Zombie Pigman

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[edit]Zombie Pigman
Zombie Pigman.png
Health points

20 (Heart.svg × 10)

Armor points

2 (Armor.svg)

Attack strength

Easy: 5 (Heart.svgHeart.svgHalf Heart.svg)
Normal: 9 (Heart.svgHeart.svgHeart.svgHeart.svgHalf Heart.svg)
Hard: 13 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHalf Heart.svg)

  • Any 2 block high space in any light level in the Nether.
  • When lightning strikes within 3-4 blocks of a pig in the Overworld.
  • Near a Nether Portal in the Overworld.
First appearance

Alpha 1.2.0

Common drops
Rare drops
Natural equipment

Adult: 5
Baby: 12

Network ID


Savegame ID


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Zombie Pigmen are neutral mobs that spawn naturally in the Nether, and can also appear rarely in the Overworld either when Lightning strikes within 3-4 blocks of a Pig, or near active Nether Portals. Like wild Wolves, they are not initially hostile, but all Zombie Pigmen in the area will become aggressive and converge on the player if any individual is attacked. This only applies to the player; mobs that provoke Zombie Pigmen will only be attacked by that specific individual.

In the Pocket Edition, they are always hostile, but from a shorter distance than for other hostile mobs. Their texture and animations are also slightly different.


Zombie Pigmen spawn in groups of 4. However, groups may often merge and form an even bigger group. They spawn twice as often as Ghasts in The Nether. When idle, Zombie Pigmen move relatively slowly, but if aggravated their speed will significantly increase. Attacking one individual will cause all other Zombie Pigmen in the area to become hostile, and approaching an already hostile Zombie Pigman causes it to sound an alarm call, angering other individuals in a 32-block radius. However, only Zombie Pigmen that are within 16 blocks of the player will immediately move to attack, while the others will act neutral until approached.

Adult Zombie Pigmen will remain hostile for 20–39.95 seconds (losing the speed boost), although they will continue to pursue an already-targeted player after this time until the player dies or escapes their aggro distance. Baby Zombie Pigmen will remain hostile until they are killed or they despawn, and may re-anger adults who had forgiven.

If provoked, they will make an aggressive noise every 0 to 39 ticks. Zombie Pigmen sometimes catch fire during the day, but it is immediately extinguished; this is due to Zombie Pigmen being a variant of standard Zombies. In addition, some Zombie Pigmen will have the ability to spawn reinforcements when attacked, similar to Zombies. In some cases, the spawned reinforcement will be a regular Zombie. Like zombies, Zombie Pigmen will sometimes bang on and break doors.[1]

Zombie Pigmen have a chance of spawning as Baby Zombie Pigmen. They can also ride chickens much like baby zombies.

Like players, Zombie Pigmen are capable of travelling through nether portals.

Player Interaction[edit]

  • Pushing a Zombie Pigman off a cliff or otherwise causing environmental damage to them will not cause response.
    • However, damaging Zombie Pigmen with TNT ignited with Flint and Steel or flaming arrows will cause response.
    • Similarly, damaging Zombie Pigmen with a redirected Ghast's fireball will cause them to attack you.
  • If provoked, Zombie Pigmen will crowd around and try to overwhelm the player by ganging up on them.
  • An aggravated group of Pigmen is a force to be reckoned with, as each member will deal 9 (Heart.svgHeart.svgHeart.svgHeart.svgHalf Heart.svg) points of damage to the player per sword hit (on Normal difficulty, assuming no armor is worn), and they are faster than the player's normal speed. In order to outrun Zombie Pigmen, a player must Sprint, get away on a Horse, or use a Potion of Swiftness.
    • A player may also manage to find a location out of reach of the Zombie Pigmen and their swords (pillar jumping and ladders can help). Ideally, this will let the player kill them without being hurt, though Ghasts may pose a problem.
  • Baby Zombie Pigmen can chase the player even faster than normal Zombie Pigmen when provoked, sometimes catching up even when the player is sprinting. This, combined with their ability to squeeze through one-block high gaps, having a one-block high hitbox and their ability to ride Chickens, makes them a more significant threat than their grown brethren if made hostile.
  • The forgiveness timer does not advance for Zombie Pigmen in unloaded chunks. Thus, if the player enters a Nether Portal and returns, any provoked Zombie Pigmen in the area will still be aggressive unless another player was nearby to keep the chunks loaded. It is also possible for aggressive Zombie Pigmen to enter a Portal while the player is still in the Nether, and these individuals will attack the player as soon as they return to the Overworld.
    • For the same reason, dying will not cause Zombie Pigmen to become neutral towards the player, regardless of whether or not they killed you.
  • Switching the difficulty to Peaceful will cause all Zombie Pigmen to de-spawn completely. It will also reset their neutrality if the difficulty is changed to something else afterward, as the newly spawned Zombie Pigmen will be neutral. Baby Pigmen riding chickens will despawn, but their chickens won't, which can lead to the presence of random poultry in the Nether.
  • The range for enraging Zombie Pigmen is twice the range at which they will see and pursue you; that is, 32 blocks for provoking, and 16 for pursuit. This can cause the false appearance of them becoming neutral, but if you return into the pursuit range, they will resume pursuing you. Travelling far enough from the area will cause them to despawn and make it safe again, provided you do not attack any other Zombie Pigmen on the way back.
  • If the player is riding a pig when lightning hits it, a Zombie Pigman will appear on top of the player.
  • Zombie Pigmen are capable of spawning on the bottom row of obsidian in a Nether portal frame, the same way the player spawns when emerging from a portal.[2]
  • Zombie Pigmen can drown.
  • Like most mobs, Zombie Pigmen can ride in minecarts, so if you decide to create a rail in the nether or by a portal to it, it is likely that you'll see one riding in it.
  • After giving a Zombie Pigman a sword that's better than their own, you can "customize" the Pigman by giving it armor, enchanted or not. In the event you do customize your Zombie Pigmen, it is advised that you change into creative mode, or keep them in a pen. You can reclaim your armor and sword without ever making the Pigmen hostile by using drowning or suffocation traps.


Zombie Pigmen are humanoids covered with a mixture of pink flesh (like a pig's), and green, rotting flesh, with some bones visible, like a Zombie. They wield a Golden Sword in their right hand, and wear a loincloth. Occasionally, the Sword will have an enchantment on it, visible as a shimmering purple sheen. This chance increases at higher difficulties, and the sword's enchantment will more commonly be of a higher level.

On Halloween (October 31st), Zombie Pigmen have a chance of spawning with a Pumpkin (22.5%) or Jack 'o' Lantern (2.5%) equipped as headgear. If you want to see this on days other than Halloween, simply change your computer's clock to October 31st; the year or time is irrelevant.

In Pocket Edition, Zombie Pigmen are missing their face (hat layer) and appear to have merely a dry skull for a head (see gallery). It is unknown whether it is a bug or if it's meant to happen. Baby Zombie Pigmen in the PC version also look like this, due to MC-33420.


You can "trade" with Pigmen. Simply craft some stone swords, give 'em to the Pigman, and there's a 33.1 chance the Pigmen will give the gold sword. You can leave the Pigman. Or, kill it, get your stone sword, and get out of there!!


To an unprepared or careless player, a charging group of Zombie Pigmen can mean a swift death. However, fighting Zombie Pigmen becomes feasible when you can manage which of them become hostile and which remain neutral. Zombie Pigmen attack on the basis of 'seeing is believing', meaning that they only become hostile when one of their own is attacked by the player. Once this happens, all Zombie Pigmen within a 32 blocks radius become hostile. Those which are also within a 16 block radius will charge the player immediately. Those between the two ranges are made hostile, but will not pursue the player. However, if they happen to wander within the shorter range, or the player approaches them, they too will charge. This forces the player to defend against them, therefore angering yet more Zombie Pigmen near the new fight. Since these mobs are quite common, a player may find themselves constantly in battle. Zombie Pigmen will also notice attacks through walls. The hostility radius is centered around each provoked Zombie Pigman, not the player.

By keeping these rules in mind, it is possible to safely pick off groups of Zombie Pigmen with a bow, or to kill isolated Zombie Pigmen, provided that the other members of the group are outside their aggressive range. This can be used to collect Gold Nuggets (50%) and Rotten Flesh (50%). They can also drop Gold Ingots although this is a rare occurrence. The fact they drop Gold Nuggets is very useful if gold is not readily available and/or hard to find in your overworld, for 9 Nuggets can be crafted into an Ingot.

Zombie Pigmen occasionally have the ability to spawn zombies when harmed on hard mode. This is likely a bug, as zombies have the same ability.


A way to kill them without great difficulty is to create a "booth" - a structure with four walls each three blocks tall, two of them (that must meet at a corner) having gaps at the second block up. A player can mine one block out of the bottom of one of the partial walls and attack a Zombie Pigman, then quickly go back inside and close the way in, then use strike-and-run tactics, running up to the walls with the gaps in them, hitting a Zombie Pigman, then running to the closed corner before it can retaliate, continuing until they are all dead. A bow or stone/iron/diamond sword speeds this process up significantly, the first by allowing the player just to sit in the closed corner and shoot, and the second by reducing the number of hits required. If possible, the booth should be made out of Cobblestone as this will make it resistant to Ghasts.

An easier tactic is to build a column three blocks high. From here, you can either hit Zombie Pigmen or shoot arrows. They will swarm you, as well as push you around, but you will not receive any damage as long as you remain on the column. A disadvantage is that Ghasts can shoot at you and set you on fire (made more dangerous in the Nether since water can't be placed there). It can possibly destroy your tower unless it is made of a type of stone, and ghast fireballs can also push you off.

A Smite II diamond sword and a Potion of Strength will almost always kill a Zombie Pigman in one blow. That makes them viable for hunting, as well as providing great relief when they are being particularly annoying.

Soul Sand slows down Zombie Pigmen considerably, allowing the player to escape or fight a crowd of them more easily. It can also be used to make a one way door by placing the Soul Sand in front of the side of the door you want to block (see below).

Zombie Pigmen, Skeletons and Zombies can be damaged by Splash Potions of Healing, and will be healed by Splash Potions of Harming. In addition, a sword enchanted with Smite will do extra damage to Zombie Pigmen. However, due to their fire resistance, swords enchanted with Fire Aspect will only do normal damage.

Another great way to deal with a pack of charging Zombie Pigmen is to either have a sword enchanted with Knockback, or to backpedal while attacking them, as they can outrun you if you don't sprint or drink a Potion of Swiftness. This is not advisable since the Nether is full of sudden drops and Lavafalls that can cause serious damage or even death.

An entertaining tactic is to build a bunker with walls composed of diagonally adjacent Cacti, throw a snowball from inside, and watch as your target and all their nearby friends beat themselves to death against the cacti. However, it's imperative that you take precautions against a pigman climbing over any 1-high cacti in the wall. You can also simply seed an area commonly traveled by zombie pigmen with a few Cacti, which (slowly) thins the numbers and drops plentiful Gold Nuggets.

If Zombie Pigmen often spawn near a cliff, you can dig a three-block-deep tunnel into the cliff, with a Soul Sand one-way gate, and a tunnel with a door for you to use. The Pigmen will swarm the entrance but be unable to enter, and you can stand just outside their attack range and kill them with a sword or bow. Beware: sometimes, when you hit a Pigman, he will bounce oddly and penetrate the gate, especially if others are crowding behind him. This same type of fortress can be made with a 5x5 floating roof surrounded by the sand barrier, but this leaves you exposed to Ghasts and also allows the Pigmen to "ping-pong" you if you get dislodged from the center square.

A fairly easy and risk-free method of acquiring Zombie Pigman drops is to simply walk around the Nether with an Iron Golem that you created. The golem will swiftly kill any Zombie Pigmen you come across without angering the others towards the player or even the golem itself. In most cases, the pigman does not even have time to attack back due to the massive attack power of the Iron Golem. Note: It's best to construct your golem in the Nether, as it can be frustrating and time-consuming to push one through a portal from the Overworld. Once you have your golem in the Nether, it's also recommended to put it on a Lead to keep it close and prevent it from falling into lava.


A Zombie Pigman farm attached to a mob grinder.

Since Zombie Pigmen spawn in the Nether and in Nether Portals in the Overworld, players can build a Zombie Pigman farm in either dimension which provides a steady stream of Gold Nuggets. Additionally, players can obtain Gold Ingots and Gold Swords as rare drops.

To construct a farm in the Nether, one can build platforms for Zombie Pigmen to spawn on, with trapdoors on the edge, and place Slabs on the floors of all surrounding areas (or just fill them in) so Pigmen only spawn on these platforms. The use of Lava flows cannot be used to collect the Zombie Pigmen into a central area, as lava currents do not push mobs, so pistons must be used.

To build a farm in the Overworld, one can construct a rectangular prism of interlocking Nether Portals (to save Obsidian) and put open Trapdoors on the edges of the two bottom Obsidian blocks so that the Zombie Pigmen walk off. From here, one can use Water to collect the Zombie Pigmen into a fall or suffocation trap. Snow golems are a nice alternative.

Since the availability of larger portals, it is no longer necessary to make a prism of portals as large portals can do as well. However, the same practice can still be used to make a hyper-efficient farm by building portals in a ring (one open to each cardinal direction) from a largest outer size to decreasing inner sizes, with per space efficiency of 82.8% achievable (out of a 23x23x23 cube with 10,080 portal blocks, using 1,800 obsidian). Walling off the outer side of the largest portals and placing trapdoors on the edge of the smallest inner portals will allow the pigmen to spawn and wander into the drop or push each other into it. If a collector and crusher is placed directly beneath this point, the pigmen inside the farm will become angered and will track the player after the player has attacked one of them. This can be used to draw many of the pigmen out of the farm into the crusher at will.

One problem with Overworld gold farms is that it can occasionally be possible for angered pigmen to return to the Nether through a portal. If precautions are not taken in the form of extra portals leading to a containment area, the player may be ambushed by one or more angry pigmen when they return to the Nether though a nearby portal. Similarly, one must be careful not to use a portal in the Nether which takes them into the farm for the same reason.

Using a fall trap has the benefit of automation, but with a suffocation trap, one is able to use Pistons to control the amount of damage to the Pigmen. This way, one can obtain experience and rare drops by finishing off the Pigmen manually, perhaps with a Looting enchantment.

If care is taken, a falling trap may also be used to collect experience and rare drops as well. Water may be used to force the Pigmen off of a cliff that is 22 blocks high, ending in a landing area far below their spawn point. This landing area should be next to a room that whose floor is one block lower than the landing area, with a ceiling that is only 2 blocks high. This will allow the player to see and attack the feet of the Pigmen, without the Pigmen being able to attack the player. Slabs or a similar block must also be used to block baby pigmen from escaping. The player may then descend to this room and finish off the Pigmen with one or two sword strikes. To kill all pigmen automatically, use a fall of more than 24 blocks.

Spawn rate[edit]

When a portal block is ticked the game generates a number between 0 and 2000 inclusive, if that value is less than the Difficulty setting, a Zombie Pigman is generated.[3] This means spawn frequency correlates with the current Difficulty setting.



The green liquid in the Zombie Pigman skin was originally blood red,[4] but this was changed for an unknown reason, probably because it looked too gory. The skin file has "THX XAPHOBIA" written on it as a credit by Notch to the skin's original creator, XaPhobia.

Zombie Pigmen were originally presented as unarmed passive creatures in a preview before the Halloween Update.

1.2.0 Added Zombie Pigmen in the Halloween Update along with Ghasts. Zombie Pigmen never forgive the player once attacked and drop 0-2 Cooked Porkchops.
1.5 Pigs struck by lightning in the Overworld will change into Zombie Pigmen.[5]
1.8 Zombie Pigmen no longer drop Cooked Porkchops, and now drop Rotten Flesh.
Official release
1.0.0 Beta 1.9-pre1 Zombie Pigmen drop Gold Nuggets in addition to Rotten Flesh.
Beta 1.9-pre2 Zombie Pigmen have 2 armor points, like zombies. It prevents 8% of damage.
Beta 1.9-pre5 Zombie Pigmen, Skeletons and Zombies can be damaged by Splash Potions of Healing, and will be healed by Splash Potions of Harming. In addition, a sword enchanted with Smite will do extra damage to Zombie Pigmen.
1.2.1 12w06a Zombie Pigmen have a rare chance of dropping Gold ingots, Golden Helmets or their own Golden Swords which can be enchanted. The sword will be enchanted with a random level 5 enchantment.
Before this version, Zombie Pigmen were erroneously known in English language packs as "Pig Zombie". Similarly, in the Java coding, Zombie Pigmen are usually titled "pigzombie" or "zombiepig".
1.3.1 12w22a Zombie Pigmen can spawn in the Overworld from Nether portals.
1.4.2 12w32a Zombie Pigmen could rarely carry enchanted swords and they could rarely wear any type of armor. Also, the sword they're carrying makes it do more damage.
Some zombie pigmen can pick up items.
12w34b In the Overworld, Zombie Pigmen are eager to get back in the Nether Portal.
12w36a The zombie and Zombie Pigman models and textures have changed (no visual change, but breaks texture packs).
On Halloween, Zombie Pigmen have a chance of wearing a pumpkin.
1.6.2 Zombie Pigmen have a chance of spawning as a baby Zombie Pigman.
1.7.2 13w36a When struck by lightning, zombie pigmen now spawn with swords.
1.7.4 13w49a Added Chicken Jockeys. Since Zombie Pigmen share some of the Zombie .class files there are also Pigman Jockeys - A rare version of the Baby Zombie Pigman.
1.8 14w03a Now only drop gold nuggets/gold swords when killed by the player, either through combat or potions, or player-activated mechanisms such as manually lit TNT. If killed without player intervention, only drops rotten flesh. This makes automatic gold farms impossible.
14w04a The pre-mentioned change was reverted.
14w06a Zombie Pigmen use the new Mob AI, allowing them to navigate obstacles.
Zombie Pigmen will forgive after 20–39.95 seconds (losing the speed boost), although they will continue to attack until the player gets outside their aggro distance.
14w07a Baby Zombie Pigmen will no longer forgive.
14w11a Now run away from creepers that are about to explode.
Pocket Edition Alpha
0.5.0 Added zombie pigmen.
0.7.2 Added new sounds for the Zombie Pigmen.
0.9.2 Now rarely can drops Carrots and / or Potatoes
0.9.4 Now have 2 armor points. It prevents 8% of damage.
Console Edition
TU1 Added zombie pigmen.
TU12 Zombie Pigmen have a rare chance of dropping Gold ingots, Golden Helmets or their own Golden Swords which can be enchanted. The sword will be enchanted with a random level 5 enchantment.
TU14 Zombie Pigmen can spawn in the Overworld from Nether portals.


Issues relating to "Zombie Pigman" are maintained on the issue tracker. Report issues there.


  • If a baby pig gets struck by lightning, it will commonly become an adult Zombie Pigman.
  • If a pig in the overworld is struck by multiple lightning bolts simultaneously, multiple Zombie Pigmen will spawn. However, this is extremely unlikely without modifying the game.
    • The Zombie Pigmen themselves however are immune to lightning due to their immunity to fire.
  • If a Zombie Pigman is hit by a projectile, such as a Skeleton or Ghast, only the Zombie Pigman who was shot will attack it.
    • They will only attack a Ghast if it is touching the ground, usually when the Ghast spawns under a low ceiling.
    • The Ghast's large body also prevents Zombie Pigmen from reaching its hitbox and hurting it.
  • You can hear their sound effects of them being angry far away and even all the way down to the bedrock layer, like thunder and Ghast noises.
  • The Zombie Pigman's armor has no durability (i.e. cannot be damaged). Two points (Armor.svg) of armor gives 8% damage reduction from most sources. This means that you need to deal 22 (Heart.svg × 11) physical damage to kill a Zombie Pigman. It is one of three mobs with this natural damage reduction, the others being the Zombie and the Magma Cube.
  • Zombie Pigmen will turn hostile towards the player even when hit by "non-harmful" projectiles such as eggs, ender pearls and snowballs.
  • Zombie Pigman spawners cannot be disabled with torches or any light; they will spawn in any light level.
  • If a Zombie Pigman wears a mob head, it will only show on the "skeleton" part of its face.
    • This is because the pig half is the hat layer of the Zombie Pigman's skin, and mob heads will not cover the hat layer.
  • The Zombie Pigmen in the Pocket Edition and the Baby Pigmen that rarely spawn do not have a hat layer, therefore lack the pink skin.
  • Zombie Pigmen are one of the three mobs that carry a weapon by default, the other two being the Skeleton and the Wither Skeleton.
  • Despite having a similar mob mechanic, hitting a Zombie in the presence of Zombie Pigmen will not anger them.
  • When riding a minecart, a hostile Zombie Pigman can slowly move the minecart by itself along the rail while trying to chase the player.
  • A Zombie Pigman that can pick up items will take a stone sword (or even a wooden one if it has enchantments) with a chance of dropping their gold one.
  • Occasionally, Zombie Pigmen may swim up lava springs. Due to their fire resistance, though, this will not harm them directly, but they may take fall damage (and possibly even be killed) upon touching solid ground afterwards since lava does not prevent fall damage.
  • In Minecraft Pocket Edition:
    • Zombie Pigmen will burn in sunlight like any other Zombie.
      • However, they still have an immunity to fire, so they will not die.
    • Zombie Pigmen that remained from the Nether Reactor will despawn when the player leaves them.
    • Zombie Pigmen do not hold out their hands like zombies, instead they have their hands to their sides similar to the player.
    • Unlike the PC and other editions, their attack animation is also identical to that of the player.
    • In creative mode, if you get a bunch of Pigmen angered, shoot one with a bow. They'll forget about you and wander off.


See also[edit]


  1. See