Guardian
Health points |
30HP × 15 |
---|---|
Behavior |
Hostile |
Mob type | |
Attack strength |
Laser: |
Hitbox size |
Height: 0.85 blocks |
Spawn |
{ "title": "Guardian", "rows": [ { "field": "30<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> × 15</span>", "label": "(link to Health article, displayed as Health points)" }, { "field": "Hostile", "label": "Behavior" }, { "field": "(link to Monster article, displayed as Monster), (link to Aquatic article, displayed as Aquatic)", "label": "(link to Mob article, displayed as Mob) type" }, { "field": "(values exceeds 1000 characters...)", "label": "Attack<br/>strength" }, { "field": "Height: 0.85 blocks<br>Width: 0.85 blocks", "label": "(link to Hitbox article, displayed as Hitbox size)" }, { "field": "<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:EnvSprite ocean-monument.png article, displayed as 16x16px|link=Ocean Monument|alt=|class=pixel-image|)</span>(link to Ocean Monument article, displayed as <span class=\"sprite-text\">Ocean Monument</span>)</span>", "label": "(link to Mob spawning article, displayed as Spawn)" } ], "invimages": [ "Guardian Spawn Egg" ], "images": [ "Guardian.gif", "Guardian (Retracted).png" ] }
Guardians are aquatic hostile mobs that spawn in and around ocean monuments. They attack with a slow-charging laser beam, and inflict retaliatory damage when damaged by a melee attack.
Spawning[edit | edit source]
Guardians spawn naturally in ocean monuments. They require water, flowing or stationary, to spawn.
In Java Edition guardians spawn less often in ocean open to the sky than they do in covered areas (such as inside or underneath the monument). Specifically, spawning fails 95% of the time if the spawning water block is below sea level (Y=63 by default), all blocks between the spawning water block and sea level are liquid or fully transparent, and the block at sea level has a view of the sky. They can spawn only if the spawning block and the block below the spawning block are both water. The block above the spawning block also cannot be solid and has to be transparent, air, or water.
In Bedrock Edition, guardians are structure spawns, spawning in water source blocks in 25 pre-determined spawning columns. Guardians usually do not (or possibly never) spawn near a player. Also, guardians seem not to spawn below solid blocks such as the prismarine blocks of the monument unless there are no water source blocks available above the solid blocks. This means that guardians don't spawn inside an ocean monument until most or all of the spawning column blocks above it are unavailable (i.e., no longer water source blocks). Guardians can spawn between Y=39–61 (inclusive, from the monument floor to one block above its highest point). To find the X and Z coordinates of the columns, start counting from the northwest corner of the monument. That is, standing on the furthest corner prismarine block with the smallest X and Z coordinates, let's say (X, 41, Z). The coordinates of each spawning spot are in a grid at X+2, X+13, X+29, X+45, and X+55, combined with Z+2, Z+13, Z+29, Z+45, and Z+55. For example, the bottom of the most northwest column is at (X+2, 39, Z+2) and the top block belonging to the southeast corner column is at (X+55, 61, Z+55). The guardians spawn at the northwest corner of a spawning column block, which can be helpful for some guardian farming mechanics such as causing them to spawn inside of a portal where they are immediately sent to the nether.
Guardians still spawn even if the monument has been destroyed by the player.
Drops[edit | edit source]
Primary loot[edit | edit source]
Item | Roll Chance | Quantity (Roll Chance) | ||||
---|---|---|---|---|---|---|
Default | Looting I | Looting II | Looting III | |||
![]() | Prismarine Shard | 100% | 0–2 | 0–3 | 0–4 | 0–5 |
![]() | Random Fish[d 1] | 2.5%–5.5% | 1 (2.5%) | 1 (3.5%) | 1 (4.5%) | 1 (5.5%) |
- ↑ Dropped only when kill credit is given to the player. Dropped fish is determined by the Fishing loot table. Dropped as a random cooked fish if on fire when killed. (Java Edition only)
Secondary loot[edit | edit source]
In addition to the drops above, one of the following is selected
Item | Roll Chance | Quantity (Roll Chance) | ||||
---|---|---|---|---|---|---|
Default | Looting I | Looting II | Looting III | |||
![]() | Raw Cod[d 1] | 2/5 | 0–1 | 0–2 | 0–3 | 0–4 |
![]() | Prismarine Crystals | 2/5 | 0–1 | 0–2 | 0–3 | 0–4 |
![]() | Nothing | 1/5 | 1 | 1 | 1 | 1 |
- ↑ Dropped as cooked cod if on fire when killed. (Java Edition only)
Guardians also drop 10XP when killed by a player or tamed wolf.
Behavior[edit | edit source]
Guardians swim around in water, attacking any players, squid, glow squid, or axolotl that come into range of its laser. They swim in abrupt charges, moving their tail rapidly when doing so. When swimming, their spikes retract. When not swimming, they sink slowly and their spikes extend and quiver.
During idle swimming, a guardian chooses a water or waterlogged block within a 9×9×9 area centered on itself as the destination to pathfind toward. If unreachable, they still swim directly toward the target despite any blocks in the way. They attempt to cross air blocks and do not try to prevent fall damage.
Stationary guardians are pushed much faster horizontally by flowing water than other mobs, but when swimming they are completely unimpeded - they remain affected by bubble columns however.
There is a slight bias for blocks with a higher light level to be the chosen destination when swimming. If undisturbed, guardians can be seen loosely congregating around the sea lantern blocks of their ocean structure.
When out of water, they abandon any previous pathfinding target - instead squeaking loudly and hopping erratically, uninfluenced by nearby water or players. They still use their laser and have their spikes extended. Guardians do not suffocate and survive indefinitely without water unlike other aquatic mobs.
The guardian's eye follows and stares at any nearby players, and always looks directly at its target. In Java Edition, the eye does not follow unarmored players under the effects of a potion of Invisibility and the guardians cannot attack them. A player can wear one piece of armor while under the effects of Invisibility and not be attacked.
Guardians, as aquatic mobs, are affected by the Impaling enchantment.[JE only]
Combat[edit | edit source]
Guardians have two methods of attack: a laser and a defensive attack analogous to the Thorns enchantment. Unlike most other hostile mobs, a guardian does not follow a player who moves out of sight. Instead, it simply continues swimming until the player becomes visible again to start charging its laser.
Guardians attack players, axolotls, and squid. Otherwise, a guardian does not retaliate against mobs (such as iron golems) that attack it, other than damaging the attacking mob with its natural thorns defense.
- Laser
The laser takes 2 seconds to charge, doing no damage in the meantime. It starts out purple and fades to yellow. Once charged, the laser flashes green before disappearing and deals 6HP regular damage and additional 1HP magical damage on normal difficulty. The latter bypasses armor. Guardians swim around for 3 seconds before firing again. If the target approaches while the guardian is loading its laser, it stops firing and swims away until it is at a comfortable range, at which point it continues attacking. The laser cannot be dodged or blocked by a shield and has a maximum range of 15 blocks.
Once the target is out of range, or if the laser is obstructed by solid blocks (including transparent blocks like glass), the guardian's laser disengages and the shooting sound stops.
- Spikes defense
Guardians deal damage each time it is hit with a melee attack while its spikes are extended, similar to the Thorns armor enchantment. If cornered, the guardian usually extends its spikes and fires at the player, even at point-blank range.
Sounds[edit | edit source]
Java Edition:
Guardians use the Hostile Creatures sound category for entity-dependent sound events.
[hide]Sounds | ||||||||
---|---|---|---|---|---|---|---|---|
Sound | Subtitles | Source | Description | Resource location | Translation key | Volume | Pitch | Attenuation distance |
Guardian moans | Hostile Creatures | Randomly while in water | entity | subtitles | 0.1 | 0.8-1.2 | 16 | |
Guardian flaps | Hostile Creatures | Randomly while out of water | entity | subtitles | 1.0 | 0.8-1.2 | 16 | |
Guardian shoots | Hostile Creatures | While a guardian uses its laser attack | entity | subtitles | 0.0-1.0 [sound 1] | 0.7-1.2 [sound 2] | 16 (technical) / ∞ (effective)[1] | |
Guardian dies | Hostile Creatures | When a guardian dies while in water | entity | subtitles | 1.0 | 0.8-1.2 | 16 | |
Guardian dies | Hostile Creatures | When a guardian dies while out of water | entity | subtitles | 1.0 | 0.8-1.2 | 16 | |
Guardian hurts | Hostile Creatures | When a guardian is damaged while in water | entity | subtitles | 1.0 | 0.8-1.2 | 16 | |
Guardian hurts | Hostile Creatures | When a guardian is damaged while out of water | entity | subtitles | 1.0 | 0.8-1.2 | 16 | |
Guardian flops | Hostile Creatures | While a guardian is on land | entity | subtitles | 1.0 | 1.0 | 16 |
[hide]Sounds | |||||
---|---|---|---|---|---|
Sound | Source | Description | Resource location | Volume | Pitch |
Hostile Creatures | Randomly while in water | mob | 1.0 | 0.8-1.2 | |
Hostile Creatures | Randomly while out of water | mob | 1.0 | 0.8-1.2 | |
Hostile Creatures | While a guardian uses its laser attack | mob | ? | ? | |
Hostile Creatures | When a guardian dies while in water | mob | 1.0 | 0.8-1.2 | |
Hostile Creatures | When a guardian dies while out of water | mob | 1.0 | 0.8-1.2 | |
Hostile Creatures | When a guardian is damaged while in water | mob | 1.0 | 0.8-1.2 | |
Hostile Creatures | When a guardian is damaged while out of water | mob | 1.0 | 0.8-1.2 | |
Hostile Creatures | While a guardian is on land | mob | 1.0 | 1.0 |
Data values[edit | edit source]
ID[edit | edit source]
Name | Identifier | Entity tags | [hide]Translation key |
---|---|---|---|
![]() | guardian | aquatic axolotl_always_hostiles can_breathe_under_water not_scary_for_pufferfish sensitive_to_impaling | entity |
Name | Identifier | Numeric ID | [hide]Translation key |
---|---|---|---|
![]() | guardian | 49 | entity |
Entity data[edit | edit source]
Guardians have entity data associated with them that contains various properties.
- [NBT Compound / JSON Object] Entity data
- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
Achievements[edit | edit source]
[hide] | |||||||
---|---|---|---|---|---|---|---|
Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
PS4 | Other | ||||||
![]() | ![]() | It Spreads | Kill a mob next to a catalyst | — | 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 | |
![]() | ![]() | Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | — | 20 | Silver |
Advancements[edit | edit source]
Video[edit | edit source]
History[edit | edit source]
[hide]Java Edition | |||||||
---|---|---|---|---|---|---|---|
1.8 | June 3, 2014 | Jeb announces he is working on a hostile mob that lives underwater, though currently doesn't do much. | |||||
June 8, 2014 | Jeb provides more details into the upcoming mob - it has a ranged attack and is hostile to squid as well as the player. He recommended using a full set of diamond armor, potion of Water Breathing and Respiration enchantment on Hard difficulty. | ||||||
June 9, 2014 | Jeb posted a stylized guardian image to Reddit for use as a user flair. This was the first indication of how the guardian would look. | ||||||
14w25a | ![]() | ||||||
1.9 | 15w43a | The drop chances of guardians for raw fish and prismarine crystals have been changed. Instead of a 33% chance of fish and a 33% chance of crystals (only if the fish drop failed with both percentages adjusted by Looting), the percentages have been changed to 40% fish, 40% crystals, and 20% neither, with the amount increased by Looting. | |||||
15w47b | Sounds for guardians' defensive Thorns attack have now been added. | ||||||
1.11 | 16w38a | The common drop of guardians, raw fish, now drops as cooked fish, if killed while on fire. | |||||
1.14 | 18w43a | ![]() | |||||
1.15 | 19w34a | Guardians now take damage on magma blocks. | |||||
1.17 | 21w11a | ![]() | |||||
21w13a | Now drop cooked cod or salmon instead of raw cod or salmon if on fire when killed or killed by a fire source. | ||||||
[hide]Pocket Edition Alpha | |||||||
v0.16.0 | build 1 | ![]() | |||||
[hide]Bedrock Edition | |||||||
1.2.0 | ? | Guardians no longer play flopping sounds when on land. | |||||
1.4.0 | beta 1.2.20.2 | Guardians now attack fish. | |||||
1.6.0 | beta 1.6.0.5 | Guardians no longer attack fish. | |||||
1.10.0 | beta 1.10.0.3 | ![]() | |||||
1.17.0 | beta 1.17.0.50 | ![]() | |||||
1.20.40 | Preview 1.20.40.20 | Guardians once again play flopping sounds when on land. | |||||
[hide]Legacy Console Edition | |||||||
Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
TU31 | CU19 | 1.22 | 1.22 | 1.22 | Patch 3 | ![]() | |
TU46 | CU36 | 1.38 | 1.38 | 1.38 | Patch 15 | 1.0.1 | Sounds for guardians' defensive Thorns attack have now been added. |
TU54 | CU44 | 1.52 | 1.52 | 1.52 | Patch 24 | 1.0.4 | The common drop of guardians, raw fish, now drops as cooked fish, if killed while on fire. |
TU56 | CU48 | 1.55 | 1.55 | 1.55 | Patch 26 | 1.0.6 | The common drop of guardians, raw fish, no longer drops as cooked fish, if killed while on fire.[is this the correct version?] |
[hide]New Nintendo 3DS Edition | |||||||
1.3.12 | ![]() |
Data history[edit | edit source]
[hide]Java Edition | |||||||
---|---|---|---|---|---|---|---|
1.11 | 16w32a | The entity ID has been changed from Guardian to guardian . The Elder tag[verify] has been removed. | |||||
1.13 | 17w47a | Numeric IDs for entities were presumably deprecated in this version.[more information needed] |
Issues[edit | edit source]
Issues relating to "Guardian" are maintained on the bug tracker. Issues should be reported and viewed there.
Trivia[edit | edit source]
- A guardian's eye is actually the "head" part of the mob's model. This gives the illusion of a dynamic eye.
- Guardians' laser-beam attacks are affected by the potion of Strength, which normally affects only melee attacks.
- When placed or spawned on a slime block, guardians start bouncing and continue and each bounce higher than the last, until each bounce brings the guardian to 17 blocks height.
- In the texture file for the guardian, "jeb" is written in the bottom right corner.
Gallery[edit | edit source]
Screenshots[edit | edit source]
-
Jeb's Instagram mob reveal.
-
The inside of a guardian (with their spikes extended).
-
A guardian's "eye" follows players at any position.
-
A guardian attacking a squid.
-
A group of guardians defending their monument.
-
Size comparison between a guardian and its elder variant.
-
A guardian in a boat.
Textures[edit | edit source]
-
Guardian texture file, with "jeb" written in the corner.
In other media[edit | edit source]
-
The guardian face texture as revealed by Jeb on reddit.
-
Guardians in promotional artwork for the Boss Update.
-
Lego Minecraft Guardian.
-
Guardian artwork.
References[edit | edit source]
External links[edit | edit source]
- Meet the Guardian – Minecraft.net on September 25, 2017
[edit | edit source]
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