Zombie: Difference between revisions
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Revision as of 03:53, 30 March 2025
Health points |
20HP × 10 |
---|---|
Armor points |
2 ( ) |
Behavior |
Hostile |
Mob type | |
Attack strength |
Easy: 2.5HP × 1.25 |
Hitbox size |
In Java Edition: |
Knockback resistance |
0%–5% |
Spawn |
|
Natural equipment |
|
{ "title": "Zombie", "rows": [ { "field": "20<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1 heart\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=♥)</span> × 10</span>", "label": "(link to Health article, displayed as Health points)" }, { "field": "2 (<span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1 armor point\">(link to File:Armor (icon).png article, displayed as 9px|link=|alt=🛡)</span>)", "label": "(link to Armor article, displayed as Armor points)" }, { "field": "Hostile", "label": "Behavior" }, { "field": "(link to Undead article, displayed as Undead), (link to Monster article, displayed as Monster)", "label": "(link to Mob article, displayed as Mob) type" }, { "field": "Easy: 2.5<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1 heart\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=♥)</span> × 1.25</span><br />Normal: 3<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1.5 hearts\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=♥)(link to File:Half Heart (icon).png article, displayed as 9px|link=|alt=♥)</span></span><br />Hard: 4.5<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1 heart\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=♥)</span> × 2.25</span>", "label": "Attack<br/>strength" }, { "field": "'''In (link to Java Edition article, displayed as ''Java Edition''):'''<br />\n'''Adult:'''<br />Height: 1.95 blocks<br />Width: 0.6 blocks<br />\n'''Baby:'''<br />Height: 0.975 blocks<br />Width: 0.3 blocks<br />\n'''In (link to Bedrock Edition article, displayed as ''Bedrock Edition''):'''<br />\n'''Adult:'''<br />Height: 1.9 blocks<br />Width: 0.6 blocks<br />\n'''Baby:'''<br />Height: 0.95 blocks<br />Width: 0.3 blocks", "label": "(link to Hitbox article, displayed as Hitbox size)" }, { "field": "0%–5%", "label": "(link to Attribute#knockbackResistance article, displayed as Knockback<br/>resistance)" }, { "field": "(values exceeds 1000 characters...)", "label": "(link to Mob spawning article, displayed as Spawn)" }, { "field": "(values exceeds 1000 characters...)", "label": "(link to Drops#Equipped items article, displayed as Natural<br/>equipment)" } ], "invimages": [ "Zombie Spawn Egg" ], "images": [ "Zombie JE3 BE2.png", "Baby Zombie.png", "Zombie Targeting.png", "Baby Zombie Targeting.png" ] }
Zombies are common undead hostile mobs that deal melee damage and drop rotten flesh on death.
Spawning
Natural generation
Zombies may spawn in the Overworld in groups of four, above solid blocks in a light level of 0, except in mushroom fields and deep dark biomes. All zombie variants (including babies) require a 2-block tall space to spawn.
All zombies spawned in desert biomes and exposed to the sky have a likelihood of 80%[JE only]/70%[BE only] to be replaced by husks. Zombies that are not husks or drowned have a 5% chance to spawn as zombie villagers. Zombie variants have a 5% chance to spawn as babies. The baby zombies also have a chance of spawning as a chicken jockey. Zombies and their variants spawn with random values of knockback resistance between 0% and 5%.
When a zombie spawn egg is used on a zombie, it spawns a baby zombie.
Sieges
If a player is near a village at midnight, up to 20 zombies may be spawned in the village in accordance with mob spawning rules. The spawning can even happen in mushroom fields biome if the triggering player is in an adjacent biome. Zombies spawned as a part of a siege are always regular zombies; zombie villagers, husks and drowned never spawn as a part of a siege, even in their respective biomes.
Monster spawners
Inside monster rooms, zombies may have a chance to spawn from a monster spawner. Zombie monster spawners are found in 50% of monster rooms. Zombies spawned from a monster spawner never spawn as zombie villagers.
Trial spawners
Adult zombies have a 1⁄3 chance to be selected as the "melee" mob for trial spawners in trial chambers.
Baby zombies have a 1⁄4 chance to be selected as the "small melee" mob for trial spawners.
Husks
When a husk's head is submerged in water for over 30 seconds, the husk starts transforming into a zombie, with a new entity UUID. The husk's equipment remains on the zombie after conversion.[JE only] The zombie transforms into a drowned if its head remains submerged.
Reinforcements
On hard difficulty, zombies have a 5% chance to spawn as leaders. Leader zombies and their variants (including zombified piglins) spawn zombies as reinforcements. All of their variants spawn clones of themselves but there's a chance for a normal zombie to spawn.
Variants
Baby zombies

Baby zombies make up 5% of zombie spawns. They behave similarly to regular zombies, with the following differences:
- They are much faster than normal zombies, yet they have the same health.
- The noises they make are higher-pitched than adult zombie sound effects.
- Baby zombie villagers turn into baby villagers if cured.
- Worn armor shrinks to fit their body size.
- They are able to fit through 1×1 block gaps.
- They give 12 experience points when killed by the player or a tamed wolf instead of 5.
- Unlike most other baby mobs, they remain babies indefinitely and never become adult zombies.
- They have a decreased hitbox size.
In Bedrock Edition, 15% of naturally spawned baby zombies can start riding a mob and become a jockey when it tries attacking. The jockey mobs ridden by the baby zombie adapt the speed of its rider. In Bedrock Edition, a baby zombie can ride:
Adult chickens
Untamed ocelots
Untamed cats
Untamed wolves
Adult zombies
Adult husks
Adult zombie villagers
Adult zombified piglins
Cows
Adult unsaddled pigs
Sheep
Untamed adult horses
Untamed adult donkeys
Untamed adult mules
Adult skeleton horses
Adult zombie horses
Mooshrooms
Spiders that were not spawned as a jockey mount
Cave spiders
Pandas
Geared zombies
Some zombies spawn wearing armor or holding tools, both of which may be enchanted. In addition, zombies may also spawn with the ability to pick up loot that is on the ground. The chances of each of these events occurring are listed below. Zombie villagers can also spawn naturally with armor, weapons or tools. If a zombie spawns wearing multiple pieces of armor, the armor is never mismatched (i.e. all pieces are made of the same material). Zombies cannot naturally spawn with netherite armor.
Easy | Normal | Hard | |
---|---|---|---|
Can pick up loot | 0% | 0%-55%[note 1] | 6.875%-55%[note 1] |
Armor | 0% | 0%-15%[note 1] | 1.875%-15%[note 1] |
Armor enchantment[note 2] | 0% | 0-50%[note 1] | 6.25%-50%[note 1] |
Weapon[note 3] | 1% | 1% | 5% |
Weapon enchantment[note 2] | 0% | 0%-25%[note 1] | 3.125%-25%[note 1] |
- ↑ Jump up to: a b c d e f g h i Value is based on the regional difficulty.
- ↑ Jump up to: a b Enchantment is the same as on an enchantment table at level 5–22.[note 1]
- ↑ 1⁄3 chance of an iron sword, 2⁄3 chance of an iron shovel
If a zombie does spawn with armor, the chances of specific armor are as follows:
Armor | Easy & Normal | Hard |
---|---|---|
Helmet | 100% | 100% |
Helmet and chestplate | 75% | 90% |
Helmet, chestplate, and leggings | 56.25% | 81% |
Full set | 42.19% | 72.9% |
The chances of it being of a particular material are:
Armor Type | Chance |
---|---|
Leather | 37.06% |
Gold | 48.73% |
Chain | 12.90% |
Iron | 1.27% |
Diamond | 0.04% |
In Java Edition, the armor is not damaged by any damage source; it cannot "wear out" the way player armor does. Helmets (not blocks like carved pumpkins) on zombies can break if the zombie is exposed to daylight. In Bedrock Edition, any armor piece is damaged as if the player is wearing it.[verify]
Zombies also have a natural armor rating of 2 (most sources. Zombies can also wear mob heads, although they need to be dropped by the player before the zombie can pick one up and put it on.
), giving 1.6 to 8% damage reduction fromOn Halloween, zombies in Java Edition may spawn wearing a carved pumpkin or jack o'lantern. They are never dropped, even when the zombies are killed with Looting.
Drops
On death
Item | Roll Chance | Quantity (Roll Chance) | ||||
---|---|---|---|---|---|---|
Default | Looting I | Looting II | Looting III | |||
![]() | Rotten Flesh | 100% | 0–2 | 0–3 | 0–4 | 0–5 |
![]() | Zombie Head | 100%[d 1] | 1 | 1 | 1 | 1 |
- ↑ Only dropped when killed by a charged creeper.
Rare drops
Zombies may also drop one of the following when killed by a player or tamed wolf:
Item | Roll Chance | Quantity (Roll Chance) | ||||
---|---|---|---|---|---|---|
Default | Looting I | Looting II | Looting III | |||
![]() | Iron Ingot | 0.83%–1.82%[d 1] | 1 (0.83%) | 1 (1.16%) | 1 (1.49%) | 1 (1.82%) |
![]() | Carrot | 0.83%–1.82%[d 1] | 1 (0.83%) | 1 (1.16%) | 1 (1.49%) | 1 (1.82%) |
![]() | Potato[d 2] | 0.83%–1.82%[d 1] | 1 (0.83%) | 1 (1.16%) | 1 (1.49%) | 1 (1.82%) |
- ↑ Jump up to: a b c Dropped only when kill credit is given to the player
- ↑ Dropped as baked potato if on fire when killed.[Java Edition only]
Taken equipment
When a zombie dies, all picked-up equipment drop, without changing the damage that has accumulated on it in Java Edition. In Bedrock Edition, the armor's durability is still vulnerable to attacks, as if a player is wearing it.
Naturally-spawned equipment
Zombies have an 8.5% chance of dropping their naturally-spawned equipment and drop it with a random durability. Each level of Looting increases the chance by 1 percentage point (11.5% with Looting III). These items include:
Iron Shovel (sometimes enchanted)
Iron Sword (sometimes enchanted)
Random Armor (sometimes enchanted, made from leather, gold, chainmail, iron or diamond)
Additionally, in Bedrock Edition, all naturally spawned equipment always drops (100% chance) when the zombie converts to drowned.
Experience
Any zombie that spawns with equipment gives 1–3XP extra experience points per item when killed. Adult zombies drop 5XP and baby zombies drop 12XP when they are killed by a player or a tamed wolf.
Behavior
Attacking
Attacking the player
Zombies pursue the player on sight from 35 blocks away in Java Edition or 16 blocks away in Bedrock Edition, raising their arms up higher in Java Edition. The detection range of zombies is reduced to half of their normal range (17.5 blocks) while the player wears a zombie head. In Java Edition, if a zombie sees a player and a villager together, the zombie prefers to attack the player, and continues chasing the player while ignoring other villagers. In Bedrock Edition, zombies prioritize the nearest player, villager, or golem.
Zombies periodically make groaning sounds, which can be heard up to 16 blocks away. Zombies attempt to avoid obstacles, including fall damage, fire, lava, magma blocks, and cactus and try to find the shortest path toward the player.[1] Unlike skeletons, zombies do not try to avoid being hit and continue to pursue the player even when being attacked.
Attacking turtles
Zombies attack baby turtles and actively seek out and destroy turtle eggs within 24 blocks horizontally and 3 blocks vertically, by jumping on them until they crack and break.
Attacking golems
Zombies pursue and attack only iron golems within 42 blocks; zombies ignore snow golems unless attacked. Iron golems and snow golems attack zombies without provocation, although snow golems deal only knockback to zombies with their snowballs.
Attacking villagers
Zombies target villagers within a 35- to 52.5-block radius (depending on regional difficulty in Java Edition) or a 16-block radius in Bedrock Edition, and they can always see villagers through walls. If a zombie is attacking a villager and sees the player, it interrupts its attack on the villager to attack the player instead, even if the player has not attacked it[JE only]. Once a zombie has targeted a villager, the zombie ignores any other villagers and the player, until its target is dead or the zombie is attacked[JE only].
Any zombie variant can transform a villager into a zombie villager. The probability depends on the difficulty:
Attacking wandering traders
Zombies target wandering traders within 35 blocks and can see traders through walls. The zombie focuses solely on the trader unless it's attacked, or if either it or the target is killed or moved out of range, or if the trader is under the invisibility status effect.

Weapon damage
A zombie holding a weapon adds the weapon's damage to its normal melee damage. For example, a zombie holding an iron shovel on Normal difficulty deals 3HP from its punch + 3.5HP from the shovel for a total of 6.5 × 1.75HP. (it should be noted that, in × 3.25Java Edition, damage values shown when hovering over weapons in the inventory include the player's 1HP base melee damage, so an iron shovel shows up as 4.5HP; subtracting 1 gives the actual weapon's damage.) The zombie's weapon damage is scaled by difficulty: if the zombie would deal X damage on Normal, it deals 1.5 * X on Hard and 0.5 * X + 1 on Easy. So for example a zombie with an iron shovel deals 1.5 * 6.5 = 9.75 × 2.25HP on Hard and 0.5 * 6.5 + 1 = 4.25 × 4.875HP on Easy. Enchantments add their damage as normal before difficulty scaling. × 2.125
Burning under daylight
Zombies burn when exposed to direct sunlight starting 27 seconds (540 ticks) before the beginning of a new day. Burning is suppressed when the zombie is:
- under an area with a sunlight level of 14 or less
- in water
- wearing head armor (the helmet absorbs the damage from daylight but may take several day cycles to wear out completely)
- under the status effect of Fire Resistance
- standing in cobwebs.[2]
Transparent blocks, such as glass, do not prevent them from burning.[JE only]
If they attack an entity while burning, they may set it on fire, with a (30 × regional difficulty)%
chance and with a 2 × floor(regional difficulty)
second duration[JE only]. If wearing armor enchanted with Thorns while burning, they may set players attacking them on fire with thorns damage alone.
Undead
Being an undead mob, they are:
- damaged by the status effect Instant Health and healed by the status effect Instant Damage.
- unaffected by the status effects Regeneration and Poison.
- ignored by the wither.
- affected by the Smite enchantment.
- a threat to armadillos, causing them to hide in their shell.
Picking up items
Some zombies are capable of automatically picking up dropped items that they come across. Mob heads and carved pumpkins are automatically worn on their heads. Zombies can equip armor, weapons or tools. If a zombie encounters another similar item, it may drop the previous item in favor of the new one, if:
- the new item is armor or a sword and the old item was not (for example, zombies prefer swords to pickaxes, and helmets to carved pumpkins),
- both items are armor/swords and the new item is better damage-wise (reduces higher damage for armor, or inflicts more damage for swords),
- both items are armor/swords with the same damage reduction/infliction, the new item has NBT tags while the old does not or the new item is more damaged than the old item, or
- both items are bows and the new item has NBT tags while the old does not.
For example, a zombie can pick up a totem of undying, which cannot be retrieved by killing the zombie because that would activate the totem. However, the zombie would drop the totem in favor of a sword or armor.
Items dropped by mobs in exchange for another cannot be picked up by players or mobs for 10 game ticks (0.5 seconds, barring lag), but can be picked up by hoppers.
A zombie holding a picked-up item does not despawn when left alone, similar to being name tagged.
Zombies have a higher chance of being able to pick up items in Hard difficulty.
Picked-up items do not cause the zombie to drop more experience when killed, unlike naturally-spawned gear.
Breaking doors

Up to 10% of zombies (depending on regional difficulty in Java Edition) in pursuit of a target can pathfind through closed wooden and copper doors, and on Hard (and Hardcore) difficulty can succeed in breaking them down. Zombies can break only the top half of a door, meaning they cannot break a door if the zombie is facing the bottom half of the door.
Reinforcements
On all difficulty levels, damaged zombie mobs (including husks, drowned and even zombified piglins[3]) call all other zombies within a 67×21×67 to 111×21×111 area[n 1] centered on the attacked zombie to target the attacker.
In Hard difficulty, zombies can spawn additional zombies to "help" when damaged. Each zombie has a "likeliness to call reinforcements" statistic ranging from 0–10%, and "leader" zombies (0–5% depending on regional difficulty) get a bonus of 50–75 percentage points to the stat. When the zombie is damaged by an entity or is damaged while targeting an entity, up to 50 attempts are made to randomly choose a spawn location (0 or ±7–40 blocks away in all three axes) that is above a block with a solid top surface, has light level 0, has no players within 7 blocks, and has no colliding entities or blocks at which to spawn the reinforcement. Both the damaged zombie and the new zombie has a 5 percentage point penalty to their "likeliness to call reinforcement" stat, preventing infinite zombies from spawning this way. Zombie reinforcements can spawn even in locations where zombies can't spawn naturally, like mushroom fields, the End, and the Nether[4], although they cannot spawn inside non-solid blocks like redstone dust or pressure plates.
These effects can be negated by killing the zombie in as few hits as possible, by using environmental damage such as cactus or lava, or by avoiding them completely. That is, if the zombified mob drops experience, it has a chance to spawn reinforcements. Additionally, reinforcements do not spawn at all, even on Hard difficulty, if the game rule doMobSpawning
is set to false
.
Leader zombies are a special type of zombie that spawn with an added 50-75% chance to spawn reinforcements. The chance of a leader zombie spawning increases with clamped regional difficulty, up to a 5% chance of spawning. Leader zombies can spawn with up to 100 max health, but due to a bug they do not spawn with more than 20 health points.
Reinforcements zombies spawn regardless of the hostile mob cap. They also spawn on the north-west corner of the designated block, instead of the center of the block like natural mob spawning does.[5] Zombies spawned as reinforcements will be of the same type of zombie[6] (i.e. zombie villagers only call upon other zombie villagers) but they can be babies, including chicken jockeys.
Becoming drowned


If a zombie's head is submerged in water for 30 seconds, it begins converting into a drowned. The zombie shakes, similar to a zombie villager being cured and, after 15 seconds, the zombie becomes drowned. Once this process starts, it cannot be stopped even if the zombie leaves water. This time is not affected by the Respiration enchantment or the Water Breathing status effect.
A newly-converted drowned always has full health even if converted from a damaged zombie.
An item being held or worn by a zombie when it becomes drowned, whether it was picked up or naturally spawned, has a 100% drop rate, which includes any naturally spawned equipment dropping with full durability[BE only].
Only normal zombies can become drowned; zombie villagers and zombified piglins cannot be converted.[7] Husks, however, convert into zombies if they drown, and then this zombie converts into a drowned as does a normal zombie.
Any husks that convert into zombies also have full health, even if the drowned husk is damaged.
Sounds
Java Edition:
Zombies use the Hostile Creatures sound category for entity-dependent sound events.
[hide]Sounds | ||||||||
---|---|---|---|---|---|---|---|---|
Sound | Subtitles | Source | Description | Resource location | Translation key | Volume | Pitch | Attenuation distance |
Zombie groans | Hostile Creatures | Randomly | entity | subtitles | 1.0 | 0.8-1.2 (Baby: 1.3-1.7) | 16 | |
Zombie hurts | Hostile Creatures | When a zombie is damaged | entity | subtitles | 1.0 | 0.8-1.2 (Baby: 1.3-1.7) | 16 | |
Zombie dies | Hostile Creatures | When a zombie dies | entity | subtitles | 1.0 | 0.8-1.2 (Baby: 1.3-1.7) | 16 | |
Footsteps | Hostile Creatures | While a zombie is walking | entity | subtitles | 0.15 | 1.0 | 16 | |
Zombie infects | Hostile Creatures | When a zombie infects a villager | entity | subtitles | 2.0 | 0.8-1.2 | 16 | |
Door shakes | Hostile Creatures | While a zombie is breaking a wooden door | entity | subtitles | 2.0 | 0.8-1.2 | 16 | |
Door breaks | Hostile Creatures | When a zombie breaks a wooden door | entity | subtitles | 2.0 | 0.8-1.2 | 16 | |
Turtle Egg stomped | Hostile Creatures | When a zombie is jumping on turtle eggs | entity | subtitles | 0.5 | 0.9-1.1 | 16 | |
Zombie converts to Drowned | Hostile Creatures | When a zombie converts to a drowned | entity | subtitles | 2.0 | 0.8-1.2 | 16 | |
Block broken [sound 1] | ? | Unused sound event[sound 2] | entity | subtitles [sound 1] | None | None | None |
[hide]Sounds | |||||
---|---|---|---|---|---|
Sound | Source | Description | Resource location | Volume | Pitch |
Hostile Creatures | Randomly | mob | 1.0 | 0.8-1.2 (Baby: 1.3-1.7) | |
Hostile Creatures | When a zombie is damaged | mob | 1.0 | 0.8-1.2 (Baby: 1.3-1.7) | |
Hostile Creatures | When a zombie dies | mob | 1.0 | 0.8-1.2 (Baby: 1.3-1.7) | |
Hostile Creatures | While a zombie is walking | mob | 0.45 | 1.0 (Baby: 1.5) | |
Hostile Creatures | While a zombie is breaking a wooden door | mob | 1.0 | 1.0 | |
Hostile Creatures | When a zombie breaks a wooden door | mob | 1.0 | 1.0 | |
Players | When a zombie is jumping on turtle eggs | fall | 0.5 | 0.9-1.0 | |
Hostile Creatures | Unused sound event[sound 1] | entity | 1.0 | 1.0 | |
None | None | Unused sound event[sound 1] | mob | 1.0-2.0 | 0.3-1.0 |
Data values
ID
Name | Identifier | Entity tags | [hide]Translation key |
---|---|---|---|
![]() | zombie | can_breathe_under_water ignores_poison_and_regen inverted_healing_and_harm no_anger_from_wind_charge undead wither_friends zombies | entity |
Name | Identifier | Numeric ID | [hide]Translation key |
---|---|---|---|
![]() | zombie | 32 | entity |
Entity data
Zombies have entity data associated with them that contain various properties.
- [NBT Compound / JSON Object] Entity data
- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
- Tags common to all zombies see Template:Nbt inherit/zombie/template
Achievements
[hide] | |||||||
---|---|---|---|---|---|---|---|
Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
PS4 | Other | ||||||
![]() | ![]() | Camouflage | Kill a mob while wearing the same type of mob head. | — | 30 | Bronze | |
![]() | ![]() | Diamonds to you! | Throw diamonds at another player. | Drop a diamond. Another player must then pick up this diamond. | 15 | Bronze | |
![]() | ![]() | It Spreads | Kill a mob next to a catalyst | — | 10 | Bronze | |
![]() | ![]() | Monster Hunter | Attack and destroy a monster. | Kill a hostile mob or one of the following neutral mobs: an enderman, a piglin, a zombified piglin, a spider, or a cave spider. | 15 | Bronze | |
![]() | ![]() | Overkill | Deal nine hearts of damage in a single hit. | Damage can be dealt to any mob, even those that do not have nine hearts of health overall. | 30 | Bronze | |
![]() | ![]() | Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | — | 20 | Silver |
Advancements
History
[hide]Java Edition Classic | |||||||
---|---|---|---|---|---|---|---|
June 17, 2009 | Notch mentions lava zombies or troll infestations that would roam the land and break things. | ||||||
August 14, 2009 | Notch teased zombies. | ||||||
0.24_SURVIVAL_TEST | ![]() | ||||||
Zombies are the second mob to be added to Minecraft. | |||||||
Zombies can run as fast as the player. | |||||||
![]() ![]() ![]() | |||||||
Zombies have arm swinging animations when they attack.[8] | |||||||
Killing a zombie rewards 100 points. | |||||||
0.25 SURVIVAL TEST | Zombies are now more dangerous, respawn, despawn, and fight skeletons that shoot them. | ||||||
0.27 SURVIVAL TEST | Zombies now give 80 points when killed. | ||||||
[hide]Java Edition Indev | |||||||
0.31 | 20091223-0040 | Zombies and other mobs no longer spawn naturally. | |||||
20100202 | Zombies and other mobs now spawn naturally again. However, they are currently passive. | ||||||
Zombies' armor has been removed, as well as their arm swinging attack animations. | |||||||
20100204-2027 | Zombies are now hostile again. | ||||||
20100213 | Zombies now catch on fire when exposed to sunlight. | ||||||
20100218-0011 | The chances of zombies catching on fire in sunlight have been tweaked. | ||||||
Zombies now burn only when the sunlight level is greater than 7, and not due to torches at night[verify]. | |||||||
20100219 | Zombies now drop 0–2 feathers upon death. Before chickens were added in Minecraft, Notch confessed[9] that he made zombies drop feathers because he had no idea what they should have dropped when killed. | ||||||
[hide]Java Edition Alpha | |||||||
v1.0.3 | Added unique idle and hurt sounds for zombies. Previously, they had no idle sounds and used the hurt sound for players. | ||||||
[hide]Java Edition Beta | |||||||
1.8 | Pre-release | Zombies now drop rotten flesh instead of feathers. | |||||
[hide]Java Edition | |||||||
1.0.0 | Beta 1.9 Prerelease | ![]() | |||||
Beta 1.9 Prerelease 4 | Zombies can now be harmed by splash potions of healing, and healed by splash potions of harming. | ||||||
Zombies have now become immune to poison and regeneration. | |||||||
1.2.1 | 12w03a | The zombies' AI has been improved, giving them a much better sense of direction when pursuing the player, allowing them to navigate obstacles, and even small mazes if constructed, to get to the player. | |||||
Zombies have been given the ability to 'see' through windows, the first mob able to do so intelligently (not counting spiders, who are able to see through all blocks). | |||||||
12w04a | The zombies' AI has been improved again to cope with catching fire in sunlight. If a zombie is exposed to sunlight and bursts into flames, it searches for a body of water to douse the flames or at least a shelter to hide from sun, unless in pursuit of a player. | ||||||
12w06a | Zombies now chase and attack villagers, attack doors (breaking them on Hard and Hardcore difficulties). | ||||||
Zombies now sometimes drop iron ingots, helmets, shovels and swords as a rare drop. | |||||||
Zombies now sometimes attack villagers in preference to the player, and always chose the shortest way to the target, even if there is a door in the way. | |||||||
12w07a | The drop rate of rare drops for zombies have been reduced. | ||||||
Zombies can no longer break iron doors | |||||||
1.4.2 | 12w32a | ![]() ![]() ![]() ![]() ![]() | |||||
![]() ![]() | |||||||
Zombies now have a chance of dropping these items, if they have them. | |||||||
Iron helmets, swords and shovels have been removed as rare drops from zombies. | |||||||
Zombies now use their attack animation like they did in Survival Test. This shows only when a zombie is holding a weapon. When a zombie holds a weapon the damage it does is equal to the damage the player would do with the weapon added to the normal damage of the zombie. | |||||||
Armor worn by zombies now work the same as it does for the player, each piece gives a certain amount of armor points, where each 1 ( ) gives 4% damage reduction, but the total damage reduction is limited to 80%. | |||||||
5% of zombies now spawn as zombie villagers. | |||||||
Villagers now become infected when killed by a zombie. | |||||||
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Baby zombies cannot spawn naturally and can be spawned only through map editors and NBT editing. | |||||||
When a zombie infects a baby villager, it now creates a baby zombie villager, which is faster than a normal zombie and does not age. | |||||||
12w34a | Zombies now have two new rare drops – carrots and potatoes. | ||||||
12w34b | Zombies can now pick up and equip dropped items.[10][11] If killed, the zombie drops the item it is holding. | ||||||
Zombies can now survive in sunlight, if they are wearing a helmet or a pumpkin.[12] | |||||||
12w36a | The zombie and zombie pigmen models and texture layouts have been changed (no visual change, but breaks texture packs). | ||||||
12w37a | ![]() ![]() ![]() | ||||||
12w38a | Zombies have been given new sounds. | ||||||
1.5 | 13w03a | Zombies are now able to set the player on fire, if they are on fire and they attack the player. | |||||
Zombies can now call other zombies from the nearby area (radius dependent on difficulty) to attack the player, making packs of zombies approach shortly after damaging the zombie. | |||||||
Zombies now cause more damage when their health is lower. The additional damage ranges from 0HP (at 100% health) to on Easy 3HP, on Normal 4HP, on Hard 6HP (at 0% health) with a linear distribution and values rounded down. | |||||||
1.6.1 | 13w17a | When damaged, zombies now have a low chance to spawn more zombies. | |||||
13w21a | Zombie damage increasing with decreasing health has been removed. | ||||||
13w23b | Zombie AI and mechanics have been changed – this has now made them much more horde-like. | ||||||
Zombies are now able to detect the player up to 40 blocks. | |||||||
1.6.2 | pre | Baby zombies now spawn among regular zombies, with the same percentage of spawning as zombie villagers. | |||||
1.7.2 | 13w36a | Baby zombies now drop loot and experience. | |||||
13w42a | Zombies now have up to 10% chance to succeed at breaking wooden doors on Hard mode. | ||||||
1.7.4 | 13w49a | ![]() | |||||
1.8 | 14w11a | Zombies now run away from creepers that are about to explode. | |||||
14w30a | Zombies now drop their head when killed by a charged creeper. | ||||||
1.8.1 | pre1 | Zombies no longer run away from creepers that are about to explode due to performance issues. | |||||
1.9 | 15w31a | Zombies now have a chance of holding items in their left hand. | |||||
15w32a | The detection range of zombies is now halved when the player is wearing a zombie head. | ||||||
15w33c | The detection range for players wearing the zombie head has been adjusted, now 37.5% of the normal range. | ||||||
15w34a | Zombies now have an attack animation similar to the one they had in Survival Test, even without weapons. | ||||||
15w36a | The detection range for players wearing the zombie mob head has been changed to 50% of the normal range again. | ||||||
1.10 | pre1 | The chance of a zombie setting its target on fire when burning, and the duration of the effect, now depend on raw regional difficulty. | |||||
1.13 | 18w07a | Zombies now intentionally stomp on turtle eggs and attack baby turtles. | |||||
18w10d | Baby zombies now burn in the sun. | ||||||
18w11a | Zombies now sink underwater. | ||||||
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18w21b | ![]() | ||||||
1.14 | 18w43a | ![]() ![]() | |||||
1.14 | 19w05a | Zombies attack the new wandering trader. | |||||
1.15 | 19w37a | Mobs that spawn wearing carved pumpkins or jack o'lanterns on Halloween no longer drop them. | |||||
19w46a | Baby zombies can now be spawned by using a zombie spawn egg on an existing zombie.[13] | ||||||
1.17 | 21w13a | Zombies drop baked potatoes instead of normal potatoes if on fire when killed or killed by a fire source.[14] | |||||
1.17.1 | Pre-release 1 | Zombies no longer pick up glow ink sacs. | |||||
1.18 | Experimental Snapshot 1 | Zombies now spawn only at light level 0. | |||||
21w39a | Zombies no longer spawn in dripstone caves. | ||||||
21w40a | Zombies now spawn in dripstone caves again. | ||||||
1.20.2 | 23w33a | Zombies are no longer able to attack through doors and block corners.[15] | |||||
Baby zombies are no longer able to reach players riding horses. | |||||||
1.20.3 | 23w40a | Zombies are now part of the #can_breathe_under_water , #undead and #zombies tags. | |||||
1.20.3 Experiment | 23w45a | Zombies now spawn in trial chambers behind the "Update 1.21" experimental data pack. | |||||
1.20.5 Experiment | 24w04a | No longer retaliates against attacks from the breeze. | |||||
1.21.2 | 24w33a | Zombie villagers, husks, drowned and zombified piglins no longer spawn regular zombies as reinforcements.[16] | |||||
[hide]Pocket Edition Alpha | |||||||
v0.2.0 | ![]() | ||||||
v0.4.0 | Zombies can now drop 0-1 feathers. | ||||||
v0.5.0 | Zombies now have new animations. | ||||||
v0.7.3 | Zombies are now set on fire when exposed to sunlight. Previously, they emit smoke particles and take damage, but are not visually on fire. | ||||||
v0.8.0 | build 1 | Zombies now spawn more frequently. | |||||
Zombies now have rare drops of carrots and potatoes. | |||||||
v0.9.0 | build 2 | Zombie AI and mechanics have been changed – this now makes them much smarter. | |||||
Zombies are now neutral toward Creative mode players. | |||||||
Zombies now attack villagers | |||||||
v0.9.2 | The health of zombies has been reduced from 26HP to 20 × 13HP × 10 | ||||||
v0.9.4 | Zombies now have 2 (damage. | ) armor points, preventing 8% of||||||
v0.11.0 | build 1 | ![]() ![]() | |||||
Zombies now drop rotten flesh. | |||||||
v0.12.1 | build 1 | ![]() ![]() ![]() ![]() ![]() | |||||
Zombies can now break down doors. | |||||||
Zombies are now able to detect the player from up to 40 blocks. | |||||||
v0.14.0 | build 1 |
![]() | |||||
v0.16.0 | ? | Adult zombie pigman are no longer ridden by baby zombie variants. | |||||
[hide]Bedrock Edition | |||||||
1.4.0 | beta 1.2.20.1 | Baby zombies now burn in daylight. | |||||
1.5.0 | beta 1.5.0.1 | Zombies now sink underwater. | |||||
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beta 1.5.0.4 | Zombies now attack baby turtles and stomp on turtle eggs. | ||||||
1.8.0 | beta 1.8.0.8 | ![]() ![]() | |||||
1.10.0 | beta 1.10.0.3 | ![]() ![]() | |||||
Zombies now attack wandering traders. | |||||||
1.13.0 | beta 1.13.0.9 | Adult zombie pigmen can now be ridden again by baby zombie variants. | |||||
1.16.0 | beta 1.16.0.51 | Zombies now have the ability to pick up items. | |||||
1.17.30 | beta 1.17.30.20 | Zombies no longer pick up glow ink sacs. | |||||
1.20.60 Experiment | Preview 1.20.60.20 | Zombies now spawn in trial chambers behind the "Update 1.21" experimental toggle. | |||||
1.20.70 Experiment | Preview 1.20.70.21 | Zombies no longer retaliate against attacks from breezes. | |||||
[hide]Legacy Console Edition | |||||||
Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
TU1 | CU1 | 1.00 | 1.00 | 1.00 | Patch 1 | 1.0.1 | ![]() |
TU5 | Zombies now drop rotten flesh, instead of feathers. | ||||||
TU12 | The zombies' AI has been improved, which gives them a much better sense of direction when pursuing the player, allowing them to navigate obstacles, and even small mazes if constructed, to get to the player. | ||||||
Zombies have been given the ability to 'see' through windows. | |||||||
If a zombie is exposed to sunlight and bursts into flames, it now search for a body of water to douse the flames. | |||||||
Zombies now chase and attack villagers and now attack doors (breaking them on Hard difficulty). | |||||||
Zombies now attack villagers in preference to the player, and always chose the shortest way to the target, even if there is a door in the way. | |||||||
Zombies now sometimes drop iron ingots, helmets, shovels and swords as rare drops. | |||||||
TU15 | 1.05 | Zombies' rare loot drops have been changed to be carrots, potatoes or iron ingots. | |||||
TU19 | CU7 | 1.12 | 1.12 | 1.12 | Zombies can now pick up items. | ||
![]() ![]() ![]() ![]() ![]() | |||||||
![]() ![]() | |||||||
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When damaged, zombies now have a low chance to spawn more zombies.[verify] | |||||||
![]() ![]() ![]() | |||||||
TU31 | CU19 | 1.22 | 1.22 | 1.22 | Patch 3 | Baby zombies now drop experience. | |
![]() | |||||||
Zombies now drop their skull when killed by a charged creeper. | |||||||
TU46 | CU36 | 1.38 | 1.38 | 1.38 | Patch 15 | Zombies now have a chance of holding items in their left hand. | |
TU60 | CU51 | 1.64 | 1.64 | 1.64 | Patch 30 | 1.0.11 | Baby zombies now have a 15% chance of becoming a jockey. Before becoming a jockey, upon nearing the player, they check for one of the following to mount prior attacking: adult chickens, adult ocelots, adult wolves, adult zombies, cows, pigs, sheep, spiders or cave spiders. |
TU69 | 1.76 | 1.76 | 1.76 | Patch 38 | Baby zombies now burn in sunlight. | ||
Zombies now sink in water. | |||||||
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1.83 | Baby zombies can now ride adult stray cats and pandas. | ||||||
1.91 | Zombies are now hostile toward wandering traders. | ||||||
[hide]New Nintendo 3DS Edition | |||||||
0.1.0 | ![]() ![]() |
-
First image of a baby zombie released by Dinnerbone.
-
Baby zombie with broken armor model.
-
A huge amount of zombies.
-
First image of armed and armored zombies released by Dinnerbone.
-
A baby zombie "wearing" a jack o'lantern on its head on Halloween. This glitch no longer happens.
-
The same glitch with a baby zombie wearing a pumpkin.
Data history
[hide]Java Edition | |||||||
---|---|---|---|---|---|---|---|
1.11 | 16w32a | Entity ID Zombie is now zombie , zombie_villager and husk for those respective mobs.
| |||||
Removed the ZombieType, IsVillager tag, added the Profession tag to zombie_villager only, and made ConversionTime apply to zombie_villager only. | |||||||
1.13 | 17w47a | Numeric IDs for entities were presumably deprecated in this version.[more information needed] |
Issues
Issues relating to "Zombie" are maintained on the bug tracker. Issues should be reported and viewed there.
Trivia
- The zombie is a playable DLC character in the crossover fighting game Super Smash Bros. Ultimate as an alternate costume for Steve.
- Zombie sounds were created by Daniel Rosenfeld gurgling into a microphone when he had a flu.[17]
Notes
- ↑ The inradius is based on the
followRange
stat: base value is 35, ±5% random spawn bonus, then plus 0–50% random zombie-spawn bonus
Gallery
Renders
Jockeys
-
Chicken Jockey
-
Adult Zombie Jockey
-
Adult Husk Jockey
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Adult Zombified Piglin Jockey
-
Pig Jockey
-
Cow Jockey
-
Mooshroom Jockey
-
Sheep Jockey
-
Wolf Jockey
-
Ocelot Jockey
-
Stray Cat Jockey
-
Horse Jockey
-
Panda Jockey
-
Baby Zombie Spider Jockey
-
Baby Zombie Cave Spider Jockey
Armed
Screenshots
-
Zombies with three different armor types.
-
A zombie holding wool.
-
A zombie villager curing.
-
A zombie emerging from a dark cave.
-
Player, zombie and husk size comparison.
-
Dying zombie mob in Bedrock Edition.
-
Dying zombie mob in Java Edition.
-
A zombie standing behind a wooden door.
-
A zombie trying to break through a door.
-
A zombie horde that spawned outside a village hammering at a door.
-
A zombie wielding an iron shovel doing its attack animation.
-
A zombie spawned in a jungle temple.
-
A large horde of zombies and an iron golem.
-
Naturally armored zombies.
-
An armored zombie that picked up a stick as a melee weapon.
-
Zombies wearing pumpkins on Halloween.
-
A zombie wearing a player head.
-
A zombie holding a diamond hoe and full gold armor.
-
Zombies attacking in Bedrock Edition[18]
-
A baby zombie riding a spider.
Mojang screenshots
-
A large amount of zombies holding and wearing blocks.
-
A baby zombie riding a cow.
-
A baby zombie riding a wolf.
-
A baby zombie riding a zombie.
-
Several Bedrock Edition-exclusive jockeys.
-
A skeleton and zombie in a cave.
-
A zombie breaking down a door.
-
Noor fighting many zombies in a dripstone cave.
Textures
In other media
Official media
-
A zombie chasing Sunny out of a cave.
-
Artwork of a zombie.
-
Animation of undead mobs walking on snow, including zombies.
-
A Zombie in promotional artwork for the first Caves & Cliffs update.
-
Zombies in promotional artwork for the second Caves & Cliffs update.
-
Several zombies surrounding Efe and Ari in a stronghold library.
-
A baby zombie greeting Efe on Halloween.[19]
-
Zombie Base Concept art for Minecraft Earth from The World of Minecraft
-
World Kindness Day artwork.
-
Baby zombie in front of 3 garage doors.
Merchandise
-
Zombie in a Suit, a skin featured in the Battle & Beasts pack.
-
Official zombie action figure made by JINX.
-
"Monster Hunter Icons," a blanket featuring a zombie.
-
"Sun's Down, Zombies Around," an official T-Shirt design featuring three zombies, one in shadow.
-
"Zombie Creepy Mansion," an official T-Shirt design featuring a zombie in front of a Woodland Mansion.
-
Ditto, but in color.
-
Zombie micromob (middle) from official LEGO Minecraft.
-
LEGO Minecraft Zombie minifigure.
-
Baby Zombie minifigure.
-
A LEGO Minecraft set featuring both an adult and baby zombie.
-
A LEGO polybag including a zombie minifigure.
-
Official 8.5-inch Baby Zombie Plushie made by JINX.
-
Zombie plush made by JINX.
-
A zombie riding a bike.
Other
-
Punched zombie from a minecraft.net insider "How to Minecraft".
-
Official baby zombie charity auction art.
-
The zombie's official render from Super Smash Bros. Ultimate.
-
Zombie Spirit from Super Smash Bros. Ultimate.
-
Several zombies as they appear on the Nerf World DLC map.
-
A baby zombie in 15 Year Journey.
-
Target of a zombie in a cowboy hat from the Universal Studios Event.
See also
References
- ↑ https://youtube.com/watch?v=3aDYJZLmtxQ
- ↑ "[MC-62182] Webs block sunlight from burning skeletons and zombies - Jira" – Mojira, July 16, 2014.
- ↑ MC-14800 — When zombie villagers, husks, drowned or zombified piglins are damaged, they spawn regular zombie reinforcements
- ↑ MC-227735 — Zombie reinforcements can spawn on biomes where regular zombies can't — resolved as "Works As Intended".
- ↑ MC-114016 — Reinforcement zombies are not centered on a block
- ↑ MC-14800 — When zombie villagers, husks, drowned or zombified piglins are damaged, they spawn regular zombie reinforcements
- ↑ "[MC-127298] Zombie Villagers and Zombie Pigmans don't turn into Drowned - Jira" – Mojira, March 14, 2018.
- ↑ "Minecraft Survival development update"(archive) – Nizzotch on YouTube, August 24, 2009
- ↑ "Lost internets.. The zombies drop feathers because I don't know what they should drop, and chickens weren't around back then!" – @notch (Markus Persson) on X (formerly Twitter), January 2, 2011
- ↑ Jump up to: a b ""Hey there, I think you dropped this"" – @jeb_ (Jens Bergensten) on X (formerly Twitter), August 28, 2012
- ↑ http://www.reddit.com/r/Minecraft/comments/yrjp8/zombies_can_pick_up_items_from_the_ground_in_the/c5y7uma
- ↑ "Intended." – @Dinnerbone (Nathan Adams) on X (formerly Twitter), September 6, 2012
- ↑ MC-2871
- ↑ MC-199065
- ↑ MC-2310 — Wrong attack radius calculation damages/kills entities through blocks and corners — resolved as "Fixed".
- ↑ MC-14800 — When zombie villagers, husks, drowned or zombified piglins are damaged, they spawn regular zombie reinforcements
- ↑ Daniel: I remember doing the zombie sound. I had a horrible flu. My throat was shot, and I was like, “This is the perfect occasion to make zombie sounds.” So I just gurgled into a microphone [sfx: Minecraft zombie].
- ↑ MCPE-156517 – Resolved as Incomplete.
- ↑ https://x.com/Minecraft/status/1719383023081152595?s=20
- ↑ https://x.com/Minecraft/status/1727714055182221545?s=20
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