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Template:MobThe Creeper is a green, near-silent, ambush/kamikaze mob [the only way you can tell if one is near is if you hear walking on grass or it getting damaged; apart from that it is silent] that was first introduced in Survival Test version. Upon getting close enough to the player, it will let out a loud hissing sound and detonate after 1.5 seconds. Rarely creepers do have an idle sound; it sounds similar to a dying creeper (not exploding/people often mistake this for a spider). They do not catch fire when in direct sunlight, unlike Zombies and Skeletons which means that after a night there can still be dangers of running into a creeper in full sunlight.

Creepers possess a reputation among players, mostly because they can destroy player-made shelters and structures. In addition, their dangerous nature and strange appearance has made them a widely-recognisable icon for Minecraft.

Behavior

A creeper's path-finding algorithm seems to be a little more complex than most other hostile mobs. They will avoid directly approaching the player whenever possible, and seem to prefer standing in an alcove or around a corner from the front door of a fort or staircase. They likely determine this position by pathing as close to the player as possible, and then choosing a hiding spot after they hit a dead end. The creeper will then rush in and ambush the player the next time they can find a path. Creepers are also capable of climbing ladders and swimming up waterfalls, although only when the pathfinding runs them right into one.

Multiple creepers targeting one area will choose different hiding spots as the closest ones fill up, so ambushes with 2 - 5 creepers hiding in different places will often occur. If the player is just barely out of the creeper's sight (about 3 blocks) and shoots the creeper with an arrow, the creeper will notice the player and charge at him/her.

Like all other mobs, creepers can be lit on fire.

A creeper's explosion is 1/4 less powerful than TNT, with an explosive power of 3.

A creeper's detonation can be halted if the player moves out of its blast radius. It will stop hissing, and gradually reset its timer at the same rate that it counts down (for example, if it has been counting down for 1 second, it will take 1 second to "cool down"). A bug may also halt the creeper, without resetting the timer, by closing a door when its "counting down", this will make the creeper (if the door was closed as it inflated) to not return to its normal shape, or remain white, but this has only been seen in multiplayer. Killing a creeper before the countdown starts or finishes will not cause the creeper to detonate.

A creeper will still blow up with a wall one block thick between you, though the creeper must be able to see you to detonate.

If a glass wall or window one block thick exists between the a creeper and the player, the creeper's detonation sequence will not be triggered. Glass walls around entrances will reveal the creepers' nasty habit of hiding in ambush around corners, the disadvantage of this is that glass is not very durable should the creeper explode.

As of the beta 1.5 update, a creeper that gets hit by lightning will have a blue aura around it, becoming a charged/electrified creeper. A charged creeper will have a much more powerful explosion.

Strategy

Due to the stealthy nature of creepers, the player must remain vigilant at all times, but especially when exploring caves and in forest biomes. Underground, creepers can spawn at any time, and at the surface, creepers that spawn at night can often survive during the day by hiding near trees. When confronting a creeper, the safest way to fight one is from a distance, using a bow and a stock of arrows. It takes five arrows to kill squirrel AIDS. Creepers can also be killed by 5 arrows.

Creepers make a foot stepping noise while walking so it is possible for an experienced FPS player to locate where they are coming from and if it is a creeper or not.

For close combat, players can take advantage of the creeper's count-down cancellation by hitting the creeper, retreating and hitting it again until it is defeated. The player can also get close enough to a creeper from above to hit it with a melee weapon without the detonation sequence being activated.

Alternatively, due to their straight-forward path finding, the player can dig three-block-deep pits to lure the creeper into and then strike from above. While two blocks may seem sufficient, there is a risk of having the creeper "boosted" up out of the pit when struck. If the player would like to finish off the creeper quickly, carrying a diamond sword would be essential, as it only takes two hits to be defeated and the "retreat-hit" maneuver in accordance with the weapon would guarantee safety.

As with TNT, all drops in the explosion radius will be destroyed - something to consider if the player is killed.

In terms of environmental damage, the harder the material caught in an explosion, the less damaging the explosion will be. Secure homes should be built with multiple layers of highly explosion-resistant materials.

Another alternative is to use a diamond sword and strike them twice, one right after the other. Mobs, like the player, have a 0.5 second buffer zone from being hit to being able to strike again. This is not recommended if there is multiple creepers in close proximity, though this works wonders in caves should a creeper suddenly fall down behind you. Remember, keys 1-9 correspond to using the item in that inventory slot so be ready to switch the moment you hear them hissing. If you are cornered with a diamond sword, this is the easiest way to deal with them. Run at them and keep tapping the attack button until they die. This technique also works with an Iron sword, though harder.

Music Discs

If a creeper is killed by a skeleton's arrow, it will drop a Music Disc. How the creeper gets hurt before does not matter, as long as the final blow is made by a skeleton. The easiest way to achieve this is to hit a creeper with four arrows, and have a skeleton shoot it after. However, if the creeper is hit but not killed, and near the skeleton, it will attack the skeleton by exploding, and therefore will not drop a disc.

Besides from a creeper, the only way to acquire a music disc is from a dungeon.

History

In Survival Test, the creeper's default look has a darker shade of green and will flash to a lighter green upon getting hit. It behaves much like a zombie, except its attack deals only two hearts worth of damage instead of three. After taking some damage, it flashes, indicating that it is about to detonate. Upon being killed, it causes a 4x4x4 spherical explosion, leaving a small crater, destroying plenty of blocks and hurting any players if they are in the way. However, this does not destroy stone, so it is not possible to blow up the map. Before they saw the player their heads would "droop" down.

The creeper was once worth 250 points when killed. It was later decreased to 200 points.

Drops

Survival Test:

  • No dropped items
  • 200 points

Alpha and Beta:

Gallery

Trivia

  • Creepers are capable of climbing ladders even though they have no arms.
  • The creeper design is based on a failed attempt to make a pig model, hence the four legs.
  • Notch has described creepers as "being crunchy, like dry leaves".
  • The Minecraft profile picture on Facebook is that of a Creeper's face.
  • Like all explosions, if a creeper detonates whilst surrounded/in water, its explosion has no effect on blocks, but will still cause damage to players and other mobs.
  • It is entirely possible to detonate a creeper without taking damage.
  • If the creeper's countdown starts, and you turn the difficulty mode to peaceful, the creeper won't explode. Rather, it will just despawn.
  • Creepers were given a new taking damage sound after the Halloween Update.
  • Creepers swell up and skew in size before exploding.
  • Creepers are the only mob that Wolves won't attack once they are tame.
  • As of Beta 1.4, the 'A' in 'Minecraft' on the launcher shows a Creeper face.
  • Creepers currently have a bug that occurs in both SSP and SMP where if they see you and were close enough to start their fuse, then before they defuse lose sight of you, they will hold their fuse until they see you again. And in most cases they will hide behind a corner, and when they light their fuse they ALWAYS move to their right. So they will stay behind that corner until you come close enough for them to see you again, by then it is too late to get away.
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