Info
Damage represents injury from attacks or natural causes. Players The Player Health points 20 () Armor points Varies Attack strength Fist: 1 () Items: Varies Size Height: 1.8 Blocks Width: 0.6 Blocks While sneaking: Height: 1.65 Blocks Width: 0.6 Blocks While gliding: Height: 0.6 and mobs "Monster" redirects here. For the mob called "monster" in the code, see Human. Mobs are living, moving game entities. The term "mob" is short for "mobile". 1] Contents 1 Spawning 2 Behavior 3 List of
in Minecraft each have a supply of health The health gauge and monitor in Minecraft is based on a single row of 10 heart icons. Each full heart contains two halves, one hit point each (full health is 20 hit points). Contents 1
points, which are reduced when they are injured. The player has 20 () health, but these are measured on a health gauge with 10 hearts. Thus each health point is "1⃢₁₄2 a heart", shown as 1 (). Mobs have varying numbers of health points, but these are not generally visible to players. Be that as it may, when riding a horse Horse Health points 15 () to 30 ( × 15) Armor points See horse armor Size Adult: Height: 1.6 Blocks Width: 1.3965 Blocks Baby: Height: 0.8 Blocks Width: 0.6982 Blocks Spawn Plains and savanna First
/donkey/mule/ pig Pig Health points 10 () Size Adult: Height: 0.9 Blocks Width: 0.9 Blocks Baby: Height: 0.45 Blocks Width: 0.45 Blocks Spawn Opaque blocks with a (Minimum) two block space above them. First appearances See History
, the player can see their mount`s health, and a dog`s Wolf Health points Wild: 8 () Tamed: 20 () Attack strength Wild: Easy: 3 () Normal: 4 () Hard: 6 () Tamed: 4 () Size Adult: Height: 0.85 Blocks Width: 0.6 Blocks Baby: Height: 0.425
health is visible in its tail angle.
Damage from attacks or natural causes will subtract from a player or mob`s current health. When their health reaches zero, they die. Players can also recover health naturally by being well-fed, or through status effects "Healing" redirects here. For health, see health. Contents 1 Behavior 2 Summary of effects 3 List of effects 3.1 Absorption 3.2 Bad Luck 3.3 Blindness 3.4 Fire Resistance 3.5 Glowing 3.6 Haste 3.7 Health Boost . Most mobs do not recover health except through magic, but horses and dogs can be healed by feeding them.
Armor Armor Type Wearable items Durability See Durability Renewable Yes Stackable No Data values See Data values Name See Data values For the armor that can be worn by horses, see Horse Armor. Armor classes. From will absorb some of the damage that would have been done to its wearer, but will take damage Item durability is a property that affects all tools, weapons and armor, as well as certain other usable items. It represents the number of useful actions an item can perform and depletes upon item use. itself in the process.
Damage to tools and armor can be viewed in the item`s tooltip by pressing the debug Java Edition Only Screenshot showing the debug information "Debug" redirects here. For world type, see Debug mode. The debug screen is triggered when the F3 key is pressed. It shows the chunk cache, the memory key combination F3+H.
How damage is stored and displayed
Health and damage are stored as floating-point numbers in units of half-hearts, i.e. 20 health is represented as 10 full hearts. When displaying the HUD, fractional values are rounded up to the next integer.
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Dealing damage
Players can deal damage by hitting mobs "Monster" redirects here. For the mob called "monster" in the code, see Human. Mobs are living, moving game entities. The term "mob" is short for "mobile". 1] Contents 1 Spawning 2 Behavior 3 List of or other players with items at close (melee) range. An "unarmed" attack only does 1 () damage, but weapons Weapons may refer to: Sword - A melee weapon that has a sweep attack. Bow - A ranged weapon that shoots arrows to deal damage. Arrow, Spectral Arrow and Tipped Arrow - Items that can and certain tools do more:
- Swords Sword Type Combat Durability Wooden: 60 Golden: 33 Stone: 132 Iron: 251 Diamond: 1562 Renewable Yes Stackable No Data values See Data values Name See Data values Swords are melee weapons that are mainly used
are crafted for this purpose. While swords do not extend attack range, they deal significantly more damage than with any other item or tool except axes.
- Axes Axe Type Tools Durability Wood: 60 uses Stone: 132 uses Iron: 251 uses Golden: 33 uses Diamond: 1562 uses Renewable Yes Stackable No First appearances See History Data values See Data values Name See Data
, pickaxes Pickaxe Type Tools Durability Wood: 60 Uses Stone: 132 Uses Iron: 251 Uses Golden: 33 Uses Diamond: 1562 Uses Renewable Yes Stackable No Data values See data values Name See data values Pickaxes are one
, and shovels Shovel Type Tools Durability Wood: 60 Uses Stone: 132 Uses Iron: 251 Uses Golden: 33 Uses Diamond: 1562 Uses Renewable Diamond: No All Others: Yes Stackable No Data values See Data values Name See Data
also deal more damage than bare fists. Also, axes deal most damage, but its attack speed is slowest.
- Any other item is equivalent to fists and does the same damage. This includes hoes Hoe Type Tools Durability Wood: 60 Uses Stone: 132 Uses Iron: 251 Uses Golden: 33 Uses Diamond: 1562 Uses Renewable Diamond: No All Others: Yes Stackable No Data values See Data values Name See Data
, and hitting something directly with a bow or held arrow.
- While falling, melee attacks deal a critical hit See damage in Minecraft. For information on health/hearts, see Health. Damage represents injury from attacks or natural causes. Players and mobs in Minecraft each have a supply of health points, which are
(150% of the weapon`s damage including potion effects, but before enchantments "Flame" redirects here. For the non-solid damage-dealing block, see Fire. “ How does enchanting work in Minecraft? Well, you open a magical book and pick a random spell, not quite sure knowing what it will
are applied, rounded down to the nearest hit point).
There are a few ranged weapons in the game:
- Arrows Arrow Type Combat Durability N/A Renewable Yes Stackable Yes (64) Internal ID Normal / Tipped: PC: 10, PE: 80 Spectral: PC: 24 Network ID Normal / Tipped: PC: 60 Spectral: PC: 91 Entity ID Normal
are shot by holding and releaseAnnounce right click when wielding a bow Bow Type Combat Durability 385 Renewable Yes Stackable No First appearances See History Data value dec: 261 hex: 105 bin: 100000101 Name bow A bow is a ranged weapon that fires arrows. Contents 1 Obtaining 1.1 Skeletons 1.2
, and deal a certain amount of damage, depending on the "charge" of the bow (see below).
- Snowballs Snowball Type Combat Durability N/A Renewable Yes Stackable Yes (16) Internal ID PC: 11 PE: 81 Network ID PC: 61 Entity ID snowball First appearances See History Data value dec: 332 hex: 14C bin: 101001100 Name snowball Snowballs
only inflict damage on blazes Blaze Health points 20 () Attack strength Fireball: 5 () Contact: Easy: 4 () Normal: 6 () Hard: 9 () Size Height: 1.8 Blocks Width: 0.6 Blocks Spawn Nether Fortresses, light level of 11 or
, while eggs Egg Type Food Durability N/A Renewable Yes Stackable Yes (16) Internal ID PC: 7 PE: 82 Network ID PC: 62 Entity ID egg First appearances See History Data value dec: 344 hex: 158 bin: 101011000 Name egg This
don`t deal damage to mobs. Both still knock mobs back as if they had been damaged.
- Splash potions Splash Potion Type Potions Durability N/A Renewable Yes Stackable No First appearances See History Data value dec: 438 hex: 1B6 bin: 110110110 Name splash_potion See the throwable potions. For the throwable potions that leave a
can be thrown, inflicting various effects depending on the potion.
- Lingering potions Lingering Potion Type Potions Durability N/A Renewable Yes Stackable No First appearances See History Data value dec: 441 hex: 1B9 bin: 110111001 Name lingering_potion See throwable potions that leave a lingering area of effect. For
can be thrown, creating a cloud that inflicts various effects depending on the potion.
- Ender pearls Ender Pearl Type Raw materials Durability N/A Renewable Yes Stackable Yes (16) Internal ID PC: 14 PE: 87 Network ID PC: 65 Entity ID ender_pearl First appearances See History Data value dec: 368 hex: 170 bin: 101110000 Name
don`t deal damage to mobs.
- Fishing rods Fishing Rod Type Tools Durability 65 Renewable Yes Stackable No Experience Per catch: 1–3 First appearances See History Data value dec: 346 hex: 15A bin: 101011010 Name fishing_rod Fishing rods are tools whose primary purpose is obtaining fish.
cannot be used to damage mobs.
A few items can be used to damage monsters indirectly:
- Flint and steel Flint and Steel Type Tools Durability 65 Renewable No Stackable No Data value dec: 259 hex: 103 bin: 100000011 Name flint_and_steel The flint and steel is a tool used to light fires. Contents 1 Obtaining 1.1 Crafting 1.2
allows the player to light a block on fire Fire Transparency Yes Luminance Yes, 15 Blast resistance 0 Tool Any tool Renewable No Stackable N/A Flammable No Drops None Data value dec: 51 hex: 33 bin: 110011 Name fire Fire is a harmful non-solid block. Contents 1
, which causes most players and mobs that touch the fire to be set on fire (some monsters are fireproof, mostly those native to the Nether A view of the Nether. The Nether is a hell-like dimension, filled with fire, lava, and dangerous mobs. Contents 1 Accessing 2 Environment 2.1 Mobs 3 Generation 3.1 Naturally generated 3.2 Naturally created 3.3 Structures
). Players and mobs that are ignited stay alight until 8 () hit points of damage is dealt, they touch water, or use a fire resistance potion.
- Likewise, contact with Lava also ignites players and mobs.
- TNT can be triggered by fire, redstone, or another explosion.
- If a mob or player is next to an End Crystal, the End Crystal can be hit with something and explode, dealing damage.
The below values detail the damage dealt per hit using various weapons. Critical hits can do variable extra damage.
Tool | Attack speed | Attack damage | Damage/Second (DPS) | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sword | 1.6 | 4 () | 5 () | 6 () | 7 () | 4 () | 6.4 | 8 | 9.6 | 11.2 | 6.4 | ||||
Shovel | 1 | 2.5 () | 3.5 () | 4.5 () | 5.5 () | 2.5 () | 2.5 | 3.5 | 4.5 | 5.5 | 2.5 | ||||
Pickaxe | 1.2 | 2 () | 3 () | 4 () | 5 () | 2 () | 2.4 | 3.6 | 4.8 | 6 | 2.4 | ||||
Axe | 0.8 | 0.8 | 0.9 | 1 | 1 | 7 () | 9 () | 9 () | 9 () | 7 () | 5.6 | 7.2 | 8.1 | 9 | 7 |
Hoe | 1 | 2 | 3 | 4 | 1 | 1 () | 1 | 2 | 3 | 4 | 1 | ||||
Other | 4 | 1 () | 4 |
- ↑ a b c Against a single target, DPS is effectively limited to 2 due to damage immunity.
Some other items will do damage as well
Item | Damage |
---|---|
Arrows Arrow Type Combat Durability N/A Renewable Yes Stackable Yes (64) Internal ID Normal / Tipped: PC: 10, PE: 80 Spectral: PC: 24 Network ID Normal / Tipped: PC: 60 Spectral: PC: 91 Entity ID Normal ![]() ![]() | 1 () – 10 () |
Fire (contact) | 1 () per half-second |
Fire (burning) | 1 () per second |
Lava (contact) | 4 () per half-second |
Magma block (contact) | 1 () per half-second |
TNT (explosion) | 59 ( ⃗ 29.5) |
End Crystal (explosion) | 97 ( ⃗ 48.5) |
- ↑ Depending on charge.
- ↑ a b The damage will decrease the further it is away from the core of the explosion.
Attack cooldown
Attacking too quickly will reduce the strength of attacks. The base damage done (as a fraction of the full possible damage) depends on the time between attacks, which is also reflected in the height of the held weapon on screen and the attack indicator bar (which is configurable in the options menu):
Item | Time (seconds) | ||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0.00 | 0.05 | 0.10 | 0.15 | 0.20 | 0.25 | 0.30 | 0.35 | 0.40 | 0.45 | 0.50 | 0.55 | 0.60 | 0.65 | 0.70 | 0.75 | 0.80 | 0.85 | 0.90 | 0.95 | 1.00 | 1.05 | 1.10 | 1.15 | 1.20 | 1.25 | ||
Sword | 20.13% | 21.15% | 23.20% | 26.27% | 30.37% | 35.49% | 41.63% | 48.80% | 56.99% | 66.21% | 76.45% | 87.71% | 100% | ||||||||||||||
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% | |
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% | |||||
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% | |||||||
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% | ||||||
20.20% | 21.80% | 25.00% | 29.80% | 36.20% | 44.20% | 53.80% | 65.00% | 77.80% | 92.20% | 100% | |||||||||||||||||
20.45% | 24.05% | 31.25% | 42.05% | 56.45% | 74.45% | 96.05% | 100% | ||||||||||||||||||||
20.80% | 27.20% | 40.00% | 59.20% | 84.80% | 100% | ||||||||||||||||||||||
Other | 20.80% | 27.20% | 40.00% | 59.20% | 84.80% | 100% |
The "attackSpeed" attribute controls the length of the cooldown time, with the time taken being T = 1 / attackSpeed * 20
ticks. The damage multiplier is then 0.2 + ((t + 0.5) / T) ** 2 * 0.8
, restricted to the range 0.2⃢€“1, where t
is the number of ticks since the last attack or item switch.
Damage done by enchantments (Sharpness, Smite, and Bane of Arthropods) is also reduced, but not as severely (the multiplier is not squared):
Item | Time (seconds) | ||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0.00 | 0.05 | 0.10 | 0.15 | 0.20 | 0.25 | 0.30 | 0.35 | 0.40 | 0.45 | 0.50 | 0.55 | 0.60 | 0.65 | 0.70 | 0.75 | 0.80 | 0.85 | 0.90 | 0.95 | 1.00 | 1.05 | 1.10 | 1.15 | 1.20 | 1.25 | ||
Sword | 4.00% | 12.00% | 20.00% | 28.00% | 36.00% | 44.00% | 52.00% | 60.00% | 68.00% | 76.00% | 84.00% | 92.00% | 100% | ||||||||||||||
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% | |
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% | |||||
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% | |||||||
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% | ||||||
5.00% | 15.00% | 25.00% | 35.00% | 45.00% | 55.00% | 65.00% | 75.00% | 85.00% | 95.00% | 100% | |||||||||||||||||
7.50% | 22.50% | 37.50% | 52.50% | 67.50% | 82.50% | 97.50% | 100% | ||||||||||||||||||||
10.00% | 30.00% | 50.00% | 70.00% | 90.00% | 100% | ||||||||||||||||||||||
Other | 10.00% | 30.00% | 50.00% | 70.00% | 90.00% | 100% |
Critical hits
`Critical hits` are attacks that deal extra damage compared to regular attacks. Critical melee strikes, regardless of the weapon used, cause small star particles to fly out of the target who was critically hit. "Critical arrows", which occur when arrows are fired from a fully charged bow, leave a trail of the same small star particles as they fly through the air. Critical hits affect all damageable entities including players, mobs "Monster" redirects here. For the mob called "monster" in the code, see Human. Mobs are living, moving game entities. The term "mob" is short for "mobile". 1] Contents 1 Spawning 2 Behavior 3 List of , paintings, boats and minecarts.
In melee, a critical hit occurs when a player attacks a mob while falling, including while coming down from a jump, but not while jumping up. The attack deals 150% of the attack`s base damage (before enchantments or armor are applied).
The requirements for a melee critical hit are:
- The player must be falling.
- The player must not be on the ground.
- The player must not be on a ladder/vine
- The player must not be in water.
- The player must not be affected by blindness.
- The player must not be riding an entity.
- The player must not be sprinting.
- The base attack must not be reduced to 84.8% damage or lower due to cooldown.
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Damage immunity
After sustaining damage from any source, a mob will turn red in color for 0.5 seconds. During this period, any other incoming damage will not be counted against the mob`s total health The health gauge and monitor in Minecraft is based on a single row of 10 heart icons. Each full heart contains two halves, one hit point each (full health is 20 hit points). Contents 1 .
For instance, if you attack a mob with a sword repeatedly hitting the mouse button, the sword`s rate of fire will exceed the mob`s allowable rate of incoming damage, and several of the attacks will not damage the mob even if they land. It is recommended to wait for a mob to be hittable again before swinging your sword, making your hits more precise. The tool used won`t lose durability after unsuccessful attacks.
Be that as it may, if a mob or player is recovering from damage and then receives higher damage, it gets counted. Players are also subject to damage immunity.
Damage inflicted by mobs
The damage mobs "Monster" redirects here. For the mob called "monster" in the code, see Human. Mobs are living, moving game entities. The term "mob" is short for "mobile". 1] Contents 1 Spawning 2 Behavior 3 List of deal to players is affected by the difficulty of the game. The below values represent the amount of damage taken per hit.
- This only applies to mobs attacking the player. Mobs attacking other mobs (wolves, iron golems, etc.) always deal the `Normal` damage listed, regardless of difficulty.
- Values for the creeper and ghast assume the player is directly adjacent to the explosion.
- The damage of slimes and magma cubes depends on their size. Tiny-sized slimes, while hostile, are unable to do damage directly.
- In contrast, the damage for an iron golem just has a large random factor.
- Mobs deal no damage on peaceful, apart from the wolf.
Mob | Difficulty | ||
---|---|---|---|
Easy | Normal | Hard | |
Blaze | 4 () | 6 () | 9 () |
Blaze`s fireball | 5 () | 5 () | 5 () |
Cave spider | 2 () | 2 () | 3 () |
Creeper`s explosion | 25 ( ⃗ 12.5) | 49 ( ⃗ 24.5) | 73 ( ⃗ 36.5) |
Charged creeper`s explosion | 49 ( ⃗ 24.5) | 97 ( ⃗ 48.5) | 145 ( ⃗ 72.5) |