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Tutorial:PvP (Bedrock Edition)

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This tutorial page is about PvP in Bedrock Edition. For combat in general, see Combat. For other uses, see PvP.
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This tutorial is exclusive to Bedrock Edition.
 
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Excerpt from The Survivors' Book of Secrets illustrating strategies for a PvP fight

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.

Contents

Bedrock Edition PvP techniques

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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.

Melee hit types

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  • Attack: A standard melee attack delivered without sprinting, applying base damage and base knockback to the opponent.
  • Critical hit: An attack that deals increased damage by striking an opponent while the player is in a downward trajectory, most commonly after a jump. In Bedrock Edition, critical hits deal 1.5× the weapon's base damage. On The Hive, critical hits are disabled entirely, as referenced elsewhere in this section.
  • Sprint-knockback attack: A melee attack delivered while sprinting, which in vanilla Bedrock Edition applies greater horizontal knockback than a normal hit — commonly referred to as sprint-knockback. On many Bedrock Edition servers, including The Hive and CubeCraft, the knockback output of normal hits and sprint hits is normalized to be equivalent, meaning neither hit type carries a momentum advantage over the other and the practical distinction between them is removed in those environments.

Melee techniques

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  • Momentum maintenance: Avoiding standing still or holding S while landing hits is generally advisable in Bedrock melee. Without forward momentum to counteract incoming knockback, a hit can push the player to the edge of the opponent's attack reach, leaving little ability to respond before the opponent follows up. This is less of a concern in close-range trades where the hit range margin is not a factor.
  • Aerial slow-clicking: On specific knockback variants found on Bedrock Edition servers where vertical elevation is high enough that spam-clicking sends an airborne opponent out of combo range entirely, reducing click rate to approximately 2 CPS and timing hits to connect during their trajectory is necessary to keep them in reach. The need is further compounded when the airborne opponent is actively moving away from the combo by facing backward or holding the back movement key while facing forward, as this adds horizontal separation on top of the vertical displacement. This technique is not applicable to knockback variants where the elevation is insufficient to cause this, as spam-clicking will not send the opponent out of range.
  • A-tap/D-tap: Briefly tapping A or D after landing a hit to shift laterally and adjust the engagement angle, functioning as a sideways equivalent of the W-tap. Can be chained with other taps for more complex movement patterns. Establishing a straighter engagement axis this way also improves momentum grounding: since sprint-knockback is applied along the attacker's facing direction, a more direct linear alignment means the receiving player's forward momentum more cleanly opposes the knockback vector, reducing net displacement compared to an angled approach.
  • Baiting: Holding S and strafing sideways as an opponent rushes forward, exploiting their momentum and diminished ability to track to land extra hits. High-risk against opponents who combine strong forward movement with consistent aim and click speed, as they can push through the angle shift regardless.
  • Aim consistency: Maintaining reliable cursor tracking throughout an engagement so attacks connect regardless of the opponent's movement or repositioning. One of the two core mechanical fundamentals of Bedrock melee, as many techniques become ineffective if hits cannot be landed reliably.
  • Click speed consistency: Maintaining a stable CPS throughout an engagement rather than clicking in irregular bursts, ensuring sustained pressure and making technique chains more predictable and repeatable. Forms one of the two core mechanical fundamentals alongside aim consistency.
  • Combo: Continuously chaining attacks together whilst keeping the opponent out of range.
  • Counter-strafing: Upon reading that an opponent is circling to one side, strafing to the opposite side to cut off their arc. This disrupts their aim, forces a spacing advantage, and creates an opening for additional hits by placing them at a less favorable angle.
  • Crit-spam: Repeatedly chaining critical hits by performing jump crits in sequence. Generally high-risk in Bedrock Edition, as the constant jumping exposes the player to spam-clicking opponents who can easily out-trade and disrupt the rhythm. Netherite armor may require further technique adjustments depending on the situation, as its properties affect knockback and hit cadence during the chain. Unavailable on The Hive, which disables critical hits entirely.
  • Reduced-KB crit: The Bedrock Edition equivalent of Java Edition's no-KB crit, holding W into the opponent after landing a critical hit to partially counteract horizontal knockback. Unlike the Java counterpart, knockback is only reduced rather than fully canceled, so displacement can still break positioning against a spam-clicking opponent. No explicit jump reset is needed — with the correct W-tap rhythm crits automate naturally — but spacing discipline is important, as the fall requirement makes crits slower than normal hits and gives spam-clicking opponents extra opportunities if distance is mismanaged.
  • S-crit: Releasing sprint and tapping S after a hit to shed momentum, pull back to attack range, and satisfy the sprint-release prerequisite for a critical hit on Bedrock Edition servers, landing the crit during the resulting fall. Higher-risk than the Java Edition equivalent due to spam-clicking prevalence, as the combined momentum loss, sprint release, and backward movement open a window for the opponent to out-trade the slower tempo.
  • Crit over-reliance: Blindly committing to critical hits without recognising when to forgo them is a liability. On Bedrock Edition servers, sprinting must be released to crit, shedding forward momentum on each attempt. Against a spam-clicking opponent, repeatedly cycling crits can allow them to out-trade the slower tempo; knowing when to switch to normal or sprint hits instead is a key part of adaptive melee decision-making.
  • Crouch dodge: Rapidly toggling crouch to reduce hitbox height, making it harder for opponents to land hits. The Hive disables the hitbox reduction, though the visual height change can still cause opponents to adjust their aim downward, retaining some effectiveness. Crouching can also serve as a momentum control tool when timed correctly, briefly shedding speed mid-engagement.
  • Crouch crit: Crouching during an engagement can occasionally cause Bedrock Edition to register the player as being in a downward trajectory, satisfying the critical hit condition without a full jump, making it a faster alternative to a punish crit or reduced-KB crit.
  • Punish-crit (P-crit): Dealing a critical hit using the vertical knockback received from an opponent's attack rather than by manually jumping. Unavailable on The Hive due to its blanket disabling of critical hits.
  • Jump-reset crit: Performing a critical hit during a jump reset by striking the opponent during the falling phase, which mechanically satisfies the crit condition. On Bedrock Edition servers, the player must not be sprinting during the fall for the crit to register.
  • Hit-select: Attacking immediately after the opponent attacks, causing the player to touch the ground first and creating an opening for a combo.
  • Jooky movement: Rapidly alternating A and D strafe inputs while sprint-resetting, producing an erratic zigzag pattern that makes the player harder to track and aim at while still generating sprint-knockback on each hit.
  • Jump-reset: Jumping at the same time as getting hit, reducing the amount of horizontal knockback received.
  • Diagonal jump-reset: Upon receiving a hit, pressing two lateral movement keys simultaneously to produce a diagonal direction oriented toward the opponent while performing a jump reset. For instance, if the opponent is to the left, combining the A and D keys produces a diagonal that angles toward them rather than directly away from or into the knockback. This diagonal orientation combined with the jump reset yields stronger net momentum recovery than a standard jump reset alone, and repositions the player at an offset angle that can create a cleaner line for the follow-up hit.
  • Knockback displacement: Briefly flicking the camera away from the opponent immediately before landing a hit, then snapping back to displace the opponent laterally rather than directly away. This technique does not apply to native Bedrock Edition. In Native Bedrock, the knockback vector is determined by the relative horizontal positioning between the attacker and the target at the moment of impact — not the attacker's look direction — so camera angle has no influence over the trajectory of knockback dealt.
  • Neutral repositioning: Adjusting lateral or diagonal position before an active hit exchange begins to establish a favorable approach angle. Incremental adjustments during this phase shift which player holds the angular advantage when the first hit is thrown — entering from a wider or more perpendicular angle makes a player harder to track and outstrafe. Unlike counter-strafing, which is reactive and occurs during an active trade, neutral repositioning is entirely anticipatory.
  • Outspacing: Attacking an opponent at the very edge of the 3-block attack reach.
  • Low-aim reach geometry: During mid-range hit trades, deliberately targeting the lower portion of the opponent's hitbox. Attack reach is calculated as a Euclidean distance from the attacker's eye position to the intersected point on the target's hitbox — effectively a fixed-radius sphere centered on the attacker's eyes. Aiming at the feet targets a 3D coordinate that may sit closer to the attacker's eye position than torso or head points at the same horizontal separation, keeping it within reach when higher targeting would miss. The advantage is most pronounced when knockback has pushed both players near the reach boundary and the opponent is not also foot-targeting, as the lower-aiming player can still connect while the opponent cannot.
  • S-tap: Pressing S after connecting an attack to stop forward momentum. Holding S longer can additionally pull back out of hit range, re-establishing spacing to sustain a combo.
  • S-gap re-positioning: Holding S briefly between hit timings — rather than immediately after impact — to deliberately engineer 3-block distance for the subsequent attack. In a face-to-face exchange, both players closing directly keeps them over-committed inside range; a brief S input after the first hit pulls back to land the second at maximum reach. In diagonal convergence scenarios where mutual closing equally prevents natural spacing, attempting to establish reach on the first hit rather than the second risks being hit-selected, as the opponent's approach angle gives them a cleaner line at the boundary — an asymmetry that persists through a jump reset since it is geometric rather than momentum-based.
  • Sprint-reset/W-tap: Starting another sprint after hitting an entity to repeatedly deal sprint-knockback attacks.
  • Strafing: Moving laterally relative to an opponent during combat to reposition, change the angle of engagement, or avoid incoming attacks.
  • Time-clicking: Clicking at a deliberately chosen CPS to manipulate the hit registration rhythm rather than simply clicking as fast as possible. Only effective on server modes where hit registration timing is consistent and predictable enough to exploit.
  • Trade strafing: Alternating A and D inputs during close-range hit trades to reduce effective knockback received and gain a momentum advantage over a stationary or linearly moving opponent. The disparity compounds over successive hits if the opponent is not also trade strafing, allowing better positional stability throughout the engagement.
  • Uppercut: After hitting an opponent, immediately leaping toward them — forward or sideways — to land additional hits before they can recover their footing from the knockback window.
  • Vertical reach advantage: When positioned one to two blocks below an opponent, the lower player retains the ability to land hits on them while the opponent's ability to retaliate is significantly diminished due to how Minecraft handles vertical attack reach. This asymmetric trade situation makes deliberate elevation drops or downhill repositioning a viable strategy when terrain allows.

Projectile

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  • Bow combo: Shooting an opponent with a bow to cancel their sprint and disrupt their momentum, then immediately following up with melee attacks to capitalize on their slowed state.
  • Egg combo: Throwing an egg at an opponent to apply knockback and interrupt their movement or attack pattern, then immediately following up with melee attacks.
  • Fishing rod: Casting a fishing rod at an opponent to apply knockback, used to disrupt positioning or extend a combo.
  • Pearl combo: Throwing an ender pearl directly at an opponent to apply knockback, disrupting their momentum or combo, then immediately following up with melee attacks.
  • Projectile hit select: When a thrown projectile connects with the opponent, it can serve the same function as a melee hit in a hit-select, allowing the player to attack immediately after the projectile lands to gain a combo opening; only viable when the opponent is within melee range at the moment of impact.
  • Snowball combo: Throwing a snowball at an opponent to apply knockback and interrupt their movement or attack pattern, then immediately following up with melee attacks.

Bow duels

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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.

  • Full charge: Holding the bow draw to maximum charge before releasing, dealing the highest possible damage per arrow. Generally the default approach in a bow duel where the range permits the draw time.
  • Partial charge: Releasing before full charge to fire faster at reduced damage. Useful for applying chip damage or pressure when the opponent is repositioning and a full charge is not viable within the timing window.
  • Crit arrow: Shooting an arrow while in a downward trajectory, which in Bedrock Edition causes the arrow to deal increased damage equivalent to a melee critical hit. Note that this technique is only marginally beneficial in practice if one is on the ground — the damage increase is small and committing to a jump to satisfy the condition can disrupt your own strafing rhythm, so it should not be treated as a high-priority technique and is generally not worth compromising your movement for.
  • Arrow leading: Aiming ahead of a moving opponent's trajectory to compensate for arrow travel time, rather than aiming directly at their current position. The required lead distance increases with range and the speed of the opponent's lateral movement. Crucially, the amount of lead needed is not static — it is a function of how much lateral displacement the opponent is creating relative to your own position at the moment of release. If both players are strafing, your own lateral movement partially cancels or compounds the required lead depending on your direction, meaning you must account for your own movement vector alongside the opponent's.
  • Bow boosting: Shooting oneself with a weakly charged arrow while moving forward to exploit the self-inflicted knockback and propel the player in that direction. Used as a mobility tool to rapidly reposition, close distance, or escape a melee engagement. The behaviour varies significantly depending on the server environment — some servers such as The Hive disable bow boosting entirely, while vanilla, Bedrock Dedicated Server, or crossplay environments follow the modern Java bow boosting mechanic. Understanding which variant applies to a given server is a prerequisite to using the technique reliably, as the feel, timing, and effective use cases differ between implementations.
  • Bow strafing: Moving laterally or unpredictably during the draw and release cycle to make oneself harder to track and hit while still maintaining aim on the opponent. Consistent bow strafing is one of the core fundamentals of bow duel performance, as it directly determines how much lead compensation the opponent must apply to hit you and how much you must apply to hit them.
  • Shot pattern reading: In sustained bow exchanges where both players are repeatedly drawing and releasing, a rhythm tends to emerge — both players naturally settle into a cycle of draw, release, and reposition. Recognising this rhythm in your opponent's behaviour allows you to anticipate the timing of their next release and reposition or break your own movement pattern immediately before it lands, rather than reacting after the arrow is already in flight. Similarly, an opponent who has begun reading your own rhythm can be disrupted by deliberately breaking your cadence — holding a partial charge longer than expected, or releasing early — to fire outside the window they are anticipating.
  • Lateral movement calibration: Beyond simply strafing, effective bow dueling requires actively managing how much lateral displacement you are generating relative to the opponent on each draw cycle. Moving too predictably in a single direction reduces the lead correction the opponent needs to track you, while erratic or excessive lateral shifts can compromise your own aim stability. The goal is to generate enough unpredictability to force the opponent to mis-lead while retaining sufficient aim control to consistently hit them — a balance that adjusts dynamically depending on range, terrain, and what pattern the opponent appears to be reading.
  • Height advantage: Gaining elevation over an opponent to increase effective range, reduce the arc correction needed to land arrows, and make incoming arrows more predictable to dodge. A player on higher ground has a meaningful geometric advantage in most bow exchanges.
  • Punch bow management: Using a Punch-enchanted bow to displace opponents toward hazards such as edges or the void, or to reset their positioning after landing a hit. In maps with edges, Punch knockback can be a primary win condition rather than simply a supplement to damage, and is one of the primary reasons to engage in bow play on Skywars maps despite its general risks there.
  • Flame bow: Using a Flame-enchanted bow to apply fire damage over time in addition to arrow damage, forcing the opponent to either absorb the chip damage or use a fire resistance potion to negate it. Particularly effective when combined with consistent arrow pressure that prevents the opponent from recovering between exchanges.
  • Melee transition: Closing to melee range when the opponent is low health, out of arrows, mispositioned, or has committed to a movement that makes closing viable. This is not a last resort but a deliberate tactical decision — the bow weakens and repositions the opponent, and the sword finishes the job. Recognising the correct window to transition is important, as an attempted close against a prepared opponent at range generally favours the player who keeps their distance.

Blocks

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  • Bedrock bridging: A system of bridging techniques unique to Bedrock Edition where players can place blocks rapidly beneath their feet while moving, allowing them to extend platforms quickly mid-combat or across gaps.
  • Block clutch: Placing a block against a surface or edge while falling to immediately stop momentum, preventing fall damage or a void death. Requires precise timing to execute successfully mid-air.
  • Block reset: Placing a block directly beneath one's feet upon receiving knockback, exploiting native Bedrock Edition servers' more vertical knockback to cancel momentum, as the game registers the player as having landed on the placed block.
  • Knockback foot-block: While an opponent is airborne from knockback, placing a block directly beneath their feet before they land, causing them to touch down one block higher than their original position. This deliberately manufactures the asymmetric reach situation described in vertical reach advantage in the attacker's favor — without relying on pre-existing terrain — as the opponent now occupies elevated ground relative to the attacker and has diminished ability to return hits effectively from that height.
  • Block trapping: Surrounding an opponent with blocks to restrict their movement and limit their ability to reposition or escape, often used to force an unfavorable engagement or stall.
  • Block walling: Placing one or more blocks between oneself and an opponent to break their combo, deny their approach, or buy time to reposition or recover. The blocks are placed relative to the defending player's own position rather than targeted at the opponent directly.
  • Block check: Placing a block directly in front of a rushing opponent to abruptly halt their forward momentum and cancel their sprint, disrupting their approach timing and forcing them to readjust before the engagement can continue. Unlike block walling, which is oriented around the placing player's own position, a block check is targeted at the opponent's movement path and functions as an offensive disruption rather than a defensive barrier — the placed block acts on the opponent's trajectory rather than shielding the player who placed it.
  • Block peek: Placing blocks that reach a height sufficient to obstruct the opponent's line of sight at normal standing level, then jumping to briefly rise above the barrier and land a hit. Because the opponent's crosshair is naturally anchored behind the obstruction while standing, the jumping player exits their blind spot momentarily at the apex of the jump without needing to cross to the opponent's side. The technique depends entirely on the blocks meeting that minimum height threshold — if they fail to break line of sight at standing level, the opponent retains a clear angle and the positional advantage the jump exploits does not exist.
  • Headhitters: Placing blocks directly overhead and repeatedly jumping to bump against them, which significantly reduces vertical knockback by continuously resetting the player's upward momentum
  • Dynamic headhitter: A mobile variant of the headhitter setup that uses Bedrock's block placement mechanics to construct the overhead ceiling on the fly, rather than placing blocks statically above a fixed position. The player either builds a pillar or locates an existing wall, then holds S and right-clicks at head height to place a row of blocks overhead while moving backward, continuing to hold right-click throughout. Once enough blocks are placed, the player turns 180 degrees and sprint-jumps forward beneath the placed blocks while still holding right-click, using them as a headhitter ceiling in the same fashion as the conventional technique. This allows the player to establish a headhitter mid-fight without needing a pre-built structure, making it viable as an improvised defensive measure during an active engagement.
  • Pillar jumping: Rapidly building upward by placing blocks beneath one's feet while continuously jumping, used to gain a height advantage over an opponent mid-fight.
  • Pillar circling: Placing a single pillar block and using it as a pivot point by circling around it, forcing the opponent to continuously readjust their angle to maintain facing while the circling player gains a persistent angular advantage. This creates opportunities to land hits from a side or rear angle that the opponent struggles to track, and the pillar itself acts as a partial obstruction that can break incoming attacks or disrupt the opponent's movement mid-chase.
  • Sand/gravel drop: Dropping gravity-affected blocks onto an opponent to deal damage, obstruct their movement, or disrupt their vision during an engagement.
  • Wall gap rush: Building a horizontal row of blocks to form a barrier between oneself and the opponent, baiting them into approaching close to it, then breaking a block within the row to open a gap and immediately charging through to initiate melee. The broken block is most commonly the middle one, though variants exist where any block along the row is targeted instead, depending on the opponent's positioning relative to the wall. A more defensive variant of this concept involves repeatedly breaking a block in any form of barricade to land a hit on the opponent, then immediately replacing it before the opponent can retaliate, effectively using the barrier as a shield between each attack to trade hits on favorable terms.

Common Bedrock bridging techniques

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  • Jump bridging: Positioning approximately four blocks away from the edge rather than at it, then holding right-click to slide a short row of blocks outward in front of the player first. Once those initial blocks are placed, the player steps forward onto them and continues moving while aiming at the edge of the placed row, which causes additional blocks to be laid automatically as the player advances, all while holding right-click. This setup step eliminates the need to start at the very last block of the edge, making the method more stable and controlled than edge-first approaches.
  • Ground-level jump bridging: A variant of jump bridging that removes the need to ascend one block before initiating. The player walks to the very last block at the edge, then looks at the air block immediately adjacent to it and holds right-click to place a block there, stepping onto it. From this single placed block, the player looks straight down and checks whether the game automatically registers another block placement in front; if it does, the player can then slide the row forward and transition directly into standard jump bridging from ground level without any preliminary elevation gain.
  • Spam bridging: Standing at the edge first and then rapidly spam right-clicking while moving forward to lay blocks beneath the player's feet as they advance. This is a riskier approach compared to jump bridging as it requires consistent right-click spam to maintain placement cadence, and any lapse can cause the player to fall through a gap in the bridge.
  • Icy bridging: A diagonal bridging variant that follows a similar logic to spam bridging — spam right-clicking while moving forward — but performed at a diagonal angle to build the bridge in a lateral direction rather than straight ahead.
  • Run-down bridging: Sprint-jumping forward while looking downward and holding right-click, allowing the game to automatically place blocks beneath the player's feet as they run. The most straightforward of the bridging methods but also the riskiest, as the player can be cut off if the placement rhythm is interrupted mid-run.
  • Telly bridging: A bridging technique that does function on Bedrock Edition, though it requires a modified or specialized clicking mouse to execute reliably, as the placement speed demands a consistent right-click input that is difficult to sustain manually at the required rate.

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.

Mace-specific

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  • Breach-swapping: Holding a stronger weapon (such as a netherite sword) and swapping to a Breach-enchanted mace, then landing an attack on the opponent within a short timing window, causing the attack to use the damage of the previously held weapon with the Breach enchantment from the mace.[1] This technique is significantly harder to execute on Bedrock Edition compared to Java Edition, as Bedrock lacks the attack cooldown and attribute swap mechanics that make the desync exploitable in vanilla.

Other

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  • 1v1: A PvP match in which there is only 1 player fighting only 1 player, or a request that participating players allow a multiplayer PvP match to come down to a 1v1.
  • Double-toteming: Holding a totem in the mainhand in addition to the offhand in Crystal PvP to prevent death twice in quick succession.
  • Hippoing: In bridge game modes, deliberately blocking off the entrance to one's own goal room island to prevent the opposing team from scoring. Named after the Hypixel Bridge player Hippo, who popularized the strategy.
  • Quick-drop/quick-death: Dying early in a fight due to poor health management.
  • Repairing/mending: Repairing armor enchanted with Mending using bottle o' enchanting.
  • Toteming: Quickly re-equipping a totem of undying in the offhand after activating one.
  • Backdooring: In objective-based game modes, covertly approaching and capturing or attacking the opponent's objective while they are away from or otherwise occupied defending it.
  • Clutching: Successfully executing a difficult or unlikely play under high-pressure circumstances, typically while at a significant disadvantage such as low health, outnumbered, or near death.
  • Gapping: Consuming a golden apple during or between engagements to gain the Regeneration and Absorption effects as a recovery tool. Timing a gap effectively is an important aspect of health management, as consuming one mid-fight leaves the player briefly unable to attack.
  • Smurfing: A high-skill player competing on an alternate account to face lower-ranked or less experienced opponents than their primary account would be matched against.
  • Third-partying: Joining a fight already in progress between two other players to exploit the fact that both are likely damaged or distracted, granting an advantage that would not be present in a fresh engagement.
  • Tunneling: In bridge-style game modes where mining is permitted, breaking through a hippo blockade to reach the opponent's goal room rather than attempting to go around or over it.

PvP gamemodes

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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

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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.

  • A type of kit revolving around melee combat on a platform, where the goal is to knock the opponent off the edge. Neither player takes any health damage, making positioning and knockback management the sole focus of the gamemode.
  • Players on The Hive practice similar melee combat through custom servers, either as general melee practice, as a resistance variant where players exchange hits without dealing health damage, or as a combo challenge where players compete to land the most consecutive hits.
  • BedWars comes in 5 gamemodes (or 6 if you count Duels Duos but they are in the same category in Duels) as of now, which are Solos (8 teams of 1), Duos (8 teams of 2), Squads (4 teams of 4), Duels (2 teams of 1), Duels Duos (2 teams of 2), and Mega (2 teams of 12).
  • Bedwars is a team-based gamemode where players must protect their own bed while attempting to destroy the beds of opposing teams, preventing their respawns and ultimately eliminating them. Players collect resources from generators on their island and at central locations to purchase weapons, armor, blocks, and utility items using iron ingots, gold ingots, diamonds and emeralds, adding an economy and progression layer on top of the combat. The gamemode rewards a combination of base defense, resource management, map control, and combat mechanics. BedWars is found across various featured servers, with The Hive notably offering it as an FFA, a duel, or through public ranked team-based matches organized via Discord by players.

Crossplay PvP

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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.

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SMP PvP / Diamond PvP / Netherite PvP

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Vanilla PvP

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PvP equipment

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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.

Weapons

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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.

Material Damage
👁 ItemSprite wooden-axe.png: Sprite image for wooden-axe in Minecraft
Wooden
4HP👁 ❤️
👁 ❤️
👁 ItemSprite golden-axe.png: Sprite image for golden-axe in Minecraft
Golden
👁 ItemSprite stone-axe.png: Sprite image for stone-axe in Minecraft
Stone
5HP👁 ❤️
👁 ❤️
👁 💔
👁 ItemSprite copper-axe.png: Sprite image for copper-axe in Minecraft
Copper
👁 ItemSprite iron-axe.png: Sprite image for iron-axe in Minecraft
Iron
6HP👁 ❤️
👁 ❤️
👁 ❤️
👁 ItemSprite diamond-axe.png: Sprite image for diamond-axe in Minecraft
Diamond
7HP👁 ❤️
👁 ❤️
👁 ❤️
👁 💔
👁 ItemSprite netherite-axe.png: Sprite image for netherite-axe in Minecraft
Netherite
8HP👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️

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
Trident damage by Impaling level
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.

Armor points

[edit | edit source]
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 (👁 🛡
👁 🛡
)

Armor toughness

[edit | edit source]

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 (👁 🛡
)

Durability

[edit | edit source]
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.

Explosive Weapons

[edit | edit source]

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.

Enchantments for PvP

[edit | edit source]
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👁 💔
each second for a total of 5HP👁 ❤️
👁 ❤️
👁 💔
over time.

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.

Status effects for PvP

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Positive status effects

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Strength
Increases melee damage through a slightly complex equation.[5] What this equation means is that Strength applies more damage the more damage the held item deals, and that the difference between Strength II and Strength I is larger than the difference between no Strength and Strength I
Strength II can be used to out-damage golden apples in kits with full Protection IV netherite armor.
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Speed
Increases movement speed by 20% per level.
Speed can be used to combo more effectively, better dodge attacks, and better run away to heal. With Speed II, it is faster to not sprint-jump and instead sprint without jumping.
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Fire Resistance
Provides immunity to lava and fire damage.
Fire Resistance can be used to remove the damage and screen obstruction caused by being on fire, and there are a lot of ways to apply fire to an enemy, such as enchantments for the sword and bow, lava buckets, and flint and steel. It can also be used to avoid the movement-stuttering knockback caused by being on fire.
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Instant Health
Instantly recovers 4HP👁 ❤️
👁 ❤️
per level.
Instant Health can be used to rapidly regenerate back to full health using multiple splash potions of healing.
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Weaving
Lessens the movement slowdown from being in a cobweb by 25%.
Weaving can be used to better deal with cobweb spam in kits that include them.
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Regeneration
Provides passive health regeneration, with the speed of health recovery increasing by 100% per level.
Regeneration is most useful when applied using golden apples, as carrying potions to apply Regeneration is generally not worth the inventory space.
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Absorption
Provides 4HP👁 ❤️
👁 ❤️
per level, temporary hearts that once lost cause the effect to be removed.
Absorption is only obtainable through golden apples, and is useful for increasing sustainabilty.
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Water Breathing
Provides immunity to losing oxygen underwater.
Water breathing can be useful for extended underwater fights, allowing for the user to effectively camp out their opponent by staying underwater.

Neutral status effects

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Jump Boost
Increases jump height by 0.5 blocks per level, and reduces fall damage by 1HP👁 💔
per level.
Jump Boost can be used to quickly tower up to escape or reach an opponent. However, Jump Boost effectively decreases movement speed, as it reduces the effectiveness of sprint-jumping. It also effectively reduces DPS, as it makes it take longer to land and thus makes chaining critical hits together far less effective. Jump boost can be used to perform smash attacks with a mace from the ground.
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Slow Falling
Causes the user to fall slower, provides immunity to fall damage, and prevents the ability to do critical hits and mace smash attacks.
Slow Falling can be used to circumvent fall damage in situations where water buckets and ender pearls are not given. However, Slow Falling effectively reduces DPS, as it makes it impossible to do critical hits and mace smash attacks. It also makes the affected player far more susceptible to being comboed, and makes them far more susceptible to repeated end crystal explosions.
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Resistance
Increases damage resistance by 20% per level.
While Resistance on its own is a purely positive status effect, it can only be received on its own through beacons, and is thus not a usable effect in the vast majority of PvP scenarios. Potions of the turtle master can be used to apply Resistance without the need of a beacon, however these potions come with the massive downside of decreasing movement speed by 60% at level 1, and 90% at level 2. This causes the potion to be extremely exploitable, as an opponent can simply run away for the duration of the effects, rendering the Resistance effect useless, although one can pearl or use an elytra to fly to the opponent and being airborne negates the effects of Slowness and Speed.

Negative status effects

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Weakness
Decreases melee damage using a slightly complex equation.[6]
Weakness can be used to drastically decrease an opponent's damage output. In addition to this, Weakness can be used to outright prevent an opponent from dealing any damage or knockback if their weapon deals low enough damage (if the opponent's weapon has Sharpness on it, they will still be able to deal knockback even if they have a low damage). Like all negative status effects, it is best applied via the use of tipped arrows.
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Slowness
Decreases movement speed by 15% per level.
Slowness can be used to hinder the opponent's ability to combo effectively, hinder their ability to dodge attacks, and hinder their ability to run away to heal. Like all negative status effects, it is best applied via the use of tipped arrows.
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Instant Damage
Instantly deals 6HP👁 ❤️
👁 ❤️
👁 ❤️
per level.
Instant Damage can be used to increase the damage output of ranged weapons using tipped arrows of harming. If the base damage of the ranged weapon exceeds 12HP👁 ❤️
× 6
, Instant Damage will not provide any damage increase. This causes tipped arrows of harming to be most useful in combination with crossbows, and in combination with uncharged bow shots.
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Poison
Passively deals damage, with the speed of damage dealt increasing by 100% per level.
Poison can be used to deal light chip damage to an opponent during a fight. It is most useful in kits with lower levels of Protection, as kits with higher levels of Protection will render Poison damage useless.
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Infested
Gives a 10% chance for 1 to 2 silverfish to be spawned when taking damage.
Infested can be used to spawn silverfish on an opponent to knock them around and damage their armor. It is best applied via the use of tipped arrows from a distance, so that the silverfish always target the opponent.

Useless status effects

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Night Vision
Increases vision in darkness and underwater.
While Night Vision seems useful at first, it is never worth an inventory slot in PvP because its effects can be replicated permanently using a fullbright resource pack, which is commonly allowed.
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Oozing
Spawns two slimes on death.
Oozing has limited usecases for PvP, as it could be used to deal damage to the opposing team after death in team-based PvP. However, there is nothing stopping the slimes that spawn from targeting teammates, which can render the potion harmful. In addition to this, it is never worth an inventory slot in PvP.
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Wind Charged
Spawns a wind charge on death.
Wind Charged has no usecases for PvP.

PvP settings

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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.

Tips for modifying controls

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Modifying your controls, although not necessary, can significantly help you fight.

General tips

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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.

Controller

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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.

Mobile

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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.

PvP locations

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The location where PvP takes place affects general gameplay and can affect strategies.

Types of terrain

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Natural terrain

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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.

Custom terrain

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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.

Types of arenas

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Spawn
Many servers have a PvP area at spawn or even around it. Be warned though, because you usually can't place or break blocks.
Vanilla
PvP out in the wilderness of naturally generated terrain.
Ancient
Build a Colosseum inspired by the ancient Romans with fights against animals and perhaps some blood (redstone dust) on the floor — use stone or different kinds of stone brick for walls, grass or sand as the floor, and planks for decoration and breaking the stone up.
Survival games
A huge arena that's in a dome and often has multiple biomes incorporated into it. The walls must be obsidian, bedrock or barrier. Supporters and spectators can send in messengers with food, armor etc. The battle goes on until there is a last player standing!
Multi-leveled
Have several floors on the arena with random holes; make sure the sides are made of glass so spectators can see all the gravitational action.
Spleef Twist
Who says you have to do the dirty work? Let lava below the map do it for you (tell combatants before the match to avoid having to pay compensation)! Run around stabbing your opponent while removing the floor from beneath their feet.
Bridge
Players attempt to cross a narrow bridge, killing enemies and/or scoring points at the other side. Players can hit their opponents using eggs, snowballs, bows, snow golems, etc. until they fall through the void or the lava, To defend yourself from falling use shields, pearls and some blocks.
Bedrock formations
This area is just made out of bedrock formations, it makes PvP a lot more interesting and makes movements more challenging. It is usually used for Crystal PvP.

Terrain impact

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Inclines
Inclines are hills and slopes that spawn naturally all over the vanilla world, where the terrain moves up by a block every couple blocks or so. It's important to be able to play around them since most practice servers do not have them. If your opponent is ever trying to move up an incline by jumping up one block, hit them just before they jump. This suspends them in the air and prevents them from jumping, making them weirdly stuck. You can and should do this repeatedly.
Lower Ground
Usually in PvP you want to keep the lower ground. Because your head is lower than theirs, you can hit them from further away, an effect that is made even more extreme if you crouch. Try to use KB hits to hold them back so that they can't get to the same level as you. If they do, just drop back another level to keep the low ground. In Crystal PvP, due to the way explosion damage is based on the feet, low ground is even more essential.
Higher Ground
Having the higher ground makes it much more difficult for enemies to chase you uphill, and lets you hit them away from you further. It's very easy for you to rush them by no-KB critting towards them, as your fall will be extra long, giving you a longer window where KB hits are inefficient. Additionally, by stepping off of a ledge, you can get a critical hit without having to jump, which requires fairly precise timing but is very strong if you can pull it off fluidly.
Walls
Walls can be a cave wall you're in, a steep slope nearby, or a tree you've wandered in nearby. All of them force the fight to be closer range and put cobwebs in the spotlight, making Headwebs available on every hit.
Playing Against a Wall
Being backed up against a wall in a fight certainly... doesn't sound ideal, but considering it, your only two disadvantages are that you can't run and you can be headwebbed easily. If your opponent likes to headweb you, treat a wall like a hazard and stay away from it. If you are pushed into a wall, put a block above your head so they can't headweb you, or pre-water the wall. If headwebs aren't such a big concern, then as long as you aren't at an HP disadvantage and need to run, walls are pretty good! You take no knockback if you get hit into a wall, meaning that you can crit or pcrit your opponent to no end.
Pushing Your Opponent Into a Wall
Crit them out, since you won't be able to deal knockback anyway. Your goal is to drop them and make it awkward and in the end, costly or impossible for them to escape and heal. The only exception is if you also have the low ground: if they can't run and can't advance past your KB hits, they will be trapped in a position where they have lower reach. And finally, headweb them whenever you think you can. It's okay to pre-place the web and then hit them into it if they aren't moving them from their spot.

Terrain hazards

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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.

Cliffs and holes
The goal with these is always to hit your opponent over the edge, making them stack or water back up to you and possibly take fall damage. Feather Falling reduces your fall damage down to 20%, making cliffs not a danger but just a piece of terrain that's one way. When your opponent attempts to come back up, use this opportunity to KB hit them back off and force them to waste lots of time and resources to come back up to you. Also not a bad time to use a punch bow, which especially helps drain their armor.
Water pools
Water pools that spawn in plain biomes or the like are a mixed bag. Being in one prevents you from critting/jumping and slows you significantly, basically trapping you. However, while in one, you have the lower ground and are immune to lava/webs. If in a water pool, dig down one block and enter Swimming Mode, making you fast and making your hitbox comically low and small. Essentially get KB hits past their shield and come out ahead in damage, then safely exit the pool once they heal. If you are pushing somebody in a water pool, get very close and place blocks below you to allow you to continue to crit them.
Lava pools
If both players have Fire Resistance, treat a lava pool as a water pool where you can't swim. Lava pools massively slow and damage the player in them and due to the constant damage ticks make it hard to swim out of them. If your opponent is in a lava pool, try to keep them in the pool and don't take too many hits; let the lava kill them. Place blocks on edges where they are attempting to swim out.
Mobs
Most mobs don't do enough damage to be important in PvP, but you can still let them do some work for you. During the nighttime, notice if a spider, skeleton or creeper has aggroed on your opponent. If so, play passive with shield and continually hit them away until they're eventually forced to distract themselves with killing the mob. Simply run until they're out of range if a mob decides to attack you.
Rivers and Oceans
Entering a river or ocean to heal is often a good option. Water makes fire, lava, and cobwebs impossible to use, prevents critical hits, and shrinks your hitbox, making offensive play difficult. Having Depth Strider on your boots is essential for this, otherwise they will easily catch up to you and hit you. Also note if either player has Respiration, since if not, you can keep track of their air bubbles and go under to heal when they need to surface. Tridents enchanted with Impaling and/or Riptide are also highly powerful here.

PvP context

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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

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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:

  • Avoids grudges.
  • Stops property loss from thieving player drops.
  • Encourages cooperation.
  • Allows players to use any type of weapon without worry

Organized PvP

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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.

Unorganized PvP

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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.

Kit PvP

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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

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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.

References

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  1. "[MC-297392] Swapping to another item shortly after attacking causes an item properties desync – Jira"Mojira.
  2. MCPE-52675 – Fireworks do not explode on impact with entity and blocks
  3. MCPE-160490 – Eating Golden Apples continues to increase Absorption Hearts up to 8
  4. MCPE-52675 – Fireworks do not explode on impact with entity and blocks
  5. Melee damage under the Strength effect can be found through the equation , where is the default damage of whatever weapon or tool is used to attack.
  6. Melee damage under the Weakness effect can be found through the equation where is the default attack damage with whatever weapon or tool is used to attack. To find the damage when Strength and Weakness are applied at the same time, first calculate the damage with the Strength formula, then plug that in as the "" in this Weakness formula.
  7. MCPE-190681 — Mojang Bug Tracker

Notes

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  1. This variant of Sword PvP is referred to as OP PvP.
  2. The formula to find the total lifetime damage is Durability × Damage per hit = Lifetime damage minimum. It excludes enchantments and critical hits
  3. The formula to find the total lifetime damage is Durability × Damage per hit = Lifetime damage minimum. It excludes enchantments, and assumes no fall distance.
  4. The formula to find the total lifetime damage is Durability × Damage per hit = Lifetime damage minimum. It excludes enchantments and critical hits.

Navigation

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