Damage

Revision as of 21:13, 15 April 2022 by Tycio (talk | contribs) (→‎Immunity)
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For the command, see commands/damage.
An example of a player taking fall damage on a mobile device.

Damage represents injury from attacks or natural causes.

Health

Main article: 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♥ × 10 health points, but may vary by status 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 (🍗 × 9) and the gamerule 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 ItemSprite wooden-sword.png: Sprite image for wooden-sword in Minecraft 4HP♥♥ ItemSprite golden-sword.png: Sprite image for golden-sword in Minecraft 4HP♥♥ ItemSprite stone-sword.png: Sprite image for stone-sword in Minecraft 5HP♥♥♥ ItemSprite iron-sword.png: Sprite image for iron-sword in Minecraft 6HP♥♥♥ ItemSprite diamond-sword.png: Sprite image for diamond-sword in Minecraft 7HP♥♥♥♥ ItemSprite netherite-sword.png: Sprite image for netherite-sword in Minecraft 8HP♥♥♥♥ ItemSprite wooden-sword.png: Sprite image for wooden-sword in Minecraft 6.4 ItemSprite golden-sword.png: Sprite image for golden-sword in Minecraft 6.4 ItemSprite stone-sword.png: Sprite image for stone-sword in Minecraft 8 ItemSprite iron-sword.png: Sprite image for iron-sword in Minecraft 9.6 ItemSprite diamond-sword.png: Sprite image for diamond-sword in Minecraft 11.2 ItemSprite netherite-sword.png: Sprite image for netherite-sword in Minecraft 12.8
Trident 1.1 9HP♥♥♥♥♥ 9.9
Shovel 1 ItemSprite wooden-shovel.png: Sprite image for wooden-shovel in Minecraft 2.5HP♥ × 1.25 ItemSprite golden-shovel.png: Sprite image for golden-shovel in Minecraft 2.5HP♥ × 1.25 ItemSprite stone-shovel.png: Sprite image for stone-shovel in Minecraft 3.5HP♥ × 1.75 ItemSprite iron-shovel.png: Sprite image for iron-shovel in Minecraft 4.5HP♥ × 2.25 ItemSprite diamond-shovel.png: Sprite image for diamond-shovel in Minecraft 5.5HP♥ × 2.75 ItemSprite netherite-shovel.png: Sprite image for netherite-shovel in Minecraft 6.5HP♥ × 3.25 ItemSprite wooden-shovel.png: Sprite image for wooden-shovel in Minecraft 2.5 ItemSprite golden-shovel.png: Sprite image for golden-shovel in Minecraft 2.5 ItemSprite stone-shovel.png: Sprite image for stone-shovel in Minecraft 3.5 ItemSprite iron-shovel.png: Sprite image for iron-shovel in Minecraft 4.5 ItemSprite diamond-shovel.png: Sprite image for diamond-shovel in Minecraft 5.5 ItemSprite netherite-shovel.png: Sprite image for netherite-shovel in Minecraft 6.5
Pickaxe 1.2 ItemSprite wooden-pickaxe.png: Sprite image for wooden-pickaxe in Minecraft 2HP♥ ItemSprite golden-pickaxe.png: Sprite image for golden-pickaxe in Minecraft 2HP♥ ItemSprite stone-pickaxe.png: Sprite image for stone-pickaxe in Minecraft 3HP♥♥ ItemSprite iron-pickaxe.png: Sprite image for iron-pickaxe in Minecraft 4HP♥♥ ItemSprite diamond-pickaxe.png: Sprite image for diamond-pickaxe in Minecraft 5HP♥♥♥ ItemSprite netherite-pickaxe.png: Sprite image for netherite-pickaxe in Minecraft 6HP♥♥♥ ItemSprite wooden-pickaxe.png: Sprite image for wooden-pickaxe in Minecraft 2.4 ItemSprite golden-pickaxe.png: Sprite image for golden-pickaxe in Minecraft 2.4 ItemSprite stone-pickaxe.png: Sprite image for stone-pickaxe in Minecraft 3.6 ItemSprite iron-pickaxe.png: Sprite image for iron-pickaxe in Minecraft 4.8 ItemSprite diamond-pickaxe.png: Sprite image for diamond-pickaxe in Minecraft 6 ItemSprite netherite-pickaxe.png: Sprite image for netherite-pickaxe in Minecraft 7.2
Axe ItemSprite wooden-axe.png: Sprite image for wooden-axe in Minecraft 0.8 ItemSprite golden-axe.png: Sprite image for golden-axe in Minecraft 1 ItemSprite stone-axe.png: Sprite image for stone-axe in Minecraft 0.8 ItemSprite iron-axe.png: Sprite image for iron-axe in Minecraft 0.9 ItemSprite diamond-axe.png: Sprite image for diamond-axe in Minecraft 1 ItemSprite netherite-axe.png: Sprite image for netherite-axe in Minecraft 1 ItemSprite wooden-axe.png: Sprite image for wooden-axe in Minecraft 7HP♥♥♥♥ ItemSprite golden-axe.png: Sprite image for golden-axe in Minecraft 7HP♥♥♥♥ ItemSprite stone-axe.png: Sprite image for stone-axe in Minecraft 9HP♥♥♥♥♥ ItemSprite iron-axe.png: Sprite image for iron-axe in Minecraft 9HP♥♥♥♥♥ ItemSprite diamond-axe.png: Sprite image for diamond-axe in Minecraft 9HP♥♥♥♥♥ ItemSprite netherite-axe.png: Sprite image for netherite-axe in Minecraft 10HP♥♥♥♥♥ ItemSprite wooden-axe.png: Sprite image for wooden-axe in Minecraft 5.6 ItemSprite golden-axe.png: Sprite image for golden-axe in Minecraft 7 ItemSprite stone-axe.png: Sprite image for stone-axe in Minecraft 7.2 ItemSprite iron-axe.png: Sprite image for iron-axe in Minecraft 8.1 ItemSprite diamond-axe.png: Sprite image for diamond-axe in Minecraft 9 ItemSprite netherite-axe.png: Sprite image for netherite-axe in Minecraft 10
Hoe ItemSprite wooden-hoe.png: Sprite image for wooden-hoe in Minecraft 1 ItemSprite golden-hoe.png: Sprite image for golden-hoe in Minecraft 1 ItemSprite stone-hoe.png: Sprite image for stone-hoe in Minecraft 2 ItemSprite iron-hoe.png: Sprite image for iron-hoe in Minecraft 3 ItemSprite diamond-hoe.png: Sprite image for diamond-hoe in Minecraft 4 ItemSprite netherite-hoe.png: Sprite image for netherite-hoe in Minecraft 4 1HP♥ ItemSprite wooden-hoe.png: Sprite image for wooden-hoe in Minecraft 1 ItemSprite golden-hoe.png: Sprite image for golden-hoe in Minecraft 1 ItemSprite stone-hoe.png: Sprite image for stone-hoe in Minecraft 2 ItemSprite iron-hoe.png: Sprite image for iron-hoe in Minecraft 3[note 1] ItemSprite diamond-hoe.png: Sprite image for diamond-hoe in Minecraft 4[note 1] ItemSprite netherite-hoe.png: Sprite image for netherite-hoe in Minecraft 4[note 1]
Other 4 1HP♥ 4[note 1]
  1. Jump up to: a b c d Against a single target, DPS is effectively limited to 2 due to damage immunity.

Bedrock Edition:

Tool Attack damage
Wood Gold Stone Iron Diamond Netherite
Sword ItemSprite wooden-sword.png: Sprite image for wooden-sword in Minecraft 5HP♥♥♥ ItemSprite golden-sword.png: Sprite image for golden-sword in Minecraft 5HP♥♥♥ ItemSprite stone-sword.png: Sprite image for stone-sword in Minecraft 6HP♥♥♥ ItemSprite iron-sword.png: Sprite image for iron-sword in Minecraft 7HP♥♥♥♥ ItemSprite diamond-sword.png: Sprite image for diamond-sword in Minecraft 8HP♥♥♥♥ ItemSprite netherite-sword.png: Sprite image for netherite-sword in Minecraft 9HP♥♥♥♥♥
Trident ItemSprite trident.png: Sprite image for trident in Minecraft 9HP♥♥♥♥♥
Shovel ItemSprite wooden-shovel.png: Sprite image for wooden-shovel in Minecraft 2HP♥ ItemSprite golden-shovel.png: Sprite image for golden-shovel in Minecraft 2HP♥ ItemSprite stone-shovel.png: Sprite image for stone-shovel in Minecraft 3HP♥♥ ItemSprite iron-shovel.png: Sprite image for iron-shovel in Minecraft 4HP♥♥ ItemSprite diamond-shovel.png: Sprite image for diamond-shovel in Minecraft 5HP♥♥♥ ItemSprite netherite-shovel.png: Sprite image for netherite-shovel in Minecraft 6HP♥♥♥
Pickaxe ItemSprite wooden-pickaxe.png: Sprite image for wooden-pickaxe in Minecraft 3HP♥♥ ItemSprite golden-pickaxe.png: Sprite image for golden-pickaxe in Minecraft 3HP♥♥ ItemSprite stone-pickaxe.png: Sprite image for stone-pickaxe in Minecraft 4HP♥♥ ItemSprite iron-pickaxe.png: Sprite image for iron-pickaxe in Minecraft 5HP♥♥♥ ItemSprite diamond-pickaxe.png: Sprite image for diamond-pickaxe in Minecraft 6HP♥♥♥ ItemSprite netherite-pickaxe.png: Sprite image for netherite-pickaxe in Minecraft 7HP♥♥♥♥
Axe ItemSprite wooden-axe.png: Sprite image for wooden-axe in Minecraft 4HP♥♥ ItemSprite golden-axe.png: Sprite image for golden-axe in Minecraft 4HP♥♥ ItemSprite stone-axe.png: Sprite image for stone-axe in Minecraft 5HP♥♥♥ ItemSprite iron-axe.png: Sprite image for iron-axe in Minecraft 6HP♥♥♥ ItemSprite diamond-axe.png: Sprite image for diamond-axe in Minecraft 7HP♥♥♥♥ ItemSprite netherite-axe.png: Sprite image for netherite-axe in Minecraft 8HP♥♥♥♥
Hoe ItemSprite wooden-hoe.png: Sprite image for wooden-hoe in Minecraft 3HP♥♥ ItemSprite golden-hoe.png: Sprite image for golden-hoe in Minecraft 3HP♥♥ ItemSprite stone-hoe.png: Sprite image for stone-hoe in Minecraft 4HP♥♥ ItemSprite iron-hoe.png: Sprite image for iron-hoe in Minecraft 5HP♥♥♥ ItemSprite diamond-hoe.png: Sprite image for diamond-hoe in Minecraft 6HP♥♥♥ ItemSprite netherite-hoe.png: Sprite image for netherite-hoe in Minecraft 7HP♥♥♥♥
Other 2HP♥[until BE 1.18.30] 1HP♥[upcoming BE 1.18.30]

Attack cooldown

"Cooldown" redirects here. For the enchantment in Minecraft Dungeons, see MCD:Cool Down.
This feature is exclusive to Java Edition.
 
Attack indicator (crosshair), empty and charged
Attack indicator (hotbar), empty and charged

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 ItemSprite wooden-axe.png: Sprite image for wooden-axe in MinecraftItemSprite stone-axe.png: Sprite image for stone-axe in Minecraft 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%
ItemSprite golden-axe.png: Sprite image for golden-axe in MinecraftItemSprite diamond-axe.png: Sprite image for diamond-axe in MinecraftItemSprite netherite-axe.png: Sprite image for netherite-axe in Minecraft 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%
ItemSprite iron-axe.png: Sprite image for iron-axe in Minecraft 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 ItemSprite wooden-hoe.png: Sprite image for wooden-hoe in MinecraftItemSprite golden-hoe.png: Sprite image for golden-hoe in Minecraft 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%
ItemSprite stone-hoe.png: Sprite image for stone-hoe in Minecraft 20.20% 21.80% 25.00% 29.80% 36.20% 44.20% 53.80% 65.00% 77.80% 92.20% 100%
ItemSprite iron-hoe.png: Sprite image for iron-hoe in Minecraft 20.45% 24.05% 31.25% 42.05% 56.45% 74.45% 96.05% 100%
ItemSprite diamond-hoe.png: Sprite image for diamond-hoe in MinecraftItemSprite netherite-hoe.png: Sprite image for netherite-hoe in Minecraft 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)
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 ItemSprite wooden-axe.png: Sprite image for wooden-axe in MinecraftItemSprite stone-axe.png: Sprite image for stone-axe in Minecraft 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%
ItemSprite golden-axe.png: Sprite image for golden-axe in MinecraftItemSprite diamond-axe.png: Sprite image for diamond-axe in MinecraftItemSprite netherite-axe.png: Sprite image for netherite-axe in Minecraft 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%
ItemSprite iron-axe.png: Sprite image for iron-axe in Minecraft 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 ItemSprite wooden-hoe.png: Sprite image for wooden-hoe in MinecraftItemSprite golden-hoe.png: Sprite image for golden-hoe in Minecraft 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%
ItemSprite stone-hoe.png: Sprite image for stone-hoe in Minecraft 5.00% 15.00% 25.00% 35.00% 45.00% 55.00% 65.00% 75.00% 85.00% 95.00% 100%
ItemSprite iron-hoe.png: Sprite image for iron-hoe in Minecraft 7.50% 22.50% 37.50% 52.50% 67.50% 82.50% 97.50% 100%
ItemSprite diamond-hoe.png: Sprite image for diamond-hoe in MinecraftItemSprite netherite-hoe.png: Sprite image for netherite-hoe in Minecraft 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

"Critical hit" redirects here. For the enchantment in Minecraft Dungeons, see Critical Hit.
A critical hit performed on a sheep.

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♥ × 6 damage during the immunity period, the second hit deals 5HP♥♥♥ damage (resulting in 12HP♥ × 6 total). This does not reset the immunity period.

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)
Easy Normal Hard
Agent 5HP♥♥♥ No
Axolotl 2HP♥ No
Bee 2HP♥ 2HP♥ 3HP♥♥ Poison for 10 seconds on Normal difficulty and for 18 seconds on Hard difficulty
Blaze (melee) 4HP♥♥ 6HP♥♥♥ 9HP♥♥♥♥♥ No
Blaze fireball 5HP♥♥♥ + fire for 5 seconds No
Bogged arrow 3HP♥♥ to 5HP♥♥♥ Normally: Poison for 4 seconds

If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow

Bogged (melee) 2HP♥ 3HP♥♥ No
Breeze wind charge 1HP♥ 1.5HP♥ × 0.75 No
Cat 3HP♥♥ No
Cave Spider 2HP♥ 2HP♥ 3HP♥♥ Poison for 7 seconds on Normal difficulty and for 15 seconds on Hard difficulty
Creaking 2.5HP♥ × 1.25 3HP♥♥ 4.5HP♥ × 2.25 No
Creeper explosion (normal) 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.

Creeper explosion (charged) 43.5HP♥ × 21.75 85HP♥ × 42.5 127.5HP♥ × 63.75
Dolphin 2.5HP♥ × 1.25 3HP♥♥ 4.5HP♥ × 2.25 No
Drowned No
Drowned trident (ranged) 7HP♥♥♥♥ 9HP♥♥♥♥♥ 12HP♥ × 6 No
Drowned trident (melee)‌[BE only] 6HP♥♥♥ 11HP♥ × 5.5 16HP♥ × 8 No
Elder Guardian (laser) 5HP♥♥♥ 8HP♥♥♥♥ 12HP♥ × 6 Inflicts Mining Fatigue III for 5 minutes on nearby players
Elder Guardian (spikes) 2HP♥ 3HP♥♥
Elder Guardian Ghost (spikes) 2HP♥
Ender Dragon (melee) 6HP♥♥♥ 10HP♥♥♥♥♥ 15HP♥ × 7.5 No
Ender Dragon (wings) 3HP♥♥ 5HP♥♥♥ 7HP♥♥♥♥ No
Ender Dragon (breath) 3HP♥♥ per second Area effect cloud of Instant Damage
Ender Dragon Dragon Fireball 6HP♥♥♥ per second
Enderman 4.5HP♥ × 2.25 7HP♥♥♥♥ 10.5HP♥ × 5.25 No
Endermite 2HP♥ 3HP♥♥ No
Evoker fangs[JE only] 4HP♥♥ 6HP♥♥♥ 9HP♥♥♥♥♥ No
Evoker fangs[BE only] 6HP♥♥♥ No
Fox 2HP♥ 3HP♥♥ No
Frog Target despawns after being pulled No
Ghast fireball (impact) 4HP♥♥ 6HP♥♥♥ 9HP♥♥♥♥♥ No
Ghast fireball (explosion) 9.5HP♥ × 4.75 17HP♥ × 8.5 25.5HP♥ × 12.75 No
Giant[JE only] 26HP♥ × 13 50HP♥ × 25 75HP♥ × 37.5 No
Goat 2HP♥ 3HP♥♥ No
Goat (baby) 1HP♥ 1.5HP♥ × 0.75 No
Guardian (laser) 4HP♥♥ 6HP♥♥♥ 9HP♥♥♥♥♥ No
Guardian (spikes) 2HP♥ 3HP♥♥ No
Hoglin[JE only] 2.5HP♥ × 1.25 to 5HP♥♥♥ 3HP♥♥ to 8HP♥♥♥♥ 4.5HP♥ × 2.25 to 12HP♥ × 6 No
Hoglin[BE only] 3HP♥♥ 6HP♥♥♥ 9HP♥♥♥♥♥ No
Hoglin (baby) 0.5HP♥ × 0.25 0.75HP♥ × 0.375 No
Husk 2.5HP♥ × 1.25 3HP♥♥ 4.5HP♥ × 2.25 Hunger when attacking any mob for 7 × floor of RD seconds
Illusioner arrow[JE only] 2HP♥ to 5HP♥♥♥ 3HP♥♥ to 5HP♥♥♥ Throws Blindness spells on the player, if regional difficulty is 2 or greater
Iron Golem 4.75HP♥ × 2.375 to 11.75HP♥ × 5.875 7.5HP♥ × 3.75 to 21.5HP♥ × 10.75 11.25HP♥ × 5.625 to 32.25HP♥ × 16.125 No
The Killer Bunny[JE only] 5HP♥♥♥ 8HP♥♥♥♥ 12HP♥ × 6 No
Llama spit 1HP♥ 1.5HP♥ × 0.75 No
Magma Cube (big) 4HP♥♥ 6HP♥♥♥ 9HP♥♥♥♥♥ No
Magma Cube (medium) 3HP♥♥ 4HP♥♥ 6HP♥♥♥ No
Magma Cube (small) 2.5HP♥ × 1.25 3HP♥♥ 4.5HP♥ × 2.25 No
Ocelot 3HP♥♥ No
Old Zombie Villager 2.5HP♥ × 1.25 3HP♥♥ 4.5HP♥ × 2.25 No
Panda 4HP♥♥ 6HP♥♥♥ 9HP♥♥♥♥♥ No
Phantom[JE only] 2HP♥ 3HP♥♥ No
Phantom[BE only] 4HP♥♥ 6HP♥♥♥ 9HP♥♥♥♥♥ No
Piglin arrow[JE only] 2HP♥ to 5HP♥♥♥ 3HP♥♥ to 5HP♥♥♥ No
Piglin arrow[BE only] 2HP♥ - 4HP♥♥ 2HP♥ to 5HP♥♥♥ No
Piglin (melee with sword)‌[JE only] 5HP♥♥♥ 8HP♥♥♥♥ 12HP♥ × 6 No
Piglin (melee with sword)‌[BE only] 5HP♥♥♥ 9HP♥♥♥♥♥ 13HP♥ × 6.5 No
Piglin (melee without sword)‌[JE only] 3.5HP♥ × 1.75 5HP♥♥♥ 7.5HP♥ × 3.75 No
Piglin Brute[JE only] 7.5HP♥ × 3.75 13HP♥ × 6.5 19.5HP♥ × 9.75 No
Piglin Brute[BE only] 6HP♥♥♥ 10HP♥♥♥♥♥ 15HP♥ × 7.5 No
Piglin Brute (unarmed) 4.5HP♥ × 2.25 7HP♥♥♥♥ 10.5HP♥ × 5.25 No
Pillager arrow 3.5HP♥ × 1.75 4HP♥♥ 5HP♥♥♥ No
Pillager (melee)‌[BE only] 2HP♥ 3HP♥♥ 5HP♥♥♥ No
Polar Bear 4HP♥♥ 6HP♥♥♥ 9HP♥♥♥♥♥ No
Pufferfish (semi-puffed) 2HP♥ 3HP♥♥ Poison for 3 seconds
Pufferfish (fully puffed)‌[JE only] 2.5HP♥ × 1.25 3HP♥♥ 4.5HP♥ × 2.25 Poison for 6 seconds
Pufferfish (fully puffed)‌[BE only] 2HP♥ 3HP♥♥ Poison for 10 seconds
Ravager (melee) 7HP♥♥♥♥ 12HP♥ × 6 18HP♥ × 9 No
Ravager (roar) 4HP♥♥ 6HP♥♥♥ 9HP♥♥♥♥♥ No
Shulker bullet 3HP♥♥ 4HP♥♥ 6HP♥♥♥ Levitation for 10 seconds
Silverfish 1HP♥ 1.5HP♥ × 0.75 No
Skeleton arrow[JE only] 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

Skeleton arrow[BE only] 1HP♥ to 4HP♥♥, varies with proximity 1HP♥ to 5HP♥♥♥, varies with proximity No
Skeleton (melee) 2HP♥ 3HP♥♥ No
Slime (big) 3HP♥♥ 4HP♥♥ 6HP♥♥♥ No
Slime (medium) 2HP♥ 3HP♥♥ No
Slime (small) 0HP♥ No
Snow Golem snowball 3HP♥♥ to blazes No
Spider 2HP♥ 3HP♥♥ No, but can spawn with effects
Stray arrow[JE only] 3HP♥♥ to 5HP♥♥♥ Normally: Slowness for 30 seconds when their tipped arrow hits any mob (including another stray)

If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow

Stray arrow[BE only] Damage varies with proximity
Stray (melee) 2HP♥ 3HP♥♥ No
Trader Llama spit 1HP♥ 1.5HP♥ × 0.75 No
Vex 5.5HP♥ × 2.75 9HP♥♥♥♥♥ 13.5HP♥ × 6.75 No
Vex (unarmed) 3HP♥♥ 4HP♥♥ 5HP♥♥♥ No
Villager's firework rocket 5HP♥♥♥ 8HP♥♥♥♥ 12HP♥ × 6 No
Vindicator 7.5HP♥ × 3.75 13HP♥ × 6.5 19.5HP♥ × 9.75 No
Vindicator (unarmed) 3.5HP♥ × 1.75 5HP♥♥♥ 7.5HP♥ × 3.75 No
Warden (melee) 16HP♥ × 8 30HP♥ × 15 45HP♥ × 22.5 No
Warden (ranged) 6HP♥♥♥ 10HP♥♥♥♥♥ 15HP♥ × 7.5 No
Witch Deals damage by throwing potions Throws splash potions of Poison, Instant Damage, Slowness, and Weakness
Wither Skeleton 5HP♥♥♥ 8HP♥♥♥♥ 12HP♥ × 6 Wither for 10 seconds
Wither Skeleton (unarmed) 2HP♥ 2HP♥ 3HP♥♥ Wither for 10 seconds
EntitySprite wither-skeleton.png: Sprite image for wither-skeleton in Minecraft Wither Skeleton arrow 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

Wither (birth explosion) 35.5HP♥ × 17.75 69HP♥ × 34.5 103.5HP♥ × 51.75 No
Wither Skull 5HP♥♥♥ 8HP♥♥♥♥ 12HP♥ × 6 Wither II for 10 seconds on Normal difficulty and 40 seconds on Hard difficulty
Wither Skull (explosion) 5HP♥♥♥ No
Wither (dash attack)
[BE only]
15HP♥ × 7.5 No
EntitySprite angry-wolf.png: Sprite image for angry-wolf in Minecraft Wolf 3HP♥♥ 4HP♥♥ 6HP♥♥♥ No
Zoglin 3HP♥♥ to 5HP♥♥♥ 3HP♥♥ to 8HP♥♥♥♥ 4.5HP♥ × 2.25 to 12HP♥ × 6 No
Zoglin (baby) 0.5HP♥ × 0.25 0.75HP♥ × 0.375 No
Zombie 2.5HP♥ × 1.25 3HP♥♥ 4.5HP♥ × 2.25 No
Zombified Piglin 5HP♥♥♥ 8HP♥♥♥♥ 12HP♥ × 6 No
Zombified Piglin (unarmed) 3HP♥♥ 5HP♥♥♥ 7HP♥♥♥♥ No
Zombie Villager 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:

Passive mobs immune to fall damage:

These mobs are partially immune to fall damage:

  • 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♥ × 10 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 1HP♥ 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♥ × 20, no matter how far the anvil falls. Wearing a helmet 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

This feature is exclusive to Java Edition.
 

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

The oxygen bar.

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

Main article: Status effect

Instant damage

Main article: Instant Damage

Instant Damage caused by potions or tipped arrows can damage the player 6HP♥♥♥ at level I and 12HP♥ × 6 at level II. This damage occurs instantaneously. Undead 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

Main article: 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♥ × 10 (HP♥ × 10 on Hardcore) to an olive green (HP♥ × 10)(HP♥ × 10 on Hardcore) and the player takes 1HP♥ 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♥ × 10 on Survival and HP♥ × 10 on Hardcore, 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

Main article: 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

Main article: Explosion

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 412 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

Freezing hearts when the player is submerged in powder snow.

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 (♥), and the player begins taking damage at a rate of 1HP♥ 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]
IconAchievementIn-game descriptionActual requirements (if different)Gamerscore earnedTrophy type (PS)
PS4Other
ArcherKill a creeper with arrows.10Bronze
Monster HunterAttack 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.15Bronze
OverkillDeal 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.30Bronze
Sniper DuelKill 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.30Bronze
The Beginning.Kill the WitherBe within a 100.9×100.9×203.5 cuboid centered on the Wither when it drops the nether star.40Silver

Advancements

IconAdvancementIn-game descriptionActual requirements (if different)
AdventureAdventure, exploration and combatKill any mob, or be killed by any living entity.
Monster HunterKill any hostile monster Other mobs may be killed, but are ignored for this advancement.
Monsters HuntedKill one of every hostile monster Other mobs may be killed, but are ignored for this advancement.
Return to SenderDestroy a Ghast with a fireballKill a ghast by deflecting a ghast fireball back into it via hitting or shooting a projectile at the fireball.
Sniper DuelKill a Skeleton from at least 50 meters awayReceive kill credit for a skeleton that is at least 50 blocks away horizontally and is killed by a projectile.
Spooky Scary SkeletonObtain a Wither Skeleton's skullHave a wither skeleton skull in the inventory.
Take AimShoot something with an ArrowUsing 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 fightHave the Regeneration effect applied from assisting an axolotl or it killing a mob.
Uneasy AllianceRescue a Ghast from the Nether, bring it safely home to the Overworld... and then kill itKill a Ghast while being in the Overworld.
Withering HeightsSummon the WitherBe within a 100.9×100.9×103.5 cuboid centered on the wither when it is spawned.

History

[hide]Java Edition Classic
August 18, 2009First showcased fall damage.
August 25, 2009It has been shown that the player can now hold their breath underwater for just 15 seconds.
Lava now has been shown to cause damage.
August 27, 2009Fall damage is mentioned to now be much harsher.
0.24_SURVIVAL_TESTAdded damage.
Mobs and the player now jump back when damage is taken.
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.
0.25 SURVIVAL TESTArrows 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
0.31Drowning damage has now been reduced to 1 per second. Prior to this update, drowning damage dealt by 2 per second.
[hide]Java Edition Infdev
20100617-2Added suffocation.
[hide]Java Edition Alpha
v1.0.4Players no longer suffocate when riding in a minecart in two-block-high spaces.
v1.2.3Damage now functions in multiplayer.
The directional damage tilt animation does not work properly in multiplayer, instead always tilting the camera left.
[hide]Java Edition Beta
1.5Unarmed damage was increased from 1HP♥ to 2HP♥.
1.6The 10 tick cooldown when hitting the air was removed.
July 26, 2011Notch first teased how knockback would work.
1.8Unarmed damage was decreased from 2HP♥ to 1HP♥.
The Adventure Update extended the combat system with critical hits, sprinting (for knockback) and blocking.
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♥.
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.
[hide]Java Edition
1.0.0Armor 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).
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.
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.
1.3.1As 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.
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value).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.
1.3.2Mobs no longer shove the player when moving into them.[is this the correct version?]
1.4.2Mobs 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.
1.4.3Water 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♥ × 0.625 for sharpness and 2.5HP♥ × 1.25 for other damage bonus enchantments).[is this the correct version?]
1.6.2Instead 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?]
1.8Armor 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).
1.9Added attack cooldown.
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value).Tool damages and cooldowns adjusted.
Item Damage
Swords ItemSprite wooden-sword.png: Sprite image for wooden-sword in MinecraftItemSprite golden-sword.png: Sprite image for golden-sword in Minecraft 5HP♥♥♥ ItemSprite stone-sword.png: Sprite image for stone-sword in Minecraft 6HP♥♥♥ ItemSprite iron-sword.png: Sprite image for iron-sword in Minecraft 7HP♥♥♥♥ ItemSprite diamond-sword.png: Sprite image for diamond-sword in Minecraft 8HP♥♥♥♥
Axes [note 1] ItemSprite wooden-axe.png: Sprite image for wooden-axe in MinecraftItemSprite golden-axe.png: Sprite image for golden-axe in Minecraft 4HP♥♥ ItemSprite stone-axe.png: Sprite image for stone-axe in Minecraft 5HP♥♥♥ ItemSprite iron-axe.png: Sprite image for iron-axe in Minecraft 6HP♥♥♥ ItemSprite diamond-axe.png: Sprite image for diamond-axe in Minecraft 7HP♥♥♥♥
Pickaxes [note 1] ItemSprite wooden-pickaxe.png: Sprite image for wooden-pickaxe in MinecraftItemSprite golden-pickaxe.png: Sprite image for golden-pickaxe in Minecraft 3HP♥♥ ItemSprite stone-pickaxe.png: Sprite image for stone-pickaxe in Minecraft 4HP♥♥ ItemSprite iron-pickaxe.png: Sprite image for iron-pickaxe in Minecraft 5HP♥♥♥ ItemSprite diamond-pickaxe.png: Sprite image for diamond-pickaxe in Minecraft 6HP♥♥♥
Shovels [note 1] ItemSprite wooden-shovel.png: Sprite image for wooden-shovel in MinecraftItemSprite golden-shovel.png: Sprite image for golden-shovel in Minecraft 2HP♥ ItemSprite stone-shovel.png: Sprite image for stone-shovel in Minecraft 3HP♥♥ ItemSprite iron-shovel.png: Sprite image for iron-shovel in Minecraft 4HP♥♥ ItemSprite diamond-shovel.png: Sprite image for diamond-shovel in Minecraft 5HP♥♥♥
  1. Jump up to: a b c dealing damage with an axe, pick, or shovel decreases its durability by 2.
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value).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.
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%.
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%.
1.11Added a new damage type: entity cramming.
1.13Added a new weapon: tridents. These can be either thrown or used in melee combat, and deal 9HP♥♥♥♥♥ damage.
1.14Added a new weapon: Crossbow.
1.17Added a new damage type: freezing.
Entities take freezing damage when immersed in 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.
Added the freezeDamage 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.
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.
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.
Strays, polar bears and snow golems are now immune to freezing.
Leather horse armor now grants horses immunity to freezing.
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).
[hide]Pocket Edition Alpha
v0.2.0Added Survival mode and 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.
?At some point, directional damage tilt broke entirely like in Java Edition, though the exact point when this happened is unknown.
v0.11.0Poison added, which deals damage, until the player or mob's health is 1HP♥.
v0.12.1Added critical hits.
Punch damage is now added to damage from swords, axes, pickaxes, and shovels.
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.
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.
AlphaThe 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.
AlphaCritical hits now have more particles.
[hide]Bedrock Edition
1.4.0Added a new weapon: tridents. These can be either thrown or used in melee combat, and deal 9HP♥♥♥♥♥ damage.
1.8.0Added a new weapon: crossbow.
1.16.210Added new damage type: freezing.
Entities in powder snow now begin freezing and eventually die.
1.17.0Blazes, magma cubes and strays now take extra damage from freezing.
Strays, polar bears and snow golems are now immune to freezing.
Leather horse armor now grants horses immunity to freezing.
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).
1.18.30Unarmed damage was decreased from 2HP♥ to 1HP♥ 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♥ × 18.25 damage, consisting of 10HP♥♥♥♥♥ from a netherite axe + 6HP♥♥♥ from Strength II, all × 1.5HP♥ × 0.75 with critical, + 12.5HP♥ × 6.25 damage from Smite 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♥ × 13.5: 10HP♥♥♥♥♥ from a netherite axe + 6HP♥♥♥ from Strength II, all × 1.5HP♥ × 0.75 with critical, + 3HP♥♥ damage from Sharpness V. A full set of Protection IV netherite armor would reduce the 27HP♥ × 13.5 damage to 4.6231HP♥ × 2.31155.​[more information needed]
      • In Bedrock Edition
        • Maximum damage to undeads or arthropods is 41.25HP♥ × 20.625 damage, consisting of 8HP♥♥♥♥ from netherite sword + 12.5HP♥ × 6.25 from Smite V for undead mobs or Bane of Arthropods V for arthropod mobs + 7HP♥♥♥♥ from strength II, all x 1.5HP♥ × 0.75 with critical.
        • Maximum damage to non-undead and non-arthropod on land is 31.875HP♥ × 15.9375 damage, consisting of 8HP♥♥♥♥ from netherite sword + 6.25HP♥ × 3.125 from Sharpness V + 7HP♥♥♥♥ from Strength II all x 1.5HP♥ × 0.75 with critical.
        • Maximum damage to players and mobs on water or during rain is 42.75HP♥ × 21.375 damage, consisting of 9HP♥♥♥♥♥ of melee trident + 12.5HP♥ × 6.25 from Impaling V + 7HP♥♥♥♥ from strength II, all x 1.5HP♥ × 0.75 with critical. (Also work with riptide)
    • Ranged attack:
      • With Bow
        • Maximum damage to players and mobs is 25HP♥ × 12.5 damage from a critical shot from a bow with the power 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♥ × 32 damage, consisting of a single shot of three arrows of harming II from multishot enchantment that hit single mobs. Two of the arrows deal 9HP♥♥♥♥♥ damage while one of them deals 10HP♥♥♥♥♥ + 36HP♥ × 18 damage from instant damage II effect (12HP♥ × 6 per arrow).
        • Maximum damage to undead mobs is 52HP♥ × 26 damage, consisting of a single shot of three arrows of healing II from multishot enchantment that hit single mobs. Two of the arrows deal 9HP♥♥♥♥♥ damage while one of them deals 10HP♥♥♥♥♥ + 24HP♥ × 12 damage from instant health II effect (8HP♥♥♥♥ per arrow).
  • 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.