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VOOZH | about |
| Health points | 30HP👁 ❤️ × 15 |
|---|---|
| Behavior | Hostile |
| Mob type | 👁 Image Monster 👁 Image Aquatic |
| Attack strength |
Laser: Easy: 4HP👁 ❤️ 👁 ❤️ Normal: 6HP👁 ❤️ 👁 ❤️ 👁 ❤️ Hard: 9HP👁 ❤️ 👁 ❤️ 👁 ❤️ 👁 ❤️ 👁 💔 |
| Hitbox size | Height: 0.85 blocks Width: 0.85 blocks |
| Spawn | 👁 Image Ocean Monument |
{
"title": "Guardian",
"rows": [
{
"field": "30<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1 heart\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=❤️)</span> × 15</span>",
"label": "(link to Health article, displayed as Health points)"
},
{
"field": "Hostile",
"label": "Behavior"
},
{
"field": "<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:EntitySprite monster.png article, displayed as 16x16px|link=Monster|alt=|class=pixel-image|)</span>(link to Monster article, displayed as <span class=\"sprite-text\">Monster</span>)</span><br><span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:EntitySprite aquatic.png article, displayed as 16x16px|link=Aquatic|alt=|class=pixel-image|)</span>(link to Aquatic article, displayed as <span class=\"sprite-text\">Aquatic</span>)</span>",
"label": "(link to Mob type article, displayed as Mob type)"
},
{
"field": "(values exceeds 1000 characters...)",
"label": "Attack<br/>strength"
},
{
"field": "Height: 0.85 blocks<br>Width: 0.85 blocks",
"label": "(link to Hitbox article, displayed as Hitbox size)"
},
{
"field": "<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:EnvSprite ocean-monument.png article, displayed as 16x16px|link=Ocean Monument|alt=|class=pixel-image|)</span>(link to Ocean Monument article, displayed as <span class=\"sprite-text\">Ocean Monument</span>)</span>",
"label": "(link to Mob spawning article, displayed as Spawn)"
}
],
"invimages": [
"Guardian Spawn Egg"
],
"images": [
"Guardian.gif"
]
}
Guardians are aquatic hostile mobs that spawn in ocean monuments. They attack with a slow-charging laser beam, and inflict retaliatory damage when damaged by a melee attack.
Guardians spawn naturally in ocean monuments. They require water, flowing or stationary, to spawn.
In Java Edition guardians spawn less often in ocean open to the sky than they do in covered areas (such as inside or underneath the monument). Specifically, spawning fails 95% of the time if the spawning water block is below sea level (Y=63 by default), all blocks between the spawning water block and sea level are liquid or fully transparent, and the block at sea level has a view of the sky. They can spawn only if the spawning block and the block below the spawning block are both water. The block above the spawning block also cannot be solid and has to be transparent, air, or water.
In Bedrock Edition, guardians are structure spawns, spawning in water source blocks in 25 pre-determined spawning columns. Guardians usually do not (or possibly never) spawn near a player, and their continued spawning is not affected by removal of the monument, except through the creation of extra space in which to spawn.
For a given column, the spawn will initially be attempted at Y=61, but if this is not a spawnable block, the game will traverse down the column until it finds the first water source block. Once found, if the block below is a valid spawn location, a guardian will spawn there. If it's not a valid spawn location, the column will not spawn a guardian, meaning that columns can be disabled by a block at Y=61 and a block at Y=59 only. If no water source blocks are found by Y=40, the column will not spawn a guardian. Guardians will therefore not spawn inside the monument unless the entire column above is blocked either with solid blocks or air.
To find the X and Z coordinates of the columns, start counting from the northwest corner of the monument. That is, standing on the furthest corner prismarine block with the smallest X and Z coordinates, let's say (X, 41, Z). The coordinates of each spawning spot are in a grid at X+2, X+13, X+29, X+45, and X+55, combined with Z+2, Z+13, Z+29, Z+45, and Z+55. For example, the bottom of the most northwest column is at (X+2, 39, Z+2) and the top block belonging to the southeast corner column is at (X+55, 61, Z+55). The guardians spawn at the northwest corner of a spawning column block, which can be helpful for some guardian farming mechanics such as causing them to spawn inside of a portal where they are immediately sent to the nether.
Due to MCPE-57215, the guardian won't drop random fish in Bedrock Edition.
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| 👁 Image | Prismarine Shard | 0–2 | 66.67% | 1.00 | 0–3 | 83.33% | 1.50 | 0–4 | 91.67% | 2.00 | 0–5 | 94.44% | 2.50 |
| 👁 Image | Prismarine Crystals | 0–1 | 40.00% | 0.40 | 0–2 | 40.00% | 0.60 | 0–3 | 40.00% | 0.80 | 0–4 | 40.00% | 1.00 |
| 👁 Image | Raw Cod[A][B] | 0–1 | 40.00% | 0.40 | 0–2 | 40.00% | 0.60 | 0–3 | 40.00% | 0.80 | 0–4 | 40.00% | 1.00 |
| 👁 Image | Raw Cod[C][B] | 0–2 | 40.90% | 0.41 | 0–3 | 41.26% | 0.62 | 0–4 | 41.62% | 0.83 | 0–5 | 41.98% | 1.03 |
| 👁 Image | Cooked Cod[A][D] | 0–1 | 40.00% | 0.40 | 0–2 | 40.00% | 0.60 | 0–3 | 40.00% | 0.80 | 0–4 | 40.00% | 1.00 |
| 👁 Image | Cooked Cod[C][D] | 0–2 | 40.90% | 0.41 | 0–3 | 41.26% | 0.62 | 0–4 | 41.62% | 0.83 | 0–5 | 41.98% | 1.03 |
| 👁 Image | Raw Salmon[C][B] | 0–1 | 0.62% | 0.01 | 0–1 | 0.88% | 0.01 | 0–1 | 1.12% | 0.01 | 0–1 | 1.38% | 0.01 |
| 👁 Image | Cooked Salmon[C][D] | 0–1 | 0.62% | 0.01 | 0–1 | 0.88% | 0.01 | 0–1 | 1.12% | 0.01 | 0–1 | 1.38% | 0.01 |
| 👁 Image | Pufferfish[C] | 0–1 | 0.33% | 0.00 | 0–1 | 0.46% | 0.00 | 0–1 | 0.58% | 0.01 | 0–1 | 0.71% | 0.01 |
| 👁 Image | Tropical Fish[C] | 0–1 | 0.05% | 0.00 | 0–1 | 0.07% | 0.00 | 0–1 | 0.09% | 0.00 | 0–1 | 0.11% | 0.00 |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| 👁 Image | Prismarine Shard | 0–2 | 2⁄3 | 1 | 0–3 | 5⁄6 | 3⁄2 | 0–4 | 11⁄12 | 2 | 0–5 | 17⁄18 | 5⁄2 |
| 👁 Image | Prismarine Crystals | 0–1 | 2⁄5 | 2⁄5 | 0–2 | 2⁄5 | 3⁄5 | 0–3 | 2⁄5 | 4⁄5 | 0–4 | 2⁄5 | 1 |
| 👁 Image | Raw Cod[A][B] | 0–1 | 2⁄5 | 2⁄5 | 0–2 | 2⁄5 | 3⁄5 | 0–3 | 2⁄5 | 4⁄5 | 0–4 | 2⁄5 | 1 |
| 👁 Image | Raw Cod[C][B] | 0–2 | 409⁄1000 | 83⁄200 | 0–3 | 2063⁄5000 | 621⁄1000 | 0–4 | 2081⁄5000 | 827⁄1000 | 0–5 | 2099⁄5000 | 1033⁄1000 |
| 👁 Image | Cooked Cod[A][D] | 0–1 | 2⁄5 | 2⁄5 | 0–2 | 2⁄5 | 3⁄5 | 0–3 | 2⁄5 | 4⁄5 | 0–4 | 2⁄5 | 1 |
| 👁 Image | Cooked Cod[C][D] | 0–2 | 409⁄1000 | 83⁄200 | 0–3 | 2063⁄5000 | 621⁄1000 | 0–4 | 2081⁄5000 | 827⁄1000 | 0–5 | 2099⁄5000 | 1033⁄1000 |
| 👁 Image | Raw Salmon[C][B] | 0–1 | 1⁄160 | 1⁄160 | 0–1 | 7⁄800 | 7⁄800 | 0–1 | 9⁄800 | 9⁄800 | 0–1 | 11⁄800 | 11⁄800 |
| 👁 Image | Cooked Salmon[C][D] | 0–1 | 1⁄160 | 1⁄160 | 0–1 | 7⁄800 | 7⁄800 | 0–1 | 9⁄800 | 9⁄800 | 0–1 | 11⁄800 | 11⁄800 |
| 👁 Image | Pufferfish[C] | 0–1 | 13⁄4000 | 13⁄4000 | 0–1 | 91⁄20000 | 91⁄20000 | 0–1 | 117⁄20000 | 117⁄20000 | 0–1 | 143⁄20000 | 143⁄20000 |
| 👁 Image | Tropical Fish[C] | 0–1 | 1⁄2000 | 1⁄2000 | 0–1 | 7⁄10000 | 7⁄10000 | 0–1 | 9⁄10000 | 9⁄10000 | 0–1 | 11⁄10000 | 11⁄10000 |
| Item | Amount | Probability | ||||
|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | |||
| 👁 Image | Prismarine Shard | 0 | 1⁄3 (33.33%) | 1⁄6 (16.67%) | 1⁄12 (8.33%) | 1⁄18 (5.56%) |
| 1 | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄4 (25.00%) | 1⁄6 (16.67%) | ||
| 2 | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 5⁄18 (27.78%) | ||
| 3 | 0 | 1⁄6 (16.67%) | 1⁄4 (25.00%) | 5⁄18 (27.78%) | ||
| 4 | 0 | 0 | 1⁄12 (8.33%) | 1⁄6 (16.67%) | ||
| 5 | 0 | 0 | 0 | 1⁄18 (5.56%) | ||
| Average | 1 (1.00) | 3⁄2 (1.50) | 2 (2.00) | 5⁄2 (2.50) | ||
| 👁 Image | Prismarine Crystals | 0 | 3⁄5 (60.00%) | 3⁄5 (60.00%) | 3⁄5 (60.00%) | 3⁄5 (60.00%) |
| 1 | 2⁄5 (40.00%) | 1⁄5 (20.00%) | 1⁄10 (10.00%) | 1⁄15 (6.67%) | ||
| 2 | 0 | 1⁄5 (20.00%) | 1⁄5 (20.00%) | 2⁄15 (13.33%) | ||
| 3 | 0 | 0 | 1⁄10 (10.00%) | 2⁄15 (13.33%) | ||
| 4 | 0 | 0 | 0 | 1⁄15 (6.67%) | ||
| Average | 2⁄5 (0.40) | 3⁄5 (0.60) | 4⁄5 (0.80) | 1 (1.00) | ||
| 👁 Image | Raw Cod[A][B] | 0 | 3⁄5 (60.00%) | 3⁄5 (60.00%) | 3⁄5 (60.00%) | 3⁄5 (60.00%) |
| 1 | 2⁄5 (40.00%) | 1⁄5 (20.00%) | 1⁄10 (10.00%) | 1⁄15 (6.67%) | ||
| 2 | 0 | 1⁄5 (20.00%) | 1⁄5 (20.00%) | 2⁄15 (13.33%) | ||
| 3 | 0 | 0 | 1⁄10 (10.00%) | 2⁄15 (13.33%) | ||
| 4 | 0 | 0 | 0 | 1⁄15 (6.67%) | ||
| Average | 2⁄5 (0.40) | 3⁄5 (0.60) | 4⁄5 (0.80) | 1 (1.00) | ||
| 👁 Image | Raw Cod[C][B] | 0 | 591⁄1000 (59.10%) | 2937⁄5000 (58.74%) | 2919⁄5000 (58.38%) | 2901⁄5000 (58.02%) |
| 1 | 403⁄1000 (40.30%) | 521⁄2500 (20.84%) | 227⁄2000 (11.35%) | 158⁄1875 (8.43%) | ||
| 2 | 3⁄500 (0.60%) | 1⁄5 (20.00%) | 1973⁄10000 (19.73%) | 1967⁄15000 (13.11%) | ||
| 3 | 0 | 21⁄5000 (0.42%) | 1027⁄10000 (10.27%) | 2⁄15 (13.33%) | ||
| 4 | 0 | 0 | 27⁄10000 (0.27%) | 1033⁄15000 (6.89%) | ||
| 5 | 0 | 0 | 0 | 11⁄5000 (0.22%) | ||
| Average | 83⁄200 (0.41) | 621⁄1000 (0.62) | 827⁄1000 (0.83) | 1033⁄1000 (1.03) | ||
| 👁 Image | Cooked Cod[A][D] | 0 | 3⁄5 (60.00%) | 3⁄5 (60.00%) | 3⁄5 (60.00%) | 3⁄5 (60.00%) |
| 1 | 2⁄5 (40.00%) | 1⁄5 (20.00%) | 1⁄10 (10.00%) | 1⁄15 (6.67%) | ||
| 2 | 0 | 1⁄5 (20.00%) | 1⁄5 (20.00%) | 2⁄15 (13.33%) | ||
| 3 | 0 | 0 | 1⁄10 (10.00%) | 2⁄15 (13.33%) | ||
| 4 | 0 | 0 | 0 | 1⁄15 (6.67%) | ||
| Average | 2⁄5 (0.40) | 3⁄5 (0.60) | 4⁄5 (0.80) | 1 (1.00) | ||
| 👁 Image | Cooked Cod[C][D] | 0 | 591⁄1000 (59.10%) | 2937⁄5000 (58.74%) | 2919⁄5000 (58.38%) | 2901⁄5000 (58.02%) |
| 1 | 403⁄1000 (40.30%) | 521⁄2500 (20.84%) | 227⁄2000 (11.35%) | 158⁄1875 (8.43%) | ||
| 2 | 3⁄500 (0.60%) | 1⁄5 (20.00%) | 1973⁄10000 (19.73%) | 1967⁄15000 (13.11%) | ||
| 3 | 0 | 21⁄5000 (0.42%) | 1027⁄10000 (10.27%) | 2⁄15 (13.33%) | ||
| 4 | 0 | 0 | 27⁄10000 (0.27%) | 1033⁄15000 (6.89%) | ||
| 5 | 0 | 0 | 0 | 11⁄5000 (0.22%) | ||
| Average | 83⁄200 (0.41) | 621⁄1000 (0.62) | 827⁄1000 (0.83) | 1033⁄1000 (1.03) | ||
| 👁 Image | Raw Salmon[C][B] | 0 | 159⁄160 (99.38%) | 793⁄800 (99.12%) | 791⁄800 (98.88%) | 789⁄800 (98.62%) |
| 1 | 1⁄160 (0.62%) | 7⁄800 (0.88%) | 9⁄800 (1.12%) | 11⁄800 (1.38%) | ||
| Average | 1⁄160 (0.01) | 7⁄800 (0.01) | 9⁄800 (0.01) | 11⁄800 (0.01) | ||
| 👁 Image | Cooked Salmon[C][D] | 0 | 159⁄160 (99.38%) | 793⁄800 (99.12%) | 791⁄800 (98.88%) | 789⁄800 (98.62%) |
| 1 | 1⁄160 (0.62%) | 7⁄800 (0.88%) | 9⁄800 (1.12%) | 11⁄800 (1.38%) | ||
| Average | 1⁄160 (0.01) | 7⁄800 (0.01) | 9⁄800 (0.01) | 11⁄800 (0.01) | ||
| 👁 Image | Pufferfish[C] | 0 | 3987⁄4000 (99.67%) | 19909⁄20000 (99.54%) | 19883⁄20000 (99.41%) | 19857⁄20000 (99.28%) |
| 1 | 13⁄4000 (0.33%) | 91⁄20000 (0.46%) | 117⁄20000 (0.58%) | 143⁄20000 (0.71%) | ||
| Average | 13⁄4000 (0.00) | 91⁄20000 (0.00) | 117⁄20000 (0.01) | 143⁄20000 (0.01) | ||
| 👁 Image | Tropical Fish[C] | 0 | 1999⁄2000 (99.95%) | 9993⁄10000 (99.93%) | 9991⁄10000 (99.91%) | 9989⁄10000 (99.89%) |
| 1 | 1⁄2000 (0.05%) | 7⁄10000 (0.07%) | 9⁄10000 (0.09%) | 11⁄10000 (0.11%) | ||
| Average | 1⁄2000 (0.00) | 7⁄10000 (0.00) | 9⁄10000 (0.00) | 11⁄10000 (0.00) | ||
| Killed | 1 | ||||
|---|---|---|---|---|---|
| Item | Expected Drops | ||||
| Default | Looting I | Looting II | Looting III | ||
| 👁 Image | Prismarine Shard | 1.00 | 1.50 | 2.00 | 2.50 |
| 👁 Image | Prismarine Crystals | 0.40 | 0.60 | 0.80 | 1.00 |
| 👁 Image | Raw Cod[A][B] | 0.40 | 0.60 | 0.80 | 1.00 |
| 👁 Image | Raw Cod[C][B] | 0.41 | 0.62 | 0.83 | 1.03 |
| 👁 Image | Cooked Cod[A][D] | 0.40 | 0.60 | 0.80 | 1.00 |
| 👁 Image | Cooked Cod[C][D] | 0.41 | 0.62 | 0.83 | 1.03 |
| 👁 Image | Raw Salmon[C][B] | 0.01 | 0.01 | 0.01 | 0.01 |
| 👁 Image | Cooked Salmon[C][D] | 0.01 | 0.01 | 0.01 | 0.01 |
| 👁 Image | Pufferfish[C] | 0.00 | 0.00 | 0.01 | 0.01 |
| 👁 Image | Tropical Fish[C] | 0.00 | 0.00 | 0.00 | 0.00 |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| 👁 Image | Prismarine Shard | 0–2 | 66.67% | 1.00 | 0–3 | 66.67% | 1.33 | 0–4 | 66.67% | 1.67 | 0–5 | 66.67% | 2.00 |
| 👁 Image | Prismarine Crystals | 0–1 | 40.00% | 0.40 | 0–2 | 40.00% | 0.60 | 0–3 | 40.00% | 0.80 | 0–4 | 40.00% | 1.00 |
| 👁 Image | Raw Cod[A] | 0–1 | 40.00% | 0.40 | 0–2 | 40.00% | 0.60 | 0–3 | 40.00% | 0.80 | 0–4 | 40.00% | 1.00 |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| 👁 Image | Prismarine Shard | 0–2 | 2⁄3 | 1 | 0–3 | 2⁄3 | 4⁄3 | 0–4 | 2⁄3 | 5⁄3 | 0–5 | 2⁄3 | 2 |
| 👁 Image | Prismarine Crystals | 0–1 | 2⁄5 | 2⁄5 | 0–2 | 2⁄5 | 3⁄5 | 0–3 | 2⁄5 | 4⁄5 | 0–4 | 2⁄5 | 1 |
| 👁 Image | Raw Cod[A] | 0–1 | 2⁄5 | 2⁄5 | 0–2 | 2⁄5 | 3⁄5 | 0–3 | 2⁄5 | 4⁄5 | 0–4 | 2⁄5 | 1 |
| Item | Amount | Probability | ||||
|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | |||
| 👁 Image | Prismarine Shard | 0 | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄3 (33.33%) |
| 1 | 1⁄3 (33.33%) | 1⁄6 (16.67%) | 1⁄12 (8.33%) | 1⁄18 (5.56%) | ||
| 2 | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄4 (25.00%) | 1⁄6 (16.67%) | ||
| 3 | 0 | 1⁄6 (16.67%) | 1⁄4 (25.00%) | 2⁄9 (22.22%) | ||
| 4 | 0 | 0 | 1⁄12 (8.33%) | 1⁄6 (16.67%) | ||
| 5 | 0 | 0 | 0 | 1⁄18 (5.56%) | ||
| Average | 1 (1.00) | 4⁄3 (1.33) | 5⁄3 (1.67) | 2 (2.00) | ||
| 👁 Image | Prismarine Crystals | 0 | 3⁄5 (60.00%) | 3⁄5 (60.00%) | 3⁄5 (60.00%) | 3⁄5 (60.00%) |
| 1 | 2⁄5 (40.00%) | 1⁄5 (20.00%) | 1⁄10 (10.00%) | 1⁄15 (6.67%) | ||
| 2 | 0 | 1⁄5 (20.00%) | 1⁄5 (20.00%) | 2⁄15 (13.33%) | ||
| 3 | 0 | 0 | 1⁄10 (10.00%) | 2⁄15 (13.33%) | ||
| 4 | 0 | 0 | 0 | 1⁄15 (6.67%) | ||
| Average | 2⁄5 (0.40) | 3⁄5 (0.60) | 4⁄5 (0.80) | 1 (1.00) | ||
| 👁 Image | Raw Cod[A] | 0 | 3⁄5 (60.00%) | 3⁄5 (60.00%) | 3⁄5 (60.00%) | 3⁄5 (60.00%) |
| 1 | 2⁄5 (40.00%) | 1⁄5 (20.00%) | 1⁄10 (10.00%) | 1⁄15 (6.67%) | ||
| 2 | 0 | 1⁄5 (20.00%) | 1⁄5 (20.00%) | 2⁄15 (13.33%) | ||
| 3 | 0 | 0 | 1⁄10 (10.00%) | 2⁄15 (13.33%) | ||
| 4 | 0 | 0 | 0 | 1⁄15 (6.67%) | ||
| Average | 2⁄5 (0.40) | 3⁄5 (0.60) | 4⁄5 (0.80) | 1 (1.00) | ||
| Killed | 1 | ||||
|---|---|---|---|---|---|
| Item | Expected Drops | ||||
| Default | Looting I | Looting II | Looting III | ||
| 👁 Image | Prismarine Shard | 1.00 | 1.33 | 1.67 | 2.00 |
| 👁 Image | Prismarine Crystals | 0.40 | 0.60 | 0.80 | 1.00 |
| 👁 Image | Raw Cod[A] | 0.40 | 0.60 | 0.80 | 1.00 |
Guardians also drop 10XP when killed by a player or tamed wolf.
Guardians swim around in water, attacking any players, squid, glow squid, or axolotls that come into range of its laser. They swim in abrupt charges, moving their tail rapidly when doing so. When swimming, their spikes retract. When not swimming, they sink slowly and their spikes extend and quiver.
During idle swimming, a guardian chooses a water or waterlogged block within a 9×9×9 area centered on itself as the destination to pathfind toward. If unreachable, they still swim directly toward the target despite any blocks in the way. They attempt to cross air blocks and do not try to prevent fall damage.
Stationary guardians are pushed much faster horizontally by flowing water than other mobs, but when swimming they are completely unimpeded; however, they are affected by bubble columns.
When swimming, guardians have a slight bias toward selecting destination blocks with a higher light level. If undisturbed, guardians can be seen loosely congregating around the sea lantern blocks of their ocean structure.
When out of water, they abandon any previous pathfinding target; they squeak loudly and hop erratically, uninfluenced by nearby water or players. They still use their laser and have their spikes extended. Guardians do not suffocate and survive indefinitely without water unlike other aquatic mobs.
The guardian's eye follows and stares at any nearby players, and always looks directly at its target. In Java Edition, the eye does not follow unarmored players under the effects of a potion of Invisibility and the guardians cannot attack them. A player can wear one piece of armor while under the effects of Invisibility and not be attacked.
Guardians, as aquatic mobs, are affected by the Impaling enchantment.[JE only]
Guardians have two methods of attack: a laser and a defensive attack analogous to the Thorns enchantment. Unlike most other hostile mobs, a guardian does not follow a player who moves out of sight. Instead, it simply continues swimming until the player becomes visible again to start charging its laser.
Guardians attack players, axolotls, and squid. Otherwise, a guardian does not retaliate against mobs (such as iron golems) that attack it, other than damaging the attacking mob with its natural thorns defense.
The laser takes 4 seconds to charge, causing no damage in the meantime. It starts out purple and fades to yellow. Once charged, the laser flashes green before disappearing and deals 6HP👁 ❤️
👁 ❤️
👁 ❤️
damage plus another 2HP👁 ❤️
magic damage on Normal difficulty. The magic damage is increased by another 2HP👁 ❤️
on Hard difficulty, after adding the usual difficulty scaling factor of 1.5x, meaning a guardian can deal up to 5HP👁 ❤️
👁 ❤️
👁 💔
magic damage through this attack on Hard difficulty. Guardians swim around for 3 seconds before firing again. If the target approaches while the guardian is loading its laser, it stops firing and swims away until it is at a comfortable range, at which point it continues attacking. The laser has a maximum range of 15 blocks and cannot be dodged. However, a shield reduces its damage by 50%.
Once the target is out of range, or if the laser is obstructed by solid blocks (including transparent blocks like glass), the guardian's laser disengages and the shooting sound stops.
A guardian deals damage each time it is hit with a melee attack while its spikes are extended, similar to the Thorns armor enchantment. If cornered, a guardian usually extends its spikes and fires at the player, even at point-blank range.
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch | Attenuation distance |
| Guardian moans | Hostile Mobs | Randomly while in water | entity.guardian.ambient | subtitles.entity.guardian.ambient | 0.1 | 0.8–1.2 | 16 | |
| Guardian flaps | Hostile Mobs | Randomly while out of water | entity.guardian.ambient_land | subtitles.entity.guardian.ambient.land | 1.0 | 0.8–1.2 | 16 | |
| Guardian shoots | Hostile Mobs | While a guardian uses its laser attack | entity.guardian.attack | subtitles.entity.guardian.attack | 0.0–1.0 [sound 1] | 0.7–1.2 [sound 2] | 16 (technical) / ∞ (effective)[sound 3] | |
| Guardian dies | Hostile Mobs | When a guardian dies while in water | entity.guardian.death | subtitles.entity.guardian.death | 1.0 | 0.8–1.2 | 16 | |
| Guardian dies | Hostile Mobs | When a guardian dies while out of water | entity.guardian.death_land | subtitles.entity.guardian.death | 1.0 | 0.8–1.2 | 16 | |
| Guardian hurts | Hostile Mobs | When a guardian is damaged while in water | entity.guardian.hurt | subtitles.entity.guardian.hurt | 1.0 | 0.8–1.2 | 16 | |
| Guardian hurts | Hostile Mobs | When a guardian is damaged while out of water | entity.guardian.hurt_land | subtitles.entity.guardian.hurt | 1.0 | 0.8–1.2 | 16 | |
| Guardian flops | Hostile Mobs | While a guardian is on land | entity.guardian.flop | subtitles.entity.guardian.flop | 1.0 | 1.0 | 16 | |
| Sounds | |||||||
|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch |
| ? | Hostile Mobs | Randomly while in water | mob.guardian.ambient | ? | 1.0 | 0.8–1.2 | |
| ? | Hostile Mobs | Randomly while out of water | mob.guardian.land_idle | ? | 1.0 | 0.8–1.2 | |
| ? | Hostile Mobs | While a guardian uses its laser attack | mob.guardian.attack_loop | ? | ? | ? | |
| ? | Hostile Mobs | When a guardian dies while in water | mob.guardian.death | ? | 1.0 | 0.8–1.2 | |
| ? | Hostile Mobs | When a guardian dies while out of water | mob.guardian.land_death | ? | 1.0 | 0.8–1.2 | |
| ? | Hostile Mobs | When a guardian is damaged while in water | mob.guardian.hit | ? | 1.0 | 0.8–1.2 | |
| ? | Hostile Mobs | When a guardian is damaged while out of water | mob.guardian.land_hit | ? | 1.0 | 0.8–1.2 | |
| ? | Hostile Mobs | While a guardian is on land | mob.guardian.flop | ? | 1.0 | 1.0 | |
| Name | Identifier | Entity tags | Translation key |
|---|---|---|---|
| 👁 EntitySprite guardian.png: Sprite image for guardian in Minecraft Guardian | guardian | aquaticaxolotl_always_hostilescan_breathe_under_waternot_scary_for_pufferfishsensitive_to_impaling |
entity.minecraft.guardian |
| Name | Identifier | Numeric ID | Family | Translation key |
|---|---|---|---|---|
| 👁 EntitySprite guardian.png: Sprite image for guardian in Minecraft Guardian | guardian | 49 |
aquaticguardianmobmonster | entity.guardian.name |
Guardians have entity data associated with them that contains various properties.
Achievements that apply to all mobs:
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
|---|---|---|---|---|---|---|---|
| PS4 | Other | ||||||
| 👁 Image | 👁 Image | Overkill | Deal nine hearts of damage in a single hit. | Damage can be dealt to any mob, even those that do not have nine hearts of health overall. | 30 | Bronze | |
| 👁 Image | 👁 Image | Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | Damage can be dealt to any mob, even those that do not have 50 hearts of health overall. | 20 | Silver | |
| 👁 Image | 👁 Image | Mob Kabob | Hit five mobs in the same Charge attack using the Spear. | Armor stands and players also count for this achievement as they are technically mobs. | 10 | Bronze | |
Advancements that apply to all mobs:
| Icon | Advancement | In-game description | Actual requirements (if different) |
|---|---|---|---|
| 👁 Image 👁 Image | Adventure | Adventure, exploration and combat | Kill any mob, or be killed by any living entity. |
| 👁 Image 👁 Image | A Throwaway Joke | Throw a Trident at something. Note: Throwing away your only weapon is not a good idea. | Hit a mob with a thrown trident. |
| 👁 Image 👁 Image | Take Aim | Shoot something with an Arrow | Using a bow or a crossbow, shoot a mob with an arrow, tipped arrow, or spectral arrow. |
| 👁 Image 👁 Image | Mob Kabob | Hit five mobs in the same Charge attack using the Spear. | 👁 Image Armor Stand and 👁 Image Mannequin also count for this advancement. |
| 👁 Image 👁 Image | Arbalistic | Kill five unique mobs with one crossbow shot | 👁 Image Armor Stand and 👁 Image Mannequin also count for this advancement. This is a hidden advancement, meaning that it can be viewed by the player only after completing it, regardless of if its child advancement(s), if any, have been completed. |
| 👁 Image 👁 Image | Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | Damage can be dealt to any mob, even those that do not have 50 hearts of health overall. |
| June 3, 2014 | Jeb announces he is working on a hostile mob that lives underwater, though currently doesn't do much. | ||||||
|---|---|---|---|---|---|---|---|
| June 8, 2014 | Jeb provides more details into the upcoming mob - it has a ranged attack and is hostile to squid as well as the player. He recommended using a full set of diamond armor, potion of Water Breathing and Respiration enchantment on Hard difficulty. | ||||||
| June 9, 2014 | Jeb posted a stylized guardian image to Reddit for use as a user flair. This was the first indication of how the guardian would look. | ||||||
| Java Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.8 | 14w25a | 👁 Image Added guardians. | |||||
| 1.9 | 15w43a | The drop chances of guardians for raw fish and prismarine crystals have been changed. Instead of a 33% chance of fish and a 33% chance of crystals (only if the fish drop failed with both percentages adjusted by Looting), the percentages have been changed to 40% fish, 40% crystals, and 20% neither, with the amount increased by Looting. | |||||
| 15w47b | Sounds for guardians' defensive Thorns attack have now been added. | ||||||
| 1.11 | 16w38a | The common drop of guardians, raw fish, now drops as cooked fish, if killed while on fire. | |||||
| 1.14 | 18w43a | 👁 Image The texture of guardians has been changed. | |||||
| 1.15 | 19w34a | Guardians now take damage on magma blocks. | |||||
| 1.17 | 21w11a | 👁 Image The texture of the guardian has been tweaked, so that a floating pixel present in the tailfin no longer exists. | |||||
| 21w13a | Now drop cooked cod or salmon instead of raw cod or salmon if on fire when killed or killed by a fire source. | ||||||
| 1.21.9 | 25w33a | Guardians are no longer able to board boats. | |||||
| 1.21.9 | 25w34a | Guardians are once again able to board boats. | |||||
| Pocket Edition Alpha | |||||||
|---|---|---|---|---|---|---|---|
| v0.16.0 | build 1 | 👁 Image Added guardians. | |||||
| Bedrock Edition | |||||||
| 1.2.0 | ? | Guardians no longer play flopping sounds when on land. | |||||
| 1.4.0 | beta 1.2.20.2 | Guardians now attack fish. | |||||
| 1.6.0 | beta 1.6.0.5 | Guardians no longer attack fish. | |||||
| 1.10.0 | beta 1.10.0.3 | 👁 Image The texture of guardians has been changed. | |||||
| 1.17.0 | beta 1.17.0.50 | 👁 Image The texture of the guardian now have been tweaked that a floating pixel in the tailfin have now removed. | |||||
| 1.20.40 | Preview 1.20.40.20 | Guardians once again play flopping sounds when on land. | |||||
| 1.21.80 | Preview 1.21.80.20 | Guardians are now imitated by parrots. | |||||
| Legacy Console Edition | |||||||
|---|---|---|---|---|---|---|---|
| Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
| TU31 | CU19 | 1.22 | 1.22 | 1.22 | Patch 3 | 👁 Image Added guardians. | |
| TU46 | CU36 | 1.38 | 1.38 | 1.38 | Patch 15 | 1.0.1 | Sounds for guardians' defensive Thorns attack have now been added. |
| TU54 | CU44 | 1.52 | 1.52 | 1.52 | Patch 24 | 1.0.4 | The common drop of guardians, raw fish, now drops as cooked fish, if killed while on fire. |
| TU56 | CU48 | 1.55 | 1.55 | 1.55 | Patch 26 | 1.0.6 | The common drop of guardians, raw fish, no longer drops as cooked fish, if killed while on fire.[is this the correct version?] |
| New Nintendo 3DS Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.3.12 | 👁 Image Added guardians. | ||||||
| Java Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.11 | 16w32a | The entity ID has been changed from Guardian to guardian. The Elder tag[verify] has been removed. | |||||
| 1.13 | 17w47a | Numeric IDs for entities were presumably deprecated in this version.[more information needed] | |||||
Issues relating to "Guardian" are maintained on the bug tracker. Issues should be reported and viewed there.