The specific instructions are: additional celebrate sounds.
24 × 12
2 ()[Bedrock Edition only]
In Java Edition:
In Bedrock Edition:
Evokers can spawn during raids by themselves or riding ravagers. Evokers cannot spawn in raids in easy difficulty, because such raids have only three waves, while evokers appear in the fifth wave and above.
Evokers spawn during raids starting at wave 5. Up to 5 evokers spawn on Hard difficulty. During these events, they can be a raid captain. On Hard difficulty, evokers can also spawn riding a ravager at Wave 7.
Up to 5 evokers spawn during raids, with 1 evoker spawning during waves 5 and 6, and 3 evokers spawning during wave 7. One of them rides a ravager during wave 7.
- 1 Totem of Undying. The Looting enchantment does not increase this drop, and it is always dropped, no matter if another mob killed it or not.
- 0–1 Emerald if killed by the player, with an increase by 1 with each level of looting, 0-4 maximum.
- 1 Ominous banner [JE only] or Illager banner [BE only], if they spawn as a wave leader in raid or take an ominous banner on the ground.
- 10 exp. upon player kills or if killed by a tamed wolf/summoned iron golem.
Evokers attack players, adult villagers, iron golems, snow golems,[BE only] and wandering traders within 12 blocks by waving both of their arms while looking at their target and summoning evoker fangs or vexes. They are neutral toward every other mob except illagers, which the evoker is passive to, even when hit by one. If a llama, a wolf, or another hostile/neutral mob is caught in the attack, it retaliates on the evoker, causing the evoker to be hostile to them.
If the player is within a 10 block radius and the evoker is not in the middle of summoning an attack, the evoker flees from the player to avoid being attacked.
The evoker has two different attack methods: fang attack and summoning vexes. When attacking, the evoker is much more likely to use a fang attack, and may immediately follow it up by summoning vexes. When evokers are ready to attack, they raise their arms, creating different colored particles for the different attacks.
An evoker visually does not sit down when sitting in a boat or minecart. If an evoker is riding a ravager, its legs appear to sink in the ravager's body. This only happens in Bedrock Edition as in Java Edition evokers put their legs in front of them while sitting on any boat or entity.
However they will still attack any iron golems, adult villagers, wandering traders, and snow golems in peaceful difficulty.
Evokers can walk as fast as the player's sprinting speed, but mostly stay in the same spot if not provoked by any villagers or iron golems. Giving the evoker a slowness effect with an amplifier of 2 causes the evoker to walk as slow as the other illagers.
Evokers stare at the player in creative mode, just like villagers. The evoker might break the line of sight with the player if it starts summoning or when it sees a target and runs towards the target.
The evoker signals this attack by producing dark purple particles () and a low-pitched horn-like sound. A number of fangs rise out of the ground around the player, then snap shut and vanish. Players or mobs caught in the attack are dealt 6 damage, regardless of difficulty.[JE only] This damage is not mitigated by armor but is mitigated by enchantments such as Protection. Other illagers (ravagers take damage from evoker fangs in Java Edition since it's not an illager, but won't fight back if damaged) caught in the attack do not take damage, and the evoker doesn't take damage from the fangs or from another evoker's fangs.
Any evoker-summoned fangs do not deal damage to any illagers, although fangs summoned or spawned by the player do.
Fangs appear no lower than the feet of the lowest combatant and no higher than one block above the feet of the highest combatant. Fangs attempt to appear on the highest opaque block between those two extremes, but fail to spawn if they are obstructed by a solid block. In practice, this means that fangs cannot spawn inside deep pits or on top of high walls, but may, for example, go up a staircase if the target is at the top and the evoker at the bottom, or vice versa. Likewise, an evoker floating in a boat on water cannot summon fangs against a player swimming or floating in a boat because there are no opaque blocks from which the fangs can appear.
The evoker typically summons its fangs in a straight line toward the target, but if the target is close enough to the evoker, the evoker summons them in two circles around itself. The player can dodge the fangs, as they do not chase the player. Summoning fangs resets the evoker's spell cooldown to two seconds, and resets the cooldown for summoning fangs to five seconds.
Evokers look at the mob/player they are attacking with evoker fangs when they summon the evoker fangs.
The evoker signals this attack by producing white particles () and a higher-pitched horn-like sound. Three vexes appear nearby. The evoker can summon vexes as long as there are fewer than eight vexes within 16 blocks centered on the evoker. This spell resets the evoker's spell cooldown to five seconds, and resets the cooldown for summoning vexes to 17 seconds.
Evokers look at the mob/player they are telling their vexes to attack when summoning vexes.
In Bedrock Edition, the spell takes substantially longer to complete than in Java Edition.
Combo attack [Java Edition only]
Unlike Bedrock Edition, Evokers sometimes can summon two circle fangs while summoning vexes, without any cooldown. It usually happens when player closely attack an evoker when it summoning vexes.
Sheep color conversion spell
While the evoker is not engaged in combat and
/gamerule mobGriefing is set to
true, it changes the wool color of any blue sheep within 16 blocks from blue to red. It signals the spell by producing orange particles () and making a "wololo" sound. This spell resets the evoker's spell cooldown to three seconds, and resets the cooldown for the sheep color conversion spell to seven seconds.
Evokers look at the sheep they are using the spell on while they are doing the spell until they finish the spell.
Attack pattern data
|Type||Weight||Min activation range (Distance)||Max activation range (Distance)||num Entities spawned (Amount)||Size||Summon cap||Summon cap Radius|
|Fangs Attack (Line)||3||3.0||N/A||16 Fangs||20||N/A|
|Fangs Attack (Inside Circle)||3||0.0||3.0||5 Fangs||1.5||N/A|
|Fangs Attack (Outside Circle)||3||0.0||3.0||8 Fangs||2.5||N/A|
|Summoning Vexes||1||N/A||3 Vexes||1.0||8||16.0|
|Color conversion spell||3||0.0||16.0||N/A|
|Type||Base delay||Delay per summon||Cooldown time||Cast duration||Entity lifespan|
|Fangs Attack (Line)||1.0||0.05||5.0||2.0||1.1|
|Fangs Attack (Inside Circle)||1.0||0.0||5.0||2.0||1.1|
|Fangs Attack (Outside Circle)||0.15||0.0||5.0||2.0||1.1|
|Sheep color conversion spell||N/A||5.0||3.0||N/A|
Evoker fangs are the entities that evokers use to attack the player with their fang attack.
The individual fangs in an evoker's fang attacks each have a delay. Before the delay is over, the fangs cannot be seen, although unlike truly invisible entities, fangs in warmup still have a visible debug hitbox. After the delay, the fangs expand into existence, snap shut, make critical hit particles, and shrink out of sight again, dealing 6 magic damage to all mobs standing on the spot. Naturally spawned fangs do not harm illagers, but player-spawned ones do.
Killing an evoker fang does not contribute to the Monster Hunter advancement/achievement.
Evoker fangs are not affected by Peaceful difficulty.
|Sound||Subtitles||Source||Description||Resource location||Translation key||Volume||Pitch||Attenuation|
|Evoker murmurs||Hostile Creatures||?||?||?||16|
|Evoker casts spell||Hostile Creatures||?||?||?||16|
|Evoker cheers||Hostile Creatures||?||?||?||16|
|Evoker dies||Hostile Creatures||?||?||?||16|
|Evoker hurts||Hostile Creatures||?||?||?||16|
|Evoker prepares summoning||Hostile Creatures||?||?||?||16|
|Evoker prepares attack||Hostile Creatures||?||?||?||16|
|Evoker prepares charming||Hostile Creatures||?||?||?||16|
|Fangs snap||Hostile Creatures||?||?||?||16|
|Name||Identifier||Entity tags (JE)||Translation key|
|Name||Identifier||Numeric ID||Translation key|
Evokers have entity data associated with them that contains various properties.
- Entity data
- Tags common to all entities
- Tags common to all mobs
- Tags common to all mobs spawnable in raids
- SpellTicks: Number of ticks until a spell can be cast. Set to a positive value when a spell is cast, and decreases by 1 per tick.
Evoker fangs have entity data associated with them that contains various properties.
- Entity data
- Tags common to all entities
- Owner: The UUID of the entity that that fired the fangs, stored as four ints. If the entity is an Illager, the fangs do not damage other Illagers.
- Warmup: Time in ticks until the fangs appear. The fangs appear and begin to close as soon as this value becomes zero or less; negative values simply result in no delay. The value continues ticking down while the closing animation is playing, reaching -20 on naturally spawned fangs.
|Icon||Achievement||In-game description||Actual requirements (if different)||Gamerscore earned||Trophy type (PS4)|
|Monster Hunter||Attack and kill a monster.||Kill a hostile mob or one of the following neutral mobs: an enderman, a piglin, a zombified piglin, a spider, or a cave spider.||15G||Bronze|
|Feeling Ill||Defeat an Evoker||—||30G||Silver|
|Icon||Advancement||In-game description||Parent||Actual requirements (if different)||Resource location|
|Adventure||Adventure, exploration, and combat||—||Kill any entity, or be killed by any entity.|
|Monster Hunter||Kill any hostile monster||Adventure||Kill one of these 34 mobs:
|Monsters Hunted||Kill one of every hostile monster||Monster Hunter||Kill each of these 34 mobs:
|1.11||16w39a||Added evokers and evocation fangs.|
|16w43a||Added the Owner tag to evocation fangs.|
|1.13||pre5||The entity ID has been changed from |
|The name and ID of "Evocation Fangs" have been changed to "Evoker Fangs".|
|1.14||18w43a||The textures of evokers and evocation fangs have been changed.|
|18w47a||Evokers can now spawn in raids.|
|19w05a||Evokers are now hostile toward the new wandering traders.|
|19w13a||Evokers can now open doors during raids.|
|If raiding evokers killed all the villagers in the village or the beds were destroyed, evokers celebrate their victory by laughing and raising their arms in the air.|
|?||Evokers can no longer open doors during raids.|
|1.18||21w37a||Evokers no longer attack baby villagers.|
|Pre-release 5||Changed the texture, to remove its hood.|
|1.19||22w17a||Changed its models, now the last two rows of pixels on its robes can render.|
|1.1.0||alpha 22.214.171.124||Added evokers and evocation fangs.|
|1.10.0||beta 126.96.36.199||The textures of evokers and evocation fangs have been changed.|
|Evokers are now hostile to the new wandering traders.|
|1.11.0||beta 188.8.131.52||Evokers can now spawn during raids.|
|Evokers are no longer hostile to baby villagers.|
|1.13.0||?||Evokers now have smoother casting animations.|
|beta 184.108.40.206||If raiding evokers killed all the villagers in the village or the beds were destroyed, evokers celebrate their victory by laughing and raising their arms in the air.|
|Legacy Console Edition|
|TU54||CU44||1.52||Patch 24||1.0.4||Added evokers and evocation fangs.|
|1.90||Evokers can now spawn in raids.|
|New Nintendo 3DS Edition|
|1.9.19||Added evokers and evocation fangs.|
- The sheep color conversion spell is a reference to the priest units from Age of Empires, where they can turn enemy units into friendly units (changing the unit's color in the process) after making a "wololo" sound.
- Evokers are referred to as 'evocation illagers' in the code for pre-1.13 and Bedrock Edition code.
- Due to a bug, hitting an evoker in survival mode and converting the gamemode into creative mode still causes the evoker to summon fangs and vexes at the player, although they deal no damage.
A dying evoker mob.
An evoker summons fangs while its vex minions attack.
An evoker using its sheep color conversion spell.
Evoker with an illager banner.
An evoker from Minecraft Dungeons.