Zombie

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Zombie
Zombie.pngZombie Targeting.png
Baby Zombie.pngBaby Zombie Targeting.png
Health points

20♥ × 10

Armor points

2 ()

Behavior

Hostile

Attack strength

Easy: 2♥ - 3♥♥
Normal: 3♥♥
Hard: 4♥♥ - 5♥♥♥

Size

Adult:
Height: 1.95 Blocks
Width: 0.6 Blocks
Baby:
Height: 0.975 Blocks
Width: 0.3 Blocks

Spawn

See Spawning

Natural equipment
Internal ID

JE: 54
BE: 32

Namespaced ID

zombie

Zombies are common undead hostile mobs that attack players, villagers, baby turtles and turtle eggs. They burn in the daylight, similar to most other undead mobs.

Spawning[edit]

Naturally[edit]

In the Overworld, zombies spawn in groups of 4 at a light level of 7 or less.

In deserts, all zombies exposed to the sky have an 80%‌[JE only] / 70%‌[BE only] chance to be replaced by husks, a zombie variant. Zombies that are not husks or drowned have a 5% chance to spawn as a zombie villager while all zombie variants also have a 5% chance to spawn as a baby zombie type.

Baby zombies have an additional 5% chance of spawning as a chicken jockey.‌[JE only] When spawning, a baby zombie may spawn on top of a nearby chicken. ‌[JE only]

Baby zombies have a 15% chance to want to be a jockey, and if they do, then upon nearing the player and before attacking, they check for one of the following and mount it: adult zombies, chickens, sheep, cows, pigs, llamas, ocelots, foxes, pandas, mooshrooms, untamed cats, untamed wolves, horses and variants, spiders and cave spiders.‌[BE only]

A zombie can also spawn from a husk that drowns in water but converts to a drowned if its head remains submerged.

Sieges[edit]

Information icon.svg
This feature is exclusive to Java Edition.

If a player is in a village with at least 10 beds and 20 villagers at midnight, up to 20 zombies may be spawned near the edge of the village with accordance to mob spawning rules. If a player is in a village with at least 20 beds and 40 villagers at midnight, up to 40 zombies may be spawned near the edge of the village. If a player is in a village with at least 30 beds and 60 villagers at midnight, up to 60 zombies may be spawned near the edge of the village, and so on. It can happen in any biome except the Mushroom Fields biome and its variants. Zombies spawned as a part of a siege are always normal zombies; zombie villagers, husks and drowned never spawn as a part of a siege.

Spawners[edit]

Zombies may spawn from 50% of spawners inside dungeons.

Variants[edit]

Baby zombies[edit]

A baby zombie.
An armored baby zombie riding a chicken.

Baby zombies make up 5% of zombie spawns. They behave similar to regular zombies, with the following oddities:

  • They are 30% faster than the normal zombies, yet they have the same HP as normal zombies. This makes baby zombies more dangerous than their adult counterparts.
  • The noises they make are higher-pitched than adult zombie sound effects.
  • If a baby zombie is riding a mob that is also rideable by a player, that mob becomes un-rideable by any player‌[BE only].
  • Baby zombie villagers turn into baby villagers if cured.
  • Worn armor shrinks to fit their body size.
  • They are able to fit through 1×1 block gaps.
  • They give 12 experience points when killed by the player or a tamed wolf instead of 5.
  • Unlike most other baby mobs, they remain babies indefinitely, and never become adult zombies.
  • They have a decreased hitbox size.
  • A baby zombie has a 15% chance to become a jockey when it tries attacking.‌[BE only]

A baby zombie riding a chicken is known as a chicken jockey.

A baby zombie can ride‌[BE only]:

Baby Zombie Riding Zombie.pngBaby Zombie Riding Zombie Butcher.pngBaby Husk Riding Husk.pngBaby Zombie Pigman Riding Zombie Pigman.pngBaby Zombie Riding Pig.pngBaby Zombie Riding Cow.pngBaby Zombie Riding Sheep.pngBaby Zombie Riding Wolf.pngBaby Zombie Riding Ocelot.pngBaby Zombie Riding Tuxedo Cat.pngBaby Zombie Riding Horse.pngBaby Zombie Riding Panda.pngBaby Zombie Riding Spider.png
Images of a baby zombie riding mobs other than chickens.

The jockey mobs ridden by the baby zombie adapt the speed of its rider. For example, chickens ridden by baby zombies move much faster and aggressively toward the player.

Zombie villagers[edit]

Zombie villagers have a 5% chance of spawning in place of zombies, and may also spawn from a villager killed by a zombie. They can be cured back into villagers using a weakness potion and a golden apple.

There is more of a chance for zombie villagers to spawn in plains biomes, 10% chance instead of 5%.‌[BE only] [more information needed]

Husks[edit]

Husks often spawn in desert biomes in place of zombies. They attack like regular zombies, but inflict hunger for several seconds and do not burn in sunlight.

Drowned[edit]

Drowned spawn in rivers, most of oceans or when a normal zombie drowns. They are able to swim and breathe underwater as well as walk on land. Most drowned use melee attacks, but some spawn with Tridents and throw them when attacking instead.

In Java Edition, zombies that are wearing armor and go underwater continue wearing the armor when converted to a drowned, although tools and weapons are lost.

In Bedrock Edition, zombies that convert to drowned drop all worn or held equipment with full durability.

Geared zombies[edit]

A not actually possible variant of baby zombie. zombies cannot spawn naturally with diamond swords, only with iron ones.

Some zombies spawn wearing armor and holding tools, which may be enchanted. The chances of that event are listed below. Zombie villagers can also spawn naturally with armor, weapons or tools. If a zombie spawns wearing multiple pieces of armor, the armor is never mismatched (i.e. all pieces are made of the same material).

Chances of zombies wearing or picking up armor, per difficulty
Easy Normal Hard
Can Pick Up Loot 0% 0%-55%[note 1] 6.875%-55%[note 1]
Armor 0% 0%-15%[note 1] 1.875%-15%[note 1]
Armor Enchantment[note 2] 0% 0-50%[note 1] 6.25%-50%[note 1]
Weapon[note 3] 1% 1% 5%
Weapon Enchantment[note 2] 0% 0%-25%[note 1] 3.125%-25%[note 1]
  1. a b c d e f g h i Value is based on the regional difficulty.
  2. a b Enchantment is the same as on an enchantment table at level 5–22.[note 1]
  3. 13 chance of an iron sword, 23 chance of an iron shovel

If a zombie does spawn with armor, the chances of specific armor are as follows:

Chances of different armor pieces, per difficulty
Armor Easy & Normal Hard
Helmet 100% 100%
Helmet & Chestplate 75% 90%
Helmet & Chestplate & Leggings 56.25% 81%
Full set 42.19% 72.9%

The chances of it being of a particular material are:

Chances of different armor types
Armor Type Chance
Leather 37.06%
Gold 48.73%
Chain 12.90%
Iron 1.27%
Diamond 0.04%

Armor worn by zombies is not damaged from most damage sources, which means it cannot "wear out" the way player armor does. Helmets (not blocks like pumpkins) on zombies can eventually wear away and break if the zombie is exposed to daylight or has an anvil or other falling block dropped on its head. Zombies also have a natural armor rating of 2 (), giving 1.6 - 8%‌[Java Edition only]/8%‌[Bedrock Edition only] damage reduction from most sources.

Geared zombies that drown (including variants like husks, which first transform into zombies before drowning) drop the gear they were holding or wearing at full durability with enchantments intact, when they transform into drowned.

Any zombie that spawns with equipment gives 1–3 extra experience points per item when killed.

Drops[edit]

When they die, zombies drop 0–2 rotten flesh. The maximum drop is increased by 1 per level of Looting, for a maximum of 0-5 with Looting III.

They can also drop one of the following when killed by a player or tamed wolf:

This drop has a 2.5% chance of occurring, increasing by 1% per level of looting. Individual items have the following chances of dropping:

  • 1120 (about 0.83%)
  • 11600 (about 1.83%) with Looting I
  • 17600 (about 2.83%) with Looting II
  • 23600 (about 3.83%) with Looting III

A zombie also drops a zombie head when killed by a charged creeper.

Any picked-up equipment has a 100% chance of dropping and drops without changing the damage that has accumulated on it.

Naturally-spawned equipment[edit]

Zombies have an 8.5% chance of dropping their naturally-spawned equipment and drop it with a random durability. Each level of Looting increases the chance by 1 percentage point (11.5% with Looting III).

  1. a b Zombies, zombie villagers and husks spawn only with pumpkins and jack o'lanterns[Java Edition only] in Halloween.

Experience[edit]

Adult zombies drop 5 and an additional 1–3 per naturally-spawned equipment if killed by player or tamed wolf. Baby zombies drop 12.

Halloween[edit]

If a zombie wearing a pumpkin or jack o'lantern[Java Edition only] is killed using a weapon enchanted with Looting, there is a chance equivalent to the level of Looting used to drop the pumpkin or jack o'lantern, up to a maximum of a 3% chance of a drop.

Behavior[edit]

Attacking the player[edit]

Zombies and other hostile mobs can deal damage through closed doors.

Zombies spawn in groups of 4. They pursue the player on sight from roughly 40 blocks away, as opposed to 16 blocks for other hostile mobs. The detection range of zombies is reduced to half of their normal range (20 blocks) when the player is wearing a zombie mob head.‌[Java Edition only] Zombies periodically make groaning sounds, which can be heard up to 16 blocks away. Zombies attempt to avoid obstacles, including sheer cliffs and lava, and try to find the shortest path toward the player.[1] Unlike skeletons, zombies do not try to avoid being hit and continue to pursue the player even when being attacked. Zombies can sometimes deal damage through a closed door, as shown in the picture to the right. Zombies sink in water, facilitating their transformation into drowned.

Burning under daylight[edit]

At dawn, generally when the sun is 15 degrees or more above the ground (that is, when the moon can no longer be seen), zombie variants except for husks and zombified piglins burn once exposed to direct sunlight. Burning is suppressed when the zombie is:

  • in a sufficiently shaded area: a sunlight level of 11 or less (a 1 block roof overhang provides sufficient protection even if it would have a sunlight level of 14);
  • in water;
  • wearing head armor (the helmet absorbs the damage from light but may take several day cycles to wear out completely).

Zombies may make some attempt to seek out shade during the day, or enter bodies of water to protect themselves from burning up, but they leave protective areas to chase a nearby player or villager.

If they attack an entity while burning, they may set it on fire, with a (30 × regional difficulty)% chance, and with a 2 × floor (regional difficulty) second duration. If wearing armor enchanted with Thorns while burning they may set players attacking them on fire with thorns damage alone.

Undead[edit]

Zombies are undead mobs, harmed by the status effect Healing, healed by the status effect Instant Damage and are unaffected by Regeneration and Poison. The Wither does not attack Zombies. Zombies are affected by the Smite enchantment, which can deal more damage than Sharpness on undead mobs.

Picking up items[edit]

Similar to skeletons, some zombies are capable of automatically picking up dropped items that they come across. Jack o'lanterns[Java Edition only], mob heads, and pumpkins are automatically worn on their heads. Zombies can use armor, weapons, or tools. If a zombie encounters another similar item, it may drop the previous item in favor of the new one, if:

  • the new item is armor or a sword and the old item was not (for example, zombies prefer swords to pickaxes, and helmets to pumpkins),
  • both items are armor/swords and the new item is better damage-wise (reduces more damage for armor, or inflicts more damage for swords),
  • both items are armor/swords with the same damage reduction/infliction, the new item has NBT tags while the old does not or the new item is more damaged than the old item, or
  • both items are bows and the new item has NBT tags while the old does not.

Items dropped by mobs in exchange for another cannot be picked up by players or mobs for 10 game ticks (0.5 seconds, barring lag), but can be picked up by hoppers.

A zombie holding a picked-up item does not despawn when left alone.

Picked-up items do not cause the zombie to drop more experience when killed, unlike naturally-spawned gear.

On Pocket edition and Windows, 10 Zombies have a chance to spawn with the ability to pick up items but only if it is night time or thunderstorming. Also, you must be on hard difficulty

Attacking villagers[edit]

A zombie trying to break the door down instead of taking an alternative path.

Zombies target villagers within 42 blocks, and they can always see villagers through walls. Once a zombie has targeted a villager, the zombie ignores any other villagers and the player, until its target is dead or the zombie is attacked.

Attacking wandering traders[edit]

Zombies target wandering traders within 35 blocks and can see traders through walls. The zombie focuses solely on the trader unless it's attacked, or either it or the target is killed or moved out of range, or under invisibility effect.

Breaking doors[edit]

Up to 10% of zombies (depending on regional difficulty) in pursuit of a target can bang on closed wooden doors, and on Hard (and Hardcore) difficulty can succeed in breaking them down. Otherwise, the door cracks but does not break.

Attacking iron golems[edit]

Zombies target iron golems within 42 blocks. Iron golems and snow golems attack zombies without provocation.

Reinforcements[edit]

On all difficulty levels, damaged zombie mobs (including zombified piglin) also call all other zombies within a 67×67×21 to 111×111×21 area[n 1] centered on the attacked zombie to target the attacking player, like zombified piglins.

On Hard difficulty, zombies can spawn additional zombies to "help" when damaged. Each zombie has a "likeliness to call reinforcements" statistic ranging from 0–10%, and "leader" zombies (0–5% depending on regional difficulty) get a bonus of 50–75 percentage points to the stat. When the zombie is damaged by an entity or is damaged while targeting an entity, up to 50 attempts are made to randomly choose a spawn location (0 or ±7–40 blocks away in all three axes) that is above a block with a solid top surface, has light level 9 or lower, has no players within 7 blocks, and has no colliding entities or blocks at which to spawn the reinforcement. Both the damaged zombie and the new zombie has a 5 percentage point penalty to their "likeliness to call reinforcement" stat, preventing infinite zombies from spawning this way.

These effects can be negated by killing the zombie in as few hits as possible, by using environmental damage such as cactus or lava, or by avoiding them completely. That is, if the zombified mob drops experience, it has a chance to spawn reinforcements. Additionally, reinforcements do not spawn at all, even on Hard difficulty, if /gamerule doMobSpawning is set to false.

Attacking turtles[edit]

Zombies attack baby turtles and actively seek out and destroy turtle eggs within 24 blocks horizontally and 3 blocks vertically, by jumping on them until they crack and break.

Becoming drowned[edit]

If a zombie's head is submerged in water for 30 seconds, it begins converting into a drowned. The zombie shakes, similar to a zombie villager being cured, and after 15 seconds the zombie becomes drowned. Once this process starts, it cannot be stopped.

A newly-converted drowned always has full health even if converted from a damaged zombie.

The converted drowned keeps any items worn or held when it was a zombie. In Bedrock Edition, an empty-handed zombie converted to drowned has a small chance of holding a nautilus shell or a Trident after conversion.

Only normal zombies can become drowned; zombie villagers and zombified piglins cannot be converted.[2] Husks, however, convert into zombies if they drown, and then this zombie converts into a drowned as a normal zombie does.

Once converted, the armor the zombie was wearing drops, if it spawned with gear. The items are dropped at full durability and keep the enchantments.

Sounds[edit]

SoundSubtitleSourceDescriptionNamespaced IDTranslation keyVolumePitchAttenuation distance
Zombie groans? ? entity.zombie.ambientsubtitles.entity.zombie.ambient? ? 16
Block broken? ? entity.zombie.attack_wooden_doorsubtitles.block.generic.break? ? 16
Block broken? ? entity.zombie.attack_iron_doorsubtitles.block.generic.break? ? 16
Block broken? ? entity.zombie.break_wooden_doorsubtitles.block.generic.break? ? 16
Zombie converts to Drowned? ? entity.zombie.converted_to_drownedsubtitles.entity.zombie.convert_to_drowned? ? 16
Zombie dies? ? entity.zombie.deathsubtitles.entity.zombie.death? ? 16
Turtle Egg stomped[3]? Likely plays when jumping on turtle eggsentity.zombie.destroy_egg?? ? 16
Zombie hurts? ? entity.zombie.hurtsubtitles.entity.zombie.hurt? ? 16
Zombie infects? ? entity.zombie.infectsubtitles.entity.zombie.infect? ? 16
Footsteps? ? entity.zombie.stepsubtitles.block.generic.footsteps? ? 16

Data values[edit]

Zombies have entity data associated with them that contain various properties of the mob.

  • Entity data
    • Tags common to all entities see Template:Nbt inherit/entity/template
    • Tags common to all mobs see Template:Nbt inherit/mob/template
    •  IsBaby: 1 or 0 (true/false) - true if this zombie is a baby. May be absent.
    •  CanBreakDoors: 1 or 0 (true/false) - true if the zombie can break doors (default value is 0).
    •  DrownedConversionTime: The number of ticks until this zombie converts to a drowned, or husk to zombie. (default value is -1, when no conversion is under way).
    •  InWaterTime: The number of ticks this zombie or husk has been under water, used to start the drowning conversion. (default value is -1, when no conversion is under way).

Achievements[edit]

Icon Achievement In-game description Actual requirements (if different) Gamerscore earned Trophy type (PS)
Monster HunterAttack and destroy a monster.Kill a hostile mob or one of the following neutral mobs: enderman, zombie pigman, spider, cave spider.15GBronze
Sound the Alarm!Ring the bell with a hostile enemy in the village.20GBronze

Advancements[edit]

Icon Advancement In-game description Parent Actual requirements (if different) Namespaced ID

Advancement-plain-raw.png

Adventure
Adventure, exploration, and combatKill any entity, or be killed by any entity.adventure/root

Advancement-plain-raw.png

Monster Hunter
Kill any hostile monsterAdventureKill one of these 33 mobs. ‌In Java Edition 1.16.2[upcoming], piglin brutes can also be killed for this advancement. Other mobs, if any, may be killed, but are ignored for this advancement.adventure/kill_a_mob

Advancement-fancy-raw.png

Monsters Hunted
Kill one of every hostile monsterMonster HunterKill each of these 33 mobs. ‌In Java Edition 1.16.2[upcoming], piglin brutes are also required for this advancement. Other mobs, if any, may be killed, but are ignored for this advancement.adventure/kill_all_mobs

Video[edit]

History[edit]

Java Edition Classic
August 14, 2009Notch teased zombies.
0.24_SURVIVAL_TESTZombie beta1.8.1.png Added zombies.
Zombies are the second mob to be added to Minecraft.
Zombies can run as fast as the player.
Zombie full set.pngZombie helmet.pngZombie chestplate.png Zombies occasionally appear wearing armor, but this has no protective effect on their health.
Zombies have arm swinging animations when they attack.[4]
Killing a zombie rewards 100 points.
0.25 SURVIVAL TESTZombies are now more dangerous, respawn, despawn, and fight skeletons that shoot them.
Java Edition Indev
0.31February 1, 2010, 2Zombies' armor has now been removed, as well as their arm swinging attack animations.
February 14, 2010, 1Zombies now catch on fire when exposed to sunlight.
February 18, 2010The chances of zombies catching on fire in sunlight have been tweaked.
Zombies now burn only when the sunlight level is greater than 7, and not due to torches at night[verify].
February 19, 2010Zombies now drop 0–2 feathers upon death. Before chickens were added in Minecraft, Notch confessed[5] that he made zombies drop feathers because he had no idea what they should have dropped when killed.
Java Edition Beta
1.8Pre-releaseZombies now drop rotten flesh instead of feathers.
Java Edition
1.0.0Beta 1.9 PrereleaseZombie Revision 1.png All humanoid mobs have the bottom texture of the face flipped, resulting in a change in the model.
Beta 1.9 Prerelease 4Zombies can now be harmed by splash potions of healing, and healed by splash potions of harming.
Zombies have now become immune to poison and regeneration.
1.2.112w03aThe zombies' AI has been improved, giving them a much better sense of direction when pursuing the player, allowing them to navigate obstacles, and even small mazes if constructed, to get to the player.
Zombies have now been given the ability to 'see' through windows, the first mob able to do so intelligently (not counting spiders, who are able to see through all blocks).
12w04aThe zombies' AI has been improved again to cope with catching fire in sunlight. If a zombie is exposed to sunlight and bursts into flames, it searches for a body of water to douse the flames, or at least a shelter to hide from sun.
12w06aZombies now chase and attack villagers, attack doors (breaking them on Hard and Hardcore difficulties).
Zombies now sometimes drop iron ingots, helmets, shovels and swords as a rare drop.
Zombies now sometimes attack villagers in preference to the player, and always chose the shortest way to the target, even if there is a door in the way.
12w07aThe drop rate of rare drops for zombies have been reduced.
1.4.2?Baby Zombie Revision 1.png Added baby zombies.
Baby zombies cannot spawn naturally and can be spawned only through map editors and NBT editing.
12w32aZombie in leather armor.pngZombie in golden armor.pngZombie in chainmail armor.pngZombie in iron armor.pngZombie in diamond armor.png Zombie armor has now been added back into the game, and they can now wear any type of armor.
Zombie with iron sword JE1.png Zombie with iron shovel JE1.png Zombies can now hold an iron sword or iron shovel.
Zombies now have a chance of dropping these items, if they have them.
Iron helmets, swords and shovels have now been removed as rare drops from zombies.
Zombies now use their attack animation like they did in Survival Test. This shows only when a zombie is holding a weapon. When a zombie holds a weapon the damage it does is equal to the damage the player would do with the weapon added to the normal damage of the zombie.
Armor worn by zombies now work the same as it does for the player, each piece gives a certain amount of armor points, where each 1 () gives 4% damage reduction, but the total damage reduction is limited to 80%.
5% of zombies now spawn as zombie villagers.
Villagers now become infected when killed by a zombie.
When a zombie infects a baby villager, it now creates a baby zombie villager, which is faster than a normal zombie and does not age.
12w34aZombies now have two new rare drops – carrots and potatoes.
12w34bZombies can now pick up and equip dropped items.[6][7] If killed, the zombie drops the item it is holding.
Zombies can now survive in sunlight, if they are wearing a helmet or a pumpkin.[8]
12w36aThe zombie and zombie pigmen models and texture layouts have now been changed (no visual change, but breaks texture packs).
12w38aZombies have now been given new sounds.
?Zombie with Carved Pumpkin.png Baby Zombie with Carved Pumpkin.png On Halloween, zombies and baby zombies can now spawn wearing pumpkins or jack o'lanterns.
1.513w03aZombies are now able to set the player on fire, if they are on fire and they attack the player.
Zombies can now call other zombies from the nearby area (radius dependent on difficulty) to attack the player, making packs of zombies approach shortly after damaging the zombie.
Zombies now cause more damage when their health is lower.
1.6.113w17aWhen damaged, zombies now have a low chance to spawn more zombies.
13w21aZombie damage increasing with decreasing health has now been removed.
13w23bZombie AI and mechanics have been changed – this has now made them much more horde-like.
Zombies are now able to detect the player up to 40 blocks.
1.6.2preBaby zombies now spawn among regular zombies, with the same percentage of spawning as zombie villagers.
1.7.213w36aBaby zombies now drop loot and experience.
1.7.413w49aChicken Jockey Revision 1.png Added chicken jockeys – a rare version of the baby zombie.
1.814w11aZombies now run away from creepers that are about to explode.
14w30aZombies now drop their head when killed by a charged creeper.
1.8.1pre1Zombies no longer run away from creepers that are about to explode.
1.915w32aThe detection range of zombies is now halved when the player is wearing a zombie mob head.
15w33cThe detection range for players wearing the zombie mob head has now been adjusted, now 37.5% of the normal range.
15w34aZombies now have an attack animation similar to the one they had in Survival Test, even without weapons.
15w36aThe detection range for players wearing the zombie mob head has been changed to 50% of the normal range again.
1.10pre1The chance of a zombie setting its target on fire when burning, and the duration of the effect, now depend on raw regional difficulty.
1.1116w32aEntity ID Zombie is now zombie, zombie_villager and husk for those respective mobs.
Removed the ZombieType, IsVillager tag, added the Profession tag to zombie_villager only, and made ConversionTime apply to zombie_villager only.
1.1318w07aZombies now intentionally stomp on turtle eggs and attack baby turtles.
18w10dBaby zombies now burn in the sun.
18w11aZombies now sink underwater.
Zombie becoming Drowned.gif Zombies now convert into a drowned instead of dying from drowning.
18w21bHusk becoming Zombie.gif Husks now convert into zombies when drowning.
1.1418w43aZombie.png Baby Zombie.png The textures of zombies and baby zombies have now been changed.
19w05aZombies attack the new wandering trader.
Pocket Edition Alpha
0.2.0Zombie Revision 1.png Added zombies.
0.4.0Zombies can now drop feathers.
0.5.0Zombies now have new animations.
0.8.0build 2Zombies now spawn more frequently.
Zombies now have rare drops of carrots and potatoes.
0.9.0build 1Zombie AI and mechanics have been changed – this now makes them much smarter.
0.9.4Zombies now have 2 () armor points, preventing 8% of damage.
0.11.0build 1Baby Zombie Revision 1.png Chicken Jockey Revision 1.png Added baby zombies and chicken jockeys.
Zombies now drop rotten flesh.
0.12.1build 1Zombie in leather armor.pngZombie in golden armor.pngZombie in chainmail armor.pngZombie in iron armor.pngZombie in diamond armor.png Zombies can now spawn wearing armor.
Zombies can now break down doors.
Zombies are now able to detect the player from up to 40 blocks.
0.14.0build 1Baby Zombie Riding Zombie.pngBaby Zombie Riding Zombie Butcher.pngBaby Zombie Riding Pig.pngBaby Zombie Riding Cow.pngBaby Zombie Riding Sheep.pngBaby Zombie Riding Wolf.pngBaby Zombie Riding Ocelot.pngBaby Zombie Riding Horse.pngBaby Zombie Riding Spider.png Baby zombies and baby zombie villagers have a 15% chance of becoming a jockey. Before becoming a jockey, upon nearing the player, they check for one of the following to mount prior attacking: adult chickens, adult ocelots, adult wolves, adult zombies, adult zombie villager, adult zombie pigmen, cows, pigs, sheep, cave spiders or spiders.
0.16.0?Adult zombie pigman are no longer ridden by baby zombie variants.
Bedrock Edition
1.4.0beta 1.2.20.1Baby zombies now burn in daylight.
1.5.0beta 1.5.0.1Zombies now sink underwater.
Zombie becoming Drowned.gif Zombies now convert into a drowned instead of dying from drowning.
Husk becoming Zombie.gif Husks now convert into zombies when drowning.
beta 1.5.0.4Zombies now attack baby turtles and stomp on turtle eggs.
1.8.0beta 1.8.0.8Baby Zombie Riding Tuxedo Cat.png Baby Zombie Riding Panda.png Baby zombies can now mount adult stray cats and pandas.
1.10.0beta 1.10.0.3Zombie.png Baby Zombie.png The textures of zombies and baby zombies have now been changed.
Zombies now attack wandering traders.
1.13.0beta 1.13.0.9Adult zombie pigmen can now be ridden again by baby zombie variants.
1.16.0beta 1.16.0.51Zombies now have the ability to pick up items.
Legacy Console Edition
TU1CU11.00Patch 11.0.1Zombie Revision 1.png Added zombies.
TU5Zombies now drop rotten flesh, instead of feathers.
TU12The zombies' AI has been improved, which gives them a much better sense of direction when pursuing the player, allowing them to navigate obstacles, and even small mazes if constructed, to get to the player.
Zombies have now been given the ability to 'see' through windows.
If a zombie is exposed to sunlight and bursts into flames, it now search for a body of water to douse the flames.
Zombies now chase and attack villagers and now attack doors (breaking them on Hard difficulty).
Zombies now attack villagers in preference to the player, and always chose the shortest way to the target, even if there is a door in the way.
Zombies now sometimes drop iron ingots, helmets, shovels and swords as rare drops.
TU151.05Zombies' rare loot drops have been changed to be carrots, potatoes or iron ingots.
TU19CU71.12Zombies can now pick up items.
Zombie in leather armor.pngZombie in golden armor.pngZombie in chainmail armor.pngZombie in iron armor.pngZombie in diamond armor.png Zombie armor has now been added and zombies can now wear any type of armor.
Zombie with iron sword JE1.png Zombie with iron shovel JE1.png Zombies can now hold an iron sword or iron shovel.
Baby Zombie Revision 1.png Added baby zombies.
TU31CU191.22Patch 3Baby zombies now drop experience.
Zombies now drop their skull when killed by a charged creeper.
TU60CU511.64Patch 301.0.11Baby zombies now have a 15% chance of becoming a jockey. Before becoming a jockey, upon nearing the player, they check for one of the following to mount prior attacking: adult chickens, adult ocelots, adult wolves, adult zombies, cows, pigs, sheep, spiders or cave spiders.
TU691.76Patch 38Baby zombies now burn in sunlight.
Zombies now sink in water.
Zombie becoming Drowned.gif Zombies now convert into a drowned instead of dying from drowning.
Husk becoming Zombie.gif Husks now convert into zombies when drowning.
1.83Baby zombies can now ride adult stray cats and pandas.
1.90Zombie.png Baby Zombie.png The textures of zombies and baby zombies have now been changed.
1.91Zombies are now hostile toward wandering traders.
New Nintendo 3DS Edition
0.1.0Zombie Revision 1.png Baby Zombie Revision 1.png Added zombies and baby zombies.
Minecraft Earth
0.2.0Zombie.png Added zombies.

Issues[edit]

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

Gallery[edit]

Armor[edit]

Tools[edit]

Hats[edit]

In other media[edit]

Trivia[edit]

  • The rarest mob in Bedrock Edition is a baby husk riding a brown panda, which has a 2.88×10−13 chance (one in 3.472 trillion) of being found.
    • In Java Edition, the rarest mob was a baby Zombie Villager with full diamond armor and an enchanted iron sword riding a chicken, which has a 4.3797e-75 chance of spawning naturally in-game. (Now striders have 10% chance of spawning with an extra strider on top. A naturally spawned strider with 99 striders on top will have much less chance of spawning than the latest rarest mob)
  • Zombies, along with skeletons and creepers, are the oldest hostile mobs in the game that have not been removed. The oldest ever in the game is the human, which has been removed from the game entirely.

Notes[edit]

  1. The inradius is based on the followRange stat: base value is 35, ±5% random spawn bonus, then plus 0–50% random zombie-spawn bonus

See also[edit]

References[edit]