Damage

Damage represents injury from attacks or natural causes.
Health[edit | edit source]
Players and mobs have a supply of health points, which are reduced when they are injured. Each health point is "half a heart," shown as 1HP.
Players have 20HP health points, but that may vary by × 10status effects. Mobs have varying numbers of health points, but these are not generally visible to players, with some exceptions: a player can see the health of a mount being ridden, a tamed wolf's health is indicated by its tail angle (90 degrees indicates it's at full health), the wither and ender dragon have boss bars that display their health, an iron golem's body shows cracks as its health declines, and an axolotl plays dead when its health is low.
Damage[edit | edit source]
Damage from attacks or natural causes subtracts from a player or mob's current health. When their health reaches zero, they die. Players can also recover health naturally by having their hunger at least 18 ( and the gamerule × 9)naturalRegeneration
is set to true
, or through status effects. Most mobs do not recover health except through status effects, but some tamed animals (horses, wolves, cats, etc.) can be healed by feeding them, or certain other mobs with other ways of healing (Ender dragon, wither, villager, etc.). Also, iron golems can be healed by the player by using iron ingots on it.
If the player is affected by the wither status effect, their hearts turn an "infected-like" black (example: 2HP).
Armor, horse armor, and wolf armor absorb some of the damage that would have been done to its wearer, but armor and wolf armor take damage themselves 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.
Storage and display[edit | edit source]
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[edit | edit source]
Players can deal damage and knockback by attacking most entities with targets at close (melee) range. Attacking without a weapon (or with items not intended for attacking) does 1HP damage. 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 several melee weapons in the game:
- Swords are a melee weapon that have exclusive access to Looting and Knockback. In Java Edition, they have high attack speed and the highest DPS, and can do sweep attacks that hit multiple entities at once.
- Axes are a melee weapon that can disable shields. In Java Edition, they have low attack speeds and higher damage than their sword counterparts.
- Maces are a melee weapon that can do smash attacks, dealing more damage the farther a player falls before attacking and nullifying fall damage. In Java Edition, they have the lowest attack speed of any melee weapon. In Bedrock Edition, they have the highest DPS versus entities wearing diamond armor or better when enchanted with Breach IV, greater than that of even Sharpness V netherite swords.
- Pickaxes and shovels can be used as melee weapons to deal more damage than bare fists. In Java Edition, pickaxes have middling attack speed greater than that of axes but slower than that of swords. Shovels are strictly inferior to axes, having the same attack speed as most axes but with lower damage.
- Hoes can also be used as a melee weapon. In Bedrock Edition, they deal identical damage to pickaxes of the same tier, while in in Java Edition they are strictly inferior to bare fists.
- Any other item (excluding tridents) is equivalent to bare fists.
There is one weapon in the game that functions as both a melee weapon and throwable projectile:
- Tridents are a melee weapon that can be thrown as a projectile. They have higher damage than any sword type, aside from in Bedrock Edition where their damage is identical to that of a netherite sword. In Java Edition, they have a low attack speed that is slightly lower than that of pickaxes.
There are several ranged weapons, throwable projectiles, and ammunition types in the game:
- Bows are a ranged weapon that can shoot arrows at varying strength and speed. They have slightly lower damage than crossbows, but can exceed crossbows in damage with the Power enchantment.
- Crossbows are a ranged weapon that can shoot arrows at any time after being charged in advance. They have slightly longer charging time than bows, but can exceed bows in charging speed with the Quick Charge enchantment. They can also use firework rockets as ammunition.
- Arrows are ammunition used by bows and crossbows. When shot by a bow, their damage depends on the charging state of the bow prior to firing. The damage of a arrow fired at maximum charge, called critical charge for bows, is 6-11 randomly for bows and 7-11 randomly for crossbows.
- Firework rockets are ammunition used by crossbows that explode on impact with blocks and entities. They only deal damage when crafted with firework stars, with their damage depending on the amount of firework stars used to craft them. The damage of a maxed firework shot by a crossbow is 11-18 randomly.
- Snowballs and eggs are projectiles that can be used to knock back mobs, but not players. They deal damage in addition to their knockback when used against blazes.
- Splash potions and lingering potions are projectiles that inflict various effects depending on their type. Splash potions deal their effects on impact, while lingering potions do not, instead leaving a lingering cloud of their effect on the ground.
- Fishing rods in Bedrock Edition can be used to knock back entities when attaching.
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) | |||||||||||||||
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Sword | 1.6 | ![]() |
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Trident | 1.1 | 9HP | 9.9 | |||||||||||||||
Shovel | 1 | ![]() |
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Pickaxe | 1.2 | ![]() |
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Axe | ![]() |
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Hoe | ![]() |
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1HP | ![]() |
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Other | 4 | 1HP | 4[note 1] |
- ↑ Jump up to: a b c d Against a single target, DPS is effectively limited to 2 due to damage immunity.
Tool | Attack damage | |||||
---|---|---|---|---|---|---|
Wood | Stone | Iron | Gold | Diamond | Netherite | |
Sword | ![]() |
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Trident | ![]() | |||||
Mace | ![]() | |||||
Shovel | ![]() |
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Pickaxe | ![]() |
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Axe | ![]() |
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Hoe | ![]() |
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Other | 1HP |
Attack cooldown[edit | edit source]


When a player swings a weapon or switches to a weapon, they are locked into a cooldown meter that limits how much damage they can deal and requires them to wait before being able to deal maximum damage again. The base damage done depends on the time between attacks, and is also reflected in the height of the held weapon on screen and the attack indicator bar. The fill-level of the attack indicator bar (as a proportion of its total width) is exactly equal to the damage the held weapon would deal if it was used now in proportion of its maximum damage. Therefore, the attack indicator appears fully charged when the damage dealt after cooldown reaches 100% of the maximum. There are settings for the attack indicators in the options menu. At 84.8% attack cooldown charge, critical hits, sweep attacks, and sprint-knockback attacks become possible.
The % of a weapon's maximum damage that is dealt after a certain amount of cooldown time is described in the table below.
Item | Time (seconds) | ||||||||||||||||||||||||||
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0.00 | 0.05 | 0.10 | 0.15 | 0.20 | 0.25 | 0.30 | 0.35 | 0.40 | 0.45 | 0.50 | 0.55 | 0.60 | 0.65 | 0.70 | 0.75 | 0.80 | 0.85 | 0.90 | 0.95 | 1.00 | 1.05 | 1.10 | 1.15 | 1.20 | 1.25 | ||
Sword | 20.13% | 21.15% | 23.20% | 26.27% | 30.37% | 35.49% | 41.63% | 48.80% | 56.99% | 66.21% | 76.45% | 87.71% | 100% | ||||||||||||||
Trident | 20.06% | 20.54% | 21.51% | 22.96% | 24.90% | 27.32% | 30.22% | 33.61% | 37.48% | 41.84% | 46.68% | 52.00% | 57.81% | 64.10% | 70.88% | 78.14% | 85.88% | 94.11% | 100% | ||||||||
Shovel | 20.05% | 20.45% | 21.25% | 22.45% | 24.05% | 26.05% | 28.45% | 31.25% | 34.45% | 38.05% | 42.05% | 46.45% | 51.25% | 56.45% | 62.05% | 68.05% | 74.45% | 81.25% | 88.45% | 96.05% | 100% | ||||||
Pickaxe | 20.07% | 20.65% | 21.80% | 23.53% | 25.83% | 28.71% | 32.17% | 36.20% | 40.81% | 45.99% | 51.75% | 58.09% | 65.00% | 72.49% | 80.55% | 89.19% | 98.41% | 100% | |||||||||
Axe | ![]() ![]() |
20.03% | 20.29% | 20.80% | 21.57% | 22.59% | 23.87% | 25.41% | 27.20% | 29.25% | 31.55% | 34.11% | 36.93% | 40.00% | 43.33% | 46.91% | 50.75% | 54.85% | 59.20% | 63.81% | 68.67% | 73.79% | 79.17% | 84.80% | 90.69% | 96.83% | 100% |
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20.05% | 20.45% | 21.25% | 22.45% | 24.05% | 26.05% | 28.45% | 31.25% | 34.45% | 38.05% | 42.05% | 46.45% | 51.25% | 56.45% | 62.05% | 68.05% | 74.45% | 81.25% | 88.45% | 96.05% | 100% | ||||||
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20.04% | 20.36% | 21.01% | 21.98% | 23.28% | 24.90% | 26.84% | 29.11% | 31.70% | 34.62% | 37.86% | 41.42% | 45.31% | 49.52% | 54.06% | 58.92% | 64.10% | 69.61% | 75.44% | 81.60% | 88.08% | 94.88% | 100% | ||||
Hoe | ![]() ![]() |
20.05% | 20.45% | 21.25% | 22.45% | 24.05% | 26.05% | 28.45% | 31.25% | 34.45% | 38.05% | 42.05% | 46.45% | 51.25% | 56.45% | 62.05% | 68.05% | 74.45% | 81.25% | 88.45% | 96.05% | 100% | |||||
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20.20% | 21.80% | 25.00% | 29.80% | 36.20% | 44.20% | 53.80% | 65.00% | 77.80% | 92.20% | 100% | ||||||||||||||||
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20.45% | 24.05% | 31.25% | 42.05% | 56.45% | 74.45% | 96.05% | 100% | |||||||||||||||||||
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20.80% | 27.20% | 40.00% | 59.20% | 84.80% | 100% | |||||||||||||||||||||
Other | 20.80% | 27.20% | 40.00% | 59.20% | 84.80% | 100% |
The generic.attack_speed
attribute controls the length of the cooldown time, with the time taken being T = 20 / attack_speed
ticks. The damage multiplier is then 0.2 + ((t + 0.5) / T) ^ 2 * 0.8
, restricted to the range 0.2 – 1, where t
is the number of ticks since the last attack or item switch.
Damage done by enchantments (Sharpness, Smite, and Bane of Arthropods) is also reduced, but not as severely (the multiplier is not squared):
Item | Time (seconds) | ||||||||||||||||||||||||||
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0.00 | 0.05 | 0.10 | 0.15 | 0.20 | 0.25 | 0.30 | 0.35 | 0.40 | 0.45 | 0.50 | 0.55 | 0.60 | 0.65 | 0.70 | 0.75 | 0.80 | 0.85 | 0.90 | 0.95 | 1.00 | 1.05 | 1.10 | 1.15 | 1.20 | 1.25 | ||
Sword | 4.00% | 12.00% | 20.00% | 28.00% | 36.00% | 44.00% | 52.00% | 60.00% | 68.00% | 76.00% | 84.00% | 92.00% | 100% | ||||||||||||||
Trident | 2.75% | 8.25% | 13.75% | 19.25% | 24.75% | 30.25% | 35.75% | 41.25% | 46.75% | 52.25% | 57.75% | 63.25% | 68.75% | 74.25% | 79.75% | 85.25% | 90.75% | 96.25% | 100% | ||||||||
Shovel | 2.50% | 7.50% | 12.50% | 17.50% | 22.50% | 27.50% | 32.50% | 37.50% | 42.50% | 47.50% | 52.50% | 57.50% | 62.50% | 67.50% | 72.50% | 77.50% | 82.50% | 87.50% | 92.50% | 97.50% | 100% | ||||||
Pickaxe | 3.00% | 9.00% | 15.00% | 21.00% | 27.00% | 33.00% | 39.00% | 45.00% | 51.00% | 57.00% | 63.00% | 69.00% | 75.00% | 81.00% | 87.00% | 93.00% | 99.00% | 100% | |||||||||
Axe | ![]() ![]() |
2.00% | 6.00% | 10.00% | 14.00% | 18.00% | 22.00% | 26.00% | 30.00% | 34.00% | 38.00% | 42.00% | 46.00% | 50.00% | 54.00% | 58.00% | 62.00% | 66.00% | 70.00% | 74.00% | 78.00% | 82.00% | 86.00% | 90.00% | 94.00% | 98.00% | 100% |
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2.50% | 7.50% | 12.50% | 17.50% | 22.50% | 27.50% | 32.50% | 37.50% | 42.50% | 47.50% | 52.50% | 57.50% | 62.50% | 67.50% | 72.50% | 77.50% | 82.50% | 87.50% | 92.50% | 97.50% | 100% | ||||||
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2.25% | 6.75% | 11.25% | 15.75% | 20.25% | 24.75% | 29.25% | 33.75% | 38.25% | 42.75% | 47.25% | 51.75% | 56.25% | 60.75% | 65.25% | 69.75% | 74.25% | 78.75% | 83.25% | 87.75% | 92.25% | 96.75% | 100% | ||||
Hoe | ![]() ![]() |
2.50% | 7.50% | 12.50% | 17.50% | 22.50% | 27.50% | 32.50% | 37.50% | 42.50% | 47.50% | 52.50% | 57.50% | 62.50% | 67.50% | 72.50% | 77.50% | 82.50% | 87.50% | 92.50% | 97.50% | 100% | |||||
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5.00% | 15.00% | 25.00% | 35.00% | 45.00% | 55.00% | 65.00% | 75.00% | 85.00% | 95.00% | 100% | ||||||||||||||||
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7.50% | 22.50% | 37.50% | 52.50% | 67.50% | 82.50% | 97.50% | 100% | |||||||||||||||||||
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10.00% | 30.00% | 50.00% | 70.00% | 90.00% | 100% | |||||||||||||||||||||
Other | 10.00% | 30.00% | 50.00% | 70.00% | 90.00% | 100% |
Critical hit[edit | edit source]

A critical hit is an attack that deals extra damage compared to a regular attack. Critical hits cause small cross-shaped particles to fly out of the target. A critical hit occurs when a player attacks a mob while falling, and increase the damage of the attack by 50% (after strength is applied and before[JE only] / after[BE only] enchantments or armor are applied). In Java Edition, critical hits can be performed only if the attack cooldown of the weapon is at 84.8% or higher.
Ordinarily, players cannot perform critical hits while sprinting, because a sprint-knockback attack is performed instead. However, by continuing to hold down the sprint key after performing a sprint-knockback attack, all successive hits can be critical hits, and sprint-knockback attacks become impossible until the sprint key is released.[Java Edition only] In Bedrock Edition and the Java Edition Combat Tests, players can perform critical hits and sprint-knockback attacks simultaneously.
The requirements for a melee critical hit are:
- A player must be falling.
- A player must have an attack cooldown charge of 84.8% or above.[Java Edition only]
- 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 flying.
Arrows shot from crossbows, as well as bows at critical charge, leave a trail of critical hit particles as they fly through the air. Critical hits affect all damageable entities including players, mobs, and armor stands, but excluding paintings, boats, minecarts or the ender dragon[Java Edition only].
Maximum damage dealt[edit | edit source]
In Survival mode, the maximum damage that can be dealt by a player depends on various factors as described below.
Melee attack
- In Java Edition
- 36.5HP damage, consisting of 10 × 18.25HP from a netherite axe + 6HP from Strength II, all × 1.5 from a critical hit (+ 8HP damage), + 12.5HP damage from × 6.25Smite V on an undead target, or Bane of Arthropods V on an arthropod.
- 35HP damage, consisting of 9 × 17.5HP from a trident + 6HP from Strength II, all × 1.5 from a critical hit (+ 7.5HP damage), + 12.5 × 3.75HP damage from × 6.25Impaling V on an aquatic mob.
- The maximum on a non-undead, non-arthropod, non-aquatic target is only 27HP: 10 × 13.5HP from a netherite axe + 6HP from Strength II, all × 1.5 from a critical hit (+ 8HP damage), + 3HP damage from Sharpness V. A full set of Protection IV netherite armor would reduce the 27HP damage to 4.044 × 13.5HP. × 2.022
- By use of a mace smash attack, the maximum damage that can be dealt by a player is unbounded.
- In Bedrock Edition
- Maximum damage to undeads or arthropods is 41.25HP damage, consisting of 8 × 20.625HP from netherite sword + 12.5HP from Smite V for undead mobs or Bane of Arthropods V for arthropod mobs + 7 × 6.25HP from strength II, all × 1.5 from a critical hit (+ 13.75HP damage). × 6.875
- Maximum damage to non-undead and non-arthropod on land is 31.875HP damage, consisting of 8 × 15.9375HP from netherite sword + 6.25HP from Sharpness V + 7 × 3.125HP from Strength II, all × 1.5 from a critical hit (+ 10.625HP damage). × 5.3125
- Maximum damage to players and mobs on water or during rain is 42.75HP damage, consisting of 9 × 21.375HP of melee trident + 12.5HP from Impaling V + 7 × 6.25HP from strength II, all × 1.5 from a critical hit (+ 14.25HP damage). (Also works with × 7.125Riptide)
- By use of a mace smash attack, the maximum damage that can be dealt by a player is unlimited.
Ranged attack
- With a bow:
- Maximum damage to players and mobs is 25HP damage from a critical shot from a bow with the × 12.5Power V enchantment. Because the instantaneous effects of arrows don't stack with arrow damage and apply during immunity phase, using arrows of Harming (or arrows of Healing on 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 or Resistance reduction. This is sufficient to kill most mobs in one hit though.
Invulnerability timer[edit | edit source]
After sustaining damage from any source, a mob or player turns red for half a second. During this period, the target is invulnerable 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 invulnerable deal no damage, and does not reduce the durability of a melee weapon. Unsuccessful attacks also do not anger neutral mobs. This mechanic is called the invulnerability timer.[1][2]
While invulnerable, any damage which is equal to or less than the original damage that caused the invulnerability is ignored. However, any higher damage (before accounting for armor, enchantments, or status effects) causes only the difference between the original and new damage amounts to be dealt. For example, if a mob is attacked with a weapon dealing 7HP damage and then attacked with another weapon dealing 12HP damage while invulnerable, the second hit deals 5 × 6HP damage (resulting in 12HP total). This does not reset invulnerability. × 6
When an attack deals a fatal amount of damage to a mob, so that it dies while invulnerable, its death sound is not triggered.[Java Edition only]
Inflicted by mobs[edit | edit source]
The damage mobs deal to players is affected by the difficulty setting of the world they are in. The below values represent the amount of damage taken per hit.
- For most attacks, the damage is scaled as follows: if a mob deals X damage on Normal difficulty, then it deals 1.5 * X on Hard difficulty and 0.5 * X + 1 on Easy difficulty. (If 0.5 * X + 1 > X, it will deal X damage on Easy instead.)
- A mob attacking another mob always deals the damage it would deal to a player on Normal difficulty, even if the current value of the difficulty setting is different.
- 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 do damage directly.
- Mobs deal no damage to players on peaceful.
Mob | Difficulty | Status effect(s) | ||
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Easy | Normal | Hard | ||
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5HP | No | ||
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2HP | No | ||
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2HP | 2HP | 3HP | ![]() |
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4HP | 6HP | 9HP | No |
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5HP + fire for 5 seconds | No | ||
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3HP to 5HP | Normally: ![]() If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow | ||
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2HP | 3HP | No | |
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1HP | 1.5HP × 0.75 | No | |
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3HP | No | ||
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2HP | 2HP | 3HP | ![]() |
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2.5HP × 1.25 | 3HP | 4.5HP × 2.25 | No |
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22.5HP × 11.25 | 43HP × 21.5 | 64.5HP × 32.25 | When exploding: No
If having a potion effect when exploding, it leaves an effect cloud with the effect, like a lingering potion. |
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43.5HP × 21.75 | 85HP × 42.5 | 127.5HP × 63.75 | |
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2.5HP × 1.25 | 3HP | 4.5HP × 2.25 | No |
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No | |||
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7HP | 9HP | 12HP × 6 | No |
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6HP | 11HP × 5.5 | 16HP × 8 | No |
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5HP | 8HP | 12HP × 6 | Inflicts ![]() |
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2HP | 3HP | ||
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2HP | |||
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6HP | 10HP | 15HP × 7.5 | No |
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3HP | 5HP | 7HP | No |
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3HP per second | Area effect cloud of ![]() | ||
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6HP per second | |||
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4.5HP × 2.25 | 7HP | 10.5HP × 5.25 | No |
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2HP | 3HP | No | |
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4HP | 6HP | 9HP | No |
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6HP | No | ||
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2HP | 3HP | No | |
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Target despawns after being pulled | No | ||
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4HP | 6HP | 9HP | No |
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9.5HP × 4.75 | 17HP × 8.5 | 25.5HP × 12.75 | No |
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26HP × 13 | 50HP × 25 | 75HP × 37.5 | No |
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2HP | 3HP | No | |
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1HP | 1.5HP × 0.75 | No | |
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4HP | 6HP | 9HP | No |
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2HP | 3HP | No | |
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2.5HP to 5 × 1.25HP | 3HP to 8HP | 4.5HP to 12 × 2.25HP × 6 | No |
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3HP | 6HP | 9HP | No |
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0.5HP × 0.25 | 0.75HP × 0.375 | No | |
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2.5HP × 1.25 | 3HP | 4.5HP × 2.25 | ![]() |
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2HP to 5HP | 3HP to 5HP | Throws ![]() | |
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4.75HP to 11.75 × 2.375HP × 5.875 | 7.5HP to 21.5 × 3.75HP × 10.75 | 11.25HP to 32.25 × 5.625HP × 16.125 | No |
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5HP | 8HP | 12HP × 6 | No |
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1HP | 1.5HP × 0.75 | No | |
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4HP | 6HP | 9HP | No |
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3HP | 4HP | 6HP | No |
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2.5HP × 1.25 | 3HP | 4.5HP × 2.25 | No |
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3HP | No | ||
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2.5HP × 1.25 | 3HP | 4.5HP × 2.25 | No |
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4HP | 6HP | 9HP | No |
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2HP | 3HP | No | |
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4HP | 6HP | 9HP | No |
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2HP to 5HP | 3HP to 5HP | No | |
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2HP - 4HP | 2HP to 5HP | No | |
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5HP | 8HP | 12HP × 6 | No |
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5HP | 9HP | 13HP × 6.5 | No |
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3.5HP × 1.75 | 5HP | 7.5HP × 3.75 | No |
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7.5HP × 3.75 | 13HP × 6.5 | 19.5HP × 9.75 | No |
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6HP | 10HP | 15HP × 7.5 | No |
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4.5HP × 2.25 | 7HP | 10.5HP × 5.25 | No |
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3.5HP × 1.75 | 4HP | 5HP | No |
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2HP | 3HP | 5HP | No |
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4HP | 6HP | 9HP | No |
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2HP | 3HP | ![]() | |
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2.5HP × 1.25 | 3HP | 4.5HP × 2.25 | ![]() |
![]() |
2HP | 3HP | ![]() | |
![]() |
7HP | 12HP × 6 | 18HP × 9 | No |
![]() |
4HP | 6HP | 9HP | No |
![]() ![]() |
3HP | 4HP | 6HP | ![]() |
![]() |
1HP | 1.5HP × 0.75 | No | |
![]() ![]() |
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 |
![]() ![]() |
1HP to 4HP, varies with proximity | 1HP to 5HP, varies with proximity | No | |
![]() |
2HP | 3HP | No | |
![]() |
3HP | 4HP | 6HP | No |
![]() |
2HP | 3HP | No | |
![]() |
0HP | No | ||
![]() ![]() |
3HP to blazes | No | ||
![]() |
2HP | 3HP | No, but can spawn with effects | |
![]() ![]() |
3HP to 5HP | Normally: ![]() If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow | ||
![]() ![]() |
Damage varies with proximity | |||
![]() |
2HP | 3HP | No | |
![]() ![]() |
1HP | 1.5HP × 0.75 | No | |
![]() |
5.5HP × 2.75 | 9HP | 13.5HP × 6.75 | No |
![]() |
3HP | 4HP | 5HP | No |
![]() ![]() |
5HP | 8HP | 12HP × 6 | No |
![]() |
7.5HP × 3.75 | 13HP × 6.5 | 19.5HP × 9.75 | No |
![]() |
3.5HP × 1.75 | 5HP | 7.5HP × 3.75 | No |
![]() |
16HP × 8 | 30HP × 15 | 45HP × 22.5 | No |
![]() |
6HP | 10HP | 15HP × 7.5 | No |
![]() |
Deals damage by throwing potions | Throws splash potions of ![]() ![]() ![]() ![]() | ||
![]() |
5HP | 8HP | 12HP × 6 | ![]() |
![]() |
2HP | 2HP | 3HP | ![]() |
![]() ![]() |
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 |
![]() |
35.5HP × 17.75 | 69HP × 34.5 | 103.5HP × 51.75 | No |
![]() |
5HP | 8HP | 12HP × 6 | ![]() |
![]() |
5HP | No | ||
![]() [BE only] |
15HP × 7.5 | No | ||
![]() |
3HP | 4HP | 6HP | No |
![]() |
3HP to 5HP | 3HP to 8HP | 4.5HP to 12 × 2.25HP × 6 | No |
![]() |
0.5HP × 0.25 | 0.75HP × 0.375 | No | |
![]() |
2.5HP × 1.25 | 3HP | 4.5HP × 2.25 | No |
![]() |
5HP | 8HP | 12HP × 6 | No |
![]() |
3HP | 5HP | 7HP | No |
![]() |
2.5HP × 1.25 | 3HP | 4.5HP × 2.25 | No |
Natural damage[edit | edit source]
Besides mob attacks, players can take damage from several other sources.
Lightning damage[edit | edit source]
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[edit | edit source]
Players and most mobs take damage when hitting the ground after falling a certain distance.
Fall damage is based on the change in an entity's Y coordinate, and not how fast the entity is moving. Most mobs take fall damage after falling more than 3 blocks; however, some mobs are able to fall farther before taking damage. How far a mob can safely fall is controlled by the generic.safe_fall_distance
attribute.
Most mobs take about 1HP damage for every block fallen over their safe fall distance. Some mobs take a different amount of fall damage per block fallen, determined by a multiplier stored in the generic.fall_damage_multiplier
attribute.
The amount of fall damage a mob takes is determined by the formula:
- ,where the Ceiling function rounds the answer up to the nearest whole number
While a fall of 23 blocks should be enough to kill a player at full health, a fall of at least 23.5 blocks is required to kill the player because the game checks if the player is on the ground and calculates fall damage before updating the player's fall distance.
Fall damage resistance[edit | edit source]
Armor itself does not reduce fall damage; however, armor enchanted with Feather Falling and Protection does.
Some status effects reduce fall damage:
- Slow Falling - Negates all fall damage. If the effect wears off mid-air, the entity only takes damage for the height difference between where the effect ended and where the entity lands.
- Resistance - Reduces most damage (including fall) by 20% per level.
- Jump Boost - In addition to increasing jump height, it also reduces fall damage by 1HP per level.
Every player is immune to fall damage when the game rule fallDamage
is set to false
. Players who can fly are not immune to fall damage, and take fall damage for the change in Y from where they stop flying to where they land.
Hostile mobs that are immune to fall damage:
Neutral mobs that are immune to fall damage:
Passive mobs that are immune to fall damage:
Other mobs with resistance to fall damage:
- These mobs take damage after falling more than 6 blocks and only take half of the normal fall damage
(generic.fall_damage_multiplier = 0.5)
- This mob always takes 10HP less fall damage:
- This mob always takes 5HP less fall damage:
- This mob takes fall damage after falling more than 5 blocks, and its fall damage is not affected by Jump Boost:
Sound[edit | edit source]
For most solid blocks, if a player or mob falls onto the blocks and takes damage, a sound plays and is transmitted to the environment. No sound is played or transmitted if the entity doesn't take damage. Falling from a small height (4–7 blocks) plays a thud sound, and falling from a larger height (8 or more blocks) gives a click or cracking sound.
Fall damage reduction[edit | edit source]
In some cases, falling damage can be mitigated or entirely avoided
Sneaking prevents a player from falling off a drop of one block or greater.
The following cases reset the player and mob's change in Y:
- Colliding with a cobweb
- A minecart's change in Y is reset when landing on rails.
- Entering powder snow while falling.
- Successfully landing a smash attack with a mace.
- Eating a chorus fruit.[3]
- Teleporting due to a thrown ender pearl; however, the teleportation itself causes 5HP fall damage to players.
- Entering or being in water (when not in a boat) resets the change in Y. This includes falling into the water of any depth, as long as the entity collides with the water before colliding with the ground.
- Moving into a ladder or vine's area of effect resets the fall distance. This also applies to trapdoors acting as a ladder.
- Spiders climbing a block count the block as a "ladder" for this purpose.
The following cases reduces or negates all fall damage:
- Being in lava reduces the change in Y by half a block each game tick.
- Flying using elytra such that the vertical movement is upward, level or less than 0.5 blocks per game tick downward resets change in Y to 1 block.
- 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 change in Y 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. Sneaking when hitting the slime block negates fall damage and stops the bounce.
- Hay bales and honey blocks decrease fall damage to 20% of normal.
- Beds decrease fall distance to 50% of the actual distance fallen, which usually reduces fall damage to less than half of the normal amount.
- 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.
The following cases does not reduce any fall damage:
- Boats do not accumulate any change in Y while in water deeper than 1 block.
- Falling onto the top of a ladder does not reset the change in Y and counts as hitting the ground.
- Horses are unaffected by ladders and vines, and so their change in Y is not reset.
- An entity riding another entity does not accumulate any change in Y. However, when the ridden entity takes fall damage it damages all riders for the same change in Y.
Falling block[edit | edit source]
Falling block entities deal damage to players and mobs in the same block space where they land. The damage is dealt only on landing, and is not dealt to players and mobs that collide with falling block entities in mid-air.
A falling anvil deals 2HP per block fallen after the first block (e.g., an anvil that falls 4 blocks deals 6HP damage). A falling stalactite deals 6HP per block fallen after the first block (e.g., a stalactite that falls 4 blocks deals 18HP damage). × 9
The damage is capped at 40HP, no matter how far the anvil or stalactite falls. × 20
Helmets take twice as much durability damage as other armor pieces, but do not provide any special protection other than the normal armor damage reduction.[4]
If cheats are enabled, a falling block entity that deals damage can be summoned if its HurtEntities
tag is set to true
. The amount of damage dealt per block fallen can be customized via the FallHurtAmount
tag, and the maximum damage dealt can be customized via the FallHurtMax
tag.
Thorns enchantment[edit | edit source]
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[edit | edit source]
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, these include:
Amethyst cluster
Anvil
Bamboo
Banners
Bed
Bell
Brewing stand
Cake
Cauldron
Chain
Chest
Chorus flower
Chorus plant
Cocoa
Redstone comparator
Composter
Daylight detector
Dragon egg
Enchanting table
End portal frame
Ender chest
Fences
Fence gates
Flower pot
Glass
Grindstone
Heads
Honey block
Hopper
Iron bars
Leaves
Lectern
Lightning rod
- extended
Piston head
Redstone repeater
Saplings
Slabs that is not double
Stairs
Stonecutter
Trapdoor
Walls
Despite being fully to partially transparent, the following can cause suffocation:
Additionally, dirt path 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.
In Bedrock Edition, an oxygen bar is also present in the suffocation process. Water Breathing effects can prevent suffocation in Bedrock Edition.
The usual ways an entity 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 entity'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
,/fill
, or/clone
). - 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 block deep water in snowy and cold biomes where the topmost layer of water freezes into ice
- Throwing an ender pearl in a way the player ends up inside a block they can suffocate in.
Entity cramming[edit | edit source]
In Java Edition, players and mobs take damage if too many entities are packed into the same block space. Specifically, the maxEntityCramming
game rule defines the maximum number of entities that can be in a block without becoming crammed. Once the number of entities in the space of a single block exceeds this value, entity cramming occurs. Entities with the Invulnerable:1b
NBT tag are not affected by entity cramming but do count towards the maxEntityCramming
game rule limit. When entity cramming occurs, a random selection of cram count = (entities in block) - maxEntityCramming
living entities (players and mobs) become crammed. A living entity can be crammed by non-living entities, such as minecarts or armor stands, but not by block-like entities, such as item frames. The block space used for counting the number of entities is the axis and grid-aligned 1-meter cubic space containing the centers of the entities. An entity outside this space can collide with the entities within the space, but it can not become crammed by the entities within the space.
When crammed, a player or mob takes 6HP suffocation damage with a 25% chance every game tick, as long as that player or mob is pushing greater than that number of other entities. The default value for maxEntityCramming
is 24 entities. This means that up to 24 entities can coexist in one block space without getting crammed.
If an entity is climbing, it does not count toward the number of entities in the block and does not contribute to cramming[5]. This means that climable blocks, such as ladders, vines, and scaffolding can prevent entity cramming. However, spiders and cave spiders are always counted toward the number of entities in the block when they are climbing. This can cause entities on climbable blocks to become crammed.
If a player is killed by entity cramming damage, the death message reads <player> was squished too much.
Drowning[edit | edit source]
A player who runs out of air underwater begins drowning, taking 2HP damage per second. Damage is taken when the air supply value reaches -20. Usually, the air supply value decreases each game tick. It resets to 0 after damaging. Respiration gives a chance for air supply to not decrease itself per game tick. Chance is x/(x + 1), where x is the level of enchantment.
A popping sound is heard every time the air supply value reaches a number that is two more than a multiple of 30, or in other words, every time a bubble pops on the oxygen bar, with the popping sound becoming increasingly higher-pitched as the air supply value decreases, alerting the player that they're about to drown.
When the game rule drowningDamage
is set to false
, the air supply of players deplete normally, but no drowning damage is inflicted when players run out of air.
Mobs can also drown, although most 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, tadpole, 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, undead mobs, iron golems and frogs are immune to drowning.
- A zombie does not take drowning 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.
- Piglins, piglin brutes and hoglins do not attempt to swim upward in water, and drown as a result.
- Because these mobs normally zombify outside the Nether before they can start drowning, this can only happen if their
IsImmuneToZombification
tag set totrue
, or that water is created in the Nether using commands.
- Because these mobs normally zombify outside the Nether before they can start drowning, this can only happen if their
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[edit | edit source]
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.
All mobs are immune to starvation, because they do not have a hunger bar.
Cactus[edit | edit source]
Players and mobs take 1HP damage every half-second when they are touching or within the same tile-space as a cactus.
Berry bush[edit | edit source]
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[edit | edit source]
When mobs and players without fire immunity stand on fire, they take 1HP damage every half-second and get burned. Standing in soul fire does 2HP damage every half-second instead. 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.
Players do not take damage from fire if the game rule fireDamage
is set to false
.
Lava[edit | edit source]
Lava is a dangerous natural occurrence. Players and mobs (except some 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.
Players do not take damage from lava if the game rule fireDamage
is set to false
.
Burning[edit | edit source]
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. 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.
Players do not take damage from burning if the game rule fireDamage
is set to false
.
Except for piglins, hoglins, skeletons, and endermen, mobs that spawn in the Nether do not burn and cannot be damaged by fire. Wardens also do not burn. Burning is not considered a status effect and therefore cannot be cured by milk.
Magma block[edit | edit source]
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.
Players do not take damage from magma blocks if the game rule fireDamage
is set to false
.
Campfire[edit | edit source]
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.
Players do not take damage from campfires if the game rule fireDamage
is set to false
.
Status effects[edit | edit source]
Status effects are either helpful or harmful conditions that can be given to players and mobs alike. They can be given in different ways: being in range of thrown splash potions or lingering potions, being afflicted by certain mobs' attacks, simply being near certain mobs, being near conduits and beacons, and eating specific types of food (such as rotten flesh or raw chicken). Status effects can last for a certain amount of time, or can happen instantaneously.
Entities under a status effect emit colored particles, with the color of the particles resembling the type of status effect. Having multiple status effects combines the respective colors.
Instant damage[edit | edit source]
Instant Damage caused by potions or tipped arrows can damage the player 6HP at level I and 12HP at level II. This damage occurs instantaneously. × 6Undead mobs are instead healed, but are similarly damaged by the Healing effect. Zombified piglins that are splashed by an Instant Damage potion do not attack the player who threw it, as it heals them.
Poison[edit | edit source]
Cave spiders, witches and bees can poison other mobs and players when they attack (if the game is not on Easy difficulty). Some mobs, like the wither and bogged are resistant to the Poison effect and can not be poisoned. Pufferfish inflict Poison as a defense against players and some mobs if they are nearby. A player can poison themself by eating a spider eye, poisonous potato, pufferfish, or a suspicious stew made out of lily of the valley. Drinking or being hit by a potion or arrow of poison also results in poisoning. While poisoned, the hearts in the health meter turn from HP ( × 10HP on Hardcore) to an olive green ( × 10HP)( × 10HP on Hardcore) and the player takes 1 × 10HP every 25 ticks (1.25 seconds) on level I. See Poison for a table for higher levels. The Poison itself cannot kill the player, but it can reduce them to half a heart (HP), thus leaving them vulnerable to damage from other sources.
Wither[edit | edit source]
Withers and wither skeletons inflict the Wither effect with their attacks (the wither skulls do not inflict the effect on easy difficulty). This darkens the health bar to HP on × 10Survival and HP on × 10Hardcore, while inflicting damage over time. The effect deals 1HP every 2 seconds (40 ticks) for the wither skeleton's attack (level I), and every second for the wither's skulls (level II). Wither roses also inflict the Wither effect to any mobs colliding it. Players also get the Wither effect after eating suspicious stew made out of wither rose or when hit by potion or arrow of decay.[Bedrock Edition and Minecraft Education only] Unlike Poison, withering can kill on any difficulty level, and the darkened health bar makes it harder to keep track of the damage, which the only way is seeing the white spark on the left of the heart.
Magic damage[edit | edit source]
Magic damage bypasses armor, but can be reduced by the Protection enchantment and the Resistance effect. It is dealt by multiple sources:
Instant Damage and
Poison
Instant Health on undead mobs
Ender Dragon breath attack
Evoker Fang
Guardian and
Elder Guardian beam (only 1HP part is magic)
Conduit attack, which damages all hostile mobs and piglins
Void[edit | edit source]
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[edit | edit source]
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[edit | edit source]

Firework rocket explosions can deal damage to entities if crafted with a firework star.
The maximum damage about is 6HP at the explosion's center with one firework star, decreasing to 1HP at the edge of a radius of 5 blocks (exclusive). Each additional firework star adds 2HP to the maximum.
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[edit | edit source]

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 7 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 game tick (to a maximum of 300) for an entity within the powder snow block. It decreases at a rate of 2 per game 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.
Players do not take damage from powder snow if the game rule freezeDamage
is set to false
.
Mobs and players that are freezing have a shivering animation.
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 5HP damage every two seconds from freezing. A skeleton can freeze but does not take damage; instead, it begins the process of converting to a stray when continuously in powder snow for 7 seconds.
Sounds[edit | edit source]
[hide]Sounds | ||||||||
---|---|---|---|---|---|---|---|---|
Sound | Subtitles | Source | Description | Resource location | Translation key | Volume | Pitch | Attenuation distance |
Player hurts | Players | When a player is damaged from a generic source | entity | subtitles | 1.0 | 0.8-1.2 | 16 | |
Player drowning | Players | When a player is damaged by running out of breath | entity | subtitles | 1.0 | 0.8-1.2 | 16 | |
Player burns | Players | When a player is damaged by fire | entity | subtitles | 1.0 | 0.8-1.2 | 16 | |
Player freezes | Blocks | When a player is damaged by freezing in powder snow | entity | subtitles | 1.0 | 0.8-1.2 | 16 | |
Player hurts | Players | When a player is damaged by touching a sweet berry bush | entity | subtitles | 1.0 | 0.8-1.2 | 16 | |
Something trips | Players | When a player falls from 4 to 7 blocks high in Survival or Adventure mode | entity | subtitles | 1.0 | 1.0 | 16 | |
Something fell | Players | When a player falls from 8 or more blocks high in Survival or Adventure mode | entity | subtitles | 1.0 | 1.0 | 16 |
[hide]Sounds | |||||
---|---|---|---|---|---|
Sound | Source | Description | Resource location | Volume | Pitch |
Players | When a player is damaged from a generic source | game | 1.0 | 0.8-1.2 | |
Players | When a player is damaged by running out of breath | mob | 1.0 | 1.0 | |
Players | When a player is damaged by fire | mob | 1.0 | 1.0 | |
Players | When a player is damaged by freezing in powder snow | mob | 1.0 | 1.0 | |
Players | When a player falls from 4 to 7 blocks high in Survival or Adventure mode | damage | 0.75 | 1.0 | |
Players | When a player falls from 8 or more blocks high in Survival or Adventure mode | damage | 0.75 | 1.0 |
Achievements[edit | edit source]
[hide] | |||||||
---|---|---|---|---|---|---|---|
Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
PS4 | Other | ||||||
![]() | ![]() | Archer | Kill a creeper with arrows. | — | 10 | Bronze | |
![]() | ![]() | Camouflage | Kill a mob while wearing the same type of mob head. | — | 30 | 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 | |
![]() | ![]() | Sniper Duel | Kill a Skeleton with an arrow from more than 50 meters. | Use a launched arrow to kill a skeleton, wither skeleton, or stray from 50 or more blocks away, horizontally. | 30 | Bronze | |
![]() | ![]() | The Beginning. | Kill the Wither | Be within a 100.9×100.9×203.5 cuboid centered on the Wither when it drops the nether star. | 40 | Silver |
Advancements[edit | edit source]
Icon | Advancement | In-game description | Actual requirements (if different) |
---|---|---|---|
![]() ![]() | Adventure | Adventure, exploration and combat | Kill any mob, or be killed by any living entity. |
![]() ![]() | Free the End | Good luck | Kill the ender dragon. If multiple players are involved in the dragon fight, only the player that deals the final blow to the dragon receives the advancement. |
![]() ![]() | Monster Hunter | Kill any hostile monster | Kill one of these 37 mobs:[hide]
|
![]() ![]() | Monsters Hunted | Kill one of every hostile monster | Kill each of these 37 mobs:[hide]
|
![]() ![]() | Return to Sender | Destroy a Ghast with a fireball | Kill a ghast by deflecting a ghast fireball back into it via hitting or shooting a projectile at the fireball. |
![]() ![]() | Sniper Duel | Kill a Skeleton from at least 50 meters away | Receive kill credit for a skeleton that is at least 50 blocks away horizontally and is killed by a projectile. |
![]() ![]() | Spooky Scary Skeleton | Obtain a Wither Skeleton's skull | Have a wither skeleton skull in the inventory. |
![]() ![]() | Take Aim | Shoot something with an Arrow | Using a bow or a crossbow, shoot a mob with an arrow, tipped arrow, or spectral arrow. |
![]() ![]() | The End... Again... | Respawn the Ender Dragon | Be within a 192 block radius from the coordinates (0.0, 128, 0.0) when an ender dragon is summoned using end crystals. |
![]() ![]() | The Healing Power of Friendship! | Team up with an axolotl and win a fight | Have the Regeneration effect applied from assisting an axolotl or it killing a mob. |
![]() ![]() | Uneasy Alliance | Rescue a Ghast from the Nether, bring it safely home to the Overworld... and then kill it | Kill a Ghast while being in the Overworld. |
![]() ![]() | Withering Heights | Summon the Wither | Be within a 100.9×100.9×103.5 cuboid centered on the wither when it is spawned. |
![]() ![]() | A Throwaway Joke | Throw a Trident at something. Note: Throwing away your only weapon is not a good idea. | Hit a mob with a thrown trident. |
![]() ![]() | Glow and Behold! | Make the text of any kind of sign glow | Use a glow ink sac on a sign or a hanging sign. |
![]() ![]() | Hero of the Village | Successfully defend a village from a raid | Kill at least one raid mob during a raid and wait until it ends in victory. 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 Spreads | Kill a mob near a Sculk Catalyst | Kill one of these 73 mobs near a sculk catalyst:[show]
|
![]() ![]() | Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | – |
![]() ![]() | Postmortal | Use a Totem of Undying to cheat death | Activate a totem of undying by taking fatal damage. |
![]() ![]() | Voluntary Exile | Kill a raid captain. Maybe consider staying away from villages for the time being... | Kill an entity in the #raiders entity tag wearing an ![]() |
Icon | Advancement | In-game description | Actual requirements (if different) |
---|---|---|---|
![]() ![]() | Arbalistic | Kill five unique mobs with one crossbow shot | ![]() 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. |
![]() ![]() | Ol' Betsy | Shoot a Crossbow | — |
![]() ![]() | Two Birds, One Arrow | Kill two Phantoms with a piercing Arrow | Use a crossbow enchanted with Piercing to kill two phantoms with a single arrow shot. |
![]() ![]() | Who's the Pillager Now? | Give a Pillager a taste of their own medicine | Kill a pillager with a crossbow shot. |
(only applicable if shooting the specified entity(ies) with a crossbow).
History[edit | edit source]
[hide]Java Edition Classic | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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May 20, 2009 | Notch mentions plans to add damage, which could be taken by falling, lava, combat and drowning, and be healed by eating food. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
August 18, 2009 | First showcased fall damage. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
August 25, 2009 | It has been shown that the player can now hold their breath underwater for just 15 seconds. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Lava now has been shown to cause damage. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
0.24_SURVIVAL_TEST | Added damage. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Mobs and the player now take knockback 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. Environmental damage sources, such as falling damage, randomly tilt the screen either left or right. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
0.25 SURVIVAL TEST | Arrows deal more damage. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
0.30 | "Missing a hit" (hitting the air) triggers a 10 tick cooldown. During this cooldown, no attack is possible.[is this the correct version?] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[hide]Java Edition Indev | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
0.31 | 20100125 | Drowning damage has now been reduced to 1 per second. Prior to this update, drowning damage dealt by 2 per second. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[hide]Java Edition Infdev | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
20100617-1531 | Added suffocation. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[hide]Java Edition Alpha | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
v1.0.4 | Players no longer suffocate when riding in a minecart in two-block-high spaces. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
v1.2.3 | Damage 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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.5 | Unarmed damage was increased from 1HP to 2HP. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.6 | The 10 tick cooldown when hitting the air was removed. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.8 | Pre-release | Unarmed damage was decreased from 2HP to 1HP. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The Adventure Update extended the combat system with critical hits and sword blocking. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Poison added, which deals damage, until the player or mob's health is 1HP. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Hold to attack has been removed. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[hide]Java Edition | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.0.0 | Beta 1.9 Prerelease | Armor no longer prevents certain types of damage. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Beta 1.9 Prerelease 3 | Sword damage was decreased (a diamond sword went from 5 hearts to 3.5 hearts damage). | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Beta 1.9 Prerelease 4 | Enchantments added, some of which increase damage the player deals or decrease damage dealt to the player. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
RC1 | The sound of the player taking damage was changed from a masculine oof to painful crunching sound. These were changed to remove the restriction that all avatars have a male voice, regardless of the gender of the character depicted in the skin. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.3.1 | 12w18a | As a result of singleplayer being changed to an internal server, taking damage no longer causes the camera to tilt toward the damage source, instead always tilting left. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
12w30a | Explosions damage the player different amounts in different difficulties, and the player doesn't take any damage from explosions on Peaceful. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.3 | Added spawn immunity that lasts for 3 seconds when a player respawns either from death or rejoining. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.3.2 | release | Mobs no longer shove the player when moving into them.[is this the correct version?] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.4.2 | 12w32a | Mobs can hold weapons, making them deal more damage. Also, the crunching noise from 1.0.0 was changed, sounding more like a slap rather than a bone-breaking punch. The fall damage noise was also changed from a crunch to a dull, thumping noise. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
12w34a | Wither effect added, which deals damage. Unlike Poison, withering can kill players or other mobs. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
12w38a | Player hurting sound was changed again. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
12w41a | Added anvils, which deal damage to entities when they land on them. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.4.4 | 1.4.3 | Water of any depth now completely negates all fall damage from any height. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
? | Critical hits no longer add a random bonus scale (+0% ~ +100% weapon damage + 2HP) but instead add +50% of the weapon damage. Enchantments no longer add a random number too; instead they add a flat number per level (1.25HP for sharpness and 2.5 × 0.625HP for other damage bonus enchantments).[ × 1.25is this the correct version?] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.6.2 | release | Instead of replacing the barehanded damage (1HP), swords, shovels, pickaxes and axes now add their damage onto the barehanded damage, which results in all tools doing 1HP more damage than before.[is this the correct version?] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.8 | 14w05a | Armor no longer flashes red when damage is taken, only the player. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
14w32a | The health bar has a new animation for damage that shows how many hearts are lost. (Not new, merely a revived feature that was lost after 1.2.5). | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.9 | 15w34a | Added attack cooldown. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
15w34b | Added attack speed stat and attribute. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The attack cooldown stopped working due to a bug[citation needed] (visual still works) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Changed how damage on weapons show up: instead of "+[damage]" it is now the total damage it deals. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
15w34c | Tool damages and cooldowns adjusted.
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
15w35a | Tool damages and cooldowns adjusted again. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
15w47b | Added sounds for critical hits, fully-charged and not-fully-charged attacks, blocked attacks, sweep attacks, and sprint-knockback attacks. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
16w02a | Cooldown damage reduction formula adjusted, reduction is now linear 50%–100% rather than quadratic 0%–100%. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
16w05a | Cooldown damage reduction formula adjusted again, reduction is now quadratic 20%–100%. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.11 | 16w38a | Added a new damage type: entity cramming. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.13 | 18w07a | Added a new weapon: tridents. These can be either thrown or used in melee combat, and deal 9HP damage. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.14 | 18w43a | Added a new weapon: crossbow. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.15 | 19w36a | Added game rules drowningDamage , fallDamage and fireDamage , allowing these types of natural damages to be toggled. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.17 | 20w46a | Added a new damage type: freezing. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Entities take freezing damage when immersed in powder snow. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
20w48a | Wearing any piece of leather armor now stops the freezing effect. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Added the game rule freezeDamage , which stops entities from taking freezing damage if it is set to false .
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Added pointed dripstone, which deals damage when it lands on entities, and doubles the fall damage for entities that fall on them. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
21w10a | 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. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
21w11a | Frozen hearts now have a different texture in Hardcore mode. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
21w13a | 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). | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.19.4 | 23w03a | Taking damage once again causes the camera to tilt toward the damage source. However, the random left/right tilt when taking environmental damage is still broken, instead tilting the camera in the last direction the player was hit from. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.20.5 Experiment | 24w11a | Added a new weapon: the mace, which does the same damage as a diamond sword, but it accumulates more damage the higher you land the hit from. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.21 | 24w18a | Decreased the attack damage of maces to 6. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Decreased the attack speed of maces to 0.5. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
pre1 | Increased the attack speed of maces to 0.6. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.21.2 | pre1 | Added an empty state for air bubbles (![]() | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Added a popping sound when bubbles pop on the oxygen bar. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.21.4 | 24w45a | Player is no longer immune to damage for a few seconds after rejoining a server/world.[6] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[hide]Upcoming Java Edition | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Combat Tests | 1.14.3 - Combat Test | Attacks can no longer be landed when a weapon is not fully charged. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The attack timer can now be charged up to 200%, which is now required for critical hits. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Weapons with higher attack speed now give the victim a shorter invincibility frames. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Holding down the attack key will now automatically deal damage once the weapon is fully charged. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
It is now possible to deal damage through non-full-sized blocks. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Critical hits now bypass shields. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Shields no longer need a warm-up time to protect against damage. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Sneaking can now activate a shield if it's in the off hand, allowing it to protect against damage. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Adjusted the attack damage and speed of all tools as the following:
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Increased the attack speed of tridents to 2. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Decreased the attack damage of tridents to 7HP. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Combat Test 2 | Shields can protect against critical hits again. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Holding down the attack key no longer automatically attacks. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The attack speed of swords has been decreased to 2.5. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The attack damage of tridents has been increased to 8HP. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Shields can now only protect against damage when the attack timer is charged to 200%. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Combat Test 3 | Added the Chopping enchantment, which makes axes deal 1HP more damage and disable shields for 0.5 seconds (10 game ticks) per level. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Holding down the attack key automatically attacks again. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The attack speed of swords is increased back to 3.0. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Axes now always disable shields for 1.6 seconds (32 game ticks). | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Axes now only use 1 durability when attacking. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Swords now have an attack speed of 3.0 again. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Holding down the attack key automatically attacks again, but now only does so when the weapon is charged to 120%, which is slower than attacking normally. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Projectiles no longer trigger i-frames. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Shields now only protect damage within a 100° arc, was 180°. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Combat Test 4 | The ability to activate a shield when sneaking can now be disabled in the settings. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Tridents with Impaling now deal extra damage to all mobs touching water. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Combat Test 5 | Projectiles that deal less than 1HP point of damage now deal knockback. This includes projectiles that deal no damage, such as snowballs. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Players can now deal damage to mobs slightly outside their hitbox if the mob's normal hitbox is smaller than 0.9 blocks. This only happens if the player has aimed at the mob's hitbox within a fraction of a second[needs testing]. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The damage of tools has been adjusted.
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Tridents now deal 7HP damage, was 8HP. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Barehand damage is increased to 2HP. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Combat Test 6 | The change about entities with small hitboxes in the previous version has been reverted. Instead, entities with hitboxes smaller than 0.9 blocks now have the hitbox inflated to that value. This means that the player can hit the mob even if they aren't aiming at the hitbox, as long as they are aiming within the 0.9 block range. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Missed attacks now only trigger a 4 game ticks (0.2 seconds) cooldown instead of the full attack speed cooldown. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Damage caused by the Sweeping Edge enchantment is now nerfed. Level I now deals 25% of the weapon's damage, level II now does 33%, and level III now does 37.5%. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Shields now only protect up to 5HP. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Removed 200%-charged attacks, so shield work like they did before the change in Combat Test 2 again. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The Chopping enchantment has been renamed to Cleaving. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Combat Test 7c | Shields now protect 100% of explosion damage. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Readded 200%-charged attacks and the mechan with shields. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Netherite tools and weapons now have the updated stats from the previous versions, now being one attack damage above diamond. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Combat Test 8b | Cleaving now adds 1HP more extra damage in every level as compared to before (i.e. Cleaving used to add 1 damage per level, but now it adds 2 damage for level I, 3 damage for level II, and so on). | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Combat Test 8c | Shields with banners can now protect up to 10HP damage, which is double the amount of regular shields. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[hide]Pocket Edition Alpha | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
v0.2.0 | Added 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 only tilt left, however. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
v0.11.0 | build 1 | Poison added, which deals damage, until the player or mob's health is 1HP. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
v0.12.1 | build 1 | Added 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. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
build 10 | The sound of the player taking damage was changed from a masculine oof to a painful crunching sound. These were changed to remove the restriction that all avatars have a male voice, regardless of the gender of the character depicted in the skin. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
build 12 | Critical hits now have more particles. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[hide]Pocket Edition | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.1.0 | ? | Taking damage no longer causes the camera to tilt toward the damage source, instead always tilting left. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[hide]Bedrock Edition | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.2.13 | beta 1.2.13.8 | Added a new weapon: tridents. These can be either thrown or used in melee combat, and deal 9HP damage. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.8.0 | beta 1.8.0.10 | Added a new weapon: crossbow. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.16.210 | beta 1.16.210.53 | Added new damage type: freezing. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Entities in powder snow now begin freezing and eventually die. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.17.0 | beta 1.16.230.54 | Blazes, 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). | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.18.30 | beta 1.18.30.20 | Unarmed damage was decreased from 2HP to 1HP to match Java Edition. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.20.80 Experiment | beta 1.20.80.22 | Added a new weapon: the mace. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.21.0 | Preview 1.21.0.24 | Added an empty state for air bubbles (![]() | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Added a popping sound when bubbles pop on the oxygen bar. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[hide]Legacy Console Edition | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
TU1 | CU1 | 1.0.1 | Added damage. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
TU5 | 1.00 | 1.00 | 1.00 | Patch 1 | The sound of the player taking damage was changed from a masculine oof to a painful crunching sound. These were changed to remove the restriction that all avatars have a male voice, regardless of the gender of the character depicted in the skin. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
TU14 | 1.04 | Added anvils, which deal damage to entities when they land on them. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
TU19 | CU7 | 1.12 | 1.12 | 1.12 | Wither effect added, which deals damage. Unlike Poison, withering can kill players or other mobs. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Water of any depth now completely negates all fall damage from any height. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
TU24 | CU12 | 1.16 | 1.16 | 1.16 | Armor no longer flashes red when damage is taken, only the player. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
TU46 | CU36 | 1.38 | 1.38 | 1.38 | Patch 15 | Added sounds for critical hits. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
TU54 | CU44 | 1.52 | 1.52 | 1.52 | Patch 24 | 1.0.4 | Added a new damage type: entity cramming. The death message however only includes the name of the entity dying. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
TU69 | 1.76 | 1.76 | 1.76 | Patch 38 | Player hurting sound was changed again. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Added a new weapon: tridents. These can be either thrown or used in melee combat. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.90 | Added a new weapon: crossbow. |
Issues[edit | edit source]
Issues relating to "Damage" are maintained on the bug tracker. Issues should be reported and viewed there.
Trivia[edit | edit source]
- Critical hits can be done while reflecting a ghast fireball, but does not change the damage or speed of it.
- It is impossible to drown in Peaceful difficulty with a helmet enchanted with any level of Respiration, as the regeneration on Peaceful is higher than the reduced drowning damage.
- When the player jumps while taking damage, the damage prevents the player from jumping.
- In Creative mode, attacking a mob while flying after having descended scores a critical hit.
- When the player dies when attacking, its animation stops and freezes as the player died.[Java Edition only]
- 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 maximum falling distance to 9005 blocks.
- In Legacy Console Edition, a player or mob taking fatal damage simply falls down instead of getting knocked back before disappearing.
References[edit | edit source]
- ↑ "A custom Java Edition snapshot to test new combat mechanics" by jeb_ – Reddit, 2019-06-26.
- ↑ "Updated Combat Test Snapshot (number 3) and a custom map for combat testing" by jeb_ – Reddit, 2019-11-01.
- ↑ MC-112133
- ↑ Per Talk:Damage#Falling_Block, helmets no longer provide a 25% damage reduction to falling blocks.
- ↑ MC-177062 — Entities lose collision when in climbable blocks
- ↑ MC-21650
[edit | edit source]
[hide] | |
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General mechanics | |
Survival |
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Combat | |
Environment | |
Movement | |
User interface | |
Visuals | |
Outdated | ![]() |