Effect

Status effects are various conditions, which can be either helpful or harmful, that affect an entity. They can be inflicted in various ways throughout the game, including consuming potions and some food items, being in the range of beacons and conduits, and being attacked by or close to certain mobs.

The command allows players to inflict effects upon themselves and other players and entities.

Behavior
Any entities inflicted by a status effect will be affected in various ways for an amount of time. During the effect, swirly particles emanate from the position of the inflicted entity. Players can open their inventory to see any current status effects afflicted upon them, as well as its level and duration. For most effects, higher levels increase the strength of the effect.

Internally, and in the command and potion Amplifier NBT tags, the game stores an "amplifier" value, which is one less than the displayed level. For example, Strength II has an amplifier of 1.

Due to the way this amplifier is stored in NBT, amplifiers of 128 to 255 (levels 129 to 256) in NBT tags (e.g. on potions) are treated as if they were −128 to −1 (levels −127 to 0) respectively. The command initially applies such amplifiers in their positive-valued sense but this is later converted to the negative-valued interpretation, leading to inconsistent results.

Any number of different status effects, including opposing effects such as Strength and Weakness, can be simultaneously active on a player. However, it is not possible to apply the same effect multiple times, even if they are of different levels (e.g. Strength and Strength II). When applying an effect already active on the player, higher levels overwrite lower levels, and higher durations overwrite lower durations of the same level.

Note that even with commands, effects cannot be made to last forever. If an effect is set to an excessively large amount of time, such as 182 hours (655,200 seconds), it will display as "**:**", but will still continue ticking down and eventually expire.

All status effects can be removed by drinking milk, dying, being saved from death by a totem of undying, or traveling through the return portal in the End. Singleplayer users with cheats enabled and operators in multiplayer servers can use or  to achieve the same goal.

List of effects

 * Sources
 * Blocks, items, and mobs that can produce the effect legitimately in Survival mode. The command can produce all status effects and is not mentioned below.


 * Particle
 * Color of status effect particle in RGB hexadecimal notation, with a common color name.


 * Name ID
 * Status effect identifying name, used in commands and third-party tools.

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Absorption
Information migrated to Absorption.

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Bad Luck
Information migrated to Bad Luck.

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Bad Omen
Information migrated to Bad Omen.

Blindness
Information migrated to Blindness.

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Conduit Power
Information migrated to Conduit Power.

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Dolphin's Grace
Information migrated to Dolphin's Grace.

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Fatal Poison
Information migrated to Fatal Poison.

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Fire Resistance
Information migrated to Fire Resistance.

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Glowing
Information migrated to Glowing.

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Haste
Information migrated to Haste.

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Health Boost
Information migrated to Health Boost.

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Hero of the Village
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Hunger
Information migrated to Hunger (status effect).

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Instant Damage
Information migrated to Instant Damage.

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Instant Health
Information migrated to Instant Health.

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Invisibility
Information migrated to Invisibility.

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Jump Boost
Information migrated to Jump Boost.

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Levitation
Information migrated to Levitation.

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Luck
Increases chances of high-quality and more loot.


 * Effect
 * Adds 1 × level to attribute, making loot table entries with a high   score more likely, and entries with negative   less likely. It also increases the chances of   occurring. Currently, only fishing uses  . The new weight of each entry is.
 * Negative levels decrease luck.


 * Notes
 * Using a fishing rod enchanted with Luck of the Sea increases a player's  attribute, but doesn't actually grant the Luck status effect.
 * This status effect is exclusive to the Java and Legacy Console editions.

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Mining Fatigue
Information migrated to Mining Fatigue.

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Nausea
Information migrated to Nausea.

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Night Vision
Information migrated to Night Vision.

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Poison
Information migrated to Poison.

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Regeneration
Information migrated to Regeneration?

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Resistance
Information migrated to Resistance.

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Saturation
Replenishes hunger.


 * Effect
 * Instantly replenishes × level and 2 × level points of saturation. If the effect is forced to last longer than one tick, it will increase hunger and saturation each tick.
 * Negative levels decrease hunger and saturation.


 * Notes
 * All foods replenish food saturation, but they don't actually add the Saturation status effect.
 * This status effect is exclusive to the Java and Bedrock editions.

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Slow Falling
Information migrated to Slow Falling.

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Slowness
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Speed
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Strength
Increases melee damage.


 * Effect
 * Increases melee damage by × level.
 * Negative levels decrease melee damage, with attacks being ignored entirely if damage would be 0 or lower.


 * Notes
 * While a zombie villager is being cured, it will have the Strength I effect in Normal difficulty or Strength II in Hard difficulty.
 * Alternative methods of increasing melee damage include: critical hits.

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Water Breathing
Information migrated to Water Breathing.

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Weakness
Information migrated to Weakness.

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Wither
Information migrated to Wither (status effect).

Trivia

 * If the player puts Blindness and Night Vision together, the screen will turn black and only the sun and moon will be visible (except in rainstorms or thunderstorms).
 * The maximum health the player can achieve using Health Boost and Absorption is 2068 (1034 hearts).
 * If the player gets max health using the method above, and adds Regeneration with the level of 255, while healing to 1034 hearts, their view will jolt, even in Creative mode, as if they are taking damage.
 * If the player has at least Resistance 5, then they are practically invincible (apart from the command and the void).
 * If the player has Regeneration 7 or higher, the void cannot kill them.
 * The Wither effect is the only negative effect that can negatively affect both living and undead mobs.
 * The Jump Boost status effect does not make slimes, magma cubes or guardians jump higher.
 * Speed allows slimes to jump farther. High levels of speed can make slimes bounce out of view with just one jump.
 * The Levitation status effect will normally rise the player into the air. However, if they go into water, they will just flow along with the water, while not floating.
 * When having multiple status effects, the status effects' timer's seconds will always be reduced by 1 each simultaneously regardless when the player takes another potion. This is because they use the same "seconds counter" that "ticks" every 20 game ticks to save memory. For example, if the player drinks one potion and another potion (which is different, so that it doesn't reset the timer) 5.5 (or any non-integer amounts) seconds later, both status effects' timers will subtract 1 second from both of them simultaneously.
 * The player can walk/run while having the Levitation effect, especially on level 254.
 * Although the Wither effect is given to the player by being hit by wither skeletons or the wither, the icon shows a normal skeleton head instead of a wither skeleton head.
 * Using will make the player fly in Survival and not jump, when the effect is over in Survival when in midair, hitting the ground will cause them to shoot into the air, then the player will most likely die.
 * When a creeper has a status effect and explodes, it leaves a lingering potion cloud of the effect(s) that it had before it died.
 * The Conduit Power status icon reuses the old heart of the sea texture.