Damage


Info

Damage represents injury from attacks or natural causes. Players The Player Health points 20 () Armor points Varies Attack strength Fist: 1 () Items: Varies Size Height: 1.8 Blocks Width: 0.6 Blocks While sneaking: Height: 1.65 Blocks Width: 0.6 Blocks While gliding: Height: 0.6 minecraft and mobs "Monster" redirects here. For the mob called "monster" in the code, see Human. Mobs are living, moving game entities. The term "mob" is short for "mobile". 1] Contents 1 Spawning 2 Behavior 3 List of minecraft in Minecraft each have a supply of health The health gauge and monitor in Minecraft is based on a single row of 10 heart icons. Each full heart contains two halves, one hit point each (full health is 20 hit points). Contents 1 minecraft points, which are reduced when they are injured. The player has 20 () health, but these are measured on a health gauge with 10 hearts. Thus each health point is "1⃢₁₄2 a heart", shown as 1 (). Mobs have varying numbers of health points, but these are not generally visible to players. Be that as it may, when riding a horse Horse Health points 15 () to 30 ( × 15) Armor points See horse armor Size Adult: Height: 1.6 Blocks Width: 1.3965 Blocks Baby: Height: 0.8 Blocks Width: 0.6982 Blocks Spawn Plains and savanna First minecraft /donkey/mule/ pig Pig Health points 10 () Size Adult: Height: 0.9 Blocks Width: 0.9 Blocks Baby: Height: 0.45 Blocks Width: 0.45 Blocks Spawn Opaque blocks with a (Minimum) two block space above them. First appearances See History minecraft , the player can see their mount`s health, and a dog`s Wolf Health points Wild: 8 () Tamed: 20 () Attack strength Wild: Easy: 3 () Normal: 4 () Hard: 6 () Tamed: 4 () Size Adult: Height: 0.85 Blocks Width: 0.6 Blocks Baby: Height: 0.425 minecraft health is visible in its tail angle.

Damage from attacks or natural causes will subtract from a player or mob`s current health. When their health reaches zero, they die. Players can also recover health naturally by being well-fed, or through status effects "Healing" redirects here. For health, see health. Contents 1 Behavior 2 Summary of effects 3 List of effects 3.1 Absorption 3.2 Bad Luck 3.3 Blindness 3.4 Fire Resistance 3.5 Glowing 3.6 Haste 3.7 Health Boost minecraft . Most mobs do not recover health except through magic, but horses and dogs can be healed by feeding them.

Armor Armor Type Wearable items Durability See Durability Renewable Yes Stackable No Data values See Data values Name See Data values For the armor that can be worn by horses, see Horse Armor. Armor classes. From minecraft will absorb some of the damage that would have been done to its wearer, but will take damage Item durability is a property that affects all tools, weapons and armor, as well as certain other usable items. It represents the number of useful actions an item can perform and depletes upon item use. itself in the process.

Damage to tools and armor can be viewed in the item`s tooltip by pressing the debug Java Edition Only Screenshot showing the debug information "Debug" redirects here. For world type, see Debug mode. The debug screen is triggered when the F3 key is pressed. It shows the chunk cache, the memory minecraft key combination F3+H.

How damage is stored and displayed

Health and damage are stored as floating-point numbers in units of half-hearts, i.e. 20 health is represented as 10 full hearts. When displaying the HUD, fractional values are rounded up to the next integer.

Videos

Dealing damage

Players can deal damage by hitting mobs "Monster" redirects here. For the mob called "monster" in the code, see Human. Mobs are living, moving game entities. The term "mob" is short for "mobile". 1] Contents 1 Spawning 2 Behavior 3 List of minecraft or other players with items at close (melee) range. An "unarmed" attack only does 1 () damage, but weapons Weapons may refer to: Sword - A melee weapon that has a sweep attack. Bow - A ranged weapon that shoots arrows to deal damage. Arrow, Spectral Arrow and Tipped Arrow - Items that can and certain tools do more:

There are a few ranged weapons in the game:

A few items can be used to damage monsters indirectly:

The below values detail the damage dealt per hit using various weapons. Critical hits can do variable extra damage.

Tool Attack speed Attack damage Damage/Second (DPS)
Sword 1.6
4 ()

5 ()

6 ()

7 ()

4 ()

6.4

8

9.6

11.2

6.4
Shovel 1
2.5 ()

3.5 ()

4.5 ()

5.5 ()

2.5 ()

2.5

3.5

4.5

5.5

2.5
Pickaxe 1.2
2 ()

3 ()

4 ()

5 ()

2 ()

2.4

3.6

4.8

6

2.4
Axe
0.8

0.8

0.9

1

1

7 ()

9 ()

9 ()

9 ()

7 ()

5.6

7.2

8.1

9

7
Hoe
1

2

3

4

1
1 ()
1

2

3

4

1
Other 4 1 () 4
  1. a b c Against a single target, DPS is effectively limited to 2 due to damage immunity.

Some other items will do damage as well

Item Damage
Arrows Arrow Type Combat Durability N/A Renewable Yes Stackable Yes (64) Internal ID Normal / Tipped: PC: 10, PE: 80 Spectral: PC: 24 Network ID Normal / Tipped: PC: 60 Spectral: PC: 91 Entity ID Normal minecraft (from a bow Bow Type Combat Durability 385 Renewable Yes Stackable No First appearances See History Data value dec: 261 hex: 105 bin: 100000101 Name bow A bow is a ranged weapon that fires arrows. Contents 1 Obtaining 1.1 Skeletons 1.2 minecraft )
1 ()10 ()
Fire (contact)
1 () per half-second
Fire (burning)
1 () per second
Lava (contact)
4 () per half-second
Magma block (contact)
1 () per half-second
TNT (explosion)
59 ( ⃗ 29.5)
End Crystal (explosion)
97 ( ⃗ 48.5)
  1. Depending on charge.
  2. a b The damage will decrease the further it is away from the core of the explosion.

Attack cooldown

Attack indicator (crosshair), empty and charged
Attack indicator (hotbar), empty and charged

Attacking too quickly will reduce the strength of attacks. The base damage done (as a fraction of the full possible damage) depends on the time between attacks, which is also reflected in the height of the held weapon on screen and the attack indicator bar (which is configurable in the options menu):

Item Time (seconds)
0.00 0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.05 1.10 1.15 1.20 1.25
Sword 20.13% 21.15% 23.20% 26.27% 30.37% 35.49% 41.63% 48.80% 56.99% 66.21% 76.45% 87.71% 100%
Shovel 20.05% 20.45% 21.25% 22.45% 24.05% 26.05% 28.45% 31.25% 34.45% 38.05% 42.05% 46.45% 51.25% 56.45% 62.05% 68.05% 74.45% 81.25% 88.45% 96.05% 100%
Pickaxe 20.07% 20.65% 21.80% 23.53% 25.83% 28.71% 32.17% 36.20% 40.81% 45.99% 51.75% 58.09% 65.00% 72.49% 80.55% 89.19% 98.41% 100%
Axe

20.03% 20.29% 20.80% 21.57% 22.59% 23.87% 25.41% 27.20% 29.25% 31.55% 34.11% 36.93% 40.00% 43.33% 46.91% 50.75% 54.85% 59.20% 63.81% 68.67% 73.79% 79.17% 84.80% 90.69% 96.83% 100%

20.04% 20.36% 21.01% 21.98% 23.28% 24.90% 26.84% 29.11% 31.70% 34.62% 37.86% 41.42% 45.31% 49.52% 54.06% 58.92% 64.10% 69.61% 75.44% 81.60% 88.08% 94.88% 100%


20.05% 20.45% 21.25% 22.45% 24.05% 26.05% 28.45% 31.25% 34.45% 38.05% 42.05% 46.45% 51.25% 56.45% 62.05% 68.05% 74.45% 81.25% 88.45% 96.05% 100%
Hoe

20.05% 20.45% 21.25% 22.45% 24.05% 26.05% 28.45% 31.25% 34.45% 38.05% 42.05% 46.45% 51.25% 56.45% 62.05% 68.05% 74.45% 81.25% 88.45% 96.05% 100%

20.20% 21.80% 25.00% 29.80% 36.20% 44.20% 53.80% 65.00% 77.80% 92.20% 100%

20.45% 24.05% 31.25% 42.05% 56.45% 74.45% 96.05% 100%

20.80% 27.20% 40.00% 59.20% 84.80% 100%
Other 20.80% 27.20% 40.00% 59.20% 84.80% 100%

The "attackSpeed" attribute controls the length of the cooldown time, with the time taken being T = 1 / attackSpeed * 20 ticks. The damage multiplier is then 0.2 + ((t + 0.5) / T) ** 2 * 0.8, restricted to the range 0.2⃢€“1, where t is the number of ticks since the last attack or item switch.

Damage done by enchantments (Sharpness, Smite, and Bane of Arthropods) is also reduced, but not as severely (the multiplier is not squared):

Item Time (seconds)
0.00 0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.05 1.10 1.15 1.20 1.25
Sword 4.00% 12.00% 20.00% 28.00% 36.00% 44.00% 52.00% 60.00% 68.00% 76.00% 84.00% 92.00% 100%
Shovel 2.50% 7.50% 12.50% 17.50% 22.50% 27.50% 32.50% 37.50% 42.50% 47.50% 52.50% 57.50% 62.50% 67.50% 72.50% 77.50% 82.50% 87.50% 92.50% 97.50% 100%
Pickaxe 3.00% 9.00% 15.00% 21.00% 27.00% 33.00% 39.00% 45.00% 51.00% 57.00% 63.00% 69.00% 75.00% 81.00% 87.00% 93.00% 99.00% 100%
Axe

2.00% 6.00% 10.00% 14.00% 18.00% 22.00% 26.00% 30.00% 34.00% 38.00% 42.00% 46.00% 50.00% 54.00% 58.00% 62.00% 66.00% 70.00% 74.00% 78.00% 82.00% 86.00% 90.00% 94.00% 98.00% 100%

2.25% 6.75% 11.25% 15.75% 20.25% 24.75% 29.25% 33.75% 38.25% 42.75% 47.25% 51.75% 56.25% 60.75% 65.25% 69.75% 74.25% 78.75% 83.25% 87.75% 92.25% 96.75% 100%


2.50% 7.50% 12.50% 17.50% 22.50% 27.50% 32.50% 37.50% 42.50% 47.50% 52.50% 57.50% 62.50% 67.50% 72.50% 77.50% 82.50% 87.50% 92.50% 97.50% 100%
Hoe

2.50% 7.50% 12.50% 17.50% 22.50% 27.50% 32.50% 37.50% 42.50% 47.50% 52.50% 57.50% 62.50% 67.50% 72.50% 77.50% 82.50% 87.50% 92.50% 97.50% 100%

5.00% 15.00% 25.00% 35.00% 45.00% 55.00% 65.00% 75.00% 85.00% 95.00% 100%

7.50% 22.50% 37.50% 52.50% 67.50% 82.50% 97.50% 100%

10.00% 30.00% 50.00% 70.00% 90.00% 100%
Other 10.00% 30.00% 50.00% 70.00% 90.00% 100%

Critical hits

A critical hit performed on a sheep.
A critical hit performed on a shorn sheep.

`Critical hits` are attacks that deal extra damage compared to regular attacks. Critical melee strikes, regardless of the weapon used, cause small star particles to fly out of the target who was critically hit. "Critical arrows", which occur when arrows are fired from a fully charged bow, leave a trail of the same small star particles as they fly through the air. Critical hits affect all damageable entities including players, mobs "Monster" redirects here. For the mob called "monster" in the code, see Human. Mobs are living, moving game entities. The term "mob" is short for "mobile". 1] Contents 1 Spawning 2 Behavior 3 List of minecraft , paintings, boats and minecarts.

In melee, a critical hit occurs when a player attacks a mob while falling, including while coming down from a jump, but not while jumping up. The attack deals 150% of the attack`s base damage (before enchantments or armor are applied).

The requirements for a melee critical hit are:

  • The player must be falling.
  • The player must not be on the ground.
  • The player must not be on a ladder/vine
  • The player must not be in water.
  • The player must not be affected by blindness.
  • The player must not be riding an entity.
  • The player must not be sprinting.
  • The base attack must not be reduced to 84.8% damage or lower due to cooldown.

Video

Damage immunity

After sustaining damage from any source, a mob will turn red in color for 0.5 seconds. During this period, any other incoming damage will not be counted against the mob`s total health The health gauge and monitor in Minecraft is based on a single row of 10 heart icons. Each full heart contains two halves, one hit point each (full health is 20 hit points). Contents 1 minecraft .

For instance, if you attack a mob with a sword repeatedly hitting the mouse button, the sword`s rate of fire will exceed the mob`s allowable rate of incoming damage, and several of the attacks will not damage the mob even if they land. It is recommended to wait for a mob to be hittable again before swinging your sword, making your hits more precise. The tool used won`t lose durability after unsuccessful attacks.

Be that as it may, if a mob or player is recovering from damage and then receives higher damage, it gets counted. Players are also subject to damage immunity.

Damage inflicted by mobs

The damage mobs "Monster" redirects here. For the mob called "monster" in the code, see Human. Mobs are living, moving game entities. The term "mob" is short for "mobile". 1] Contents 1 Spawning 2 Behavior 3 List of minecraft deal to players is affected by the difficulty of the game. The below values represent the amount of damage taken per hit.

  • This only applies to mobs attacking the player. Mobs attacking other mobs (wolves, iron golems, etc.) always deal the `Normal` damage listed, regardless of difficulty.
  • Values for the creeper and ghast assume the player is directly adjacent to the explosion.
  • The damage of slimes and magma cubes depends on their size. Tiny-sized slimes, while hostile, are unable to do damage directly.
  • In contrast, the damage for an iron golem just has a large random factor.
  • Mobs deal no damage on peaceful, apart from the wolf.
Mob Difficulty
Easy Normal Hard

Blaze
4 () 6 () 9 ()

Blaze
`s
fireball
5 () 5 () 5 ()

Cave spider
2 () 2 () 3 ()

Creeper
`s explosion
25 ( ⃗ 12.5) 49 ( ⃗ 24.5) 73 ( ⃗ 36.5)

Charged creeper`s explosion
49 ( ⃗ 24.5) 97 ( ⃗ 48.5) 145 ( ⃗ 72.5)