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VOOZH | about |
PvP, an abbreviation of player versus player, refers to multiplayer combat in Minecraft where players fight other players.
This guide covers Bedrock Edition PvP in the most modern versions of vanilla Minecraft. For other version-dependent PvP environments, see PvP.
Note: This section covers a broad but not exhaustive range of Bedrock Edition PvP techniques, each described individually and in isolation. It does not address how techniques chain together, the timing or mechanics behind them, or when to prioritize one over another — consult dedicated guides and community resources for that broader context.
Bow play in these contexts is less a separate mode of combat and more an additional weapon layer that can generate a significant advantage when used well. Rather than discarding melee entirely, skilled players treat the bow and sword as tools they switch between fluidly — the bow to chip health, disrupt momentum, and create openings, and the sword to capitalise on those openings when the opponent is weakened, mispositioned, or has committed to a repositioning movement that makes closing viable. The priority between the two shifts constantly based on range, health states, and what the opponent is doing at any given moment. These techniques are most applicable in modes where sustained bow exchanges are realistic — notably The Hive's Survival Games and Bedwars, and CubeCraft's various modes. Intense bow play is generally not recommended in The Hive Skywars due to redstone ores on those maps, unless you are deliberately attempting a blow to eliminate an opponent.
While Java Edition bridging methods are technically executable on Bedrock Edition, using them in an actual match puts the player at a direct disadvantage, as the Bedrock-exclusive methods are inherently faster and more efficient for the platform's block placement mechanics and movement physics, leaving no practical reason to default to Java approaches when the native techniques are available.
A kit in PvP is a pre-determined loadout of items. Kits function as PvP gamemodes, and require different skillsets from one another.
Spam-click combat encompasses the mainstream PvP styles favored by the Bedrock Edition competitive community, where rapid clicking without an attack cooldown is the primary offensive mechanic. The Hive serves as the primary competitive hub for spam-click combat on Bedrock Edition, hosting the most active and organized player base for these modes. Players on The Hive most commonly engage in PvP through its BedWars and SkyWars gamemodes, and make use of the server's custom server feature to duel privately across a range of formats. This section covers only the most popular modes; many other niche variants exist but are not widely practiced.
Knockback behavior can vary across servers and gamemodes. Depending on the degree of variation, knockback differences can range from subtly influencing certain strategies to the point of being game-decisive, or having no practical impact at all. Regardless, the foundational melee methods remain applicable across all variants.
Crossplay PvP refers to PvP styles originating from Java Edition that are practiced on Geyser servers, primarily by Bedrock players connecting via the Geyser proxy to a Java Edition server. These kits follow Java Edition combat conventions and may not fully reflect standard Bedrock Edition mechanics.
A combatant's equipment is an important factor in PvP, as it determines survivability, damage output, and versatility. Having good gear does not guarantee success, as skill is far more impactful in the modern combat system. Becoming familiar with the usecases, strengths, and weaknesses of different equipment is an important aspect of PvP.
Shooting the opponent with a projectile can help in starting combos.
Swords are the best general-use weapons due to their ease of obtainment and use and their high, consistent damage.
| Material | 👁 ItemSprite wooden-sword.png: Sprite image for wooden-sword in Minecraft Wooden |
👁 ItemSprite golden-sword.png: Sprite image for golden-sword in Minecraft Gold |
👁 ItemSprite stone-sword.png: Sprite image for stone-sword in Minecraft Stone |
👁 ItemSprite copper-sword.png: Sprite image for copper-sword in Minecraft Copper |
👁 ItemSprite iron-sword.png: Sprite image for iron-sword in Minecraft Iron |
👁 ItemSprite diamond-sword.png: Sprite image for diamond-sword in Minecraft Diamond |
👁 ItemSprite netherite-sword.png: Sprite image for netherite-sword in Minecraft Netherite |
|---|---|---|---|---|---|---|---|
| Attack Damage | 5HP👁 ❤️ 👁 ❤️ 👁 💔 |
5HP👁 ❤️ 👁 ❤️ 👁 💔 |
6HP👁 ❤️ 👁 ❤️ 👁 ❤️ |
6HP👁 ❤️ 👁 ❤️ 👁 ❤️ |
7HP👁 ❤️ 👁 ❤️ 👁 ❤️ 👁 💔 |
8HP👁 ❤️ 👁 ❤️ 👁 ❤️ 👁 ❤️ |
9HP👁 ❤️ 👁 ❤️ 👁 ❤️ 👁 ❤️ 👁 💔 |
| Durability | 60 | 33 | 132 | 191 | 251 | 1562 | 2032 |
| Lifetime damage inflicted[note 2] | 300HP👁 ❤️ × 150 |
165HP👁 ❤️ × 82.5 |
792HP👁 ❤️ × 396 |
1146HP👁 ❤️ × 573 |
1757HP👁 ❤️ × 878.5 |
12496HP👁 ❤️ × 6248 |
18288HP👁 ❤️ × 9144 |
Axes are essential for their ability to stun shields.
Maces have the ability to deal devastating smash attacks after falling, and are the best weapon in PvP with diamond armor or better due to the Breach enchantment.
| Attack | 👁 ItemSprite mace.png: Sprite image for mace in Minecraft Normal |
👁 ItemSprite mace.png: Sprite image for mace in Minecraft Critical |
👁 ItemSprite mace.png: Sprite image for mace in Minecraft Smash |
|---|---|---|---|
| Attack damage | 6HP👁 ❤️ 👁 ❤️ 👁 ❤️ |
9HP👁 ❤️ 👁 ❤️ 👁 ❤️ 👁 ❤️ 👁 💔 |
18HP👁 ❤️ × 9 to ∞ |
| Durability | 501 | ||
| Lifetime damage inflicted[note 3] | 3006HP👁 ❤️ × 1503 |
4509HP👁 ❤️ × 2254.5 |
9018HP👁 ❤️ × 4509 to ∞ |
Tridents can be thrown as a projectile or used to escape threats using the Riptide enchantment. Due to the Impaling enchantment drastically increasing the damage dealt when the opponent is touching water or rain, the trident can be very powerful when used with a water bucket or in underwater fights. Loyalty can be used to retrieve the trident.
| Attack | 👁 ItemSprite trident.png: Sprite image for trident in Minecraft Melee |
👁 ItemSprite trident.png: Sprite image for trident in Minecraft Melee (critical) |
👁 ItemSprite trident.png: Sprite image for trident in Minecraft Range |
|---|---|---|---|
| Attack damage | 9HP👁 ❤️ 👁 ❤️ 👁 ❤️ 👁 ❤️ 👁 💔 |
13.5HP👁 ❤️ × 6.75 |
8HP👁 ❤️ 👁 ❤️ 👁 ❤️ 👁 ❤️ |
| Lifetime damage inflicted[note 4] | 2259HP👁 ❤️ × 1129.5 |
3388HP👁 ❤️ × 1694 |
2008HP👁 ❤️ × 1004 |
| Durability | 251 | ||
| Level | Increase | Melee | Ranged |
|---|---|---|---|
| I | adds 2.5HP👁 ❤️ × 1.25 |
11.5HP👁 ❤️ × 5.75 |
10.5HP👁 ❤️ × 5.25 |
| II | adds 5HP👁 ❤️ 👁 ❤️ 👁 💔 |
14HP👁 ❤️ × 7 |
13HP👁 ❤️ × 6.5 |
| III | adds 7.5HP👁 ❤️ × 3.75 |
16.5HP👁 ❤️ × 8.25 |
15.5HP👁 ❤️ × 7.75 |
| IV | adds 10HP👁 ❤️ 👁 ❤️ 👁 ❤️ 👁 ❤️ 👁 ❤️ |
19HP👁 ❤️ × 9.5 |
18HP👁 ❤️ × 9 |
| V | adds 12.5HP👁 ❤️ × 6.25 |
21.5HP👁 ❤️ × 10.75 |
20.5HP👁 ❤️ × 10.25 |
Bows are the best ranged weapon for dealing damage and can also be used to quickly spam uncharged arrows to deal chip damage or to keep enemies away. They are also the only ranged weapon with access to the Flame enchantment, and are thus essential in Cart PvP for activating TNT minecarts. The Punch enchantment greatly helps with bow spamming, as it increases knockback, making it harder for the enemy to reach the player. When all three ranged weapons have maxed out enchantments, bows have the lowest shots per second and the highest damage per hit.
| Charging time | Attack damage |
|---|---|
| 👁 ItemSprite bow.png: Sprite image for bow in Minecraft 0.1 s (no charge) |
1HP👁 💔 |
| 👁 ItemSprite bow.png: Sprite image for bow in Minecraft 0.2–0.9 s (medium charge) |
5HP👁 ❤️ 👁 ❤️ 👁 💔 |
| 👁 ItemSprite bow.png: Sprite image for bow in Minecraft 1 s (full charge) |
6HP👁 ❤️ 👁 ❤️ 👁 ❤️ |
| 👁 ItemSprite bow.png: Sprite image for bow in Minecraft Above 1 s (critical charge) |
6HP👁 ❤️ 👁 ❤️ 👁 ❤️ to 11HP👁 ❤️ × 5.5 |
Crossbows are the best ranged weapon for spreading tipped arrow effects, and for the utility of having an instantaneous long-ranged shot that can be used at any time, so long as they have been charged in advance. They shouldn't be used with firework rockets due to the fact that firework rockets don't explode on contact with entities or blocks.[2] When all three ranged weapons have maxed out enchantments, crossbows have the highest shots per second and deal 7HP👁 ❤️
👁 ❤️
👁 ❤️
👁 💔
to 11HP👁 ❤️
× 5.5 damage, the second-highest damage per hit.
Armor is essential to have for PvP, as failure to equip any armor will result in near-instant death. Different armor material types have differing amounts of armor points, armor toughness, and durability. The armor material types with zero armor toughness are extremely frail, and thus require high levels of Protection to be useful.
| Material | Full set | Helmet / Cap | Chestplate / Tunic | Leggings / Pants | Boots |
|---|---|---|---|---|---|
| Turtle Shell | 2 (👁 🛡 ) |
2 (👁 🛡 ) |
N/A | N/A | N/A |
| Leather | 7 (👁 🛡 👁 🛡 👁 🛡 👁 🛡 ) |
1 (👁 🛡 ) |
3 (👁 🛡 👁 🛡 ) |
2 (👁 🛡 ) |
1 (👁 🛡 ) |
| Copper | 10 (👁 🛡 👁 🛡 👁 🛡 👁 🛡 👁 🛡 ) |
2 (👁 🛡 ) |
4 (👁 🛡 👁 🛡 ) |
3 (👁 🛡 👁 🛡 ) |
1 (👁 🛡 ) |
| Golden | 11 (👁 🛡 × 5.5) |
2 (👁 🛡 ) |
5 (👁 🛡 👁 🛡 👁 🛡 ) |
3 (👁 🛡 👁 🛡 ) |
1 (👁 🛡 ) |
| Chainmail | 12 (👁 🛡 × 6) |
2 (👁 🛡 ) |
5 (👁 🛡 👁 🛡 👁 🛡 ) |
4 (👁 🛡 👁 🛡 ) |
1 (👁 🛡 ) |
| Iron | 15 (👁 🛡 × 7.5) |
2 (👁 🛡 ) |
6 (👁 🛡 👁 🛡 👁 🛡 ) |
5 (👁 🛡 👁 🛡 👁 🛡 ) |
2 (👁 🛡 ) |
| Diamond | 20 (👁 🛡 × 10) |
3 (👁 🛡 👁 🛡 ) |
8 (👁 🛡 👁 🛡 👁 🛡 👁 🛡 ) |
6 (👁 🛡 👁 🛡 👁 🛡 ) |
3 (👁 🛡 👁 🛡 ) |
| Netherite | 20 (👁 🛡 × 10) |
3 (👁 🛡 👁 🛡 ) |
8 (👁 🛡 👁 🛡 👁 🛡 👁 🛡 ) |
6 (👁 🛡 👁 🛡 👁 🛡 ) |
3 (👁 🛡 👁 🛡 ) |
Every armor piece that isn't diamond or netherite gives no armor toughness.
| Material | Full set | Single armor piece |
|---|---|---|
| Netherite | 12 (👁 🛡 × 6) |
3 (👁 🛡 👁 🛡 ) |
| Diamond | 8 (👁 🛡 👁 🛡 👁 🛡 👁 🛡 ) |
2 (👁 🛡 ) |
| Other | 0 (👁 🛡 ) |
0 (👁 🛡 ) |
| Material | Helmet | Chestplate | Leggings | Boots |
|---|---|---|---|---|
| Turtle Shell | 275 | N/A | N/A | N/A |
| Leather | 55 | 80 | 75 | 65 |
| Copper | 121 | 176 | 165 | 143 |
| Golden | 77 | 112 | 105 | 91 |
| Chainmail | 165 | 240 | 225 | 195 |
| Iron | 165 | 240 | 225 | 195 |
| Diamond | 363 | 528 | 495 | 429 |
| Netherite | 407 | 592 | 555 | 481 |
Shields are an essential defensive tool, as they block all melee, ranged, and explosive damage when active, and block in a 180° arc infront of the user. When using a shield, there is a quarter-second delay before the shield becomes active. Shields that are in the active state will become stunned for 5 seconds if hit by an axe, regardless of the axe's attack cooldown percentage. The durability loss a shield endures is dependent on the strength of the blocked attack, with attacks dealing 3HP👁 ❤️
👁 💔
or more taking durability damage equal to the strength of the attack rounded up. They have 336 durability.
A combatant should make sure they have a full hunger bar during a fight, and entering a fight with full saturation is advised. Reaching 20 (👁 🍗
× 10) hunger after eating food causes health to slowly regenerate at the cost of saturation. Health also passively regenerates slowly when hunger is at 16 (👁 🍗
× 8) or above, and stops when below that amount. Additionally, if hunger dips below 6 (👁 🍗
👁 🍗
👁 🍗
), sprinting becomes disabled.
The best food types are those that have provide high saturation when consumed. Golden apples directly provide Regeneration and Absorption, making them the best food if one has the apples and gold to craft them. If golden apples are too expensive, then golden carrots are the next-best food, with steak and cooked porkchops being tied for third-best. While enchanted golden apples are stronger than golden apples, they are much too rare to be used in the same way as golden apples, instead they should be used for emergency healing. One can eat multiple golden apples to stack absorption, up to a maximum of 8 extra hearts.[3] Suspicious stews can be used tactically in the early game for various purposes, such as quickly maxing out saturation with blue orchid and dandelion stews, and oxeye daisy stews can be used to heal slightly faster when one has a moment where they aren't being attacked by the enemy, allium stews can be used to survive short encounters with lava, and poppy stews can be used to see in the dark.
Potions apply a variety of useful effects. These effects can strengthen allies and harm enemies when thrown as splash potions. In addition, lingering potions allow for a larger potion radius, but do not deal their effects on impact, and are expensive to brew. Drinking a regular potion takes time and leaves the user open, while splash potions can be used in quick succession. In the middle of a fight, it is most practical to splash them at the user's feet, especially when using splash potions of healing. Lingering potions are useful for either making an area inaccessible for a while or allowing everyone in a team to heal together. Using negative splash potions and lingering potions as throwable projectiles is not advised, as the throwing distance is short and each projectile takes up an entire inventory slot; tipped arrows are optimal for this instead. The best potion effects include Speed, Strength, and Fire Resistance. Turtle Master potions can be used to become effectively immortal for a short period of time.
Blocks are useful for obstructing attackers, making escapes, and chasing your opponent. They are especially useful in tight spaces like tunnels for blocking off a pursuer. They can also be used to pillar up to safety in a fight, at the cost of becoming vulnerable to being knocked off by projectiles. If your opponent is running away, then you can use blocks to make headhitters to catch up to them or bridge to where they're going to go. Some blocks have unique properties, such as high blast resistance, flammability, or being openable. Openable blocks such as chests or barrels can be used to counter cobweb or lava users by having them open the block when they try to place cobwebs or lava.
Ender pearls can be used to escape opponents, allowing the user to heal, or to pursue a fleeing opponent. Ender pearls inflict damage to the user when landing, damage that can be reduced by Protection and Feather Falling. Ender pearls can be used to scale walls, done by placing a block below one's self upon landing into the wall. A ender pearl stasis chamber can be used to teleport out of a dangerous situation if activated remotely. Also, the ender pearl can be used in combination with a wind charge (the pearl is thrown first, at a 90° angle to the ground, then the wind charge is thrown) to teleport to high altitudes quickly. This is commonly used in Mace PVP, since high altitudes are not needed in other formats.
Water buckets can be used to obstruct opponents, buying more time to escape by slowing them down. It can also be used to avoid taking fall damage, destroy cobwebs, put out fires, and travel up walls.
Lava buckets can be used to damage and slow opponents, as well as to create small barricades. The Protection enchantment greatly reduces the effectiveness of lava as a damage option, making lava buckets more practical for low-power fights.
Redstone can be used to create traps and TNT cannons. Building a trap in a strategic location and luring the opponent into it can be an easy way to win a fight. However, constructing traps or TNT cannons using redstone in the middle of a fight is highly impractical, and thus traps and cannons that are easier to build and do not use redstone are preferred.
End crystals can be placed on obsidian or bedrock, and when punched cause an instant powerful explosion. They can also be placed and exploded rapidly, but in order to do full damage and knockback on an opponent, the user must first knock the opponent up near the end crystal. As long as the user is at least 1 block below the exploding end crystals, the user takes little damage from the explosions.
Respawn anchors when given a piece of glowstone can be right clicked on for an instant powerful explosion. Unlike end crystals, respawn anchors do not require a block for them to be placed, allowing them to be placed right at an opponent's feet without having to hit them up. However, respawn anchors cannot be activated in rapid succession and cannot be used in the Nether, unlike end crystals. Respawn anchors also pose a higher threat to the player using them than end crystals do, and thus it is recommended to place a block between the user and the respawn anchor before activating it.
Beds are the Nether counterpart to respawn anchors, and have the benefit of not requiring a fuel source to activate.
TNT can be used to build traps or deter opponents from approaching or chasing. TNT can also be used in specific formations to launch other TNT towards opponents. TNT minecarts can be used offensively in a similar way to respawn anchors, and are activated instantly with a bow enchanted with Flame.
Flint and steel can be used to alter the battlefield by setting surfaces on fire. Due to the Protection enchantment, fire damage is largely negligible and is instead useful for the movement disruption inflicted by it. The screen effect incurred from being on fire also obstructs a player's field of view, however this can be circumvented by use of a low-fire resource pack. Fire charges are identical to flint and steel when used as an item, but can also be fired by dispensers. Flint and steel has only 64 durability, and is therefore used up in the same time as a stack of fire charges. However, flint and steel when enchanted with Unbreaking becomes the superior option.
Cobwebs slow any player caught in them to a crawl, trapping them and make them easy targets. Ender pearls are the best way to escape from cobwebs, and water buckets can also be used to destroy them. They can also be destroyed with a sword, however being inside a cobweb while not being grounded causes mining speed to decrease dramatically, making this a poor escape option. Cobwebs can also be placed on oneself to act as a barricade against attacks, so long as no part of the player is exposed.
When held in the offhand, totems protect the player from a lethal hit (except from the void), and grant them temporary Regeneration, Fire Resistance, and Absorption. Totems can be quickly re-equipped by hovering over one in the inventory and pressing the Quick Move button if on PC or controller, ignore this sentence if you are on mobile. The severity of the screen obstruction that occurs when a totem activates can be reduced with a resource pack.
Mining tools allow for modifying the terrain, tunneling away, and destroying defenses. They are most useful when enchanted with Efficiency, as this increases their mining speed. Shears also disarm tripwire traps without triggering them.
The elytra can be used to travel long distances at high speed, surprise attack enemies, make quick escapes, and become difficult to hit. It can be propelled in many ways, such as, but not limited to, via firework rockets, a lunge spear, wind charges, pillaring up, or by gliding in a sine wave. Wearing elytra dramatically reduces damage reduction due to taking up the chestplate slot. Having Unbreaking III and Mending on the elytra, as well as a supply of experience bottles, is recommended for sustained use. Elytra can be used in tandem with a mace to deal smash attacks with better precision, safety, and frequency, however one must unequip the elytra or press jump before the smash attack is dealt for the smash attack to activate. It also synergizes very well with the spear, as high speeds can be obtained with ease using the elytra.
Fireworks can be used to boost with an elytra. Fireworks made with firework stars can be fired as explosive projectiles using a crossbow, but due to the fact that they don't explode on contact with anything[4], they make for poor weapons.
Horses can be used to travel around the map quicker, as well as to reach high places using their high jumping. While getting hit on a horse prevents knockback to the rider, horses are not recommended for direct combat. This is because horses have a random chance to be stunned when taking damage, making themselves and their rider vulnerable. They are also quickly killed by attacking players, and are outclassed by elytra for travel. When using a horse, having a supply of hay bales to heal it is recommended. However, with the addition of the spear, know that horses in PvP are no longer obsolete during the early and middle game before the Elytra is obtained, it drastically increases damage dealt from a charge attack.
Tamed wolves will aid the player in combat by targeting the last entity that was hit, or the last entity that hit their owner. Meat food types can be used to heal wolves and cause them to breed, making more wolves. Equipping a wolf with wolf armor is highly recommended, as failure to equip wolves with armor causes them to die quickly to attacking players. When using wolves, having a supply of armadillo scutes to repair their armor is recommended. Due to the way wolves jump when attacking targets, they often miss their attacks. This in combination with their low movement speed, damage output, and health pools causes wolves to be poor allies in combat, requiring a large army with status effects for wolves to be useful.
Wind charges are throwable projectiles that deal strong knockback, do note that said knockback is reduced by netherite armor. Jumping right before the wind charge explodes significantly increases the height gained. This height gain can be used to quickly scale mountains and walls, facilitate smash attacks, to tower more quickly, and to provide a brief period of time where the player is outside the attack range of the opponent. The effects of the wind charge can be amplified using an elytra, such as increasing the height gain and converting the height into speed. Wind charges can also be used as an alternative to fireworks for the elytra by timing and aiming the wind charges so that they explode behind and near the player. They can be used to knock enemies backwards, if you use hit and run tactics.
| Enchantment | Description | Applied to | Specifics and Uses |
|---|---|---|---|
| Sharpness, Power, and Breach | Increase the damage output of their respective weapon types. | Sword and Axe (Sharpness), Bow (Power), Mace (Breach) | Sharpness adds 1HP👁 💔 extra damage for the first three levels, 2HP👁 ❤️ extra damage for the fourth level, and 1HP👁 💔 extra damage for the fifth level, using the formula 1.25 * level, where the value is always rounded down. This results in Sharpness V giving the player 6HP👁 ❤️👁 ❤️ 👁 ❤️ extra damage. Power increases damage dealt by 50% for the first level, and by 25% for each subsequent level. This results in Power V giving a total damage increase of 150%. Breach decreases the effectiveness of a target's armor by 15% per level. This results in Breach IV giving a total armor effectiveness decrease of -60%. These are generally no-brainers to apply to your equipment. |
| Density | Increases the damage of a mace smash attack. | Mace | Each level of Density increases the damage of a mace smash attack by 0.5HP👁 ❤️ × 0.25 per block fallen. This results in Density V increasing the damage from a smash attack by 2.5HP👁 ❤️ × 1.25 per block fallen. Density is a must-have in kits revolving around repeatedly chaining mace smash attacks. However, for kits that do not offer wind charges or an elytra, Density is completely outclassed by Breach. |
| Fire Aspect and Flame | Set the target on fire. | Sword and Mace (Fire Aspect), Bow (Flame) | Fire Aspect sets the target on fire for 4 seconds per level. This results in Fire Aspect II inflicting 8 seconds of burning, dealing 1HP👁 💔 each second for a total of 8HP👁 ❤️ 👁 ❤️ 👁 ❤️ 👁 ❤️ over time. Flame inflicts 5 seconds of burning, dealing 1HP👁 💔 Burning damage does not take effect when the target is already taking damage from other sources, such as melee/ranged attacks or explosions. |
| Knockback and Punch | Increases inflicted horizontal knockback. | Sword (Knockback), Bow (Punch) | Knockback increases the amount of horizontal knockback inflicted on the target by 2.586 blocks per level. This results in Knockback II dealing 6.724 blocks of knockback without doing a sprint-knockback attack.[more information needed]
Punch increases the amount of horizontal knockback inflicted on the target by 3 blocks per level. This results in Punch II dealing 8.792 blocks of knockback. Knockback is not a recommended enchantment for the majority of PvP kits. The enchantment makes it more difficult to combo in PvP that doesn't have netherite armor, and makes it easier for your opponent to back out of combos even in PvP that does have netherite armor. The Knockback enchantment's only usecases are in Crystal PvP, where Knockback I is used to knock opponents into end crystal explosions, or in netherite SMP PvP, where Knockback 1 can be used to combo more effectively at the cost of combos being easier to back out of. However, Knockback and Punch can be used to prevent enemies from getting close, and the increased knockback isn't blocked by shields. |
| Protection | Increases damage resistance. | Armor | Protection increases damage resistance 4% per level. This results in a full set of Protection IV armor giving a total damage resistance increase of 64%.
Protection is extremely useful in all forms of PvP, as armor without any Protection enchantments is incredibly frail compared to armor with Protection. This is generally a no-brainer to apply to your equipment. |
| Blast Protection | Increases explosion damage resistance and explosion knockback resistance. | Armor | Blast Protection increases explosion damage resistance 8% per level, and explosion knockback resistance by 3.75 per level. This results in a Blast Protection IV armor piece giving a total explosion damage resistance increase of 32%, and results in two pieces of Blast Protection IV armor completely negating knockback from explosions.
Having a piece of Blast Protection armor is required in Crystal PvP and Cart PvP, as not having any Blast Protection results in instant death to two crystal explosions even with a totem of undying equipped. Having more than one piece of Blast Protection armor is not recommended, as having only two pieces of Protection armor will result in dying quickly to Strength II-boosted melee weapons. |
| Fire Protection and Projectile Protection | Increase fire/lava damage resistance (Fire Protection); increases projectile damage resistance (Projectile Protection) | Armor | Fire Protection increases fire/lava damage resistance 8% per level, and decreases burning time by 15% per level. This results in a Fire Protection IV armor piece giving a total fire/lava damage resistance increase of 32%, and results in two pieces of Fire Protection IV armor providing complete immunity to fire damage.
Projectile Protection increases projectile damage resistance 8% per level. This results in a Projectile Protection IV armor piece giving a total projectile damage resistance increase of 32%. Both Fire Protection and Projectile Protection have no usecases for PvP. This is because sacrificing Protection for one of the two is never worth it, regardless of the type of PvP kit. |
| Feather Falling | Increases fall damage resistance (including ender pearl damage). | Boots | Feather Falling increases fall damage resistance by 12% per level. This results in a Feather Falling IV armor piece giving a total fall damage resistance increase of 48%.
Feather Falling is not mutually exclusive with any other enchantments, so it is always worth having. |
| Thorns | Chance to inflict damage on attackers when receiving damage; increases armor durability loss. | Armor | Deals 1HP👁 💔 to 4HP👁 ❤️ 👁 ❤️ randomly to attackers, with the chance of activation increasing per level. This results in a full set of Thorns III armor giving a 100% chance of dealing 1HP👁 💔 to 4HP👁 ❤️ 👁 ❤️ damage upon being attacked. An additional 2 armor durability is lost when Thorns activates. Thorns is not a recommended enchantment for PvP, as the damage of thorns becomes inconsequential against the Protection enchantment, while still massively harming the sustainability of your armor. In addition to this, when Thorns inflicts damage on the opponent, it will grant them knockback immunity for 0.5 seconds, as all indirect damage sources do, which disrupts combos. |
| Infinity | Causes arrows to not be consumed when used (does not affect tipped arrows). | Bow | Infinity causes arrows used to not disappear from the inventory when fired. It does not affect tipped arrows, and it is mutually exclusive with Mending.
Bows are virtually never at risk of breaking in a PvP fight, while one is much more likely to run out of arrows with Mending, and having multiple stacks of arrows takes up valuable inventory space, so Infinity is always preferred over Mending in a PvP environment. |
| Unbreaking | Gives a random chance for durability to not be consumed. | All | Unbreaking gives a random chance for durability to not be consumed, with a chance of 50% at Unbreaking I, ~66% at Unbreaking II, and 75% chance at Unbreaking III.
Unbreaking is essential to have on armor and shields, as armor durability is a key factor in high-power gear PvP. Excluding shields, it is not as important to have Unbreaking on other items, as they are very unlikely to break from full durability in a PvP fight. |
| Mending | Consumes gained experience to repair durability. | All | Mending repairs 2 durability for each experience point received.
Mending, like Unbreaking, is essential to have on armor, as armor durability is a key factor in high-power gear PvP. It is important to either omit having Mending on equipment other than armor in a PvP fight, or to remember to not hold mending-enchanted items while using bottle o' enchanting as repairing armor using bottles o' enchanting must take priority over repairing other equipment. |
| Loyalty | Causes thrown tridents to return to the thrower. | Trident | Loyalty causes thrown tridents to return to their owner, with the return time decreasing more for each level of enchantment.
Loyalty is not a recommended enchantment for PvP. This is because tridents are poor weapons for damage-dealing, and water fights are rare, leading to the utility of Riptide being far more useful. |
| Riptide | Launches the user when attempting to throw a trident while in water or rain. Replaces a trident's throwing functionality. | Trident | Riptide launches the user by 9 blocks at Riptide I, 15 blocks at Riptide II, and 21 blocks at Riptide III.
Riptide is the main reason to use a trident in PvP, as tridents are poor damage-dealers, resulting in the utility of Riptide being their best usecase. |
| Impaling | Increases damage against entities in water or rain. | Trident | Each level of Impaling adds 2.5HP👁 ❤️ × 1.25 extra damage per hit. This applies both to the trident projectile, a melee hit, and Riptide's collision. This results in Impaling V increasing damage by 12.5HP👁 ❤️ × 6.25, which is very useful in water fights. |
| Curse of Vanishing | Deletes the item on death. | Anything | Curse of Vanishing deletes the enchanted item when the user is killed.
Curse of Vanishing can be useful for preventing opponents from collecting your gear in a team-based PvP fight. |
| Quick Charge | Decreases the charging time of a crossbow. | Crossbow | Quick Charge decreases the charging time of crossbows by 0.25 seconds per level. This results in a Quick Charge III crossbow having a charge time of only 0.5 seconds.
Quick Charge is an essential enchantment for crossbows, as it drastically increases their DPS and rate of spreading tipped arrow effects. Spamming arrows with a Quick Charge III crossbow is a viable strategy, as it will repeatedly damage an opponent's armor and make it difficult for them to approach. |
| Piercing | Causes fired arrows to pierce multiple targets, as well as shields. Arrows under the effect of Piercing can be picked up and fired again. | Crossbow | Piercing causes arrows to pierce targets, letting arrows hit additional targets, and causes fired arrows to ignore shields. Piercing arrows can be picked up and fired again, rather than sticking to the target.
Piercing is most useful in low-power PvP kits, as the utility of letting a crossbow ignore a shield is very helpful. Piercing also acts as a pseudo-Infinity enchantment that works with tipped arrows, however the arrows have to be picked up again manually. Piercing becomes less useful as gear becomes more powerful, as Multishot begins overshadowing it for the utility of spreading tipped arrow effects when the crossbow itself stops dealing meaningful damage. |
| Multishot | Fires two additional arrows to the left and right of the center arrow. Increases crossbow durability damage. | Crossbow | Multishot adds two additional arrows to the left and right of the center arrow. The two side arrows cannot be picked up, and have the same damage and effects as the center arrow. Multishot increases the durability consumed by 2 for each use.
Multishot is incredibly useful in high-power gear kits for the utility of spreading tipped arrow effects. It also by nature makes it easier to land arrow shots. |
It's important to determine the best settings for you. Settings don't improve your fighting skill, rather they make your fights more comfortable. It is discouraged to constantly change your settings to try to find the "perfect" setting that will "magically make you the best". Get settings that don't limit your gameplay and get skilled with them.
Having more FPS is incredibly important if you have a low-end system. Toning down most of your graphics, such as setting it to Simple, turning down your render distance, and setting your FPS cap to unlimited are some examples that can somewhat improve your FPS.
An ideal FOV is any FOV above 80-85, letting you see enough so that enemies can't strafe behind you easily but not making opponents too small if they are at the edge of your reach. It's best to turn off "FOV Can Be Altered By Gameplay", as it can make it harder to read your opponent, and you should be able to determine whether or not you are sprinting or have status effects through memory/the presence of the doll at the top-left corner and the effect GUI. Decreasing your GUI scale modifier can make the GUI less distracting.
Resource packs are optional but sometimes they make your PvP experience more comfortable. Some vanilla textures in the game obstruct your vision too much, such as food, explosion particles, swords, fire, and offhand items, so texture packs reducing the size of those are definitely recommended. A low fire resource pack in particular is strongly advised, as fire can take up your entire screen in combat-heavy scenarios such as UHC, Crystal PvP, and Survival Games. While resource packs that function while minimally modifying the vanilla aesthetic are called overlays, one may opt for a resource pack with cosmetic changes, too.
Unlike Java Edition, Bedrock Edition does not have dedicated PvP clients with significant combat-boosting modules. The available clients (only for PC) for Bedrock—such as Onix, Flarial, and OderSo—are utility clients that offer features like HUD customization, cosmetics, and minor quality-of-life improvements, but do not provide any major combat advantage. These can still be worthwhile for comfort and personalization, but should not be expected to improve fighting performance directly.
Modifying your controls, although not necessary, can significantly help you fight.
The best sensitivity varies for each player and choosing one that you're comfortable with is essential with getting better aim. With a high sensitivity, your crosshair would start becoming shaky and you won't accurately track your opponent as your mouse is too fast, while if your sensitivity is too low, your rotation is too slow, thus you won't be able to track your opponent that moves too much and too fast. Other settings to change are turning Auto-jump to off and enabling toggle sprint where possible — always sprinting passively removes the need to manage a separate key mid-fight and ensures you are never caught moving slowly by accident. On PC this can be achieved by binding Sprint and Move Forward to the same key, while mobile players can enable "Sprint using the joystick". Binding/turning on the pick block functionality is useful as well. Unlike in Java Edition, damage tilt in the current version of Bedrock Edition is relatively more subtle and does not shake the screen significantly, making it less of a priority to reduce compared to Java. Furthermore, retaining some level of damage tilt can be beneficial, as it can serve as a cue for recognizing jump reset timings.
First, modifying your keybinds is totally up to you. Using the default 1-9 isn't recommended, as the numbers past 4 or 5 are inconvenient to reach. Although using the scroll wheel in your mouse can be helpful, keybinds are faster and more accurate than using the scroll wheel if you become good with your keybinds. A useful trick is to bind both the "Move Forward" key and the "Sprint" key to the same button in `settings.txt`, which effectively creates a toggle sprint and means you will always be sprinting when moving forward without needing to hold down a separate key.
Making the large trigger buttons move the hotbar and making the bumpers next to those large trigger buttons perform actions can increase CPS, which is rather important in Bedrock PvP. Use of the highest sensitivity is recommended.
The primary choice on mobile is between the new joystick control schemes and the classic D-pad controls. The joystick schemes are strongly recommended, as they offer significantly greater movement flexibility and competitive potential. Equally important is taking the time to customize your control layout—all buttons and the joystick can be adjusted in size, position, and opacity through the touch settings, and tailoring this layout to your preferences can make a substantial difference in comfort and performance. Classic D-pad controls are still a viable option, but come with inherent limitations that cap your ceiling in competitive play.
Within the joystick schemes, you still have to choose between "Joystick & tap to interact" and "Joystick & aim crosshair". Aim crosshair allows you to jump-bridge and make headhitters, and allows you to move your crosshair while attacking. Tap to interact can make it easier to hit your opponent, but you can't jump-bridge and you have to be next to a wall to make headhitters, and you can't change the angle that you are looking in while tapping the screen. Turning on "Show Camera Perspective Button" is a no-brainer, as looking behind yourself without having to turn around is very useful.
The location where PvP takes place affects general gameplay and can affect strategies.
This is when two players fight in the naturally generated terrain of Minecraft. In this type of fight, players decide on a designated area or may be unexpectedly attacked (underground, caves, cliffs, or strongholds). One can also add custom features into the natural terrain, normally player-built structures.
This is PvP that takes place in a unique area or challenge map. Players that are friends may decide to create or use a challenge map that facilitates PvP. The players may choose to divide themselves into multiple groups, enjoy a free-for-all, or any other distribution of players that fight among one another.
Players may prefer to build an arena for the sake of organization or aesthetics.
A hazard is any area that's dangerous or disadvantageous to be. Most likely its a lava pool, ravine opening, or for a particularly experienced player, even just a wall that's easy to headweb against. In any case, both players want to stay away from it and force the other player into it. When playing around a hazard, strafe around your opponent constantly and stay low to the ground, letting you move more effectively to put them in between you and the hazard. Whether you're successful or not, you'll need to push your opponent back and gain ground. To do this, disable their shield and don't let yours be disabled, at all costs. Use techniques like Shoving to advance forwards consistently without taking much knockback or Uppercutting to gain lots of ground very quickly. If your opponent crits you, Sidesweeps are a viable option (only if you're losing) to run around behind them and flip the scenario on them.
It is important to note the context in which PvP takes place. In Bedrock Edition, there are two distinct combat systems players will commonly encounter: spam-click combat, which uses Bedrock's own mechanics such as the absence of an attack cooldown and its own knockback system, and crossplay combat, which occurs on servers that bridge Java and Bedrock players (typically via Geyser-based software), effectively applying Java Edition's PvP mechanics to the session. Understanding which system is in play is essential, as strategies and techniques differ significantly between them.
Friendly PvP is when two or more players agree to PvP for friendly practice and training only. Friendly PvP is great to play on LAN. It is the least hostile option for PvP as it:
In organized PvP, players agree on the circumstances of their fight, and then battle. The victor may be agreed to receive anything, from diamonds and emeralds to proven superiority to nothing at all. This type of PvP can be highly competitive and players may need an impartial judge to moderate.
This is when someone surprise attacks you without warning, and is mainly common in SMP PvP.
In Bedrock, the combat system you will encounter in an SMP context depends heavily on how the server is hosted. Most community SMP servers run Geyser-based crossplay software, meaning you should expect Java Edition PvP mechanics regardless of whether you are connecting from Bedrock or Java. If you are playing on a self-hosted world, a Bedrock Dedicated Server, or a Realm without any combat addons, you will be dealing with spam-click combat mechanics — though be aware that knockback in vanilla Bedrock is notoriously inconsistent and buggy.[7]
If you have better equipment than your attacker, you will likely be able to kill them. At this point, there is no better time to give it your all. Utilize anything and everything at your disposal to destroy your opponent — any method that Minecraft provides, you should exploit. (Combat-logging, hacking, and other out-of-game methods are unacceptable except on select servers.) Always carry extras. You never want to be stuck in battle without a weapon. Therefore, extensive measures must be taken to ensure that equipment can be readily replaced in a fight, such as enchantments, extras, and consistent resupplying.
Press any advantages you can, and consider fleeing if you don't think you can win. There's little point in being honorable, and more point to staying alive.
Make sure to understand your disadvantage if you are attacked unexpectedly. Your opponent likely has applied potion effects or eaten golden apples in advance, giving them saturation and absorption. To stand a chance against them, you'll need to do the same. Keeping combat healing items, ender pearls or potions on you as well as in your hotbar can save you in those situations.
In this type, players spawn in a set map with an arranged set of equipment, hence the name. Practicing kits is important in learning the basics of PvP, and the kits can also be customizable depending on the server. Unlike Java Edition, dedicated kit PvP servers where players can freely choose from a wide variety of different kits in an FFA setting are rare in Bedrock — CubeCraft's FFA mode is one of the few notable examples of this format. However, FFA arenas built around a single fixed kit or gamemode are considerably more common, with The Hive offering these through its custom server feature across a range of formats.
Minigames are typically played on dedicated servers. In Bedrock, many of the most popular minigames and competitive game modes are hosted on featured servers — the servers accessible directly from the Bedrock Edition main menu. Some popular minigames include Bedwars (where each player/team has a bed that allows them to respawn if it is undestroyed), and Capture the Flag (where each team tries to steal a banner/wool from the other team). For competitive spam-click combat, The Hive serves as the primary competitive hub in the Bedrock community. Each minigame will typically have its own set of rules, as well as a shop or class system (although this is not true for all minigames). To gain experience in this kind of PvP, it is recommended to try different kinds of minigames, and find one/some that you enjoy. Minigames are technically a form of Organized PvP, but are normally on a dedicated server.
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