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Minecraft:Damage

From SAS Gaming Wiki
File:Hurt.png
An example of a player taking fall damage.

Damage is the reduction of an entity's Minecraft:health.

Health

Template:Main Minecraft:Players and Minecraft:mobs have a supply of Minecraft:health points, which are reduced when they are injured. One health point is half a heart, shown as Template:Hp.

Players have Template:Hp health points, but that may vary by Minecraft:status effects. Mobs have varying numbers of health points, but these are not generally visible to players, with some exceptions: a player can see the health of a mount being ridden, a tamed Minecraft:wolf's health is indicated by its tail angle (90 degrees indicates it's at full health), the Minecraft:wither and Minecraft:ender dragon have boss bars that display their health, an Minecraft:iron golem's body shows cracks as its health declines, and an Minecraft:axolotl plays dead when its health is low.

Damage

Damage from attacks or natural causes subtracts from a player or mob's current health. When their health reaches zero, they Minecraft:die.

Minecraft:Armor, Minecraft:horse armor, Minecraft:nautilus armor, and Minecraft:wolf armor absorb some of the damage that would have been done to their wearer.

  • Armor and wolf armor lose Minecraft:durability in the process.
  • Wolf armor absorbs all incoming damage, while armor, horse armor, and nautilus armor absorb a percentage.

When a player takes damage, along with their hurt sound being heard, a white outline will flash around the health bar on their Minecraft:HUD and their screen will tilt to signify that damage was taken.

In Minecraft:Java Edition, the flash occurs repeatedly for 1 second after taking damage, and unless the health bar is using the freeze damage graphics,<ref>Template:Bug</ref> it additionally shows pale-colored hearts equal to the amount of health that was just lost. If the player took damage from an entity, the screen tilt will be angled towards the entity that dealt the damage, creating an effect as if the player's head were being whipped to the side by inertia from the knockback (although the effect still occurs even if no knockback was caused). If no entity was involved or the damage was dealt through an explosion,<ref>Template:Bug</ref> then it will "remember" the last direction that the screen tilted and reuse that, defaulting to the player's left if no damage has been taken from entities since loading the world.<ref>Template:Bug</ref>

In Minecraft:Bedrock Edition, the health bar only flashes once, shows no pale hearts indicating the damage taken,<ref>Template:Bug</ref> and the screen always tilts to the left regardless of if the player was damaged by an entity or not.<ref>Template:Bug</ref>

The damage tilt can be adjusted and disabled in Template:UITemplate:Only or Template:UI.

Storage and display

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; for example, Template:Hp is shown as Template:Hp.

Adjustments

The damage that a Minecraft:mob take can be adjusted by the following factors:

  1. Invulnerability;
  2. Minecraft:Armor point and Minecraft:armor toughness;
  3. Armor Minecraft:enchantments (Minecraft:Protection, Minecraft:Blast Protection, Minecraft:Fire Protection, Minecraft:Projectile Protection and Minecraft:Feather Falling);
    • These enchantments can reduce up to 20% of the original damage.
  4. Mob-specific adjustments;
  5. Mob armor;
  6. Minecraft:Resistance effect reduces the 20% of the original damage per level;
    • Resistance of level 5 or higher reduces almost all kinds of the damage the mobs take to Template:Hp.
  7. Template:IN, if the damage taken by Minecraft:iron golem, Minecraft:snow golem, Minecraft:wither, Minecraft:ender dragon, Minecraft:frog, Minecraft:allay, Minecraft:mooshroom, Minecraft:bat, Minecraft:chicken, Minecraft:parrot, Minecraft:pig, Minecraft:turtle, Minecraft:villager, Minecraft:wandering trader, Minecraft:goat, Minecraft:axolotl, Minecraft:cat, Minecraft:ocelot, Minecraft:bee, Minecraft:fox, Minecraft:llama, Minecraft:ghast, Minecraft:blaze, Minecraft:creeper, Minecraft:magma cube, Minecraft:breeze and Minecraft:armadillo is less than Template:Health and greater than Template:Health, the damage taken is rounded up to Template:Health.<ref>Template:Bug</ref>

Even if damage is reduced to Template:Hp, the damage is not cancelled; the other effects of the damage are not cancelled as well.

The following table shows the conditions under when damage adjustments can adjust the damage that the mobs take.

Damage type Minecraft:Armor, Minecraft:armor toughness Minecraft:Protection Minecraft:Fire Protection Minecraft:Blast Protection Minecraft:Projectile Protection Minecraft:Feather Falling Minecraft:Resistance Minecraft:Armadillo
reduction
Minecraft:Ender dragon
adjustment
Template:Cmd Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc
Minecraft:Starvation,
Minecraft:Void
Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc
Minecraft:Warden's ranged attack Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc
Minecraft:Drowning,
Magic,
Minecraft:Kinetic energy,
Minecraft:Freezing
Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc
Minecraft:Suffocation Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc
Minecraft:Burning Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc
Minecraft:Lava,
Minecraft:Magma block,
Minecraft:Fireball
Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc
Minecraft:Explosion Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc
Minecraft:Projectile Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc
Minecraft:Falling Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc
Other Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc Template:Tc

Dealing damage

Players can deal damage and knockback by attacking most Minecraft:entities with targets at close (melee) range. Attacking without a weapon (or with items not intended for attacking) does Template:Hp damage. While falling, melee attacks deal a critical hit (150% of the weapon's damage, including potion effects, but before Minecraft:enchantments are applied, rounded down to the nearest hit point).

There are several melee weapons in the game:

There is one weapon in the game that functions as both a melee weapon and a throwable projectile:

There are several ranged weapons, throwable projectiles, and ammunition types in the game:

  • Minecraft:Bows are a ranged weapon that can shoot arrows at varying strength and speed. They have slightly lower damage than crossbows, but can exceed crossbows in damage with the Minecraft:Power enchantment.
  • Minecraft:Crossbows are a ranged weapon that can shoot arrows at any time after being charged in advance. They have slightly longer charging time than bows, but can exceed bows in charging speed with the Minecraft:Quick Charge enchantment. They can also use firework rockets as ammunition.
  • Minecraft:Arrows are ammunition used by bows and crossbows. When shot by a bow, their damage depends on the charging state of the bow prior to firing. The damage of a arrow fired at maximum charge, called critical charge for bows, is 6-11 randomly for bows and 7-11 randomly for crossbows.
  • Minecraft:Firework rockets are ammunition used by crossbows that explode on impact with blocks and entities. They deal damage only when crafted with Minecraft:firework stars, with their damage depending on the amount of firework stars used to craft them. The damage of a maxed firework shot by a crossbow is 11-18 randomly.
  • Minecraft:Snowballs and Minecraft:eggs are projectiles that can be used to knock back mobs, but not players. Snowballs deal damage in addition to their knockback when used against Minecraft:blazes.
  • Minecraft:Splash potions and Minecraft:lingering potions are projectiles that inflict various effects depending on their type. Splash potions deal their effects on impact, while lingering potions do not, instead leaving a lingering cloud of their effect on the ground.
  • Minecraft:Fishing rods Template:In can be used to knock back entities when attaching.

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

Damage by weapon

Template:El:

Damage calculation starts with the weapon's base damage, then adds damage from effects, then multiplies by 1.5 if it's a critical hit, and then adds damage from enchantments.

Script error: No such module "Weapon info".

Template:Notelist

Template:El:

Tool Attack damage
Wood Stone Copper Iron Gold Diamond Netherite
Minecraft:Sword Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp
Minecraft:Trident Template:ItemSprite Template:Hp
Minecraft:Spear Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp
Minecraft:Mace Template:ItemSprite Template:Hp
Minecraft:Shovel Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp
Minecraft:Pickaxe Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp
Minecraft:Axe Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp
Minecraft:Hoe Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp Template:ItemSprite Template:Hp
Other Template:Hp

Attack cooldown

Template:Main Template:Redirect Template:Exclusive

File:AttackIndicatorCrosshair.png
Attack indicator (crosshair), empty and charged
File:AttackIndicatorHotbar.png
Attack indicator (hotbar), empty and charged

When a player swings a weapon or switches to a weapon, they are locked into a cooldown meter that limits how much damage they can deal and requires them to wait before being able to deal maximum damage again. The base damage done depends on the time between attacks, and is also reflected in the height of the held weapon on screen and the attack indicator bar. The fill-level of the attack indicator bar (as a proportion of its total width) is exactly equal to the damage the held weapon would deal if it were used now, in proportion to its maximum damage. Therefore, the attack indicator appears fully charged when the damage dealt after cooldown reaches 100% of the maximum. There are settings for the attack indicators in the Minecraft:options menu. At 84.8% attack cooldown charge, critical hits, Minecraft:sweep attacks, and Minecraft:sprint-knockback attacks become possible.

The % of a weapon's maximum damage that is dealt after a certain amount of cooldown time is described in the table below.Script error: No such module "Weapon info".

The Template:Cd attribute controls the length of the cooldown time, with the time taken being T = 20 / attack_speed 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 (Minecraft:Sharpness, Minecraft:Smite, and Minecraft:Bane of Arthropods) is also reduced, but not as severely (the multiplier is not squared):

Script error: No such module "Weapon info".

Critical hit

File:Crits.png
A critical hit performed on a sheep.

Template:Main Template:Redirect

A critical hit is a type of attack that deals extra damage compared to a regular attack. Critical hits cause small cross-shaped particles to fly out of the target. A critical hit is performed when a player attacks an entity while falling, and increases the damage of the attack by 50% (after strength is applied and beforeTemplate:Only / afterTemplate:Only enchantments or armor are applied).

Template:IN, critical hits can be performed only if the attack cooldown of the weapon is at 84.8% or higher. Critical hits cannot be performed at the same time as Minecraft:sprint-knockback attacks. They also cannot be performed while in Minecraft:water, while climbing a Minecraft:ladder or Minecraft:vines (including its variants), while under the effect of Minecraft:Slow Falling or Minecraft:Blindness, while riding a mount, or while Minecraft:flying.

Maximum damage values

In Survival mode, the maximum damage that can be dealt by a player depends on various factors.

Melee attack

Template:JE

Template:BE Template:Rewrite

Ranged attack

  • With a Minecraft:bow:
    • Maximum damage to players and mobs is Template:Hp damage, from a maximum damage-roll shot at critical charge with the Minecraft:Power V enchantment.
      • Using arrows of harming does not increase damage output. This is because the damage increase from an arrow of harming is ignored if the damage of the ranged weapon exceeds it, rather than adding the two together. In this case, the bow with Power V does 25 damage, which is greater than the arrow of harming's damage increase (12), which causes the arrow of harming's damage to be ignored.

Invulnerability timer

Template:See also Template:AnchorAfter sustaining damage from any source, a Minecraft:mob or Minecraft:player turns red for Template:Convert. During this period, the target is invulnerable to most kinds of further damage. For instance, if the player attacks a mob by repeatedly hitting the Template:Control button, attacks that land while the mob is invulnerable deal no damage, and do not reduce the Minecraft:durability of a melee weapon. Unsuccessful attacks also do not anger neutral mobs. This mechanic is called the invulnerability timer.<ref>Template:Citation</ref><ref>Template:Citation</ref>

While invulnerable, any damage less than or equal to the original damage that caused the invulnerability is ignored. However, any higher damage (before accounting for armor, enchantments, or status effects) causes only the difference between the original and new damage amounts to be dealt. For example, if a mob is attacked with a weapon dealing Template:Hp damage and then attacked with another weapon dealing Template:Hp damage while invulnerable, the second hit deals Template:Hp damage (resulting in Template:Hp total). This does not reset invulnerability.

Template:IN, when an attack deals a fatal amount of damage to a mob so that it dies while invulnerable, its death sound is not triggered. This has never been fixed.

Inflicted by mobs

Natural damage

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

Lightning damage

Minecraft:Lightning striking on or near the player inflicts Template:Hp 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 Minecraft:fire, which is quickly extinguished by the Minecraft:rain during a thunderstorm.

Fall damage

Template:Redirect Template:Redirect Players and most mobs take damage when hitting the ground after falling a certain distance.

Fall damage is based on the change in an entity's Y coordinate, and not how fast the entity is moving. Most mobs take fall damage after falling more than 3 blocks; however, some mobs are able to fall farther before taking damage. How far a mob can safely fall is controlled by the Template:Cd Minecraft:attribute.

Most mobs take about Template:Hp damage for every block fallen over their safe fall distance. Some mobs take a different amount of fall damage per block fallen, determined by a multiplier stored in the Template:Cd attribute.

The amount of fall damage a mob takes is determined by the formula:

<math> \mathsf{fall \ damage} = Max \left( 0, \ Floor \left[ \left( \mathsf{fall\ distance - safe\_fall\_distance} \right)\ \times \ \mathsf{fall\_damage\_multiplier}\right] \right) </math>

where the Ceiling function rounds the answer up to the nearest whole number.

While a fall of 23 blocks should be enough to kill a player at full health, a fall of at least 23.5 blocks is required to kill the player because the game checks if the player is on the ground and calculates fall damage before updating the player's fall distance.

Fall damage resistance

Minecraft:Armor itself does not reduce fall damage; however, armor enchanted with Minecraft:Feather Falling or Minecraft:Protection does.

Some Minecraft:status effects reduce fall damage:

  • Minecraft:Slow Falling - Negates all fall damage. If the effect wears off mid-air, the entity takes damage only for the height difference between where the effect ended and where the entity lands.
  • Minecraft:Resistance - Reduces most damage (including fall) by 20% per level.
  • Minecraft:Jump Boost - In addition to increasing jump height, it also reduces fall damage by Template:Hp per level.

Every player is immune to fall damage when the Minecraft:game rule fallDamage is set to false. Players who can fly are not immune to fall damage and take fall damage for the change in Y from where they stop flying to where they land.

Monsters that are immune to fall damage:

Friendly mobs that are immune to fall damage:

Other mobs with resistance to fall damage:

Sound

For most solid blocks, if a player or mob falls onto the blocks and takes damage, a sound plays and is transmitted to the environment. No sound is played or transmitted if the entity doesn't take damage. Falling from a small height (4–7 blocks) plays a thud sound, and falling from a larger height (8 or more blocks) gives a click or cracking sound.

Fall damage reduction

In some cases, falling damage can be mitigated or entirely avoided:

[[Minecraft:Sneaking|Template:Control]] prevents a player from falling off a drop of one block or greater.

The following cases reset the player or mob's change in Y:

The following cases reduce or negate all fall damage:

  • Being in Minecraft:lava reduces the change in Y by half a block each Minecraft:game tick.
  • Flying using Minecraft:elytra such that the vertical movement is upward, level or less than 0.5 blocks per game tick downward resets the change in Y to 1 block.
  • Wearing armor that is Minecraft:enchanted with Minecraft:Feather Falling or Minecraft:Protection reduces fall damage based on the level of the enchantment.
  • Having the Minecraft:Jump Boost status effect reduces the effective change in Y by 1 block per level, e.g., falling 5 blocks with Jump Boost II counts as having fallen only 3.
  • Minecraft:Slime blocks negate all fall damage, but bounce the entity into the air. Sneaking when hitting the slime block negates fall damage and stops the bounce.
  • Minecraft:Hay bales and Minecraft:honey blocks decrease fall damage to 20% of normal.
  • Beds decrease fall distance to 50% of the actual distance fallen, which usually reduces fall damage to less than half of the normal amount.
  • Minecraft:Sweet berry bushes negate all fall damage.
  • Holding sneak while landing on at least a two-block-high stack of Minecraft:scaffolding negates fall damage from any height. Only 1 scaffolding block is needed to negate damage from smaller heights.
  • Slow falling status effect completely negates all fall damage but causes the entity to fall slowly.
  • Contact the void floor.Template:Only
  • Riding a Minecraft:horse negates all fall damage from the player, but the horse itself can die if it hits the ground too hard.

The following cases do not reduce any fall damage:

  • Minecraft:Boats do not accumulate any change in Y while in water deeper than 1 block.
  • Falling onto the top of a ladder does not reset the change in Y and counts as hitting the ground.
  • Horses are unaffected by ladders and vines, and so their change in Y is not reset.
  • An entity riding another entity does not accumulate any change in Y. However, when the ridden entity takes fall damage, it damages all riders for the same change in Y.

Falling block

Minecraft:Falling block entities deal damage to players and mobs in the same block space where they land. The damage is dealt only on landing, and is not dealt to players and mobs that collide with falling block entities in mid-air.

A falling Minecraft:anvil deals Template:Hp per block fallen after the first block (e.g., an anvil that falls 4 blocks deals Template:Hp damage). A falling Minecraft:stalactite deals Template:Hp per block fallen after the first block (e.g., a stalactite that falls 4 blocks deals Template:Hp damage).

The damage is capped at Template:Hp, no matter how far the anvil or stalactite falls.

Minecraft:Helmets takes twice as much Minecraft:durability damage as other armor pieces, but does not provide any special protection other than the normal armor damage reduction.<ref name="falling_block">Per Talk:Damage#Falling_Block, helmets no longer provide a 25% damage reduction to falling blocks.</ref>

If cheats are enabled, a falling block entity that deals damage can be Minecraft:summoned if its Template:Cd tag is set to Template:Cd. The amount of damage dealt per block fallen can be customized via the Template:Cd tag, and the maximum damage dealt can be customized via the Template:Cd tag.

Thorns enchantment

When a player or mob deals melee or projectile damage to a player or mob that is wearing Minecraft:Thorns-enchanted Minecraft:armor, part of the damage is reflected back at the attacker. The amount varies with the enchantment level. (Level * 15% chance of inflicting Template:HpTemplate:Hp damage, or Level - 10 damage if level is over 10) however, thorns increases the amount of durability lost per hit on the enchanted armor.

Suffocation

Suffocation occurs when a player or mob's eyeline is inside of certain blocks, receiving Template:Hp damage every half-second. They also become Minecraft:black entities.

Blocks that are transparent or do not fill an entire block do not cause damage, these include:

Despite being fully to partially transparent, the following can cause suffocation:

Additionally, Minecraft:dirt path and Minecraft:farmland can also cause suffocation, regardless of them not being full blocks.

The player's screen displays a darkened form of the block in which the player is suffocating.

Template:IN, an oxygen bar is also present in the suffocation process. Water Breathing effects can prevent suffocation Template:In.

Minecraft:Creakings spawned from a Minecraft:creaking heart are immune to suffocation damage.

The usual ways an entity can suffocate are:

Entity cramming

Template:Exclusive

Template:IN, players and mobs take damage if too many entities are packed into the same block space. Specifically, the Template:Cd Minecraft:game rule defines the maximum number of entities that can be in a block without becoming crammed. Once the number of entities in the space of a single block exceeds this value, entity cramming occurs. Entities with the Invulnerable:1b NBT tag are not affected by entity cramming but do count toward the maxEntityCramming game rule limit. When entity cramming occurs, a random selection of Template:Cd living entities (players and mobs) become crammed. A living entity can be crammed by non-living entities, such as Minecraft:minecarts or Minecraft:armor stands, but not by block-like entities, such as Minecraft:item frames. The block space used for counting the number of entities is the axis and grid-aligned 1-meter cubic space containing the centers of the entities. An entity outside this space can collide with the entities within the space, but it can not become crammed by the entities within the space.

When crammed, a player or mob takes Template:Hp suffocation damage with a 25% chance every game tick, as long as that player or mob is pushing greater than that number of other entities. The default value for Template:Cd is 24 entities. This means that up to 24 entities can coexist in one block space without getting crammed.

If an entity is climbing, it does not count toward the number of entities in the block and does not contribute to cramming<ref>Template:Bug</ref>. This means that climbable blocks, such as Minecraft:ladders, Minecraft:vines, and Minecraft:scaffolding can prevent entity cramming. However, spiders and cave spiders are always counted toward the number of entities in the block when they are climbing. This can cause entities on climbable blocks to become crammed.

If a player is killed by entity cramming damage, the Minecraft:death message reads <player> was squished too much.

Drowning

Template:Redirect Template:Redirect A player who runs out of air underwater begins drowning, taking Template:Hp damage per second. Damage is taken when the air supply value reaches -20. Usually, the air supply value decreases each game tick. It resets to 0 after being damaged. Minecraft:Respiration gives a chance for the air supply not to decrease per game tick. Chance is x/(x + 1), where x is the level of enchantment.

Monsters that are immune to drowning:

This monster isn't immune to drowning, but it can drink a water-breathing potion, making it partially immune to drowning:

Friendly mobs that are immune to drowning:

A popping sound is heard every time the air supply value reaches a number that is two more than a multiple of 30, or in other words, every time a bubble pops on the oxygen bar, with the popping sound becoming increasingly higher-pitched as the air supply value decreases, alerting the player that they're about to drown.

When the Minecraft:game rule Template:Cd is set to Template:Cd, the air supply of players depletes normally, but no drowning damage is inflicted when players run out of air.

Mobs can also drown, although most mobs that can drown 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.

When the player is no longer submerged in water or is in a Minecraft:bubble column, the air supply regenerates at a rate of 1 bubble every 0.2 seconds (4 game ticks). A Minecraft:Respiration helmet adds an additional on average 15 seconds duration underwater per enchantment level, and a Minecraft:turtle shell adds an additional 10 seconds. Minecraft:Water Breathing and Minecraft:Conduit Power regenerate the air supply. Template:IN, both effects affect squid and fish.

Starvation

When the Minecraft:hunger bar becomes empty (Template:Hungerbar), the player takes Template:Hp damage every four seconds that is irrespective of Minecraft:armor, the Minecraft:Protection enchantment, and Minecraft:Resistance. In order to stop taking starvation damage, the player needs to eat Minecraft:food or drop to certain health thresholds; Template:Hp on Easy difficulty or Template:Hp on Normal difficulty. In Hard difficulty and Minecraft:Hardcore mode, the player always takes starvation damage regardless of health and the damage can kill the player.

The hunger system does not apply to Minecraft:mobs and, so they do not normally take starvation damage. However, the Template:Cmd command can still cause starvation damage to mobs, and vexes take starvation damage 30 to 119 seconds after having been summoned by an Minecraft:evoker.Template:Only

Environmental

Cactus

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

Berry bush

Minecraft:Sweet berry bushes deals Template:Hp damage for every half-second when a player or mob is moving inside a sweet berry bush.

Monsters that are immune to berry bush damage:

Friendly mobs that are immune to berry bush damage:

Fire-related damage

Fire

Template:Redirect When mobs and players without Minecraft:fire immunity stand on fire, they take Template:Hp damage every half-second and get burned. Standing in Minecraft:soul fire does Template:Hp damage every half-second instead. They continue burning after leaving the fire block. Fire damage can be prevented by the Minecraft:Fire Resistance effect. Fire duration can be decreased with the Minecraft:Fire Protection enchantment. Most Nether mobs are immune to fire, but they can still drown in lava.

Players do not take damage from fire if the Minecraft:game rule Template:Cd is set to Template:Cd.

Monsters that are immune to fire damage:

Friendly mobs that are immune to fire damage:

Lava

Minecraft:Lava is a dangerous natural occurrence. Players and mobs (except some Nether mobs) get burned and take damage from contact with lava at a rate of Template:Hp every half-second, and they continue burning after they leave it. Minecraft:Fire Resistance nullifies both the direct damage from lava and the burning damage.

Players do not take damage from lava if the Minecraft:game rule Template:Cd is set to Template:Cd.

Burning

Minecraft:Players and many Minecraft:mobs burn when exposed to fire or lava or attacked by certain kinds of burning projectiles, Minecraft:Fire Aspect weapons, or burning Minecraft:zombies. In addition, armor itself does not reduce burning damage; to do so, armor needs either the Minecraft:Fire Protection enchantment, Minecraft:Protection enchantment, or the Minecraft:Resistance Minecraft:status effect. Burning obstructs the player's view slightly and, unless the player or mob has Fire Resistance, inflicts damage at a rate of Template:Hp per second. This is the same rate that the player gains health in Peaceful Minecraft: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 Minecraft:rain, Minecraft:water, or Minecraft:cauldrons.

Players do not take damage from burning if the Minecraft:game rule Template:Cd is set to Template:Cd.

Except for piglins, hoglins, skeletons, and endermen, mobs that spawn in the Minecraft:Nether do not burn and cannot be damaged by fire. Minecraft:Wardens also does not burn. Burning is not considered a Minecraft:status effect and therefore cannot be cured by Minecraft:milk.

Magma block

Mobs without Minecraft:fire immunity and players take Template:Hp damage every half-second if they are walking on Minecraft:magma blocks. This can be avoided by having the Minecraft:Fire Resistance effect, Minecraft:sneaking, or wearing Minecraft:Frost Walker-enchanted Minecraft:boots.

Players do not take damage from magma blocks if the Minecraft:game rule Template:Cd is set to Template:Cd.

Campfire

Players or mobs standing on top of a Minecraft:campfire take Template:Hp damage every half second. Standing in a Minecraft:Soul Campfire does Template:Hp damage every half second instead. Unlike any other damage sources, armor itself does not reduce campfire and soul campfire damage; to do so, armor needs either the Minecraft:Fire Protection enchantment, Minecraft:Protection enchantment, or the Minecraft:Resistance status effect. Template:IN, it also inflicts damage for Template:Convert after the player exits the block.

Players do not take damage from campfires if the Minecraft:game rule Template:Cd is set to Template:Cd.

Status effects

Template:Main Status effects are either helpful or harmful conditions that can be given to players and mobs alike. They can be given in different ways: being in range of thrown splash potions or lingering potions, being afflicted by certain mobs' attacks, simply being near certain mobs, being near Minecraft:conduits and beacons, and eating specific types of food (such as Minecraft:rotten flesh or Minecraft:raw chicken). Status effects can last for a certain amount of time or can happen instantaneously.

Entities under a status effect emit colored particles, with the color of the particles resembling the type of status effect. Having multiple status effects combines the respective colors.

Instant damage

Template:Main Instant Damage caused by Minecraft:potions or Minecraft:tipped arrows can damage the player Template:Hp at level I and Template:Hp at level II. This damage occurs instantaneously. Minecraft:Undead mobs are instead healed, but are similarly damaged by the Healing effect. Zombified piglins that are splashed by an Instant Damage potion do not attack the player who threw it, as it heals them.

Poison

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Minecraft:Cave spiders, Minecraft:witches and Minecraft:bees can poison other mobs and players when they attack (if the game is not on Minecraft:Easy difficulty). Some mobs, like the Minecraft:wither and Minecraft:bogged are resistant to the Poison effect and can not be poisoned. Pufferfish inflict Poison as a defense against players and some mobs if they are nearby. A player can poison themself by eating a Minecraft:spider eye, Minecraft:poisonous potato, Minecraft:pufferfish, or a Minecraft:suspicious stew made out of lily of the valley. Drinking or being hit by a Minecraft:potion or arrow of poison also results in poisoning. While poisoned, the hearts in the health meter turn from Template:Hp (Template:Hp on Hardcore) to an olive green (Template:Hp)(Template:Hp on Hardcore) and the player takes Template:Hp every 25 ticks (1.25 seconds) on level I. See Minecraft:Poison for a table for higher levels. The Poison itself cannot kill the player, but it can reduce them to half a heart (Template:Hp), thus leaving them vulnerable to damage from other sources.

Monsters that are immune to poison:

Friendly mobs that are immune to poison:

Wither

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Minecraft:Withers and Minecraft: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 Template:Hp on Minecraft:Survival and Template:Hp on Minecraft:Hardcore, while inflicting damage over time. The effect deals Template:Hp every 2 seconds (40 ticks) for the wither skeleton's attack (level I), and every second for the wither's skulls (level II). Minecraft:Wither roses also inflict the Wither effect to any mobs colliding it. Players also get the Wither effect after eating Minecraft:suspicious stew made out of wither rose or when hit by potion or an arrow of decay.Template:Only Unlike Poison, withering can kill on any difficulty level, and the darkened health bar makes it harder to keep track of the damage, which the only way is seeing the white spark on the left of the heart.

Monsters that are immune to wither effect:

Friendly mobs that are immune to wither effect:

Magic damage

Magic damage bypasses Minecraft:armor, but can be reduced by the Minecraft:Protection enchantment and the Minecraft:Resistance effect. It is dealt by multiple sources:

Monsters that are immune to magic damage:

Friendly mobs that are immune to magic damage:

There is no mob that is immune to Minecraft:conduit damage.

Void

Template:Main If the player breaks through the Minecraft:bedrock barrier found at the bottom of worlds, the void can be seen. Players and mobs in the void below the Y-axis of -64Template:Only or -128Template:Only take damage at a rate of about Template:Hp per half-second. The player usually dies from falling in the void, even in Minecraft:Creative or Minecraft:Spectator modesTemplate:Only, but the player may be saved by throwing an Minecraft:ender pearl before falling below the Y-axis of -64Template:Only or -128Template:Only.

Falling into the void in Minecraft:the End is more likely, and is the only way to access the void in Minecraft:Survival mode without exploiting glitches.

By using Template:Cmd to give the player Minecraft:Regeneration 6 and higher or Minecraft:Instant Health, they can fall infinitely into the void without dying until the effect stops.

Template:IN, the player can survive in the void in Minecraft:Creative mode, but there is a one-way barrier at Y=-104 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 -106 and below. The player continues falling until the player teleports away, flies back up, or crashes the game.

Explosions

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Explosions cause varying amounts of damage based on the explosion strength, the entity's proximity to the explosion, and whether it is obstructed by Minecraft:solid blocks.

Firework rocket explosion

File:Firework Star Damages.png

Minecraft:Firework rocket explosions can deal damage to entities if crafted with a Minecraft:firework star.

The maximum damage about is Template:Hp at the explosion's center with one firework star, decreasing to Template:Hp at the edge of a radius of 5 blocks (exclusive). Each additional firework star adds Template:Hp to the maximum.

If a rocket crafted with a firework star is Template:Controld to provide a speed boost while gliding with Minecraft:elytra, it explodes as it is used, dealing Template:Hp damage to the player.

Freezing

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File:HUD recieving the freeze damage.gif
Freezing hearts when the player is submerged in powder snow.

When an entity is inside a Minecraft:powder snow block, they begin to freeze, taking damage.

A player submerged in powder snow sees a frosty frame slowly fade in at the sides of the screen and the FOV slowly decreases. After Template:Convert, the player's hearts change to a cyan frosty texture (Template:Healthbar), and the player begins taking damage at a rate of Template:Hp HP every two seconds (40 game ticks). If the player leaves the powder snow block, the vignette slowly fades away. A frozen player moves slower than usual until the vignette fully fades away. This is controlled by the Template:Cd data tag, which increases by 1 every game tick (to a maximum of 300) for an entity within the powder snow block. It decreases at a rate of 2 per game tick after the entity leaves the powder snow block. This is currently not a separate effect when used with commands such as /effect give freezing, and does not have its own unique art, particles, or potion.

Players do not take damage from powder snow if the Minecraft:game rule Template:Cd is set to Template:Cd.

Mobs and players that are freezing have a shivering animation.

Wearing any piece of Minecraft:leather armor stops the freezing effect and damage. This applies to entities that can wear armor, such as Minecraft:zombies. Minecraft:Horses wearing leather Minecraft:horse armor also don’t take damage from freezing.

Monsters that are immune to freezing from powder snow:

Friendly mobs that are immune to freezing from powder snow:

Mobs that can walk in powder snow:

Monsters that can walk in powder snow:

Friendly mobs that can walk in powder snow:

Mobs that take extra damage from powder snow:

Monsters that take extra damage from powder snow:

Friendly mobs that take extra damage from powder snow:

Sounds

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Achievements

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Advancements

Template:Load advancements Template:Load advancements(only applicable if shooting the specified Minecraft:entity(ies) with a Template:ItemLink).

History

Development

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Java Edition

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Bedrock Edition

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Legacy Console Edition

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Issues

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Trivia

  • Critical hits can be done while reflecting a Minecraft:ghast fireball, but does not change the damage or speed of it.
  • It is impossible to drown in Peaceful difficulty with a helmet enchanted with any level of Minecraft:Respiration, as the regeneration on Peaceful is higher than the reduced drowning damage.
  • When the player jumps while taking damage, the damage prevents the player from jumping.
    • This also applies to mobs that deal damage that prevents jumping.
  • In Minecraft:Creative mode, attacking a mob while flying after having descended scores a critical hit.
  • When the player dies when attacking, its animation stops and freezes as the player died.Template:Only
  • With all possible reductions to fall damage currently available in Survival (landing on a Minecraft:hay bale, Minecraft:Feather Falling IV boots, Minecraft:Protection IV on other armor pieces, and Minecraft:Resistance IV from a Potion of the Turtle Master) the maximum height the player can fall while surviving without Absorption is 3003 blocks. However, Minecraft: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.
    • Riding a horse along with being under the effects of a beacon's Jump Boost II further increases the maximum falling distance to 9005 blocks.
  • In Minecraft:Legacy Console Edition, a player or mob taking fatal damage simply falls down instead of getting knocked back before disappearing.

References

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Navigation

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