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Minecraft:Arrow

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

Template:Hatnote Template:Infobox item entity An arrow serves as ammunition for Minecraft:bows, Minecraft:crossbows, and Minecraft:dispensers. Arrows can be crafted into spectral arrowsTemplate:Only and tipped arrows to give status effects to players and Minecraft:mobs.

Obtaining

Crafting

Template:Crafting

Picking up arrows

Arrows shot by players can always be picked up in Creative mode.

An arrow cannot be picked up by a player in Survival or Adventure mode if:

  • It is shot by a player in Creative mode.
  • It is shot by any Minecraft:mob able to shoot arrows, such as skeletons, strays, pillagers, or Minecraft:piglins. This includes mobs that do not shoot arrows in normal gameplay, such as illusioners and bow-wielding wither skeletons.
    • This is the case even in Creative mode.<ref>Template:Bug</ref>
  • It is shot with an Infinity-enchanted Minecraft:bow.
  • It is one of the two extra arrows shot with a Multishot-enchanted Minecraft:crossbow.

Arrows that are stuck in a player cannot be retrieved, and the player does not drop them when killed.

After a tipped arrow has been in the ground for Script error: No such module "convert". or more, it becomes a regular arrow and can be picked up as one.

Mob loot

Template:Drop sources

Generated loot

Script error: No such module "lootChest".

Trading

Template:Trade sources

Villager gifts

in Template:Editions, arrows can be obtained as a reward item from fletcher Minecraft:villagers when the player has the Hero of the Village status effect.

Bartering

in Template:Editions, arrows can be obtained through bartering with Minecraft:piglins, and have a ~8.53% (Template:Frac) chance to give the player 6-12 arrows.

Usage

{{#vardefine:params|2 }}Template:Hatnote

Trading

Template:Trade uses

Crafting ingredient

Arrows can be used to craft the two variants of arrows, spectral arrows and tipped arrows. Template:Crafting usage

Cauldrons

{{#vardefine:params|0 }}Template:Hatnote in Template:Editions, arrows can be used on cauldrons that contain Minecraft:potions to create tipped arrows.

Behavior

Template:Message box

Template:Infobox entity

Spawning

An arrow entity spawns when an arrow item is shot out of a Minecraft:bow, Minecraft:crossbow, Minecraft:dispenser, or a bow- or crossbow-wielding mob. Arrow entities spawn with a starting velocity calculated using the following process:

  • The direction of the velocity is set as the facing vector of the entity that shot it, or the vector pointing straight out of a dispenser.
  • The magnitude of the velocity is set as 0 to 3 for bows depending on how far they're drawn, 3.15 for crossbows, and 1.1 for dispensers.
  • A random vector is added to the previously determined velocity. This vector ranges from <math display="inline">-0.0172275\cdot\text{inaccuracy}</math> to <math display="inline">0.0172275\cdot\text{inaccuracy}</math> on every axis. Inaccuracy is 1 for bows and crossbows, and 6 for dispensers.

Because crossbows shoot slightly faster arrows than bows but have the same inaccuracy, crossbows are actually more accurate because their randomness is smaller in proportion to their total velocity.

Critical arrow

Template:Hatnote Arrows fired by players from crossbows (or bows at critical charge) leave a trail of crit particles behind them. Critical arrows deal random damage, between Template:Hp and Template:Hp for bows at critical charge, and between Template:Hp and Template:Hp for crossbows.

Movement

An arrow entity follows this list of steps in order when calculating its movement each game tick:

  • If it is intersecting a block's collision box, its inGround NBT value is set to true.
  • If it is on fire and in rain, water, or powder snow (including cauldrons containing water or powder snow), its fire is extinguished.
  • If inGround is true:
  • If it is no longer intersecting a block's collision box:
  • inGround is set to false.
  • Its velocity in each axis is multiplied by a random number from 0 to 0.2.
  • Otherwise, it ticks its despawn timer.
  • If inGround is false:
  • It calculates collisions with blocks and entities:
  • It sets its target position to its current position plus its velocity.
  • It performs a raycast from its current position to the target position, checking for blocks to hit. If the raycast hits a block, the target position gets set to the point that was hit.
  • It performs a raycast from its position to the target position, checking for entities to hit.
  • If a block was found and no entity was found, handle effects from block collision:
  • The block is activated, if applicable. For example, targets and wooden buttons are activated here.
  • The arrow's velocity is set to the target position minus the arrow position.
  • The arrow is moved directly away from the target position by 0.05 blocks
  • inGround is set to true.
  • crit is set to false.
  • PierceLevel is set to 0.
  • If any entity was found, handle effects from entity collision:
  • If the entity is an Minecraft:Enderman, it is skipped.
  • The arrow attempts to damage the entity. See the Damage section for more information. If the damage fails:
  • If the entity has the deflects_projectiles tag, the arrow's velocity is rotated a random angle about the Y axis and scaled by 0.5.
  • Otherwise, its velocity is multiplied by -0.1.
  • Its velocity vector is added to its position vector.
  • Its velocity vector is multiplied by 0.99 if it's in air or 0.6 if it's in water (this is the "drag").
  • 0.05 is subtracted from its velocity vector's y component (this is the "gravity").

The arrow movement (when not stuck in a block) can be solved as a recurrence relation to obtain the following formulas:

<math display="block">\vec{V_t} = 0.99^t\cdot\left(\vec{V_0}+\begin{bmatrix}0\\5\\0\end{bmatrix}\right)-\begin{bmatrix}0\\5\\0\end{bmatrix}</math>

<math display="block">\vec{P_t} = \vec{P_0}+100\cdot(1-0.99^t)\cdot\left(\vec{V_0}+\begin{bmatrix}0\\5\\0\end{bmatrix}\right)-\begin{bmatrix}0\\5t\\0\end{bmatrix}</math>

Where <math display="inline">\vec{V_t}</math> is the velocity at tick t and <math display="inline">\vec{P_t}</math> is the position at tick t. These formulas can quickly calculate the position and velocity at a future tick t given an initial position and velocity. To make them work for arrows in water instead, change 0.99 with 0.6 and 100 with 2.5.

Calculators/Projectile motion

Damage

The damage an arrow inflicts on an entity depends on the damage NBT tag, the crit NBT tag, and the arrow's speed. However, in Template:Editions, arrows shot from a dispenser do not scale damage with speed.

The damage NBT tag is determined by the item that shot it: It is 2 for everything except bows enchanted with Power, in which case it's <math display="inline">2.5 + \frac{\text{power level}}{2}</math>.

The crit NBT tag is given to all arrows shot out of crossbows or fully charged bows.

The damage inflicted on an entity is <math display="inline">\text{damage NBT tag }\cdot\text{ speed}</math>, rounded up to a whole number. If the arrow has the crit NBT tag, it does an additional random amount of damage between 0 and <math>\frac{\text{damage}}{2}+2</math>.

Average damage (fully charged bow, point-blank range)
Source Damage tag Crit tag Starting speed Average damage
Bow (Power I) 3 Yes <math display="inline">3\pm0.0172275\times\sqrt{3}</math> 12.25Template:Icon alt textTemplate:Healthbar × 6.125
Bow (Power II) 3.5 14.75Template:Icon alt textTemplate:Healthbar × 7.375
Bow (Power III) 4 16Template:Icon alt textTemplate:Healthbar × 8
Bow (Power IV) 4.5 18.5Template:Icon alt textTemplate:Healthbar × 9.25
Bow (Power V) 5 19.75Template:Icon alt textTemplate:Healthbar × 9.875
Bow 2 8.5Template:Icon alt textTemplate:Healthbar × 4.25
Crossbow <math display="inline">3.15\pm0.0172275\times\sqrt{3}</math> 9.75Template:Icon alt textTemplate:Healthbar × 4.875
Dispenser No <math display="inline">1.1\pm0.103365\times\sqrt{3}</math> 3.5Template:Icon alt textTemplate:Healthbar × 1.75

Common properties

Arrows shot from a bow with the Flame enchantment, or shot through Minecraft:lava or Minecraft:fire{{

 #vardefine: verifyedition | 

}}<verify for {{#var:verifyedition}}></verify for {{#var:verifyedition}}>{{

 #vardefine: verifyedition | 

}}, catch on fire and show an appropriate animation until they pass through water or rain. They can set other entities they hit on fire for up to 5 seconds (inflicting up to Template:Hp of fire damage)Template:Citation needed, as well as ignite Minecraft:TNT, Minecraft:candles, and Minecraft:campfires.

File:ArrowShotInTree.png
An arrow shot in a tree

Arrows also stick into blocks they come in contact with and remain there for one minute before disappearing. Such arrows may be retrieved. The 1-minute despawn timer is then refreshed, meaning it takes another minute for the arrow to despawn.

Arrows can get visually stuck in players in Template:Editions, although not any mobs. They appear as regular arrows regardless of type.<ref>Template:Bug</ref>

If the arrow has any custom potion effects (NBT tag CustomPotionEffects), all potion effects, including vanilla potion effects (NBT tag Potion) are removed 30 seconds after the arrow stops moving.

An arrow shot at a chorus flower or decorated pot breaks the block; a chorus flower drops itself, while a decorated pot shatters into pottery sherds and/or Minecraft:bricks along with dropping any of the items stored inside.

Arrows stuck in blocks drop to the ground in a sharp arc if their supporting blocks are destroyed. Such arrows can still damage entities.

Redstone circuits

An arrow can activate a wooden button, wooden pressure plate, a tripwire, or a Minecraft:target. An arrow continues to power these blocks until it is removed, either due to despawning, or being picked up. Target blocks emit a redstone pulse for one second, as opposed to the static depressed state of the other switches. Non-wooden switches are not affected by arrows.

Mobs immune to arrows

A few mobs cannot be shot using an arrow, because the arrow either disappears or it gets deflected. This includes:

  • Endermen - even while immobile, the enderman is immune to damage from arrows;
  • Breeze;
  • Minecraft:Wither under half health, when it gains wither armor;
  • Closed shulkers;
  • Ender dragon, while sitting on top of the exit portal.

Sounds

Minecraft:Arrow/Sounds

Data values

ID

Template:!((Java EditionTemplate:))!: Template:ID table Template:ID table

Template:!((Bedrock EditionTemplate:))!: Template:ID table Template:ID table

Metadata

in Template:Editions, arrows use the following item data values: <section begin="metadata"/>

Arrow Regular Extended Enhanced
(Level II)
Script error: No such module "SpriteFile". Arrow 0 N/A N/A
Script error: No such module "SpriteFile". Arrow of Splashing 1 N/A N/A
Script error: No such module "SpriteFile". Tipped Arrow (Mundane) 2 3 N/A
Script error: No such module "SpriteFile". Tipped Arrow (Thick) 4 N/A N/A
Script error: No such module "SpriteFile". Tipped Arrow (Awkward) 5 N/A N/A
Script error: No such module "SpriteFile". Arrow of Night Vision 6 7 N/A
Script error: No such module "SpriteFile". Arrow of Invisibility 8 9 N/A
Script error: No such module "SpriteFile". Arrow of Leaping 10 11 12
Script error: No such module "SpriteFile". Arrow of Fire Resistance 13 14 N/A
Script error: No such module "SpriteFile". Arrow of Swiftness 15 16 17
Script error: No such module "SpriteFile". Arrow of Slowness 18 19 43
Script error: No such module "SpriteFile". Arrow of Water Breathing 20 21 N/A
Script error: No such module "SpriteFile". Arrow of Healing 22 N/A 23
Script error: No such module "SpriteFile". Arrow of Harming 24 N/A 25
Script error: No such module "SpriteFile". Arrow of Poison 26 27 28
Script error: No such module "SpriteFile". Arrow of Regeneration 29 30 31
Script error: No such module "SpriteFile". Arrow of Strength 32 33 34
Script error: No such module "SpriteFile". Arrow of Weakness 35 36 N/A
Script error: No such module "SpriteFile". Arrow of Decay 37 N/A N/A
Script error: No such module "SpriteFile". Arrow of the Turtle Master 38 39 40
Script error: No such module "SpriteFile". Arrow of Slow Falling 41 42 N/A
Script error: No such module "SpriteFile". Arrow of Wind Charging 44 N/A N/A
Script error: No such module "SpriteFile". Arrow of Weaving 45 N/A N/A
Script error: No such module "SpriteFile". Arrow of Oozing 46 N/A N/A
Script error: No such module "SpriteFile". Arrow of Infestation 47 N/A N/A

<section end="metadata"/>

Entity data

Arrows have entity data that define various properties of the entity.

  1. REDIRECT Template:Edition

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

<section begin="entity data"/>

<section end="entity data"/>

  1. REDIRECT Template:Edition

Template:Rcat:

See Minecraft:Bedrock Edition level format/Entity format.

Achievements

Script error: No such module "Achievement".

Advancements

Script error: No such module "Advancement".

Videos

History

Java Edition

Template:HistoryTable

Bedrock Edition

Template:HistoryTable

Legacy Console Edition

Template:HistoryTable

New Nintendo 3DS Edition

Template:HistoryTable

Java Edition Combat Tests

Template:HistoryTable

Historical sounds

Sound From to Pitch
Template:Sound ? RC1 ?

Data history

Java Edition

Template:HistoryTable

Bedrock Edition

Template:HistoryTable

Issues

Script error: No such module "Issue list".

Trivia

  • By default, arrows fly slightly offset to the right. If the player stands close to a wall and fires several arrows without moving the crosshair, the arrows cluster around a point slightly to the right of the crosshair. If the player switches their main hand to be the left hand in options, the arrows instead cluster to the left.
  • Arrows fired at Nether portals often skip through the portal block completely and fail to collide, thus continuing through to the opposite side of the block.
  • Arrows stuck in blocks vibrate upon a world reload.<ref>Template:Bug</ref>

Gallery

Renders

Screenshots

References

<references group="">

 </references>

External links

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