- 1 Spawning
- 2 Variants
- 3 Drops
- 4 Behavior
- 5 Sounds
- 6 Data values
- 7 Achievements
- 8 Advancements
- 9 Video
- 10 History
- 11 Issues
- 12 Gallery
- 13 Trivia
- 14 Notes
- 15 See also
- 16 References
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 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 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]
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. 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.
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.
- 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.
In Bedrock Edition, a baby zombie can ride:
They use the baby zombie's speed.
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 golden apples and weakness potions.
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 under sunlight.
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.
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).
|Can Pick Up Loot [JE only]||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:
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.
Any zombie that spawns with equipment gives 1–3 extra experience points per item when killed.
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:
- 1⁄120 (about 0.83%)
- 11⁄600 (about 1.83%) with Looting I
- 17⁄600 (about 2.83%) with Looting II
- 23⁄600 (about 3.83%) with Looting III
Any picked-up equipment has a 100% chance of dropping and drops without changing the damage that has accumulated on it.
- Carved Pumpkin [note 1]
- Jack o'Lantern[Java Edition only][note 1]
- Iron Shovel
- Iron Sword
- Random Armor (sometimes enchanted)
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).
Adult zombies drop 5 and an additional 1–3 per naturally-spawned equipment if killed by player or tamed wolf. Baby zombies drop 12.
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.
Attacking the player
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. 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
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 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.
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
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.
Zombies target villagers within 42 blocks, and they can always see villagers through walls. Once a zombie has focused on a villager, the zombie ignores any other villagers and the player, until its target is dead or the zombie is attacked.
Attacking wandering traders
Zombies attack 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.
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. Iron doors are mostly safe. With zombies being able to break them 1% of the time.
Attacking iron golems
Zombies attack iron golems within 42 blocks. Iron golems and snow golems attack zombies without provocation.
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. Additionally, reinforcements do not spawn at all, even on Hard difficulty, if
/gamerule mobGriefing is set to
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 a 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 zombie pigmen cannot be converted. Husks, however, convert into zombies if they drown, and then this zombie converts into a drowned as a normal zombie does.
|The following sounds section uses an outdated format and should be redone using |
|Sound||Subtitle||Namespaced ID||Subtitle ID||Source||Pitch||Volume||Attenuation distance|
|Zombie converted to Drowned||
||(Likely plays when jumping on turtle eggs)||?||?||?||16|
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)||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.||15G||Bronze|
|Icon||Advancement||In-game description||Parent||Actual requirements (if different)||Namespaced 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. In Java Edition 1.16, elder guardians, ender dragons, endermites, hoglins, piglins, vexes, withers, and zoglins can also be killed for this advancement. Other mobs may be killed, but are ignored for the advancement.|
|Monsters Hunted||Kill one of every hostile monster||Monster Hunter||Kill each of these 25 mobs. In Java Edition 1.16, elder guardians, ender dragons, endermites, hoglins, piglins, vexes, withers and zoglins are also required for the advancement. Other mobs may be killed, but are ignored for the advancement.|
|Java Edition Classic|
|August 14, 2009||Notch teased zombies.|
|Zombies are the second mob to be added to Minecraft.|
|Zombies can run as fast as the player.|
|Zombies occasionally appear wearing armor, but this has no protective effect on their health.|
|Zombies have arm swinging animations when they attack.|
|Killing a zombie rewards 100 points.|
|0.25_SURVIVAL_TEST||Zombies are now more dangerous, respawn, despawn, and will fight a skeleton if shot by it.|
|Java Edition Indev|
|0.31||February 1, 2010, 2||Zombies' armor has now been removed, as well as their arm swinging attack animations.|
|February 14, 2010, 1||Zombies now catch on fire when exposed to sunlight.|
|February 18, 2010||The 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.|
|February 19, 2010||Zombies 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 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 searches for a body of water to douse the flames, or at least a shelter to hide from sun.|
|12w06a||Zombies 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.|
|12w07a||The drop rate of rare drops for zombies have been reduced.|
|1.4.2||?||Added baby zombies.|
|Baby zombies cannot spawn naturally and can be spawned only 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 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.|
|12w34a||Zombies 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 now cause more damage when their health is lower.|
|1.6.1||13w17a||When damaged, zombies 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 now spawn among regular zombies, with the same percentage of spawning as zombie villagers.|
|1.7.2||13w36a||Baby zombies now drop loot and experience.|
|1.7.4||13w49a||Added chicken jockeys – a rare version of the baby zombie.|
|1.8||14w11a||Zombies now run away from creepers that are about to explode.|
|14w30a||Zombies now drop their head when killed by a charged creeper.|
|1.8.1||pre1||Zombies no longer run away from creepers that are about to explode.|
|1.9||15w32a||The detection range of zombies is now 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 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, now depend on raw regional difficulty.|
|1.11||16w32a||Entity ID |
|Removed the |
|1.13||18w07a||Zombies now intentionally stomp on turtle eggs and attack baby turtles.|
|18w10d||Baby zombies now burn in the sun.|
|18w11a||Zombies now sink underwater.|
|Zombies now convert into a drowned instead of dying from drowning.|
|18w21b||Husks now convert into zombies when drowning.|
|1.14||18w43a||The textures of zombies and baby zombies have now been changed.|
|19w05a||Zombies attack the new wandering trader.|
|Pocket Edition Alpha|
|0.4.0||Zombies can now drop feathers.|
|0.5.0||Zombies now have new animations.|
|0.8.0||build 2||Zombies now spawn more frequently.|
|Zombies now have rare drops of carrots and potatoes.|
|0.9.0||build 1||Zombie AI and mechanics have been changed – this now makes them much smarter.|
|0.9.4||Zombies now have 2 () armor points, preventing 8% of damage.|
|0.11.0||build 1||Added baby zombies and chicken jockeys.|
|Zombies now drop rotten flesh.|
|0.12.1||build 1||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.|
|0.14.0||build 1||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.|
|1.4.0||beta 22.214.171.124||Baby zombies now burn in daylight.|
|1.5.0||beta 126.96.36.199||Zombies now sink underwater.|
|Husks now transform into zombies, instead of dying from drowning.|
|Zombie now transform into drowned when drowning.|
|beta 188.8.131.52||Zombies now attack baby turtles and stomp on turtle eggs.|
|1.8.0||beta 184.108.40.206||Baby zombies can now mount adult stray cats and pandas.|
|1.10.0||beta 220.127.116.11||The textures of zombies and baby zombies have now been changed.|
|Zombies now attack wandering traders.|
|1.13.0||beta 18.104.22.168||Adult zombie pigmen can now be ridden again by baby zombie variants.|
|Upcoming Bedrock Edition|
|1.16.0||beta 22.214.171.124||Zombies now have the ability to pick up items.|
|Legacy Console Edition|
|TU1||CU1||1.00||Patch 1||Added zombies.|
|TU5||Zombies 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 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.|
|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 now occasionally spawn with armor and/or weapons.|
|Added baby zombies.|
|TU31||CU19||1.22||Patch 3||Baby zombies now drop experience.|
|Zombies now drop their skull when killed by a charged creeper.|
|TU60||CU51||1.64||Patch 30||Baby 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.|
|TU69||1.76||Patch 38||Baby zombies now burn in sunlight.|
|Zombies now sink in water.|
|Zombies now convert into drowned, instead of dying from drowning.|
|Husks now convert into zombies when drowning.|
|PlayStation 4 Edition|
|1.83||Baby zombies can now ride adult stray cats and pandas.|
|1.90||The textures of zombies and baby zombies have now been changed.|
|1.91||Zombies are now hostile toward wandering traders.|
|New Nintendo 3DS Edition|
|0.1.0||Added zombies and baby zombies.|
|This page would benefit from the addition of isometric renders.|
Please remove this notice once you've added suitable isometric renders to the article.
The specific instructions are: 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 baby zombie villager wearing full diamond armor.
Baby zombie riding a spider.
A zombie trying to break through a door in Education Edition.
- Two zombies trying to break through a door (EduEdition).png
Two zombies trying to break through a door instead of taking an alternative path to their right.
- Zombie with an enchanted wooden sword and enchanted leather armor.png
A player armored zombie.
A zombie with full plate armor in Survival Test.
An armored zombie that picked up a bookshelf as a melee weapon.
A zombie wielding an iron shovel doing its attack animation.
A zombie holding an iron sword.
A zombie holding an iron shovel.
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.
Zombie with a pumpkin.
In other media
Zombie micromob (middle) on official LEGO Minecraft.
Zombie minifigure on the 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 husk riding a brown panda, which has a 2.88×10−13 chance (one in 3.472 trillion) of being found.
- 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.
- The inradius is based on the
followRangestat: base value is 35, ±5% random spawn bonus, then plus 0–50% random zombie-spawn bonus