Wolf

Wolves are neutral mobs that can be allied with the player.

Java Edition & Legacy Console Edition
Wolves spawn naturally in normal forests, taigas, giant tree taigas and snowy taigas, along with all variants of these biomes (with the exception of flower forests), in packs of up to 4.

Bedrock Edition
Wolves only spawn naturally in taiga biomes and their variants. 16.6% will be babies.

Naturally-spawned wolves are untamed, and will become hostile if attacked by the player.

Drops
Wolves drop 3 experience when killed by a player or another tamed wolf.

Behavior and appearance


Wolves can exhibit three different states depending on how the user interacts with them:


 * Wild wolves have gray fur, a drooping tail, and their eyes consist of two white pixels and two black pupils. They are neutral towards the player and will attack rabbits, skeletons and their variants, sheep, and baby turtles without provocation. However, they will run away when spat upon by llamas, depending on the strength of the llama. They will not despawn.


 * Hostile wolves can be distinguished by their constant growling and fearsome appearance. Their tail becomes straight, their eyes become red and the contrast level of the fur increases, revealing dark patches of bristling hair and a mouth line raised in a slight snarl. Hostile wolves can see the player even if they are invisible.


 * Tamed wolves  can be distinguished from wild or hostile wolves from their eyes since they change to look less aggressive. They have a red collar around their neck, which can be dyed using any color of dye on the wolf. Pressing  on the wolf makes it sit and remain in place while the player is free to move around. Tamed wolves will attack players or mobs that injure their owner, unless the target has the same owner or is on the same team. Standing wolves will attack players or mobs that are attacked by their owner, unless the target has the same owner or is on the same team. They will also not attack creepers, ghasts, or tamed horses regardless of owner. Standing tamed wolves will attack skeletons and their variants without provocation, but not sheep, baby turtles or passive rabbits.

A wolf will become hostile towards a player or other mob that attacks it, unless the attacker is the wolf's owner or is otherwise on the same team, and will also cause nearby wild wolves and standing tamed wolves (in a 33×33×21 cuboid centered on the attacked wolf) to become hostile towards the attacker.

Skeletons and their variants, baby turtles and passive rabbits will actively avoid wolves, killer rabbits will attack them and sheep will ignore them beyond their normal running after being damaged.

In the Legacy Console Edition, the player can have 1-8 wolves or 1-16 wolves.

In other editions, the player can have as many wolves as they want.

Wolves are 0.85 blocks tall, and baby wolves are 0.425 blocks tall. The textures of the wolves will be tinted dark gray once submerged.

Movement
Standing tamed wolves will wander randomly when near their owner, but will follow if more than 10 blocks away and will teleport to a nearby free block (if any) if more than 12 blocks away. Besides making travel easier, teleporting can be used to rescue them from lava, water or pits. Wolves will appear to shake off water after swimming.


 * Wolves can be told to "sit" by pressing on them, and made to stand again with another press of.
 * When originally tamed, they will start off sitting.
 * While sitting, they will not follow the player. However, if their owner fights a mob near them, they are still likely to join the fight. When the fight is over, they will go back to sitting (if in water, they won't sit until they are on dry land). They will sit at their new location instead of returning to wherever they were previously.
 * Wolves will stand up and follow the player if pushed into water or injured while sitting.
 * Wolves will find paths to their targets if attacking, even in craters. They will also navigate along the edges of cliffs, but will occasionally take drops long enough to damage them.
 * Wolves attack their targets running at player's walking speed and by leaping at them in exactly the same manner as spiders, but differently cause no damage while in midair. Tamed wolves will attack an animal the player starts to attack. They also can navigate and turn around in 1 × 1 horizontal tunnels.
 * After emerging from the water, a wolf will shake the water off their fur.

Teleportation
Tamed wolves will teleport to their owner, if they are more than 12 blocks away, with a few caveats.
 * Teleporting resets the focus of a tamed wolf, so if a wolf is attacking a mob and teleports beside a player, it will resume following the player.
 * It is possible for tamed wolves to teleport to an inaccessible location and be injured or die of suffocation as a result.

A wolf will not teleport:
 * If the wolf has been ordered to sit.
 * Exception: The wolf is likely to teleport if it is injured while sitting (it will no longer be sitting after it teleports). An example is if a wolf that is sitting is hit by another player, it will teleport to their owner.
 * Exception: If the wolf is in a loaded chunk, and the player gets damaged by a mob, there's a chance the wolf will get up from sitting, causing them to teleport if the player is far away, then attacking the player's attacker and sitting down afterwards.
 * If the wolf is chasing after a skeleton. This can lead to wolves standing and jumping in one place, such as over a cavern, if a skeleton is near. The wolf will teleport once the skeleton is killed.
 * If the wolf is in a minecart.
 * If the wolf has been attached to a fence post with a lead.
 * If the wolf is in an unloaded chunk.
 * If none of the blocks on the edge of a 5×5×1 region centered on the player are transparent blocks with a solid block below and another transparent block above.
 * If the player is in another dimension; a wolf will remain in its current dimension until the player returns. However, wolves can be transported to another dimension by pushing them into the portal first.
 * If the owner is not directly touching the ground (e.g. using elytra, flying, in a boat).

Taming, health and feeding


A wolf can be tamed by feeding it bones. Once tamed, a wolf will not accept any more bones. Note that the number of bones required is random – each bone has a ⅓ chance of taming the wolf. If the wolf is tamed, it will get a red collar and (if not swimming) the wolf will sit down. Currently, there is no limit to the number of wolves the player can tame.

A wolf's tail will rise and lower depending on its health. The exact health of an individual wolf can be determined by measuring the angle between its hind legs and tail. The angle indicates the percentage of health that the wolf has. When tamed wolves have low health (below ), they will whine as an indicator. Wild wolves have a maximum health of, so their tails will always remain significantly lower than those of tamed wolves. Tamed wolves can be healed by feeding them any sort of meat other than fish; listed below, this will restore as much of the wolf's health as the same food would restore hunger points when eaten by the player.

In Bedrock Edition, raw or cooked cod/salmon can also be used.

Puppies have only health when born, but their maximum health is the same as an adult's -, and they can be raised to full health by feeding them any meat listed above or using splash potions of healing. Note that wolves do not get food poisoning, so they can freely eat rotten flesh or raw chicken. Feeding a tamed wolf which is already at full health will usually start the "love mode" animation.

A tamed wolf's collar color can be changed by a dye on the wolf.

Breeding


Wolves can be bred, if tamed and at full health, through the use of any type of meat listed above.

The growth of baby wolves can be slowly accelerated using any type of meat. Each use takes 10% off the remaining time to grow up.

The behavior of puppies is the same as tamed wolves. The appearance of the pups differs, however, as they have large heads, similar to the offspring of pigs, cows, sheep, chickens and so on.

Breeding two wolves that recognize someone else as an owner will cause the puppy to also be owned by the owner of the original two wolves. If two tamed wolves with different owners are bred, the puppy will be owned by the owner of the wolf bred last.

Data values
Wolves have entity data associated with them that contain various properties of the mob. Their entity ID is.

Videos

 * Wolves when they were in development uploaded by Jeb as shown below.

Trivia

 * If a tamed wolf is named with a name tag, its name is shown in the chat when killed.
 * Wolves can teleport into transparent blocks.
 * If the player attacks a wolf and then give the aggressive wolf food that it can eat (like rotten flesh), hearts will appear as animals do when entering breeding mode, however the wolf will not breed and will continue attacking the player.
 * In singleplayer, if the player punches a wild wolf and leave its field of vision, it will stare at them and not move at all. Going back into its range will make it continue pursuing the player.
 * Aggressive wolves have the path-finding of most mobs, such as going around pits, but may sometimes try to jump to get a player that's separated by a 1-2 block gap. In two block gaps, they won't make the jump and fall, but may manage to damage the player.
 * If the player kills their own tamed wolves, their wolves will still drop experience.
 * Untamed wolves use their hostile appearance when they are attacking sheep, skeletons or rabbits. They will change back once the targeted mob dies or gets out of their range.
 * Attacking a wild wolf on peaceful won't damage the player, but they assume the hostile appearance and try to push them, similar to a baby slime.
 * A wild baby wolf's head grows significantly when attacked.
 * If the player attacks a wolf, but then moves a large distance away (e.g. 70 blocks), the wolf will still appear hostile, but will exhibit neutral behavior.
 * Wolves that are tamed by the same player can accidentally attack each other while attacking another mob, leading to a fight.