Weapon

Melee weapons
Melee weapons can be held while punching to deal extra damage, but with a longer attack time than punching. (attack time is a cooldown time for a weapon)


 * s are generally the most effective melee weapon, due to their high damage per second compared to other weapons. All swords have a cooldown time of 0.6 seconds, 60% faster than axes. Swords are the only weapon type that can do sweep attacks to hit multiple targets. $$, they deal more damage than any other melee weapon except for tridents.


 * s $$ deal more damage per hit than their sword counterparts, but have a slower cooldown. Wooden and stone axes have a cooldown time of 1.2 seconds, 80% slower than swords. Iron axes have a cooldown time of 1.1 seconds, 70% slower than swords. Golden, diamond, and netherite axes have a cooldown time of 1 second, 60% slower than swords. Axes are the only weapon type that can disable a, which can be lengthened with Cleaving. $$, axes deal one less damage than their sword counterparts.


 * s can be swung, dealing the same damage as an unenchanted stone, iron, or diamond axe or the same damage as an unenchanted, and when thrown they always do the same damage as an unenchanted . They have 10% faster attack speed than golden, diamond, and netherite axes, being 0.9 seconds. Unlike most other projectiles, they are not slowed down in water, but a thrown trident must be retrieved, unless enchanted with Loyalty.


 * Other tools, like s, s, and s can be used as weapons, but they are not as effective as other melee weapons.


 * Swords and Tridents use one durability point per hit, while Axes, Pickaxes, Hoes and Shovels use two.

Ranged weapons
Ranged weapons are not as effective in close combat, but they are effective at attacking enemies from a distance.


 * s are the most common ranged weapon, shooting s at enemies to deal damage. Bows have a charge up mechanic, similar to melee weapons, and arrows go the farthest and deal the most damage when shot from a fully charged bow.


 * s have a longer range than bows, and deal more damage, but take longer to charge when unenchanted. The charging time can be drastically reduced with the Quick Charge enchantment to charge far faster than a bow. They can also shoot s to deal splash damage, but unlike the bow, crossbows cannot fire a partially charged attack; the player must fully charge a crossbow to load it and fire. Furthermore, a crossbow can be charged and put away to be fired later.


 * s cannot be launched by a player, but can be fired by a or shot from a  or  to explode and set its surroundings on fire upon impact. Ghast fireballs can also be used to damage terrain, but can be deflected. The  uses a special type of  that is purple and releases a purple lingering effect cloud similar to that of a  when it explodes. This particle cloud can be collected using a  to get.


 * s, s, or s with the, , or status effects can be effectively used to damage enemies. Other effects like , , and  can be used to significantly hinder an opponent in a fight.


 * s and s do not deal any damage, but can damage and deal knockback, and unlike a  bow, can be thrown quickly.  s can be used, but it teleports the player to the entity.

Other weapons
Other items listed below can be used as weapons but usually have other intended uses and should be used strategically.


 * s and s can be used to deal excessive explosive damage to targets in quick succession.
 * s can be used to drastically slow the move speed of targets.
 * s and s can be used to set the ground on fire and damage enemies.
 * A can deal serious damage to enemies and significantly slow them down, but it requires strategic placing. In certain situations, it can be used in conjunction with a  to suffocate the entity in.
 * is an effective weapon against enemies, whether planted and ignited on the spot or buried beforehand and activated in a chase. The player can substitute this with a, , or a when used outside of the Overworld.
 * Hostile mobs can be used as weapons when used strategically, but this can be hard to set up due to the fact that these mobs also attempt to attack the player.
 * traps can be used to kill the entity with all sorts of environmental damage, ranging from fall damage to suffocation to anything in between, but these must be prepared beforehand.
 * Anvils can be used to damage mobs and players, at the cost of damaging the anvil.
 * Certain blocks cause damage on contact, and can be used as barriers to mobs and players without the ability to break blocks. These include a, an , a , a and  (if the target isn't sneaking or wearing frost walker boots).

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