An example of damage, getting hurt.

Damage represents injury from attacks or natural causes.

Health [ edit ]

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 1 .

Players have 20 × 10 health points, but may vary by status effects. Mobs have varying numbers of health points, but these are not generally visible to players. However, when riding mobs, a player can see their mount's health, and a wolf's health is visible in its tail angle.

Damage [ edit ]

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 ( × 9) and the gamerule naturalRegeneration is set to true , or through status effects. Most mobs do not recover health except through status effects, but tamed horses, dogs, and cats can be healed by feeding them.

Armor absorbs some of the damage that would have been done to its wearer, but takes damage itself 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 .

Stored and displayed [ edit ]

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 ]

Players can deal damage by hitting most entities with targets at close (melee) range. An "unarmed" attack does 1 damage, but weapons and certain tools do more:

Swords are crafted for this purpose. While swords do not extend attack range, they deal significantly more damage than any other item or tool except tridents and axes.‌ [ Java Edition only ]

Axes, pickaxes and shovels also deal more damage than bare fists. Also, axes deal the most damage but have the slowest attack speed. ‌ [ Java Edition only ]

Tridents can be used melee or ranged. They are a balanced weapon, but they cannot be crafted.

Any other item is equivalent to fists and does the same damage. This includes hoes, and hitting something directly with a bow or held arrow.

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 a few ranged weapons in the game:

Arrows are shot by holding and releasing use when wielding a bow, and deal a certain amount of damage depending on the "charge" of the bow. For crossbows, it does a random factor between 6 - 11.

when wielding a bow, and deal a certain amount of damage depending on the "charge" of the bow. For crossbows, it does a random factor between 6 - 11. Snowballs inflict damage only on blazes, while eggs don't deal any damage to mobs. Both still knock mobs back as if they had been damaged.

Splash potions can be thrown, inflicting various effects depending on the potion.

Lingering potions can be thrown, creating a cloud that inflicts various effects depending on the potion.

Ender pearls don't deal damage to mobs or players other than the player throwing it.

Fishing rods cannot be used to damage mobs directly. However, fishing rods can knock entities back or reel them in.

The values below show the damage dealt per hit using various weapons. Critical hits do 50% extra damage.

Java Edition:

Tool Attack speed Attack damage Damage/Second (DPS) Sword 1.6 4 4 5 6 7 8 6.4 6.4 8 9.6 11.2 12.8 Trident 1.1 9 9.9 Shovel 1 2.5 × 1.25 2.5 × 1.25 3.5 × 1.75 4.5 × 2.25 5.5 × 2.75 6.5 × 3.25 2.5 2.5 3.5 4.5 5.5 6.5 Pickaxe 1.2 2 2 3 4 5 6 2.4 2.4 3.6 4.8 6 7.2 Axe 0.8 1 0.8 0.9 1 1 7 7 9 9 9 10 5.6 7 7.2 8.1 9 10 Hoe 1 1 2 3 4 4 1 1 1 2 3[note 1] 4[note 1] 4[note 1] Other 4 1 4[note 1]

a b c d Against a single target, DPS is effectively limited to 2 due to damage immunity

Bedrock Edition:

Tool Attack damage Sword 5 5 6 7 8 9 Trident 9 Shovel 2 2 3 4 5 6 Pickaxe 2 2 3 4 5 6 Axe 4 4 5 6 7 8 Hoe 2 2 3 4 5 6 Other 2

Attack cooldown [ edit ]

Minecraft Dungeons, see "Cooldown" redirects here. For the enchantment in, see MCD:Cool Down

This feature is exclusive to Java Edition.

Attack indicator (crosshair), empty and charged

Attack indicator (hotbar), empty and charged

Attacking too quickly reduces 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 (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% 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% 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% 20.04% 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% 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 0.2 – 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) 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% 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% 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% 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 [ edit ]

A critical hit performed on a sheep

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. Arrows shot from fully charged bows have a 25% chance of becoming "critical arrows" and dealing extra damage, but all arrows from fully charged bows leave a trail of the same small star particles as they fly through the air. Critical hits affect all damageable entities including players, mobs, paintings, boats and minecarts.

In melee combat, 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:

A player must be falling.

A player must not be on the ground.

A player must not be on a ladder/vine.

A player must not be in water.

A player must not be affected by blindness.

A player must not be riding an entity.

A player must not be faster than walking (like flying or sprinting.‌ [ Java Edition only ] )

) A base attack must not be reduced to 84.8% damage or lower due to cooldown.‌[ Java Edition only ]

Immunity [ edit ]

After sustaining damage from any source, a mob/player turns red in color for half a second. During this period, most other incoming damage is not counted against the player/mob's total health. For instance, if the player attacks a mob by repeatedly hitting the attack button, some attacks land during the mob's immunity period and do not deal damage. Melee weapons do not lose durability after unsuccessful attacks.

If an entity is in the immunity period and then receives higher damage (before accounting for armor, enchantments, or status effects), the difference between the original and new damage amounts is dealt. For example, if a mob is attacked with a weapon dealing 7 damage and then attacked with another weapon dealing 12 × 6 damage during the immunity period, the second hit deals 5 damage (resulting in 12 × 6 total). This does not reset the immunity period.

Inflicted by mobs [ edit ]

The damage mobs 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 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.

Mobs deal no damage on peaceful, apart from wolves‌[ BE only ] and llamas.





Knockback [ edit ]

When receiving damage from players, mobs, most projectiles, or explosions, players and mobs are also knocked back. The resulting disorientation and loss of control should not be underestimated, as it is possible to be knocked back over a cliff or into lava, both of which are potentially fatal.

A sprinting attack causes extra knockback. A thrown egg or snowball also causes knockback, despite not damaging most mobs. Entities riding another entity never receive any knockback when attacked. Iron golems, shulkers, and the ender dragon also don't receive knockback, and certain other mobs have varying levels of knockback resistance. Each piece of netherite armor adds 10% knockback resistance to its wearer.

Natural damage [ edit ]

Besides mob attacks, players can take damage from several other sources.

Lightning damage [ edit ]

Lightning striking on or near the player inflicts 5 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 ]

Most mobs receive damage when falling from excessive heights. Armor itself does not reduce fall damage, however the enchantments Feather Falling and Protection, and the status effect Slow Falling do. The table below shows fall damage immunity for mobs.

↑ Unless /gamerule falldamage is set to false. ↑ Treat all falls as half of the actual distance

Fall damage is calculated based on distance fallen rather than on velocity when hitting the ground. The distance is accumulated based on a change in position each tick and rising does not reduce the accumulator, thus an entity bouncing in mid-air on the end of a lead accumulates fatal amounts of fall distance despite never being more than a few blocks above the ground.

Fall damage is 1 for each block of fall distance after the third. Thus, falling 4 blocks causes 1 damage, 2 damage for 5 blocks, and so forth. Assuming full health (but no Feather Falling or relevant status effects), a 23 block fall should be fatal for a player (23 - 3 = 20 × 10 of damage), but due to the way fall distance is calculated, a 23.5 block fall is required instead.[note 1]

Falling from smaller damaging heights (4-7 blocks) plays a thud sound; larger heights (8+) give a click/cracking sound.

In some cases, it is possible to avoid falling or otherwise survive a fall.

Sneaking prevents the player from falling off a drop of one block or greater.

prevents the player from falling off a drop of one block or greater. Entering or being in water (when not in a boat) resets fall distance. This typically includes falling into the water of any depth.

Being in the area of effect of cobwebs resets fall distance.

Being in lava reduces fall distance by half each tick.

Flying using elytra such that the vertical movement is upward, level or less than 0.5 blocks per tick downward resets fall distance to 1 block.

Moving into a ladder or vine's area of effect resets the fall damage. This also applies to trapdoors acting as a ladder. Falling onto the top of a ladder does not reset fall distance and counts as hitting the ground. Horses are unaffected by ladders and vines, and so their fall distance is not reset. Spiders climbing a block count the block as a "ladder" for this purpose.

An entity riding another entity does not accumulate fall distance. However, when the ridden entity takes fall damage it damages all riders for the same fall distance.

A minecart's fall distance is reset when landing on rails.

Boats do not accumulate fall distance while in water deeper than 1 block.

Teleporting due to a thrown ender pearl resets fall distance, however, the teleportation itself causes 5

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 fall distance 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 bounces the entity into the air. This does not apply to players sneaking

Hay bales and honey blocks decrease fall damage to 20% of normal.

Beds decrease fall damage to 50% of normal and cause the entity to bounce into the air.

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.

Slow falling status effect completely negates all fall damage but causes the entity to fall slowly.

↑ The last tick of fall distance isn't added in when calculating fall damage. For certain heights, including 23-block falls, this discrepancy is enough to avoid an entire 1of damage.

Using a Water Bucket right before landing negates all fall damage, however it is extremely difficult to do.

Drowning [ edit ]

The oxygen bar.

When a player runs out of air underwater, they begin to drown, taking approximately 2 per second.[note 1]

Mobs can drown as well, although mobs that can drown in water 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 or any kind of fish drowns in air instead of in water, while iron golems, guardians, turtles and undead mobs cannot drown in any situation. Withers can drown, but break blocks around them (including water) upon taking damage. Dolphins can drown in air or water and must be exposed to both to survive. A zombie does not take damage but instead begins the process of converting to a drowned mob when continuously in water for 30 seconds, and these mobs do not drown.

When the player is no longer submerged in water or is in a bubble column, their oxygen regenerates at a rate of 1 bubble every 0.2 seconds (4 game ticks). Respiration equipment adds, on average, an additional 16 seconds per level. Water Breathing and Conduit Power regenerate the oxygen‌[Bedrock Edition only] or stop it from depleting.‌[Java Edition only] Neither effect affects squid and fish.

↑ x/(x + 1), where x is the level of enchantment. Damage is taken when the air supply value reaches -20. Usually, air supply value decreases each tick, and resets to 0, after damaging player. Respiration gives a chance for air supply to not decrease itself per tick. Chance is/(+ 1), whereis the level of enchantment.

Anvil [ edit ]

A falling anvil deals 2 per block fallen after the first (e.g., an anvil that falls 4 blocks deals 6 damage). The damage is capped at 40 × 20, no matter how far the anvil falls. Wearing a helmet reduces the damage by 25%, but reduces many points of durability on the helmet.

Thorns enchantment [ edit ]

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 1 –4 damage, or Level - 10 damage if level is over 10)

Suffocation [ edit ]

Suffocation occurs when a player or a mob is unable to breathe due to its head being inside a solid block, causing the player or mob to receive 1 damage every half-second. When inside a block, the player can easily step out of it as the blocks do not prevent their movement.

For the purposes of suffocation, blocks that are transparent or do not fill an entire block do not cause damage. This includes leaves, glass, honey blocks, slabs, stairs, fences, hoppers, chests, beds, bells, composters, grindstones, stonecutters, iron bars, end portal frames, trapdoors, and extended piston heads. Despite being partially transparent, slime blocks can cause suffocation.

The player's screen displays a darkened form of the block in which the player is suffocating. When the player is in third person, the view automatically switches to the first-person view.‌[Java Edition only]

The usual ways a mob can suffocate are:

In Java Edition, entities take damage if too many are packed into the same space. Specifically, the maxEntityCramming gamerule defines the maximum number, above which a player or mob takes 3 suffocation damage every half-second, as long as that player or mob is pushing greater than that number of other entities. The default max number of entities in one block space is 24. Pushable entities include players, mobs, boats, and minecarts.

Starvation [ edit ]

When the hunger bar becomes empty ( ), the player takes 1 damage every four seconds. The player stops taking starvation damage when the player eats food or the health bar drops to 10 on Easy difficulty or 1 on Normal difficulty. In Hard difficulty and on Hardcore mode, the player continues taking damage, which stops upon eating something or death by starvation.

Cactus [ edit ]

Players and mobs take 1 damage every half-second when they are touching or within the same tile-space as a cactus.

Berry bush [ edit ]

Sweet berry bushes deal 1 damage for every half-second when a player or mob (besides foxes) is moving inside a sweet berry bush.

Fire [ edit ]

When mobs and players without fire immunity stand on fire, they take 2 damage every second and get burned. 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.

Lava [ edit ]

Lava is a dangerous natural occurrence. Players and mobs get burned and take damage from contact with lava at a rate of 4 every half-second, and they continue burning after they leave it. Fire Resistance nullifies both the direct damage from lava and the burning damage.

Burning [ edit ]

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. Burning obstructs the player's view slightly and, unless the player or mob has Fire Resistance, inflicts damage at a rate of 1 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.

Nether mobs with the exception of piglins, hoglins and endermen do not burn and cannot be damaged by fire. Burning is not considered a status effect and therefore cannot be cured by milk.

Magma Block [ edit ]

Mobs without fire immunity and players take 1 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.

Campfire [ edit ]

Players or mobs standing on top of a campfire take 1 damage every 10 game ticks (0.5 seconds). Standing in a Soul Campfire does 2 damage per tick instead.

Status effects [ edit ]

Instant Damage [ edit ]

Instant Damage caused by Potions or Tipped Arrows can damage the player 6 at level I and 12 × 6 at level II. This damage occurs instantaneously. For Undead mobs, they are healed instead.

Poison [ edit ]

Cave spiders, witches and bees poison players when they attack (except on easy difficulty). Poisoning also occurs upon eating a spider eye, poisonous potato, pufferfish, or 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 × 10 ( × 10 on Hardcore) to an olive green ( × 10)( × 10 on Hardcore) and the player takes 1 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 ( ), thus leaving them vulnerable to damage from other sources.

Wither [ edit ]

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 × 10 on Survival and × 10 on Hardcore, while inflicting damage over time. The effect deals 1 every 2 seconds (40 ticks) for the wither skeleton's attack (level I), and every second for the Wither's skulls (level II). Wither rose also inflict wither 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 only] Unlike Poison, withering can kill on any difficulty level, and the darkened health bar makes it harder to keep track of the damage.

Void [ edit ]

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 take damage at a rate of about 4 per half-second. The player usually dies from falling in the void, even in creative mode,‌[Java Edition only] but the player may be saved by throwing an ender pearl before falling below the Y-axis of -64. In Bedrock Edition, the player takes damage to any negative Y-axis.

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=-40 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 -42 and below. The player continues falling until the player teleports away, flies back up, or crashes the game.

Explosions [ edit ]

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 ]

Firework rocket explosions can deal damage to entities.

If a rocket has been crafted with a firework star, its explosion deals damage within a radius of about 41⁄ 2 blocks. At the edge of the radius, it deals only 1 damage, but this increases as the player gets closer until the explosion maxes out at its strongest: 5 –6 damage at distances of 2 blocks or less, with extra 1 —2 per additional firework star applied in firework rocket.

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 7 damage to the player.

Achievements [ edit ]

Icon Achievement In-game description Actual requirements (if different) Gamerscore earned Trophy type (PS) Monster Hunter Attack and destroy a monster. Kill a hostile mob or one of the following neutral mobs: enderman, zombified piglin, spider, cave spider. 15G Bronze Sniper Duel Kill a Skeleton with an arrow from more than 50 meters. Use a launched arrow to kill a skeleton, wither skeleton, or a stray from 50 or more blocks away, horizontally. 30G 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. 30G 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. 40G Silver Archer Kill a creeper with arrows. — 10G Bronze

Advancements [ edit ]

Icon Advancement In-game description Parent Actual requirements (if different) Namespaced ID Return to Sender

Destroy a Ghast with a fireball Nether Kill a ghast using a ghast fireball. nether/return_to_sender Uneasy Alliance

Rescue a Ghast from the Nether, bring it safely home to the Overworld... and then kill it Return to Sender Kill a ghast while in the Overworld. nether/uneasy_alliance Spooky Scary Skeleton

Obtain a Wither Skeleton's skull A Terrible Fortress Have a wither skeleton skull in your inventory. nether/get_wither_skull Withering Heights

Summon the Wither Spooky Scary Skeleton — nether/summon_wither Monster Hunter

Kill any hostile monster Adventure Kill one of these 34 mobs . Other mobs, if any, may be killed, but are ignored for this advancement. adventure/kill_a_mob Take Aim

Shoot something with an arrow Monster Hunter Using a bow or a crossbow, shoot an entity with an arrow, tipped arrow, or spectral arrow. adventure/shoot_arrow Sniper Duel

Kill a Skeleton from at least 50 meters away Take Aim Kill a skeleton with a projectile while being at least 50 blocks away horizontally. adventure/sniper_duel

History [ edit ]

Trivia [ edit ]

Critical hits can be done while reflecting a ghast fireball, but does not change the damage or speed of it.

In Creative mode, attacking a mob while flying after having descended scores a critical hit.

In the Legacy Console Edition, the player can take only void damage in the End.

The maximum damage that can be dealt by a player in survival is Melee attack: In Java Edition 36.5 × 18.25 axe + 6 Strength II, all × 1.5 × 0.75 × 6.25 Smite V on an undead target, or Bane of Arthropods V on an arthropod. The maximum on a non-undead non-arthropod target is only 25.5 × 12.75 Strength II, all × 1.5 × 0.75 Sharpness V. A full set of Protection IV diamond armor would reduce the 25.5 × 12.75 × 2.08845 [ more information needed ] In Bedrock Edition Maximum damage to undeads or arthropods is 41.25 × 20.625 × 6.25 × 0.75 Maximum damage to non-undead and non-arthoropod on land is 31.875 × 15.9375 × 3.125 × 0.75 Maximum damage to mob/player on water or during rain is 42.75 × 21.375 × 6.25 × 0.75 riptide) Ranged attack: With Bow Maximum damage to player and non-undead mobs is 37 × 18.5 × 12.5 power V enchantment + 12 × 6 harming II. This is sufficient to kill most mobs (and players) in one hit. Maximum damage to undead mobs is 33 × 16.5 × 12.5 With Crossbow Maximum damage to player and non-undead mobs is 64 × 32 × 18 × 6 Maximum damage to undead mobs is 52 × 26 × 12

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.



References [ edit ]



