Ocean

The ocean is a common aquatic biome consisting predominantly of water. Oceans are the largest biome by area, covering anywhere around 25-33% of the surface area of the Overworld when factoring in all of its variants, and consist of a deep body of water with the surface at an altitude of Y=98 by default, which is counted as the "sea level" of the world.

Description
Oceans are vast expanses of water, going from sea level all the way down to the ocean floor, which is at a depth of roughly Y=45. The seafloor is fairly hilly, featuring multiple peaks and valleys, and is mostly covered by a one-block layer of gravel, though some clay, dirt and sand patches may generate near the peaks. Ravines can occasionally generate on the ocean floor, forming underwater trenches. Some seafloor peaks may reach high enough to form islands on the surface of the ocean; these islands are typically small beaches surrounding a patch of a common biome, such as forest or plains. The seafloor is covered with seagrass and kelp, with "forests" of kelp frequently reaching close to, or even touching the water's surface. Aquatic mobs, such as cod, salmon, squid, and dolphins, frequently spawn within oceans. Shipwrecks and underwater ruins frequently generate within all oceans, more often than other structures in other biomes. Deep ocean variants can occasionally generate ocean monuments.

Survival in ocean biomes themselves is impractical due to all the water. A player who camps on an island in the ocean faces a rather difficult situation. Ocean biomes are quite vast; one might not find the mainland for hundreds or even thousands of blocks. This means that whatever resources found on an island might be all the player has if the player is unwilling or unable to venture out. Depending on the island's size, drowned are likely to be the most frequent mob encountered, followed by skeletons. See the Island Survival article for more information.



, the fish and other water mobs are split into different mob categories. Other categories have been unchanged.

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Variants
Oceans come in nine different varieties in-game, including the base ocean and eight different variants. Both editions also have an unused Deep Warm Ocean variant, while Bedrock Edition has an additional unused Legacy Frozen Ocean variant.

Deep Ocean
In the Deep Ocean variant, the ocean can exceed 30 blocks in-depth, making it twice as deep as the normal ocean. The ground is mainly covered with gravel. Ocean monuments generate in deep oceans, meaning guardians and elder guardians can spawn here. Dolphins, cod, salmon and squid spawn in these oceans as well. Underwater caves and ravines often generate here, forming underwater trenches. Exposed lava in these trenches occasionally turns into magma blocks, creating whirlpool bubble columns that can drag a player down.

Deep oceans use the same mob spawning chances as oceans.

Frozen Ocean
The Frozen Ocean variant has dark purple water at the surface. Like the cold ocean, it has a gravel seabed, though the water's surface is mostly frozen. Neither seagrass nor kelp generates on the seafloor, leaving it entirely barren and reminiscent of pre-1.13 oceans. Large icebergs made of snow blocks, packed ice, and blue ice frequently generate on the surface and polar bears and strays may spawn on these icebergs. Salmon, cod and squid may spawn here as well, and are the only aquatic mobs (other than drowned) that can.

Similarly to swamps, frozen oceans have varying temperatures across their landscapes, but have a more noticeable effect in that colder patches have snowfall and ice sheets, while warmer patches have rainfall (up to a certain height, similarly to mountains) and unfrozen water. This does not apply to their deep variants, however.

In Java Edition, frozen oceans (along with their deep variants) never generate directly bordering land. They always have a 32-block-wide border of the cold ocean around them should they generate close to any land. This border is often jagged and broken.

$$, frozen oceans use the same mob spawning chances as oceans for hostile and ambient categories. As for the others:



, the fish and other water mobs are split into different mob categories. Other categories have been unchanged.

$$, frozen oceans use the same mob spawning chances as oceans for water categories. As for the others:

Deep Frozen Ocean
Deep Frozen Ocean variants also contain ocean monuments and a deeper floor than normal oceans. $$, unlike its shallow counterpart, the surface of the water is not frozen; however, the surface is completely frozen $$. Icebergs may still generate and polar bears, strays, cod and salmon may still spawn.

Deep frozen oceans use the same mob spawning chances as frozen oceans.

Cold Ocean
The Cold Ocean variant has dark indigo water at the surface. Like regular oceans and frozen oceans, its floor is made up of gravel, although there are scarce patches of dirt, sand and clay on underwater peaks. Salmon, cod, dolphins, squid and drowned are able to spawn in cold ocean biomes, alongside all the other common hostile mobs.

$$, cold oceans use the same mob spawning chances as oceans for hostile and ambient categories. As for the others:



, the fish and other water mobs are split into different mob categories. Other categories have been unchanged.

$$, cold oceans use the same mob spawning chances as oceans.

Deep Cold Ocean
The Deep Cold Ocean variant is similar to cold ocean biomes, but twice as deep. Like other deep oceans, ocean monuments are able to generate here, which contain guardians, elder guardians, prismarine and sponges.

Deep cold oceans use the same mob spawning chances as cold oceans.

Lukewarm Ocean
The Lukewarm Ocean variant has light teal water at the surface. Its floor is made of sand with the occasional dirt, gravel and clay and it contains kelp and seagrass. Underwater ruins that generate in lukewarm and warm oceans are made of sandy materials, as opposed to the stony materials that make up ruins in the other oceans. Cod, salmon, tropical fish and pufferfish may spawn here, alongside the other aquatic mobs.

$$, lukewarm oceans use the same mob spawning chances as oceans for hostile and ambient categories. As for the others:



, the fish and other water mobs are split into different mob categories. Other categories have been unchanged.

$$, lukewarm oceans use the same mob spawning chances as oceans.

Deep Lukewarm Ocean
The Deep Lukewarm Ocean variant is similar to lukewarm ocean biomes but twice as deep. Since they are a deep ocean variant, they can generate ocean monuments, resulting in the spawning of guardians, elder guardians, prismarine, and sponges.

$$, deep lukewarm oceans use the same mob spawning chances as oceans for hostile and ambient categories. As for the others:



, the fish and other water mobs are split into different mob categories. Other categories have been unchanged.

$$, deep lukewarm oceans use the same mob spawning chances as oceans.

Warm Ocean
The Warm Ocean variant has light green water at the surface. Like the lukewarm ocean, it has a floor made of sand, and like all except frozen oceans, it is populated with seagrass. Warm oceans feature large coral reefs and numerous sea pickles, though kelp does not naturally generate here. Because of the height of the coral reef, warm oceans can appear more shallow than other oceans, though the actual ocean floor is no deeper. Tropical fish and pufferfish may spawn here, like in lukewarm oceans, though cod does not spawn.

In Java Edition, similarly to frozen oceans, warm oceans never generate directly bordering land. They always have a 32-block-wide border of the lukewarm ocean around them should they generate close to any land. This border is also very jagged, like frozen oceans.

$$, warm oceans use the same mob spawning chances as oceans for ambient categories. As for the others:



, the fish and other water mobs are split into different mob categories. Other categories have been unchanged.

$$, warm oceans use the same mob spawning chances as oceans for passive and hostile categories. As for the others:

Deep Warm Ocean
The Deep Warm Ocean variant is similar to warm ocean biomes, but without coral reefs or sea pickles, and twice as deep. Since they are a deep ocean variant, they can generate ocean monuments, resulting in the spawning of guardians, elder guardians, prismarine, and sponges. This biome does not naturally generate, though it can be generated using a Customized Superflat world or the appropriate Buffet world options or addons.

Deep warm oceans use the same mob spawning chances as oceans for hostile and ambient categories. As for the others:



, the fish and other water mobs are split into different mob categories. Other categories have been unchanged.

$$, deep warm oceans use the same mob spawning chances as warm oceans.

Legacy Frozen Ocean
The Legacy Frozen Ocean variant is similar to frozen ocean biomes, but without icebergs, making it look like flatlands of ice. Polar bears and strays can spawn in here. Unlike the regular frozen ocean biome, rabbits can spawn here and have their snowy texture. Also unlike the regular frozen ocean, no monsters other than drowned, strays and skeletons can spawn here. This biome also generates kelp. This biome existed prior in Pocket Edition Alpha 0.9.0. This biome does not naturally generate, though it can be generated using a biome editor or add-ons.

Legacy frozen oceans use the same mob spawning chances as frozen oceans for water and passive categories. As for the others:

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Sounds
When in any ocean biome, unique ocean ambience will randomly play. Normal overworld tracks will also play, alongside "Axolotl", "Dragon Fish" and "Shunji".

Music

 * The tracks here by C418 have been shortened to 30 seconds on this wiki, due to an agreement with the composer.

Trivia

 * The plains and forest biomes also generates in patches within normal deep ocean biomes, similar to how 'Hills' biomes generate within their respective base biomes.
 * Although normal Deep ocean biomes can generate standalone, normal deep ocean biomes also generates in patches within normal ocean biomes, similar to how 'Hills' biomes generate within their respective base biomes.