezing.
{"type": "bedrock", "version": "1.17.0", "exp": "", "snap": "", "content": "(link to Stray article, displayed as Strays), (link to polar bear article, displayed as polar bears) and (link to snow golem article, displayed as snow golems) are now immune to freezing."} | |||||||||||||||||||||||||||||||||
Leather horse armor now grants horses immunity to freezing.
{"type": "bedrock", "version": "1.17.0", "exp": "", "snap": "", "content": "Leather (link to horse armor article, displayed as horse armor) now grants horses immunity to freezing."} | |||||||||||||||||||||||||||||||||
Mobs now shake when they are fully frozen.
{"type": "bedrock", "version": "1.17.0", "exp": "", "snap": "", "content": "Mobs now shake when they are fully frozen."} | |||||||||||||||||||||||||||||||||
Freeze time decreased to 7 seconds (140 game ticks) and hurt frequency to 2 seconds (40 game ticks).
{"type": "bedrock", "version": "1.17.0", "exp": "", "snap": "", "content": "Freeze time decreased to 7 seconds (140 game ticks) and hurt frequency to 2 seconds (40 game ticks)."} | |||||||||||||||||||||||||||||||||
1.18.30 | Unarmed damage was decreased from 2HP to 1HP to match Java Edition.
{"type": "bedrock", "version": "1.18.30", "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> to match Java Edition."} |
Trivia
- Critical hits can be done while reflecting a ghast fireball, but does not change the damage or speed of it.
- In Creative mode, attacking a mob while flying after having descended scores a critical hit.
- In the Legacy Console Edition, the player can take only void damage in the End.
- The maximum damage that can be dealt by a player in Survival is
- Melee attack:
- In Java Edition
- 36.5HP damage, consisting of 10 × 18.25HP from a netherite 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 27HP: 10 × 13.5HP from a netherite axe + 6HP from Strength II, all × 1.5HP with critical, + 3 × 0.75HP damage from Sharpness V. A full set of Protection IV netherite armor would reduce the 27HP damage to 4.6231 × 13.5HP.[ × 2.31155more information needed]
- In Bedrock Edition
- Maximum damage to undeads or arthropods is 41.25HP damage, consisting of 8 × 20.625HP from netherite sword + 12.5HP from Smite V for undead mobs or Bane of Arthropods V for arthropod mobs + 7 × 6.25HP from strength II, all x 1.5HP with critical. × 0.75
- Maximum damage to non-undead and non-arthropod on land is 31.875HP damage, consisting of 8 × 15.9375HP from netherite sword + 6.25HP from Sharpness V + 7 × 3.125HP from Strength II all x 1.5HP with critical. × 0.75
- Maximum damage to players and mobs on water or during rain is 42.75HP damage, consisting of 9 × 21.375HP of melee trident + 12.5HP from Impaling V + 7 × 6.25HP from strength II, all x 1.5HP with critical. (Also work with × 0.75riptide)
- In Java Edition
- Ranged attack:
- With Bow
- Maximum damage to players and mobs is 25HP damage from a critical shot from a bow with the × 12.5power V enchantment. Because the instantaneous effects of arrows don't stack with arrow damage and apply during immunity phase, using harming (or healing arrows to undead mobs) doesn't add bonus damage unless the target has enough armor or Projectile Protection levels so the damage dealt by the arrow is lower than the magical damage effect after Protection/Resistance reduction. This is sufficient to kill most mobs in one hit though.
- With Crossbow
- Maximum damage to players and non-undead mobs is 64HP damage, consisting of a single shot of three arrows of harming II from multishot enchantment that hit single mobs. Two of the arrows deal 9 × 32HP damage while one of them deals 10HP + 36HP damage from instant damage II effect (12 × 18HP per arrow). × 6
- Maximum damage to undead mobs is 52HP damage, consisting of a single shot of three arrows of healing II from multishot enchantment that hit single mobs. Two of the arrows deal 9 × 26HP damage while one of them deals 10HP + 24HP damage from instant health II effect (8 × 12HP per arrow).
- With Bow
- Melee attack:
- 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 IV from a Potion of the Turtle Master) the maximum height the player can fall while surviving without Absorption is 3003 blocks. However, slow falling completely negates fall damage.
- With the maximum absorption effect possible in Survival (IV from an enchanted golden apple), and all the effects listed above, the player can survive a fall of 5403 blocks.
- Riding a horse along with being under the effects of a beacon's Jump Boost II further increases the total amount of blocks to a max of 9005.
[hide] | |
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General mechanics | |
Survival |
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Combat | |
Environment | |
Movement | |
User interface | |
Visuals | |
Outdated | ![]() |