Damage



Damage represents injury from attacks or natural causes.

Health
Players and mobs have a supply of health points, which are reduced when they are injured. Each health point is "half a heart," shown as.

Players have health points, but may vary by status effects. Mobs have varying numbers of health points, but these are not generally visible to players. However, when riding mobs, a player can see their mount's health, and a wolf's health is visible in its tail angle.

Damage
Damage from attacks or natural causes subtracts from a player or mob's current health. When their health reaches zero, they die. Players can also recover health naturally by having their hunger at least and the gamerule naturalRegeneration is set to , or through status effects. Most mobs do not recover health except through status effects, but tamed horses, dogs, and cats can be healed by feeding them.

Armor absorbs some of the damage that would have been done to its wearer, but takes damage itself in the process.

Damage to tools and armor can be viewed in the item's tooltip by pressing the debug key combination $$. If the player is playing on a Mac, they have to press.

Stored and displayed
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.

Dealing damage
Players can deal damage by hitting most entities with targets at close (melee) range. An "unarmed" attack does damage, but weapons and certain tools do more:


 * Swords are crafted for this purpose. While swords do not extend attack range, they deal significantly more damage than any other item or tool except tridents and axes.
 * Axes, pickaxes and shovels also deal more damage than bare fists. Also, axes deal the most damage but have the slowest attack speed.
 * Tridents can be used melee or ranged. They are a balanced weapon, but they cannot be crafted.
 * Any other item is equivalent to fists and does the same damage. This includes hoes, and hitting something directly with a bow or held arrow.
 * While falling, melee attacks deal a critical hit (150% of the weapon's damage including potion effects, but before enchantments are applied, rounded down to the nearest hit point).

There are a few ranged weapons in the game:


 * Arrows are shot by holding and releasing when wielding a bow, and deal a certain amount of damage depending on the "charge" of the bow. For crossbows, it does a random factor between 6 - 11.
 * Snowballs inflict damage only on blazes, while eggs don't deal any damage to mobs. Both still knock mobs back as if they had been damaged.
 * Splash potions can be thrown, inflicting various effects depending on the potion.
 * Lingering potions can be thrown, creating a cloud that inflicts various effects depending on the potion.
 * Ender pearls don't deal damage to mobs or players other than the player throwing it.
 * Fishing rods cannot be used to damage mobs directly. However, fishing rods can knock entities back or reel them in.

The values below show the damage dealt per hit using various weapons. Critical hits do extra damage. (The values listed here apply only to the Java Edition.)

Attack cooldown


Attacking too quickly reduces 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 (configurable in the options menu):

The  attribute controls the length of the cooldown time, with the time taken being   ticks. The damage multiplier is then, restricted to the range 0.2 – 1, where   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):

Critical hits


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. Arrows shot from fully charged bows have a 25% chance of becoming "critical arrows" and dealing extra damage, but all arrows from fully charged bows leave a trail of the same small star particles as they fly through the air. Critical hits affect all damageable entities including players, mobs, paintings, boats and minecarts.

In melee combat, 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:


 * A player must be falling.
 * A player must not be on the ground.
 * A player must not be on a ladder/vine.
 * A player must not be in water.
 * A player must not be affected by blindness.
 * A player must not be riding an entity.
 * A player must not be faster than walking (like flying or sprinting.)
 * A base attack must not be reduced to 84.8% damage or lower due to cooldown.

Immunity
After sustaining damage from any source, a mob/player turns red in color for half a second. paintings, Minecarts, and boats do not turn red when damaged. During this period, most other incoming damage is not counted against the player/mob's total health.

For instance, if the player attacks a mob with a sword by repeatedly hitting the button, the sword's rate of fire exceeds the mob's allowable rate of incoming damage, preventing some attacks from damaging the mob even if they land. It is recommended for the player to wait for a mob to become available to hit again before swinging their sword, making their hits more precise. The tool used does not lose durability after unsuccessful attacks.

If an entity is in the immunity period and then receives higher damage, the game takes the higher damage subtracting the lower damage and deals that. For example, if a mob is attacked with a weapon dealing damage and then attacked with a weapon dealing  damage during the immunity period, the mob receives  damage total. This also occurs for snowballs on mobs. Damage taken during the damage immunity state does not set one into damage immunity state but is started again after the time has finished when the target next takes damage. Entities in this immunity state can receive critical hits although this does not deal any damage or knockback.

Knockback
When receiving damage from players, mobs, or most projectiles, players, and mobs are also knocked back. The resulting disorientation and loss of control should not be underestimated, as it is possible to be knocked back over a cliff or into lava, both of which are potentially fatal.

A sprinting attack causes extra knockback. A thrown egg or snowball also causes knockback, despite not damaging most mobs. Entities riding another entity never receive any knockback when attacked. Iron golems, shulkers, and the ender dragon also do not get knockback. Ravagers and hoglins have a 50% chance to knockback resistance and squid are highly knockback resistant on land.

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

Lightning damage
Lightning striking on or near the player inflicts damage, which can be reduced with armor. Lightning strikes on the player are rare and occur only during thunderstorms. Players and mobs that get hit by lightning are set on fire, which is quickly extinguished by the rain during a thunderstorm.

Fall damage
Most mobs receive damage when falling from excessive heights. Armor itself does not reduce fall damage, however the enchantments Feather Falling and Protection, and the status effect Slow Falling do. The table below shows fall damage immunity for mobs.

Fall damage is calculated based on distance fallen rather than on velocity when hitting the ground. The distance is accumulated based on a change in position each tick and rising does not reduce the accumulator, thus an entity bouncing in mid-air on the end of a lead accumulates fatal amounts of fall distance despite never being more than a few blocks above the ground.

Fall damage is for each block of fall distance after the third. Thus, falling 4 blocks causes damage,  damage for 5 blocks, and so forth. Assuming full health (but no Feather Falling or relevant status effects), a 23 block fall should be fatal (23 - 3 = of damage), but due to the way fall distance is calculated, a 23.5 block fall is required instead.

Falling from smaller damaging heights (4-7 blocks) plays a thud sound; larger heights (8+) give a click/cracking sound.

In some cases, it is possible to avoid falling or otherwise survive a fall.


 * Sneaking prevents the player from falling off a drop of one block or greater.
 * Entering or being in water (when not in a boat) resets fall distance. This typically includes falling into the water of any depth.
 * Being in the area of effect of cobwebs resets fall distance.
 * Being in lava reduces fall distance by half each tick.
 * Flying using elytra such that the vertical movement is upward, level or less than 0.5 blocks per tick downward resets fall distance to 1 block.
 * Moving into a ladder or vine's area of effect resets the fall damage. This also applies to trapdoors acting as a ladder.
 * Falling onto the top of a ladder does not reset fall distance and counts as hitting the ground.
 * Horses are unaffected by ladders and vines, and so their fall distance is not reset.
 * Spiders climbing a block count the block as a "ladder" for this purpose.
 * An entity riding another entity does not accumulate fall distance. However, when the ridden entity takes fall damage it damages all riders for the same fall distance.
 * A minecart's fall distance is reset when landing on rails.
 * Boats do not accumulate fall distance while in water deeper than 1 block.
 * Teleporting due to a thrown ender pearl resets fall distance, however, the teleportation itself causes fall damage to players.
 * Wearing armor that is enchanted with Feather Falling or Protection reduces fall damage based on the level of the enchantment.
 * Having the Jump Boost status effect reduces the effective fall distance by 1 block per level, e.g. falling 5 blocks with Jump Boost II counts as having fallen only 3.
 * Slime blocks negate all fall damage, but bounces the entity into the air. This does not apply to players sneaking.
 * Hay bales and honey blocks decrease fall damage to 20% of normal.
 * Beds decrease fall damage to 50% of normal and cause the entity to bounce into the air.
 * Sweet berry bushes negate all fall damage.
 * Holding sneak while landing on at least a two-block-high stack of scaffolding negates fall damage from any height.
 * Slow falling status effect completely negates all fall damage but causes the entity to fall slowly.


 * Using a Water Bucket right before landing negates all fall damage, however it is extremely difficult to do.

Drowning


When a player runs out of air underwater, they begin to drown, taking approximately per second.

Mobs can drown as well, although mobs that can drown in water 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. A squid or any kind of fish drowns in air instead of in water, while iron golems, guardians, turtles and undead mobs cannot drown in any situation. Withers can drown, but break blocks around them (including water) upon taking damage. Dolphins can drown in air or water and must be exposed to both to survive. A zombie does not take damage but instead begins the process of converting to a drowned mob when continuously in water for 30 seconds, and these mobs do not drown.

When the player is no longer submerged in water or is in a bubble column, their oxygen regenerates at a rate of 1 bubble every 0.2 seconds (4 game ticks). Respiration equipment adds, on average, an additional 16 seconds per level. Water Breathing and Conduit Power regenerate the oxygen or stop it from depleting. Neither effect affects squid and fish.

Anvil
A falling anvil deals per block fallen after the first (e.g., an anvil that falls 4 blocks deals  damage). The damage is capped at, no matter how far the anvil falls. Wearing a helmet reduces the damage by 25%, but reduces many points of durability on the helmet.

Thorns enchantment
When a player or mob deals melee or projectile damage to a player or mob that is wearing Thorns-enchanted armor, part of the damage is reflected back at the attacker. The amount varies with the enchantment level. ( % chance of inflicting – damage, or  damage if level is over 10)

Suffocation
Suffocation occurs when a player or a mob is unable to breathe due to its head being stuck inside a solid block, causing the player or mob to receive damage every half-second. When inside a block, the player can easily step out of it as the blocks do not prevent their movement.

For the purposes of suffocation, blocks that are transparent or do not fill an entire block do not cause damage. This includes Leaves, Glass, Honey Block, any type or position of Slab, any Stairs or Fence, Hopper, Chest, Bed, Bell, Composter, Grindstone, Stonecutter, Iron Bars, End Portal Frame, Grass Path, Farmland, Soul Sand, and closed or open Trapdoor, and extended Piston heads. One notable exception is the partially transparent Slime Block, which does cause damage. Grass Path, Farmland, and Soul Sand still suffocate mobs.

The player's screen displays a darkened form of the block in which the player is suffocating. When the player is in third person, the view automatically switches to the first-person view.

The usual ways a mob can suffocate are:


 * Sand, gravel or concrete powder falling into the space the entity occupies.
 * Riding a pig, boat, or minecart into a one-block-high space.
 * Riding a horse into a two-block-high space.
 * Standing where a tree just grew from a sapling, or where a huge mushroom just grew from a mushroom.
 * Standing where an end gateway appeared after killing the dragon.
 * Having a solid block pushed into the mob's head with a piston.
 * Sleeping in a bed surrounded by blocks and/or having a solid block above it.
 * Being teleported or filled into a block via commands.
 * When playing on a distant server, sometimes broken blocks can reappear due to lag, and if the player moves where the block respawned, it can provoke suffocation (for example, chopping down a tree by moving right below the trunk).
 * When water and lava meet, and create a cobblestone, stone, or obsidian block on the entity's head.
 * Standing on a grass path, under which is sand.
 * Standing over 5 blocks outside of the world border. (can be changed with )
 * Summoning an entity inside a block through spawn eggs, commands, or with a golem/wither structure laying down.

$$, entities take damage if too many are packed into the same space. Specifically, the  gamerule defines the maximum number, above which a player or mob takes  suffocation damage every half-second, as long as that player or mob is pushing greater than that number of other entities. The default max number of entities in one block space is 24. Pushable entities include players, mobs, boats and minecarts.

Starvation
When the hunger bar becomes empty, the player takes damage every four seconds. The player stops taking starvation damage when the player eats food or the health bar drops to on Easy difficulty or  on Normal difficulty. In Hard difficulty and on Hardcore mode, the player continues taking damage, which stops upon eating something or death by starvation.

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

Berry bush
Sweet berry bushes deal damage for every 10 game ticks (0.5 seconds) that a player or mob (besides foxes) is moving inside a sweet berry bush.

Fire
When mobs and players without fire immunity stand on fire, they take damage every second and get burned. They continue burning after leaving the fire block. Fire damage can be prevented by the Fire Resistance effect. Fire duration can be decreased with the Fire Protection enchantment.

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

Burning
Players and many mobs burn when exposed to fire or lava or attacked by certain kinds of burning projectiles, Fire Aspect weapons, or burning zombies. Burning obstructs the player's view slightly and, unless the player or mob has Fire Resistance, inflicts damage at a rate of per second. This is the same rate that the player gains health in Peaceful 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 rain, water, or cauldrons.

Nether mobs with the exception of piglins, hoglins and endermen do not burn and cannot be damaged by fire. Burning is not considered a status effect and therefore cannot be cured by milk.

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

Campfire
Players or mobs standing on top of a campfire take damage every 10 game ticks (0.5 seconds). Standing in a Soul Campfire does 2 damage per tick instead.

Poison
Cave spiders, witches and bees poison players when they attack (except on easy difficulty). Poisoning also occurs upon eating a spider eye, poisonous potato, pufferfish, or suspicious stew made out of lily of the valley. Drinking or being hit by a potion or arrow of poison also results in poisoning. While poisoned, the hearts in the health meter turn from ( on Hardcore) to an olive green ( on Hardcore) and the player takes  every 25 ticks (1.25 seconds) on level I. See Poison for a table for higher levels. The Poison itself cannot kill the player, but it can reduce them to half a heart, thus leaving them vulnerable to damage from other sources.

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

Void
If one were to break through the bedrock barrier found at the bottom of worlds, the void can be seen. Players in the void below the Y-axis of -64 take damage at a rate of about per half-second. The player usually dies from falling in the void, even in creative mode, but the player may be saved by throwing an ender pearl before falling below the Y-axis of -64. $$, the player takes damage to any negative Y-axis.

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

By using to give the player Regeneration 5+ or Instant Health, they can fall infinitely into the void without dying until the effect wears off or the game crashes.

Firework rocket explosion
Firework rocket explosions can deal damage to entities.

If a rocket has been crafted with a firework star, its explosion deals damage within a radius of about 4$1/2$ blocks. At the edge of the radius, it deals only damage, but this increases as the player gets closer until the explosion maxes out at its strongest: – damage at distances of 2 blocks or less, with extra — per additional firework star applied in firework rocket.

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

Trivia

 * Critical hits can be done while reflecting a ghast fireball, but does not change the damage or speed of it.
 * In Creative mode, attacking a mob while flying after having descended scores a critical hit.
 * In the Legacy Console Edition, the player can take only void damage in the End.
 * The maximum damage that can be dealt by a player in survival is
 * Melee attack:
 * damage, consisting of from a netherite axe +  from Strength II, all ×  with critical, +  damage from Smite V on an undead target, or Bane of Arthropods V on an arthropod.
 * The maximum on a non-undead non-arthropod target is only : from a stone, iron, or diamond axe +  from Strength II, all ×  with critical, +  damage from Sharpness V. A full set of Protection IV diamond armor would reduce the  damage to.
 * Maximum damage to undeads or arthropods is damage, consisting of  from diamond sword +  from Smite V for undead mobs or Bane of Arthropods V for arthropod mobs +  from strength II, all x  with critical.
 * Maximum damage to non-undead and non-arthoropod on land is damage, consisting of  from diamond sword +  from Sharpness V +  from Strength II all x  with critical.
 * Maximum damage to mob/player on water or during rain is damage, consisting of  of melee trident +  from Impaling V during rain or when on water +  from strength II, all x  with critical. (Also work with riptide)
 * Ranged attack:
 * With Bow
 * Maximum damage to player and non-undead mobs is damage, consisting of  from a critical shot from a bow with the power V enchantment +  from an arrow of harming II. This is sufficient to kill most mobs (and players) in one hit.
 * Maximum damage to undead mobs is damage, consisting of  from a critical shot from a bow with the power V enchantment +  from an arrow of healing II.
 * With Crossbow
 * Maximum damage to player and non-undead mobs is damage, consisting of a single shot of three arrows of harming II from multishot enchantment that hit single mobs. Two of the arrows deal  damage while one of them deals  +  damage from instant damage II effect ( per arrow).
 * Maximum damage to undead mobs is damage, consisting of a single shot of three arrows of healing II from multishot enchantment that hit single mobs. Two of the arrows deal  damage while one of them deals  +  damage from instant health II effect ( per arrow).
 * With all possible reductions to fall damage currently available in Survival (landing on a hay bale, Feather Falling IV boots, Protection IV on other armor pieces, and Resistance IV from a Potion of the Turtle Master) the maximum height the player can fall while surviving without Absorption is 3003 blocks. However, 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, you can survive a fall of 5403 blocks.
 * With all possible reductions to fall damage currently available in Survival (landing on a hay bale, Feather Falling IV boots, Protection IV on other armor pieces, and Resistance IV from a Potion of the Turtle Master) the maximum height the player can fall while surviving without Absorption is 3003 blocks. However, 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, you can survive a fall of 5403 blocks.