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Difficulty

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This article is about the gameplay mechanic. For the command, see Commands/difficulty. For the feature in Minecraft Dungeons, see MCD:Difficulty.
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Mobs in full armor are a common sight in higher difficulty levels.
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A popup in Bedrock Edition describing how each difficulty works.

Difficulty is an option in Minecraft that has a direct impact on the ease of gameplay, allowing the game's challenges to be tailored to the player's skill level.

World settings

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The difficulty button in Java Edition.
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The options menu available in the pause menu in Java Edition, with the difficulty button highlighted.

There are four difficulty levels in the game: Easy, Normal, Hard and Peaceful. These can be changed when creating a world, in the world options, as well as with the /difficulty command.

While the difficulty settings modify the challenge in Survival mode, they also affect hostile mobs in Creative mode the same as in Survival; for example:

  • Most hostile mobs cannot spawn naturally in Creative Peaceful.
  • Zombies have the same difficulty-dependent chances as in Survival to convert villagers into zombie villagers (0% in Creative Easy, 50% in Creative Normal, 100% in Creative Hard).
  • Hostile mobs killed by mob grinders in farms drop higher-value items in Creative Hard.

Survival mode is affected by difficulty as described in the sections below.

Peaceful

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No hostile mobs can spawn naturally, except for shulkers and the ender dragon, all of whom no longer deal any damage. No spiders, cave spiders, zombified piglins, endermen, drowned, skeleton horses, zombie horses, camel husks, or sulfur cubes – neutral/passive rather than hostile mobs – can spawn naturally. In Java Edition, zombie nautiluses can only naturally spawn inside of ocean ruins, and their other spawning conditions are disabled.

When any of these mobs attempt to spawn (whether naturally, through monster spawners, spawn eggs, or commands), they despawn instantaneously, with no visible spawning.

All mobs that can spawn (such as shulkers, piglins, zombie nautiluses, polar bears, or wolves) are completely peaceful and unable to harm the player, with the exception of the ender dragon, which still targets players and deals knockback. Additionally, sculk shriekers do not give the Darkness effect because they can't spawn the warden.

When the difficulty is switched from any other setting to Peaceful, all mobs that are not allowed to spawn on Peaceful despawn. Players regain health rapidly over time. Despite this, it is still possible to die if damage is received quickly enough. TNT deals no direct damage to the player, but it does give knockback still, meaning a player can be indirectly killed by it via fall damage if it launches them too far upward.

The hunger bar never depletes; in Java Edition, players therefore cannot eat anything except golden apples, chorus fruits, milk buckets, honey bottles, and suspicious stew, unless the player switched to Peaceful when their hunger bar was below the maximum. Players can eat normally in Bedrock Edition. Additionally, if the hunger bar is below the maximum, it regenerates quickly.

Mob Despawns in
Peaceful difficulty?
Spawns naturally in
Peaceful difficulty?
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Blaze

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Breeze

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Bogged

πŸ‘ Image
Cave Spider

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Creeper

πŸ‘ Image
Creaking

πŸ‘ Image
Drowned

πŸ‘ Image
Elder Guardian

πŸ‘ Image
Elder Guardian Ghost
β€Œ[BE only]
πŸ‘ Image
Enderman

πŸ‘ Image
Endermite

πŸ‘ Image
Evoker

πŸ‘ Image
Ghast

πŸ‘ Image
Giant
β€Œ[JE only]
πŸ‘ Image
Guardian

πŸ‘ Image
Husk

πŸ‘ Image
Illusioner
β€Œ[JE only]
πŸ‘ Image
Magma Cube

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Parched

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Phantom

πŸ‘ Image
Piglin Brute

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Pillager

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Ravager

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Silverfish

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Skeleton

πŸ‘ Image
Slime

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Spider

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Stray

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Sulfur Cube

πŸ‘ Image
Vex

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Vindicator

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Warden

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Witch

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Wither

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Wither Skeleton

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Zoglin

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Zombie

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Zombie Villager

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Zombified Piglin
Yes No
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Hoglin
Yesβ€Œ[JE only]
Noβ€Œ[BE only]
Noβ€Œ[JE only]
Yesβ€Œ[BE only]
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Camel Husk

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Killer Bunny
β€Œ[JE only]
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Skeleton Horse
No No
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Zombie Horse
No Yesβ€Œ[JE only]
Noβ€Œ[BE only]
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Zombie Nautilus
No As part of structures only[1]
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Ender Dragon

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Piglin

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Shulker
No[table 1] Yes
  1. ↑ Ender Dragon still performs attack animation but deals no damage.

The monsters that spawn naturally, which are ender dragons, piglins, shulkers, zombie nautiluses, hoglins,β€Œ[BE only] and killer bunnies,β€Œ[JE only] all become passive, with the exception of the ender dragon, which still attacks the player but deals no damage or knockback.

If a player is in a village with Raid Omen and the effect ends, the raid is not triggered as raiders cannot spawn in peaceful difficulty.

Because of the gameplay changes and the absence of many mob types, many blocks and items are unavailable to the player. A list can be found at Non-renewable resource#Peaceful difficulty. In addition, the player is unable to get many advancements and achievements.

Dispensers are unable to place wither skeleton skulls even if the required blocks for summoning a wither are available.

One major effect of the lack of certain resources is that it is impossible to acquire the resources required to craft eyes of ender, which are necessary to activate End portals.[note 1] However, it is possible to switch to a non-Peaceful difficulty, let blazes and endermen spawn, kill enough for crafting eyes of ender, and switch back to Peaceful. It is also possible for an end portal to be activated by naturally generating with an eye of ender already embedded within all 12 end portal frames. For any given end portal, there is a 1 in a trillion chance of this happening.[note 2] However, because of the huge number of possible seeds, over 8 million seeds are known to generate such end portals.[2]

Hostile mobs spawn, but they deal 1⁄2 of the damage they would on Normal difficulty plus 1HPπŸ‘ πŸ’”
or the same damage they would on Normal difficulty, whichever is lower. The hunger bar can deplete, damaging the player until 10HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
remain if it drains completely. Cave spiders and bees cannot poison players on Easy difficulty, and the wither does not cause the Wither effect, although wither skeletons do. Lightning sets only the struck block on fire, not surrounding blocks. Zombies do not break down doors, and do not turn villagers into zombie villagers. Zombies and skeletons do not wear full sets of armor. Hostile mobs like zombies, skeletons, spiders, husks, and strays deal about 1HPπŸ‘ πŸ’”
or 2HPπŸ‘ ❀️
damage.

If a player is in a village with Raid Omen and the effect ends, it triggers a raid that consists of 3 waves (4 waves if a player with a Raid Omen effect that is higher than one level enters a village.)

Normal

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Hostile mobs spawn and deal standard damage. The hunger bar can deplete, damaging the player until 1HPπŸ‘ πŸ’”
remains if it drains completely. Zombies do not break down doors, but villagers killed by zombies have a 50% chance of turning into zombie villagers. Zombies and skeletons rarely wear sets of enchanted armor. Vindicators can break doors.

If a player is in a village with Raid Omen and the effect ends, it triggers a raid that consists of 5 waves (6 waves if a player with a Raid Omen effect that is higher than one level enters a village.)

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"Hard" redirects here. For the property of blocks, see Hardness.

Hostile mobs deal approximately 11⁄2 times the damage they would deal on Normal difficulty, and in some cases drop higher-value items when killed. The hunger bar can deplete, not only damaging but also killing the player if it drains completely. Zombies and zombified piglinsβ€Œ[JE only] can break through wooden and copper doors and can spawn reinforcements when attacked. In Java Edition, spiders can spawn with a beneficial status effect (Speed, Strength, Regeneration, or Invisibility), with these effects having an infinite duration. Villagers killed by zombies always turn into zombie villagers. In Bedrock Edition, if the world type isn't infinite, pillagers deal 4HPπŸ‘ ❀️
πŸ‘ ❀️
damage, instead of 5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
.

If a player is in a village with Raid Omen and the effect ends, it triggers a raid that consists of 7 waves (8 waves if a player with a Raid Omen effect that is higher than one level enters a village.)

Hardcore mode

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Main article: Hardcore

While in the world creation screen, selecting Hardcore from among the game mode options causes the player to spawn in Hard difficulty, does not allow it to be changed, and allows the player only one life. In a single player world, a player who dies can choose to respawn in Spectator mode or return to the title screen. In multiplayer, upon death, the player's game mode is automatically set to Spectator mode.

In Java Edition, the only way to change the difficulty of Hardcore is to use the Open to LAN feature in the pause menu to enable commands, or to use an .NBT editor on the world's .NBT file.

Moon phase

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The phase of the moon affects the spawning of slimes in swamp biomes, and also contributes to the calculation of regional difficulty. Fuller moon phases have a larger effect.

The moon does not actually have to be visible in the sky for this effect to apply, since the moon phase exists during daytime and across dimensions.

Moon phase Value Percentage
πŸ‘ EnvSprite full-moon.png: Sprite image for full-moon in Minecraft
Full 1.0 100%
πŸ‘ EnvSprite waxing-gibbous-moon.png: Sprite image for waxing-gibbous-moon in Minecraft
πŸ‘ EnvSprite waning-gibbous-moon.png: Sprite image for waning-gibbous-moon in Minecraft
Gibbous 0.75 75%
πŸ‘ EnvSprite first-quarter-moon.png: Sprite image for first-quarter-moon in Minecraft
πŸ‘ EnvSprite last-quarter-moon.png: Sprite image for last-quarter-moon in Minecraft
Quarter 0.5 50%
πŸ‘ EnvSprite waxing-crescent-moon.png: Sprite image for waxing-crescent-moon in Minecraft
πŸ‘ EnvSprite waning-crescent-moon.png: Sprite image for waning-crescent-moon in Minecraft
Crescent 0.25 25%
πŸ‘ EnvSprite new-moon.png: Sprite image for new-moon in Minecraft
New 0.0 0%

For regional difficulty, the moon phase contribution is capped by the daytime contribution. In other words, the moon contributes min(MoonPhase Γ— 0.25, DaytimeFactor),[3] so before 63 in-game days (1512000 game ticks) even a full moon does not yet give its full bonus.

Regional difficulty

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Regional difficulty values shown on the debug screen

Regional difficulty or local difficulty is a value between 0.00 and 6.75 that the game calculates by considering the world difficulty setting, the inhabited time of a chunk, the total daytime in the world, and the phase of the moon. This value is shown on the debug screen as the first value listed after the heading "Local Difficulty". This value determines several aspects of the difficulty of gameplay (see below).

The inhabited time of a chunk increases for each tick a player spends with the chunk loaded. This is a cumulative measure of timeβ€”if 50 players spend a single hour in a chunk, it counts the same as if one player spent 50 hours there. The effect of inhabited time on regional difficulty is capped at 50 hours.

The total daytime in the world is the value from /time query daytime added to the "Day" on the F3 debug screen converted to ticks, i.e. daytime + (dayNumber * 24,000). This is not the same as the actual playtime in the world (the value from /time query gametime). It affects the regional difficulty after the first 3 in-game days, and has no additional effect after 63 in-game days.

In pseudocode, the calculation of regional difficulty is:

# DaytimeFactor, ChunkFactor, MoonFactor, and RegionalDifficulty are floating-point variables
# MoonPhase is as in the table above.

if (difficulty is Peaceful) return 0

if (TotalDaytime > 63 in-game days) DaytimeFactor = 0.25
else if (TotalDaytime < 3 in-game days) DaytimeFactor = 0 
else DaytimeFactor = (TotalDaytimeInTicks βˆ’ 72,000) / 5,760,000

if (ChunkInhabitedTime > 50 hours) ChunkFactor = 1
else ChunkFactor = ChunkInhabitedTimeInTicks / 3,600,000

if (difficulty is Normal or Easy) multiply ChunkFactor by 0.75

MoonFactor = min(MoonPhase Γ— 0.25, DaytimeFactor)
ChunkFactor += MoonFactor

if (difficulty is Easy) multiply ChunkFactor by 0.5

RegionalDifficulty = 0.75 + DaytimeFactor + ChunkFactor

if (difficulty is Normal) multiply RegionalDifficulty by 2
if (difficulty is Hard) multiply RegionalDifficulty by 3

return RegionalDifficulty

The raw regional difficulty therefore is always 0.0 on Peaceful and ranges from 0.75 to 1.5 on Easy, 1.5 to 4.0 on Normal, and 2.25 to 6.75 on Hard.

Clamped regional difficulty

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How clamped regional difficulty relates to regional difficulty

The clamped regional difficulty (also known as special multiplier) is a value between 0.00 and 1.00 based on regional difficulty. This value is shown on the debug screen as the second value listed after the heading "Local Difficulty". This is yet another value that affects the difficulty of gameplay (see below).

The regional difficulty value is clamped as follows:

if (RegionalDifficulty < 2.0) value = 0.0;
else if (RegionalDifficulty > 4.0) value = 1.0;
else value = (RegionalDifficulty βˆ’ 2.0) / 2.0;

Thus, on Easy, where regional difficulty is never higher than 1.5, the clamped value is always zero. On Normal, where regional difficulty is between 1.5 and 4.0, the clamped value can be anywhere from 0.0 to 1.0. On Hard, where the regional difficulty is never lower than 2.25, the clamped value is always at least 0.125.

On Normal, the clamped regional difficulty reaches its maximum value of 1.0 only after 63 in-game days (1512000 game ticks), in a fully inhabited chunk, during a full moon. On Hard, after 63 in-game days, the clamped regional difficulty reaches 1.0 in chunks inhabited for 4 1⁄6 hours during a full moon; on lower moon phases it reaches 1.0 later, and once a chunk has been inhabited for more than 16 2⁄3 hours it remains at 1.0 regardless of moon phase.

Effects

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Mob damage

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The damage mobs deal to players is affected by the setting of the world they are in. The values below represent the amount of damage taken per hit.

  • For most attacks, the damage is scaled as follows: if a mob deals D damage on Normal difficulty, then it deals 1.5D on Hard difficulty and min(D, 0.5D+1) on Easy difficulty.
  • A mob attacking another mob always deals its Normal difficulty damage regardless of the current difficulty setting.
  • The values for a creeper, ghast, sulfur cube with TNT, and wither assume the player is directly adjacent to the respective explosion.
  • The damage of slimes and magma cubes depends on their size. Tiny slimes, while hostile, are unable to inflict damage directly.
  • Mobs deal no damage to players on Peaceful difficulty.
  • The warden gives Darkness to nearby players, and elder guardians give Mining Fatigue, but these are not attacks. Players simply receive these effects when in range of the mobs.
Mob Difficulty Status effects and special effects
Easy Normal Hard
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Agent
β€Œ[BE only]
5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
None
πŸ‘ Image
Axolotl
2HPπŸ‘ ❀️
None
πŸ‘ Image
Bee
2HPπŸ‘ ❀️
2HPπŸ‘ ❀️
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
πŸ‘ Image
Poison
for 10 seconds on Normal difficulty and for 18 seconds on Hard difficulty
πŸ‘ Image
Blaze
(melee)
4HPπŸ‘ ❀️
πŸ‘ ❀️
6HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
9HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
None
πŸ‘ Image
πŸ‘ Image
Blaze fireball
5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
πŸ‘ Image
Fire
for 5 seconds
πŸ‘ Image
πŸ‘ Image
Bogged arrow
β€Œ[JE only]
2HPπŸ‘ ❀️
to 4HPπŸ‘ ❀️
πŸ‘ ❀️
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
to 5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
4HPπŸ‘ ❀️
πŸ‘ ❀️
to 8HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
Normally: πŸ‘ Image
Poison
for 4 seconds

If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow

πŸ‘ Image
πŸ‘ Image
Bogged arrow
β€Œ[BE only]
1HPπŸ‘ πŸ’”
to 4HPπŸ‘ ❀️
πŸ‘ ❀️
1HPπŸ‘ πŸ’”
to 5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
πŸ‘ Image
Poison
for 4 seconds
πŸ‘ Image
Bogged
(melee)
2HPπŸ‘ ❀️
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
None
πŸ‘ Image
πŸ‘ Image
Breeze wind charge
1HPπŸ‘ πŸ’”
1.5HPπŸ‘ ❀️
Γ— 0.75
None
πŸ‘ Image
Cat
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
None
πŸ‘ Image
Cave Spider
2HPπŸ‘ ❀️
2HPπŸ‘ ❀️
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
πŸ‘ Image
Poison
for 7 seconds on Normal difficulty and for 15 seconds on Hard difficulty
πŸ‘ Image
Creaking
2.5HPπŸ‘ ❀️
Γ— 1.25
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
4.5HPπŸ‘ ❀️
Γ— 2.25
None
πŸ‘ Image
Creeper explosion
(normal) β€Œ[JE only]
22.5HPπŸ‘ ❀️
Γ— 11.25
43HPπŸ‘ ❀️
Γ— 21.5
64.5HPπŸ‘ ❀️
Γ— 32.25
When exploding: None

If having a potion effect when exploding, it leaves an effect cloud with the effect, like a lingering potion.

πŸ‘ Image
Creeper explosion
(charged) β€Œ[JE only]
43.5HPπŸ‘ ❀️
Γ— 21.75
85HPπŸ‘ ❀️
Γ— 42.5
127.5HPπŸ‘ ❀️
Γ— 63.75
πŸ‘ Image
Creeper explosion
(normal) β€Œ[BE only]
14.75HPπŸ‘ ❀️
Γ— 7.375
27.5HPπŸ‘ ❀️
Γ— 13.75
41.25HPπŸ‘ ❀️
Γ— 20.625
None
πŸ‘ Image
Creeper explosion
(charged) β€Œ[BE only]
35.25HPπŸ‘ ❀️
Γ— 17.625
68.5HPπŸ‘ ❀️
Γ— 34.25
102.75HPπŸ‘ ❀️
Γ— 51.375
πŸ‘ Image
Dolphin
2.5HPπŸ‘ ❀️
Γ— 1.25
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
4.5HPπŸ‘ ❀️
Γ— 2.25
None
πŸ‘ Image
Drowned
None
πŸ‘ Image
πŸ‘ Image
Drowned trident
(ranged)β€Œ[JE only]
5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
8HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
12HPπŸ‘ ❀️
Γ— 6
None
πŸ‘ Image
πŸ‘ Image
Drowned trident
(ranged)β€Œ[BE only]
8HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
None
πŸ‘ Image
πŸ‘ Image
Drowned trident
(melee)β€Œ[BE only]
6.5HPπŸ‘ ❀️
Γ— 3.25
11HPπŸ‘ ❀️
Γ— 5.5
16.5HPπŸ‘ ❀️
Γ— 8.25
None
πŸ‘ Image
Elder Guardian
(laser)
5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
8HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
12HPπŸ‘ ❀️
Γ— 6
πŸ‘ Image
Mining Fatigue
III for 5 minutes on nearby players
πŸ‘ Image
Elder Guardian
(spikes)
2HPπŸ‘ ❀️
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
πŸ‘ Image
Elder Guardian Ghost
(spikes)
2HPπŸ‘ ❀️
πŸ‘ Image
Ender Dragon
(melee)
6HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
10HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
15HPπŸ‘ ❀️
Γ— 7.5
None
πŸ‘ Image
Ender Dragon
(wings)
3.5HPπŸ‘ ❀️
Γ— 1.75
5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
7.5HPπŸ‘ ❀️
Γ— 3.75
None
πŸ‘ Image
Ender Dragon
(breath)
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
per second
Area effect cloud of πŸ‘ Image
Instant Damage
πŸ‘ Image
Ender Dragon
πŸ‘ Image
Dragon Fireball
6HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
per second
πŸ‘ Image
Enderman
4.5HPπŸ‘ ❀️
Γ— 2.25
7HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
10.5HPπŸ‘ ❀️
Γ— 5.25
None
πŸ‘ Image
Endermite
2HPπŸ‘ ❀️
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
None
πŸ‘ Image
πŸ‘ Image
Evoker fangs
β€Œ[JE only]
4HPπŸ‘ ❀️
πŸ‘ ❀️
6HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
9HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
None
πŸ‘ Image
πŸ‘ Image
Evoker fangs
β€Œ[BE only]
6HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
None
πŸ‘ Image
Fox
2HPπŸ‘ ❀️
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
None
πŸ‘ Image
Frog
Target despawns after being pulled None
πŸ‘ Image
πŸ‘ Image
Ghast fireball
(impact)
4HPπŸ‘ ❀️
πŸ‘ ❀️
6HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
9HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
None
πŸ‘ Image
πŸ‘ Image
Ghast fireball
(explosion)
9.5HPπŸ‘ ❀️
Γ— 4.75
17HPπŸ‘ ❀️
Γ— 8.5
25.5HPπŸ‘ ❀️
Γ— 12.75
None
πŸ‘ Image
Giant
β€Œ[JE only]
26HPπŸ‘ ❀️
Γ— 13
50HPπŸ‘ ❀️
Γ— 25
75HPπŸ‘ ❀️
Γ— 37.5
None
πŸ‘ Image
Goat
2HPπŸ‘ ❀️
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
None
πŸ‘ Image
Goat
(baby)
1HPπŸ‘ πŸ’”
1.5HPπŸ‘ ❀️
Γ— 0.75
None
πŸ‘ Image
Guardian
(laser)
4HPπŸ‘ ❀️
πŸ‘ ❀️
6HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
9HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
None
πŸ‘ Image
Guardian
(spikes)
2HPπŸ‘ ❀️
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
None
πŸ‘ Image
Hoglin
β€Œ[JE only]
2.5HPπŸ‘ ❀️
Γ— 1.25
to 5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
to 8HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
4.5HPπŸ‘ ❀️
Γ— 2.25
to 12HPπŸ‘ ❀️
Γ— 6
None
πŸ‘ Image
Hoglin
β€Œ[BE only]
2.5HPπŸ‘ ❀️
Γ— 1.25
to 5.5HPπŸ‘ ❀️
Γ— 2.75
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
to 9HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
4.5HPπŸ‘ ❀️
Γ— 2.25
to 13.5HPπŸ‘ ❀️
Γ— 6.75
None
πŸ‘ Image
Baby Hoglin
β€Œ[JE only]
0.5HPπŸ‘ ❀️
Γ— 0.25
0.75HPπŸ‘ ❀️
Γ— 0.375
None
πŸ‘ Image
Baby Hoglin
β€Œ[BE only]
1HPπŸ‘ πŸ’”
None
πŸ‘ Image
Husk
2.5HPπŸ‘ ❀️
Γ— 1.25
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
4.5HPπŸ‘ ❀️
Γ— 2.25
πŸ‘ Image
Hunger
when attacking any mob for 7 Γ— floor of RD seconds
πŸ‘ Image
πŸ‘ Image
Illusioner arrow
β€Œ[JE only]
2HPπŸ‘ ❀️
to 5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
to 5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
Casts πŸ‘ Image
Blindness
spells on the player, if regional difficulty is 2 or greater
πŸ‘ Image
Iron Golem
4.75HPπŸ‘ ❀️
Γ— 2.375
to 11.75HPπŸ‘ ❀️
Γ— 5.875
7.5HPπŸ‘ ❀️
Γ— 3.75
to 21.5HPπŸ‘ ❀️
Γ— 10.75
11.25HPπŸ‘ ❀️
Γ— 5.625
to 32.25HPπŸ‘ ❀️
Γ— 16.125
None
πŸ‘ Image
The Killer Bunny
β€Œ[JE only]
5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
8HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
12HPπŸ‘ ❀️
Γ— 6
None
πŸ‘ Image
πŸ‘ Image
Llama spit
1HPπŸ‘ πŸ’”
1.5HPπŸ‘ ❀️
Γ— 0.75
None
πŸ‘ Image
Magma Cube
(big)
4HPπŸ‘ ❀️
πŸ‘ ❀️
6HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
9HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
None
πŸ‘ Image
Magma Cube
(medium)
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
4HPπŸ‘ ❀️
πŸ‘ ❀️
6HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
None
πŸ‘ Image
Magma Cube
(small)
2.5HPπŸ‘ ❀️
Γ— 1.25
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
4.5HPπŸ‘ ❀️
Γ— 2.25
None
πŸ‘ Image
Nautilus
2.5HPπŸ‘ ❀️
Γ— 1.25
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
4.5HPπŸ‘ ❀️
Γ— 2.25
None
πŸ‘ Image
Ocelot
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
None
πŸ‘ Image
Old Zombie Villager
2.5HPπŸ‘ ❀️
Γ— 1.25
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
4.5HPπŸ‘ ❀️
Γ— 2.25
None
πŸ‘ Image
Panda
2HPπŸ‘ ❀️
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
None
πŸ‘ Image
Panda
(aggressive)
4HPπŸ‘ ❀️
πŸ‘ ❀️
6HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
9HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
None
πŸ‘ Image
πŸ‘ Image
Parched arrowβ€Œ[JE only]
2HPπŸ‘ ❀️
to 4HPπŸ‘ ❀️
πŸ‘ ❀️
Normally: πŸ‘ Image
Weakness
for 30 seconds when their tipped arrow hits any mob (including another parched)

If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow

πŸ‘ Image
πŸ‘ Image
Parched arrowβ€Œ[BE only]
1HPπŸ‘ πŸ’”
to 4HPπŸ‘ ❀️
πŸ‘ ❀️
, varies with proximity
1HPπŸ‘ πŸ’”
to 5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
, varies with proximity
πŸ‘ Image
Weakness
for 30 seconds when their tipped arrow hits any mob (including another parched)
πŸ‘ Image
Parched
(melee)
2HPπŸ‘ ❀️
2HPπŸ‘ ❀️
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
None
πŸ‘ Image
Phantom
β€Œ[JE only]
2HPπŸ‘ ❀️
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
None
πŸ‘ Image
Phantom
β€Œ[BE only]
4HPπŸ‘ ❀️
πŸ‘ ❀️
6HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
9HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
None
πŸ‘ Image
πŸ‘ Image
Piglin arrow
β€Œ[JE only]
2HPπŸ‘ ❀️
to 5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
to 5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
None
πŸ‘ Image
πŸ‘ Image
Piglin arrow
β€Œ[BE only]
1HPπŸ‘ πŸ’”
to 4HPπŸ‘ ❀️
πŸ‘ ❀️
1HPπŸ‘ πŸ’”
to 5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
None
πŸ‘ Image
Piglin
(melee with sword)β€Œ[JE only]
5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
8HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
12HPπŸ‘ ❀️
Γ— 6
None
πŸ‘ Image
Piglin
(melee with sword)β€Œ[BE only]
5.5HPπŸ‘ ❀️
Γ— 2.75
9HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
13.5HPπŸ‘ ❀️
Γ— 6.75
None
πŸ‘ Image
Piglin
(melee without sword)β€Œ[JE only]
3.5HPπŸ‘ ❀️
Γ— 1.75
5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
7.5HPπŸ‘ ❀️
Γ— 3.75
None
πŸ‘ Image
Piglin Brute
β€Œ[JE only]
7.5HPπŸ‘ ❀️
Γ— 3.75
13HPπŸ‘ ❀️
Γ— 6.5
19.5HPπŸ‘ ❀️
Γ— 9.75
None
πŸ‘ Image
Piglin Brute
β€Œ[BE only]
6HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
10HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
15HPπŸ‘ ❀️
Γ— 7.5
None
πŸ‘ Image
Piglin Brute
(unarmed)
4.5HPπŸ‘ ❀️
Γ— 2.25
7HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
10.5HPπŸ‘ ❀️
Γ— 5.25
None
πŸ‘ Image
πŸ‘ Image
Pillager arrow
β€Œ[BE only]
2HPπŸ‘ ❀️
to 3HPπŸ‘ ❀️
πŸ‘ πŸ’”
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
to 5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
to 7HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
None

πŸ‘ Image
πŸ‘ Image
Pillager Arrow
β€Œ[JE only]

2HPπŸ‘ ❀️
to 3HPπŸ‘ ❀️
πŸ‘ πŸ’”
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
to 5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
to 7HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
Normally: None

If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow

πŸ‘ Image
Pillager
(melee)β€Œ[BE only]
2.5HPπŸ‘ ❀️
Γ— 1.25
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
4.5HPπŸ‘ ❀️
Γ— 2.25
None
πŸ‘ Image
Polar Bear
4HPπŸ‘ ❀️
πŸ‘ ❀️
6HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
9HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
None
πŸ‘ Image
Pufferfish
(semi-puffed)
2HPπŸ‘ ❀️
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
πŸ‘ Image
Poison
for 3 seconds
πŸ‘ Image
Pufferfish
(fully puffed)β€Œ[JE only]
2.5HPπŸ‘ ❀️
Γ— 1.25
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
4.5HPπŸ‘ ❀️
Γ— 2.25
πŸ‘ Image
Poison
for 6 seconds
πŸ‘ Image
Pufferfish
(fully puffed)β€Œ[BE only]
2HPπŸ‘ ❀️
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
πŸ‘ Image
Poison
for 10 seconds
πŸ‘ Image
Ravager
(melee)
7HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
12HPπŸ‘ ❀️
Γ— 6
18HPπŸ‘ ❀️
Γ— 9
None
πŸ‘ Image
Ravager
(roar)
4HPπŸ‘ ❀️
πŸ‘ ❀️
6HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
9HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
None
πŸ‘ Image
πŸ‘ Image
Shulker bullet
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
4HPπŸ‘ ❀️
πŸ‘ ❀️
6HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ Image
Levitation
for 10 seconds
πŸ‘ Image
Silverfish
1HPπŸ‘ πŸ’”
1.5HPπŸ‘ ❀️
Γ— 0.75
None
πŸ‘ Image
πŸ‘ Image
Skeleton arrow
β€Œ[JE only]
2HPπŸ‘ ❀️
to 4HPπŸ‘ ❀️
πŸ‘ ❀️
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
to 5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
4HPπŸ‘ ❀️
πŸ‘ ❀️
to 8HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
Normally: None

If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow

πŸ‘ Image
πŸ‘ Image
Skeleton arrow
β€Œ[BE only]
1HPπŸ‘ πŸ’”
to 4HPπŸ‘ ❀️
πŸ‘ ❀️
, varies with proximity
1HPπŸ‘ πŸ’”
to 5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
, varies with proximity
None
πŸ‘ Image
Skeleton
(melee)
2HPπŸ‘ ❀️
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
None
πŸ‘ Image
Slime
(big)
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
4HPπŸ‘ ❀️
πŸ‘ ❀️
6HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
None
πŸ‘ Image
Slime
(medium)
2HPπŸ‘ ❀️
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
None
πŸ‘ Image
Slime
(small)
0HPπŸ‘ πŸ–€
None
πŸ‘ Image
πŸ‘ Image
Snow Golem snowball
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
to blazes
None
πŸ‘ Image
Spider
2HPπŸ‘ ❀️
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
None
πŸ‘ Image
πŸ‘ Image
Stray arrow
β€Œ[JE only]
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
to 5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
Normally: πŸ‘ Image
Slowness
for 30 seconds when their tipped arrow hits any mob (including another stray)

If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow

πŸ‘ Image
πŸ‘ Image
Stray arrow
β€Œ[BE only]
1HPπŸ‘ πŸ’”
to 4HPπŸ‘ ❀️
πŸ‘ ❀️
, varies with proximity
1HPπŸ‘ πŸ’”
to 5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
, varies with proximity
πŸ‘ Image
Slowness
for 30 seconds when their tipped arrow hits any mob (including another stray)
πŸ‘ Image
Stray
(melee)β€Œ[JE only]
2HPπŸ‘ ❀️
2HPπŸ‘ ❀️
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
None
πŸ‘ Image
Stray
(melee)β€Œ[BE only]
πŸ‘ Image
Slowness
for 9 seconds
πŸ‘ Image
πŸ‘ Image
Sulfur Cube
(Magma Block)
1HPπŸ‘ πŸ’”
None
πŸ‘ Image
πŸ‘ Image
Sulfur Cube explosion
(TNT)
29HPπŸ‘ ❀️
Γ— 14.5
56HPπŸ‘ ❀️
Γ— 28
84.5HPπŸ‘ ❀️
Γ— 42.25
None
πŸ‘ Image
πŸ‘ Image
Trader Llama spit
1HPπŸ‘ πŸ’”
1.5HPπŸ‘ ❀️
Γ— 0.75
None
πŸ‘ Image
Vex
5.5HPπŸ‘ ❀️
Γ— 2.75
9HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
13.5HPπŸ‘ ❀️
Γ— 6.75
None
πŸ‘ Image
Vex
(unarmed) β€Œ[JE only]
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
4HPπŸ‘ ❀️
πŸ‘ ❀️
6HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
None
πŸ‘ Image
Vex
(unarmed) β€Œ[BE only]
2.5HPπŸ‘ ❀️
Γ— 1.25
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
4.5HPπŸ‘ ❀️
Γ— 2.25
None
πŸ‘ Image
πŸ‘ Image
Villager's firework rocket
5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
8HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
12HPπŸ‘ ❀️
Γ— 6
None
πŸ‘ Image
Vindicator
7.5HPπŸ‘ ❀️
Γ— 3.75
13HPπŸ‘ ❀️
Γ— 6.5
19.5HPπŸ‘ ❀️
Γ— 9.75
None
πŸ‘ Image
Vindicator
(unarmed)β€Œ[JE only]
3.5HPπŸ‘ ❀️
Γ— 1.75
5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
7.5HPπŸ‘ ❀️
Γ— 3.75
None
πŸ‘ Image
Vindicator
(unarmed)β€Œ[BE only]
5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
8HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
12HPπŸ‘ ❀️
Γ— 6
None
πŸ‘ Image
Warden
(melee)
16HPπŸ‘ ❀️
Γ— 8
30HPπŸ‘ ❀️
Γ— 15
45HPπŸ‘ ❀️
Γ— 22.5
None
πŸ‘ Image
Warden
(ranged)
6HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
10HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
15HPπŸ‘ ❀️
Γ— 7.5
None
πŸ‘ Image
Witch
Deals damage by throwing potions Throws splash potions of πŸ‘ Image
Poison
, πŸ‘ Image
Instant Damage
, πŸ‘ Image
Slowness
, and πŸ‘ Image
Weakness
πŸ‘ Image
Wither Skeleton
β€Œ[JE only]
5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
8HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
12HPπŸ‘ ❀️
Γ— 6
πŸ‘ Image
Wither
for 10 seconds
πŸ‘ Image
Wither Skeleton
β€Œ[BE only]
5.5HPπŸ‘ ❀️
Γ— 2.75
9HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
13.5HPπŸ‘ ❀️
Γ— 6.75
πŸ‘ Image
Wither
for 10 seconds
πŸ‘ Image
Wither Skeleton
(unarmed)
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
4HPπŸ‘ ❀️
πŸ‘ ❀️
6HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ Image
Wither
for 10 seconds
πŸ‘ EntitySprite wither-skeleton.png: Sprite image for wither-skeleton in Minecraft
πŸ‘ Image
Wither Skeleton arrow
β€Œ[JE only]
2HPπŸ‘ ❀️
to 4HPπŸ‘ ❀️
πŸ‘ ❀️
+ fire for 5 seconds
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
to 5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
+ fire for 5 seconds
4HPπŸ‘ ❀️
πŸ‘ ❀️
to 8HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
+ fire for 5 seconds
Normally: None

If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow

πŸ‘ Image
Wither
(birth explosion)
35.5HPπŸ‘ ❀️
Γ— 17.75
69HPπŸ‘ ❀️
Γ— 34.5
103.5HPπŸ‘ ❀️
Γ— 51.75
None
πŸ‘ Image
Wither Skull
5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
8HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
12HPπŸ‘ ❀️
Γ— 6
πŸ‘ Image
Wither
II for 10 seconds on Normal difficulty and 40 seconds on Hard difficulty
πŸ‘ Image
Wither Skull
(explosion)
5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
None
πŸ‘ Image
Wither
(dash attack)β€Œ[BE only]
15HPπŸ‘ ❀️
Γ— 7.5
None
πŸ‘ EntitySprite angry-wolf.png: Sprite image for angry-wolf in Minecraft
Wolf
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
4HPπŸ‘ ❀️
πŸ‘ ❀️
6HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
None
πŸ‘ Image
Zoglin
2.5HPπŸ‘ ❀️
Γ— 1.25
to 5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
to 8HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
4.5HPπŸ‘ ❀️
Γ— 2.25
to 12HPπŸ‘ ❀️
Γ— 6
None
πŸ‘ Image
Baby Zoglin
0.5HPπŸ‘ ❀️
Γ— 0.25
0.75HPπŸ‘ ❀️
Γ— 0.375
None
πŸ‘ Image
Zombie
2.5HPπŸ‘ ❀️
Γ— 1.25
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
4.5HPπŸ‘ ❀️
Γ— 2.25
None
πŸ‘ Image
Zombie Nautilus
2.5HPπŸ‘ ❀️
Γ— 1.25
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
4.5HPπŸ‘ ❀️
Γ— 2.25
None
πŸ‘ Image
Zombie Villager
2.5HPπŸ‘ ❀️
Γ— 1.25
3HPπŸ‘ ❀️
πŸ‘ πŸ’”
4.5HPπŸ‘ ❀️
Γ— 2.25
None
πŸ‘ Image
Zombified Piglin
β€Œ[JE only]
5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
8HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
12HPπŸ‘ ❀️
Γ— 6
None
πŸ‘ Image
Zombified Piglin
β€Œ[BE only]
5.5HPπŸ‘ ❀️
Γ— 2.75
9HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
13.5HPπŸ‘ ❀️
Γ— 6.75
None
πŸ‘ Image
Zombified Piglin
(unarmed)
3.5HPπŸ‘ ❀️
Γ— 1.75
5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
7.5HPπŸ‘ ❀️
Γ— 3.75
None


Other effects

[edit | edit source]
Attribute Notes Condition
World difficulty Regional difficulty (RD) Clamped regional difficulty (CRD) Moon phase only
HPπŸ‘ πŸ’”
Mobs and explosions do higher damage to players.
Peaceful: No damage
Easy: 1⁄2 of Normal damage + 1 (never higher than Normal damage)
Hard: 1 1⁄2 times Normal damage
Yes No No No
πŸ‘ EntitySprite guardian.png: Sprite image for guardian in Minecraft
Guardians (both types) have higher laser magic damage.
Hard: + 2HPπŸ‘ ❀️
, added before calculating the difficulty-scaled mob damage
Yes No No No
πŸ‘ EffectSprite hunger.png: Sprite image for hunger in Minecraft
Starvation more harshly affects health.
Easy/Normal/Hard: starvation brings health down to 10/1/0 HP Yes No No No
πŸ‘ ItemSprite diamond-chestplate.png: Sprite image for diamond-chestplate in Minecraft
Mobs that spawn with armor are more likely to have more armor.
Easy & Normal: 75%/56%/42% of having 2/3/4 pieces;
Hard: 90%/81%/73% of having 2/3/4 pieces
Yes No No No
πŸ‘ ItemSprite diamond-sword.png: Sprite image for diamond-sword in Minecraft
Zombies are more likely to spawn with weapons.
1% on Easy and Normal,
5% on Hard
Yes No No No
πŸ‘ ItemSprite golden-helmet.png: Sprite image for golden-helmet in Minecraft
Zombies are able to spawn reinforcements.
Hard only Yes No No No
πŸ‘ ItemSprite oak-door.png: Sprite image for oak-door in Minecraft
Zombies are more likely to be able to break wooden doors.
A zombie having the ability to break a door: (10Γ—CRD)%
The door actually breaking: Hard only
Yes No Yes No
πŸ‘ EntitySprite zombie-villager.png: Sprite image for zombie-villager in Minecraft
Villagers killed by zombies have a greater chance of becoming zombie villagers.
0% on Easy,
50% on Normal,
100% on Hard
Yes No No No
πŸ‘ EntitySprite zombified-piglin.png: Sprite image for zombified-piglin in Minecraft
Zombified piglins spawn from nether portals in the Overworld more often.
1⁄2000 per block tick on Easy,
1⁄1000 on Normal,
3⁄2000 on Hard
Yes No No No
πŸ‘ ItemSprite bow.png: Sprite image for bow in Minecraft
A skeleton or stray's cooldown between attacks is shortened
Easy/Normal: 2s cooldown
Hard: 1s
Yes No No No
πŸ‘ ItemSprite bow.png: Sprite image for bow in Minecraft
A bogged or parched's cooldown between attacks is shortened
Easy/Normal: 3.5s cooldown
Hard: 2.5s
Yes No No No
πŸ‘ ItemSprite arrow.png: Sprite image for arrow in Minecraft
A skeleton or stray is more accurate in ranged attacks with its bow.
Easy/Normal/Hard "inaccuracy" value is 10/6/2 Yes No No No
πŸ‘ ItemSprite arrow.png: Sprite image for arrow in Minecraft
Damage from arrows slightly increases.
Easy/Normal/Hard damage bonus = +0.11 / +0.22 / +0.33 Yes No No No
πŸ‘ EntitySprite phantom.png: Sprite image for phantom in Minecraft
Phantoms spawn more frequently.
A spawn attempt succeeds if the local difficulty is greater than a random value between 0.0 and 3.0. No Yes No No
πŸ‘ EntitySprite phantom.png: Sprite image for phantom in Minecraft
Phantoms spawn in larger groups.
Easy: 1-2
Normal: 1-3
Hard: 1-4
Yes No No No
πŸ‘ EntitySprite spider.png: Sprite image for spider in Minecraft
Spiders can naturally spawn with status effects.
Hard
(10Γ—CRD)%
Yes No Yes No
πŸ‘ EntitySprite cave-spider.png: Sprite image for cave-spider in Minecraft
The Poison effect given by a cave spider lasts longer.
Normal/Hard: 7s/15s Yes No No No
πŸ‘ EntitySprite bee.png: Sprite image for bee in Minecraft
The Poison effect given by a bee lasts longer.
Normal/Hard: 10s/18s Yes No No No
πŸ‘ EffectSprite wither.png: Sprite image for wither in Minecraft
The Wither effect given by a wither skull lasts longer.
Normal/Hard: 10s/40s Yes No No No
πŸ‘ EntitySprite wither.png: Sprite image for wither in Minecraft
A wither shoots wither skulls when idle.
Normal/Hard only Yes No No No
πŸ‘ EntitySprite wither.png: Sprite image for wither in Minecraft
A wither spawns 3 wither skeletons when brought below half health.β€Œ[Bedrock Edition only]
Normal/Hard only Yes No No No
πŸ‘ EntitySprite lightning.png: Sprite image for lightning in Minecraft
Lightning can cause fires in the surrounding blocks, not just the block struck.
Normal/Hard only Yes No No No
πŸ‘ BlockSprite fire.png: Sprite image for fire in Minecraft
Fire lingers for a bit longer.
The raw encouragement value of blocks surrounding fire gets a bonus of (Easy/Normal/Hard) +47 / +54 / +61, before being adjusted for fire age, humidity and rain. Yes No No No
πŸ‘ ItemSprite leather-boots.png: Sprite image for leather-boots in Minecraft
Mobs are more willing to take fall damage when pursuing a target.[note 3]
Easy: 33% + 8HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️

Normal: 33% + 4HPπŸ‘ ❀️
πŸ‘ ❀️

Hard: 33%
Yes No No No
πŸ‘ EntitySprite skeleton-horse.png: Sprite image for skeleton-horse in Minecraft
Lightning strikes are more likely to spawn a skeleton trap horse.
Chance = (RD)%
(0.75–1.5% on Easy, 1.5–4% on Normal, 2.25–6.75% on Hard)
No Yes No No
πŸ‘ BlockSprite fire.png: Sprite image for fire in Minecraft
Burning zombies are more likely to set their target on fire, and the burn duration is longer.
Chance = (30Γ—RD)%
Burn time = 2 Γ— RD seconds
No Yes No No
πŸ‘ EntitySprite husk.png: Sprite image for husk in Minecraft
The Hunger effect caught from being attacked by a husk lasts longer.
Effect time = 7 Γ— RD seconds No Yes No No
πŸ‘ Image
Illusioner
s can cast blindness.
If RD > 2. No Yes No No
πŸ‘ EnvSprite items.png: Sprite image for items in Minecraft
Skeletons and zombies are more likely to have the ability to pick up dropped items.
Having the ability: (55Γ—CRD)% No No Yes No
πŸ‘ EnvSprite mobs.png: Sprite image for mobs in Minecraft
Zombies are more likely to have a greater follow distance.
If (random # in range 0–1.5) Γ— CRD is greater than 1, that becomes a bonus multiplier on the follow distance. Therefore, this is impossible when the CRD is less than 0.67[note 4]; when the CRD is 1.0, there is only a 1⁄3 chance of it happening. No No Yes No
πŸ‘ ItemSprite golden-helmet.png: Sprite image for golden-helmet in Minecraft
Zombies are more likely to be "leader zombies" (gaining a bonus to max HP, a bonus to the chance to spawn reinforcements, and the ability to break doors).
Any given zombie being a "leader": (5Γ—CRD)% No No Yes No
πŸ‘ ItemSprite diamond-helmet.png: Sprite image for diamond-helmet in Minecraft
Mobs are more likely to spawn with armor.
Chance of getting any armor at all: (15Γ—CRD)% No No Yes No
πŸ‘ ItemSprite enchanted-book.png: Sprite image for enchanted-book in Minecraft
Mobs that spawn with weapons are more likely to have enchantments.
Chance for the main hand item = (25Γ—CRD)% No No Yes No
πŸ‘ ItemSprite enchanted-book.png: Sprite image for enchanted-book in Minecraft
Mobs that spawn with armor are more likely to have enchantments.
Chance per armor item = (50Γ—CRD)% No No Yes No
πŸ‘ BlockSprite enchanting-table.png: Sprite image for enchanting-table in Minecraft
Mobs that spawn with enchanted equipment have higher levels of enchantments.
Level = 5 + randInt(0,18)Γ—CRD where randInt(0,18) is a random integer between 0 and 17. So, the level is 5 when CRD is 0.0, and it can be as high as 22 when CRD is 1.0. No No Yes No
πŸ‘ EntitySprite slime.png: Sprite image for slime in Minecraft
Slimes are more likely to be bigger.
Small: ((33Γ—(1-CRD)/2)+16.5)%
Medium: 34%
Big: ((33Γ—(1+CRD)/2)+16.5)%
in other words:
Small/Medium/Big: 16.5%–33% / 34% / 33%–49.5%
No No Yes No
πŸ‘ BiomeSprite swamp.png: Sprite image for swamp in Minecraft
Slimes are more likely to spawn in swamp biomes.
See above No No No Yes
πŸ‘ EntitySprite ravager.png: Sprite image for ravager in Minecraft
Raid has more waves
Easy: 3 waves

Normal: 5 waves
Hard: 7 waves

Yes No No No
πŸ‘ Invicon Ominous Banner.png: Sprite image for Ominous Banner in Minecraft
Illager patrol size
RD + 1 illagers (rounded up) No Yes No No
πŸ‘ Invicon Ominous Banner.png: Sprite image for Ominous Banner in Minecraft
Illager patrol can spawn vindicatorβ€Œ[Bedrock Edition only]
Easy and Normal: 100% pillager

Hard: 80% pillager, 20% vindicator

Yes No No No
πŸ‘ Invicon Ominous Banner.png: Sprite image for Ominous Banner in Minecraft
Illager patrol can spawn on any light levelβ€Œ[Bedrock Edition only]
Easy: Light level 0-7

Normal and Hard: Any light level

Yes No No No
πŸ‘ Image
Vindicator
and πŸ‘ Image
Pillager
spawn from raids having higher chance to drop special loot.β€Œ[Bedrock Edition only]
Normal: 65% chance

Hard: 80% chance

Yes No No No
πŸ‘ Image
Vindicator
are able to break down πŸ‘ ItemSprite oak-door.png: Sprite image for oak-door in Minecraft
Wooden Door
Peaceful and Easy: unable to break door

Normal and Hard: can break door

Yes No No No

Videos

[edit | edit source]
Note: This video is outdated, as several features like regional difficulty and clamped regional difficulty are added.

History

[edit | edit source]

Development

[edit | edit source]
May 21, 2009Difficulty modes were mentioned including: "Walk in the Park" being the easiest, "Easy" which was added, and "Armageddon" being hard even with 32 people.
June 14, 2009Notch discussed how his vision for Survival mode would incorporate the concept of difficulty: "When generating a new level or loading a creative mode level, you also select a difficulty. Difficulty levels will probably vary from 'challenging' to 'impossible', since I want the game to be difficult. If it's not fun to always be challenged, I'll add easier difficulties."

Java Edition

[edit | edit source]
Java Edition Indev
0.3120100205-1558Added the option to change difficulty to Peaceful, Easy, Normal, or Hard.
Java Edition Alpha
October 22, 2010Notch tweets stating that he is "changing 'difficulty' to 'realism'". Lowest setting = Creative. Highest setting = starve". This was never implemented; however, a "Hardcore" mode was added along with a Creative gamemode.
Java Edition
1.0.0Beta 1.9 Prerelease 2Added Hardcore mode.
1.6.113w16aAdded regional difficulty.
1.814w02aHunger now refills in Peaceful difficulty.
Difficulty is now saved per-world, instead of globally; difficulty can no longer be changed from the title screen.
Difficulty defaults to Normal instead of Easy.
Difficulty can now be locked.
Added /difficulty.
1.1620w17aDifficulty can now be chosen on world creation.

Bedrock Edition

[edit | edit source]
Pocket Edition Alpha
v0.4.0Added Peaceful difficulty.
v0.12.1Added Easy and Hard difficulties.
v0.16.0Difficulty is now saved on a per-world basis instead of globally, and is now controlled via world settings.
Pocket Edition
1.0.5alpha 1.0.5.0Added /difficulty
Bedrock Edition
1.20.50Preview 1.20.50.20Vindicators and evokers no longer spawn in peaceful difficulty.
1.20.60Preview 1.20.60.20Zoglins no longer spawn in peaceful difficulty.
?Added regional difficulty.
1.21.40Added Hardcore mode.
1.21.90Preview 1.21.90.20Piglin brutes now despawn in Peaceful difficulty.[4][verify]

Legacy Console Edition

[edit | edit source]
Legacy Console Edition
Xbox 360Xbox OnePS3PS4PS VitaWii USwitch
TU1CU11.001.001.00Patch 11.0.1Added difficulty.
TU11Added a message when the player tries to spawn a hostile mob from a spawn egg in Peaceful difficulty.
TU19CU71.121.121.12Added regional difficulty.
TU25CU141.171.171.17It is now possible to change the difficulty via the host options menu if host privileges are enabled.

Issues

[edit | edit source]

Issues relating to "Difficulty" are maintained on the bug tracker. Issues should be reported and viewed there.

Gallery

[edit | edit source]

Notes

[edit | edit source]
  1. ↑ An eye of ender requires blaze powder to craft, which can be crafted only from blaze rods; but a blaze rod can be obtained only as a drop from a blaze, which is a hostile mob that cannot spawn in Peaceful.
  2. ↑ Since each end portal frame has a 1⁄10 chance of being filled, there is a (1⁄10)12 = 1⁄1 trillion chance of all 12 end portal frames being filled.
  3. ↑ Mobs accept fall damage if their health would not be reduced below 33% of their maximum health (rounded up to the nearest 1HPπŸ‘ πŸ’”
    ), plus a constant reserve based on difficulty. This even applies to ground-based mobs immune to fall damage.
  4. ↑ This value is actually 1⁄3.

References

[edit | edit source]
  1. ↑ MC-304858 β€“ Zombie nautiluses can spawn on peaceful by themselves, unlike skeleton/zombie horses and camel husks
  2. ↑ https://github.com/hube12/SSGOutput/releases/tag/1.1
  3. ↑ DifficultyInstance, the source code uses clamp function from 0.0 minimum, but both values are guaranteed to be >= 0.0.
  4. ↑ MCPE-88837 β€“ Piglin brutes do not despawn in Peaceful mode

See also

[edit | edit source]

Navigation

[edit | edit source]
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