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Zombie

Zombie

A zombie is a common undead hostile mob that deals melee damage and is a source of rotten flesh, which it drops upon death.

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Entities Monster mobs Hostile mobs Undead mobs
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Contents (47)
  1. Spawning
  2. Natural generation
  3. Sieges
  4. Monster spawners
  5. Trial spawners
  6. Conversion
  7. Zombie horsemen
  8. Variants
  9. Baby zombies
  10. Drops
  11. On death
  12. Behavior
  13. Attacking
  14. Burning under daylight
  15. Mob type
  16. Picking up items
  17. Geared zombies
  18. Breaking doors
  19. Reinforcements
  20. Leader
  21. Conversion
  22. Jockey
  23. Sounds
  24. Data values
  25. ID
  26. Entity data
  27. Achievements
  28. Advancements
  29. History
  30. Mention and teaser
  31. Java Edition
  32. Bedrock Edition
  33. Legacy Console Edition
  34. New Nintendo 3DS Edition
  35. Data history
  36. Issues
  37. Trivia
  38. Publicity
  39. Gallery
  40. Renders
  41. Screenshots
  42. Mojang screenshots
  43. Textures
  44. In other media
  45. See also
  46. Notes
  47. References
For other uses, see Zombie (disambiguation).
Zombie
Zombie.png: Infobox image for Minecraft entity 'Zombie'

Adult

Baby Zombie.png: Infobox image for Minecraft entity 'Zombie'

Baby

Invicon Zombie Spawn Egg.png: Inventory sprite for Zombie Spawn Egg in Minecraft as shown in-game with description: Zombie Spawn Egg
Health points 20HP❤️ × 10
40HP❤️ × 20 to 100HP❤️ × 50 (leaders)‌[JE only]
Armor points 2 (🛡)
Behavior Hostile
Mob type Undead
Monster
Attack
strength
Easy: 2.5HP❤️ × 1.25
Normal: 3HP❤️💔
Hard: 4.5HP❤️ × 2.25
Hitbox size Adult In Java Edition:
Height: 1.95 blocks
Width: 0.6 blocks

Adult In Bedrock Edition:
Height: 1.9 blocks
Width: 0.6 blocks
Baby:
Height: 0.98 blocks
Width: 0.49 blocks

Speed 0.23
0.345 (baby in Java Edition)
0.35 (baby in Bedrock Edition)
Knockback
resistance
0%–5%
Spawn

A zombie is a common undead hostile mob that deals melee damage and is a source of rotten flesh, which it drops upon death.

Spawning

Natural generation

Zombies may spawn in the Overworld in groups of four in Java Edition or in groups of 2-4 in Bedrock Edition above solid blocks in a light level of 0, except in mushroom fields and deep dark biomes. In Bedrock Edition, zombies also do not spawn in rivers, frozen rivers, and snowy plains. All zombie variants (including babies) require a 2-block tall space to spawn.

Zombies spawned in desert biomes exposed to the sky have a likelihood of 80%‌[JE only]/70%‌[BE only] to be replaced by husks. Zombies that are not husks or drowned have a 5% chance to spawn as zombie villagers. Zombies have a 5% chance to spawn as babies. Baby zombies then have a 4.75% chance of spawning as chicken jockeys,‌[JE only] or a 15% chance to be able to ride certain mobs‌[BE only].

Zombies and their variants spawn with random values of knockback resistance between 0% and 5%.

Zombie spawns in:
Category: MonsterJava EditionBedrock Edition
Spawn areaSpawn weightSpawn chanceGroup sizeSpawn weightGroup size
Old Growth Pine Taiga100⁄54018.52%4952–4
Bamboo Jungle95⁄51518.45%4952–4
Grove95⁄51518.45%4952–4
Meadow95⁄51518.45%4952–4
Windswept Hills95⁄51518.45%4952–4
Snowy Beach95⁄51518.45%4952–4
Wooded Badlands95⁄51518.45%4952–4
Jungle95⁄51518.45%4952–4
Cherry Grove95⁄51518.45%4952–4
Eroded Badlands95⁄51518.45%4952–4
Flower Forest95⁄51518.45%4952–4
Sparse Jungle95⁄51518.45%4952–4
Birch Forest95⁄51518.45%4952–4
Stony Peaks95⁄51518.45%4952–4
Beach95⁄51518.45%4952–4
Taiga95⁄51518.45%4952–4
Lush Caves95⁄51518.45%4952–4
Stony Shore95⁄51518.45%4952–4
Dappled Forest95⁄51518.45%4952–4
Snowy Taiga95⁄51518.45%4952–4
Old Growth Birch Forest95⁄51518.45%4952–4
Old Growth Spruce Taiga95⁄51518.45%4952–4
Badlands95⁄51518.45%4952–4
Dark Forest95⁄51518.45%4954
Windswept Forest95⁄51518.45%4952–4
Pale Garden95⁄51518.45%4952–4
Windswept Gravelly Hills95⁄51518.45%4952–4
Forest95⁄51518.45%4952–4
Mangrove Swamp95⁄51618.41%4951
Swamp95⁄51618.41%4954
Deep Cold Ocean95⁄52018.27%4952–4
Ocean95⁄52018.27%4952–4
Plains95⁄52018.27%4952–4
Sunflower Plains95⁄52018.27%4952–4
Warm Ocean95⁄52018.27%4952–4
Lukewarm Ocean95⁄52018.27%4952–4
Cold Ocean95⁄52018.27%4952–4
Deep Lukewarm Ocean95⁄52018.27%4952–4
Savanna Plateau95⁄52018.27%4952–4
Savanna95⁄52018.27%4952–4
Windswept Savanna95⁄52018.27%4952–4
Deep Ocean95⁄52018.27%4952–4
Snowy Slopes95⁄52518.1%4952–4
Jagged Peaks95⁄52518.1%4952–4
Snowy Plains95⁄53017.92%4——
Frozen Peaks95⁄54017.59%4952–4
Ice Spikes95⁄54017.59%4952–4
Frozen River95⁄54117.56%4——
Frozen Ocean95⁄54517.43%4952–4
Deep Frozen Ocean95⁄54517.43%4952–4
Sulfur Caves[spawn 1]50⁄31515.87%250.052
Dripstone Caves95⁄61015.57%4952–4
River95⁄61515.45%4——
Ice Caves[spawn 1]50⁄5209.62%450.052–4
Desert19⁄5153.69%4952–4
  1. ↑ a b Internally a 91% chance within a combined weight of 55 for both zombies and zombie villagers.‌[Bedrock Edition only]

Sieges

Main article: Zombie siege
This feature is exclusive to Java Edition.

If a player is near a village at midnight, up to 20 zombies may be spawned in the village in accordance with mob spawning rules. The spawning can even happen in a mushroom fields biome if the triggering player is in an adjacent biome. Zombies spawned as a part of a siege are always regular zombies; zombie villagers, husks and drowned never spawn as a part of a siege, even in their respective biomes.

Monster spawners

Inside monster rooms, zombies may have a chance to spawn from a monster spawner. Zombie monster spawners are found in 50% of monster rooms. Zombies spawned from a monster spawner never spawn as zombie villagers.

Trial spawners

Adult zombies have a 1⁄3 chance to be selected as the "melee" mob for trial spawners in trial chambers.

Baby zombies have a 1⁄4 chance to be selected as the "small melee" mob for trial spawners.

Conversion

When a husk or frostbite's​[upcoming: Fourth Drop 2026] head is submerged in water for over 30 seconds, the husk or frostbite starts transforming into a zombie, with a new entity UUID. The husk or frostbite's equipment remains on the zombie after conversion.‌[JE only] The zombie further transforms into a drowned if its head remains submerged, or (back) into a frostbite if it then enters and remains in powdered snow for 30 seconds. A drowned will convert into a zombie if it stands in powdered snow for 30 seconds.

Zombie horsemen

When a zombie horse spawns naturally, it always spawns with a zombie rider holding an iron spear. The zombie rider can be an adult or a baby, and may also spawn wearing armor.

Variants

Baby zombies

For the mob in Minecraft Dungeons, see MCD:Baby Zombie.
Baby zombie riding a chicken, known as a chicken jockey.

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

  • They are much faster than normal zombies, yet they have the same health.
  • The noises they make are higher-pitched than adult zombie sound effects.
  • 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, therefore golden dandelions do not work.
  • They have a decreased hitbox size.

Jockeys

Main articles: Chicken Jockey and Jockey

In Java Edition, most baby zombies (except ones spawned from a baby husk or frostbite​[upcoming: Fourth Drop 2026] converting when submerged in water or a baby husk converting when submerged in powder snow) have a chance to spawn as a chicken jockey. In a chicken-free environment, each baby has a 4.75% chance of spawning as a chicken jockey, for a total 0.2375% chance for each spawned zombie to spawn as a chicken jockey; if chickens are present, the chance increases to 0.4875%.

In Bedrock Edition, 15% of naturally spawned baby zombies can mount certain mobs and become a jockey after they spawn. A jockey mob ridden by a baby zombie adapts to the speed of its rider. A baby zombie can ride:

Drops

On death

Java Edition:

ItemQuantity / Chance / Average
DefaultLooting ILooting IILooting III
Rotten Flesh0–266.67%1.000–383.33%1.500–491.67%2.000–594.44%2.50
Iron Ingot[A]0–10.83%0.010–11.17%0.010–11.50%0.010–11.83%0.02
Carrot[A]0–10.83%0.010–11.17%0.010–11.50%0.010–11.83%0.02
Potato[A][B]0–10.83%0.010–11.17%0.010–11.50%0.010–11.83%0.02
Baked Potato[A][C]0–10.83%0.010–11.17%0.010–11.50%0.010–11.83%0.02
Red Mushroom[D]0–150.00%0.500–275.00%1.000–387.50%1.500–491.67%2.00
Zombie Head[E]1100.00%1.001100.00%1.001100.00%1.001100.00%1.00
Music Disc Lava Chicken[A][F]1100.00%1.001100.00%1.001100.00%1.001100.00%1.00
ItemQuantity / Chance / Average
DefaultLooting ILooting IILooting III
Rotten Flesh0–22⁄310–35⁄63⁄20–411⁄1220–517⁄185⁄2
Iron Ingot[A]0–11⁄1201⁄1200–17⁄6007⁄6000–13⁄2003⁄2000–111⁄60011⁄600
Carrot[A]0–11⁄1201⁄1200–17⁄6007⁄6000–13⁄2003⁄2000–111⁄60011⁄600
Potato[A][B]0–11⁄1201⁄1200–17⁄6007⁄6000–13⁄2003⁄2000–111⁄60011⁄600
Baked Potato[A][C]0–11⁄1201⁄1200–17⁄6007⁄6000–13⁄2003⁄2000–111⁄60011⁄600
Red Mushroom[D]0–11⁄21⁄20–23⁄410–37⁄83⁄20–411⁄122
Zombie Head[E]111111111111
Music Disc Lava Chicken[A][F]111111111111
ItemAmountProbability
DefaultLooting ILooting IILooting III
Rotten Flesh01⁄3 (33.33%)1⁄6 (16.67%)1⁄12 (8.33%)1⁄18 (5.56%)
11⁄3 (33.33%)1⁄3 (33.33%)1⁄4 (25.00%)1⁄6 (16.67%)
21⁄3 (33.33%)1⁄3 (33.33%)1⁄3 (33.33%)5⁄18 (27.78%)
301⁄6 (16.67%)1⁄4 (25.00%)5⁄18 (27.78%)
4001⁄12 (8.33%)1⁄6 (16.67%)
50001⁄18 (5.56%)
Average1 (1.00)3⁄2 (1.50)2 (2.00)5⁄2 (2.50)
Iron Ingot[A]0119⁄120 (99.17%)593⁄600 (98.83%)197⁄200 (98.50%)589⁄600 (98.17%)
11⁄120 (0.83%)7⁄600 (1.17%)3⁄200 (1.50%)11⁄600 (1.83%)
Average1⁄120 (0.01)7⁄600 (0.01)3⁄200 (0.01)11⁄600 (0.02)
Carrot[A]0119⁄120 (99.17%)593⁄600 (98.83%)197⁄200 (98.50%)589⁄600 (98.17%)
11⁄120 (0.83%)7⁄600 (1.17%)3⁄200 (1.50%)11⁄600 (1.83%)
Average1⁄120 (0.01)7⁄600 (0.01)3⁄200 (0.01)11⁄600 (0.02)
Potato[A][B]0119⁄120 (99.17%)593⁄600 (98.83%)197⁄200 (98.50%)589⁄600 (98.17%)
11⁄120 (0.83%)7⁄600 (1.17%)3⁄200 (1.50%)11⁄600 (1.83%)
Average1⁄120 (0.01)7⁄600 (0.01)3⁄200 (0.01)11⁄600 (0.02)
Baked Potato[A][C]0119⁄120 (99.17%)593⁄600 (98.83%)197⁄200 (98.50%)589⁄600 (98.17%)
11⁄120 (0.83%)7⁄600 (1.17%)3⁄200 (1.50%)11⁄600 (1.83%)
Average1⁄120 (0.01)7⁄600 (0.01)3⁄200 (0.01)11⁄600 (0.02)
Red Mushroom[D]01⁄2 (50.00%)1⁄4 (25.00%)1⁄8 (12.50%)1⁄12 (8.33%)
11⁄2 (50.00%)1⁄2 (50.00%)3⁄8 (37.50%)1⁄4 (25.00%)
201⁄4 (25.00%)3⁄8 (37.50%)1⁄3 (33.33%)
3001⁄8 (12.50%)1⁄4 (25.00%)
40001⁄12 (8.33%)
Average1⁄2 (0.50)1 (1.00)3⁄2 (1.50)2 (2.00)
Zombie Head[E]11 (100.00%)1 (100.00%)1 (100.00%)1 (100.00%)
Average1 (1.00)1 (1.00)1 (1.00)1 (1.00)
Music Disc Lava Chicken[A][F]11 (100.00%)1 (100.00%)1 (100.00%)1 (100.00%)
Average1 (1.00)1 (1.00)1 (1.00)1 (1.00)
Killed1
ItemExpected Drops
DefaultLooting ILooting IILooting III
Rotten Flesh1.001.502.002.50
Iron Ingot[A]0.010.010.010.02
Carrot[A]0.010.010.010.02
Potato[A][B]0.010.010.010.02
Baked Potato[A][C]0.010.010.010.02
Red Mushroom[D]0.501.001.502.00
Zombie Head[E]1.001.001.001.00
Music Disc Lava Chicken[A][F]1.001.001.001.00
  1. ↑ a b c d e Only when killed by a player or a tamed wolf.
  2. ↑ Only when not on fire and not killed with a weapon enchanted with Fire Aspect.
  3. ↑ Only when on fire or killed with a weapon enchanted with Fire Aspect.
  4. ↑ Only if riding a zombie horse.
  5. ↑ Only when killed by a charged creeper.
  6. ↑ Only if it is a baby and is riding a chicken.

Bedrock Edition:

ItemQuantity / Chance / Average
DefaultLooting ILooting IILooting III
Rotten Flesh0–266.67%1.000–366.67%1.330–466.67%1.670–566.67%2.00
Iron Ingot[A]0–10.83%0.010–11.17%0.010–11.50%0.010–11.83%0.02
Carrot[A]0–10.83%0.010–11.17%0.010–11.50%0.010–11.83%0.02
Potato[A]0–10.83%0.010–11.17%0.010–11.50%0.010–11.83%0.02
Red Mushroom[B]0–150.00%0.500–250.00%0.750–350.00%1.000–450.00%1.25
Zombie Head[C]1100.00%1.001100.00%1.001100.00%1.001100.00%1.00
Music Disc Lava Chicken[A][D]1100.00%1.001100.00%1.001100.00%1.001100.00%1.00
ItemQuantity / Chance / Average
DefaultLooting ILooting IILooting III
Rotten Flesh0–22⁄310–32⁄34⁄30–42⁄35⁄30–52⁄32
Iron Ingot[A]0–11⁄1201⁄1200–17⁄6007⁄6000–13⁄2003⁄2000–111⁄60011⁄600
Carrot[A]0–11⁄1201⁄1200–17⁄6007⁄6000–13⁄2003⁄2000–111⁄60011⁄600
Potato[A]0–11⁄1201⁄1200–17⁄6007⁄6000–13⁄2003⁄2000–111⁄60011⁄600
Red Mushroom[B]0–11⁄21⁄20–21⁄23⁄40–31⁄210–41⁄25⁄4
Zombie Head[C]111111111111
Music Disc Lava Chicken[A][D]111111111111
ItemAmountProbability
DefaultLooting ILooting IILooting III
Rotten Flesh01⁄3 (33.33%)1⁄3 (33.33%)1⁄3 (33.33%)1⁄3 (33.33%)
11⁄3 (33.33%)1⁄6 (16.67%)1⁄12 (8.33%)1⁄18 (5.56%)
21⁄3 (33.33%)1⁄3 (33.33%)1⁄4 (25.00%)1⁄6 (16.67%)
301⁄6 (16.67%)1⁄4 (25.00%)2⁄9 (22.22%)
4001⁄12 (8.33%)1⁄6 (16.67%)
50001⁄18 (5.56%)
Average1 (1.00)4⁄3 (1.33)5⁄3 (1.67)2 (2.00)
Iron Ingot[A]0119⁄120 (99.17%)593⁄600 (98.83%)197⁄200 (98.50%)589⁄600 (98.17%)
11⁄120 (0.83%)7⁄600 (1.17%)3⁄200 (1.50%)11⁄600 (1.83%)
Average1⁄120 (0.01)7⁄600 (0.01)3⁄200 (0.01)11⁄600 (0.02)
Carrot[A]0119⁄120 (99.17%)593⁄600 (98.83%)197⁄200 (98.50%)589⁄600 (98.17%)
11⁄120 (0.83%)7⁄600 (1.17%)3⁄200 (1.50%)11⁄600 (1.83%)
Average1⁄120 (0.01)7⁄600 (0.01)3⁄200 (0.01)11⁄600 (0.02)
Potato[A]0119⁄120 (99.17%)593⁄600 (98.83%)197⁄200 (98.50%)589⁄600 (98.17%)
11⁄120 (0.83%)7⁄600 (1.17%)3⁄200 (1.50%)11⁄600 (1.83%)
Average1⁄120 (0.01)7⁄600 (0.01)3⁄200 (0.01)11⁄600 (0.02)
Red Mushroom[B]01⁄2 (50.00%)1⁄2 (50.00%)1⁄2 (50.00%)1⁄2 (50.00%)
11⁄2 (50.00%)1⁄4 (25.00%)1⁄8 (12.50%)1⁄12 (8.33%)
201⁄4 (25.00%)1⁄4 (25.00%)1⁄6 (16.67%)
3001⁄8 (12.50%)1⁄6 (16.67%)
40001⁄12 (8.33%)
Average1⁄2 (0.50)3⁄4 (0.75)1 (1.00)5⁄4 (1.25)
Zombie Head[C]11 (100.00%)1 (100.00%)1 (100.00%)1 (100.00%)
Average1 (1.00)1 (1.00)1 (1.00)1 (1.00)
Music Disc Lava Chicken[A][D]11 (100.00%)1 (100.00%)1 (100.00%)1 (100.00%)
Average1 (1.00)1 (1.00)1 (1.00)1 (1.00)
Killed1
ItemExpected Drops
DefaultLooting ILooting IILooting III
Rotten Flesh1.001.331.672.00
Iron Ingot[A]0.010.010.010.02
Carrot[A]0.010.010.010.02
Potato[A]0.010.010.010.02
Red Mushroom[B]0.500.751.001.25
Zombie Head[C]1.001.001.001.00
Music Disc Lava Chicken[A][D]1.001.001.001.00
  1. ↑ a b c d Only when killed by a player or a tamed wolf.
  2. ↑ Only if spawned as a zombie horseman.
  3. ↑ Only when killed by a charged creeper.
  4. ↑ Only if it is a baby and is riding a chicken.

Taken equipment

When a zombie dies, all of its picked-up equipment drops without changing the damage that has accumulated on it in Java Edition. In Bedrock Edition, the armor's durability is still vulnerable to attacks, as if a player is wearing it.

Naturally-spawned equipment

Zombies have an 8.5% chance of dropping their naturally-spawned equipment (except Halloween carved pumpkins and jack o'lanterns)‌[Java Edition only] with a random durability. Each level of Looting increases the chance by 1 percentage point (11.5% with Looting III). In Java Edition, they cannot drop the diamond swords or trimmed armor that they occasionally wield/wear during ominous trials. These items include:

Additionally, in Bedrock Edition, all naturally spawned equipment always drops at full durability when the zombie converts to a drowned.

Experience

Adult zombies drop 5XP and baby zombies drop 12XP when they are killed by a player or a tamed wolf. Any zombie that spawns with equipment drops an additional 1–3XP per item.

Behavior

Attacking

Attacking the player

Zombies pursue the player on sight from 35 blocks away, raising their arms up higher in Java Edition. The detection range of zombies is reduced to half of their normal range (17.5 blocks) while the player wears a zombie head. In Java Edition, if a zombie sees a player and a villager together, the zombie prefers to attack the player, and continues chasing the player while ignoring other villagers. In Bedrock Edition, zombies prioritize the nearest player, villager, or golem.

Zombies periodically make groaning sounds, which can be heard up to 16 blocks away. Zombies attempt to avoid obstacles, including fall damage, fire, lava, magma blocks, and cactus and try to find the shortest path toward the player.[1] Unlike skeletons, zombies do not try to avoid being hit and continue to pursue the player even when being attacked.

Attacking turtles

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

Attacking golems

Zombies pursue and attack only iron golems within 42 blocks; zombies ignore snow golems unless attacked. Iron golems and snow golems attack zombies without provocation, although snow golems deal only knockback to zombies with their snowballs.

Attacking villagers

Zombies target villagers within a 35- to 52.5-block radius (depending on regional difficulty in Java Edition) or just 35-block radius in Bedrock Edition, and they can always see villagers through walls. If a zombie is attacking a villager and sees the player, it interrupts its attack on the villager to attack the player instead, even if the player has not attacked it.‌[JE only] Once a zombie has targeted a villager, the zombie ignores any other villagers and the player, until its target is dead, the zombie is attacked or the player moves too close to the zombie.‌[BE only]

Any zombie variant can transform a villager into a zombie villager. The probability depends on the difficulty:

Attacking wandering traders

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

Weapon damage

A zombie holding a weapon adds the weapon's damage to its normal melee damage. For example, a zombie holding an iron shovel on Normal difficulty deals 3HP❤️💔 from its punch + 3.5HP❤️ × 1.75 from the shovel for a total of 6.5HP❤️ × 3.25. (it should be noted that, in Java Edition, damage values shown when hovering over weapons in the inventory include the player's 1HP💔 base melee damage, so an iron shovel shows up as 4.5HP❤️ × 2.25; subtracting 1 gives the actual weapon's damage.) The zombie's weapon damage is scaled by difficulty: if the zombie would deal X damage on Normal, it deals 1.5X on Hard and 0.5X + 1 on Easy. For example, a zombie with an iron shovel deals 1.5×6.5 = 9.75HP❤️ × 4.875 on Hard and 0.5×6.5 + 1 = 4.25HP❤️ × 2.125 on Easy. Enchantments add their damage as normal before difficulty scaling.

Using spears

Zombies wielding spears have different attacking behavior. When attacking, they use the spear's charge attack while moving toward their target. They hold the charge through its full duration, using all 3 stages. Once the charge attack has ended or they get too close to their target, they walk away to increase the distance between them and their target before turning around to begin another charge. If a zombie accidentally damages a neutral or hostile mob (except goats) with a spear's charge attack, the mob retaliates and attacks that zombie.

Burning under daylight

Zombies burn when exposed to direct sunlight starting 27 seconds (540 ticks) before the beginning of a new day. Burning is suppressed when the zombie is:

  • under an area with a sunlight level of 14 or less
  • in water
  • wearing head armor (the helmet has a 50% chance to lose 1 durability for every tick the zombie would normally be set on fire)
  • under the status effect of Fire Resistance
  • standing in cobwebs[2]

Transparent blocks, such as glass, do not prevent them from burning.

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[JE only].

Mob type

Being an undead mob, they are:

As they are undead and do not grow up, golden dandelions do not work on baby zombies.

Picking up items

Some zombies spawn with the ability to pick up dropped items from the ground in Normal and Hard difficulty, with the chance being higher in the latter. In Java Edition, zombies pick up items that they happen to walk near. In Bedrock Edition, they actively search for and walk toward dropped items.

Standard zombies can pick up all items except for glow ink sacs. Chicken jockey riders also cannot pick up any variant of an egg.

If the picked up item is armor, the zombie equips the armor into its respective armor slot. Carved pumpkins and heads are worn on their heads, and elytra are worn in the their chestplate slot. If the picked up item is a shield, the zombie equips it to their offhand. It cannot use the shield to block incoming attacks, however.

If a zombie encounters another similar item, it may drop the previous item in favor of the new one if:

  • both items are armor/weapons and the new item is better damage-wise (reduces higher damage for armor, or inflicts more damage for weapons) without considering enchantments,
  • both items are armor/weapons with the same damage reduction/infliction, the new item has NBT tags while the old does not‌[JE only] or the new item is less damaged than the old item

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 equipped with a picked-up item becomes persistent and does not despawn, similar to being named.

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

In Bedrock Edition, due to a bug, zombies, as well as husks, zombie villagers, and drowned can also wear horse armor, nautilus armor, and wolf armor.[3]

Geared zombies

Main article: Geared mobs

Some zombies spawn wearing armor or holding weapons, both of which may be enchanted. In addition, zombies may also spawn with the ability to pick up loot that is on the ground. The chances of each of these events occurring are listed below. If a zombie spawns wearing multiple pieces of armor, all pieces will be made of the same material. Zombies cannot naturally spawn with netherite armor.

Chances of zombies wearing or picking up armor, per difficulty
Easy Normal Hard
Can pick up loot 0% 0–55%[note 1] 6.875–55%[note 1]
Armor 0% 0–15%[note 1] 1.875–15%[note 1]
Armor enchantment[note 2] 0% 0–50%[note 1] 6.25–50%[note 1]
Weapon[note 3] 1% 1% 5%
Weapon enchantment[note 2] 0% 0–25%[note 1] 3.125–25%[note 1]
  1. ↑ a b c d e f g h i Value is based on the regional difficulty.
  2. ↑ a b Enchantment is the same as on an enchantment table at level 5–22.[note 1]
  3. ↑ 1⁄6 chance of an iron sword, 1⁄6 chance of an iron spear, 2⁄3 chance of an iron shovel

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

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

The chances of it being of a particular material are:

Chances of different armor types
Armor type Chance
Leather 23.60%
Copper 32.23%
Gold 33.29%
Chain 9.73%
Iron 1.10%
Diamond 0.04%

In Java Edition, the armor is not damaged by any damage source; it cannot "wear out" the way player armor does. Helmets (not blocks like carved pumpkins) on zombies can break if the zombie is exposed to daylight. In Bedrock Edition, any armor piece is damaged as if the player is wearing it.

Zombies also have a natural armor rating of 2 (🛡), giving 1.6 to 8% damage reduction from most sources. Zombies can also wear mob heads, although they need to be dropped by the player before the zombie can pick one up and put it on.

On Halloween, zombies in Java Edition may spawn wearing a carved pumpkin or jack o'lantern. They are never dropped, even when the zombies are killed with Looting.

Breaking doors

A zombie choosing to break the door down instead of taking an alternative path.
A zombie breaking down a wooden oak door. The zombie can break only the top half of the door, not the bottom half.

Up to 10% of zombies (depending on regional difficulty in Java Edition) in pursuit of a target can pathfind through closed wooden and copper doors, and on Hard difficulty can succeed in breaking them down. Zombies can break only the top half of a door, meaning they cannot break a door if they are facing the bottom half.

It takes approximately 10 seconds for a zombie to break a door, regardless of the door's type. The process is not sped up if the zombie has Haste or holds an appropriate tool, and it is not slowed down if the zombie has Mining Fatigue.

Reinforcements

This feature is exclusive to Java Edition.

On all difficulty levels, damaged zombie mobs (including zombie villagers, husks, drowned, and zombified piglins) call all other zombie mobs of the same type within a 67×21×67 to 111×21×111 area[n 1] centered on the attacked zombie to target the attacker.

In Hard difficulty, zombie mobs can spawn additional zombie mobs of the same type to "help" when damaged while targeting a player or other entity. Each mob has a random chance ranging from 0–10% to call reinforcements, and leader zombie mobs get a bonus of 50–75 percentage points. Unlike other zombie variants, only leader zombified piglins can spawn reinforcements.[4]

When the mob 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 0, has no players within 7 blocks, and has no colliding entities or blocks at which to spawn the reinforcement. They spawn on the north-west corner of the designated block, instead of the center of the block like natural mob spawning does.[5] Meaning that they can spawn inside blocks which the natural spawning rules would not allow, but their hitbox may not be intersecting the block's hitbox. This allows them to spawn inside chain or bars. Additionally the designated block cannot be a non-solid block that would prevent usual mob spawning like redstone dust or pressure plates. Reinforcements can spawn even in biomes where the mob cannot spawn naturally, like mushroom fields, the End, and the Nether[6].

When a zombie generates reinforcements, the chance of it generating another reinforcement decreases by 5%. Therefore, a normal zombie can generate directly 1 or 2 reinforcements, and a leader between 11 and 17 reinforcements. A zombie spawned by a reinforcement has a −5% bonus to generating reinforcements, therefore the initial chance of a zombie generating reinforcements is 0–5% for a normal zombie and 45‐80% for a leader zombie. The "reinforcement callee charge" bonus is not cumulative; that is, a zombie spawned by reinforcement from a zombie spawned by reinforcement receives a −5% bonus, not a −10% bonus.

Additionally, reinforcements do not spawn at all, even on Hard difficulty, if the game rule spawn_mobs is set to false. Reinforcements spawn regardless of the hostile mob cap. Mobs spawned as reinforcements are the same type of zombie[7] (i.e. zombie villagers call upon other zombie villagers) but they can be babies, including chicken jockeys. They also respect spawning requirements for the specific zombie type, meaning husk reinforcements can spawn only under the sky, drowned reinforcements may spawn only in water, and zombified piglin reinforcements cannot spawn on Nether wart blocks.

Mobs spawned by reinforcements can spawn armor and equipment, as leader, as well as chicken jockey, but not as zombie nautilus jockey or camel husk jockey.

This behavior is controlled by the attribute spawn_reinforcements.

Leader

This feature is exclusive to Java Edition.

Leader zombies are a special type of zombie that spawns with between 20HP❤️ × 10 to 80HP❤️ × 40 extra health (on top of the base zombie health), and an extra 50–75% chance to spawn reinforcements. The chance of a leader spawning increases with clamped regional difficulty. On Easy, they do not spawn. On Normal and Hard mode, they have up to a 5% chance of spawning.

Conversion

A husk that suffocates in water converts to a zombie.
A zombie that suffocates in water converts into a drowned.

If a zombie's head is submerged in water for 30 seconds, it begins converting into a drowned. The zombie shakes, similar to a zombie villager being cured and, after 15 seconds, the zombie becomes drowned. Once this process starts, it cannot be stopped even if the zombie leaves water. This time is not affected by the Respiration enchantment or the Water Breathing status effect.

Similarly, a zombie stuck in powder snow for 22 seconds begins converting into a frostbite​[upcoming: Fourth Drop 2026].

A newly-converted drowned always has full health even if converted from a damaged zombie, which can cause a zombie to convert into a full-health drowned during its death animation.

An item being held or worn by a zombie when it is converted, whether it was picked up or naturally spawned, has a 100% drop rate, which includes any naturally spawned equipment dropping with full durability.‌[BE only]

Only normal zombies can become drowned; zombie villagers and zombified piglins cannot be converted.[8] Husks and frostbites​[upcoming: Fourth Drop 2026], however, convert into zombies if they drown, and then they convert into a drowned as does a normal zombie. Any husks that convert into zombies also have full health, even if the drowned husk is damaged.

Jockey

This feature is exclusive to Bedrock Edition.
An unarmed zombie ridden by a baby zombie

15% of nearby baby zombies, baby husks, gurgles, or baby frostbites​[upcoming: Fourth Drop 2026] may ride an adult zombie to form a jockey.

Sounds

SoundsClosed captionsDescriptionCategoryDetails»Technical data»
VolumePitchAttenuation distanceIdentifierTranslation key
Zombie groansRandomlyHostile Mobs1.00.8–1.2
Baby: 1.3–1.7
JE: 16
BE: ?
JE: entity.zombie.ambient
BE: mob.zombie.say
subtitles.entity.zombie.ambient
Zombie hurts​[until: JE 26.4]
Zombie is hurt​[upcoming: JE 26.4]
When a zombie is damaged1.00.8–1.2
Baby: 1.3–1.7
JE: entity.zombie.hurt
BE: mob.zombie.hurt
subtitles.entity.zombie.hurt
Zombie diesWhen a zombie dies1.00.8–1.2
Baby: 1.3–1.7
JE: entity.zombie.death
BE: mob.zombie.death
subtitles.entity.zombie.death
FootstepsWhile a zombie is walkingJE: 0.15
BE: 0.45
1.0
Baby: 1.5‌[BE only]
JE: entity.zombie.step
BE: mob.zombie.step
subtitles.block.generic.footsteps
Zombie infectsWhen a zombie infects a villager‌[JE only]2.00.8–1.216entity.zombie.infectsubtitles.entity.zombie.infect
Door shakesWhile a zombie is breaking a wooden doorJE: 2.0
BE: 1.0
JE: 0.8–1.2
BE: 1.0
JE: 16
BE: ?
JE: entity.zombie.attack_wooden_door
BE: mob.zombie.wood
subtitles.entity.zombie.attack_wooden_door
Door breaksWhen a zombie breaks a wooden doorJE: 2.0
BE: 1.0
JE: 0.8–1.2
BE: 1.0
JE: entity.zombie.break_wooden_door
BE: mob.zombie.woodbreak
subtitles.entity.zombie.break_wooden_door
JE: Turtle Egg stomped
BE: None[sound 1]
When a zombie is jumping on turtle eggsJE: Hostile Mobs
BE: Players
0.5JE: 0.9–1.1
BE: 0.9–1.0
JE: entity.zombie.destroy_egg
BE: fall.egg
JE: subtitles.entity.zombie.destroy_egg
BE: None[sound 1]
Zombie converts to DrownedWhen a zombie converts to a drownedHostile MobsJE: 2.0
BE: 1.0
JE: 0.8–1.2
BE: 1.0
JE: entity.zombie.converted_to_drowned
BE: mob.zombie.converted_to_drowned
subtitles.entity.zombie.converted_to_drowned
Zombie converts to FrostbiteWhen a zombie converts to a frostbiteJE: 2.0
BE: 1.0
JE: 0.8–1.2
BE: 1.0
JE: entity.zombie.converted_to_frostbite
BE: mob.zombie.converted_to_frostbite
subtitles.entity.zombie.converted_to_frostbite
Block broken[sound 2]Unused[sound 3]‌[JE only]NoneNoneNoneNoneentity.zombie.attack_iron_doorsubtitles.block.generic.break[sound 2]
  1. ↑ a b MCPE-242043 – There is no caption displayed when a hostile mob stomps on a turtle egg
  2. ↑ a b MC-226770 – The closed caption for zombies attacking iron doors is incorrect
  3. ↑ MC-218122 – Unused sound event: minecraft:entity.zombie.attack_iron_door

Data values

ID

Java Edition:

NameIdentifierEntity tags Translation key
EntitySprite zombie.png: Sprite image for zombie in Minecraft Zombiezombieburn_in_daylight
can_breathe_under_water
ignores_poison_and_regen
inverted_healing_and_harm
no_anger_from_wind_charge
undead
wither_friends
zombies
sensitive_to_smite
entity.minecraft.zombie

Bedrock Edition:

NameIdentifierNumeric ID FamilyTranslation key
EntitySprite zombie.png: Sprite image for zombie in Minecraft Zombiezombie32 baby_undead
mob
monster
undead
zombie
zombie_rider
entity.zombie.name

Entity data

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

Java Edition:

Main article: Entity format
  • [NBT Compound / JSON Object] Entity data
    • Tags common to all entities see Template:Nbt inherit/entity/template
    • Tags common to all mobs see Template:Nbt inherit/mob/template
    • [Byte] CanBreakDoors: 1 or 0 (true/false) - true if the zombie can break doors (default value is 0).
    • [Int] 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).
    • [Int] 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).
    • [Byte] IsBaby: 1 or 0 (true/false) - true if this zombie is a baby. May be absent.

Bedrock Edition:

See Bedrock Edition level format/Entity format.

Achievements

IconAchievementIn-game descriptionActual requirements (if different)Gamerscore earnedTrophy type (PS)
PS4Other
Monster HunterAttack and destroy a monster. Other mobs may be killed, but are ignored for this achievement.15Bronze
Diamonds to you!Throw diamonds at another player.Drop a diamond. Another player or a zombie must then pick up this diamond.15Bronze
CamouflageKill a mob while wearing the same type of mob head.—30Bronze
It SpreadsKill a mob next to a catalystKill any mob that drops experience near a sculk catalyst, with the sole exception of the ender dragon. Mobs that drop no experience are ignored for this achievement.10Bronze

Achievements that apply to all mobs:

Advancements

IconAdvancementIn-game descriptionActual requirements (if different)
Monster HunterKill any hostile monster Other mobs may be killed, but are ignored for this advancement.
It SpreadsKill a mob near a Sculk CatalystKill any mob that drops experience near a sculk catalyst, with the sole exception of the ender dragon. Mobs that drop no experience are ignored for this advancement.
Monsters HuntedKill one of every hostile monster Other mobs may be killed, but are ignored for this advancement.

Advancements that apply to all mobs:

History

Mention and teaser

June 17, 2009 Notch mentions lava zombies or troll infestations that would roam the land and break things.
August 14, 2009 Notch teased zombies.

Java Edition

Java Edition Classic
0.24_SURVIVAL_TEST Added 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.[9]
Killing a zombie rewards 100 points.
0.25 SURVIVAL TEST Zombies are now more dangerous, respawn, despawn, and fight skeletons that shoot them.
0.27 SURVIVAL TEST Zombies now give 80 points when killed.
Java Edition Indev
0.3120091223-0040 Zombies and other mobs no longer spawn naturally.
20100202 Zombies and other mobs now spawn naturally again. However, they are currently passive.
Zombies' armor has been removed, as well as their arm swinging attack animations.
20100204-2027 Zombies are now hostile again.
20100213 Zombies now catch on fire when exposed to sunlight.
20100218-0011 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.
20100219 Zombies now drop 0–2 feathers upon death. Before chickens were added in Minecraft, Notch confessed[10] that he made zombies drop feathers because he had no idea what they should have dropped when killed.
Java Edition Alpha
v1.0.3 Added unique idle and hurt sounds for zombies. Previously, they had no idle sounds and used the hurt sound for players, played at pitches 0.8-1.2.

Old hurt sound:

Java Edition Beta
1.8Pre-release Zombies now drop 0-2 rotten flesh instead of 0-2 feathers upon death.
Java Edition
1.0.0Beta 1.9 Prerelease All mobs have the bottom texture of the face flipped, resulting in a change in the model.
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.
1.2.112w03a 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 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, unless in pursuit of a player.
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.
Zombies can no longer break iron doors.
1.4.212w32a Zombie armor has 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 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.
Added baby zombies.
Baby zombies cannot spawn naturally and can be spawned only through map editors and NBT editing.
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.[11][12] 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.[13]
12w36a The zombie and zombie pigmen models and texture layouts have been changed (no visual change, but breaks texture packs).
12w37a On Halloween, zombies and baby zombies can now spawn wearing pumpkins or jack o'lanterns.
12w38a Zombies have been given new sounds.
1.513w03a 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. The additional damage ranges from 0HP🖤 (at 100% health) to on Easy 3HP❤️💔, on Normal 4HP❤️❤️, on Hard 6HP❤️❤️❤️ (at 0% health) with a linear distribution and values rounded down.
1.6.113w17a When damaged, zombies now have a low chance to spawn more zombies.
Zombies can now occasionally spawn as a "leader", providing an increased chance to spawn reinforcements when damaged and an increased max health. However, due to a bug[14], they still spawn with only 20HP❤️ × 10 health remaining.
13w21a Zombie damage increasing with decreasing health has 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.
1.6.2pre Baby zombies now spawn among regular zombies, with the same percentage of spawning as zombie villagers.
1.7.213w36a Baby zombies now drop loot and experience.
13w42a Zombies now have up to 10% chance to succeed at breaking wooden doors on Hard mode.
1.7.413w49a Added chicken jockeys – a rare version of the baby zombie.
1.814w11a Zombies now run away from creepers that are about to explode.
14w30a Zombies now drop their head when killed by a charged creeper.
1.8.1pre1 Zombies no longer run away from creepers that are about to explode due to performance issues.
1.915w31a Zombies now have a chance of holding items in their left hand.
15w32a The detection range of zombies is now halved when the player is wearing a zombie head.
15w33c The detection range for players wearing the zombie head has 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.
1.10pre1 The chance of a zombie setting its target on fire when burning, and the duration of the effect, now depend on raw regional difficulty.
1.1318w07a Zombies now intentionally stomp on turtle eggs and attack baby turtles.
18w10d Baby zombies now burn in the sun.
18w11a Zombies now sink underwater. Previously, they floated to the surface of the water.
Zombies now convert into a drowned instead of dying from drowning.
18w21b Husks now convert into zombies when drowning.
1.1418w43a The textures of zombies and baby zombies have been changed.
19w05a Zombies attack the new wandering trader.
1.1519w37a Mobs that spawn wearing carved pumpkins or jack o'lanterns on Halloween no longer drop them.
19w41a Zombies now have completely black heads.[15]
19w42a Zombies' heads now once again appear correctly.
19w46a Baby zombies can now be spawned by using a zombie spawn egg on an existing zombie.[16]
1.1721w13a Zombies drop baked potatoes instead of normal potatoes if on fire when killed or killed by a fire source.[17]
1.17.1pre1 Zombies no longer pick up glow ink sacs, to prevent them from persisting after picking up loot from a dead glow squid.
1.18Experimental Snapshot 1 Zombies now spawn only at light level 0.
21w39a Zombies no longer spawn in dripstone caves.
21w40a Zombies now spawn in dripstone caves again.
1.20.223w33a Zombies are no longer able to attack through doors and block corners.[18]
Baby zombies are no longer able to reach players riding horses.
1.20.323w40a Zombies are now part of the #can_breathe_under_water, #undead and #zombies tags.
1.20.3
Experiment
Update 1.21
23w45a Zombies now spawn in trial chambers behind the "Update 1.21" experimental data pack.
1.20.5
Experiment
Update 1.21
24w04a No longer retaliates against attacks from the breeze.
1.21.224w33a Zombie villagers, husks, drowned and zombified piglins no longer spawn regular zombies as reinforcements.[7]
Now naturally spawn with armor in the order of (most likely to least likely): helmet, chestplate, leggings, boots.[19]
1.21.7Release Candidate 1 Baby zombies that are part of a chicken jockey drop the new "Lava Chicken" music disc upon being killed by a player or tamed wolf.
1.21.1125w41a Zombies can now use spears.
Zombies can now spawn wielding an iron spear.
Zombies can now spawn riding zombie horses in plains and savannas, as zombie horsemen.
Zombies riding zombie horses sometimes drop red mushrooms when killed.
25w42a Zombies no longer spawn holding different weapons than spears while riding zombie horses.
26.1snap1 Leader zombies now spawn with their maximum health instead of 20 health.[20]
snap7 The model and texture of baby zombies have been changed.
snap8 Adjusted the hitboxes of the baby versions of zombies to fit in 1 block high or 0.5 block wide spaces.
snap10 The model and texture of baby zombies have been changed to have their heads not be exactly like the adults.
26.2snap5 The heights of baby zombies have been changed from 0.99 blocks to 0.98 blocks, to match Bedrock Edition.
Upcoming Java Edition
26.4snap3 Zombies can now convert into frostbites when they are in powder snow for too long. Unlike skeletons, they still take damage while freezing in powder snow.
snap4 Zombies no longer take damage from freezing in powder snow and are now immune to the Freezing effect.

Bedrock Edition

Pocket Edition Alpha
v0.2.0 Added zombies.
v0.4.0 Zombies can now drop 0-1 feathers.
v0.5.0 Zombies now have new animations.
v0.7.3 Zombies are now set on fire when exposed to sunlight. Previously, they emit smoke particles and take damage, but are not visually on fire.
v0.8.0build 1 Zombies now spawn more frequently.
Zombies now have rare drops of carrots and potatoes.
v0.9.0build 2 Zombie AI and mechanics have been changed – this now makes them much smarter.
Zombies are now neutral toward Creative mode players.
Zombies now attack villagers
v0.9.2 The health of zombies has been reduced from 26HP❤️ × 13 to 20HP❤️ × 10
v0.9.4 Zombies now have 2 (🛡) armor points, preventing 8% of damage.
v0.11.0build 1 Added baby zombies and chicken jockeys.
Zombies now drop rotten flesh.
v0.12.1build 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.
v0.14.0build 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.
v0.16.0? Adult zombie pigman are no longer ridden by baby zombie variants.
Bedrock Edition
1.4.0beta 1.2.20.1 Baby zombies now burn in daylight.
1.5.0beta 1.5.0.0 Zombies now sink underwater.
Zombies now convert into a drowned instead of dying from drowning.
Husks now convert into zombies when drowning.
beta 1.5.0.4 Zombies now attack baby turtles and stomp on turtle eggs.
1.8.0beta 1.8.0.8 Baby zombies can now mount adult stray cats and pandas.
1.10.0beta 1.10.0.3 The textures of zombies and baby zombies have been changed.
Zombies now attack wandering traders.
1.13.0beta 1.13.0.9 Adult zombie pigmen can now be ridden again by baby zombie variants.
1.16.0beta 1.16.0.51 Zombies now have the ability to pick up items.
1.17.30beta 1.17.30.20 Zombies no longer pick up glow ink sacs, to prevent them from persisting after picking up loot from a dead glow squid.
1.19.20Preview 1.19.20.20 10% of zombies that spawn can now break doors, instead of all of them.[21]
1.20.60
Experiment
Update 1.21
Preview 1.20.60.20 Zombies now spawn in trial chambers behind the "Update 1.21" experimental toggle.
1.20.70
Experiment
Update 1.21
Preview 1.20.70.21 Zombies no longer retaliate against attacks from breezes.
1.21.93Release Baby zombies that are part of a chicken jockey drop the new "Lava Chicken" music disc upon being killed by a player.
1.21.120Preview 1.21.120.20 The "Lava Chicken" music disc is now dropped when a baby zombie that is part of a chicken jockey is killed by a tamed wolf.
1.21.130Preview 1.21.130.20 Zombies can now spawn wielding an iron spear.
Due to a bug, zombies perform melee attacks only when holding a spear.[22]
Zombies can now spawn riding zombie horses in plains and savannas, as zombie horsemen. These zombie riders are different from other adult zombies, as they can mount mobs after their zombie horse is killed.
Zombies riding zombie horses sometimes drop red mushrooms when killed.
Preview 1.21.130.22 Zombies can now perform charge attacks when holding a spear.
Preview 1.21.130.26 Adult zombies spawned from zombie horsemen can no longer find mounts.
Zombies with spears riding zombie horses now have different and harder spear charge attack usages. However when they dismount the zombie horse, they can no longer use the spear's charge attack.
Release Zombies holding spears dismounting zombie horses now continue to use the spear charge attack as they used to before mounting one.
26.10Preview 26.10.23 The model and texture of baby zombies have been changed.
Preview 26.10.24 Baby zombies no longer raise their arms when holding items.[23]
Preview 26.10.25 The model and texture of baby zombies have been changed to have their heads not be exactly like the adults.
26.20Preview 26.20.22 The hitboxes of baby zombies have been changed, to closely match Java Edition.[24]
Upcoming Bedrock Edition
26.60
Experiment
Drop 4 of 2026
Preview 26.60.29 Zombies now convert into frostbites when they stay in powder snow too long. Unlike skeletons, they still take damage while freezing in powder snow.

Legacy Console Edition

Legacy Console Edition
Xbox 360Xbox OnePS3PS4PS VitaWii USwitch
TU1CU11.001.001.00Patch 11.0.1 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 been given the ability to 'see' through windows.
If a zombie is exposed to sunlight and bursts into flames, it now search for a body of water to douse the flames.
Zombies now chase and attack villagers and now attack doors (breaking them on Hard difficulty).
Zombies now attack villagers in preference to the player, and always chose the shortest way to the target, even if there is a door in the way.
Zombies now sometimes drop iron ingots, helmets, shovels and swords as rare drops.
TU151.05 Zombies' rare loot drops have been changed to be carrots, potatoes or iron ingots.
TU19CU71.121.121.12 Zombies can now pick up items.
Zombie armor has been added and zombies can now wear any type of armor.
Zombies can now hold an iron sword or iron shovel.
Added baby zombies.
When damaged, zombies now have a low chance to spawn more zombies.
On Halloween, zombies and baby zombies can now spawn wearing pumpkins or jack o'lanterns.
TU31CU191.221.221.22Patch 3 Baby zombies now drop experience.
Added chicken jockeys – a rare version of the baby zombie.
Zombies now drop their skull when killed by a charged creeper.
TU46CU361.381.381.38Patch 15 Zombies now have a chance of holding items in their left hand.
TU60CU511.641.641.64Patch 301.0.11 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 1.761.761.76Patch 38 Baby zombies now burn in sunlight.
Zombies now sink in water.
Zombies now convert into a drowned instead of dying from drowning.
Husks now convert into zombies when drowning.
1.83 Baby zombies can now ride adult stray cats and pandas.
1.91 Zombies are now hostile toward wandering traders.

New Nintendo 3DS Edition

New Nintendo 3DS Edition
0.1.0 Added zombies and baby zombies.

Data history

Java Edition
1.1116w32a Entity ID Zombie is now zombie, zombie_villager and husk for those respective mobs.
Removed the ZombieType, IsVillager tag, added the Profession tag to zombie_villager only, and made ConversionTime apply to zombie_villager only.
1.1317w47a Numeric IDs for entities were presumably deprecated in this version.​
1.20.323w40a Husks are now part of the #can_breathe_under_water, #undead and #zombies tags.
Bedrock Edition
1.21.130Preview 1.21.130.26 Zombies that have spawned riding zombie horses are now part of a new family, zombie_rider.
Adult zombies that spawn now have the minecraft:as_adult event applied.
Baby zombies that spawn now have the minecraft:as_baby event applied.
Baby zombies that find mounts that spawn now have the new minecraft:as_baby_jockey event applied.
26.0Preview 26.0.27 The baby_zombie family has been removed and replaced with baby_undead.

Issues

Issues relating to "Zombie" are maintained on the bug tracker. Issues should be reported and viewed there.

Trivia

  • Zombie sounds were created by Daniel Rosenfeld (aka C418) gurgling into a microphone when he had a flu.[25]
  • Although zombies bear a noticeable resemblance to Steve, there is no inherent implication. Instead it is meant for fans to interpret and speculate on.[26]

Publicity

  • The zombie is a playable DLC character in the crossover fighting game Super Smash Bros. Ultimate as an alternate costume for Steve.

Renders

Targeting

Jockeys

Equipped

Screenshots

Historical screenshots

Mojang screenshots

Historical Mojang screenshots

Textures

In other media

Official media

Merchandise

Other

See also

Notes

  1. ↑ The radius is based on the follow_range attribute: its base value is 35, ±5% random spawn bonus, then plus a zombie specific bonus of up to 150% depending on local difficulty. The zombie_random_spawn_bonus modifier is not applied at all if its value is 100% or lower.

References

  1. ↑ https://youtube.com/watch?v=3aDYJZLmtxQ
  2. ↑ "[MC-62182] Webs block sunlight from burning skeletons and zombies – Jira" – Mojira, July 16, 2014.
  3. ↑ MCPE-233468 – Zombies and their variants can wear Wolf, Horse, and Nautilus Armor
  4. ↑ MC-301000
  5. ↑ MC-114016 – Reinforcement zombies are not centered on a block
  6. ↑ MC-227735 – Zombie reinforcements can spawn on biomes where regular zombies can't – resolved as "Works As Intended".
  7. ↑ a b MC-14800 – When zombie villagers, husks, drowned or zombified piglins are damaged, they spawn regular zombie reinforcements
  8. ↑ "[MC-127298] Zombie Villagers and Zombie Pigmans don't turn into Drowned – Jira" – Mojira, March 14, 2018.
  9. ↑ "Minecraft Survival development update"(archive) – Nizzotch on YouTube, August 24, 2009
  10. ↑ "Lost internets.. The zombies drop feathers because I don't know what they should drop, and chickens weren't around back then!" – @notch (Markus Persson) on X (formerly Twitter), January 2, 2011
  11. ↑ a b ""Hey there, I think you dropped this" i.imgur.com/IdQD9.png" – @jeb_ (Jens Bergensten) on X (formerly Twitter), August 28, 2012 (http://i.imgur.com/IdQD9.png)
  12. ↑ http://www.reddit.com/r/Minecraft/comments/yrjp8/zombies_can_pick_up_items_from_the_ground_in_the/c5y7uma
  13. ↑ "@James9270Tweet Intended." – @Dinnerbone (Nathan Adams) on X (formerly Twitter), September 6, 2012
  14. ↑ MC-219981 – resolved as "Fixed".
  15. ↑ MC-163008
  16. ↑ MC-2871
  17. ↑ MC-199065
  18. ↑ MC-2310 – Wrong attack radius calculation damages/kills entities through blocks and corners – resolved as "Fixed".
  19. ↑ "[MC-182478] Mob armor generates starting with boots rather than helmet – Jira" – Mojira, May 5, 2020.
  20. ↑ MC-219981 – Leader zombie-type mobs spawn with 20 health despite having increased max health – resolved as "Fixed".
  21. ↑ MCPE-79636 – resolved as "Fixed".
  22. ↑ MCPE-229464
  23. ↑ MCPE-236381 – resolved as "Works As Intended".
  24. ↑ MCPE-236077
  25. ↑ Daniel: I remember doing the zombie sound. I had a horrible flu. My throat was shot, and I was like, “This is the perfect occasion to make zombie sounds.” So I just gurgled into a microphone [sfx: Minecraft zombie].
  26. ↑ "The zombies aren't Steve zombies, I know they look like that though. But Steve and Alex are actually not part of the Minecraft world, they are intended to be placeholders for players :)" – @_LadyAgnes (Agnes Larsson) on X (formerly Twitter), March 12, 2020
  27. ↑ MCPE-156517 – Resolved as Incomplete.
  28. ↑ https://x.com/Minecraft/status/1719383023081152595?s=20
  29. ↑ https://x.com/Minecraft/status/1727714055182221545?s=20
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