Ocean

The ocean is an aquatic biome consisting 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 varieties and consist of a deep water source with the surface at an altitude of y=63 by default, which is counted as the "sea level" layer of the world. The regular ocean variant mainly generates when bordering temperate biomes such as plains and forests along with their variants.

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 and may have very sparse vegetation with very little grass and oak trees. The seafloor is often covered with seagrass and kelp, with "forests" of kelp frequently reaching close to or even touching the water's surface. Fish, squid and dolphins frequently spawn within oceans. Shipwrecks and underwater ruins generate within all oceans, while 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. See the island survival article for more information.

$$, the mob spawn rate for regular oceans is:

$$:

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".

Deep Ocean
The deep ocean variant generates at deeper waters at very low continentalness values, with the depth usually being around 30 blocks which is twice as deep as shallower oceans. The ground is mainly covered with gravel. Ocean monuments generate in deep oceans, meaning guardians and elder guardians can spawn there. 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. Tall seagrass also generates more frequently in deep oceans compared to shallower oceans.

Deep oceans use the same mob spawning chances as oceans.

Frozen Ocean
The frozen ocean has dark purple water at the surface and generates when an ocean is in a region with snowy biomes, and often borders snowy beaches. Like the standard and cold oceans, 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-Update Aquatic oceans. Large icebergs made of snow blocks, packed ice and a bit of blue ice frequently generate on the surface, where rabbits, polar bears and strays may spawn. 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.

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

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

Deep Frozen Ocean
The deep frozen ocean generate at deeper waters and also contain ocean monuments. Icebergs may still generate, but unlike normal frozen ocean, there isn't a layer of ice present at sea level.

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

Cold Ocean
The cold ocean uses a dark indigo water color at the surface and generates next to cold biomes like the taiga and it's variants. Like regular oceans and frozen oceans, its floor is made up mainly of gravel. Salmon, cod, squid and dolphins are able to spawn in cold ocean biomes. The vegetaition in cold oceans also has less seagrass compared to other ocean variants.

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

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

Deep Cold Ocean
The deep cold ocean generates at deeper waters being twice as deep, can generate ocean monuments and has higher amounts of tall seagrass.

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

Lukewarm Ocean
The lukewarm ocean has light blue water at the surface and generates in regions with slightly warm biomes like jungles and savannas. Its floor is made of sand, with occasional patches of dirt, gravel and clay in shallower areas. 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 colder oceans. Cod, salmon, tropical fish and pufferfish may spawn here, alongside the other aquatic mobs. This biome also has more seagrass and less kelp compared to colder ocean variants.

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

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

Deep Lukewarm Ocean
The deep lukewarm ocean generates in deep waters. Since they are a deep ocean variant, they can generate ocean monuments and have more tall seagrass.

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

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

Warm Ocean
The warm ocean has an aquamarine water tone at the surface and generates next to deserts and badlands. Like the lukewarm ocean, it has a floor mainly made of sand, however no dirt, clay or gravel generate at shallower areas and if this biome generates above sea level, the surface is made of sand instead of grass blocks. Warm oceans feature 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 spawn here. This is also the only ocean temperature variant that can generate at deeper waters without needing a deep variant, and because of that monuments can't be found in this biome.

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

$$, 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 is similar to the warm ocean, but without coral reefs or sea pickles and is twice as deep. Since they are a deep ocean variant, they can generate ocean monuments and tall seagrass is more frequent. Unlike shallow warm oceans, pufferfish can't spawn in deep warm oceans.

This biome does not naturally generate, though it can be generated using the appropriate addons

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

$$, 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. Rabbits, polar bears and strays spawn in here. Rabbits have their snowy texture. No monsters other than drowned, strays and skeletons can spawn here. This biome also generates kelp. Those biomes were much smaller and existed prior in Pocket Edition v0.9.0 alpha. 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:

$$:

Sounds
When in any ocean biome, unique ocean ambience play randomly. Normal overworld tracks also play, alongside "Axolotl", "Dragon Fish" and "Shuniji", as the requirements for those are merely to be underwater rather than biome-determined.

Music

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

ID




Trivia

 * The plains and forest biomes also generates in patches within regular deep ocean biomes, similar to how "hills" biomes generate within their respective base biomes, creating islands.
 * Although normal deep ocean biomes can generate standalone, normal deep ocean biomes also generates in patches within normal ocean biomes.