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Rabbit.pngWhite Rabbit.pngBlack Rabbit.pngBlack & White Rabbit.pngGold Rabbit.pngSalt & Pepper Rabbit.pngToast Rabbit.pngKiller Bunny.png
Health points

10 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svg)
1.9: 3 (Heart.svgHalf Heart.svg)[upcoming]

Attack strength

Killer Bunny only:
Easy: 5 (Heart.svgHeart.svgHalf Heart.svg)
Normal: 8 (Heart.svgHeart.svgHeart.svgHeart.svg)
Hard: 12 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svg)


See Spawning

First appearances

See History

Common drops
Rare drops

Kill Adult: 1–3
Breeding: 1–4

Network ID


Savegame ID


Rabbits (or bunnies) are mostly harmless, passive mobs.

Spawning[edit | edit source]

Rabbits naturally spawn in plains, extreme hills, forest, taiga, swamp, jungle, birch forest, roofed forest, cold taiga, mega taiga, and savanna biomes. They usually spawn in groups of three; one adult and two babies.

In Pocket Edition and 1.9,[upcoming] rabbits naturally spawn in deserts, flower forests, taiga, mega taiga, cold taiga, ice plains, ice mountains, ice spikes, and the "hills" and "M" variants of these biomes. They spawn in groups of two or three; one adult and one or two babies.

Killer bunnies do not spawn naturally, and must instead be spawned using commands.

Drops[edit | edit source]

Rabbits will drop 0–1 rabbit hide and 0–1 raw rabbit upon death. The maximum amount of rabbit hide can be increased by 1 per level of Looting used, up to a maximum of 4. If the rabbit dies while on fire, its meat will be cooked.

Rabbits also have a 2.5% chance of dropping a rabbit's foot upon death when killed by the player. The chance can be increased by 1 percentage point per level of Looting used, up to a maximum chance of 5.5%.

In Pocket Edition and 1.9,[upcoming] rabbits have a 10% chance of dropping a rabbit's foot upon death when killed by the player. The chance can be increased by 3 percentage points per level of Looting used, up to a maximum chance of 19%.

Behavior[edit | edit source]

Rabbits hop around aimlessly instead of walking. They will approach players holding carrots or dandelions, and will turn to look at players from a much farther distance than other mobs. Like other passive mobs, they will panic and randomly run around if struck. Rabbits will also jump off of cliffs to reach carrots, but will not go into lava for them. In Pocket Edition and 1.9,[upcoming] all non-hostile rabbits will avoid players within 8 blocks and avoid most hostile mobs within 4 blocks (except slimes, magma cubes, and ghasts). They will also avoid wolves within 10 blocks.

Rabbits will find and eat mature carrot crops. When eaten, the crops will not drop anything. In Pocket Edition and 1.9,[upcoming] eating of carrot crops will reduce the growth stage by one, only removing the crop completely if the growth stage is 0.

Wild wolves will track down and kill any rabbits, and in turn rabbits will flee from all nearby wolves. In Pocket Edition and 1.9,[upcoming] rabbits will also flee players and most hostile mobs (exceptions being slimes, magma cubes, and ghasts).

Breeding[edit | edit source]

Rabbits can be bred with carrots, golden carrots, or dandelions. Until 1.9, rabbits will continue to follow the player and ignore being under the breeding effect as long as the player is holding one of these items.

Baby rabbits will have the same type of fur as one of the parents (50% chance of each). In Pocket Edition and 1.9,[upcoming] there is a 5% chance that the baby will instead have the fur type matching the current biome instead. Baby rabbits will grow up after 20 minutes, although its growth can be slowly accelerated using carrots; each use reduces 10% of the remaining time to grow up.

Despite its hostile nature, Killer Bunnies can breed with other rabbits, and with each other.

Variations[edit | edit source]

Several types of natural bunnies.

Rabbits will typically spawn using one of six different skins.[1] Skins include regular brown fur, black mottled fur, white fur with red eyes (albino), black and white spotted fur, salt and pepper fur, and gold (cream) fur.

In Pocket Edition and 1.9,[upcoming] the biome determines the skin used:

  • Snowy biomes will have 80% white fur and 20% black and white fur.
  • Deserts will have 100% gold fur.
  • Other biomes have 50% brown fur, 40% salt & pepper fur, and 10% black fur.

There are two special variants of rabbits:

The Killer Bunny[edit | edit source]

The killer bunny (previously known as killer rabbit of Caerbannog) is a variant of the rabbit that is hostile to all players. Its fur is pure white with blood-red eyes that are horizontal, compared to a normal rabbit's vertical eyes. It can only be spawned using the /summon command.

If the killer bunny finds any player within a 16-block radius, it will hop very quickly towards the player, much faster than a normal rabbit. It moves in a style similar to that of a spider. Once it closes in, it will lunge at the player, dealing a fair amount of damage. If the player strikes at the killer bunny, it will run away for a brief moment, then return to lunging at the player. Killer rabbits are also immune to the Thorns enchantment.

If it cannot find a player, the killer bunny will actively seek out and attack any wolves as well, including tamed dogs. These wolves will, in turn, attack the killer bunny, leading to a vicious fight.

On peaceful difficulty, the killer bunny will not despawn, despite its hostile nature. It will still attack wolves and pet dogs.

The rabbit named "Toast."

Toast[edit | edit source]

Naming a rabbit "Toast" (using either a name tag or a renamed spawn egg) will turn it into "Toast". Toast is textured like a black dutch, with a large black & white patch and more black fur around the face than the natural black & white spotted rabbit. Other than its name and skin, Toast behaves exactly like it would if it were unnamed. Like the Killer Bunny, Toast can only be spawned using the /summon command.

This rabbit is the skin of user xyZenTV's girlfriend's missing rabbit, which Ryan Holtz implemented as a memorial.[2]

Data values[edit | edit source]

See also: Chunk format

Rabbits have entity data associated with them that contain various properties of the mob. Their entity ID is Rabbit.

  • Entity data
    • Tags common to all entities

    • Tags common to all mobs

    • Additional fields for mobs that can breed

    •  RabbitType: Determines the skin of the rabbit. Also determines if rabbit should be hostile. 0 = Brown, 1 = White, 2 = Black, 3 = Black & White, 4 = Gold, 5 = Salt & Pepper, 99 = Killer Bunny.

    •  MoreCarrotTicks: Used for the ticks until the rabbit will "eat" planted carrots. Set to 100 when a carrot crop is destroyed, decreases by 0–2 every tick until it reaches 0. In 1.9,[upcoming] set to 40 when eating a carrot crop, but is not used anyway.

When using the /summon command to spawn a rabbit, the NBT value RabbitType will determine which variation to use. For example, the Killer Bunny can be summoned with the command /summon Rabbit ~ ~ ~ {RabbitType:99}. Likewise, a baby Killer Bunny can be spawned by typing /summon Rabbit ~ ~ ~ {RabbitType:99,Age:(negative number)}.

Variation ID
Brown 0
White 1
Black 2
Black & White 3
Gold 4
Salt & Pepper 5
The Killer Bunny 99

Toast does not have a data value; its texture is likely only activated when named.

Video[edit | edit source]

History[edit | edit source]

May 19, 2009 Bunnies were originally an idea for a mob in Survival Test. They would spawn randomly and jump around. When attacked, they would pop into many pieces and start bleeding.
May 20, 2009 Bunnies were ultimately not added at the time due to negative feedback.
Official release
1.8 May 17, 2014 Screenshots of rabbits were released by Ryan Holtz.
June 5, 2014 Rabbits are revealed to be a feature that will be added to Minecraft.
June 6, 2014 Twitter user @xyZenTV asks Ryan Holtz to add Toast to the game.
Ryan Holtz accepts the Toast suggestion, and reveals he is planning for rabbits to have multiple skins, similar to horses and cats.
June 30, 2014 Holtz uploaded a video showcasing the mob's path-finding and animation.
Holtz reveals a preview of the rabbit's drops.
July 1, 2014 OldKillerBunny.pngHoltz reveals a hostile variant of rabbits, the "Killer Rabbit of Caerbannog".
14w27a Rabbits are introduced.
14w28a Killer Rabbit spawn rate reduced from 1/1000 to 1/2500.
14w29a Killer Rabbits no longer spawn in peaceful.
14w31a Killer rabbit1.pngRabbits now have sounds and a revised model that includes a tail, and can now take fall damage.
14w34a Rabbits can no longer be tamed and do not flee from players.
Killer rabbit2.pngHostile rabbits are given a new texture, a new name ('The Killer Bunny'), and now ignore creative-mode players.
Hostile rabbits no longer spawn except through use of commands.
1.8-pre1 Killer Bunny.png Killer Bunny texture changed — no longer has blood.
1.8.1 1.8.1-pre1 Rabbits follow players holding dandelions or golden carrots.
1.9 15w46a Rabbits are now smaller.
Rabbit's foot drop chance increased, formerly 2.5% + 1 percentage point per level of Looting.
No longer spawns in all "usual" passive mob biomes.
Speed increased when panicking.
Now avoids all players within 8 blocks, and most hostile mobs within 4 blocks.
Avoidance range for wolves was reduced from 16 blocks.
No longer prefers begging for food to mating.
Health reduced from 10 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svg). Speed generally increased.
Skins now depend on spawning biome. 5% chance a bred baby will match the biome rather than the parents.
Eating crops is less destructive (used to completely destroy the crop block regardless of growth), but MoreCarrotTicks is reduced and ignored.
15w47b Added killer rabbit attack sounds.
Pocket Edition Alpha
0.13.0 build 1 Added rabbits. These have all the changes that were later ported to Computer Edition 1.9.

Issues[edit | edit source]

Issues relating to “Rabbit” are maintained on the issue tracker. Report issues there.

Trivia[edit | edit source]

Gallery[edit | edit source]

References[edit | edit source]