{{Redirect|Combat|the Java Edition update|Combat Update|the updates to Java Edition combat mechanics in testing|Java Edition Combat Tests|dealing damage via combat|Damage#Dealing damage}}
Combat is a very important aspect of ''Minecraft'', whether it's defeating the [[ender dragon]], killing [[creeper]]s for gunpowder, or trying to win a [[Tutorials/Player versus Player|PvP]] match. This page lists the best ways to kill each hostile or neutral [[mob]] in the game, as well as many combat strategies.
== Hostile mobs ==
There are many hostile mobs, including two bosses (the [[#Ender Dragons|ender dragon]] and the [[#Withers|wither]]) in the game. This list is sorted primarily by chance of encounter, with a few exceptions when appropriate, such as the listing of the illusioner, which does not spawn naturally, with it's fellow illagers.
It should be noted, however, that if caught in a difficult place without a weapon, the player can usually run away with little difficulty if they are outdoors, or even tunnel downward and wait for the mob to despawn before resurfacing to avoid combat. And, finally, should they so wish, the player can set the [[difficulty]] to Peaceful, which removes all hostile mobs, except for the ender dragon, [[#Shulkers|shulkers]], [[#Hoglins|hoglins]] and [[#Piglins|piglins]]. Only the dragon keeps attacking the player on Peaceful.
=== Overworld mobs ===
==== Zombies ====
[[File:ZombieFace.png|link=Zombie|right]][[File:ChickenJockeyFace.png|link=Chicken Jockey|right]]
{{See also|Zombie}}
Zombies are one of the easiest hostile mobs to kill, as they use only melee attacks and burn in [[sunlight]] (unless they are wearing [[helmet]]s, [[carved pumpkin]]s{{only|JE}}, or are in [[water]]), and it is easy to land a hit on them in melee combat without taking damage due to their slow speed and predictable movement. Zombies are not very fast (except for baby zombies, which [[sprint]], are small, and, as a result, are hard to hit), and by themselves are merely a nuisance, although they can prove to be rather annoying in large numbers, or in dark, small spaces, like mines.
Zombies have {{hp|20}} points of health and they deal {{hp|2.5}} damage on Easy, {{hp|3}} on Normal, and {{hp|4}} on Hard. They also have 2 natural armor points (not counting any additional armor they might spawn with).
As zombies are helpless when unable to reach the player, simply getting out of reach can nullify their threat. You can also use a [[bow]] to shoot zombies, but may wish to save their arrows for more difficult targets (unless the [[Infinity]] enchantment is applied).
One of the best ways to deal with a zombie horde or a baby zombie is to pillar up 2 blocks, so they can't reach you, but you can still reach them. This is not recommended if more dangerous mobs are around, as they may knock you off the pillar.
If possible, luring them out into sunlight causes them to burn.
Using a [[sword]] or [[axe]] is a very effective option, and using the [[Smite]] enchantment deals more damage to zombies, since they are [[undead]]. Stone axe (or better) with Smite V kills unarmored zombies in one hit, without the need of criticals or Strength effect. Such axe kills in one hit even zombies with full iron armor (unenchanted) if a critical hit is performed.
Zombies transform into [[#Drowned|drowned]] when underwater for a long enough time. On Hard difficulty, they can spawn reinforcement zombies when players hit them, and can break down wooden doors. If playing on this difficulty, protecting ones house with something like an [[iron door]] or [[fence gate]] is advisable, as zombies can't break through those, although another option is having the base of the door one block higher than the block directly in front of it.
Unlike most other hostile mobs, zombies have a detection range of 40 blocks, which means they'll see, and take action, against a player at a further distance than other mobs. This can be exploited to lure them out and dispatch them before dealing with more dangerous threats.
==== Husks ====
[[File:HuskFace.png|right|link=Husk]]
{{See also|Husk}}
Spawning exclusively in [[desert]]s, husks have the same behavior as [[#Zombies|zombies]] but don't burn under sunlight and inflict the player the [[Hunger effect]]. While marginally more dangerous than normal zombies, husks still don't pose much of a threat and can usually be dealt with like any other zombie.
Due to husks only spawning in deserts, you can avoid them entirely by not going into a desert biome.
==== Skeletons ====
[[File:SkeletonFace.png|right|link=Skeleton]]
{{See also|Skeleton}}
Skeletons might be difficult to slay in melee combat unless you have the correct tactics. Sprinting toward one and timing your hits correctly can work, but you will take a few shots in the process, however if you have a [[shield]] and use it correctly, skeletons are not a problem. Like [[#Zombies|zombies]], they burn in sunlight; if you are low on health and arrows, wait until day breaks so that the sunlight deals with all skeletons.
Skeletons have {{hp|20}} points of health and they deal {{hp|1}} – {{hp|5}} damage, depending on difficulty and proximity{{only|BE}}.
Additionally, skeletons are more accurate the higher the [[difficulty]] is. On Hard, dodging their hits is quite challenging, and running away almost always results in a hit, as does trying to wait around the corner and attack the edge of the skeleton. By blocking with a shield, you take no damage when an arrow hits it, and the arrow bounces off the shield.
One of the best ways to kill a skeleton is by running towards it, and when you see it have a charged bow (meaning it's about to shoot), you block with your shield. When you reach the skeleton, perform a critical hit. Then keep blocking with your shield and continue attacking the skeleton, until it dies.
As with all undead mobs, using weapons enchanted with Smite can be very useful against skeletons. Stone axe (or better) with Smite V kills unarmored skeletons in one hit, without the need of criticals or Strength effect. Such axe kills in one hit even skeletons with full iron armor (unenchanted) if a critical hit is performed.
Using sprint hits on skeletons might backfire, as knocking them back gives them a free shot at you before they can approach.
One can make short work of a skeleton by shooting it while outside its search range. If detected, charge the bow shortly after dodging a skeleton's arrow to prevent being shot while under the slowing effects of a charging bow.
Another easy way to subdue skeletons is by pushing them into the water, since they sink. When underwater {{in|BE}}, skeletons stop using ranged attacks and switch to melee attacks, which makes them much less threatening.
[[Wolves]] naturally hunt skeletons. Thanks to that, biomes with wolves are a bit safer. Also, since you usually encounter skeletons with other mobs (including other skeleton), you can try getting the skeleton to shoot another mob so that it can aid you in killing the skeleton.
==== Strays ====
[[File:StrayFace.png|right|link=Stray]]
{{See also|Stray}}
Strays behave near identically to [[#Skeletons|skeletons]], but are more dangerous than their normal counterpart. Strays shoot arrows of [[Slowness]] which slow players down and prevent sprinting. Strays use a melee attack that also inflicts Slowness underwater, so fighting them with a ranged weapon is recommended as the stray can be hard to reach and kill, especially when armored and equipped with an enchanted bow.
Strays only spawn in snowy biomes, so living in a non-snowy biome avoids encounters with this mob.
Wolves naturally hunt strays, so a [[snowy taiga]] biome is a safer place to live or explore on.
==== Bogged ====
[[File:BoggedFace.png|link=Bogged|right]]
Bogged also behave near identically to [[#Skeletons|skeletons]], but are even more dangerous than strays. Bogged shoot arrows of [[Poison]], which deal {{hp|3}} to {{hp|5}} damage, in addition to inflicting the Poison effect, which lasts for 4 seconds. However, they have only {{hp|16}} points of health and can be killed slightly easier than normal skeletons. Stone axe (or better) with Smite III kills bogged in one hit, without the need of criticals or Strength effect. The same effect can be achieved with any sword enchanted with Smite V.
Poison effect can be cured by drinking [[milk]] or [[honey bottle]]s. Note that Poison on its own can't kill you.
==== Creepers ====
[[File:CreeperFace.png|link=Creeper|right]]
{{See also|Creeper}}
Creepers are very powerful and often catch players of all experience levels off guard, despite their small line of sight. On [[Hard]] difficulty, the player can't even survive a point-blank creeper [[explosion]] with unenchanted netherite [[armor]]. Creepers don’t usually get that close though, and begin to explode up to 3 blocks away because of their detection radius. Using an axe for combat is recommended, as they deal more damage per hit, and the player is highly advised against trying to hit one multiple times consecutively anyways.{{only|JE}}
Creepers have {{hp|20}} points of health. One way to kill them is to hit with a sprint attack and immediately run back after, having the [[Knockback]] enchantment can help with this greatly. Alternatively, you can find sufficiently high ground to strike a creeper from above with a melee weapon without the detonation sequence being activated. By making a 3–4 block pillar by pillar-jumping, and waiting until the creeper comes next to the pillar, you can attack it without exploding.
If you have an iron or diamond [[sword]], charge and spam-click{{only|BE}}. You need to be extremely fast as they explode relatively quickly.
{{IN|JE}}, killing creepers in one melee hit is possible only with [[Strength]] effect and [[critical hit]]s. Some ways to achieve the one-hit kill include:
* Strength I + netherite axe + Sharpness I + critical hit;
* Strength I + stone axe + Sharpness III + critical hit;
* Strength II + stone axe + critical hit;
* Strength II + netherite sword + critical hit;
* Strength II + iron sword + Sharpness V + critical hit.
Another risky way to kill a creeper is to charge it and perform two consecutive critical hits with a diamond or netherite sword. If this is done correctly, the creeper is killed before it has time to finish its explosion countdown. However, this requires quick reflexes and a bit of practice, so players should train themselves in a Creative test world before they try this in Survival.
Creeper explosions can be completely blocked by [[shield]]s—useful for surviving ambushes in cramped spaces, such as caves. Be aware that creeper explosions degrade a lot of shield durability.
The safest way to engage a creeper is from a distance by shooting [[arrow]]s at it with a [[bow]] so it cannot explode near the player. Unenchanted bow kills creepers in three shots, while a bow with [[Power]] V might kill them in one shot. The player can finish off the creeper with a melee weapon after shooting it to save arrows.
Swimming creepers can be easily dealt with using melee attacks while the player is on land.
Creepers also run away if close to a [[cat]] or [[ocelot]]; having a pet cat keeps creepers at a distance.
During [[thunderstorm]]s, if lightning strikes close enough to a creeper, it becomes charged. Charged creepers are one of the most dangerous mobs in the game, with it's close range explosion dealing so much damage that a player with full diamond armor enchanted with [[Blast Protection]] IV is left on just 2 hearts (on Normal difficulty). However, the lightning also damages the creeper, making it a faster kill if you decide to attack it. Just make sure it doesn't explode and you should be able to kill it just like normal creepers.
If you don't plan to harvest the gunpowder or experience from a creeper, one way to deal with one is to just let it blow up. The safest way to blow up a creeper is with a [[flint and steel]]. Just simply {{control|use}} the flint and steel on the creeper, and run away before it explodes. Although the creeper drops nothing this way, it's still effectively dead, and can no longer harm the player. If the creeper is next to multiple other monsters, you can kill all of them by simply lighting the creeper up.
If you don't have a [[shield]], another way to block off a creeper's explosion is to place a block in front of the exploding creeper at its feet level. It can be any solid block, even one with low blast resistance like dirt or sand. Since explosion damage is calculated from the feet of the creeper, by placing this block, the "exposure" of the player to the explosion is substantially reduced, and you would typically only take {{hp|1}} damage. The terrain around would still be damaged though, so you should make sure not to stand in dangerous places while doing this (like floating batch of sand or a lava lake).
===== Explosion mechanics =====
{{See also|Explosion}}
If there are 3 blocks or less between the player and the creeper, and it has a line-of-sight to the player (i.e. the player and the creeper can see each other's faces), mob starts its 1.5 second countdown before it explodes. Hitting it and moving back or sprint-hitting moves it far enough away that the countdown stops. Creepers running away from cats that have started their countdown can still explode if the player is close enough.
Image below shows the likelihood of a creeper exploding. The white square in the center with an 'X' is the creeper's location. This grid uses the block system for distance and it is used by 'placing' the player on the relative colored square. Please note that the player may think that they are two blocks away in the game, but actually, they may be closer, depending on the graphics or perspective (e.g. looking up vs. looking straight ahead).
[[File:Creeper Explosion Grid.png|thumbnail|none|250px|A grid showing the likeliness of a creeper exploding.]]
{| class="wikitable" style="text-align:center" data-description="Creeper damage key"
|-
! Color
! Chance of explosion
! Predicted damage
|-
| Red
| Definite
| Extreme
|-
| Yellow
| High
| Moderate
|-
| Green
| Minimal/none
| None
|-
| Blue
| None
| None
|}
===== Advanced techniques =====
One of the scariest things about the creeper is its silence while approaching. However, if you listen carefully, you might notice that the creeper has footstep sounds. Since the player also makes footstep sounds, it is hard to tell if a creeper is coming, or it is just the player's own footsteps. Luckily, player footstep sounds and creeper footstep sounds are not in the same category: the player's sounds are under the "Players" category, and the creeper's sounds are under the "Hostile Creatures" category. Therefore, by turning down the "Players" volume slider and increasing the "Hostile Creatures" volume, the footsteps of an approaching creeper can be much more recognizable. If you are wearing headphones, you can even identify the direction of the footsteps; this is also possible with [[subtitles]]. You can also [[sneak]] to prevent your character from making footsteps at all, so that when you hear footsteps, you can be certain that another mob is nearby.
Like with other mobs, you can place a [[boat]] in front of the creeper's path, so that it enters the boat and IS unable to escape. You can then place a 2-block-high pillar next to the boat with the creeper inside, stand behind it, come out and hit the creeper, and retreat back behind the pillar when the creeper hisses. Repeat until the creeper dies.
If a creeper is encountered in a cave, you can run back and build a horizontal barrier with cheap blocks like dirt or cobblestone, at the second block space above the ground (i.e. at the player and creeper's eye height). When the creeper approaches, it won't explode because it does not have a direct line-of-sight with the player. You can then strike at the creeper's feet without worries, until it dies.
==== Witches ====
[[File:WitchFace.png|right|link=Witch]]
{{See also|Witch}}
Witches are hostile mobs with an appearance similar to villagers. They throw negative [[splash potion]]s at the player and drink [[Water Breathing]], [[Fire Resistance]] and [[Instant Health]] potions to protect themselves. Witches often start their attacks by throwing splash potions of [[Poison]] or [[Slowness]], following up with [[Harming]] or [[Weakness]]. Their health is {{hp|26}}.
If you find one, shooting it with a bow is the safest bet. If you are holding a strong weapon, another strategy would be charging toward it and hitting it multiple times before the witch is finished drinking their potion of Instant Health.
{{IN|JE}}, killing witches in one melee hit is barely possible: only a critical hit with a netherite axe and Strength II works. Axe must have at least Sharpness III.
Don't use splash potions on witches, as they are almost completely immune. Fire attacks and lava are also negated through potions of Fire Resistance, although the time that it takes for them to drink the potion can give you some advantage. During raids, prioritize killing witches before other raiders to prevent raiders from being healed by witches.
==== Slimes ====
[[File:SlimeFace.png|right|link=Slime]]
{{See also|Slime}}
Slimes usually occur in large numbers, especially at full [[moon]], and are often a major pest in mines. One solution to that problem is to mine a hole only one block wide so that only the harmless tiny slimes can fit in it, but in natural caves and larger mines slimes can become a nuisance as they spawn in any light level.
Small slimes have {{hp|1}} point of health and can't deal any damage. Medium slimes have {{hp|4}} points of health and they deal {{hp|2}} damage on Easy and Normal, and {{hp|3}} on Hard. Large slimes have {{hp|16}} points of health and they deal {{hp|3}} damage on Easy, {{hp|4}} damage on Normal, and {{hp|6}} damage on Hard.
Since medium slimes are slightly over 1 block wide, and large slimes are over 2 blocks wide, you can easily trap them behind walls and hit them. They are also easily killed by attacking from above. Attacking from above or backpedaling prevents too many from attacking at once. Water is also effective at slowing them down.
Lava can kill large numbers of slimes, so it is good as a last resort or if you don't care about drops. Note that a tiny slime can be killed with just a fist punch, saving weapon durability. You could also use a [[sword]]'s sweep attack (which deals {{hp|1}} by default) in order to eliminate a number of tiny slimes at once{{only|JE}}.
==== Spider jockeys ====
[[File:SpiderJockeyFace.png|right|link=Spider Jockey]]
{{Main|Spider jockey}}
[[#Skeletons|Skeletons]] riding [[#Spiders|spiders]] have a {{frac|1|100}} chance to spawn in place of a regular spider. Such combination is more dangerous than both mobs separately, as the spider pounces and climb to the player, while the skeleton shoots them with arrows. On Hard difficulty, a spider jockey deals a total of 5.5 hearts of damage if attacked head-on.
However, if the spider climbs onto ceiling, skeleton will suffocate. Mount from this point behaves like a normal spider. Similarly, if a jockey spots you from a high place, the skeleton may command the spider to jump, hurting or killing it in the process. Rider behaves then like a normal skeleton.
You can attack spider jockeys with a bow outside of the mobs' search range. Targeting the skeleton first is recommended. All strategies for skeletons and spiders apply here as well.
The spider jockey has other variants, such as one where the spider is being ridden by a [[stray]]. These variants can only spawn in snowy biomes and are more dangerous than their normal counterparts, due to stray arrows giving players slowness, while the spider tries to approach you.
{{IN|BE}}, the spider jockey has two more variants, which are the cave spider jockey and the stray cave spider jockey. These can only be found in a [[mineshaft]]. However, due to mineshaft being an enclosed space, even if such jockey spawns, it's almost guaranteed that the rider suffocates shortly after, as cave spiders tend to climb onto mineshaft's ceiling quite often.
Spiders can't spawn naturally in [[the Nether]], but if spawned with commands/spawn eggs, they can rarely spawn as wither skeleton spider jockey{{only|BE}}. Dealing with such dangerous hybrids from afar is strongly recommended.
==== Guardians ====
[[File:GuardianFace.png|link=Guardian|right]]
{{See also|Guardian}}
{{See also|Tutorials/Defeating a monument}}
The guardian has two methods of damaging the player: engaging a laser-like beam and a thorn-like defense. The beam takes several seconds to charge, doing no damage while charging, and changes from purple initially to bright yellow when fully charged. Then the beam abruptly disappears and deals damage. The guardian swims around for a few seconds before firing again. If the target comes near the guardian while it is firing its beam, it stops firing and swim away until it is at a comfortable range, at which point it continues attacking.
Guardian, unlike most other hostile mobs, doesn't follow the player if they move out of sight. Instead, it simply continues swimming until the player becomes visible again, and then starts to charge its attack. The beam cannot be dodged, as it follows the player, but can be obstructed by solid blocks, and has a range of approximately 15 blocks. When beam fully charges up, it deals {{hp|4}} damage on Easy, {{hp|6}} on Normal and {{hp|9}} on Hard.
Guardians also have spikes on their bodies. Although these spikes don't do any direct damage upon contact or as a melee attack, they act similar to the [[Thorns]] enchantment.
The guardian deals {{hp|2}} (on Easy and Normal) or {{hp|3}} damage (on Hard) every time it is hit when its spikes are extended. If cornered, the guardian usually extends its spikes and fire its laser at you, even at point-blank range. If you must melee a guardian, you should try to corner it.
If brought to land, they may take fall damage from their swift and erratic movement.
The guardian cannot shoot as fast as a player with a [[bow]] can, so a skilled player is able to shoot the guardian, and then hide to break the beam's lock, repeating until the guardian is dead. Arrows slow down and eventually fall when in water, so you may be forced to shoot at a very close range. If you want to use a ranged attack, a [[trident]] is a viable choice as it doesn't slow down underwater. Enchanting it with [[Impaling]] V greatly helps with guardians, but killing them in one hit is impossible in Survival mode, even with Strength II, as they have {{hp|30}} health.
Fighting guardians is incredibly dangerous without armor, especially inside of an [[ocean monument]]. Entering their territory without armor often leads to a swift death, even if armed with a sword or trident.
Using the combined effects of [[Depth Strider]] III, [[Speed]] II and sprinting, you can actually swim faster than the guardians, which allows you to sneak up on them or to escape their beams. Players can also use trident with [[Riptide]] III, and when the guardian uses its laser attack, quickly use the trident and aim into it, so guardian takes damage from the trident and stops using its laser due to the player being too close.
==== Elder guardians ====
[[File:ElderGuardianFace.png|right|link=Elder Guardian]]
{{See also|Elder guardian}}
The elder guardian has {{hp|80}} points of health, making melee kills even harder. Elder guardians do more damage than regular guardians, but general tactics for fighting them are similar. Armor worn should include diamond or netherite equipment enchanted with [[Respiration]] (or [[turtle shell]]s due to their longer breath), [[Protection]] and [[Depth Strider]]. They also give players [[Mining Fatigue]] III, making it almost impossible to tunnel out in case of emergency or to mine the gold treasure inside the [[ocean monument]]. It also slows the player's attacks.
[[Milk bucket]]s are a good way to get rid of the Mining Fatigue, but keep in mind that there are three elder guardians in each monument, which continue to curse you once per minute until you kill all of them.
You can use a [[trident]] with [[Impaling]] V and [[Riptide]] III enchantments to ram into the elder guardian. If under the effect of [[Strength]] II, you can cause massive damage to the mob; this attack kills an elder guardian in just three hits.
==== Silverfish ====
[[File:SilverfishFace.png|right|link=Silverfish]]
{{See also|Silverfish}}
Silverfish spawn from spawners or from breaking an [[infested block]]. These can be disguised as [[cobblestone]], [[stone]], [[stone bricks]] and variants of stone bricks. The breaking speed of infested blocks is the same with any type of tool or bare hand, making it easy to find which blocks are infested blocks. When using the player's hand to break blocks, infested blocks break a lot faster than cobblestone, stone, or stone bricks, but when using a better quality [[pickaxe]], such as iron or diamond, infested blocks break a lot slower than cobblestone, stone, or stone bricks. Infested blocks spawn one silverfish when mined.
One silverfish only deals very little damage ({{hp|1}}, or even {{hp|0}} with better quality armor on), and has only {{hp|8}} health. However, when you attack a silverfish, it can summon other silverfish hiding in other nearby infested blocks. This problem can be solved by killing a silverfish in one hit. {{IN|JE}}, you can do this with a stone axe (or better), or a maxed diamond sword. {{IN|BE}}, the weapon of choice should be enchanted with [[Bane of Arthropods]] or be used with critical hits. With the [[Sharpness]] enchantment, you can also do this with a stone axe, iron axe, diamond axe or diamond sword.
If you are going to [[the End]] and the silverfish spawner in the end portal room is bugging you, just destroy it. Silverfish don't drop anything upon death, so it won't be useful to make a silverfish farm unless you want an XP only farm.
==== Phantoms ====
[[File:PhantomFace.png|right|link=Phantom]]
{{See also|Phantom}}
Phantoms are difficult to kill as they have a small [[hitbox]] and only briefly swoop down from the skies to attack before retreating. They only spawn at night if a player hasn't slept in a bed for at least 3 in-game days (and if gamerule doInsomnia
is set to true
). Players can check how much time has passed since their last rest in their [[statistics]]{{only|JE}}: if the "Time since last rest" statistic is greater than 1.0 h, phantoms can spawn. The longer the player has not slept in a bed, the more frequently phantoms spawn.
After spawning, they fly around you and swoop down to attack. Outrunning phantoms is a rather futile effort, although with fireworks and [[elytra]] you can escape them. Instead, the best way to avoid being attacked by them is by going inside a house, cave, making a small hole in the ground, or sleeping. Phantoms are undead mobs, so sleeping or waiting them out until daytime causes them to burn in the sun. They are also affected by [[Smite]]. Stone axe (or better) with Smite V kills phantoms in one hit, without the need of criticals or Strength effect.
Phantoms are afraid of [[cat]]s, so it's best to have one around you to prevent phantoms from swooping down.
If you want to kill them for drops or XP, stand under a tree or build a roof above you. When the phantom swoops down to attack, hit it when it is under the roof. The phantom tries to retreat, but is blocked by the roof.
If you are stuck out in the open with no method of cover, damage can be avoided by precisely hitting one as they swoop toward you, preferably earlier in the dice and/or moving backward to increase the window of time the phantom can be hit without touching you. A bow might be helpful in this, although phantoms are very hard to shoot, due to their small hitbox and fast movement.
Phantoms’ slow turn speed can also allow you to avoid damage by quickly running to the side around the phantom and even counterattack, but this is much less effective against large groups.
==== Vindicators ====
[[File:VindicatorFace.png|right|link=Vindicator]]
{{See also|Vindicator}}
First type of an [[illager]]. These mobs have {{hp|24}} ({{Hp|4}} more than the player) points of health, deal very high melee damage ({{hp|7.5}} on Easy, {{hp|13}} on Normal, {{hp|19.5}} on Hard), and almost always spawn in groups with other vindicators.
Since the woodland mansion has many areas where another hostile mob can hide, it is easy to be ambushed and swiftly killed, especially when entering bedrooms, their primary spawn location. As the mansion is dimly lit, it is best to explore using [[Night Vision]] or bring a lot of torches. Having another player with you also helps, if possible. Keep hostile mob sounds up, since vindicators make grunting noises while idle.
Having armor enchanted with [[Protection]] reduces the damage taken, but beware of vindicators holding an enchanted axe, as it can deal even more damage, sometimes killing unarmored players in a single hit. This is not a mob to be taken lightly, even late game. Even more so, when it is coupled with its allies, [[#Evokers|evokers]], [[#Pillagers|pillagers]] and [[#Ravagers|ravagers]]. Alternatively, if you happen to have a [[name tag]] and an [[anvil]] and the vindicator is near other mobs, you can apply the ‘Johnny’ name to it, causing it to turn hostile towards nearby non-illager mobs and distracting the vindicator, allowing you to kill it more easily.
{{IN|JE}}, killing vindicators in one hit is possible only with Strength effect and critical hits. Some ways to achieve the one-hit kill include:
* Strength I + netherite axe + Sharpness V + critical hit;
* Strength II + netherite sword + Sharpness V + critical hit;
* Strength II + stone axe + Sharpness II + critical hit;
* Strength II + netherite axe + critical hit.
Blocking with a shield doesn't work, as vindicators have the ability to disable shields using the axe's stun function{{only|JE}}.
During [[raid]]s, prioritize to kill vindicators over pillagers. These mobs become regular enemies at later waves.
==== Evokers ====
[[File:EvokerFace.png|link=Evoker|right]] [[File:EvokerFangsFace.png|66x66px|link=Evoker Fangs|right]]
{{See also|Evoker}}
Second type of an illager, the shamanic counterpart to the [[#Vindicators|vindicator]]. They have the same amount of health as vindicators ({{hp|24}}), but behave very differently. They use magic fang attacks and summon [[#Vexes|vexes]], small spirit-like creatures.
In mansions, evokers are typically accompanied by 2 or more vindicators. During raids, evokers spawn on their own or riding [[#Ravagers|ravagers]], in both cases surrounded by a large amount of other illagers, including vindicators. Vindicators charge you, giving the evoker time to use one of two its summoning attacks:
* Vex summoning. Summons 3 small mobs, which can pass through blocks. They die within 2 minutes and are limited by a binding radius. When fighting in a room with evokers, keep an eye out for vexes, especially their red glow when charging. They have low health, but deal large damage and can be very dangerous due to the fact that multiple summons can happen.
* Fang attack. It does {{hp|6}} of magic damage: this cannot be mitigated by unenchanted armor, but can be mitigated by [[Protection]] enchantment. It can hit multiple targets and it cannot damage other illagers. Evokers use their fangs both offensively and defensively. When used offensively, they spring up in a line toward the player. When used defensively, the fangs form a circle around the evoker. Fangs can be avoided if you are constantly moving or jumping.
The best strategy is to simply kill the evoker as soon as possible, especially if it attempts a spell. Evokers can be killed in one melee hit in the same ways as [[#Vindicators|vindicators]]. Another good strategy is attacking at a distance with a bow, if possible. However, keep in mind that evokers also attack when damaged, even if the evoker has no line-of sight toward you. Because of this, if you attack the evoker far away with a bow, it summons vexes and they charge at you.
==== Vexes ====
[[File:VexFace.png|right|link=Vex]]
{{See also|Vex}}
Vexes are very small creatures about the size of a baby zombie. They can only be summoned by [[#Evokers|evokers]]. Vexes float around, passing through all blocks and deal melee damage with iron swords: {{hp|5.5}} on Easy, {{hp|9}} on Normal and {{hp|13.5}} on Hard. They have {{hp|14}} points of health.
Killing vexes in one hit should be relatively easy due to their low health, however their unpredictable movement and phasing through block makes this much more difficult. Using a sword is recommended, as you need to be fast. {{IN|JE}}, some ways to achieve the one-hit kill include:
* Netherite sword + Sharpness IV + critical hit;
* Strength I + netherite sword + Sharpness V;
* Strength II + diamond sword + Sharpness I.
Proritize killing evokers over vexes: evokers constantly spawn new vexes if you don't deal with them.
After some time after they are summoned, vexes slowly lose health and die{{only|JE}}.
==== Pillagers ====
[[File:PillagerFace.png|link=Pillager|right]]
{{See also|Pillager}}
Third type of an illager. They hold a [[crossbow]] which is sometimes enchanted. Pillagers shoot their crossbow at the player up to 6 blocks away every 2 seconds, and can sometimes be dangerous, especially in groups. The player needs to be careful when encountering a pillager armed with an enchanted crossbow with [[Multishot]] as it fires 3 arrows at once{{only|JE}}.
To avoid fighting pillagers it is best to stay away if you don't have any armor to protect yourself. If you're forced to fight, strong weapons are recommended. A [[shield]] can stop the pillager's arrows if successfully timed, unless the pillager has [[Piercing]] on its crossbow. Blocking an attack and counter-attacking while the pillager is reloading is an effective strategy. Pillagers can be killed in one hit in the same ways as [[#Vindicators|vindicators]]. A bow or crossbow can help kill pillagers from a safe distance.
During raids, killing pillagers has the lowest priority, as they are the weakest mob spawning in all waves.
Upon killing a pillager, they drop [[arrow]]s{{only|BE}}, sometimes a [[crossbow]]. They also drop an [[ominous banner]] and an [[ominous bottle]] if the pillager is the [[raid captain]].
==== Illusioners ====
[[File:IllusionerFace.png|link=Illusioner|right]]
{{See also|Illusioner}}
{{exclusive|java|section=y}}
Fourth type of an illager. They can't spawn in Survival mode, and must be summoned by the player using [[command]]s.
Illusioners have {{hp|32}} of health and can't be killed in one melee hit (using weapons and buffs obtainable in Survival). They use a bow and two magic attacks: casting [[Blindness]] on you for 20 seconds and spawning duplicates to fool you. These duplicates move in the same way as the regular mob, but real illusioner becomes temporarily invisible.
Due to it dealing poor damage, illusioners are more of a nuisance than danger. It's recommended to use a bow for this mob, search where real arrow comes and hit in that direction until you find the real illusioner. When you are blinded, it's best to back away, waiting for the Blindness to disperse, then attack again. You could also drink a [[milk bucket]] to remove the Blindness. Splash potions of Harming are another good strategy: they deal area damage and kill the illusioner in a few hits without having to search the real illusioner.
Yet another very good strategy to kill illusioners is to hook them with a [[fishing rod]], and then put the rod in your offhand. Bobber indicates the position of the illusioner, even when it becomes invisible.
==== Ravagers ====
[[File:RavagerFace.png|link=Ravager|right]]
{{See also|Ravager}}
A bull-like mob. They are sometimes being ridden by [[#Vindicators|vindicators]]{{only|JE}}, [[#Pillagers|pillagers]] or [[#Evokers|evokers]]. They have the same amount of health as an [[iron golem]] ({{hp|100}}) and are very dangerous to face in combat as they have a powerful attack if the player gets too close. Their attack on [[Hard]] difficulty can almost instantly kill the player, as it deals {{hp|18}} if they don't have armor. Ravagers can also destroy crops and leaves in their path as they chase their prey. Ravagers are quite fast, which means the player may have a hard time escaping them. [[Beacon]] effects such as Resistance, Strength and Regeneration may help defeat ravagers.
If possible, stay far away from ravagers while the wave of a raid is in effect. Killing them with a ranged weapon is recommended: a bow with [[Power]] V takes 5-6 arrow shots to defeat a ravager. If a ravager is unaccompanied by other mobs, you can dig down two blocks and then hit it with a sword. You can also hide in a village house and open the door. Then, when ravager charges in front of the building, you can hit it then hide inside, since ravagers are about two blocks wide. These methods are better resource-wise, and if you don't want your shield or arrows to be consumed fighting a ravager. However, keep in mind that ravagers have a long range, and in past versions they could even hit through walls.
In melee combat, you should equip strong diamond or netherite armor. A shield can help if you can time the blocking right; however, after being stunned by a shield, there is a 50% chance for the ravager to stop for a moment to growl and roar. This deals {{hp|6}} damage and knocks you back. After that, they continue to chase again. If the ravager is stunned and about to roar, you have enough time to hit it twice with a sword before it roars.
Since you will likely be encountering a ravager in a village during a raid, you may want to employ the iron golems. With your help, a single iron golem can survive against a couple ravagers.
It's recommended killing the illager rider first before killing the ravager, as a combination of those two mobs is very dangerous.
==== Skeleton horsemen ====
[[File:SkeletonHorsemanFace.png|right|link=Skeleton Horseman]]
{{See also|Skeleton Horse}}
The skeleton horsemen rarely spawn during [[thunderstorm]]s in groups of four. The [[#Skeletons|skeleton]] riders, always equipped with an enchanted bow and enchanted iron helmet, move as fast as a horse but despawn after several minutes.
It is highly recommended that you use a ranged weapon to kill these horsemen, since multiple skeletons riding horses with enchanted bows are hard to reach. The horse itself is actually passive, so you just need to kill the rider and you get the skeleton horse as a result, a very valuable mount.
==== Breezes ====
[[File:BreezeFace.png|link=Breeze|right]]
Breezes are not dangerous enemies on their own, as their projectile attack deals only {{hp|1}} damage on Easy and Normal, and {{hp|1.5}} on Hard. What makes a battle with breeze much more challenging is the environment of trial chambers: other mobs (zombies, skeletons, spiders, slimes etc.) and countless traps that the breeze can activate from a distance.
Breezes have {{hp|30}} points of health and they can't be killed in one melee hit in Survival mode. Breezes bounce back all projectiles shot at them: arrows, tridents, fireworks or wind charges shot by players. The only exception are their own wind charges, which can be bounced back at the attacking breeze and damage it; however, this method is extremely difficult and ineffective. A good sword or axe with Sharpness is a better choice, but note that this mob is very agile, can jump high and far, making it difficult to land a hit.
Lava kills breezes relatively easily, but doesn't slow them down as much as most other mobs.
==== Wardens ====
[[File:WardenFace.png|link=Warden|right]]
{{See also|Warden}}
{{See also|Tutorials/Exploring an ancient city}}
Unlike any other hostile mob in the game, the warden is designed to be almost unkillable and not meant to be fought. There are no gains for players in fighting wardens, and warden encounter is systematically '''not a situation where combat is relevant.''' Players should not try to attack a warden in any circumstances, unless they want a very difficult challenge. If the player happens to kill a warden, they only drop a [[sculk catalyst]] and 5 [[experience]].
If, for any reason, you decide to kill a warden, be warned that they are near impossible to slay. Wardens have {{hp|500}} HP, which is the most health any mob has {{in|JE}} and second only to the [[#Withers|wither]] {{in|BE}} on Hard difficulty. Wardens are immune to fire and lava, take no knockback and deal enormous melee damage ({{hp|16}} on Easy, {{hp|30}} on Normal, {{hp|45}} on Hard). They also have a powerful ranged sonic boom attack, which deals {{hp|6}} damage on Easy, {{hp|10}} on Normal and {{hp|15}} on Hard. Additionally, wardens inflict [[Darkness]] effect on all nearby players, which greatly reduces their vision.
It might seem like keeping a medium distance to the warden is a good idea, because ranged attack deals much less damage than melee hits. However, armor and [[Protection]] enchantment reduce the damage taken from warden's melee attack, while sonic boom completely bypasses both.
If you are fast and in a good spot, you can pillar up 25 blocks and shoot the warden from above, as this is too far for its ranged attack. Note that even a bow with [[Power]] V takes 20+ arrow shots to kill it.
Trying to defeat the warden in melee combat is '''strongly discouraged''', but, if you dare to challenge yourself with it, you should be prepared with best gear possible:
* Full netherite armor with [[Protection]] IV and [[Unbreaking]] III (warden's melee hits lower the durability of armor very quickly);
* A netherite sword with [[Sharpness]] V;
* [[Potion]]s of [[Strength]], [[Speed]], [[Night Vision]] (to somewhat counteract the Darkness effect) and [[Turtle Master]];
* A [[beacon]], if you have it and can prepare the fighting area, set to [[Resistance]] II;
* [[Golden apple]]s and preferably [[enchanted golden apple]]s—the latter are quite rare, but luckily, [[ancient cities]] are the best place to find them;
* [[Totems of undying]]—as many as you can fit in your inventory;
* [[End crystal]]s if you are skilled in crystal PvP.
What will probably ''not'' help:
* Distracting the warden with snowballs, eggs etc.;
* A shield, warden disables it very quickly;
* Thorns enchantment on armor, this deals very small damage compared to your weapon, and causes armor to break faster.
Fighting the warden in hand-to-hand combat is actually slightly easier (though still incredibly difficult) than fighting it in medium range (5-20 blocks) because the sonic boom attack ignores armor and Protection enchantments. You will die very quickly to these blasts, while you might survive the warden’s melee hits for a bit longer. One of the best strategies is to allow the warden to deal one melee hit every 4 seconds, so it never attempts the sonic boom. Consider setting your spawnpoint close by in case the warden kills you, which is likely.
It takes 22 critical hits with a maxed sword and Strength II to kill the warden, and 19 critical hits with a maxed axe, although the latter takes quite a bit longer due to slower attack speed of the axe.
Wardens despawn if unprovoked for 60 seconds.
=== Nether mobs ===
There are 9 mobs that can spawn exclusively and naturally in [[the Nether]]. This list is sorted by chance of an encounter, with the exception of zoglins, as they not spawn naturally but have similarities with the Nether mobs. As zombified piglins and piglins are neutral, combat strategies for them are listed under their own category.
Currently, most of the Nether mobs are hostile, with the exception of the piglin and zombified piglin, which are neutral, and the [[strider]]. All can be very dangerous without sufficient weapons, but all can be outrun fairly easily while sprinting, and most despawn on Peaceful, while other become passive. Most nether mobs are immune to fire damage, making lava buckets, Fire Aspect and Flame enchantments useless. Only piglins and hoglins aren't immune to fire damage.
==== Ghasts ====
[[File:GhastFace.png|right|link=Ghast]]
{{See also|Ghast}}
Players in any exposed area have to deal with ghasts and their fireballs sooner or later, and possibly from the moment they step out of a portal. These mobs fly and move in a very unpredictable way, but have low health, only {{hp|10}}. Ghasts deal a lot of damage when a direct hit from a fireball is taken: on Hard difficulty, this alone can kill an unarmored player in one hit. On lower difficulties, players survive the direct hit, but knockback and fire damage can cause additional troubles. Because of this, players should try to kill any ghast in sight as soon as possible.
Having a ranged weapon is recommended: two shots with an unenchanted [[bow]] are enough to kill the ghast, and a bow even with just [[Power]] II is guaranteed to kill it in one shot, if fully charged. Another great weapon is the [[crossbow]] with the [[Multishot]] enchantment, as it fires 3 arrows at once in different directions, giving a high chance that one of them hits the ghast. Arrows fired from crossbows are faster and have further range than from bows.
You can deflect fireballs by hitting them with anything before they impact, even bare hands. Because of their low speed, spamming mouse clicks is often enough to deflect any given attack. It is possible to kill ghasts by reflecting their attacks back at them, but it can be difficult since they are agile. If you do manage to kill a ghast by reflecting their fireball, you get the "Return to Sender" advancement{{only|JE}}/achievement{{only|BE}}. You can easily make a fireball reflect in the direction you want by shooting any projectile at the fireball: snowballs are the best, as they are easy to get and don't have a cooldown, so you can just bombard snowballs and they will hit the fireball at some point. If reflected back to the ghast that shot it, the fireball deals {{hp|1000}} damage, instantly killing it.
A ghast can be also killed with melee weapons if you can get close enough before it flies away, but this rarely happens. Alternatively, you can get closer to the mob using an [[elytra]] and then attack it with a sword.
Ghast fireballs can damage nether terrain and anything you build in there. Thus, using only materials resistant to their explosions, like cobblestone or nether bricks, is recommended. You should cover up your portal with a bunker-like building, so that ghasts don't blow it up.
Ghasts spawn anywhere in three nether biomes ([[nether wastes]], [[basalt deltas]], and [[soul sand valley]]), if only they have enough room: light level is irrelevant. Building large closed structures in those biomes can result in an indoor ghast spawn, which can then cause a lot of damage to your structure if you don't kill the ghast quick.
==== Magma cubes ====
[[File:MagmaCubeFace.png|right|link=Magma Cube]]
{{See also|Magma Cube}}
Magma cubes behave similarly to [[#Slimes|slimes]]. Two smaller kinds of magma cubes are both easily killed with a stone sword (or better), even in large numbers, as they have low health and a slow attack rate, but big magma cubes can be deadly. Due to their jumping attack, they are very hard to hit and dodge, and while they have less health than the player at {{hp|16}}, their natural armor negates some of the received damage, making their practical health much higher.
{{IN|JE}}, killing a large magma cube in one melee hit is possible only with Strength effect and critical hits. Some ways to achieve the one-hit kill include:
* Strength I + netherite axe + Sharpness V + critical hit;
* Strength II + diamond sword + Sharpness V + critical hit;
* Strength II + stone axe + critical hit.
When fighting one magma cube in a flat area, time your attack: wait until the cube jumps and just after it lands, hit it. Time between cube's jumps is long enough to land a hit, and it won't jump again while taking damage, so you can continue attacking. Once the big cube is defeated, fighting its smaller counterparts should be much easier. A sword with [[Sweeping Edge]] enchantment{{only|JE}} helps in slaying resulting smaller magma cubes.
An easier way to deal with a group of magma cubes is to shoot an arrow at one of them from a safe place out of the magma cubes range, so they can't see you. Once you have shot the magma cube it either comes after you or just ignores you, depending on how far away you are. Repeat this process until there is no more giant magma cubes, then you can rush in and kill the smaller ones, or, if you don't want the drops, you can shoot them as well. {{IN|JE}}, a [[crossbow]] with [[firework rocket]]s can be used to clear a group of small and/or medium magma cubes from a safe range, as long as [[gunpowder]] is in plentiful supply.
==== Blazes ====
[[File:BlazeFace.png|right|link=Blaze]]
{{See also|Blaze}}
Blazes use a ranged projectile, which deals [[fire damage]], and a melee attack. Additionally, blazes can fly: they move up or down to gain a height advantage or hide behind cover between fireball volleys. Their horizontal movement is extremely slow, and they are unable to pursue a player or maneuver effectively in close combat. In open areas they can rise out of reach of melee attacks if the player gives them enough time, but at melee range a blaze on the ground can often be hit two or three times with a sword before they are out of reach. Blazes can be killed in one melee hit in the same ways as [[#Creepers|creepers]].
Potions of [[Fire Resistance]] are very helpful in fighting blazes, as this effect completely nullifies their projectile attack, but ''not'' the melee attack, which is not considered fire damage. Getting some of these potions from [[bartering]] with piglins before coming to a fortress is recommended. A [[shield]] is useful as well, as it can block upcoming projectiles.
Blazes fire a volley of three fireballs that lasts 0.9 seconds, followed by a very long recharge delay of 5 seconds, while it only takes 1 second to fully charge a bow, making a player's skill at timing their attacks and shield blocking/taking cover the key to blaze combat. Their range of 48 blocks is comparable to bow's 52 blocks, but the fireball's flat trajectory can create an effective range advantage in the nether where overhanging terrain is common, and even more so in enclosed fortress corridors. Silent, surprise fireball attacks by distant blazes are a risk while walking on open-air fortress bridges and the general vicinity of a fortress. If you can see a blaze, it can probably see you (and hit you) as well.
As with any mob, a group of blazes can be especially challenging. They each attack at the first opportunity, resulting in a devastating mass volley of fireballs. Fortunately, they do not use coordinated volley fire that could pin you down, but rather leave their entire group helpless for up to 5 seconds while they recharge after firing en masse, giving you the opportunity to advance, retreat, place or mine blocks, or repeatedly attack, before having to take cover or shield block again.
Blazes can only spawn in [[light]] level 11 or lower (at the lower half of their body). Much like ghasts, the blaze's ability to fly can make it difficult to recover their loot after killing them, though usually the greater concern is the many fires a group of blazes can ignite around themselves, potentially [[Fire#Burning entities|destroying]] drops before the player can pick them up.
Blaze spawners generate in fortresses and start spawning blazes once you get within 16 blocks of it. The spawner has a chance of spawning 1–4 blazes at once. 'Camping' at a blaze spawner is an effective way to gather blaze rods, as they almost always appear close enough to attack with a sword. This is best done in combination with the Fire Resistance potion. There is a delay in blaze's attack after it spawns, because it has to charge first. You can also build a doorway, 2 blocks tall and 1 block wide, where you can camp and kill the blazes as they come down. This strategy is extremely effective if you cover up the roof of the spawner room, but remember about blaze's melee attack that damages you if they get too close.
A blaze suffers damage from [[snowball]]s, and would be damaged by water if there was any in the Nether. Alas, [[snow golem]]s do not survive in the Nether unless immediately provided with a potion of [[Fire Resistance]]. However, player-thrown snowballs are still a viable tactic. Due to their ease of acquisition and infinite supply, snowballs can be considered superior to archery for battling blazes. Though they can't be used to damage other kinds of mobs, carrying a few stacks of snowballs while exploring nether fortresses is an good way of repelling unexpected waves of spawned blazes. In addition, other mobs like wither skeletons and magma cubes can often be knocked off the high fortress bridges with snowballs, adding further usefulness.
==== Wither skeletons ====
[[File:WitherSkeletonFace.png|link=Wither Skeleton|right]]
{{See also|Wither Skeleton}}
Wither skeletons are the Nether equivalent of [[#Skeletons|skeletons]]. Unlike normal skeletons, they use melee attacks. Wither skeletons attack with a stone sword and give players the [[Wither effect]] for 10 seconds upon damaging them. Wither skeletons spawn only in [[nether fortress]]es, just like [[#Blazes|blazes]]. They can spawn with pumpkins on Halloween{{only|JE}}, and can sometimes pick up armor and weapons, but they cannot pick up blocks or items.
Wither skeletons deal medium damage (Easy: {{hp|5}}, Normal: {{hp|8}}, Hard: {{hp|12}}), but the added Wither effect makes them a much bigger threat. This effect can kill you, unlike [[Poison]], and unenchanted armor does not protect against it (although armor enchanted with [[Protection]] does), so even if you escape the enemy, you might still die from withering.
Wither skeletons are exactly 2.4 blocks tall, but their pathfinding works as if they were just 2 blocks tall. This provides some safe tactics for combating them: you can build a 2 block high space, where it is safe to hide upon engaging a wither skeleton. They rarely (2.5% chance) drop [[wither skeleton skull]]s used to summon the [[#Withers|wither]]. A sword enchanted with [[Looting]] increases the chance to drop a skull up to 5.5%.
The [[Smite]] enchantment can deal high damage to them, due to wither skeletons being [[undead]]. Stone axe (or better) with Smite V kills wither skeletons in one hit, without the need of criticals or Strength effect. A [[shield]] can also be useful, as it completely blocks their hits, including the Wither effect. If you don't have a strong melee weapon, you can also shoot wither skeletons with a ranged weapon, like a bow, but note that this doesn't apply Looting, so shooting them is not recommended if you are trying to gather skulls.
==== Hoglins ====
[[File:HoglinFace.png|link=Hoglin|right]]
{{See also|Hoglin}}
Hoglins are hostile toward players when encountered, but enter a "scared" state when being in proximity of a [[warped fungus]], a [[nether portal]] or a [[respawn anchor]]. In this state, hoglins don't attack players and try to run away from the block that is scaring them. [[#Piglins|Piglins]] sometimes hunt and kill hoglins, so they might be an ally when fighting these mobs.
Hoglins have {{hp|40}} of health and can't be killed in one melee hit (using weapons and buffs obtainable in Survival), but can be killed in two, if a strong weapon and [[Strength]] effect is used. They deal medium damage, but very high knockback, which might be more dangerous than the attack itself. Knockback can throw you high in the air and not always away from the hoglin. Being kicked off a cliff to a sea of lava is not unlikely if you encounter a pack of hoglins. It's recommended to bring a potion of [[Fire Resistance]] to the Nether anyway, but even more so when you're dealing with hoglins; boots enchanted with [[Feather Falling]] may also help, reducing received fall damage.
Carrying a warped fungus protects you in most circumstances, but keep in mind that you can place it only on [[nylium]]. Carrying a respawn anchor seems to be a better solution, as you can place it anywhere, but breaking it requires a [[diamond pickaxe]] or better, takes a lot of time, and the biome that hoglins spawn in is covered in nylium anyway. Therefore having a warped fungus as a method to scare hoglins away is usually a good strategy.
Hoglins have another weakness: large hitbox. They can't fit in 1-block-wide gaps, which makes trapping them relatively easy. Also, hoglins are not immune to lava, so a [[lava bucket]] can be used as a weapon against them. Otherwise, you can use melee and ranged weaponry as on most mobs.
==== Zoglins ====
[[File:ZoglinFace.png|right|link=Zoglin]]
{{See also|Zoglin}}
Zoglins are hostile to all mobs (and players), with the exception of [[#Creepers|creepers]] and other zoglins. If they appear in your base, where you gathered lots of other mobs, zoglins start a killing spree, so you want to slay them ASAP.
Zoglins can't be scared with warped fungi, nether portals or respawn anchors. Like hoglins, they can attack and fling you in the air. They deal the same damage and have the same health as hoglins, but zoglins are classified as undead mobs, which can make the [[Smite]] enchantment very useful. Unfortunately, killing them in one melee hit is still impossible, even though Smite deals more damage to them than Sharpness. If you drink a potions of Strength II and strike a critical hit on the zoglin with a [[netherite axe]] enchanted with Smite V, mob survives with {{hp|3.5}}.
Zoglins are immune to lava and fire, but are still easy to trap, because their hitbox is the same as hoglins.
==== Piglin brutes ====
[[File:PiglinBruteFace.png|94x94px|link=Piglin Brute|right]]
{{See also|Piglin Brute}}
Piglin brutes are much stronger variants of [[#Piglins|piglins]] that spawn with no armor and a [[golden axe]]. They ignore gold armor on players and gold ingots dropped on the ground, and are not scared of soul fire-related blocks or zombified piglins. Piglin brutes have {{hp|50}} HP and only spawn in generated [[bastion remnant]] structures. Piglin brute's melee attack is one of the strongest in the game, matching [[#Vindicators|vindicator's]] attack: they deal {{hp|7.5}} damage on Easy, {{hp|13}} on Normal and {{hp|19.5}} on Hard, almost enough to kill unarmored players in one hit.
Bastions are a much more dangerous place since version [[Java Edition 1.16.2]]/[[Bedrock Edition 1.16.20]], which added piglin brutes. If you get cornered in a tight corridor with few brutes attacking, you are very likely to die even with strong gear. If you are not a skilled player, enchanted diamond or netherite armor with [[Protection]] IV enchantment is recommended, along with a strong diamond or netherite sword with [[Sharpness]] V, and a few [[totems of undying]]. Due to their high health it's impossible to slay piglin brutes in one melee hit, and even doing so in two hits requires a maxed axe and Strength II effect. You should also carry some blocks in your hotbar to block off corridors.
If you approach a bastion and see piglin brutes already angered at you, it might be a good idea to kill them with a ranged weapon before going inside.
A [[lava bucket]] is very effective against brutes, as they are not immune to fire damage, but it still takes a while to kill them. Lava is a good weapon of choice for another reason, too: killing piglin brutes with lava does not anger normal piglins, which are wandering around the bastion as well.
=== End mobs ===
Besides the dragon (see below), only two mobs spawn naturally in [[the End]]. One of them is hostile and [[#Endermen|the other one]] is neutral. Endermites don't spawn naturally but they share similarities with the End mobs.
==== Endermites ====
[[File:EndermiteFace.png|right|link=Endermite]]
{{See also|Endermite}}
If the player uses [[ender pearl]]s often, they are sure to come across an endermite at some point. Endermites are not very difficult to fight as they have only {{hp|8}}, just like [[#Silverfish|silverfish]], and are more of a nuisance than a hazard.
If you don't want to bother with killing an endermite, go to at least 16 blocks away from it so that it won't attack you, and it despawns after 2 minutes. If you want to kill an endermite for its experience, it's not too difficult. Just get a sword or axe of any type, and keep hitting it until it's dead. If you use a stone or better axe {{only|JE}}, or a diamond sword enchanted with Sharpness, you are able to kill the endermite in one hit. [[Endermen]] are also hostile toward endermites, which can spark some rather comedic battles.
==== Shulkers ====
[[File:ShulkerFace.png|link=Shulker|right]]
{{See also|Shulker}}
Shulkers shoot shulker bullets that follow their target. If a player gets hit by a shulker bullet, they get the [[Levitation]] effect for 10 seconds. This can make travelling to the top rooms in the end city and end ship easier, but also creates a risk of taking fall damage. Bullets also deal {{hp|4}} damage and can be a real threat by themselves, even ignoring damage from falling.
To counteract the Levitation, you can use [[Slow Falling]] potions, boots enchanted with [[Feather Falling]] and [[water bucket]]s, as being in water completely negates the effect. To counteract bullet damage, you can use a [[shield]] or punch/shoot the bullet, which disappears immediately. Armor enchanted with [[Protection]] or [[Projectile Protection]] helps in reducing the damage as well.
Shulkers have {{hp|30}} health and are impossible to kill in one melee hit using weapons and buffs obtainable in Survival. Additionally, they often hide in their shells, which give them 10 armor points and make arrows shot at them bounce off. ''Do not'' shoot a shulker which hides in its shell, especially if you are right next to it, as the arrow bounces off the shell and can damage you instead! To kill shulkers effectively, you can time the shots with the shulker opening its shell, or take advantage of the Levitation and hit them with a sword while floating up toward them.
Shulkers are not immune to their own projectile and can even kill each other, if too many shulkers in one area start shooting bullets. However, when low on health, they have a chance to [[Teleportation|teleport]] to another location.
An effective way to kill shulkers in tight, tall spaces is using explosions from [[firework rocket]]s, either placed on the ground or shot from [[crossbow]]s.
=== Bosses ===
Currently there are two bosses in ''Minecraft'': the ender dragon and the wither. Both bosses have their own tutorials, covering combat strategies in much greater detail. Here they are described briefly.
==== Ender dragons ====
[[File:EnderdragonFace.png|link=Ender Dragon|right]]
{{See also|Ender Dragon}}
{{Main|Tutorials/Defeating the Ender Dragon}}
Ender dragons spawn naturally (when the player enters [[the End]] for the first time) or can be respawned by placing 4 [[end crystal]]s on the [[exit portal]]. They have {{hp|200}} health, one of the highest in ''Minecraft'', use both a melee and a ranged attack, and can destroy most blocks in the game.
Throughout the years, many strategies on defeating the main boss of ''Minecraft'' were created. A skilled player can kill it with only a handful of explosives, which often include [[bed]]s, as those explode in the End just like in the Nether. If however you are a beginner, it is recommended to prepare at least some diamond armor and a diamond sword, as well as a good [[bow]]. Standard enchantments like [[Protection]], [[Sharpness]] and [[Power]] can help.
First, you need to destroy all end crystals located on top of obsidian towers, as those heal the dragon. You can either shoot them with a bow/crossbow/snowballs, or punch them directly, but be aware that an end crystal explodes violently when destroyed. Once all crystals are gone, you can start shooting the boss itself, or attacking it with a sword. The ender dragon approaches the exit portal from time to time, allowing successful melee attacks, however it knocks back any entities that are near its head or wings.
Other helpful strategies:
* set your [[spawn point]] close to the end portal in stronghold;
* bring a [[carved pumpkin]] instead of a helmet, as there are lots of [[endermen]] and the pumpkin stops them from becoming hostile when looked at;
* brew [[Slow Falling]] potions to counteract fall damage, as the dragon can throw you very high up in the air. Alternatively bring a [[hay bale]] or a [[water bucket]] if you have good reflexes;
* enchant your bow with [[Infinity]] if you don't have a good source of arrows;
* get some [[ender pearl]]s for emergency, e.g. when the dragon kicks you off the island;
* if you need to go on top of an obsidian tower, build a spiral staircase around it with [[end stone]], as ender dragon can't destroy that block.
When the ender dragon is killed, it plays a unique death animation, drops experience points and opens the exit portal.
==== Withers ====
[[File:WitherFace.png|link=Wither|right]]
{{See also|Wither}}
{{Main|Tutorials/Defeating the wither}}
Withers can be summoned by making a "T" shape with [[soul sand]] and placing 3 [[wither skeleton skull]]s on top. After the last skull was placed, wither is summoned, but is invulnerable for 11 seconds. After this time, it creates a very powerful [[explosion]] around itself and then it can be damaged.
Withers have from {{hp|300}} to {{hp|600}} health, depending on edition of the game and [[difficulty]], and shoot black or blue skulls that can inflict the [[Wither effect]]. Blue skulls are also able to destroy any block obtainable in Survival mode: only indestructible blocks, like [[bedrock]], can withstand them. Withers can fly and are immune to fire/lava damage, drowning, freezing and all status effects except for [[Instant Health]] (which damages them) and [[Instant Damage]] (which heals them). Withers are hostile not only to players, but also to all other [[mob]]s except [[undead]] and [[ghast]]s.
Wither's behavior and traits vary greatly between {{JE}} and {{BE}}, and depending on difficulty:
* {{IN|JE}}, withers always have {{hp|300}}. Upon noticing a target, wither flies above it and starts shooting black and blue skulls. It tries to keep vertical distance between itself and its target, thus it is very difficult to strike it with a sword or axe.
** On Easy, wither skulls deal {{hp|5}} on impact and don't inflict the Wither effect.
** On Normal, they deal {{hp|8}} and inflict Wither II for 10 seconds.
** On Hard, they deal {{hp|12}} and inflict Wither II for 40 seconds.
** If wither's health is depleted below {{hp|150}}, it creates an armor around itself, which is impenetrable to projectiles. From this point, wither can be damaged only by melee attacks and explosions. At this point, wither also stops flying high up in the air, and instead hovers low enough to be striked with a melee weapon.
** A simple strategy to defeat the wither in ''Java Edition'' is to dig a long tunnel in [[Overworld]] in stone or deepslate, and summon the wither at the end of the tunnel. It's easy to shoot the boss through the hole due to it's predictable behavior, and once it gains armor, finishing it with a sword shouldn't take long.
** A bow enchanted with [[Power]] + a stack of arrows, a sword with [[Smite]], diamond armor with [[Protection]] and some good food, like [[golden carrot]]s, should be enough to defeat the wither.
* {{IN|BE}}, wither's health varies with difficulty. Upon noticing a target, wither flies to a random nearby location and shoots skulls from there. Skulls deal the same damage as in ''Java Edition'' and they inflict the same length of Wither effect, but due to slower health regeneration of players, surviving the damage from withering is much more challenging.
** On Easy, withers have {{hp|300}}.
** On Normal, withers have {{hp|450}}. At half health, in addition to the wither armor, it explodes again and summons three [[wither skeleton]]s.
** On Hard, withers have {{hp|600}} (more than a [[warden]]). At half health, in addition to the wither armor, it explodes again and summons three wither skeletons.
** Below half health, wither changes the battle strategy and dashes towards its target, shooting bursts of skulls. Dash attack usually destroys large amounts of blocks, which drop as items: this can cause performance issues if the fight is long enough.
** The "tunnel" strategy described above doesn't work as good with ''Bedrock Edition'' wither, due to it's unpredictable behavior and dash attacks.
** Maxed gear possible is recommended: bow with [[Power]] V and [[Infinity]], netherite sword with [[Smite]] V, netherite armor with [[Protection]] IV, [[golden apple]]s, potions of [[Strength]], [[Speed]] and [[Regeneration]], some [[milk bucket]]s to cure the Wither effect, and [[totems of undying]].
** After being defeated, wither explodes for a final time.
== Neutral mobs ==
Neutral mobs do not attack the player unless provoked. For different mobs, this "provokation" can mean different things: usually, if you hit a neutral mob, it fights back. Some neutral mobs also exhibit "pack behavior": if you hit one mob, all nearby mobs of this type attack you at once.
=== Overworld mobs ===
==== Wolves ====
[[File:WolfFace.png|right|link=Wolf]]
{{See also|Wolf}}
If player hits a stray wolf, this and any other stray wolves nearby become hostile (pack behavior). They remain hostile until the player escapes or they die, similar to [[#Zombified piglins|zombified piglins]]. Killing a single wolf isn't difficult, as they have only {{hp|8}} health (a single hit from a stone axe), but a large enough pack can be dangerous if player is unarmored.
Trying to hide in tight spaces is not a good idea, as a wolf can easily fit in a 1x1 hole. An effective combat method against a pack of wolves is building a two-block pillar and slowly dispatching the wolves with a sword. A [[lava bucket]] can also be useful.
==== Spiders ====
[[File:SpiderFace.png|link=Spider|right]]
{{See also|Spider}}
Spiders are 1 block high, and as such, they are able to sneak under some obstacles. However, spiders are also 2 blocks wide, so a 1×1 hole doesn't let them pass. Spiders can also climb any solid blocks, and simple walls of any height don't stop them.
In the daytime (or in presence of artificial light sources, like torches), spiders become neutral. They only attack you if you attack them, but if they were hostile toward you during the night, they stay hostile. Spiders don't pose much danger: they don't exhibit pack behavior and deal low damage, only {{hp|2}} to {{hp|3}}. A spider has {{hp|16}} health and can be killed in one melee hit in the same ways as a [[#Piglins|piglin]], but is also considered an [[arthropod]], thus the enchantment [[Bane of Arthropods]] deals higher damage to spiders; although the enchantment is rarely useful, as it is easy enough to fight them with a weapon with Sharpness.
Besides melee combat, shooting spiders with a bow or attacking them with a lava bucket are also effective battle strategies.
==== Cave spiders ====
[[File:CaveSpiderFace.png|link=Cave Spider|right]]
{{See also|Cave spider}}
Cave spiders are smaller than a regular [[#Spiders|spider]], meaning they can fit through 1×1 holes, and their bite poisons the player (except on Easy difficulty). On Normal difficulty, the [[Poison]] effect lasts for 6 seconds and on Hard it lasts for 15 seconds, if not countered by drinking a [[milk bucket]] or a [[honey bottle]].
Poison can't kill on its own, but it can lower your health to {{hp|1}}, which makes you very vulnerable to attacks of any other mob, including melee attack of cave spiders, which deal only {{hp|2}} to {{hp|3}}, same as regular spiders.
Cave spider spawners are often difficult to take out, due to their location being surrounded by [[cobweb]]s. If you run across a cave spider spawner, make sure you have [[shears]] or a [[sword]] to cut the cobwebs quickly (a sword is used up very fast by this). Another great option to get rid of the webs is to wash them off with a [[water bucket]]. You can also tunnel under the floor to reach them, then mine upward and break the spawner. Neither type of spider is affected by the cobweb slowing effect, so be aware that they cannot get stuck as other mobs and entities can.
Cave spiders have only {{hp|12}} points of health, but hitting them with a melee weapon might be tricky due to very small hitbox and fast movements. Thus it is recommended to use a sword rather than an axe, similar to [[#Vexes|vexes]]. {{IN|JE}}, some ways to achieve the one-hit kill include:
* Netherite sword + critical hit;
* Iron sword + Sharpness V + critical hit;
* Strength I + diamond sword + Sharpness III.
Cave spiders are also considered [[arthropod]]s and the enchantment [[Bane of Arthropods]] deals higher damage to them, although the enchantment is rarely useful, as it is easy enough to fight them with a weapon with Sharpness.
==== Drowned ====
[[File:DrownedFace.png|right|link=Drowned]]
{{See also|Drowned}}
Another variants of [[#Zombies|zombies]]. Most drowned are easy to kill, like normal zombies (remember about [[Smite]] enchantment), but some spawn holding a [[trident]], which can be dangerous if you are not protected with good armor, as they deal {{hp|8}} damage when thrown and {{hp|16}} in melee. Attempting to kill a trident-holding drowned with no armor results in a high chance of dying. They only attack you during the daytime if you are in water, but at night, drowned attack you on land as well.
{{IN|BE}}, drowned stop using ranged attacks when you are 3 blocks or less away from the drowned, so you can easily prevent drowned from throwing the trident by moving in as close as possible and defeating it.
Besides Smite, other useful tactics against drowned with tridents include:
* shooting them from far away with a bow/crossbow;
* using a [[shield]] to deflect the trident;
* hiding behind walls or even other mobs;
* enchanting armor with [[Protection]].
If you want maximum defense against tridents, enchant one armor piece with [[Projectile Protection]] IV and other three with Protection IV. Be aware that this lowers your defense against other types of damage, like explosions.
==== Iron golems ====
[[File:IronGolemFace.png|right|link=Iron Golem]]
{{See also|Iron golem}}
Iron golems have high health ({{hp|100}}) and do massive damage, but the exact amount is randomized: on Normal difficulty, they deal betweem {{hp|7.5}} and {{hp|21.5}}. Iron golems throw players into the air, which causes even more damage from falling. They take no knockback and receive no fall damage or drowning damage.
A rather easy way to kill iron golems is to [[Tutorials/Pillar jumping|pillar up]] 3 blocks tall on a flat surface (away from any nearby blocks the golem could stand on to reach you), and attack while it's out of reach. Minimum height of the pillar is exactly 2.75 blocks (2 blocks + an enchanting table). Punching the golem and ''then'' building the pillar is faster, but not recommended, especially if you aren't skilled in combat.
Ranged weaponry (bows, crossbows and tridents) is a safer alternative against iron golems, as they are extremely deadly at hand-to-hand combat. One can also use lava, fire, or a pack of wolves to slay the golem.
Finally, you can aggro a golem, then run into a nearby house, stand just beyond the door frame and hit the golem. You should be careful, as it may still hit you if you move too close.
However, note that killing a village's iron golem lowers the player's reputation there, causing future iron golems to become hostile automatically.
==== Polar bears ====
[[File:PolarBearFace.png|link=Polar Bear|right]]
{{See also|Polar bear}}
When alone, polar bears are neutral in that they attack the player if they are attacked, but they can also be immediately hostile when approached if a polar bear cub is nearby. If the cub is attacked, any adults in a 41 block cuboid area come to its defense. Attacking the adult first when a cub is nearby causes all adults in a 21 block cuboid to attack the player. Cubs are passive in any situation.
Polar bears have {{hp|30}} health, and thus can't be killed in one melee hit in Survival mode, although two critical hits with a netherite sword with Sharpness V are enough to slay them. Bears deal {{hp|4}} damage on Easy, {{hp|6}} on Normal, and {{hp|9}} on Hard. They attack by rearing up on their back legs and smashing down with their front legs. This attack can sometimes miss or be dodged if the players is moving in circles or irregularly. Iron gear or better makes battling them in low numbers trivial, but when in large groups (which is fairly uncommon) they can quickly overwhelm the player. The player can create a 3 block tall pillar to easily dispatch of any hostile adults.
Polar bears have a much faster swimming speed than the player, so it is recommended to not engage polar bears in water if possible.
==== Llamas ====
[[File:LlamaFace.png|link=Llama|right]]
{{See also|Llama}}
Llamas attack if provoked by spitting at the target once for {{hp|1}} damage, after which they become neutral again. Llamas have between {{hp|15}} and {{hp|30}} health points. Their extremely low damage and lack of pack mentality basically nullifies them as a threat to any player with weapons or armor of any level. However, if the player happens to find themselves completely unarmed and unprotected against a llama with half a heart of health left, its spit can be dodged by sprinting sideways to the llama.
==== Trader llamas ====
[[File:TraderLlama_Face.png|link=Trader Llama|right]]
{{See also|Trader llama}}
If player hits a [[wandering trader]], the trader's llamas become angry and spit at the player. The player can dodge attack or make 2 trader llamas attack each other by hide behind one of the llamas. However, if the wandering trader isn't present, hitting trader llamas causes them to act like a passive mob and run away.
==== Dolphins ====
[[File:DolphinFace.png|link=Dolphin|right]]
{{See also|Dolphin}}
If player hits a dolphin, this and any other dolphins nearby become hostile (pack behavior). Players can avoid them by getting out of water.
Dolphins have {{hp|10}} health: one critical hit with any axe is enough to kill them, but hitting them might be tricky due to fast movements, so a sword is recommended instead. Dolphins deal {{hp|2.5}} damage on Easy difficulty, {{hp|3}} on Normal and {{hp|4.5}} on Hard. Since dolphins are aquatic mobs, they are affected by [[Impaling]] enchantment.{{only|JE}}
Another weakness of dolphins is their need of both air and water to survive. If kept out of water or underwater for long enough, dolphins die of dehydration or drowning, respectively.
==== Pandas ====
[[File:PandaFace.png|link=Panda|right]]
{{See also|Panda}}
Pandas come in 7 different types, with each having different traits.
Most pandas behave like [[#Llamas|llamas]]: they attack if provoked by biting once, after which they become neutral again. Aggresive pandas are different: once provoked, they attack their target until death. Aggressive pandas also become angry if any nearby panda is attacked. All pandas deal {{hp|4}} damage on Easy, {{hp|6}} on Normal and {{hp|9}} on Hard.
Most pandas have {{hp|20}} health and can be killed in one hit in the same ways as [[#Creepers|creepers]]. Weak pandas are different, as they have only {{hp|10}}. All pandas are rather slow, but lazy pandas are even slower than other types. Worried panda flee from players and most hostile mobs (but still attack back if provoked). Playful pandas often roll over and jump. This can sometimes cause harm or kill the panda as it can accidentally roll off a cliff or into other environmental hazards. Brown panda doesn't have any special AI, it just looks different than normal panda.
A pack of aggresive pandas can be a real threat, especially on Hard difficulty; engaging in melee combat with them is dangerous, so using a lava bucket or a bow is recommended in such circumstances.
==== Bees ====
[[File:BeeFace.png|link=Bee|right]]
{{See also|Bee}}
Bees are provoked in three different ways:
# If player hits a bee;
# If player breaks a [[bee nest]] or [[beehive]] without Silk Touch;
# If player collects honey from the nest/hive and there is no [[campfire]] beneath it.
All bees nearby become hostile when a bee is provoked (pack behavior). When provoked, bee's eyes turn red. An angry bee stings its target once, after which it becomes neutral again. If provoked again, it's eyes also turn red, but it performs no further stinging attempts, since it had only one stinger. Bees become neutral if they fail to land a hit on their target within 25 seconds.
One minute after stinging, bee dies on its own.
Effects of the sting depend on difficulty:
* On Easy, sting deals {{hp|2}} damage and doesn't inflict [[Poison]] effect.
* On Normal, sting deals {{hp|2}} damage and inflicts Poison for 10 seconds.
* On Hard, sting deals {{hp|3}} damage and inflicts Poison for 18 seconds.
Bees have {{hp|10}} health and can be killed with a single critical hit from any axe, or a non-critical hit from a maxed diamond sword.
=== Nether mobs ===
==== Piglins ====
[[File:PiglinFace.png|94x94px|right|link=Piglin]]
{{See also|Piglin}}
Piglins are hostile toward players if they are not wearing any [[gold armor]]. Even if you are wearing a piece of golden armor, piglins still become hostile if you break [[nether gold ore]], [[gilded blackstone]] or [[gold block]]s, or open/break containers, like [[chest]]s, nearby them. All piglins in the proximity also become hostile when you attack one of them. Piglins use [[golden sword]]s like [[#Zombified piglins|zombified piglins]] or a [[crossbow]] like [[#Pillagers|pillagers]]. They can spawn wearing gold armor. Their weapon and armor is sometimes enchanted.
You must be aware of piglins while either exploring [[bastion remnant]]s and [[crimson forest]] biomes, but as long as you wear at least one piece of gold armor on any armor slot, and don't break any gold-related blocks or open containers, piglins remain neutral. Piglins stay further away from zombified piglins and are always hostile to [[#Wither skeletons|wither skeletons]] and [[#Withers|withers]]. Piglins also flee from [[soul fire]] and blocks related to soul fire ([[soul lantern]], [[soul torch]] and lit [[soul campfire]]).
Best strategy is to avoid angering piglins in the first place, as fighting a large group of them might be challenging, especially in bastions, where they are aided by [[#Piglin brutes|piglin brutes]]. Killing one piglin is not difficult though, as they have only {{hp|16}} health. Some methods to achieve the one-hit kill on unarmored piglins {{in|JE}} include:
* Netherite axe + Sharpness I + critical hit;
* Stone axe + Sharpness IV + critical hit;
* Strength I + netherite sword + critical hit;
* Strength I + netherite axe + Sharpness V;
* Strength II + stone sword + critical hit.
A [[lava bucket]] is also useful on piglins, as they are not immune to fire damage, unlike most other nether mobs.
==== Zombified piglins ====
[[File:ZombifiedPiglinFace.png|link=Zombified Piglin|right|79x79px]]
{{See also|Zombified piglin}}
If player hits a zombified piglin, this and any other zombified piglins within a 32 block radius become hostile (pack behavior) and charge the player if they are in sight range (16 blocks). These mobs attack in medium-large groups and unprepared players should be cautious of their strength in numbers.
Their hostile status lasts between 20–55 seconds {{in|JE}} and always 25 seconds {{in|BE}}, but timer is ticking down only if they don't see the player. Additionally, an angry zombified piglin continues to alert all other zombified piglins in its range. Taking cover and waiting is advised if player is not prepared for fighting the horde. The hostility radius is centered around each zombified piglin that is attacked, not the player. This means that the player can attack a far-away zombified piglin with a bow without nearby zombie piglins becoming hostile (although this is not recommended). Note also any zombified piglins between 17 and 32 blocks continue to wander as normal unless the player comes within 16 blocks of them (or ''vice versa''), upon which zombified piglins rush the player (assuming they haven't calmed down by then).
An attacked zombified piglin has a chance to call "reinforcements", which spawns additional zombified piglins (or rarely normal [[#Zombies|zombies]]), angry by default. This mechanic, in addition to alerting naturally spawned zombified piglins, means that it is usually very difficult to get rid of all zombified piglins in an attacking horse, because new ones keep coming continously, even if player has a strong weapon and kills them in few hits. Building a 3-block-high pillar is enough to guarantee safety from their swords, but attacking them from the top becomes harder, and baby zombified piglins are impossible to reach, so you would have to kill those with a ranged weapon.
Zombified piglins have {{hp|20}} points of health and carry a golden sword, which may be enchanted, but they never spawn with armor. They deal {{hp|5}} damage on Easy, {{hp|8}} on Normal and {{hp|12}} on Hard. Compared to the zombies that deal {{hp|4}} damage on Hard difficulty, there is a considerable difference. Zombified piglins do, however, share zombies' natural armor (8% damage negation). Some zombified piglins can pick up items; if they can, any armor and better swords than their own are automatically equipped.
The best way to kill a zombified piglin is doing it in one hit, as that does not anger other zombified piglins. {{IN|JE}}, this can be achieved with:
* Strength I + stone axe + Sharpness IV + critical hit;
* Strength II + netherite sword + critical hit;
* Strength II + diamond sword + Sharpness I + critical hit.
However, as zombified piglins are undead, the [[Smite]] enchantment is useful against them. Stone axe (or better) with Smite V kills zombified piglins in one hit, without the need of criticals or Strength effect.
=== End mobs ===
==== Endermen ====
[[File:EndermanFace.png|link=Enderman|right]]
{{See also|Enderman}}
Endermen can be provoked in two ways. Like other neutral mobs, they retaliate if players attacks them; they also become angry if player looks in their eyes, which often happens by accident. When provoked, an enderman opens its mouth and makes a loud sound. They can be dangerous is player is unprepared for a fight, but using right strategies, combat with endermen becomes much easier.
Endermen have {{hp|40}} and deal {{hp|4.5}} damage on Easy, {{hp|7}} on Normal and {{hp|10.5}} on Hard. Their biggest strength is the ability to teleport; endermen can also run fast. You can't outrun an enderman, but you can hide in a 2-block-tall hideout, as they are 3 blocks tall and can't fit in such hideouts. Note, however, than enderman have another unique ability, as they can pick up blocks around them, potentially damaging your hideout. A full list of blocks that endermen can pick up can be found [[Enderman#Moving blocks|here]]. Jumping on top of a 3-block-tall pillar in theory also makes you safe from endermen, but this is not recommended, as the pillar can be destroyed by them quite quickly.
Endermen are damaged by both fire and water (this includes rain, but not snow), but are immune to projectiles. When damaged, whether by environment or by player, an enderman usually teleports away. This can be avoided (in ''Java Edition'') by trapping the enderman in a [[boat]] or [[minecart]], as they can't teleport out of these vehicles. It is recommended to trap the enderman while it is still neutral, since its movement can become unpredictable when aggravated. Enderman trapped in a boat is a much easier opponent, but it still might damage you if you get too close. Endermen cannot be trapped this way in ''Bedrock Edition''.
Emptying a bucket of water on the ground hurts the enderman without it becoming hostile to the player, although mob immediately teleports away. Similarly, lighting enderman on fire causes it to immediately teleport away, thus using a sword with Fire Aspect is not recommended.
Hostile endermen teleport away when the player closes in. When this happens in a small underground space, the enderman may teleport into inaccessible caves or to the surface. They do not teleport back to the player unless they move to an area that has enough space for the enderman to teleport back. On the surface, an enderman's tendency to teleport away when the player is close enough to attack can be used to keep an attacking enderman at bay. The player can also change to third-person view by pressing {{key|F5}} ({{key|Fn}} + {{key|F5}} on Macs) to make sure the player can't be attacked from behind because of endermen having a tendency of teleporting behind them.
One easy strategy to kill endermen is to hit one, then jump into a pond or lake. Stay in hitting range so you can kill it. The enderman cannot jump into the water to attack the player. This is a good way for an unprepared player to kill an enderman.
A less exciting but effective way of killing an enderman is by staring below their torso, preferably attacking the 'feet' of its legs constantly with a sword or an axe. However, due to their tendency to teleport when the player closes in on them, the player should either stand still while attacking their legs or move backward keeping their distance (should multiple endermen be in pursuit of the player). This can also be done by simply punching them (providing this strategy is done correctly) without taking a single point of damage, but could be considered tedious to some.
The player can wear a [[carved pumpkin]] as the head armor piece in order to stop endermen from turning hostile when the player looks at them. If you hit an enderman while doing this, the enderman doesn't teleport away (although it does become angry), allowing you to kill it faster.
One way to prevent an enderman from attacking from behind is to have your back against an inside corner. An aggravated enderman is then forced to attack you from the front, in your full view, and you can simply hit it with your sword each time it approaches, until it dies.
== Other players ==