Raid

A raid is an in-game event which waves of illagers that spawn in villages when a player with the Bad Omen status effect enters.

Spawning
A raid can spawn near villages (of any size) with at least one bed and a villager who owns it. A player with the Bad Omen status effect will trigger the raid. This status effect is obtained when a player kills an illager captain, which can be found at pillager outposts or in illager patrols (the mob wearing the ominous Banner).

If a player kills more captains, the Bad Omen accumulates up to Bad Omen VI, causing members of the raiding party to have an increased chance of having enchanted weapons; $$, ravagers spawn starting at wave 2 (with a chance of pillagers, Vindicators, and Evokers riding on top of them), witches appear starting at wave 3, and evokers starting at wave 5. A patrol captain gives 1–5 Bad Omen levels when killed $$. Killing an outpost captain always gives 1 level. These effects also stack to spawn more difficult raids.

$$, the Bad Omen effect does not stack by killing more captains. The number of waves is 3 on easy, 5 on normal, and 7 on hard like $$. There are no extra waves. Vindicators spawn starting at wave 2, ravagers starting at wave 3, witches starting at wave 4, and evokers starting at wave 5.

Starting
Upon entering a village with the Bad Omen, the effect immediately disappears and a bossbar labeled "Raid" appears. Once the bar finishes charging, its charge decreases for every mob killed, showing the number of mobs still alive when there are less than three remaining. A horn sounds at the start of each wave and during the raid, centered on an illager or witch, and villagers will also ring the village bell while the bossbar is charging. Each subsequent wave is larger, with more illagers (and witches), and more types of illagers.

Joining
$$, Illagers and witches not spawned by a raid, may join a wave in a raid and be counted by the bossbar (for example, if an illager patrol spawns near the raid). Illusioners can also join the raid.

$$, Illagers cannot join raids. If a new raid is triggered after all beds are destroyed and then replaced, previously remaining illagers are not counted in the new raid bossbar.

Raid captains are unused in Bedrock Edition.

Captains
When a wave captain is killed $$, other illagers in the raid will try to pick up the banner dropped by the previous leader; the illager that retrieves the banner becomes the new wave captain. A player does not receive the Bad Omen effect when killing the patrol captain within a village. The captain is always a vindicator upon spawning, if possible.

Raid group
When a raid begins, the event spawns mobs 0-1024 blocks away from village. The render distance determines the actual distance, adjusted closer if blocks at the render distance are unsuitable for spawning, such as lava or solid blocks. Raids can spawn in any biome and in any dimension. The mobs spawned will arrive in groups, wave after wave. The following mob groups can appear in each wave.

Java Edition
The number of waves depends on difficulty, with one additional wave if the Bad Omen level is higher than one. There are 3 waves in Easy difficulty, 5 in normal, and 7 in hard. The mobs in each wave follow this table:

Bedrock Edition
$$, the number of waves depends on difficulty, regardless of Bad Omen level without any additional waves. There are 3 waves in Easy difficulty, 5 in normal, and 7 in hard.

Loot
Every mob in a raid drops their own items.

The raid captain drops In Bedrock Edition, pillagers and vindicators that spawn from raids additionally can drop: Additionally, depending on difficulty, they have a 65% chance of dropping on easy and normal, while 80% chance of dropping on hard: Note:
 * Special Drops
 * 1 Ominous Banner
 * 0-1
 * 0-1 ($10/39$ chance)
 * 2-3 ($20/78$ chance)
 * 4-5 ($5/39$ chance)
 * 1 ($10/78$ chance)
 * 1 ($2/39$ chance)
 * 1 ($4/78$ chance)
 * 1 ($2/39$ chance)
 * 1 ($4/78$ chance)
 * 1 ($5/78$ chance)
 * 1 ($5/78$ chance)
 * 1 ($5/78$ chance)
 * Iron equipment from raider drops has 50% chance of being enchanted with random enchantment(s).
 * Iron equipment from raider drops will be badly damaged.
 * These drops are also affected by Looting enchantment.
 * Emerald is both a regular raider drop and an additional raider drop.

Bad Omen
Besides triggering a raid, the Bad Omen status effect's level of the triggering player also affects the raid mechanism. When the Bad Omen level of the raid is higher than one, an additional wave spawns with the same strength as the final wave. With a higher level of Bad Omen to a raid, the illagers in the raid have a higher chance of being equipped with enchanted weapons or armor. When the raid ends in a victory, the players receive Hero of the Village effect at the same level as the Bad Omen level of the raid.

Ending
$5/78$ if the village being attacked by a raid no longer registers as a village (i.e. all villagers were killed or all beds were destroyed), the raid ends, the Raid bar displays "Raid - Defeat", and all of the illagers celebrate: The evokers and vindicators raise their hands, the pillagers jump up and down, and all of them emit "celebration sounds" including ravagers.

If all illagers are killed in the final wave, any player who has killed an illager in the raid receives the Hero of the Village effect, the villagers shoot off fireworks, and the Raid bar displays "Raid - Victory”.

$5/78$ if all villagers or beds are destroyed in the raids, all players nearby receive the Bad Omen effect again. Raids cannot end naturally if at least one baby villager remains, due to illagers being unable to attack baby villagers and destroy beds.

Villagers
During a raid, villagers emit "sweat particles". Villagers also run inside their houses as if it were to be nighttime or a storm.

Witches
$5/78$, witches participating in a raid often help other illagers by splashing a regeneration potion or healing. The witches also attack villagers and throw harmful potions at them.

$5/78$, witches participating in a raid do not heal other illagers, but still attack the player and iron golems.

Mobs
{| style="text-align:center"
 * scope="col" style="width:70px" | PillagerFace.png
 * scope="col" style="width:70px" | VindicatorFace.png
 * scope="col" style="width:70px" | EvokerFace.png
 * scope="col" style="width:70px" | WitchFace.png
 * scope="col" style="width:70px" | RavagerFace.png
 * scope="col" style="width:70px" | IllusionerFace.png
 * style="vertical-align:top" | Pillager
 * style="vertical-align:top" | Vindicator
 * style="vertical-align:top" | Evoker
 * style="vertical-align:top" | Witch
 * style="vertical-align:top" | Ravager
 * style="vertical-align:top" | Illusioner
 * style="vertical-align:top" | Ravager
 * style="vertical-align:top" | Illusioner

Advancements
The Advancements advancement trigger will be triggered when a raid is initiated; the Advancements advancement trigger will be triggered when a raid ends in the player's victory.