0.24 - See History
Zombies are common undead humanoid hostile mobs.
- 1 Spawning
- 2 Variants
- 3 Drops
- 4 Behavior
- 5 Data values
- 6 Achievements
- 7 Advancements
- 8 Video
- 9 History
- 10 Issues
- 11 Gallery
- 12 Trivia
- 13 Notes
- 14 See also
- 15 References
In the Overworld, zombies spawn in groups of 4 at a light level of 7 or less. In desert biomes, all zombies exposed to the sky will have an 80% chance to be replaced by husks, a zombie variant. Zombies that are not husks 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.
A husk that drowns in water will drop any equipment being worn or held, and convert to a zombie, which will then convert to a drowned if its head remains submerged.
If a player is in a village with at least 10 doors and 20 villagers at midnight, up to 20 zombies may be spawned near the edge of the village regardless of light level or transparent blocks. It can happen in any biome, even if it is Mushroom Island. Zombies spawned as a part of a siege will always be normal zombies; zombie villagers or husks will never spawn as a part of a siege.
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 the baby zombies more dangerous than their bigger counterparts.
- The noises they make are higher-pitched than normal zombie sound effects.
- In Bedrock and Console editions, they can ride:
- Will use the baby zombie speed instead of the mob speed.
- If a baby zombie is riding a mob that is also rideable by a player, that mob will no longer be rideable by a player.
- A baby zombie has a 15% chance to become a jockey when it tries attacking a villager, player, or golem.
- Baby zombie villagers will 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 all other baby mobs in the game, they will stay as babies indefinitely, and never grow into "adult" zombies.
- They have a decreased hitbox size.
Along with skeletons, some zombies are capable of picking up dropped items. These zombies will automatically hold any item they come across (except that jack o'lanterns[Java Edition only], mob heads, and pumpkins will be worn on their heads), but if those items happen to be armor, weapons or tools, the zombie will use them. If they encounter another similar item, they will pick it up and drop their previous item:
- 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),
- if both items are armor/swords and the new item is better damage-wise (reduces more damage for armor, or inflicts more damage for swords),
- if 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
- if 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.
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 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 (), which gives 1.6 - 4%[Java Edition only]/8%[Bedrock Edition only] damage reduction from most sources.
Some zombies which can pick up items spawn already in possession of such items, and those items may also 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 will never be mismatched (i.e. all pieces will be made of the same material).
|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 Enchantment[note 2]||0%||0%-25%[note 1]||3.125%-25%[note 1]|
If a zombie does spawn with armor, the chances of specific armor are as follows:
|Armor||Easy & Normal||Hard|
|Helmet & Chestplate||75%||90%|
|Helmet & Chestplate & Leggings||56.25%||81%|
The chances of it being of a particular material are:
Any zombie that spawns with equipment (picked-up items don't count) will give 1–3 extra experience points per item.
When they die, zombies drop:
- 0–2 Rotten Flesh.
- Iron Ingots, carrots and potatoes (0.8% chance each, 1.2% chance with Looting I, 1.5% chance with Looting II and 1.8% chance with Looting III).
- A Zombie Head if it is killed by a charged creeper.
- Any picked-up equipment has 100% chance of dropping and will drop without changing the damage that has accumulated on it.
- Pumpkin [note 1]
- Jack o'Lantern[Java Edition only][note 1]
- Iron Shovel
- Iron Sword
- Random Armor
- Zombies have an 8.5% chance of dropping their naturally-spawned equipment, and will drop it with a random durability. Each level of Looting will increase the chance 1 percentage point (11.5 % with Looting III).
A zombie has a 0.04% chance to spawn with diamond armor and a 0.02% chance to spawn as a diamond armored baby zombie chicken jockey.
Adult zombies will drop 5 experience and an additional 1–3 experience per naturally-spawned equipment. Baby zombies will drop 12 experience.
If a zombie wearing a pumpkin or jack o'lantern[Java Edition only] is killed using a weapon enchanted with Looting, there will be 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.
Attacking the player
Zombies spawn in groups of 4 and will pursue the player on sight from 40 blocks away, as opposed to 16 blocks in 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 will periodically make groaning sounds, which can be heard up to 16 blocks away. Zombies will attempt to avoid obstacles, including sheer cliffs and lava, and will try to find the shortest path towards the player. 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 will sink in water, which facilitates their transformation into drowned.
Burning under daylight
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 zombie pigmen will 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;
- in water;
- wearing head armor (but the armor will take damage).
Zombies may make some attempt to seek out shade during the day, or enter bodies of water to protect themselves from burning up, but will exit 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.
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 will not attack Zombies. Zombies are affected by the Smite Enchantment.
Picking up items
A zombie holding an item it picked up will not despawn when left alone. On easy mode, zombies have a 1% chance of picking up an item. On normal mode, zombies have a 7% chance and on hard, they have a 20% chance.
Zombies will attack villagers within 42 blocks, and they can always see villagers through walls. Once a zombie has focused on a villager, the zombie will ignore any other villagers and the player, until its target is dead or the zombie is attacked.
Attacking wandering traders
Zombies will attack wandering traders within 35 blocks, and can see traders through walls. The zombie will focus 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.
Up to 14.5% 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 will crack, but not break. Iron doors are always safe.
Attacking iron golems
Zombies will attack iron golems within 42 blocks. Iron golems and snow golems will attack zombies without provocation.
On all difficulty levels, damaged zombies will 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 zombie pigmen.
On Hard difficulty, zombies can spawn additional zombies to “help” when damaged. Each zombie has a "likeliness to call reinforcements" statistic which ranges 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 will be 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 will have 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.
If a zombie is in water, and not in a boat, for 30 seconds it will begin converting into a drowned. The zombie will start to shake, similar to a zombie villager being cured, and after 15 seconds the zombie will be converted to a drowned. Once this process starts, it cannot be stopped.
If the zombie is holding or wearing any items, the converted drowned will keep those items. 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 husks cannot be converted. Husks however will convert into zombies if underwater, and then convert into a drowned some time later like a normal zombie does.
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).
|Icon||Achievement||In-game description||Actual requirements (if different)||Availability||Xbox points earned||Trophy type (PS)|
|Monster Hunter||Attack and destroy a monster||Kill a hostile mob or one of the following neutral mobs: enderman, zombie pigman, spider, cave spider.||Xbox One||Yes||Yes||Yes||15G||Bronze|
|Icon||Advancement||In-game description||Parent||Actual requirements (if different)||Internal ID|
|Adventure||Adventure, exploration, and combat||—||Kill any entity, or be killed by any entity.|
|Monster Hunter||Kill any hostile monster||Adventure||Kill one of these 25 mobs. Other mobs are ignored for this advancement.|
|Monsters Hunted||Kill one of every hostile monster||Monster Hunter||Kill each of these 25 mobs. Other mobs may be killed, but are ignored for the advancement.|
|Java Edition Classic|
|August 14, 2009||Teased zombies.|
|0.24_SURVIVAL_TEST||Added zombies. They are the second mob to be added to Minecraft. They can run as fast as the player. Zombies will occasionally appear wearing armor, but this has no protective effect on their health. When killed, zombies will give 80 points each to the player, but they will not drop their armor. They also have arm swinging animations when they attack.|
|Java Edition Indev|
|0.31||February 1, 2010, 2||Zombies' armor has been removed, as well as their arm swinging attack animations.|
|February 14, 2010, 1||Zombies will now catch on fire when exposed to sunlight.|
|February 18, 2010||The chances of zombies catching on fire in sunlight have been tweaked.|
|Zombies will now only burn when the sunlight level is greater than 7, and not due to torches at night.|
|February 19, 2010||Zombies will now drop 0–2 feathers upon death. Before chickens were added in Minecraft, Notch confessed that he made zombies drop feathers because he had no idea what they should have dropped when killed.|
|Java Edition Beta|
|1.8||Pre-release||Zombies will now drop rotten flesh instead of feathers.|
|1.0.0||Beta 1.9 Prerelease 4||Zombies 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.|
|1.2.1||12w03a||The 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).|
|12w04a||The 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 will search for a body of water to douse the flames, or at least a shelter to hide from sun.|
|12w06a||Zombies will now chase and attack villagers, attack doors (breaking them on Hard and Hardcore difficulties).|
|Zombies will now sometimes drop iron ingots, helmets, shovels and swords as a rare drop.|
|Zombies will 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.|
|12w07a||The drop rate of rare drops for zombies have been reduced.|
|1.4.2||?||Added baby zombies. They cannot spawn naturally and can only be spawned through map editors and NBT editing.|
|12w32a||Zombie armor has now been added back into the game, and they can now wear any type of armor.|
|Zombies can now hold an iron sword or iron shovel.|
|Zombies will 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 will now use their attack animation like they did in Survival Test. This only shows 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 will 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%.|
|Added zombie villagers. 5% of zombies spawned will now be zombie villagers.|
|Villagers will now become infected when killed by a zombie.|
|When a zombie infects a baby villager, it will now create a baby zombie villager, which is faster than a normal zombie and does not age.|
|12w34a||Zombies will now have two new rare drops – carrots and potatoes.|
|12w34b||Zombies can now pick up and equip dropped items. 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.|
|12w36a||The zombie and zombie pigmen models and texture layouts have now been changed (no visual change, but breaks texture packs).|
|12w38a||Zombies have now been given new sounds.|
|?||On Halloween, zombies can now spawn wearing pumpkins or jack o'lanterns.|
|1.5||13w03a||Zombies 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 will now cause more damage when their health is lower.|
|1.6.1||13w17a||When damaged, zombies will now have a low chance to spawn more zombies.|
|13w21a||Zombie damage increasing with decreasing health has now been removed.|
|13w23b||Zombie 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.|
|1.6.2||pre||Baby zombies will now spawn among regular zombies. They will now have the same percentage of spawning as zombie villagers.|
|1.7.2||13w36a||Baby zombies will now drop loot and experience.|
|1.7.4||13w49a||Added chicken jockeys – a rare version of the baby zombie.|
|1.8||14w11a||Zombies will now run away from creepers that are about to explode.|
|14w30a||Zombies will now drop their head when killed by a charged creeper.|
|1.8.1||pre1||Zombies will now no longer run away from creepers that are about to explode.|
|1.9||15w32a||The detection range of zombies will now be halved when the player is wearing a zombie mob head.|
|15w33c||The detection range for players wearing the zombie mob head has now been adjusted, now 37.5% of the normal range.|
|15w34a||Zombies will now have an attack animation similar to the one they had in Survival Test, even without weapons.|
|15w36a||The detection range for players wearing the zombie mob head has been changed to 50% of the normal range again.|
|1.10||pre1||The chance of a zombie setting its target on fire when burning, and the duration of the effect, will now depend on raw regional difficulty.|
|1.11||16w32a||Entity ID |
|Removed the |
|1.13||18w07a||Zombies will now intentionally stomp on turtle eggs and attack baby turtles.|
|18w10d||Baby zombies will now burn in the sun.|
|18w11a||Zombies will now sink underwater.|
|Zombies will now convert into a drowned instead of dying from drowning.|
|18w21b||Husks will now convert into zombies when drowning.|
|1.14||19w05a||Zombies will attack the new wandering trader.|
|Pocket Edition Alpha|
|0.4.0||Zombies can now drop feathers.|
|0.5.0||Zombies will now have new animations.|
|0.8.0||build 2||Zombies will now spawn more frequently.|
|Zombies will now have rare drops of carrots and potatoes.|
|0.9.0||build 1||Zombie AI and mechanics have been changed – this will now make them much smarter.|
|0.9.4||Zombies will now have 2 () armor points, preventing 8% of damage.|
|0.11.0||build 1||Added baby zombies and chicken jockeys.|
|Zombies will now drop rotten flesh.|
|0.12.1||build 1||Zombies can now spawn wearing armor.|
|Zombies will now have the ability to pick up items.|
|Zombies can now break down doors.|
|Zombies are now able to detect the player from up to 40 blocks.|
|0.14.0||build 1||Baby zombies and baby zombie villagers will have a 15% chance of becoming a jockey. Before becoming a jockey, upon nearing the player, they will 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.|
|1.0.0||alpha 0.17.0.1||Baby zombie variants can now mount polar bears.|
|1.1.0||alpha 126.96.36.199||Baby zombies can now mount llamas.|
|1.4.0||beta 188.8.131.52||Baby zombies will now burn in daylight.|
|1.5.0||beta 184.108.40.206||Zombies will now sink underwater.|
|Husks will now transform into zombies, instead of dying from drowning.|
|Zombie will now transform into drowned when drowning.|
|beta 220.127.116.11||Zombies will now attack baby turtles and stomp on turtle eggs.|
|1.8.0||beta 18.104.22.168||Baby zombies can mount adult strays cats and panda.|
|1.10.0||beta 22.214.171.124||Zombies now attack wandering traders.|
|Legacy Console Edition|
|TU1||CU1||1.00||Patch 1||Added zombies.|
|TU5||Zombies will now drop rotten flesh, instead of feathers.|
|TU12||The 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 will now search for a body of water to douse the flames.|
|Zombies will now chase and attack villagers and will now attack doors (breaking them on Hard difficulty).|
|Zombies will 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 will now sometimes drop iron ingots, helmets, shovels and swords as rare drops.|
|TU15||1.05||Zombies' rare loot drops have been changed to be carrots, potatoes or iron ingots.|
|TU19||CU7||1.12||Zombies can now pick up items.|
|Zombies will now occasionally spawn with armor and/or weapons.|
|Added baby zombies.|
|TU31||CU19||1.22||Patch 3||Baby zombies will now drop experience.|
|Zombies will now drop their skull when killed by a charged creeper.|
|TU60||CU51||1.64||Patch 30||Baby zombies will now have a 15% chance of becoming a jockey. Before becoming a jockey, upon nearing the player, they will 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.|
|TU69||1.76||Patch 38||Baby zombies will now burn in sunlight.|
|Zombies will now sink in water.|
|Zombies will now convert into drowned, instead of dying from drowning.|
|Husks will now convert into zombies when drowning.|
|New Nintendo 3DS Edition|
|This page would benefit from the addition of more images.|
Please remove this notice once you've added suitable images to the article. The specific instructions are: Zombies wearing "plate.png" in Classic, Husks, zombie villagers, baby zombies, etc. wearing a full set of each armor tier (despite the fact these last ones would be better suited to their own articles for obvious reasons)
A zombie emerging from a dark cave.
Dying zombie mob in Bedrock Edition.
Dying zombie mob in Java Edition.
Zombie trap using a spawner. 97 zombies have been trapped already.
Three chicken jockeys near each other.
A height comparison between the player and the zombie. Note the zombie being slightly higher than the player.
Size comparison between a husk and a normal zombie, the husk being 2 pixels taller, but have the same hitbox.
A zombie spawned in a jungle temple.
A large horde of zombies and an iron golem.
A player armored zombie.
An armored zombie that picked up a bookshelf as a melee weapon.
A zombie wielding an iron shovel doing its attack animation.
Zombies wearing pumpkins on Halloween.
A baby zombie "wearing" a jack o'lantern on its head on Halloween. This glitch no longer happens.
A zombie wearing a player head.
In other media
Zombie micromob (middle) on official LEGO Minecraft.
Zombie minifigure on official LEGO Minecraft.
A Zombie as it appears in Minecraft: Story Mode.
Punched zombie from a minecraft.net insider "How to Minecraft".
Official 8.5-inch Baby Zombie Plushie made by JINX.
- The rarest mob in Bedrock Edition is a baby zombie riding a brown panda, which has a 2.88×10−13 chance (one in 3.472 trillion) of spawning.
- 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 since been removed from the game entirely.
- Prior to Update Aquatic, baby zombies did not burn in daylight.
- The inradius is based on the
followRangestat: base value is 35, ±5% random spawn bonus, then plus 0–50% random zombie-spawn bonus