Guardian

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This article is about the normal guardian. For its larger, more powerful variant, see Elder Guardian. For the mob in Minecraft: Story Mode, see MCSM: Guardian. For the mob in Minecraft Dungeons, see MCD:Guardian. For other uses, see Guardian (disambiguation).
Guardian
Health points

30HP♥ × 15

Behavior

Hostile

Mob type

Monster, Aquatic

Attack
strength

Laser:
Easy: 4HP♥♥
Normal: 6HP♥♥♥
Hard: 9HP♥♥♥♥♥
Spikes:
Easy and Normal: 2HP♥
Hard: 3HP♥♥

Hitbox size

Height: 0.85 blocks
Width: 0.85 blocks

Spawn

Ocean Monument

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]

See also: Guardian farming

Primary loot[edit | edit source]

Item Roll Chance Quantity (Roll Chance)
Default Looting I Looting II Looting III
Invicon Prismarine Shard.png: Guardian drops Prismarine Shard with quantity 0-2Prismarine Shard100%0–20–30–40–5
Invicon Raw Cod.png: Guardian drops Random Fish with quantity 1Random Fish[d 1]2.5%–5.5%1 (2.5%)1 (3.5%)1 (4.5%)1 (5.5%)
  1. 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
Invicon Raw Cod.png: Guardian drops Raw Cod with quantity 0-1Raw Cod[d 1]2/50–10–20–30–4
Invicon Prismarine Crystals.png: Guardian drops Prismarine Crystals with quantity 0-1Prismarine Crystals2/50–10–20–30–4
Invicon Air.png: Guardian drops Nothing with quantity 1Nothing1/51111
  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
SoundSubtitlesSourceDescriptionResource locationTranslation keyVolumePitchAttenuation
distance
​Guardian moansHostile CreaturesRandomly while in waterentity.guardian.ambientsubtitles.entity.guardian.ambient0.10.8-1.216
​Guardian flapsHostile CreaturesRandomly while out of waterentity.guardian.ambient_landsubtitles.entity.guardian.ambient.land1.00.8-1.216
​Guardian shootsHostile CreaturesWhile a guardian uses its laser attackentity.guardian.attacksubtitles.entity.guardian.attack0.0-1.0 [sound 1]0.7-1.2 [sound 2]16 (technical) / ∞ (effective)[1]
​Guardian diesHostile CreaturesWhen a guardian dies while in waterentity.guardian.deathsubtitles.entity.guardian.death1.00.8-1.216
​Guardian diesHostile CreaturesWhen a guardian dies while out of waterentity.guardian.death_landsubtitles.entity.guardian.death1.00.8-1.216
​Guardian hurtsHostile CreaturesWhen a guardian is damaged while in waterentity.guardian.hurtsubtitles.entity.guardian.hurt1.00.8-1.216
​Guardian hurtsHostile CreaturesWhen a guardian is damaged while out of waterentity.guardian.hurt_landsubtitles.entity.guardian.hurt1.00.8-1.216
​Guardian flopsHostile CreaturesWhile a guardian is on landentity.guardian.flopsubtitles.entity.guardian.flop1.01.016
  1. Increases quadratically from minimum to maximum as the attack goes on
  2. Increases linearly from minimum to maximum as the attack goes on

Bedrock Edition:

[hide]Sounds
SoundSourceDescriptionResource locationVolumePitch
Hostile CreaturesRandomly while in watermob.guardian.ambient1.00.8-1.2
Hostile CreaturesRandomly while out of watermob.guardian.land_idle1.00.8-1.2
Hostile CreaturesWhile a guardian uses its laser attackmob.guardian.attack_loop??
Hostile CreaturesWhen a guardian dies while in watermob.guardian.death1.00.8-1.2
Hostile CreaturesWhen a guardian dies while out of watermob.guardian.land_death1.00.8-1.2
Hostile CreaturesWhen a guardian is damaged while in watermob.guardian.hit1.00.8-1.2
Hostile CreaturesWhen a guardian is damaged while out of watermob.guardian.land_hit1.00.8-1.2
Hostile CreaturesWhile a guardian is on landmob.guardian.flop1.01.0

Data values[edit | edit source]

ID[edit | edit source]

Java Edition:

NameIdentifierEntity tags[hide]Translation key
EntitySprite guardian.png: Sprite image for guardian in Minecraft Guardianguardianaquatic
axolotl_always_hostiles
can_breathe_under_water
not_scary_for_pufferfish
sensitive_to_impaling
entity.minecraft.guardian

Bedrock Edition:

NameIdentifierNumeric ID [hide]Translation key
EntitySprite guardian.png: Sprite image for guardian in Minecraft Guardianguardian49entity.guardian.name

Entity data[edit | edit source]

Guardians have entity data associated with them that contains various properties.

Java Edition:

Main article: Entity format

Bedrock Edition:

See Bedrock Edition level format/Entity format.

Achievements[edit | edit source]

[hide]
IconAchievementIn-game descriptionActual requirements (if different)Gamerscore earnedTrophy type (PS)
PS4Other
It SpreadsKill a mob next to a catalyst10Bronze
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
Over-OverkillDeal 50 hearts of damage in a single hit using the Mace20Silver

Advancements[edit | edit source]

IconAdvancementIn-game descriptionActual requirements (if different)
A Throwaway JokeThrow a Trident at something.
Note: Throwing away your only weapon is not a good idea.
Hit a mob with a thrown trident.
AdventureAdventure, exploration and combatKill any mob, or be killed by any living entity.
ArbalisticKill five unique mobs with one crossbow shotArmor Stand also counts for this advancement.
This is a hidden advancement, meaning that it can be viewed by the player only after completing it, regardless of if its child advancement(s), if any, have been completed.
It SpreadsKill a mob near a Sculk Catalyst Mobs that drop no experience as well as the ender dragon are ignored for this advancement.
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.
Over-OverkillDeal 50 hearts of damage in a single hit using the Mace
Take AimShoot something with an ArrowUsing a bow or a crossbow, shoot a mob with an arrow, tipped arrow, or spectral arrow.

Video[edit | edit source]

Note: This video is outdated in Java Edition, as raw fish, cooked fish and clownfish are now called raw cod, cooked cod, and tropical fish as of 1.13.

History[edit | edit source]

[hide]Java Edition
1.8June 3, 2014Jeb announces he is working on a hostile mob that lives underwater, though currently doesn't do much.
June 8, 2014Jeb 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, 2014Jeb 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 Added guardians.
1.915w43aThe 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.
15w47bSounds for guardians' defensive Thorns attack have now been added.
1.1116w38aThe common drop of guardians, raw fish, now drops as cooked fish, if killed while on fire.
1.1418w43a The texture of guardians has been changed.
1.1519w34aGuardians now take damage on magma blocks.
1.1721w11a The texture of the guardian has been tweaked, so that a floating pixel present in the tailfin no longer exists.
21w13aNow 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
v0.16.0build 1 Added guardians.
[hide]Bedrock Edition
1.2.0?Guardians no longer play flopping sounds when on land.
1.4.0beta 1.2.20.2Guardians now attack fish.
1.6.0beta 1.6.0.5Guardians no longer attack fish.
1.10.0beta 1.10.0.3 The texture of guardians has been changed.
1.17.0beta 1.17.0.50 The texture of the guardian now have been tweaked that a floating pixel in the tailfin have now removed.
1.20.40Preview 1.20.40.20Guardians once again play flopping sounds when on land.
[hide]Legacy Console Edition
Xbox 360Xbox OnePS3PS4PS VitaWii USwitch
TU31CU191.221.221.22Patch 3 Added guardians.
TU46CU361.381.381.38Patch 151.0.1Sounds for guardians' defensive Thorns attack have now been added.
TU54CU441.521.521.52Patch 241.0.4The common drop of guardians, raw fish, now drops as cooked fish, if killed while on fire.
TU56CU481.551.551.55Patch 261.0.6The 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 Added guardians.

Data history[edit | edit source]

[hide]Java Edition
1.1116w32aThe entity ID has been changed from Guardian to guardian. The Elder tag[verify] has been removed.
1.1317w47aNumeric 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]

Textures[edit | edit source]

In other media[edit | edit source]

References[edit | edit source]

  1. MC-57057 — Guardian laser attack sound ignores distance

External links[edit | edit source]

Navigation[edit | edit source]