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Minecraft:Armor

From SAS Gaming Wiki
Revision as of 19:01, 9 April 2026 by SyncBot (talk | contribs) (Fix template calls: add MC/ prefix)

Template:Hatnote {{#vardefine: too-many-brackets | Leather Armor, Copper Armor, Chainmail Armor, Golden Armor, Iron Armor, Diamond Armor, and Netherite Armor }} Template:Message box

File:All Armor Displayed.png
Armor tiers. From left (weakest) to right (strongest): no armor, leather, copper, golden, chainmail, iron, Minecraft:diamond, and netherite.Template:Note

Armor is a category of items that provide players and Minecraft:mobs with some amount of protection from common types of damage. These items include Minecraft:helmets, Minecraft:chestplates, Minecraft:leggings, and Minecraft:boots, which can be placed in designated slots in a player's inventory.

List of armor items

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These items can be worn in armor slots, but do not provide protection against damage:

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Template:Redr

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Template:Redr Mob or Player heads

Armor materials

{{#vardefine:params|0 }}Template:Hatnote There are eight different types of materials of armor, including turtle shells. The seven full sets are shown below in order from weakest to strongest.

Obtaining

Crafting

Crafting/Armor

A full set of leather, copper, iron, golden, or diamond armor requires 24 units of a given material to craft. Netherite armor cannot be crafted directly, and is obtained by upgrading diamond armor in a smithing table. A turtle shell is a type of helmet, but no other armor items can be crafted from turtle scutes. Chainmail armor is uncraftable, and can be obtained only from mob drops, trading, and generated loot.

Upgrading

Netherite armor is obtained by upgrading diamond armor in a smithing table. Each piece of netherite armor requires a netherite ingot and a netherite upgrade smithing template. A full set of netherite armor requires 4 netherite ingots and 4 netherite upgrade smithing templates.

Netherite armor retains the enchantments, prior work penalty, and number of durability points lost (instead of the remaining durability) from the Minecraft:diamond armor.

Template:Smithing Template:Smithing Template:Smithing Template:Smithing

Natural generation

Script error: No such module "Exclusive". Two armor stands are found in each taiga village outdoor armory, one equipped with an iron helmet, the other with an iron chestplate.

Generated loot

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Mob loot

Minecraft:Zombies, Minecraft:husks, zombie villagers, skeletons, strays, bogged, and Minecraft:piglins that spawn with armor have an 8.5% chance of dropping their armor when killed by the player. The dropped armor has a random durability and retains any enchantments it has. All of the mentioned mobs except piglins can only spawn with armor in Normal and Hard difficulties. None of the mobs can naturally spawn with netherite armor.

in Template:Editions, pillagers and vindicators that spawn in raids have a small chance to drop an iron helmet, iron chestplate, iron leggings, or iron boots, in a badly damaged state, with a possibility of having a random enchantment.

in Template:Editions, armorer Minecraft:villagers throw chainmail armor to players who have the Hero of the Village status effect.

Trading

{{#vardefine:params|0 }}Template:Hatnote Leather armor can be bought from leatherworker Minecraft:villagers. These armor pieces have randomly determined color.

Iron armor, chainmail armor and enchanted diamond armor can be bought from armorer villagers.

Bartering

Minecraft:Piglins may barter iron boots enchanted with a random level of Soul Speed when given a gold ingot.

Fishing

Leather boots, often badly damaged, can be obtained as a junk item from fishing.

Usage

Armor can be worn by a player or mob in order to protect them. See Template:Slink for more details.

Equipping

A player can equip a piece of armor by placing it in the correct slot in the Minecraft:inventory, by {{#vardefine: control | right click on mouse or left trigger on gamepad }}using it while it's in the main hand or offhand, or by dispensing it from a dispenser onto themself. When {{#vardefine: control | right click on mouse or left trigger on gamepad }}using the armor piece, any equipped armor corresponding to the same slot is swapped out. Each armor piece fills one inventory slot, and armor pieces cannot be stacked.

Item Equippable slot
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Template:RedrScript error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile". || Template:SlotSprite Head

Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile". Template:SlotSprite Chest
Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile". Template:SlotSprite Legs
Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile". Template:SlotSprite Feet

Statistics

The following tables represent the statistics of the different armor types, including the following values: armor, armor toughness, durability, enchantability, and knockback resistance.

Full sets
Type Armor Armor toughness Knockback resistance
Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile". Leather Armor 7 (Template:Armorbar) 0 (Template:Armorbar) 0
Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile". Copper Armor 10 (Template:Armorbar) 0 (Template:Armorbar) 0
Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile". Golden Armor 11 (Template:Armorbar × 5.5) 0 (Template:Armorbar) 0
Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile". Chainmail Armor 12 (Template:Armorbar × 6) 0 (Template:Armorbar) 0
Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile". Iron Armor 15 (Template:Armorbar × 7.5) 0 (Template:Armorbar) 0
Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile". Diamond Armor 20 (Template:Armorbar × 10) 8 (Template:Armorbar) 0
Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile". Netherite Armor 20 (Template:Armorbar × 10) 12 (Template:Armorbar × 6) 4 (40%)
Helmets
Type Armor Armor toughness Durability Enchantability Knockback resistance
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1 (Template:Armorbar) 0 (Template:Armorbar) 55 15 0
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2 (Template:Armorbar) 0 (Template:Armorbar) 77 25 0
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2 (Template:Armorbar) 0 (Template:Armorbar) 121 8 0
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2 (Template:Armorbar) 0 (Template:Armorbar) 165 9 0
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2 (Template:Armorbar) 0 (Template:Armorbar) 165 12 0
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2 (Template:Armorbar) 0 (Template:Armorbar) 275 9 0
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3 (Template:Armorbar) 2 (Template:Armorbar) 363 10 0
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3 (Template:Armorbar) 3 (Template:Armorbar) 407 15 1 (10%)
Chestplates
Type Armor Armor toughness Durability Enchantability Knockback resistance
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3 (Template:Armorbar) 0 (Template:Armorbar) 80 15 0
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4 (Template:Armorbar) 0 (Template:Armorbar) 176 8 0
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5 (Template:Armorbar) 0 (Template:Armorbar) 112 25 0
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5 (Template:Armorbar) 0 (Template:Armorbar) 240 12 0
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6 (Template:Armorbar) 0 (Template:Armorbar) 240 9 0
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8 (Template:Armorbar) 2 (Template:Armorbar) 528 10 0
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8 (Template:Armorbar) 3 (Template:Armorbar) 592 15 1 (10%)
Leggings
Type Armor Armor toughness Durability Enchantability Knockback resistance
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2 (Template:Armorbar) 0 (Template:Armorbar) 75 15 0
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3 (Template:Armorbar) 0 (Template:Armorbar) 105 25 0
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3 (Template:Armorbar) 0 (Template:Armorbar) 165 8 0
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4 (Template:Armorbar) 0 (Template:Armorbar) 225 12 0
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5 (Template:Armorbar) 0 (Template:Armorbar) 225 9 0
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6 (Template:Armorbar) 2 (Template:Armorbar) 495 10 0
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6 (Template:Armorbar) 3 (Template:Armorbar) 555 15 1 (10%)
Boots
Type Armor Armor toughness Durability Enchantability Knockback resistance
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1 (Template:Armorbar) 0 (Template:Armorbar) 65 15 0
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1 (Template:Armorbar) 0 (Template:Armorbar) 91 25 0
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1 (Template:Armorbar) 0 (Template:Armorbar) 143 8 0
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1 (Template:Armorbar) 0 (Template:Armorbar) 195 12 0
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2 (Template:Armorbar) 0 (Template:Armorbar) 195 9 0
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3 (Template:Armorbar) 2 (Template:Armorbar) 429 10 0
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3 (Template:Armorbar) 3 (Template:Armorbar) 481 15 1 (10%)

Damage reduction

Wearing armor reduces incoming damage according to two values: armor, and armor toughness. Each piece of armor provides a given armor and armor toughness value, and the values from each armor piece are added together when calculating damage reduction.

The strength of incoming damage also determines the damage reduction of worn armor, as armor does not protect in a linear fashion, and instead drops off more and more as incoming damage increases. For example, a full set of diamond armor reduces the damage of a zombie's attack by 77%, but reduces the damage of a piglin brute's attack by only 67%. The total damage reduction of armor cannot drop off below 20% of its maximum.

The following tables represent the damage reduction of the different armor types depending on the incoming damage, accounting for armor toughness:

Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile". Leather Armor
Minimum 25% 50% 75% Maximum
Damage reduction 5.6% 11.2% 16.8% 22.4% 28%
Incoming damage Template:Hp Template:Hp Template:Hp Template:Hp Template:Hp
Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile". Copper Armor
Minimum 25% 50% 75% Maximum
Damage reduction 8% 16% 24% 32% 40%
Incoming damage Template:Hp Template:Hp Template:Hp Template:Hp Template:Hp
Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile". Golden Armor
Minimum 25% 50% 75% Maximum
Damage reduction 8.8% 17.6% 26.4% 35.2% 44%
Incoming damage Template:Hp Template:Hp Template:Hp Template:Hp Template:Hp
Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile". Chainmail Armor
Minimum 25% 50% 75% Maximum
Damage reduction 9.6% 19.2% 28.8% 38.4% 48%
Incoming damage Template:Hp Template:Hp Template:Hp Template:Hp Template:Hp
Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile". Iron Armor
Minimum 25% 50% 75% Maximum
Damage reduction 12% 24% 36% 48% 60%
Incoming damage Template:Hp Template:Hp Template:Hp Template:Hp Template:Hp
Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile". Diamond Armor
Minimum 25% 50% 75% Maximum
Damage reduction 16% 32% 48% 64% 80%
Incoming damage Template:Hp Template:Hp Template:Hp Template:Hp Template:Hp
Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile".Script error: No such module "SpriteFile". Netherite Armor
Minimum 25% 50% 75% Maximum
Damage reduction 16% 32% 48% 64% 80%
Incoming damage Template:Hp Template:Hp Template:Hp Template:Hp Template:Hp

Calculators/Armor protection

Armor points

Template:FakeImage

Armor, also known as armor points, represents the base defensive value of worn armor. The total number of armor points that the player has is the sum of the armor points of the individual pieces of armor worn, and is visually represented by the armor bar. The armor increases the player's

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Template:Redr attribute while worn. Armor points determine the minimum amount of damage armor reduces. See Damage formulas below to see how damage reduction is calculated.

The

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Template:Redr attribute is capped at 30. If commands are used to give the player armor with more than 30 armor points, or to set the player's

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Template:Redr attribute above 30, damage is calculated as if the player had 30 armor points. The armor bar does not show armor points above 20.

Armor toughness

Template:Hatnote

Armor becomes less effective for higher damage values, reducing the damage by smaller and smaller percentages until it reaches the minimum percentage. Armor toughness mitigates this behavior to a degree. The amount of damage reduced still decreases for higher damage values, but not as much. The total number of armor toughness the player has is the sum of the armor toughness of the individual pieces of armor worn. Armor toughness does not have a visual indicator like armor points. Armor increases the player's

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Template:Redr attribute while worn. See Damage reduction below to see how armor toughness affects damage calculation.

Only Minecraft:diamond and netherite armor have armor toughness.

The

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Template:Redr attribute is capped at 20. If commands are used to give the player armor with more than 20 armor toughness, or to set the player's

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Template:Redr attribute above 20, damage is calculated as if the player has 20 armor toughness.

The following table shows the amount of armor toughness given by armor that can be worn by the player.

Damage formulas

Percent damage reduction
<math> \mathsf{Percent\ damage\ reduction} = \frac{\min\left( 20, \max\left(\frac{\mathsf{armorPoints}}{5},\ \mathsf{armorPoints} - \frac{4 \times \mathsf{damage}}{\min\left(\mathsf{toughness}, 20 \right)+8} \right) \right)}{25} \times 100</math>

Since without commands, the toughness of 20 is impossible, this can be simplified to:

<math> Damage\ reduction\ % = \min\left( 80, \max\left(\frac{4}{5}\times\mathsf{armorPoints},\ 4\times\mathsf{armorPoints} - \frac{16 \times \mathsf{damage}}{\mathsf{toughness}+8} \right) \right)</math>

We can define from this equation a meaningful representation for total armor:

<math> \mathsf{TotalArmor} = \frac{\mathsf{armorPoints}\times(\mathsf{toughness}+8)}{5}</math>

This value of total armor represents the amount of damage of an attack required to "break through" the toughness of the armor (so that only regular armor points are used to mitigate the damage). Therefore, the formula above can be rewritten as:

<math> Damage\ reduction\ % = \begin{cases} \frac{4}{5}\times\mathsf{armorPoints}, & \text{if }\mathsf{damage} \geq \mathsf{TotalArmor} \\ 4\times\mathsf{armorPoints}-\frac{16\times\mathsf{damage}}{\mathsf{toughness}+8}, & \text{if }\mathsf{damage} < \mathsf{TotalArmor} \end{cases}</math> capped at maximum 80%.

Note that even without toughness, there is still a "breakthrough" point of damage where the armor just starts being less effective. For armor sets that do not include any armor with toughness (no diamond or netherite), it is simpler to understand as:

<math> Damage\ reduction\ % = \begin{cases} \frac{4}{5}\times\mathsf{armorPoints}, & \text{if }\frac{\mathsf{damage}}{\mathsf{armorPoints}} \geq \frac{8}{5} \\ 4\times\mathsf{armorPoints}-2\times\mathsf{damage}, & \text{if }\frac{\mathsf{damage}}{\mathsf{armorPoints}} < \frac{8}{5} \end{cases}</math> capped at maximum 80%.

Therefore, another way to describe toughness is: A value that decreases the amount of reduction to the reduction of damage caused by higher amounts of damage.

Percent damage reduction with Breach
The percent damage reduction when attacked with a Minecraft:mace enchanted with Breach:
<math>Damage\ reduction\ % = \max\left(0,\left(\frac{\min\left(20,\max\left(\frac{\mathsf{armor\ points}}{5},\mathsf{armor\ points}-\frac{4\times\mathsf{weapon\ damage}}{\mathsf{\min\left(\mathsf{toughness}, 20 \right)}+8}\right)\right)}{25}\right)-\mathsf{Breach\ level}\times 15\% \right)\times100

</math>


Damage taken
<math>\mathsf{Damage\ taken}=\mathsf{damage}\times \left(1-\frac{\min \left( 20, \max\left(\frac{\mathsf{armor\ points}}{5},\ \mathsf{armor\ points} - \frac{4\times\mathsf{damage}}{\mathsf{\min\left(\mathsf{toughness}, 20 \right)}+8} \right) \right)}{25} \right)</math>


Damage taken with Breach
The damage taken when attacked with a Minecraft:mace enchanted with Breach:
<math>

\mathsf{Damage\ taken}=\mathsf{weapon\ damage}\times\left(1-\left(\max\left(0,\left(\frac{\min\left(20,\max\left(\frac{\mathsf{armor\ points}}{5},\mathsf{armor\ points}-\frac{4\times\mathsf{weapon\ damage}}{\mathsf{\min\left(\mathsf{toughness}, 20 \right)}+8}\right)\right)}{25}\right)-\mathsf{Breach\ level}\times 15\% \right)\right)\right) </math>

File:Damage reduction v3.png File:Damage dealt v4.png

In tabular form (with a toughness of 0), damages are:

Script error: No such module "Armor info".

These damage values are lower if a player wears pieces of diamond or netherite armor or has toughness added to the armor through Minecraft:commands.

Damage sources

The following types of damage are reduced by armor and, consequently, damage the armor itself:

  • Direct (melee) attacks from Minecraft:mobs and players. This includes the Strength and the Weakness effects and damage-increasing enchantments.
  • Getting hit with an Minecraft:arrow, a shulker bullet or a thrown Minecraft:trident. This includes extra damage from enchantments (except shulker bullets).
  • Getting hit with a fireball from a ghast or blaze, or a fire charge.
  • Laser beam of a guardian or an elder guardian.
  • Damage from Thorns enchantment, or spikes of guardians and elder guardians.
  • Touching a damaging block (Minecraft:fire, Minecraft:lava, magma block, Minecraft:cactus or sweet berry bush).
    • This excludes netherite armor which is not damaged by fire-related sources.
  • Touching a pufferfish.
  • Explosions.
  • Fireworks with at least a firework star in the recipe.
  • Lightning.
  • Getting hit with a falling Minecraft:anvil.
  • Getting hit with a Minecraft:snowball from a player​{{#vardefine: $version | Java Combat Tests

}}{{#vardefine: $version2 | }}<upcoming: Template:Version link & Template:Version link></upcoming: Template:Version link & Template:Version link> or snow golem.​<more information needed></more information needed>

  • Getting hit with an Minecraft:egg from a player​{{#vardefine: $version | Java Combat Tests

}}{{#vardefine: $version2 | }}<upcoming: Template:Version link & Template:Version link></upcoming: Template:Version link & Template:Version link>

The following types of damage are not reduced by armor and have no effect on the armor itself:

  • Ranged sonic boom attacks from the Minecraft:warden.
  • Fall damage (including using ender pearls).
  • Ongoing damage from being on Minecraft:fire.
  • Suffocating inside a block or due to entity cramming (also includes the world border)Template:Only.
  • Drowning in water (partially for turtle shells).
  • Starvation.
  • Colliding with a block while flying with Minecraft:elytra.
  • Magic (Evoker fangs, status effects and instant damage from a potion of Harming or Minecraft:Dragon's Breath) (but Protection does reduce magical damage.)
  • Falling into the void or
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Template:Redr.

  • Being inside of a powder snow block.
    • This excludes if the player or mob wears any piece of leather armor.

All the types of damage that are not italicized can be reduced by the protection enchantments.

Knockback resistance

{{#vardefine:params|0 }}Template:Hatnote Each netherite armor piece gives a knockback resistance of 1 (10%), which results in a knockback reduction of 40% with a full set. The Blast Protection enchantment can be applied to armor to increase the user's explosion knockback resistance.

Enchantments

{{#vardefine:params|0 }}Template:Hatnote

Armor can be enchanted to provide various benefits. Enchantments can provide more protection or allow armor to resist certain types of damage that armor doesn't normally protect against, such as fall damage or Minecraft:fire. Damage reduction from enchantments does not decrease the armor's durability. Armor enchantments do not appear on the armor bar. The strength of enchantments received through an enchanting table is dependent on the armor piece's enchantability.

As with several enchantments, several different levels of protection are possible. The maximum level of a protection enchantment is IV (4). Protection enchantments from multiple pieces of armor stack together.

Each protection enchantment protects against specific types of damage. The amount of damage reduction depends on the Enchantment Protection Factor (EPF) provided by that enchantment.

Enchantment Damage reduced for Type Modifier EPF
Level I
EPF
Level II
EPF
Level III
EPF
Level IV
Protection All except Minecraft:warden's ranged attack, starvation, void and
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Template:Redr

1 1 2 3 4
Fire Protection Minecraft:Fire, Minecraft:lava, and blaze fireballs 2 2 4 6 8
Blast Protection Explosions 2 2 4 6 8
Projectile Protection Arrows, thrown tridents, ghast and blaze fireballs 2 2 4 6 8
Feather Falling Fall damage (including ender pearls) 3 3 6 9 12

When a player or Minecraft:mob wearing armor is subjected to damage, the EPFs of all applicable enchantments are added together, having a maximum of 20, and a minimum of 0 (when the game is calculating the reduced damage). The damage reduction is

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Template:Redr, giving a minimum reduction of 0 and a maximum reduction of Template:Frac or 80%. This means the player cannot be immune to damage from projectile or explosion in a world without cheating, even they wear armors with the maximum level of relative enchantments applied on every part of them.

Because of the caps in the calculation, it is possible to achieve maximum protection against specific types of damage with just three pieces of armor. For example, two pieces of armor with Blast Protection IV (EPF 8 each) and a single piece with Protection IV (EPF 4) would give a total EPF of 20 versus explosions. Any additional EPF would be wasted against explosions (but might be useful against other types of damage, if applicable).

If the damage is of a type that armor protects against normally, this reduction applies only to the damage that got through the armor.

It is possible using

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Template:Redr to obtain armor with an enchantment level higher than what is normally obtainable via normal survival. Using this method, a player could give themselves, for example, a full set of diamond armor with a Protection V enchantment on every piece. Following the algorithm above, we find that, because Protection V has an EPF of 5, the armor reaches the maximum EPF of 20 for all types of damage. Any higher Protection enchantments could be used to reach the cap with just one level XX (20) enchantment, rather than having a full set of enchanted armor, but would be wasted if all pieces shared the same level enchantment.

The table below shows all armor enchantments at their max levels:

Armor Enchantments at Max Levels
Armor Enchantment Max Level
Protection IV
Fire Protection
Blast Protection
Projectile Protection
Feather Falling
Respiration III
Thorns
Depth Strider
Unbreaking
Soul Speed
Swift Sneak
Frost Walker II
Aqua Affinity I
Mending
Curse of Binding
Curse of Vanishing

Only one form of protection can be applied to a piece of armor (i.e. a chestplate cannot have both Fire Protection and Blast Protection, unless using commands to get all protection enchants in one piece of armor). Feather Falling, Frost Walker, Depth Strider, and Soul Speed are enchantments applicable only to boots. Respiration and Aqua Affinity are enchantments applicable only to helmets. Swift Sneak is an enchantment applicable only to leggings.

Durability

Any hit from a damage source that can be blocked by armor removes one point of durability from each piece of armor worn for every Template:Hp of incoming damage (rounded down, but never below 1).

The chart below shows the durability per unit of material for each piece of armor, compared to that of the Minecraft:boots. The durability per unit does not depend on the tier of the armor.

Helmet Chestplate Leggings Boots
Durability/Unit 68% 61% 66% 100%

This means that for the same number of Minecraft:leather/iron ingots/gold ingots/chainmail/Minecraft:diamond, Minecraft:boots can take 1.5 more damage than leggings. Thus, Minecraft:chestplates and Minecraft:leggings offer more defense points per unit, but have less durability per unit.

This other chart shows the durability of each piece of armor in a set, as a percentage of the chestplate's durability. Additionally, the maximum durability of the chestplate is always a multiple of 16, leggings a multiple of 15, boots a multiple of 13, and helmets a multiple of 11.

Helmet Chestplate Leggings Boots
Durability percentage 68.75% 100% 93.75% 81.25%

Armor worn by a non-player mob does not lose durability when attacked by any means. Helmets that are worn by undead Minecraft:mobs lose durability when exposed to sunlight due to absorbing the mob's damage from sunlight. Every tick where the mob would normally be set on fire, the helmet has a 50% chance to lose 1 durability.

Netherite armor does not lose durability from Minecraft:lava or Minecraft:fire damage.

Mob interactions

General
Wearing a mob Minecraft:head in the helmet armor slot reduces the distance the corresponding mob detects the player by 50%, with the exceptions being the wither skeleton skull<ref>Template:Bug</ref>{{
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}} and dragon head.

Creakings
A player wearing a carved pumpkin in the helmet slot does not cause creakings to become immobile when looking at them.
Endermen
A player wearing a carved pumpkin in the helmet slot does not aggravate endermen by looking at them.
Minecraft:Piglins
While the player is wearing at least one piece of gold armor, Minecraft:piglins behave as neutral mobs instead of hostile. Piglin brutes do not become neutral and remain hostile.

Block interactions

Powder snow
Players and mobs can't freeze in powder snow while wearing at least one piece of leather armor. They also do not sink in powder snow while wearing leather boots, and the player can move through the powder snow like Minecraft:scaffolding.
Magma blocks and Minecraft:campfires
A player wearing boots enchanted with Frost Walker does not take damage while standing on magma blocks or lit campfires.
Soul sand and soul soil
A player wearing boots enchanted with Soul Speed gains a speed boost when moving on soul sand and soul soil blocks.
Minecraft:Water
A player wearing boots enchanted with Frost Walker converts nearby water source blocks into frosted ice.

Locator bar

Wearing Minecraft:heads or carved pumpkins hides the player from the locator bar.

Repairing

{{#vardefine:params|0 }}Template:Hatnote Armor, like tools and weapons, can be repaired by placing two pieces of the same type (e.g., iron helmets) in a grindstone or in the crafting grid.

Template:Crafting Template:Grinding

Unit repair

{{#vardefine:params|0 }}Template:Hatnote A piece of armor can be repaired in an anvil by adding units of the armor material's repair material, with each repair material restoring 25% of the armor item's maximum durability, rounded down. Chainmail armor can be repaired in an anvil using iron ingots, and netherite armor can be repaired in an anvil using netherite ingots. Template:Collapse Template:Collapse Template:Collapse Template:Collapse

Dyeing leather armor

{{#vardefine:params|0 }}Template:Hatnote

  • in Template:Editions, leather armor can be dyed by Minecraft:crafting it together with 1 or more dyes.
  • in Template:Editions, leather armor can be dyed by {{#vardefine: control | right click on mouse or left trigger on gamepad }}using it on a Minecraft:cauldron filled with dyed water. This consumes 1 layer of water but does not change the color of the water.
    • Dyed leather armor also be undyed by {{#vardefine: control | right click on mouse or left trigger on gamepad }}using it on a cauldron with undyed water. This changes the water's color to the color of the armor's dye, and changes the leather armor to have no dye color.

Default color hex code for leather armor is Template:Color. Template:Calculator

Armor trims

{{#vardefine:params|0 }}Template:Hatnote Armor can be given trims using an armor trim smithing template, a trim material and any armor piece. Trimmed armor has different patterns and different colors depending on the template and material used.

Template:Smithing

Template:Collapse

Smelting ingredient

Template:Smelting Template:Smelting Template:Smelting

Mob armor

Armor equipped on mobs

{{#vardefine:params|0 }}Template:Hatnote

Some mobs have a chance to spawn with armor equipped. When a mob spawns with armor, the number of pieces of armor, the type of armor pieces, and whether the armor is enchanted, depends on the difficulty; although, the tier of armor (leather, gold, etc.) has a fixed probability. Mobs can spawn with trimmed armor when spawned from an ominous trial spawner. Some mobs also have a chance to spawn with the ability to pick up armor on the ground and equip it.

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Chances of different armor types
Armor Type Chance{{
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Leather 23.60%
Copper 32.23%
Gold 33.29%
Chainmail 9.73%
Iron 1.10%
Diamond 0.04%

It is impossible for zombies, skeletons, and their variants to naturally spawn with turtle shells, netherite armor, or mob heads.

The protection provided by armor and armor enchantments works the same for Minecraft:mobs as it does with players.

The following mobs can spawn with armor:

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  1. REDIRECT Template:EntityLink<ref>Piglins spawn naturally only with gold, although other armor types can be picked up.</ref>

The following Minecraft:mobs do not naturally spawn with armor, but they can pick up dropped armor (on Normal and Hard difficulty):

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This mob can have armor equipped on it via a Minecraft:dispenser, and the armor does render, but this mob cannot pick up the armor:

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These mobs can have armor equipped on them via a dispenserTemplate:Only<ref>Template:Bug</ref> or via commands, but the armor does not render, and these mobs cannot pick up the armor:

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These mobs do not spawn with armor and it cannot be equipped in Survival mode, but if equipped with Minecraft:commands, their armor is visible:

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All other mobs can be equipped with armor via commands, but the armor cannot be seen.

A Minecraft:helmet protects a mob that burns in sunlight (mainly Minecraft:undead mobs) from burning, but this depletes the helmet's durability as it absorbs the damage. Eventually, the helmet loses all of its durability and breaks, and then the mob burns in the sunlight. A carved pumpkin, mob head, or anything placed into the head slot using commands, can also protect the mob from burning in sunlight. These do not have a durability and as such cannot break.

Damage caused by any other source does not cause a mob's armor durability to decrease, unless the armor is wolf armor.

Natural armor

Some mobs have armor points even when they are not wearing armor. These "natural" armor points stack with any armor worn by the mob.

Mob Armor
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Other types of armor

Horse armor

{{#vardefine:params|0 }}Template:Hatnote

Horse armor can be equipped on a Minecraft:horse to protect it from most forms of damage similarly to player armor. Horse armor does not have a durability and does not break. Golden horse armor is more protective than iron horse armor.

Type Armor Armor toughness Knockback resistance
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3 (Template:Armorbar) 0 (Template:Armorbar) 0
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4 (Template:Armorbar) 0 (Template:Armorbar) 0
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5 (Template:Armorbar) 0 (Template:Armorbar) 0
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7 (Template:Armorbar) 0 (Template:Armorbar) 0
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11 (Template:Armorbar × 5.5) 2 (Template:Armorbar) 0
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19 (Template:Armorbar × 9.5) 3 (Template:Armorbar) 1

Wolf armor

{{#vardefine:params|0 }}Template:Hatnote

Wolf armor can be equipped on a tamed Minecraft:wolf to protect it from most forms of damage, including ones that normal armor does not protect against such as fall damage and burning. Wolf armor functions differently than player armor and horse armor. Instead, it absorbs all damage it protects against, and decreases its durability by the number of points of damage absorbed. The armor can be repaired using armadillo scutes.

Nautilus armor

Nautilus armor can be equipped on a tamed nautilus to protect it from most forms of damage. Like horse armor, nautilus armor does not have a durability and does not break. Golden nautilus armor is more protective than iron nautilus armor.

Type Armor Armor toughness Knockback resistance
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4 (Template:Armorbar) 0 (Template:Armorbar) 0
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5 (Template:Armorbar) 0 (Template:Armorbar) 0
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7 (Template:Armorbar) 0 (Template:Armorbar) 0
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11 (Template:Armorbar × 5.5) 2 (Template:Armorbar) 0
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19 (Template:Armorbar × 9.5) 3 (Template:Armorbar) 1

Sounds

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Template:Rcat:

Template:SoundTable

Bedrock Edition: Template:SoundTable

Data values

ID

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Template:Rcat: Template:ID table Template:ID table Template:ID table Template:ID table Template:ID table Template:ID table Template:ID table Template:ID table Template:ID table Template:ID table Template:ID table Template:ID table Template:ID table Template:ID table Template:ID table Template:ID table Template:ID table Template:ID table Template:ID table Template:ID table Template:ID table Template:ID table Template:ID table Template:ID table Template:ID table

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Item data

Java Edition: {{#vardefine:params|0 }}Template:Hatnote

Template:Calculator

Material Template:Nbt/sprite material
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Bedrock Edition: {{#vardefine:params|0 }}Template:Hatnote

Achievements

Script error: No such module "Achievement".

Advancements

Script error: No such module "Advancement".

History

Before Minecraft

Template:HistoryTable

Java Edition

Template:HistoryTable

Bedrock Edition

Template:HistoryTable

Legacy Console Edition

Template:HistoryTable

New Nintendo 3DS Edition

Template:HistoryTable

Other

Armor durability from Indev until late Beta
Material Helmet Chestplate Leggings Boots
Leather 33 48 45 39
Golden 66 96 90 78
Chainmail 66 96 90 78

Iron

132 192 180 156
Diamond 264 384 360 312

Issues

Script error: No such module "Issue list".

Trivia

  • Considering all 29 armor pieces, 16,777,216 colors of dyed leather armor, 18 armor trims, 11 trim materials, every durability level of each armor piece and every survival-obtainable combination of armor enchantments, the total number of armor pieces obtainable in survival is 40,139,103,939,010,560 or 40 quadrillion.
    • Helmets have 20,480 enchantment combinations, chestplates have 2,560, leggings have 10,240, and boots have 153,600.

Gallery

Entity overlay textures

Adult

Baby

Renders

Helmets

Chestplates

Leggings

Boots

Full armor sets

Screenshots

In other media

See also

Notes

Template:Notelist

References

<references group="">

 </references>

Navigation

Head slot
Chest slot
Legs slot
Feet slot
Mob equipment
Horse Armor
Nautilus Armor
Display/storage
Buckets
Bottles
Informational
Vehicles/mobility
Template:El only
Music discs
Other
Edu only
Seeds
Raw materials
Processed
Edu only
Dyes
Banner patterns
Pottery sherds
Smithing templates
April Fools 2015
April Fools 2016
April Fools 2019
April Fools 2020
April Fools 2023
April Fools 2024
April Fools 2025
April Fools 2026

Template:Article otherTemplate:Article other

Mechanics
Items
Sword
Axe
Spear
Enchantments
Sword
Axe
Spear
Trident
Mace
Effects
Mechanics
Items
Helmet
Chestplate
Leggings
Boots
Horse armor
Nautilus armor
Enchantments
Helmet
Leggings
Boots
Mechanics
Items
Natural
Meat
Fish
Crafted
Effects
Mechanics
Removed
Items
Enchantments
Effects

de:Rüstung es:Armadura fr:Armure hu:Páncél it:Armatura ja:防具 ko:갑옷 lzh:甲胄 nl:Harnas pl:Zbroja pt:Armadura ru:Броня th:เกราะ uk:Обладунки zh:盔甲