Info
Zombies are common, undead hostile 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 that come in many variants.
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Naturally
In the Overworld The Overworld, as seen in an extreme hills and a forest biome The Overworld is the dimension in which all players begin their Minecraft journey. Contents 1 Creation 1.1 Seeds 2 Environment 2.1 Biomes 2.2 , zombies spawn in groups of 4 at a light level of 7 or less. In desert biomes, all zombies exposed to the sky will have an 80% chance to be replaced by husks, a zombie variant. Zombies that are not husks have a 5% chance to spawn as a zombie villager while all zombie variants also have a 5% chance to spawn as a baby zombie type. Baby zombies have an additional 5% chance of spawning as a chicken jockey Chicken Jockey Health points Baby Zombie: 20 () Chicken: 4 () Armor points Baby Zombie: 2 () Attack strength Chicken Jockey: Easy: 2 () Normal: 3 () Hard: 4 () Pigman Chicken Jockey: Easy: 5 ()
.
Sieges
If a player is in a village with at least 10 doors and 20 villagers at midnight, up to 20 zombies may be spawned near the edge of the village regardless of light level or transparent blocks. It can happen in any biome, even if it is Mushroom Island.
Monster spawners
Zombies can spawn from monster spawners Monster Spawner Type Solid Block Requirements None Physics No Transparency Partial (doesn t block light) Luminance No (Small amount of light for Pocket Edition) Blast resistance 25 Hardness 5 Tool Renewable No Stackable Yes (64) Flammable inside dungeons Dungeon Biome Any Consists of Cobblestone Moss Stone Monster Spawner Chest Can generate post-generation No First appearances See history Dungeons are naturally generated structures that appear in the Overworld. Contents 1 Generation 2 Structure 2.1
.
Zombie villagers
“ | Zombie Infection! The disease is spreading! "Uuuuhh, ooohhh"... | „ |
—The Pretty Scary Update See the 2012 Halloween update. For the 2010 Halloween update, see Halloween Update. Promotional image (released alongside the update) 1] The Pretty Scary Update is the name for Minecraft version 1.4.2, a ![]() |
Zombie villagers comprise 5% of all spawned zombies (1% in desert, desert hills and desert M biomes A river bisecting a jungle biome. At the top right is a forest. A river running through a mesa biome with mesa plateaus, with a savanna biome in the bottom right. “ In case you , including husks Zombie Health points 20 () Armor points 2 () Attack strength Easy: 2 () Normal: 3 () Hard: 4 () Size Adult: Height: 1.95 Blocks Width: 0.6 Blocks Baby: Height: 0.975 Blocks Width: 0.3 Blocks Spawn
). They behave as ordinary zombies, but their character model`s head and face is reminiscent of that of a villager Villager Health points 20 () Size Adult: Height: 1.95 Blocks Width: 0.6 Blocks Baby: Height: 0.975 Blocks Width: 0.3 Blocks Spawn Village When a zombie villager is cured First appearances See History Drops None Experience
, shaded with a darker green hue. Zombie villagers retain their professions and clothes (Zombie villagers won`t retain their professions and clothes in Console edition Console Edition Author(s) Mojang AB 4J Studios Platform(s) Written in C++ Latest version Xbox 360 - TU53 Xbox One - CU43 PS3 - 1.51 PS4 - 1.50 PSVita - 1.51 Wii U - Patch 23
), which have a tattered appearance.
Zombie villagers can also result from zombie attacks on villagers. If any type of zombie kills a villager, there is a chance that the villager will transform into a zombie villager (100% on Hard difficulty, 50% on Normal, 0% on Easy).
Zombie villagers can be cured by using a golden apple Golden @@@#@@@Apple(apple.com)###@### Type Food Restores Golden AppleTechnology company 4 () Absorption (2:00) Regeneration II (0:05) Enchanted Golden AppleTechnology company 4 () Absorption IV (2:00) Regeneration II (0:20) Fire Resistance (5:00) Resistance (5:00) Cookable No Renewable Golden Apple on them while they are under the effects of Weakness "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
, which can be applied using a splash potion of Weakness 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
thrown by the player or a witch Witch Health points 26 ( × 13) Size Height: 1.95 Blocks Width: 0.6 Blocks Spawn Light level of 7 or less. When lightning strikes within 3-4 blocks of a villager. Inside Witch Huts. First appearances
or a tipped arrow. A loud hissing sound will be heard if successful, and the zombie villager will begin to shudder. The curing process will take 2–5 minutes, during which time the zombie villager behaves as normal. While the zombie is being cured, it will have the Strength I effect in normal difficulty (or Strength II on hard difficulty), making it more important to isolate and restrain the zombie.
- Cured villagers do not retain any trades they had before they became infected.
- If the zombie villager is wearing any armor or wielding tools or weapons, those items disappear when the villager is cured.
- During the curing process, it is often a good idea to keep the zombie villager away from any other zombies, because the other zombies will attack it after it is cured.
- Conversion can be sped up by around 4% by surrounding the zombie villager with iron bars and/or bed blocks within a 9⃗9⃗9 cube centered on the zombie villager.
A zombie villager cannot be cured by switching from Easy, Normal or Hard difficulty to Peaceful; they will simply despawn like all other monsters.
Baby zombies
Baby zombies make up 5% of zombie spawns. They behave similar to regular zombies, with the following oddities:
- They do not burn in sunlight.
- They are faster than the normal zombies, yet they have the same @@@#@@@HP(hp.com)###@### as normal zombies. This makes the baby zombies more dangerous than their bigger counterparts.
- The noises they make are higher-pitched than normal zombie sound effects.
- They can sometimes ride chickens Chicken Jockey Health points Baby Zombie: 20 () Chicken: 4 () Armor points Baby Zombie: 2 () Attack strength Chicken Jockey: Easy: 2 () Normal: 3 () Hard: 4 () Pigman Chicken Jockey: Easy: 5 ()
. On the Pocket Edition, they can ride other passive mobs, as well as other zombies and spiders.
- Baby zombie villagers will turn into baby villagers if cured.
- Worn armor shrinks to fit their body size.
- They are able to fit through 1ℂₗ1 block gaps.
- They give 12 Experience Experience First appearances See History Internal ID PC: 2 PE: 69 Network ID PC: none Entity ID xp_orb XP bar visible above hotbar. Experience (EXP or XP for short) can be obtained by gathering experience
points when killed by the player instead of 5.
Baby zombie villagers are spawned when a zombie kills a baby villager, the chance of infection being the same as adult zombie villagers. Baby zombie villagers also spawn naturally, but the combined chance (5% villagers ℂₗ 5% babies) is very low at 0.25% of all newly spawned zombies. Baby husks can also spawn in warm biomes, as well as husk chicken jockeys.
Armed zombies
Along with skeletons Skeleton Health points 20 () Attack strength Bow: Easy: 1 () - 4 () Normal: 1 () - 4 () Hard: 1 () - 5 () Sword: Easy: 2 () Normal: 2 () Hard: 3 , some zombies are capable of picking up dropped items. These zombies will automatically hold any item they come across (except that jack o`lanterns Jack o Lantern Transparency Partial (blocks light) Luminance Yes, 15 Blast resistance 5 Tool Renewable Yes Stackable Yes (64) Flammable No Drops Itself Data value dec: 91 hex: 5B bin: 1011011 Name lit_pumpkin “ Jack-o -lanterns: great looks, super powers.
, mob heads Mob head Type Wearable items; Solid Block Physics No Transparency Yes Luminance No Blast resistance 5 Hardness 1 Tool Any tool Renewable Wither skeleton, skeleton, zombie, creeper Yes Player, Dragon No Stackable Yes (64) Flammable
, and pumpkins Pumpkin Transparency Partial (blocks light) Luminance No Blast resistance 5 Tool Renewable Yes Stackable Yes (64) Flammable No Drops Itself Data value dec: 86 hex: 56 bin: 1010110 Name pumpkin See the pumpkin block. For
will be worn on their heads), but if those items happen to be 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
, 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 , or tools, the zombie will use them. If they encounter another similar item, they will pick it up and drop their previous item:
- if the new item is armor or a sword and the old item was not (for instance, zombies prefer swords to pickaxes, and helmets to pumpkins Pumpkin Transparency Partial (blocks light) Luminance No Blast resistance 5 Tool Renewable Yes Stackable Yes (64) Flammable No Drops Itself Data value dec: 86 hex: 56 bin: 1010110 Name pumpkin See the pumpkin block. For
),
- if both items are armor/swords and the new item is better damage-wise (reduces more damage for armor, or inflicts more damage for swords),
- if 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
- if both items are bows and the new item has NBT tags while the old does not.
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.
Armor worn by zombies is not damaged from most damage sources, which means it cannot "wear out" the way player armor does. Helmets (not blocks like pumpkins) on zombies can wear away and break if the zombie is exposed to daylight or has an anvil or other falling block dropped on its head. Zombies also have a natural armor rating of 2(), which gives 4% damage reduction from most sources.
Some zombies which can pick up items spawn already in possession of such items, and those items may also be enchanted. The chances of that event 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 will never be mismatched (i.e. all pieces will be made of the same material).
Easy | Normal | Hard | |
---|---|---|---|
Can Pick Up Loot | 0% | 0%-55% | 6.875%-55% |
Armor | 0% | 0%-15% | 1.875%-15% |
Armor Enchantment | 0% | 0-50% | 6.25%-50% |
Weapon | 1% | 1% | 5% |
Weapon Enchantment | 0% | 0%-25% | 3.125%-25% |
- ↑ a b c d e f g h i Value is based on the regional difficulty.
- ↑ a b Enchantment is the same as on an enchantment table at level 5–22.
- ↑ 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 & Chestplate | 75% | 90% |
Helmet & Chestplate & 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% |
Any zombie that spawns with equipment (picked-up items don`t count) will give 1–3 extra experience points per item.
Husks
80% of zombies spawned directly under the sky in desert, desert hills, and desert M biomes will be husks. Like normal zombies, there is a 5% chance for baby husks to be spawned, and an additional 5% chance to spawn as a chicken jockey.
They behave similar to regular zombies, with the following differences:
- They do not burn in sunlight.
- They will apply
Hunger to any player it hits. This effect lasts for 7 ℂₗ floor (regional difficulty) seconds. - They do not have a villager Villager Health points 20 () Size Adult: Height: 1.95 Blocks Width: 0.6 Blocks Baby: Height: 0.975 Blocks Width: 0.3 Blocks Spawn Village When a zombie villager is cured First appearances See History Drops None Experience
counterpart.
- They are visually 2 pixels taller than Zombies but have the same hitbox.
- Their voices are more raspy than their normal counterparts.
- They avoid water.
Drops
When killed, zombies drop 0⃢₀ₓ2 pieces of rotten flesh.
Zombies will rarely drop iron ingots, carrots, potatoes, and any naturally spawned equipment. Any picked-up equipment has 100% chance of dropping and will drop with the same damage level it had when picked up, while any naturally spawned equipment has a 8.5% (9.5% with Looting I, 10.5% with Looting II and 11.5% with Looting III) chance of dropping and will drop with a random durability.
A zombie will drop its head if killed by a charged creeper`s explosion.
Zombies drop 5 experience when killed by a player or tamed wolf, and an extra 1⃢₀ₓ3 experience if the zombie has equipment. If the zombie is a baby, it will drop an additional 7 experience.
Halloween
If a zombie wearing a pumpkin or jack o`lantern is killed using a weapon enchanted with Looting, there will be a chance equivalent to the level of Looting used to drop the pumpkin or jack o`lantern, up to a maximum of a 3% chance of a drop.
Attacking the player
Zombies spawn in groups of 4 and will pursue the player on sight from 40 blocks away, as opposed to 16 blocks in other hostile mobs. The detection range of zombies is reduced to half of their normal range (20 blocks) when the player is wearing a zombie mob head (except in the Console or Pocket Editions). Zombies will attempt to avoid obstacles, including sheer cliffs and lava, and will try to find the shortest path towards the player. Unlike skeletons, zombies do not try to avoid being hit, and continue to pursue the player even when being attacked. Zombies can sometimes deal damage through a closed door, as shown in the picture to the right. Like most mobs, zombies will always float on water, even if their target is below them.
Burning under daylight
At dawn, generally when the sun is 15 degrees or more above the ground (that is, when the moon can no longer be seen), most zombies will catch fire and burn once exposed to direct sunlight. They won`t burn:
- if they`re in a sufficiently shaded area: a sunlight level of 11 or less;
- if they`re in water;
- if they`re caught in cobwebs;
- If they`re standing in soul sand;
- If they`re affected by Fire Resistance;
- if they`re wearing head armor (but the armor will take damage);
- if they`re either baby zombies or husks.
Zombies may make some attempt to seek out shade during the day, or enter bodies of water to protect themselves from burning up, but will exit protective areas to chase a nearby player or villager.
If they attack an entity while burning, they may set it on fire, with a (30 ℂₗ regional difficulty)% chance, and with a 2 ℂₗ floor (regional difficulty) second duration. If wearing armor enchanted with Thorns while burning they may set players attacking them on fire with thorns damage alone.
Reactions to status effects
As zombies are undead mobs, they are harmed by the status effect Healing and healed by the status effect Harming. They are also unaffected by Regeneration and Poison.
Picking up items
A zombie holding an item it picked up will not despawn when left alone.
Attacking villagers
Zombies will attack villagers within 42 blocks, and they can always see villagers through walls. Once a zombie has focused on a villager, the zombie will ignore any other villagers and the player, until its target is dead or the zombie is attacked.
Breaking doors
Zombies in pursuit of a target will bang on closed wooden doors, and on Hard (and Hardcore) difficulty, up to 14.5% of them (depending on regional difficulty) can succeed in breaking them down. Else, the door will crack, but not break. Iron doors are always safe.
Attacking iron golems
Zombies will attack iron golems within 42 blocks.
Reinforcements
On all difficulty levels, damaged zombies will also call all other zombies within a 67⃗67⃗21 to 111⃗111⃗21 area centered on the attacked zombie to target the attacking player, like zombie pigmen.
On Hard difficulty, zombies can spawn additional zombies to “help” when damaged. Each zombie has a "likeliness to call reinforcements" statistic which ranges 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 will be 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 9 or lower, 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 will have a 5 percentage point penalty to their "likeliness to call reinforcement" stat, making it less likely that an infinite number of zombies will spawn.
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.
Data values
- See also: Chunk format
Zombies, zombie villagers and husks have entity data associated with them that contain various properties of the mob. Their entity IDs are zombie
, zombie_villager
and husk
respectively.
- Zombie
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
IsBaby: 1 or 0 (true/false) - true if this zombie is a baby. May be absent.
CanBreakDoors: 1 or 0 (true/false) - true if the zombie can break doors (default value is 0).
- Zombie villager
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
IsBaby: 1 or 0 (true/false) - true if this zombie is a baby. May be absent.
CanBreakDoors: 1 or 0 (true/false) - true if the zombie can break doors (default value is 0).
Profession: 0: farmer, 1: librarian, 2: priest, 3: blacksmith, 4: butcher, 5: nitwit (default value is 0).
ConversionTime: -1 when not being converted back to a villager, positive for the number of ticks until conversion back into a villager. The regeneration effect will parallel this.
ConversionPlayerLeast: Least significant bits of the Universally Unique IDentifier of the player who started curing the zombie, to be joined withConversionPlayerMost
to form a unique ID.
ConversionPlayerMost: Most significant bits of the Universally Unique IDentifier of the player who started curing the zombie, to be joined withConversionPlayerLeast
to form a unique ID.
- Husk
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
IsBaby: 1 or 0 (true/false) - true if this zombie is a baby. May be absent.
CanBreakDoors: 1 or 0 (true/false) - true if the zombie can break doors (default value is 0).
Achievements
Icon | Achievement | In-game description | Actual requirements (if different) | Availability | Xbox points earned | Trophy type (PS) | |||
---|---|---|---|---|---|---|---|---|---|
Xbox | PS | Wii U | |||||||
Zombie Doctor | Cure a zombie villager. | Throw a splash potion of weakness at a zombie villager and give it a golden apple (by facing the zombie and pressing the use key with a golden apple in your hand) | Yes | Yes | Yes | Yes | 40G | Gold |
Advancements
Icon | Advancement | In-game description | Parent | Actual requirements (if different) | Internal ID |
---|---|---|---|---|---|
![]() | Zombie Doctor | Weaken and then cure a zombie villager | We Need to Go Deeper | Throw a splash potion of weakness at a zombie villager and give it a golden apple (by facing the zombie and pressing the use key with a golden apple in your hand). | minecraft:story/cure_zombie_villager |
![]() | Adventure | Adventure, exploration, and combat | ⃢₀ₔ | Kill any entity, or be killed by any entity. | minecraft:adventure/root |
![]() | Monster Hunter | Kill any hostile monster | Adventure | Kill one of |