Minecraft Wiki


An example of a player taking fall damage on a mobile device.

Damage represents injury from attacks or natural causes.


Ana Başlık: Health

Players and mobs have a supply of health points, which are reduced when they are injured. Each health point is "half a heart," shown as 1 ().

Players have 20 () health points, but may vary by status effects. Mobs have varying numbers of health points, but these are not generally visible to players. However, when riding mobs, a player can see their mount's health, a wolf's health is visible in its tail angle, and an Iron Golem's health is visible by how many cracks it has[Java edition only].


Damage from attacks or natural causes subtracts from a player or mob's current health. When their health reaches zero, they die. Players can also recover health naturally by having their hunger at least 18 () and the gamerule naturalRegeneration is set to true, or through status effects. Most mobs do not recover health except through status effects, but tamed horses, dogs, and cats can be healed by feeding them.

Armor absorbs some of the damage that would have been done to its wearer, but takes damage itself in the process.

Damage to tools and armor can be viewed in the item's tooltip by pressing the debug key combination F3+H Şablon:İn. If the player is playing on a Mac, they have to press fn+F3+H.

Stored and displayed

Health and damage are stored as floating-point numbers in units of half-hearts. When displaying the HUD, fractional values are rounded up to the next integer.

Dealing damage

Players can deal damage by hitting most entities with targets at close (melee) range. An "unarmed" attack does 1 () damage [Java edition only], and does 2 () damage [Bedrock edition only], but weapons and certain tools do more:

  • Swords are crafted for this purpose. While swords do not extend attack range, they deal significantly more damage than any other item or tool except tridents and axes.[Java edition only]
  • Hoes,[Bedrock edition only] axes, pickaxes and shovels also deal more damage than bare fists. Axes deal the most damage, but have a slower attack speed.[Java edition only]
  • Tridents can be used melee or ranged. They are a balanced weapon, but they cannot be crafted.
  • Any other item is equivalent to fists and does the same damage. This includes hoes[Java edition only] and hitting something directly with a bow or held arrow.
  • While falling, melee attacks deal a critical hit (150%-175% of the weapon's damage including potion effects, but before enchantments are applied, rounded down to the nearest hit point).

There are a few ranged weapons in the game:

  • Arrows are shot by holding and releasing use when wielding a bow, and deal a certain amount of damage depending on the "charge" of the bow. For crossbows, it does a random factor between 6–11.
  • Snowballs inflict damage only on blazes, while eggs don't deal any damage to mobs. Both still knock mobs back as if they had been damaged.
  • Splash potions can be thrown, inflicting various effects depending on the potion.
  • Lingering potions can be thrown, creating a cloud that inflicts various effects depending on the potion.
  • Ender pearls don't deal damage to mobs or players other than the player throwing it.
  • Fishing rods cannot be used to damage mobs directly. However, fishing rods can knock entities back or reel them in.
  • Fireworks can be charged in a crossbow, dealing a range of damage depending on the amount of firework stars used to craft them, if the crossbow has the multishot enchantment, and a random factor. At its highest, it deals 11–18 damage per firework.

The values below show the damage dealt per hit using various weapons. Critical hits do 50% extra damage.


Tool Attack speed Attack damage Damage/Second (DPS)
Sword 1.6 4 () 5 () 6 () 7 () 4 () 6.4 8 9.6 11.2 6.4
Shovel 1 2.5 () 3.5 () 4.5 () 5.5 () 2.5 () 2.5 3.5 4.5 5.5 2.5
Pickaxe 1.2 2 () 3 () 4 () 5 () 2 () 2.4 3.6 4.8 6 2.4
Axe 0.8 0.8 0.9 1 1 7 () 9 () 9 () 9 () 7 () 5.6 7.2 8.1 9 7
Hoe 1 2 3 4 1 1 () 1 2 3[note 1] 4[note 1] 1
Other 4 1 () 4[note 1]
  1. a b c Against a single target, DPS is effectively limited to 2 due to damage immunity.


Tool Attack damage
Sword 5 () 5 () 6 () 7 () 8 () 9 ()
Trident 9 ()
Shovel 2 () 2 () 3 () 4 () 5 () 6 ()
Pickaxe 2 () 2 () 3 () 4 () 5 () 6 ()
Axe 4 () 4 () 5 () 6 () 7 () 8 ()
Hoe 2 () 2 () 3 () 4 () 5 () 6 ()
Other 2 ()

Attack cooldown

Attack indicator (crosshair), empty and charged

Attack indicator (hotbar), empty and charged

Attacking too quickly reduces the strength of attacks. The base damage done (as a fraction of the full possible damage) depends on the time between attacks, which is also reflected in the height of the held weapon on screen and the attack indicator bar (configurable in the options menu):

Item Time (seconds)
0.00 0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.05 1.10 1.15 1.20 1.25
Sword 20.13% 21.15% 23.20% 26.27% 30.37% 35.49% 41.63% 48.80% 56.99% 66.21% 76.45% 87.71% 100%
Shovel 20.05% 20.45% 21.25% 22.45% 24.05% 26.05% 28.45% 31.25% 34.45% 38.05% 42.05% 46.45% 51.25% 56.45% 62.05% 68.05% 74.45% 81.25% 88.45% 96.05% 100%
Pickaxe 20.07% 20.65% 21.80% 23.53% 25.83% 28.71% 32.17% 36.20% 40.81% 45.99% 51.75% 58.09% 65.00% 72.49% 80.55% 89.19% 98.41% 100%
Axe 20.03% 20.29% 20.80% 21.57% 22.59% 23.87% 25.41% 27.20% 29.25% 31.55% 34.11% 36.93% 40.00% 43.33% 46.91% 50.75% 54.85% 59.20% 63.81% 68.67% 73.79% 79.17% 84.80% 90.69% 96.83% 100%
20.04% 20.36% 21.01% 21.98% 23.28% 24.90% 26.84% 29.11% 31.70% 34.62% 37.86% 41.42% 45.31% 49.52% 54.06% 58.92% 64.10% 69.61% 75.44% 81.60% 88.08% 94.88% 100%
20.05% 20.45% 21.25% 22.45% 24.05% 26.05% 28.45% 31.25% 34.45% 38.05% 42.05% 46.45% 51.25% 56.45% 62.05% 68.05% 74.45% 81.25% 88.45% 96.05% 100%
Hoe 20.05% 20.45% 21.25% 22.45% 24.05% 26.05% 28.45% 31.25% 34.45% 38.05% 42.05% 46.45% 51.25% 56.45% 62.05% 68.05% 74.45% 81.25% 88.45% 96.05% 100%
20.20% 21.80% 25.00% 29.80% 36.20% 44.20% 53.80% 65.00% 77.80% 92.20% 100%
20.45% 24.05% 31.25% 42.05% 56.45% 74.45% 96.05% 100%
20.80% 27.20% 40.00% 59.20% 84.80% 100%
Other 20.80% 27.20% 40.00% 59.20% 84.80% 100%

The attackSpeed attribute controls the length of the cooldown time, with the time taken being T = 20 / attackSpeed ticks. The damage multiplier is then 0.2 + ((t + 0.5) / T) ^ 2 * 0.8, restricted to the range 0.2 – 1, where t is the number of ticks since the last attack or item switch.

Damage done by enchantments (Sharpness, Smite, and Bane of Arthropods) is also reduced, but not as severely (the multiplier is not squared):

Item Time (seconds)
0.00 0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.05 1.10 1.15 1.20 1.25
Sword 4.00% 12.00% 20.00% 28.00% 36.00% 44.00% 52.00% 60.00% 68.00% 76.00% 84.00% 92.00% 100%
Shovel 2.50% 7.50% 12.50% 17.50% 22.50% 27.50% 32.50% 37.50% 42.50% 47.50% 52.50% 57.50% 62.50% 67.50% 72.50% 77.50% 82.50% 87.50% 92.50% 97.50% 100%
Pickaxe 3.00% 9.00% 15.00% 21.00% 27.00% 33.00% 39.00% 45.00% 51.00% 57.00% 63.00% 69.00% 75.00% 81.00% 87.00% 93.00% 99.00% 100%
Axe 2.00% 6.00% 10.00% 14.00% 18.00% 22.00% 26.00% 30.00% 34.00% 38.00% 42.00% 46.00% 50.00% 54.00% 58.00% 62.00% 66.00% 70.00% 74.00% 78.00% 82.00% 86.00% 90.00% 94.00% 98.00% 100%
2.25% 6.75% 11.25% 15.75% 20.25% 24.75% 29.25% 33.75% 38.25% 42.75% 47.25% 51.75% 56.25% 60.75% 65.25% 69.75% 74.25% 78.75% 83.25% 87.75% 92.25% 96.75% 100%
2.50% 7.50% 12.50% 17.50% 22.50% 27.50% 32.50% 37.50% 42.50% 47.50% 52.50% 57.50% 62.50% 67.50% 72.50% 77.50% 82.50% 87.50% 92.50% 97.50% 100%
Hoe 2.50% 7.50% 12.50% 17.50% 22.50% 27.50% 32.50% 37.50% 42.50% 47.50% 52.50% 57.50% 62.50% 67.50% 72.50% 77.50% 82.50% 87.50% 92.50% 97.50% 100%
5.00% 15.00% 25.00% 35.00% 45.00% 55.00% 65.00% 75.00% 85.00% 95.00% 100%
7.50% 22.50% 37.50% 52.50% 67.50% 82.50% 97.50% 100%
10.00% 30.00% 50.00% 70.00% 90.00% 100%
Other 10.00% 30.00% 50.00% 70.00% 90.00% 100%

Critical hits

A critical hit performed on a sheep.

Critical hits are attacks that deal extra damage compared to regular attacks. Critical melee strikes, regardless of the weapon used, cause small star particles to fly out of the target who was critically hit. Arrows shot from fully charged bows have a 25% chance of becoming "critical arrows" and dealing extra damage, but all arrows from fully charged bows leave a trail of the same small star particles as they fly through the air. Critical hits affect all damageable entities including players, mobs, paintings, boats and minecarts.

In melee combat, a critical hit occurs when a player attacks a mob while falling, including while coming down from a jump, but not while jumping up. The attack deals 150% of the attack's base damage (after strength is applied and before[JE edition only] / after[Be edition only] enchantments or armor are applied).

The requirements for a melee critical hit are:

  • A player must be falling.
  • A player must not be on the ground.
  • A player must not be on a ladder,vine, weeping vines or twisting vines.
  • A player must not be in water.
  • A player must not be affected by blindness.
  • A player must not be affected by Slow Falling.
  • A player must not be riding an entity.
  • A player must not be faster than walking (like flying or sprinting.[Java edition only])
  • A base attack must not be reduced to 84.8% damage or lower due to cooldown.[Java edition only]


After sustaining damage from any source, a mob/player turns red for half a second. During this period, most other incoming damage is not counted against the player/mob's total health. For instance, if the player attacks a mob by repeatedly hitting the attack button, some attacks land during the mob's immunity period and do not deal damage. Melee weapons do not lose durability after unsuccessful attacks.

If an entity is in the immunity period and then receives higher damage (before accounting for armor, enchantments, or status effects), the difference between the original and new damage amounts is dealt. For example, if a mob is attacked with a weapon dealing 7 () damage and then attacked with another weapon dealing 12 () damage during the immunity period, the second hit deals 5 () damage (resulting in 12 () total). This does not reset the immunity period.

Inflicted by mobs



When receiving damage from players, mobs, most projectiles, or explosions, players and mobs are also knocked back. The resulting disorientation and loss of control should not be underestimated, as it is possible to be knocked back over a cliff or into lava, both of which are potentially fatal.

A sprinting attack causes extra knockback. A thrown egg or snowball also causes knockback, despite not damaging most mobs. Entities riding another entity never receive any knockback when attacked. Iron golems, shulkers, and the ender dragon also don't receive knockback, and certain other mobs have varying levels of knockback resistance. Each piece of netherite armor adds 10% knockback resistance to its wearer.

Natural damage

Besides mob attacks, players can take damage from several other sources.

Lightning damage

Lightning striking on or near the player inflicts 5 () damage, which can be reduced with armor. Natural lightning strikes on the player are rare and occur only during thunderstorms. Players and mobs that get hit by lightning are set on fire, which is quickly extinguished by the rain during a thunderstorm.

Fall damage

Most mobs receive damage when falling from excessive heights. Armor itself does not reduce fall damage, however the enchantments Feather Falling and Protection, and the status effects Slow Falling and Resistance do. The table below shows fall damage immunity for mobs.

Mob Immune
Player No[1]
Hostile and Neutral mobs (monster)

Chicken Jockey
Ender Dragon
Magma Cube


Cave Spider
Elder Guardian
Piglin Brute
Spider Jockey
Wither Skeleton
Zombified Piglin
Zombie Villager

Shulker Does not fall
Passive and Neutral (animals & npc)

Iron Golem
Snow Golem


Polar Bear
Tropical Fish
Wandering Trader


Skeleton Horse
Skeleton Horseman
Zombie Horse

  1. Unless /gamerule falldamage is set to false.
  2. Treat all falls as half of the actual distance

Fall damage is calculated based on distance fallen rather than on velocity when hitting the ground. The distance is accumulated based on a change in position each tick and rising does not reduce the accumulator, thus an entity bouncing in mid-air on the end of a lead accumulates fatal amounts of fall distance despite never being more than a few blocks above the ground.

Fall damage is 1 () for each block of fall distance after the third. Thus, falling 4 blocks causes 1 () damage, 2 () damage for 5 blocks, and so forth. Assuming full health (but no Feather Falling or relevant status effects), a 23 block fall should be fatal for a player (23 - 3 = 20 () of damage), but due to the way fall distance is calculated, a 23.5 block fall is required instead.[note 1]

Falling from smaller damaging heights (4-7 blocks) plays a thud sound; larger heights (8+) give a click/cracking sound.

In some cases, it is possible to avoid falling or otherwise survive a fall.

  • Sneaking prevents the player from falling off a drop of one block or greater.
  • Entering or being in water (when not in a boat) resets fall distance. This typically includes falling into the water of any depth.
    • A player may use a water bucket while falling to save themselves if they do so within reach of the ground. This is, however, difficult to do.
  • Being in the area of effect of cobwebs resets fall distance.
  • Being in lava reduces fall distance by half each tick.
  • Flying using elytra such that the vertical movement is upward, level or less than 0.5 blocks per tick downward resets fall distance to 1 block.
  • Moving into a ladder or vine's area of effect resets the fall damage. This also applies to trapdoors acting as a ladder.
    • Falling onto the top of a ladder does not reset fall distance and counts as hitting the ground.
    • Horses are unaffected by ladders and vines, and so their fall distance is not reset.
    • Spiders climbing a block count the block as a "ladder" for this purpose.
  • An entity riding another entity does not accumulate fall distance. However, when the ridden entity takes fall damage it damages all riders for the same fall distance.
  • A minecart's fall distance is reset when landing on rails.
  • Boats do not accumulate fall distance while in water deeper than 1 block.
  • Teleporting due to a thrown ender pearl resets fall distance, however, the teleportation itself causes 5 () fall damage to players.
  • Wearing armor that is enchanted with Feather Falling or Protection reduces fall damage based on the level of the enchantment.
  • Having the Jump Boost status effect reduces the effective fall distance by 1 block per level, e.g. falling 5 blocks with Jump Boost II counts as having fallen only 3.
  • Slime blocks negate all fall damage, but bounce the entity into the air. This does not apply to players sneaking
  • Hay bales and honey blocks decrease fall damage to 20% of normal.
  • Beds decrease fall damage to 50% of normal and cause the entity to bounce into the air.
  • Sweet berry bushes negate all fall damage.
  • Holding sneak while landing on at least a two-block-high stack of scaffolding negates fall damage from any height.
  • Slow falling status effect completely negates all fall damage but causes the entity to fall slowly.
  1. The last tick of fall distance isn't added in when calculating fall damage. For certain heights, including 23-block falls, this discrepancy is enough to avoid an entire 1 () of damage.


A falling anvil deals 2 () per block fallen after the first (e.g., an anvil that falls 4 blocks deals 6 () damage). The damage is capped at 40 ( × 20), no matter how far the anvil falls. Wearing a helmet reduces the damage by 25%, but reduces many points of durability on the helmet.

Thorns enchantment

When a player or mob deals melee or projectile damage to a player or mob that is wearing Thorns-enchanted armor, part of the damage is reflected back at the attacker. The amount varies with the enchantment level. (Level * 15% chance of inflicting 1 ()4 () damage, or Level - 10 damage if level is over 10) however, thorns increases the amount of durability lost per hit on the enchanted armor.


Suffocation occurs when a player or a mob is unable to breathe due to its head being inside a solid block, causing the player or mob to receive 1 () damage every half-second. When inside a block, the player can easily step out of it as the blocks do not prevent their movement.

For the purposes of suffocation, blocks that are transparent or do not fill an entire block do not cause damage. This includes leaves, glass, honey blocks, slabs, stairs, fences, hoppers, chests, beds, bells, composters, grindstones, stonecutters, iron bars, end portal frames, trapdoors, and extended piston heads. Despite being partially transparent, slime blocks can cause suffocation.

The player's screen displays a darkened form of the block in which the player is suffocating. When the player is in third person, the view automatically switches to the first-person view.[Java edition only]

The usual ways a mob can suffocate are:

  • Sand, gravel or concrete powder falling into the space the entity occupies.
  • Riding a pig, boat, or minecart into a one-block-high space.
  • Riding a horse, llama, or strider into a two-block-high space.
  • Standing where a tree just grew from a sapling, or where a huge mushroom just grew from a mushroom.
  • Standing where an end gateway appeared after killing the dragon.
  • Having a solid block pushed into the mob's head with a piston.
  • Sleeping in a bed surrounded by blocks or having a solid block above it.[Bedrock edition only]
  • Being teleported into a block or having one placed onto the entity via commands.
  • When playing on a distant server, sometimes broken blocks can reappear due to lag, and if the player moves where the block respawned, it can provoke suffocation (for example, chopping down a tree by moving right below the trunk).
  • When water and lava meet, and create a cobblestone, stone, or obsidian block on the entity's head.
  • Standing on a grass path, under which is sand.
  • Standing a certain distance outside of the world border, configurable with /worldborder damage buffer (default is 5 blocks).
  • Summoning an entity inside a block through spawn eggs, commands, or with a golem or wither structure lying down.
  • Standing in 2 blocks of deep water in snowy and cold biomes where the most top layer of water freezes into ice, causing both players and mobs suffocate.
  • Being underwater.

Şablon:IN, entities take damage if too many are packed into the same space. Specifically, the maxEntityCramming gamerule defines the maximum number, above which a player or mob takes 6 () suffocation damage every half-second, as long as that player or mob is pushing greater than that number of other entities. The default max number of entities in one block space is 24. Pushable entities include players, mobs, boats, and minecarts.


The oxygen bar.

When a player runs out of air underwater, they begin to drown, taking approximately 2 () per second.[note 1]

Mobs can drown as well, although mobs that can drown attempt to swim upward. Normally, mobs can remain underwater for 15 seconds before their air supply fully depletes. They can remain underwater for 16 seconds before actually beginning to take damage. A squid or any kind of fish suffocates in air instead of drowning in water, while iron golems, guardians, turtles and undead mobs cannot get damaged from drowning. Withers can drown, but break blocks around them (including water) upon taking damage. Dolphins can suffocate in air or drown in water and must be given access to both to survive. A zombie does not take damage but instead begins the process of converting to a drowned mob when continuously in water for 30 seconds. Similar to a zombie, a husk will not take damage but convert into a zombie.

When the player is no longer submerged in water or is in a bubble column, their oxygen regenerates at a rate of 1 bubble every 0.2 seconds (4 game ticks). Respiration equipment adds, on average, an additional 16 seconds per level. Water Breathing and Conduit Power regenerate the oxygen. Şablon:IN, both effects affect squid and fish.

  1. Damage is taken when the air supply value reaches -20. Usually, the air supply value decreases each tick. It resets to 0 after damaging. Respiration gives a chance for air supply to not decrease itself per tick. Chance is x/(x + 1), where x is the level of enchantment.


When the hunger bar becomes empty (), the player takes 1 () damage every four seconds. The player stops taking starvation damage when the player eats food or the health bar drops to 10 () on Easy difficulty or 1 () on Normal difficulty. In Hard difficulty and on Hardcore mode, the player continues taking damage, which stops upon eating something or death by starvation.


Players and mobs take 1 () damage every half-second when they are touching or within the same tile-space as a cactus.

Berry bush

Sweet berry bushes deal 1 () damage for every half-second when a player or mob (besides foxes) is moving inside a sweet berry bush.


When mobs and players without fire immunity stand on fire, they take 2 () damage every second and get burned. They continue burning after leaving the fire block. Fire damage can be prevented by the Fire Resistance effect. Fire duration can be decreased with the Fire Protection enchantment.


Lava is a dangerous natural occurrence. Players and mobs get burned and take damage from contact with lava at a rate of 4 () every half-second, and they continue burning after they leave it. Fire Resistance nullifies both the direct damage from lava and the burning damage.


Players and many mobs burn when exposed to fire or lava or attacked by certain kinds of burning projectiles, Fire Aspect weapons, or burning zombies [Java edition only]. In addition, armor itself does not reduce burning damage, however the enchantments with Fire Protection and Protection, and the status effect Resistance do. Burning obstructs the player's view slightly and, unless the player or mob has Fire Resistance, inflicts damage at a rate of 1 () per second. This is the same rate that the player gains health in Peaceful difficulty, so burning alone cannot kill the player in this mode. Burning lasts some amount of time depending on its cause, but it is extinguished by rain, water, or cauldrons.

Except for piglins, hoglins, skeletons, and endermen, Nether mobs do not burn and cannot be damaged by fire. Burning is not considered a status effect and therefore cannot be cured by milk.

Magma Block

Mobs without fire immunity and players take 1 () damage every half-second if they are walking on magma blocks. This can be avoided by having the Fire Resistance effect, sneaking, or wearing Frost Walker-enchanted boots.


Players or mobs standing on top of a campfire take 1 () damage every 10 game ticks (0.5 seconds). Standing in a Soul Campfire does 2 damage per tick instead. Şablon:IN, it also inflicts damage for Şablon:Convert after the player exits the block.

Status effects

Ana Başlık: Status effect

Instant Damage

Ana Başlık: Instant Damage

Instant Damage caused by potions or tipped arrows can damage the player 6 () at level I and 12 () at level II. This damage occurs instantaneously. For undead mobs, they are healed instead.


Ana Başlık: Poison

Cave spiders, witches and bees poison players when they attack (except on easy difficulty). Poisoning also occurs upon eating a spider eye, poisonous potato, pufferfish, or suspicious stew made out of lily of the valley. Drinking or being hit by a potion or arrow of poison also results in poisoning. While poisoned, the hearts in the health meter turn from ( on Hardcore) to an olive green ()( on Hardcore) and the player takes 1 () every 25 ticks (1.25 seconds) on level I. See Poison for a table for higher levels. The Poison itself cannot kill the player, but it can reduce them to half a heart (), thus leaving them vulnerable to damage from other sources.


Ana Başlık: Wither (status effect)

Withers and wither skeletons inflict the Wither effect with their attacks (the wither skulls do not inflict the effect on easy difficulty). This darkens the health bar to on Survival and on Hardcore, while inflicting damage over time. The effect deals 1 () every 2 seconds (40 ticks) for the wither skeleton's attack (level I), and every second for the Wither's skulls (level II). Wither rose also inflict wither to any mobs colliding it. Players also get the Wither effect after eating suspicious stew made out of wither rose or when hit by potion or arrow of decay.[Bedrock and Education editions] Unlike Poison, withering can kill on any difficulty level, and the darkened health bar makes it harder to keep track of the damage.


Ana Başlık: Void

If one were to break through the bedrock barrier found at the bottom of worlds, the void can be seen. Players in the void below the Y-axis of -64 take damage at a rate of about 4 () per half-second. The player usually dies from falling in the void, even in creative mode,[Java edition only] but the player may be saved by throwing an ender pearl before falling below the Y-axis of -64. Şablon:IN, the player takes damage to any negative Y-axis.

Falling into the void in The End is more likely, and is the only way to access the void in Survival mode without exploiting glitches.

By using /effect to give the player Regeneration 5+ or Instant Health, they can fall infinitely into the void without dying until the effect wears off or the game crashes.[Java edition only]

Şablon:IN, the player can survive in the void in Creative mode, but there is a one-way barrier at y=-40 to prevent falling further into the void. However, this barrier can be teleported past by teleporting the player to any location with a y value of -42 and below. The player continues falling until the player teleports away, flies back up, or crashes the game.


Ana Başlık: Explosion

Explosions cause varying amounts of damage based on the explosion strength, the entity's proximity to the explosion, and whether it is obstructed by solid blocks.

Firework rocket explosion

Firework rocket explosions can deal damage to entities.

If a rocket has been crafted with a firework star, its explosion deals damage within a radius of about 412 blocks. At the edge of the radius, it deals only 1 () damage, but this increases as the player gets closer until the explosion maxes out at its strongest: 5 ()6 () damage at distances of 2 blocks or less, with extra 1 ()2 () per additional firework star applied in firework rocket.

If a rocket crafted with a firework star is used to provide a speed boost while gliding with elytra, it explodes as it is used, dealing 7 () damage to the player.


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August 18, 2009First showcased fall damage.
August 25, 2009It has been shown that the player can now hold their breath underwater for just 15 seconds.
Lava now has been shown to cause damage.
August 27, 2009Fall damage is mentioned to now be much harsher.
0.24_SURVIVAL_TESTAdded damage.
Mobs and the player now jump back when damage is taken.
Added arrows that cause damage when hitting a player.
Taking damage would cause the player's camera to tilt toward the damage source, acting as a directional damage indicator.
0.25 SURVIVAL TESTArrows deal more damage.
0.30 (Survival)"Missing a hit" (hitting the air) triggers a 10 tick cooldown. During this cooldown, no attack is possible.Şablon:Check version
0.31 20100125Drowning damage has now been reduced to 1 per second. Prior to this update, drowning damage dealt by 2 per second.
20100617-2Added suffocation.
v1.0.4Players no longer suffocate when riding in a minecart in two-block-high spaces.
v1.2.3Damage now functions in multiplayer.
The directional damage tilt animation does not work properly in multiplayer, instead always tilting the camera left.
1.5Unarmed damage was increased from 1 () to 2 ().
1.6The 10 tick cooldown when hitting the air was removed.
July 26, 2011Notch first teased how knockback would work.
1.8Pre-releaseUnarmed damage was decreased from 2 () to 1 ().
The Adventure Update extended the combat system with critical hits, sprinting (for knockback) and blocking.
Hunger system added: Health is no longer restored directly by eating. Instead, it recovers slowly when well-fed, but is lost if starving.
Poison added, which deals damage, until the player or mob's health is 1 ().
Hold to attack has been removed.
The swing animation no longer plays again when swinging before the animation is completed. As a result, it is impossible to do the "jittering" animation anymore.
1.0.0Beta 1.9 PrereleaseArmor no longer prevents certain types of damage.
Beta 1.9 Prerelease 3Sword damage was decreased (a diamond sword went from 5 hearts to 3.5 hearts damage).
Beta 1.9 Prerelease 4Enchantments added, some of which increase damage the player deals or decrease damage dealt to the player.
RC1The sound of the player taking damage was changed from a masculine oof to painful crunching sound. These were changed to remove the restriction that all avatars have a male voice, regardless of the gender of the character depicted in the skin.
1.3.112w18aAs a result of singleplayer being changed to an internal server, taking damage no longer causes the camera to tilt toward the damage source, instead always tilting left.
12w25aRemoved the downward knockback while drowning.
12w30aExplosions damage the player different amounts in different difficulties, and the player doesn't take any damage from explosions on Peaceful.
1.3.2Mobs no longer shove the player when moving into them.Şablon:Check version
1.4.212w32aMobs can hold weapons, making them deal more damage. Also, the crunching noise from 1.0.0 was changed, sounding more like a slap rather than a bone-breaking punch. The fall damage noise was also changed from a crunch to a dull, thumping noise.
12w34aWither effect added, which deals damage. Unlike Poison, withering can kill players or other mobs.
1.4.3Water of any depth now completely negates all fall damage from any height.
?Critical hits no longer add a random bonus scale (+0% ~ +100% weapon damage + 2 ()) but instead add +50% of the weapon damage. Enchantments no longer add a random number too; instead they add a flat number per level (1.25 () for sharpness and 2.5 () for other damage bonus enchantments).Şablon:Check version
1.6.2Instead of replacing the barehanded damage (1 ()), swords, shovels, pickaxes and axes now add their damage onto the barehanded damage, which results in all tools doing 1 () more damage than before.Şablon:Check version
1.814w32aThe health bar has a new animation for damage that shows how many hearts are lost. (Not new, merely a revived feature that was lost after 1.2.5).
1.915w34aAdded attack cooldown.
15w34cTool damages and cooldowns adjusted.
Item Damage
Swords 5 () 6 () 7 () 8 ()
Axes [note 1] 4 () 5 () 6 () 7 ()
Pickaxes [note 1] 3 () 4 () 5 () 6 ()
Shovels [note 1] 2 () 3 () 4 () 5 ()
  1. a b c dealing damage with an axe, pick, or shovel decreases its durability by 2.
15w35aTool damages and cooldowns adjusted again.
15w47bAdded sounds for critical hits, fully-charged and not-fully-charged attacks, blocked attacks, sweep attacks, and dealing knockback.
16w02aCooldown damage reduction formula adjusted, reduction is now linear 50%–100% rather than quadratic 0%–100%.
16w05aCooldown damage reduction formula adjusted again, reduction is now quadratic 20%–100%.
1.1318w07aAdded a new weapon: tridents. These can be either thrown or used in melee combat, and deal 9 () damage.
1.1418w43aAdded a new weapon: Crossbow.
Pocket Edition Alpha
v0.2.0Added Survival mode and mobs, making damage possible.
In singleplayer and for the host in multiplayer, taking damage tilts the camera towards the damage source. Joining players' cameras will always tilt left, however.
?At some point, directional damage tilt broke entirely like in Java Edition, though the exact point when this happened is unknown.
v0.11.0build 1Poison added, which deals damage, until the player or mob's health is 1 ().
v0.12.1build 1Added critical hits.
Punch damage is now added to damage from swords, axes, pickaxes, and shovels.
Hunger system added: Health is no longer restored directly by eating. Instead, it recovers slowly when well-fed, but is lost if starving.
Wither effect added, which deals damage. Unlike Poison, withering can kill players or other mobs.
Mobs can hold weapons, making them deal more damage.
Enchantments added, some of which increase the damage the player deals or decrease damage dealt to the player.
?The sound of the player taking damage was changed from a masculine oof to a painful crunching sound. These were changed to remove the restriction that all avatars have a male voice, regardless of the gender of the character depicted in the skin.
build 12Critical hits now have more particles.
1.4.0beta a new weapon: tridents. These can be either thrown or used in melee combat, and deal 9 () damage.
1.8.0beta a new weapon: crossbow.


  • Critical hits can be done while reflecting a ghast fireball, but does not change the damage or speed of it.
  • In Creative mode, attacking a mob while flying after having descended scores a critical hit.
  • In the Legacy Console Edition, the player can take only void damage in the End.
  • The maximum damage that can be dealt by a player in survival is
    • Melee attack:
      • Şablon:IN
        • 36.5 ( × 18.25) damage, consisting of 10 () from a netherite axe + 6 () from Strength II, all × 1.5 () with critical, + 12.5 () damage from Smite V on an undead target, or Bane of Arthropods V on an arthropod.
        • The maximum on a non-undead non-arthropod target is only 27 ( × 13.5): 10 () from a netherite axe + 6 () from Strength II, all × 1.5 () with critical, + 3 () damage from Sharpness V. A full set of Protection IV netherite armor would reduce the 27 ( × 13.5) damage to 4.6231 ().Şablon:More info
      • Şablon:IN
        • Maximum damage to undeads or arthropods is 41.25 ( × 20.625) damage, consisting of 8 () from netherite sword + 12.5 () from Smite V for undead mobs or Bane of Arthropods V for arthropod mobs + 7 () from strength II, all x 1.5 () with critical.
        • Maximum damage to non-undead and non-arthropod on land is 31.875 ( × 15.9375) damage, consisting of 8 () from netherite sword + 6.25 () from Sharpness V + 7 () from Strength II all x 1.5 () with critical.
        • Maximum damage to players and mobs on water or during rain is 42.75 ( × 21.375) damage, consisting of 9 () of melee trident + 12.5 () from Impaling V + 7 () from strength II, all x 1.5 () with critical. (Also work with riptide)
    • Ranged attack:
      • With Bow
        • Maximum damage to players and mobs is 25 ( × 12.5) damage from a critical shot from a bow with the power V enchantment. Because the instantaneous effects of arrows don't stack with arrow damage and apply during immunity phase, using harming (or healing arrows to undead mobs) doesn't add bonus damage unless the target has enough armor or Projectile Protection levels so the damage dealt by the arrow is lower than the magical damage effect after Protection/Resistance reduction. This is sufficient to kill most mobs in one hit though.
      • With Crossbow
        • Maximum damage to players and non-undead mobs is 64 ( × 32) damage, consisting of a single shot of three arrows of harming II from multishot enchantment that hit single mobs. Two of the arrows deal 9 () damage while one of them deals 10 () + 36 ( × 18) damage from instant damage II effect (12 () per arrow).
        • Maximum damage to undead mobs is 52 ( × 26) damage, consisting of a single shot of three arrows of healing II from multishot enchantment that hit single mobs. Two of the arrows deal 9 () damage while one of them deals 10 () + 24 ( × 12) damage from instant health II effect (8 () per arrow).
  • With all possible reductions to fall damage currently available in Survival (landing on a hay bale, Feather Falling IV boots, Protection IV on other armor pieces, and Resistance IV from a Potion of the Turtle Master) the maximum height the player can fall while surviving without Absorption is 3003 blocks. However, slow falling completely negates fall damage.
    • With the maximum absorption effect possible in survival (IV from an enchanted golden apple), and all the effects listed above, the player can survive a fall of 5403 blocks.
      • Riding a horse along with being under the effects of a beacon's Jump Boost II further increases the total amount of blocks to a max of 9005.