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VOOZH | about |
| Health points | 20HP๐ โค๏ธ ร 10 40HP๐ โค๏ธ ร 20 to 100HP๐ โค๏ธ ร 50 (leaders)โ[JE only] |
|---|---|
| Armor points | 2 (๐ ๐ก ) |
| Behavior | Hostile |
| Mob type | ๐ Image Undead ๐ Image Monster |
| Attack strength |
Easy: 2.5HP๐ โค๏ธ ร 1.25 Normal: 3HP๐ โค๏ธ ๐ ๐ Hard: 4.5HP๐ โค๏ธ ร 2.25 |
| Hitbox size | Adult In Java Edition: Height: 1.95 blocks Width: 0.6 blocks Adult In Bedrock Edition: |
| Speed | 0.23 0.35 (baby) |
| Knockback resistance |
0%โ5% |
| Spawn |
|
| Natural equipment |
|
{
"title": "Zombie",
"rows": [
{
"field": "20<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=โค๏ธ)</span> ร 10</span> <br> 40<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=โค๏ธ)</span> ร 20</span> to 100<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=โค๏ธ)</span> ร 50</span> (leaders)โ<sup class=\" nowrap Inline-Template \" title=\"\">[<i><span title=\"This statement only applies to Java Edition\">(link to Java Edition article, displayed as JE) only</span></i>]</sup>",
"label": "(link to Health article, displayed as Health points)"
},
{
"field": "2 (<span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"2 armor point\">(link to File:Armor (icon).png article, displayed as 9px|link=|alt=๐ก)</span>)",
"label": "(link to Armor#Natural armor article, displayed as Armor points)"
},
{
"field": "Hostile",
"label": "Behavior"
},
{
"field": "<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:EntitySprite undead.png article, displayed as 16x16px|link=Undead|alt=|class=pixel-image|)</span>(link to Undead article, displayed as <span class=\"sprite-text\">Undead</span>)</span><br><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>",
"label": "(link to Mob type article, displayed as Mob type)"
},
{
"field": "Easy: 2.5<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=โค๏ธ)</span> ร 1.25</span><br />Normal: 3<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1.5 hearts\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=โค๏ธ)(link to File:Half Heart (icon).png article, displayed as 9px|link=|alt=๐)</span></span><br />Hard: 4.5<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=โค๏ธ)</span> ร 2.25</span> <br>",
"label": "Attack<br/>strength"
},
{
"field": "'''Adult In (link to Java Edition article, displayed as ''Java Edition''):'''<br>Height: 1.95 blocks<br>Width: 0.6 blocks<br>\n'''Adult In (link to Bedrock Edition article, displayed as ''Bedrock Edition''):'''<br>Height: 1.9 blocks<br>Width: 0.6 blocks<br>\n'''Baby:'''<br>Height: 0.98 blocks<br>Width: 0.49 blocks",
"label": "(link to Hitbox article, displayed as Hitbox size)"
},
{
"field": "0.23<br>0.35 (baby)",
"label": "(link to Attribute#Movement_speed article, displayed as Speed)"
},
{
"field": "0%โ5%",
"label": "(link to Attribute#knockback_resistance article, displayed as Knockback<br/>resistance)"
},
{
"field": "(values exceeds 1000 characters...)",
"label": "(link to Mob spawning article, displayed as Spawn)"
},
{
"field": "(values exceeds 1000 characters...)",
"label": "(link to Drops#Equipped items article, displayed as Natural<br/>equipment)"
}
],
"invimages": [
"Zombie Spawn Egg"
],
"images": [
"Zombie.png",
"Baby Zombie.png"
]
}
A zombie is a common undead hostile mob that deals melee damage and is a source of rotten flesh, which it drops upon death.
Zombies may spawn in the Overworld in groups of four in Java Edition or in groups of 2-4 in Bedrock Edition above solid blocks in a light level of 0, except in mushroom fields and deep dark biomes. In Bedrock Edition, zombies also do not spawn in rivers, frozen rivers, and snowy plains. All zombie variants (including babies) require a 2-block tall space to spawn.
Zombies spawned in desert biomes exposed to the sky have a likelihood of 80%โ[JE only]/70%โ[BE only] to be replaced by husks. Zombies that are not husks or drowned have a 5% chance to spawn as zombie villagers. Zombies have a 5% chance to spawn as babies. Baby zombies then have a 4.75% chance of spawning as chicken jockeys,โ[JE only] or a 15% chance to be able to ride certain mobsโ[BE only].
Zombies and their variants spawn with random values of knockback resistance between 0% and 5%.
| Category: Monster | Java Edition | Bedrock Edition | |||
|---|---|---|---|---|---|
| Spawn area | Spawn weight | Spawn chance | Group size | Spawn weight | Group size |
| ๐ Image Old Growth Pine Taiga | 100โ540 | 18.52% | 4 | 95 | 2โ4 |
| ๐ Image Bamboo Jungle | 95โ515 | 18.45% | 4 | 95 | 2โ4 |
| ๐ Image Frozen Peaks | 95โ515 | 18.45% | 4 | 95 | 2โ4 |
| ๐ Image Meadow | 95โ515 | 18.45% | 4 | 95 | 2โ4 |
| ๐ Image Windswept Hills | 95โ515 | 18.45% | 4 | 95 | 2โ4 |
| ๐ Image Grove | 95โ515 | 18.45% | 4 | 95 | 2โ4 |
| ๐ Image Snowy Beach | 95โ515 | 18.45% | 4 | 95 | 2โ4 |
| ๐ Image Jagged Peaks | 95โ515 | 18.45% | 4 | 95 | 2โ4 |
| ๐ Image Jungle | 95โ515 | 18.45% | 4 | 95 | 2โ4 |
| ๐ Image Eroded Badlands | 95โ515 | 18.45% | 4 | 95 | 2โ4 |
| ๐ Image Flower Forest | 95โ515 | 18.45% | 4 | 95 | 2โ4 |
| ๐ Image Sparse Jungle | 95โ515 | 18.45% | 4 | 95 | 2โ4 |
| ๐ Image Birch Forest | 95โ515 | 18.45% | 4 | 95 | 2โ4 |
| ๐ Image Stony Peaks | 95โ515 | 18.45% | 4 | 95 | 2โ4 |
| ๐ Image Beach | 95โ515 | 18.45% | 4 | 95 | 2โ4 |
| ๐ Image Taiga | 95โ515 | 18.45% | 4 | 95 | 2โ4 |
| ๐ Image Lush Caves | 95โ515 | 18.45% | 4 | 95 | 2โ4 |
| ๐ Image Snowy Slopes | 95โ515 | 18.45% | 4 | 95 | 2โ4 |
| ๐ Image Wooded Badlands | 95โ515 | 18.45% | 4 | 95 | 2โ4 |
| ๐ Image Dappled Forest | 95โ515 | 18.45% | 4 | 95 | 2โ4 |
| ๐ Image Snowy Taiga | 95โ515 | 18.45% | 4 | 95 | 2โ4 |
| ๐ Image Windswept Gravelly Hills | 95โ515 | 18.45% | 4 | 95 | 2โ4 |
| ๐ Image Old Growth Spruce Taiga | 95โ515 | 18.45% | 4 | 95 | 2โ4 |
| ๐ Image Pale Garden | 95โ515 | 18.45% | 4 | 95 | 2โ4 |
| ๐ Image Ice Spikes | 95โ515 | 18.45% | 4 | 95 | 2โ4 |
| ๐ Image Windswept Forest | 95โ515 | 18.45% | 4 | 95 | 2โ4 |
| ๐ Image Badlands | 95โ515 | 18.45% | 4 | 95 | 2โ4 |
| ๐ Image Dark Forest | 95โ515 | 18.45% | 4 | 95 | 4 |
| ๐ Image Forest | 95โ515 | 18.45% | 4 | 95 | 2โ4 |
| ๐ Image Old Growth Birch Forest | 95โ515 | 18.45% | 4 | 95 | 2โ4 |
| ๐ Image Stony Shore | 95โ515 | 18.45% | 4 | 95 | 2โ4 |
| ๐ Image Cherry Grove | 95โ515 | 18.45% | 4 | 95 | 2โ4 |
| ๐ Image Frozen River | 95โ516 | 18.41% | 4 | โ | โ |
| ๐ Image Mangrove Swamp | 95โ516 | 18.41% | 4 | 95 | 1 |
| ๐ Image Swamp | 95โ516 | 18.41% | 4 | 95 | 4 |
| ๐ Image Snowy Plains | 95โ520 | 18.27% | 4 | โ | โ |
| ๐ Image Warm Ocean | 95โ520 | 18.27% | 4 | 95 | 2โ4 |
| ๐ Image Sunflower Plains | 95โ520 | 18.27% | 4 | 95 | 2โ4 |
| ๐ Image Deep Frozen Ocean | 95โ520 | 18.27% | 4 | 95 | 2โ4 |
| ๐ Image Deep Cold Ocean | 95โ520 | 18.27% | 4 | 95 | 2โ4 |
| ๐ Image Lukewarm Ocean | 95โ520 | 18.27% | 4 | 95 | 2โ4 |
| ๐ Image Ocean | 95โ520 | 18.27% | 4 | 95 | 2โ4 |
| ๐ Image Frozen Ocean | 95โ520 | 18.27% | 4 | 95 | 2โ4 |
| ๐ Image Savanna Plateau | 95โ520 | 18.27% | 4 | 95 | 2โ4 |
| ๐ Image Savanna | 95โ520 | 18.27% | 4 | 95 | 2โ4 |
| ๐ Image Deep Ocean | 95โ520 | 18.27% | 4 | 95 | 2โ4 |
| ๐ Image Cold Ocean | 95โ520 | 18.27% | 4 | 95 | 2โ4 |
| ๐ Image Windswept Savanna | 95โ520 | 18.27% | 4 | 95 | 2โ4 |
| ๐ Image Plains | 95โ520 | 18.27% | 4 | 95 | 2โ4 |
| ๐ Image Deep Lukewarm Ocean | 95โ520 | 18.27% | 4 | 95 | 2โ4 |
| ๐ Image Sulfur Caves | 50โ315 | 15.87% | 2 | 50.05 | 2 |
| ๐ Image Dripstone Caves | 95โ610 | 15.57% | 4 | 95 | 2โ4 |
| ๐ Image River | 95โ615 | 15.45% | 4 | โ | โ |
| ๐ Image Desert | 19โ515 | 3.69% | 4 | 95 | 2โ4 |
If a player is near a village at midnight, up to 20 zombies may be spawned in the village in accordance with mob spawning rules. The spawning can even happen in mushroom fields biome if the triggering player is in an adjacent biome. Zombies spawned as a part of a siege are always regular zombies; zombie villagers, husks and drowned never spawn as a part of a siege, even in their respective biomes.
Inside monster rooms, zombies may have a chance to spawn from a monster spawner. Zombie monster spawners are found in 50% of monster rooms. Zombies spawned from a monster spawner never spawn as zombie villagers.
Adult zombies have a 1โ3 chance to be selected as the "melee" mob for trial spawners in trial chambers.
Baby zombies have a 1โ4 chance to be selected as the "small melee" mob for trial spawners.
When a husk's head is submerged in water for over 30 seconds, the husk starts transforming into a zombie, with a new entity UUID. The husk's equipment remains on the zombie after conversion.โ[JE only] The zombie transforms into a drowned if its head remains submerged.
When a zombie horse spawns naturally, it will always spawn with a zombie rider holding an iron spear.
Baby zombies make up 5% of zombie spawns. They behave similarly to regular zombies, with the following differences:
In Java Edition, every baby zombie has a chance to spawn as a chicken jockey. In a chicken-free environment, each baby has a 4.75% chance of spawning as a chicken jockey, for a total 0.2375% chance for each spawned zombie of spawning as a chicken jockey; if chickens are present, the chance increases to 0.4875%.
In Bedrock Edition, 15% of naturally spawned baby zombies can start riding a mob and become a jockey after it spawns. A jockey mob ridden by a baby zombie will adapt to the speed of its rider. A baby zombie can ride:
Some zombies spawn wearing armor or holding weapons, both of which may be enchanted. In addition, zombies may also spawn with the ability to pick up loot that is on the ground. The chances of each of these events occurring are listed below. If a zombie spawns wearing multiple pieces of armor, the armor is never mismatched (i.e. all pieces are made of the same material). Zombies cannot naturally spawn with netherite armor.
| Easy | Normal | Hard | |
|---|---|---|---|
| Can pick up loot | 0% | 0โ55%[note 1] | 6.875โ55%[note 1] |
| Armor | 0% | 0โ15%[note 1] | 1.875โ15%[note 1] |
| Armor enchantment[note 2] | 0% | 0โ50%[note 1] | 6.25โ50%[note 1] |
| Weapon[note 3] | 1% | 1% | 5% |
| Weapon enchantment[note 2] | 0% | 0โ25%[note 1] | 3.125โ25%[note 1] |
If a zombie does spawn with armor, the chances of specific armor are as follows:
| Armor | Easy & Normal | Hard |
|---|---|---|
| Helmet | 100% | 100% |
| Helmet and chestplate | 75% | 90% |
| Helmet, chestplate, and leggings | 56.25% | 81% |
| Full set | 42.19% | 72.9% |
The chances of it being of a particular material are:
| Armor type | Chance |
|---|---|
| Leather | 23.60% |
| Copper | 32.23% |
| Gold | 33.29% |
| Chain | 9.73% |
| Iron | 1.10% |
| Diamond | 0.04% |
In Java Edition, the armor is not damaged by any damage source; it cannot "wear out" the way player armor does. Helmets (not blocks like carved pumpkins) on zombies can break if the zombie is exposed to daylight. In Bedrock Edition, any armor piece is damaged as if the player is wearing it.[verify]
Zombies also have a natural armor rating of 2 (๐ ๐ก
), giving 1.6 to 8% damage reduction from most sources. Zombies can also wear mob heads, although they need to be dropped by the player before the zombie can pick one up and put it on.
On Halloween, zombies in Java Edition may spawn wearing a carved pumpkin or jack o'lantern. They are never dropped, even when the zombies are killed with Looting.
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| ๐ Image | Rotten Flesh | 0โ2 | 66.67% | 1.00 | 0โ3 | 83.33% | 1.50 | 0โ4 | 91.67% | 2.00 | 0โ5 | 94.44% | 2.50 |
| ๐ Image | Iron Ingot[A] | 0โ1 | 0.83% | 0.01 | 0โ1 | 1.17% | 0.01 | 0โ1 | 1.50% | 0.01 | 0โ1 | 1.83% | 0.02 |
| ๐ Image | Carrot[A] | 0โ1 | 0.83% | 0.01 | 0โ1 | 1.17% | 0.01 | 0โ1 | 1.50% | 0.01 | 0โ1 | 1.83% | 0.02 |
| ๐ Image | Potato[A][B] | 0โ1 | 0.83% | 0.01 | 0โ1 | 1.17% | 0.01 | 0โ1 | 1.50% | 0.01 | 0โ1 | 1.83% | 0.02 |
| ๐ Image | Baked Potato[A][C] | 0โ1 | 0.83% | 0.01 | 0โ1 | 1.17% | 0.01 | 0โ1 | 1.50% | 0.01 | 0โ1 | 1.83% | 0.02 |
| ๐ Image | Red Mushroom[D] | 0โ1 | 50.00% | 0.50 | 0โ2 | 75.00% | 1.00 | 0โ3 | 87.50% | 1.50 | 0โ4 | 91.67% | 2.00 |
| ๐ Image | Zombie Head[E] | 1 | 100.00% | 1.00 | 1 | 100.00% | 1.00 | 1 | 100.00% | 1.00 | 1 | 100.00% | 1.00 |
| ๐ Image | Music Disc Lava Chicken[A][F] | 1 | 100.00% | 1.00 | 1 | 100.00% | 1.00 | 1 | 100.00% | 1.00 | 1 | 100.00% | 1.00 |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| ๐ Image | Rotten Flesh | 0โ2 | 2โ3 | 1 | 0โ3 | 5โ6 | 3โ2 | 0โ4 | 11โ12 | 2 | 0โ5 | 17โ18 | 5โ2 |
| ๐ Image | Iron Ingot[A] | 0โ1 | 1โ120 | 1โ120 | 0โ1 | 7โ600 | 7โ600 | 0โ1 | 3โ200 | 3โ200 | 0โ1 | 11โ600 | 11โ600 |
| ๐ Image | Carrot[A] | 0โ1 | 1โ120 | 1โ120 | 0โ1 | 7โ600 | 7โ600 | 0โ1 | 3โ200 | 3โ200 | 0โ1 | 11โ600 | 11โ600 |
| ๐ Image | Potato[A][B] | 0โ1 | 1โ120 | 1โ120 | 0โ1 | 7โ600 | 7โ600 | 0โ1 | 3โ200 | 3โ200 | 0โ1 | 11โ600 | 11โ600 |
| ๐ Image | Baked Potato[A][C] | 0โ1 | 1โ120 | 1โ120 | 0โ1 | 7โ600 | 7โ600 | 0โ1 | 3โ200 | 3โ200 | 0โ1 | 11โ600 | 11โ600 |
| ๐ Image | Red Mushroom[D] | 0โ1 | 1โ2 | 1โ2 | 0โ2 | 3โ4 | 1 | 0โ3 | 7โ8 | 3โ2 | 0โ4 | 11โ12 | 2 |
| ๐ Image | Zombie Head[E] | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
| ๐ Image | Music Disc Lava Chicken[A][F] | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
| Item | Amount | Probability | ||||
|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | |||
| ๐ Image | Rotten Flesh | 0 | 1โ3 (33.33%) | 1โ6 (16.67%) | 1โ12 (8.33%) | 1โ18 (5.56%) |
| 1 | 1โ3 (33.33%) | 1โ3 (33.33%) | 1โ4 (25.00%) | 1โ6 (16.67%) | ||
| 2 | 1โ3 (33.33%) | 1โ3 (33.33%) | 1โ3 (33.33%) | 5โ18 (27.78%) | ||
| 3 | 0 | 1โ6 (16.67%) | 1โ4 (25.00%) | 5โ18 (27.78%) | ||
| 4 | 0 | 0 | 1โ12 (8.33%) | 1โ6 (16.67%) | ||
| 5 | 0 | 0 | 0 | 1โ18 (5.56%) | ||
| Average | 1 (1.00) | 3โ2 (1.50) | 2 (2.00) | 5โ2 (2.50) | ||
| ๐ Image | Iron Ingot[A] | 0 | 119โ120 (99.17%) | 593โ600 (98.83%) | 197โ200 (98.50%) | 589โ600 (98.17%) |
| 1 | 1โ120 (0.83%) | 7โ600 (1.17%) | 3โ200 (1.50%) | 11โ600 (1.83%) | ||
| Average | 1โ120 (0.01) | 7โ600 (0.01) | 3โ200 (0.01) | 11โ600 (0.02) | ||
| ๐ Image | Carrot[A] | 0 | 119โ120 (99.17%) | 593โ600 (98.83%) | 197โ200 (98.50%) | 589โ600 (98.17%) |
| 1 | 1โ120 (0.83%) | 7โ600 (1.17%) | 3โ200 (1.50%) | 11โ600 (1.83%) | ||
| Average | 1โ120 (0.01) | 7โ600 (0.01) | 3โ200 (0.01) | 11โ600 (0.02) | ||
| ๐ Image | Potato[A][B] | 0 | 119โ120 (99.17%) | 593โ600 (98.83%) | 197โ200 (98.50%) | 589โ600 (98.17%) |
| 1 | 1โ120 (0.83%) | 7โ600 (1.17%) | 3โ200 (1.50%) | 11โ600 (1.83%) | ||
| Average | 1โ120 (0.01) | 7โ600 (0.01) | 3โ200 (0.01) | 11โ600 (0.02) | ||
| ๐ Image | Baked Potato[A][C] | 0 | 119โ120 (99.17%) | 593โ600 (98.83%) | 197โ200 (98.50%) | 589โ600 (98.17%) |
| 1 | 1โ120 (0.83%) | 7โ600 (1.17%) | 3โ200 (1.50%) | 11โ600 (1.83%) | ||
| Average | 1โ120 (0.01) | 7โ600 (0.01) | 3โ200 (0.01) | 11โ600 (0.02) | ||
| ๐ Image | Red Mushroom[D] | 0 | 1โ2 (50.00%) | 1โ4 (25.00%) | 1โ8 (12.50%) | 1โ12 (8.33%) |
| 1 | 1โ2 (50.00%) | 1โ2 (50.00%) | 3โ8 (37.50%) | 1โ4 (25.00%) | ||
| 2 | 0 | 1โ4 (25.00%) | 3โ8 (37.50%) | 1โ3 (33.33%) | ||
| 3 | 0 | 0 | 1โ8 (12.50%) | 1โ4 (25.00%) | ||
| 4 | 0 | 0 | 0 | 1โ12 (8.33%) | ||
| Average | 1โ2 (0.50) | 1 (1.00) | 3โ2 (1.50) | 2 (2.00) | ||
| ๐ Image | Zombie Head[E] | 1 | 1 (100.00%) | 1 (100.00%) | 1 (100.00%) | 1 (100.00%) |
| Average | 1 (1.00) | 1 (1.00) | 1 (1.00) | 1 (1.00) | ||
| ๐ Image | Music Disc Lava Chicken[A][F] | 1 | 1 (100.00%) | 1 (100.00%) | 1 (100.00%) | 1 (100.00%) |
| Average | 1 (1.00) | 1 (1.00) | 1 (1.00) | 1 (1.00) | ||
| Killed | 1 | ||||
|---|---|---|---|---|---|
| Item | Expected Drops | ||||
| Default | Looting I | Looting II | Looting III | ||
| ๐ Image | Rotten Flesh | 1.00 | 1.50 | 2.00 | 2.50 |
| ๐ Image | Iron Ingot[A] | 0.01 | 0.01 | 0.01 | 0.02 |
| ๐ Image | Carrot[A] | 0.01 | 0.01 | 0.01 | 0.02 |
| ๐ Image | Potato[A][B] | 0.01 | 0.01 | 0.01 | 0.02 |
| ๐ Image | Baked Potato[A][C] | 0.01 | 0.01 | 0.01 | 0.02 |
| ๐ Image | Red Mushroom[D] | 0.50 | 1.00 | 1.50 | 2.00 |
| ๐ Image | Zombie Head[E] | 1.00 | 1.00 | 1.00 | 1.00 |
| ๐ Image | Music Disc Lava Chicken[A][F] | 1.00 | 1.00 | 1.00 | 1.00 |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| ๐ Image | Rotten Flesh | 0โ2 | 66.67% | 1.00 | 0โ3 | 66.67% | 1.33 | 0โ4 | 66.67% | 1.67 | 0โ5 | 66.67% | 2.00 |
| ๐ Image | Iron Ingot[A] | 0โ1 | 0.83% | 0.01 | 0โ1 | 1.17% | 0.01 | 0โ1 | 1.50% | 0.01 | 0โ1 | 1.83% | 0.02 |
| ๐ Image | Carrot[A] | 0โ1 | 0.83% | 0.01 | 0โ1 | 1.17% | 0.01 | 0โ1 | 1.50% | 0.01 | 0โ1 | 1.83% | 0.02 |
| ๐ Image | Potato[A] | 0โ1 | 0.83% | 0.01 | 0โ1 | 1.17% | 0.01 | 0โ1 | 1.50% | 0.01 | 0โ1 | 1.83% | 0.02 |
| ๐ Image | Red Mushroom[B] | 0โ1 | 50.00% | 0.50 | 0โ2 | 50.00% | 0.75 | 0โ3 | 50.00% | 1.00 | 0โ4 | 50.00% | 1.25 |
| ๐ Image | Zombie Head[C] | 1 | 100.00% | 1.00 | 1 | 100.00% | 1.00 | 1 | 100.00% | 1.00 | 1 | 100.00% | 1.00 |
| ๐ Image | Music Disc Lava Chicken[A][D] | 1 | 100.00% | 1.00 | 1 | 100.00% | 1.00 | 1 | 100.00% | 1.00 | 1 | 100.00% | 1.00 |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| ๐ Image | Rotten Flesh | 0โ2 | 2โ3 | 1 | 0โ3 | 2โ3 | 4โ3 | 0โ4 | 2โ3 | 5โ3 | 0โ5 | 2โ3 | 2 |
| ๐ Image | Iron Ingot[A] | 0โ1 | 1โ120 | 1โ120 | 0โ1 | 7โ600 | 7โ600 | 0โ1 | 3โ200 | 3โ200 | 0โ1 | 11โ600 | 11โ600 |
| ๐ Image | Carrot[A] | 0โ1 | 1โ120 | 1โ120 | 0โ1 | 7โ600 | 7โ600 | 0โ1 | 3โ200 | 3โ200 | 0โ1 | 11โ600 | 11โ600 |
| ๐ Image | Potato[A] | 0โ1 | 1โ120 | 1โ120 | 0โ1 | 7โ600 | 7โ600 | 0โ1 | 3โ200 | 3โ200 | 0โ1 | 11โ600 | 11โ600 |
| ๐ Image | Red Mushroom[B] | 0โ1 | 1โ2 | 1โ2 | 0โ2 | 1โ2 | 3โ4 | 0โ3 | 1โ2 | 1 | 0โ4 | 1โ2 | 5โ4 |
| ๐ Image | Zombie Head[C] | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
| ๐ Image | Music Disc Lava Chicken[A][D] | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
| Item | Amount | Probability | ||||
|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | |||
| ๐ Image | Rotten Flesh | 0 | 1โ3 (33.33%) | 1โ3 (33.33%) | 1โ3 (33.33%) | 1โ3 (33.33%) |
| 1 | 1โ3 (33.33%) | 1โ6 (16.67%) | 1โ12 (8.33%) | 1โ18 (5.56%) | ||
| 2 | 1โ3 (33.33%) | 1โ3 (33.33%) | 1โ4 (25.00%) | 1โ6 (16.67%) | ||
| 3 | 0 | 1โ6 (16.67%) | 1โ4 (25.00%) | 2โ9 (22.22%) | ||
| 4 | 0 | 0 | 1โ12 (8.33%) | 1โ6 (16.67%) | ||
| 5 | 0 | 0 | 0 | 1โ18 (5.56%) | ||
| Average | 1 (1.00) | 4โ3 (1.33) | 5โ3 (1.67) | 2 (2.00) | ||
| ๐ Image | Iron Ingot[A] | 0 | 119โ120 (99.17%) | 593โ600 (98.83%) | 197โ200 (98.50%) | 589โ600 (98.17%) |
| 1 | 1โ120 (0.83%) | 7โ600 (1.17%) | 3โ200 (1.50%) | 11โ600 (1.83%) | ||
| Average | 1โ120 (0.01) | 7โ600 (0.01) | 3โ200 (0.01) | 11โ600 (0.02) | ||
| ๐ Image | Carrot[A] | 0 | 119โ120 (99.17%) | 593โ600 (98.83%) | 197โ200 (98.50%) | 589โ600 (98.17%) |
| 1 | 1โ120 (0.83%) | 7โ600 (1.17%) | 3โ200 (1.50%) | 11โ600 (1.83%) | ||
| Average | 1โ120 (0.01) | 7โ600 (0.01) | 3โ200 (0.01) | 11โ600 (0.02) | ||
| ๐ Image | Potato[A] | 0 | 119โ120 (99.17%) | 593โ600 (98.83%) | 197โ200 (98.50%) | 589โ600 (98.17%) |
| 1 | 1โ120 (0.83%) | 7โ600 (1.17%) | 3โ200 (1.50%) | 11โ600 (1.83%) | ||
| Average | 1โ120 (0.01) | 7โ600 (0.01) | 3โ200 (0.01) | 11โ600 (0.02) | ||
| ๐ Image | Red Mushroom[B] | 0 | 1โ2 (50.00%) | 1โ2 (50.00%) | 1โ2 (50.00%) | 1โ2 (50.00%) |
| 1 | 1โ2 (50.00%) | 1โ4 (25.00%) | 1โ8 (12.50%) | 1โ12 (8.33%) | ||
| 2 | 0 | 1โ4 (25.00%) | 1โ4 (25.00%) | 1โ6 (16.67%) | ||
| 3 | 0 | 0 | 1โ8 (12.50%) | 1โ6 (16.67%) | ||
| 4 | 0 | 0 | 0 | 1โ12 (8.33%) | ||
| Average | 1โ2 (0.50) | 3โ4 (0.75) | 1 (1.00) | 5โ4 (1.25) | ||
| ๐ Image | Zombie Head[C] | 1 | 1 (100.00%) | 1 (100.00%) | 1 (100.00%) | 1 (100.00%) |
| Average | 1 (1.00) | 1 (1.00) | 1 (1.00) | 1 (1.00) | ||
| ๐ Image | Music Disc Lava Chicken[A][D] | 1 | 1 (100.00%) | 1 (100.00%) | 1 (100.00%) | 1 (100.00%) |
| Average | 1 (1.00) | 1 (1.00) | 1 (1.00) | 1 (1.00) | ||
| Killed | 1 | ||||
|---|---|---|---|---|---|
| Item | Expected Drops | ||||
| Default | Looting I | Looting II | Looting III | ||
| ๐ Image | Rotten Flesh | 1.00 | 1.33 | 1.67 | 2.00 |
| ๐ Image | Iron Ingot[A] | 0.01 | 0.01 | 0.01 | 0.02 |
| ๐ Image | Carrot[A] | 0.01 | 0.01 | 0.01 | 0.02 |
| ๐ Image | Potato[A] | 0.01 | 0.01 | 0.01 | 0.02 |
| ๐ Image | Red Mushroom[B] | 0.50 | 0.75 | 1.00 | 1.25 |
| ๐ Image | Zombie Head[C] | 1.00 | 1.00 | 1.00 | 1.00 |
| ๐ Image | Music Disc Lava Chicken[A][D] | 1.00 | 1.00 | 1.00 | 1.00 |
When a zombie dies, all of its picked-up equipment drops without changing the damage that has accumulated on it in Java Edition. In Bedrock Edition, the armor's durability is still vulnerable to attacks, as if a player is wearing it.
Zombies have an 8.5% chance of dropping their naturally-spawned equipment and drop it with a random durability. Each level of Looting increases the chance by 1 percentage point (11.5% with Looting III). They cannot drop the diamond swords that they occasionally wield during ominous trials. These items include:
Additionally, in Bedrock Edition, all naturally spawned equipment always drops at full durability when the zombie converts to a drowned.
Adult zombies drop 5XP and baby zombies drop 12XP when they are killed by a player or a tamed wolf. Any zombie that spawns with equipment drops another 1โ3XP per item when killed.
Zombies pursue the player on sight from 35 blocks away, raising their arms up higher in Java Edition. The detection range of zombies is reduced to half of their normal range (17.5 blocks) while the player wears a zombie head. In Java Edition, if a zombie sees a player and a villager together, the zombie prefers to attack the player, and continues chasing the player while ignoring other villagers. In Bedrock Edition, zombies prioritize the nearest player, villager, or golem.
Zombies periodically make groaning sounds, which can be heard up to 16 blocks away. Zombies attempt to avoid obstacles, including fall damage, fire, lava, magma blocks, and cactus and try to find the shortest path toward the player.[1] Unlike skeletons, zombies do not try to avoid being hit and continue to pursue the player even when being attacked.
Zombies attack baby turtles and actively seek out and destroy turtle eggs within 24 blocks horizontally and 3 blocks vertically, by jumping on them until they crack and break.
Zombies pursue and attack only iron golems within 42 blocks; zombies ignore snow golems unless attacked. Iron golems and snow golems attack zombies without provocation, although snow golems deal only knockback to zombies with their snowballs.
Zombies target villagers within a 35- to 52.5-block radius (depending on regional difficulty in Java Edition) or just 35-block radius in Bedrock Edition, and they can always see villagers through walls. If a zombie is attacking a villager and sees the player, it interrupts its attack on the villager to attack the player instead, even if the player has not attacked it.โ[JE only] Once a zombie has targeted a villager, the zombie ignores any other villagers and the player, until its target is dead, the zombie is attacked or the player moves too close to the zombie.โ[BE only]
Any zombie variant can transform a villager into a zombie villager. The probability depends on the difficulty:
Zombies target wandering traders within 35 blocks and can see traders through walls. The zombie focuses solely on the trader unless it's attacked, or if either it or the target is killed or moved out of range, or if the trader is under the invisibility status effect.
A zombie holding a weapon adds the weapon's damage to its normal melee damage. For example, a zombie holding an iron shovel on Normal difficulty deals 3HP๐ โค๏ธ
๐ ๐
from its punch + 3.5HP๐ โค๏ธ
ร 1.75 from the shovel for a total of 6.5HP๐ โค๏ธ
ร 3.25. (it should be noted that, in Java Edition, damage values shown when hovering over weapons in the inventory include the player's 1HP๐ ๐
base melee damage, so an iron shovel shows up as 4.5HP๐ โค๏ธ
ร 2.25; subtracting 1 gives the actual weapon's damage.) The zombie's weapon damage is scaled by difficulty: if the zombie would deal X damage on Normal, it deals 1.5 * X on Hard and 0.5 * X + 1 on Easy. So for example a zombie with an iron shovel deals 1.5 * 6.5 = 9.75HP๐ โค๏ธ
ร 4.875 on Hard and 0.5 * 6.5 + 1 = 4.25HP๐ โค๏ธ
ร 2.125 on Easy. Enchantments add their damage as normal before difficulty scaling.
Zombies wielding spears have different attacking behavior. When attacking, they use the spear's charge attack while moving towards their target. They hold the charge through its full duration, using all 3 stages. Once the charge attack has ended or they get too close to their target, they walk away to increase the distance between them and their target before turning around to begin another charge.
Zombies burn when exposed to direct sunlight starting 27 seconds (540 ticks) before the beginning of a new day. Burning is suppressed when the zombie is:
Transparent blocks, such as glass, do not prevent them from burning.
If they attack an entity while burning, they may set it on fire, with a (30 ร regional difficulty)% chance and with a 2 ร floor(regional difficulty) second durationโ[JE only].
Being an undead mob, they are:
Some zombies are capable of automatically picking up dropped items that they come across, except for the glow ink sac. Mob heads and carved pumpkins are automatically worn on their heads. Zombies can equip armor, weapons or tools. They can also equip a shield in their off-hand. If a zombie encounters another similar item, it may drop the previous item in favor of the new one if:
For example, a zombie can pick up a totem of undying, which cannot be retrieved by killing the zombie because that would activate the totem. However, the zombie would drop the totem in favor of a sword or armor.
Items dropped by mobs in exchange for another cannot be picked up by players or mobs for 10 game ticks (0.5 seconds, barring lag), but can be picked up by hoppers.
A zombie holding a picked-up item does not despawn when left alone, similar to being name tagged.
Zombies have a higher chance of being able to pick up items in Hard difficulty.
Picked-up items do not cause the zombie to drop more experience when killed, unlike naturally-spawned gear.
Chicken jockeys cannot pick up any variant of an egg.
In Bedrock Edition, due to a bug, zombies, as well as husks, zombie villagers, and drowned can also wear horse armor, nautilus armor, and wolf armor.[3][4]
Up to 10% of zombies (depending on regional difficulty in Java Edition) in pursuit of a target can pathfind through closed wooden and copper doors, and on Hard difficulty can succeed in breaking them down. Zombies can break only the top half of a door, meaning they cannot break a door if they are facing the bottom half.
It takes approximately 10 seconds for a zombie to break a door, regardless of the door's type. The process is not sped up if the zombie has Haste or holds an appropriate tool, and it is not slowed down if the zombie has Mining Fatigue.
On all difficulty levels, damaged zombie mobs (including zombie villagers, husks, drowned and zombified piglins) call all other zombie mobs of the same type within a 67ร21ร67 to 111ร21ร111 area[n 1] centered on the attacked zombie to target the attacker.
In Hard difficulty, zombie mobs can spawn additional zombie mobs of the same type to "help" when damaged while targeting a player or other entity. Each mob has a "likeliness to call reinforcements" statistic ranging from 0โ10%, and "leader" zombie mobs (0โ5% depending on clamped regional difficulty) get a bonus of 50โ75 percentage points to the stat. Unlike other zombie variants, only leader zombified piglins can spawn reinforcements.[5]
When the mob is damaged by an entity or is damaged while targeting an entity, up to 50 attempts are made to randomly choose a spawn location (0 or ยฑ7โ40 blocks away in all three axes) that is above a block with a solid top surface, has light level 0, has no players within 7 blocks, and has no colliding entities or blocks at which to spawn the reinforcement. They spawn on the north-west corner of the designated block, instead of the center of the block like natural mob spawning does.[6] Meaning that they can spawn inside blocks which the natural spawning rules would not allow, but their hitbox may not be intersecting the block's hitbox. This allows them to spawn inside chain or bars. Additionally the designated block cannot be a non-solid block that would prevent usual mob spawning like redstone dust or pressure plates. Reinforcements can spawn even in biomes where the mob cannot spawn naturally, like mushroom fields, the End, and the Nether[7].
When a zombie generates reinforcements, the chance of it generating another reinforcement decreases by 5%. Therefore, a normal zombie can only generates directly 1 or 2 reinforcements, and a leader between 11 and 17 reinforcements. A zombie spawned by a reinforcement has a โ5% bonus to generating reinforcements, therefore the initial chance of a zombie generating reinforcements is 0โ5% for a normal zombie and 45โ80% for a leader zombie. The "reinforcement callee charge" bonus is not cumulative; that is, a zombie spawned by reinforcement from a zombie spawned by reinforcement receives a โ5% bonus, not a โ10% bonus.
Additionally, reinforcements do not spawn at all, even on Hard difficulty, if the game rule spawn_mobs is set to false. Reinforcements spawn regardless of the hostile mob cap. Mobs spawned as reinforcements will be of the same type of zombie[8] (i.e. zombie villagers only call upon other zombie villagers) but they can be babies, including chicken jockeys. They also respect spawning requirements for the specific zombie type, meaning husk reinforcements can only spawn under the sky, drowned reinforcements may only spawn in water, and zombified piglin reinforcements cannot spawn on Nether wart blocks.
Mobs spawned by reinforcements can spawn armor and equipment, as well as chicken jockey, but not as zombie nautilus jockey or camel husk jockey.
This behavior is controlled by the attribute spawn_reinforcements.
Leader zombies are a special type of zombie that spawns with between 20HP๐ โค๏ธ
ร 10 to 80HP๐ โค๏ธ
ร 40 extra health, and an extra 50โ75% chance to spawn reinforcements. The chance of a leader spawning increases with clamped regional difficulty. On Easy, they will not spawn. On Normal and Hard mode, they have up to a 5% chance of spawning.
If a zombie's head is submerged in water for 30 seconds, it begins converting into a drowned. The zombie shakes, similar to a zombie villager being cured and, after 15 seconds, the zombie becomes drowned. Once this process starts, it cannot be stopped even if the zombie leaves water. This time is not affected by the Respiration enchantment or the Water Breathing status effect.
A newly-converted drowned always has full health even if converted from a damaged zombie.
An item being held or worn by a zombie when it becomes drowned, whether it was picked up or naturally spawned, has a 100% drop rate, which includes any naturally spawned equipment dropping with full durability.โ[BE only]
Only normal zombies can become drowned; zombie villagers and zombified piglins cannot be converted.[9] Husks, however, convert into zombies if they drown, and then they convert into a drowned as does a normal zombie. Any husks that convert into zombies also have full health, even if the drowned husk is damaged.
15% of nearby baby zombies, husks, or drowned may ride an adult zombie to form a jockey.
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch | Attenuation distance |
| โZombie groans | Hostile Mobs | Randomly | entity.zombie.ambient | subtitles.entity.zombie.ambientโ | 1.0 | 0.8โ1.2 (Baby: 1.3โ1.7) | 16 | |
| โZombie hurts | Hostile Mobs | When a zombie is damaged | entity.zombie.hurt | subtitles.entity.zombie.hurtโ | 1.0 | 0.8โ1.2 (Baby: 1.3โ1.7) | 16 | |
| โZombie dies | Hostile Mobs | When a zombie dies | entity.zombie.death | subtitles.entity.zombie.deathโ | 1.0 | 0.8โ1.2 (Baby: 1.3โ1.7) | 16 | |
| โFootsteps | Hostile Mobs | While a zombie is walking | entity.zombie.step | subtitles.block.generic.footstepsโ | 0.15 | 1.0 | 16 | |
| โZombie infects | Hostile Mobs | When a zombie infects a villager | entity.zombie.infect | subtitles.entity.zombie.infectโ | 2.0 | 0.8โ1.2 | 16 | |
| โDoor shakes | Hostile Mobs | While a zombie is breaking a wooden door | entity.zombie.attack_wooden_door | subtitles.entity.zombie.attack_wooden_doorโ | 2.0 | 0.8โ1.2 | 16 | |
| โDoor breaks | Hostile Mobs | When a zombie breaks a wooden door | entity.zombie.break_wooden_door | subtitles.entity.zombie.break_wooden_doorโ | 2.0 | 0.8โ1.2 | 16 | |
| โTurtle Egg stomped | Hostile Mobs | When a zombie is jumping on turtle eggs | entity.zombie.destroy_egg | subtitles.entity.zombie.destroy_eggโ | 0.5 | 0.9โ1.1 | 16 | |
| โZombie converts to Drowned | Hostile Mobs | When a zombie converts to a drowned | entity.zombie.converted_to_drowned | subtitles.entity.zombie.convert_to_drownedโ | 2.0 | 0.8โ1.2 | 16 | |
| โBlock broken[sound 1] | None | Unused sound event[sound 2] | entity.zombie.attack_iron_door | subtitles.block.generic.breakโโ[sound 1]โ | None | None | None | |
| Sounds | |||||||
|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch |
| โZombie groans | Hostile Mobs | Randomly | mob.zombie.say | subtitles.entity.zombie.ambientโ | 1.0 | 0.8โ1.2 (Baby: 1.3โ1.7) | |
| โZombie hurts | Hostile Mobs | When a zombie is damaged | mob.zombie.hurt | subtitles.entity.zombie.hurtโ | 1.0 | 0.8โ1.2 (Baby: 1.3โ1.7) | |
| โZombie dies | Hostile Mobs | When a zombie dies | mob.zombie.death | subtitles.entity.zombie.deathโ | 1.0 | 0.8โ1.2 (Baby: 1.3โ1.7) | |
| โFootsteps | Hostile Mobs | While a zombie is walking | mob.zombie.step | subtitles.block.generic.footstepsโ | 0.45 | 1.0 (Baby: 1.5) | |
| โDoor shakes | Hostile Mobs | While a zombie is breaking a wooden door | mob.zombie.wood | subtitles.entity.zombie.attack_wooden_doorโ | 1.0 | 1.0 | |
| โDoor breaks | Hostile Mobs | When a zombie breaks a wooden door | mob.zombie.woodbreak | subtitles.entity.zombie.break_wooden_doorโ | 1.0 | 1.0 | |
| Noneโ[sound 2] | Players | When a zombie is jumping on turtle eggs | fall.egg | Noneโ[sound 2] | 0.5 | 0.9โ1.0 | |
| โZombie converts to Drowned | Hostile Mobs | Unused sound event[sound 1] | entity.zombie.converted_to_drowned | subtitles.entity.zombie.converted_to_drownedโ | 1.0 | 1.0 | |
| None | Noneโ[sound 3] | None | Unused sound event[sound 1] | mob.zombie.converted_to_drowned | Noneโ[sound 3] | 1.0โ2.0 | 0.3โ1.0 |
| Name | Identifier | Entity tags | Translation key |
|---|---|---|---|
| ๐ EntitySprite zombie.png: Sprite image for zombie in Minecraft Zombie | zombie | burn_in_daylightcan_breathe_under_waterignores_poison_and_regeninverted_healing_and_harmno_anger_from_wind_chargeundeadwither_friendszombiessensitive_to_smite |
entity.minecraft.zombie |
| Name | Identifier | Numeric ID | Family | Translation key |
|---|---|---|---|---|
| ๐ EntitySprite zombie.png: Sprite image for zombie in Minecraft Zombie | zombie | 32 |
baby_undeadmobmonsterundeadzombiezombie_rider | entity.zombie.name |
Zombies have entity data associated with them that contain various properties.
Achievements that apply to all mobs:
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
|---|---|---|---|---|---|---|---|
| PS4 | Other | ||||||
| ๐ Image | ๐ 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 | |
| ๐ Image | ๐ 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 | |
| ๐ Image | ๐ 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) |
|---|---|---|---|
| ๐ Image ๐ Image | Adventure | Adventure, exploration and combat | Kill any mob, or be killed by any living entity. |
| ๐ Image ๐ 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. |
| ๐ Image ๐ 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. |
| ๐ Image ๐ Image | Mob Kabob | Hit five mobs in the same Charge attack using the Spear. | ๐ Image Armor Stand and ๐ Image Mannequin also count for this advancement. |
| ๐ Image ๐ Image | Arbalistic | Kill five unique mobs with one crossbow shot | ๐ Image Armor Stand and ๐ 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. |
| ๐ Image ๐ 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 17, 2009 | Notch mentions lava zombies or troll infestations that would roam the land and break things. | ||||||
|---|---|---|---|---|---|---|---|
| August 14, 2009 | Notch teased zombies. | ||||||
| Java Edition Classic | |||||||
|---|---|---|---|---|---|---|---|
| 0.24_SURVIVAL_TEST | ๐ Image Added zombies. | ||||||
| Zombies are the second mob to be added to Minecraft. | |||||||
| Zombies can run as fast as the player. | |||||||
| ๐ Image ๐ Image ๐ Image Zombies occasionally appear wearing armor, but this has no protective effect on their health. | |||||||
| Zombies have arm swinging animations when they attack.[10] | |||||||
| Killing a zombie rewards 100 points. | |||||||
| 0.25 SURVIVAL TEST | Zombies are now more dangerous, respawn, despawn, and fight skeletons that shoot them. | ||||||
| 0.27 SURVIVAL TEST | Zombies now give 80 points when killed. | ||||||
| Java Edition Indev | |||||||
| 0.31 | 20091223-0040 | Zombies and other mobs no longer spawn naturally. | |||||
| 20100202 | Zombies and other mobs now spawn naturally again. However, they are currently passive. | ||||||
| Zombies' armor has been removed, as well as their arm swinging attack animations. | |||||||
| 20100204-2027 | Zombies are now hostile again. | ||||||
| 20100213 | Zombies now catch on fire when exposed to sunlight. | ||||||
| 20100218-0011 | The chances of zombies catching on fire in sunlight have been tweaked. | ||||||
| Zombies now burn only when the sunlight level is greater than 7, and not due to torches at night[verify]. | |||||||
| 20100219 | Zombies now drop 0โ2 feathers upon death. Before chickens were added in Minecraft, Notch confessed[11] that he made zombies drop feathers because he had no idea what they should have dropped when killed. | ||||||
| Java Edition Alpha | |||||||
| v1.0.3 | Added unique idle and hurt sounds for zombies. Previously, they had no idle sounds and used the hurt sound for players, played at pitches 0.8-1.2.
Old hurt sound: | ||||||
| Java Edition Beta | |||||||
| 1.8 | Pre-release | Zombies now drop 0-2 rotten flesh instead of 0-2 feathers upon death. | |||||
| Java Edition | |||||||
| 1.0.0 | Beta 1.9 Prerelease | ๐ Image All mobs have the bottom texture of the face flipped, resulting in a change in the model. | |||||
| Beta 1.9 Prerelease 4 | Zombies can now be harmed by splash potions of Healing, and healed by splash potions of Harming. | ||||||
| Zombies have now become immune to poison and regeneration. | |||||||
| 1.2.1 | 12w03a | The zombies' AI has been improved, giving them a much better sense of direction when pursuing the player, allowing them to navigate obstacles, and even small mazes if constructed, to get to the player. | |||||
| Zombies have been given the ability to 'see' through windows, the first mob able to do so intelligently (not counting spiders, who are able to see through all blocks). | |||||||
| 12w04a | The zombies' AI has been improved again to cope with catching fire in sunlight. If a zombie is exposed to sunlight and bursts into flames, it searches for a body of water to douse the flames or at least a shelter to hide from sun, unless in pursuit of a player. | ||||||
| 12w06a | Zombies now chase and attack villagers, attack doors (breaking them on Hard and Hardcore difficulties). | ||||||
| Zombies now sometimes drop iron ingots, helmets, shovels and swords as a rare drop. | |||||||
| Zombies now sometimes attack villagers in preference to the player, and always chose the shortest way to the target, even if there is a door in the way. | |||||||
| 12w07a | The drop rate of rare drops for zombies have been reduced. | ||||||
| Zombies can no longer break iron doors. | |||||||
| 1.4.2 | 12w32a | ๐ Image ๐ Image ๐ Image ๐ Image ๐ Image Zombie armor has been added back into the game, and they can now wear any type of armor. | |||||
| ๐ Image ๐ Image Zombies can now hold an iron sword or iron shovel. | |||||||
| Zombies now have a chance of dropping these items, if they have them. | |||||||
| Iron helmets, swords and shovels have been removed as rare drops from zombies. | |||||||
| Zombies now use their attack animation like they did in Survival Test. This shows only when a zombie is holding a weapon. When a zombie holds a weapon the damage it does is equal to the damage the player would do with the weapon added to the normal damage of the zombie. | |||||||
| Armor worn by zombies now work the same as it does for the player, each piece gives a certain amount of armor points, where each 1 (๐ ๐ก ) gives 4% damage reduction, but the total damage reduction is limited to 80%. | |||||||
| 5% of zombies now spawn as zombie villagers. | |||||||
| Villagers now become infected when killed by a zombie. | |||||||
| ๐ Image Added baby zombies. | |||||||
| Baby zombies cannot spawn naturally and can be spawned only through map editors and NBT editing. | |||||||
| When a zombie infects a baby villager, it now creates a baby zombie villager, which is faster than a normal zombie and does not age. | |||||||
| 12w34a | Zombies now have two new rare drops โ carrots and potatoes. | ||||||
| 12w34b | Zombies can now pick up and equip dropped items.[12][13] If killed, the zombie drops the item it is holding. | ||||||
| Zombies can now survive in sunlight, if they are wearing a helmet or a pumpkin.[14] | |||||||
| 12w36a | The zombie and zombie pigmen models and texture layouts have been changed (no visual change, but breaks texture packs). | ||||||
| 12w37a | ๐ Image ๐ Image ๐ Image On Halloween, zombies and baby zombies can now spawn wearing pumpkins or jack o'lanterns. | ||||||
| 12w38a | Zombies have been given new sounds. | ||||||
| 1.5 | 13w03a | Zombies are now able to set the player on fire, if they are on fire and they attack the player. | |||||
| Zombies can now call other zombies from the nearby area (radius dependent on difficulty) to attack the player, making packs of zombies approach shortly after damaging the zombie. | |||||||
| Zombies now cause more damage when their health is lower. The additional damage ranges from 0HP๐ ๐ค (at 100% health) to on Easy 3HP๐ โค๏ธ ๐ ๐ , on Normal 4HP๐ โค๏ธ ๐ โค๏ธ , on Hard 6HP๐ โค๏ธ ๐ โค๏ธ ๐ โค๏ธ (at 0% health) with a linear distribution and values rounded down. | |||||||
| 1.6.1 | 13w17a | When damaged, zombies now have a low chance to spawn more zombies. | |||||
| Zombies can now occasionally spawn as a "leader", providing an increased chance to spawn reinforcements when damaged and an increased max health. However, due to a bug[15], they still spawn with only 20HP๐ โค๏ธ ร 10 health remaining. | |||||||
| 13w21a | Zombie damage increasing with decreasing health has been removed. | ||||||
| 13w23b | Zombie AI and mechanics have been changed โ this has now made them much more horde-like. | ||||||
| Zombies are now able to detect the player up to 40 blocks. | |||||||
| 1.6.2 | pre | Baby zombies now spawn among regular zombies, with the same percentage of spawning as zombie villagers. | |||||
| 1.7.2 | 13w36a | Baby zombies now drop loot and experience. | |||||
| 13w42a | Zombies now have up to 10% chance to succeed at breaking wooden doors on Hard mode. | ||||||
| 1.7.4 | 13w49a | ๐ Image Added chicken jockeys โ a rare version of the baby zombie. | |||||
| 1.8 | 14w11a | Zombies now run away from creepers that are about to explode. | |||||
| 14w30a | Zombies now drop their head when killed by a charged creeper. | ||||||
| 1.8.1 | pre1 | Zombies no longer run away from creepers that are about to explode due to performance issues. | |||||
| 1.9 | 15w31a | Zombies now have a chance of holding items in their left hand. | |||||
| 15w32a | The detection range of zombies is now halved when the player is wearing a zombie head. | ||||||
| 15w33c | The detection range for players wearing the zombie head has been adjusted, now 37.5% of the normal range. | ||||||
| 15w34a | Zombies now have an attack animation similar to the one they had in Survival Test, even without weapons. | ||||||
| 15w36a | The detection range for players wearing the zombie mob head has been changed to 50% of the normal range again. | ||||||
| 1.10 | pre1 | The chance of a zombie setting its target on fire when burning, and the duration of the effect, now depend on raw regional difficulty. | |||||
| 1.13 | 18w07a | Zombies now intentionally stomp on turtle eggs and attack baby turtles. | |||||
| 18w10d | Baby zombies now burn in the sun. | ||||||
| 18w11a | Zombies now sink underwater. Previously, they floated to the surface of the water. | ||||||
| ๐ Image Zombies now convert into a drowned instead of dying from drowning. | |||||||
| 18w21b | ๐ Image Husks now convert into zombies when drowning. | ||||||
| 1.14 | 18w43a | ๐ Image ๐ Image The textures of zombies and baby zombies have been changed. | |||||
| 19w05a | Zombies attack the new wandering trader. | ||||||
| 1.15 | 19w37a | Mobs that spawn wearing carved pumpkins or jack o'lanterns on Halloween no longer drop them. | |||||
| 19w41a | ๐ Image Zombies now have completely black heads. | ||||||
| 19w42a | ๐ Image Zombie heads now once again appear correctly.[16] | ||||||
| 19w46a | Baby zombies can now be spawned by using a zombie spawn egg on an existing zombie.[17] | ||||||
| 1.17 | 21w13a | Zombies drop baked potatoes instead of normal potatoes if on fire when killed or killed by a fire source.[18] | |||||
| 1.17.1 | pre1 | Zombies no longer pick up glow ink sacs, to prevent them from persisting after picking up loot from a dead glow squid. | |||||
| 1.18 | Experimental Snapshot 1 | Zombies now spawn only at light level 0. | |||||
| 21w39a | Zombies no longer spawn in dripstone caves. | ||||||
| 21w40a | Zombies now spawn in dripstone caves again. | ||||||
| 1.20.2 | 23w33a | Zombies are no longer able to attack through doors and block corners.[19] | |||||
| Baby zombies are no longer able to reach players riding horses. | |||||||
| 1.20.3 | 23w40a | Zombies are now part of the #can_breathe_under_water, #undead and #zombies tags. | |||||
| 1.20.3 Experiment | 23w45a | Zombies now spawn in trial chambers behind the "Update 1.21" experimental data pack. | |||||
| 1.20.5 Experiment | 24w04a | No longer retaliates against attacks from the breeze. | |||||
| 1.21.2 | 24w33a | Zombie villagers, husks, drowned and zombified piglins no longer spawn regular zombies as reinforcements.[8] | |||||
| Now naturally spawn with armor in the order of (most likely to least likely): helmet, chestplate, leggings, boots.[20] | |||||||
| 1.21.7 | Release Candidate 1 | Baby zombies that are part of a chicken jockey drop the new "Lava Chicken" music disc upon being killed by a player or tamed wolf. | |||||
| 1.21.11 | 25w41a | Zombies can now use spears. | |||||
| Zombies can now spawn wielding an iron spear. | |||||||
| Zombies can now spawn riding zombie horses in plains and savannas, as zombie horsemen. | |||||||
| Zombies riding zombie horses sometimes drop red mushrooms when killed. | |||||||
| 25w42a | Zombies no longer spawn holding different weapons than spears while riding zombie horses. | ||||||
| 26.1 | snap1 | Leader zombies now spawn with their maximum health instead of 20 health.[21] | |||||
| snap7 | ๐ Image The model and texture of baby zombies have been changed. | ||||||
| snap8 | Adjusted the hitboxes of the baby versions of zombies to fit in 1 block high or 0.5 block wide spaces. | ||||||
| snap10 | ๐ Image The model and texture of baby zombies have been changed to have their heads not be exactly like the adults. | ||||||
| 26.2 | snap5 | The heights of baby zombies have been changed from 0.99 blocks to 0.98 blocks, to match Bedrock Edition. | |||||
| Pocket Edition Alpha | |||||||
|---|---|---|---|---|---|---|---|
| v0.2.0 | ๐ Image Added zombies. | ||||||
| v0.4.0 | Zombies can now drop 0-1 feathers. | ||||||
| v0.5.0 | Zombies now have new animations. | ||||||
| v0.7.3 | Zombies are now set on fire when exposed to sunlight. Previously, they emit smoke particles and take damage, but are not visually on fire. | ||||||
| v0.8.0 | build 1 | Zombies now spawn more frequently. | |||||
| Zombies now have rare drops of carrots and potatoes. | |||||||
| v0.9.0 | build 2 | Zombie AI and mechanics have been changed โ this now makes them much smarter. | |||||
| Zombies are now neutral toward Creative mode players. | |||||||
| Zombies now attack villagers | |||||||
| v0.9.2 | The health of zombies has been reduced from 26HP๐ โค๏ธ ร 13 to 20HP๐ โค๏ธ ร 10 | ||||||
| v0.9.4 | Zombies now have 2 (๐ ๐ก ) armor points, preventing 8% of damage. | ||||||
| v0.11.0 | build 1 | ๐ Image ๐ Image Added baby zombies and chicken jockeys. | |||||
| Zombies now drop rotten flesh. | |||||||
| v0.12.1 | build 1 | ๐ Image ๐ Image ๐ Image ๐ Image ๐ Image Zombies can now spawn wearing armor. | |||||
| Zombies can now break down doors. | |||||||
| Zombies are now able to detect the player from up to 40 blocks. | |||||||
| v0.14.0 | build 1 |
๐ Image Baby zombies and baby zombie villagers have a 15% chance of becoming a jockey. Before becoming a jockey, upon nearing the player, they check for one of the following to mount prior attacking: adult chickens, adult ocelots, adult wolves, adult zombies, adult zombie villager, adult zombie pigmen, cows, pigs, sheep, cave spiders or spiders. | |||||
| v0.16.0 | ? | Adult zombie pigman are no longer ridden by baby zombie variants. | |||||
| Bedrock Edition | |||||||
| 1.4.0 | beta 1.2.20.1 | Baby zombies now burn in daylight. | |||||
| 1.5.0 | beta 1.5.0.1 | Zombies now sink underwater. | |||||
| ๐ Image Zombies now convert into a drowned instead of dying from drowning. | |||||||
| ๐ Image Husks now convert into zombies when drowning. | |||||||
| beta 1.5.0.4 | Zombies now attack baby turtles and stomp on turtle eggs. | ||||||
| 1.8.0 | beta 1.8.0.8 | ๐ Image ๐ Image Baby zombies can now mount adult stray cats and pandas. | |||||
| 1.10.0 | beta 1.10.0.3 | ๐ Image ๐ Image The textures of zombies and baby zombies have been changed. | |||||
| Zombies now attack wandering traders. | |||||||
| 1.13.0 | beta 1.13.0.9 | Adult zombie pigmen can now be ridden again by baby zombie variants. | |||||
| 1.16.0 | beta 1.16.0.51 | Zombies now have the ability to pick up items. | |||||
| 1.17.30 | beta 1.17.30.20 | Zombies no longer pick up glow ink sacs, to prevent them from persisting after picking up loot from a dead glow squid. | |||||
| 1.19.20 | Preview 1.19.20.20 | 10% of zombies that spawn can now break doors, instead of all of them.[22] | |||||
| 1.20.60 Experiment | Preview 1.20.60.20 | Zombies now spawn in trial chambers behind the "Update 1.21" experimental toggle. | |||||
| 1.20.70 Experiment | Preview 1.20.70.21 | Zombies no longer retaliate against attacks from breezes. | |||||
| 1.21.93 | Release | Baby zombies that are part of a chicken jockey drop the new "Lava Chicken" music disc upon being killed by a player. | |||||
| 1.21.120 | Preview 1.21.120.20 | The "Lava Chicken" music disc is now dropped when a baby zombie that is part of a chicken jockey is killed by a tamed wolf. | |||||
| 1.21.130 | Preview 1.21.130.20 | Zombies can now spawn wielding an iron spear. | |||||
| Due to a bug, zombies only perform jab attacks when holding a spear. | |||||||
| ๐ Image Zombies can now spawn riding zombie horses in plains and savannas, as zombie horsemen. | |||||||
| Zombies riding zombie horses sometimes drop red mushrooms when killed. | |||||||
| Due to an unreported bug, adult zombies spawned from zombie horsemen can mount mobs that baby zombies can mount, except chickens and other adult zombies. | |||||||
| Preview 1.21.130.22 | Zombies can now perform charge attacks when holding a spear. | ||||||
| Preview 1.21.130.26 | Adult zombies spawned from zombie horsemen can no longer find mounts. | ||||||
| 26.10 | Preview 26.10.23 | ๐ Image The model and texture of baby zombies have been changed. | |||||
| Preview 26.10.24 | Baby zombies no longer raise their arms when holding items.[23] | ||||||
| Preview 26.10.25 | ๐ Image The model and texture of baby zombies have been changed to have their heads not be exactly like the adults. | ||||||
| 26.20 | Preview 26.20.22 | The hitboxes of baby zombies have been changed, to closely match Java Edition.[24] | |||||
| Legacy Console Edition | |||||||
|---|---|---|---|---|---|---|---|
| Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
| TU1 | CU1 | 1.00 | 1.00 | 1.00 | Patch 1 | 1.0.1 | ๐ Image Added zombies. |
| TU5 | Zombies now drop rotten flesh instead of feathers. | ||||||
| TU12 | The zombies' AI has been improved, which gives them a much better sense of direction when pursuing the player, allowing them to navigate obstacles, and even small mazes if constructed, to get to the player. | ||||||
| Zombies have been given the ability to 'see' through windows. | |||||||
| If a zombie is exposed to sunlight and bursts into flames, it now search for a body of water to douse the flames. | |||||||
| Zombies now chase and attack villagers and now attack doors (breaking them on Hard difficulty). | |||||||
| Zombies now attack villagers in preference to the player, and always chose the shortest way to the target, even if there is a door in the way. | |||||||
| Zombies now sometimes drop iron ingots, helmets, shovels and swords as rare drops. | |||||||
| TU15 | 1.05 | Zombies' rare loot drops have been changed to be carrots, potatoes or iron ingots. | |||||
| TU19 | CU7 | 1.12 | 1.12 | 1.12 | Zombies can now pick up items. | ||
| ๐ Image ๐ Image ๐ Image ๐ Image ๐ Image Zombie armor has been added and zombies can now wear any type of armor. | |||||||
| ๐ Image ๐ Image Zombies can now hold an iron sword or iron shovel. | |||||||
| ๐ Image Added baby zombies. | |||||||
| When damaged, zombies now have a low chance to spawn more zombies.[verify] | |||||||
| ๐ Image ๐ Image ๐ Image On Halloween, zombies and baby zombies can now spawn wearing pumpkins or jack o'lanterns.[is this the correct version?] | |||||||
| TU31 | CU19 | 1.22 | 1.22 | 1.22 | Patch 3 | Baby zombies now drop experience. | |
| ๐ Image Added chicken jockeys โ a rare version of the baby zombie. | |||||||
| Zombies now drop their skull when killed by a charged creeper. | |||||||
| TU46 | CU36 | 1.38 | 1.38 | 1.38 | Patch 15 | Zombies now have a chance of holding items in their left hand. | |
| TU60 | CU51 | 1.64 | 1.64 | 1.64 | Patch 30 | 1.0.11 | Baby zombies now have a 15% chance of becoming a jockey. Before becoming a jockey, upon nearing the player, they check for one of the following to mount prior attacking: adult chickens, adult ocelots, adult wolves, adult zombies, cows, pigs, sheep, spiders or cave spiders. |
| TU69 | 1.76 | 1.76 | 1.76 | Patch 38 | Baby zombies now burn in sunlight. | ||
| Zombies now sink in water. | |||||||
| ๐ Image Zombies now convert into a drowned instead of dying from drowning. | |||||||
| ๐ Image Husks now convert into zombies when drowning. | |||||||
| 1.83 | Baby zombies can now ride adult stray cats and pandas. | ||||||
| 1.91 | Zombies are now hostile toward wandering traders. | ||||||
| New Nintendo 3DS Edition | |||||||
|---|---|---|---|---|---|---|---|
| 0.1.0 | ๐ Image ๐ Image Added zombies and baby zombies. | ||||||
| Java Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.11 | 16w32a | Entity ID Zombie is now zombie, zombie_villager and husk for those respective mobs.
| |||||
Removed the ZombieType, IsVillager tag, added the Profession tag to zombie_villager only, and made ConversionTime apply to zombie_villager only. | |||||||
| 1.13 | 17w47a | Numeric IDs for entities were presumably deprecated in this version.โ[more information needed] | |||||
Issues relating to "Zombie" are maintained on the bug tracker. Issues should be reported and viewed there.
follow_range attribute: its base value is 35, ยฑ5% random spawn bonus, then plus a zombie specific bonus of up to 150% depending on local difficulty. The zombie_random_spawn_bonus modifier is not applied at all if its value is 100% or lower.