Ranged attack

A ranged attack is a type of attack that mobs and players use to cause damage to a target from a distance.
Projectile damage
The projectiles used as ammo by bows and crossbows, as well as the thrown trident projectile, have varying damage depending on the user and their velocity. The projectiles exclusive to mobs vary in damage depending on difficulty.
Players
The damage of ranged weapons is different when used by players compared to when they're used by mobs.
| Charge time | Enchantment | Projectile damage | |
|---|---|---|---|
| 0.1 s (no charge) | Unenchanted | 1HP | |
| Power I | 2HP | ||
| Power II | 2HP | ||
| Power III | 2HP | ||
| Power IV | 3HP | ||
| Power V | 3HP | ||
| 0.2 s - 0.8 s (medium charge) | Unenchanted | 5HP | |
| Power I | 8HP | ||
| Power II | 9HP | ||
| Power III | 10HP | ||
| Power IV | 12HP × 6 | ||
| Power V | 13HP × 6.5 | ||
| 0.9 s (full charge) | Unenchanted | 6HP | |
| Power I | 9HP | ||
| Power II | 11HP × 5.5 | ||
| Power III | 12HP × 6 | ||
| Power IV | 14HP × 7 | ||
| Power V | 15HP × 7.5 | ||
| 1 s (critical charge) | Unenchanted | 6HP to 11HP × 5.5 | |
| Power I | 9HP to 16HP × 8 | ||
| Power II | 11HP × 5.5 to 19HP × 9.5 | ||
| Power III | 12HP × 6 to 20HP × 10 | ||
| Power IV | 14HP × 7 to 23HP × 11.5 | ||
| Power V | 15HP × 7.5 to 25HP × 12.5 | ||
| Java Edition | |||||
|---|---|---|---|---|---|
| 7HP to 11HP × 5.5 | |||||
| Bedrock Edition | |||||
| 9HP | |||||
| Firework stars | Projectile damage | Enchantment | Charge time | Damage/second (DPS) | |
| 1 |
5HP to 6HP | No enchantment | 1.25 s | 3.75 to 4.5 | |
| Quick Charge I | 1 s | 5 to 6 | |||
| Quick Charge II | 0.75 s | 6.25 to 7.5 | |||
| Quick Charge III | 0.5 s | 7.5 to 9 | |||
| 2 |
6HP to 8HP | No enchantment | 1.25 s | 4.5 to 6 | |
| Quick Charge I | 1 s | 6 to 8 | |||
| Quick Charge II | 0.75 s | 7.5 to 10 | |||
| Quick Charge III | 0.5 s | 9 to 12 | |||
| 3 |
7HP to 10HP | No enchantment | 1.25 s | 5.25 to 7.5 | |
| Quick Charge I | 1 s | 7 to 10 | |||
| Quick Charge II | 0.75 s | 8.75 to 12.5 | |||
| Quick Charge III | 0.5 s | 10.5 to 15 | |||
| 4 |
8HP to 12HP × 6 | No enchantment | 1.25 s | 6 to 9 | |
| Quick Charge I | 1 s | 8 to 12 | |||
| Quick Charge II | 0.75 s | 10 to 15 | |||
| Quick Charge III | 0.5 s | 12 to 18 | |||
| 5 |
9HP to 14HP × 7 | No enchantment | 1.25 s | 6.75 to 10.5 | |
| Quick Charge I | 1 s | 9 to 14 | |||
| Quick Charge II | 0.75 s | 11.25 to 17.5 | |||
| Quick Charge III | 0.5 s | 13.5 to 21 | |||
| 6 |
10HP to 16HP × 8 | No enchantment | 1.25 s | 7.5 to 12 | |
| Quick Charge I | 1 s | 10 to 16 | |||
| Quick Charge II | 0.75 s | 12.5 to 20 | |||
| Quick Charge III | 0.5 s | 15 to 24 | |||
| 7 |
11HP × 5.5 to 18HP × 9 | No enchantment | 1.25 s | 8.25 to 13.5 | |
| Quick Charge I | 1 s | 11 to 18 | |||
| Quick Charge II | 0.75 s | 13.75 to 22.5 | |||
| Quick Charge III | 0.5 s | 16.5 to 27 | |||
| Projectile damage | |
|---|---|
| 8HP | |
Mobs
When used by mobs, ranged weapons have set damage according to the mob type. Additionally, certain mobs have ranged attacks that are not replicable by player-obtained weapons.
| Mob | Difficulty | Status effect(s) | ||
|---|---|---|---|---|
| Easy | Normal | Hard | ||
| 5HP + fire for 5 seconds | No | |||
| 2HP to 4HP | 3HP to 5HP | 4HP to 8HP | Normally: If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow | |
| 1HP to 4HP | 1HP to 5HP | |||
| 1HP | 1.5HP × 0.75 | No | ||
| 5HP | 8HP | 12HP × 6 | No | |
| 8HP | No | |||
| 5HP | 8HP | 12HP × 6 | Yes | |
| 3HP per second | Area effect cloud of | |||
| 6HP per second | ||||
| 4HP | 6HP | 9HP | No | |
| 6HP | No | |||
| 4HP | 6HP | 9HP | No | |
| 9.5HP × 4.75 | 17HP × 8.5 | 25.5HP × 12.75 | No | |
| 4HP | 6HP | 9HP | No | |
| 2HP to 5HP | 3HP to 5HP | Casts | ||
| 1HP | 1.5HP × 0.75 | No | ||
| 2HP to 5HP | 3HP to 5HP | No | ||
| 2HP to 4HP | 2HP to 5HP | No | ||
| 2HP to 3HP | 3HP to 5HP | 5HP to 7HP | No | |
| 3HP | 4HP | 6HP | ||
| 2HP to 4HP | 3HP to 5HP | 4HP to 8HP | Normally: No
If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow | |
| 1HP to 4HP, varies with proximity | 1HP to 5HP, varies with proximity | No | ||
| 3HP to blazes | No | |||
| 3HP to 5HP | Normally: If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow | |||
| 1HP to 4HP, varies with proximity | 1HP to 5HP, varies with proximity | |||
| 1HP | 1.5HP × 0.75 | No | ||
| 5HP | 8HP | 12HP × 6 | No | |
| 6HP | 10HP | 15HP × 7.5 | No | |
| Deals damage by throwing potions | Throws splash potions of | |||
| 2HP to 4HP + fire for 5 seconds | 3HP to 5HP + fire for 5 seconds | 4HP to 8HP + fire for 5 seconds | Normally: No
If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow | |
| 5HP | 8HP | 12HP × 6 | ||
| 5HP | No | |||
Charge time

Charge time represents the time it takes to charge a ranged weapon before firing it.
Players
The charge time of player-initiated ranged attacks is dependent on the ranged weapon they're using. Due to a server-client desync bug, ranged weapons can occasionally be fired 1 tick earlier than their programmed charge times.
| Ranged weapon | Charge time |
|---|---|
| 0.1 s (no charge) | |
| 0.2–0.8 s (medium charge) | |
| 0.9 s (full charge) | |
| 1 s (critical charge) |
| Ranged weapon | Charge time | Enchantment |
|---|---|---|
| 1.25 s | None | |
| 1 s | Quick Charge I | |
| 0.75 s | Quick Charge II | |
| 0.5 s | Quick Charge III |
| Ranged weapon | Charge time |
|---|---|
| 0.5 s |
| Ranged weapon | Charge time |
|---|---|
| 0 s |
Mobs
Different mobs have different firing speeds for their ranged attacks. Certain mobs like skeletons have their firing rate dictated by the world difficulty, firing once every 3 seconds on Easy and Normal and once every 2 seconds on Hard.
Inaccuracy
Ranged attacks have innate inaccuracy values, which dictate the randomness of projectile trajectory. This value affects both players and mobs.
Players
Player ranged attacks using bows and crossbows have a default inaccuracy value of 1 (0.25 in the Java Edition Combat Tests).
Mobs
Certain mobs are affected by the inaccuracy value. Skeletons specifically have their inaccuracy value affected by the world difficulty, with a value of 10 on Easy, 6 on Normal, and 2 on Hard.
Sounds
Bow
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Subtitles | Source | Description | Resource location | Translation key | Volume | Pitch | Attenuation distance |
| Arrow hits | Friendly Mobs | When an arrow impacts something | entity | subtitles | 1.0 | 12⁄11-4⁄3 | 16 | |
| Arrow fired | Players | When a bow shoots an arrow | entity | subtitles | 1.0 | 4⁄3-1.125 [sound 1] | 16 | |
| Player hit | Players | When an arrow shot by a player hits another player | entity | subtitles | 0.18 | 0.45 | 16 | |
| Item breaks | Players | When a bow's durability is exhausted | entity | subtitles | 0.8 | 0.8-1.2 | 16 | |
- ↑ Depends on how long the bow has been charging. uncharged bows give 5⁄6-0.625
| Sounds | |||||
|---|---|---|---|---|---|
| Sound | Source | Description | Resource location | Volume | Pitch |
| Players | When an arrow impacts something | random | 1.0 | 1.09-1.3 | |
| Players | When a bow shoots an arrow | random | 1.0 | 0.83-1.25 | |
| Players | When a bow's durability is exhausted | random | 1.0 | 0.9 | |
Crossbow
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Subtitles | Source | Description | Resource location | Translation key | Volume | Pitch | Attenuation distance |
| Crossbow charges up | Players | When a crossbow starts to load | item | subtitles | 0.15 | 1.0 | 16 | |
| Crossbow charges up | Players | When a Quick Charge I crossbow starts to load [sound 1] | item | subtitles | varies [sound 2] | varies [sound 3] | 16 | |
| Crossbow charges up | Players | When a Quick Charge II crossbow starts to load [sound 4] | item | subtitles | varies [sound 6] | varies [sound 5] | 16 | |
| Crossbow charges up | Players | When a Quick Charge III crossbow starts to load [sound 4] | item | subtitles | varies [sound 5] | varies [sound 6] | 16 | |
| Crossbow charges up[sound 7] | Players | While a crossbow is loading [sound 8] | item | subtitles | 0.325 | varies [sound 9] | 16 | |
| Crossbow loads | Entity-Dependent | When a crossbow stops loading | item | subtitles | 1.0 | 13⁄15-1.2 | 16 | |
| Crossbow fires | Entity-Dependent | When a crossbow fires | item | subtitles | 0.8/0.9/0.9 | 1.0/1.0/0.9 [sound 10] | 16 | |
| Arrow hits | Friendly Mobs | When an arrow hits a block or entity | item | subtitles | 1.0 | 12⁄11-4⁄3 | 16 | |
| Player hit | Players | When an arrow shot by a player hits another player | entity | subtitles | 0.18 | 0.45 | 16 | |
| Firework launches | Ambient/Environment | When a crossbow fires a firework rocket | entity | subtitles | 3.0 | 1.0 | 16 | |
| Item breaks | Entity-Dependent | When a crossbow's durability is exhausted | entity | subtitles | 0.8 | 0.8-1.2 | 16 | |
- ↑
quick1_3occurs at half the frequency as the other sounds - ↑ 0.325 for all except
quick1_1(pitch=0.9), which is 0.25 - ↑
quick1_1can be 1.0 or 0.9;quick1_2can be 1.0 or 0.95;quick1_3can be 1.0 - ↑ a b
_1occurs at 2⁄3 the frequency as the other sounds - ↑ a b 0.325 for all except
_1(pitch=0.95), which is 0.25 - ↑ a b
_1can be 1.0 or 0.95;_2can be 1.0, 0.95, or 1.05;_3can be 1.0, 0.9, or 1.05 - ↑ MC-203146
- ↑
loading_middle4occurs at 1⁄4 the frequency as the other sounds - ↑
loading_middle1can be 1.0, 0.95, or 1.2;loading_middle2andloading_middle3can be 1.0, 0.9, or 1.05;loading_middle4can be 1.0 - ↑ Multiplied by the loading percentage of the crossbow
| Sounds | |||||
|---|---|---|---|---|---|
| Sound | Source | Description | Resource location | Volume | Pitch |
| Players | When a crossbow starts to load | crossbow | 1.0 | 1.0 | |
| Players | While a crossbow is loading and when a crossbow stops loading | crossbow | 1.0 | 1.0 | |
| Players | Unused sound event | crossbow | 1.0 | 1.0 | |
| Players | When a crossbow with Quick Charge starts to load | crossbow | 1.0 | 1.0 | |
| Players | While a crossbow with Quick Charge is loading | crossbow | 1.0 | 1.0 | |
| Players | When a crossbow with Quick Charge stops loading | crossbow | 1.0 | 1.0 | |
| Players | When a crossbow fires | crossbow | 1.0 | 1.0 | |
| Players | When an arrow hits a block or entity | random | 1.0 | 1.09-1.3 | |
| Ambient/Environment | When a crossbow fires a firework rocket | firework | 1.0 | 1.0 | |
| Players | When a crossbow's durability is exhausted | random | 1.0 | 0.9 | |
Trident
Java Edition:
Thrown tridents use the Friendly Creatures sound category for entity-dependent sound events.
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Subtitles | Source | Description | Resource location | Translation key | Volume | Pitch | Attenuation distance |
| Trident stabs | Friendly Mobs | When a trident hits a mob | item | subtitles | 1.0 | 1.0 | 16 | |
| Trident vibrates | Friendly Mobs | When a trident hits the ground | item | subtitles | 0.9 | 12⁄11-4⁄3 | 16 | |
| Trident clangs | Players | When a player throws a trident | item | subtitles | 1.0 | 1.0 | 16 | |
| Trident thunder cracks | Friendly Mobs | When a Channeling trident hits a mob | item | subtitles | 5.0 | 1.0 | 16 | |
| Trident thunder cracks | Weather | When a trident with Channeling strikes a lightning rod | item | subtitles | 5.0 | 1.0 | 16 | |
| Trident zooms | Players | When a Riptide I trident is used | item | subtitles | 1.0 | 1.0 | 16 | |
| Trident zooms | Players | When a Riptide II trident is used | item | subtitles | 1.0 | 1.0 | 16 | |
| Trident zooms | Players | When a Riptide III or higher trident is used | item | subtitles | 1.0 | 1.0 | 16 | |
| Trident returns | Friendly Mobs | When a trident starts returning [sound 1] | item | subtitles | 8.0 | varies [sound 2] | 16 | |
| Drowned throws Trident | Hostile Mobs | When a drowned throws a trident | entity | subtitles | 1.0 | 5⁄6-1.25 | 16 | |
| Item breaks | Players | When a trident's durability is exhausted | entity | subtitles | 0.8 | 0.8-1.2 | 16 | |
| Sounds | |||||
|---|---|---|---|---|---|
| Sound | Source | Description | Resource location | Volume | Pitch |
| Players | When a trident hits a mob | item | 1.0 | 1.0 | |
| Players | When a trident hits the ground | item | 0.9 | 1.0 | |
| Players | When a player throws a trident | item | 1.0 | 1.0 | |
| Players | When a trident with Channeling strikes a mob[sound 1] | item | 1.0[sound 2] | 1.0 | |
| Players | When a Riptide I trident is used | item | 1.0 | 1.0 | |
| Players | When a Riptide II trident is used | item | 1.0 | 1.0 | |
| Players | When a Riptide III trident is used | item | 1.0 | 1.0 | |
| Players | When a trident starts returning[sound 3] | item | 8.0 | varies [sound 4] | |
| Hostile Mobs | When a drowned shoots a trident | mob | 1.0 | 0.8-1.2 | |
- ↑ MCPE-173931 — Tridents don't make channeling sounds when striking a lightning rod
- ↑ MCPE-178265 — Trident thunder sound definition schema error
- ↑ The first sound is only played 1⁄9 of the time, while the others are played 4⁄9 of the time
- ↑ 1.0 for
return1, 1.0/0.8/1.2/1.2 forreturn2, and 1.0/0.8/0.8/1.2 forreturn3
Wind charge
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Subtitles | Source | Description | Resource location | Translation key | Volume | Pitch | Attenuation distance |
| Wind Charge flies | Friendly Mobs | When a wind charge is thrown by a player | entity | subtitles | 0.5 | 1⁄3-0.5 | 16 | |
| Wind Charge flies | Blocks | When a dispenser dispenses a wind charge | entity | subtitles | 0.5 | 1⁄3-0.5 | 16 | |
| Wind Charge bursts | Blocks | When a wind charge shot by a player or dispenser strikes something | entity | subtitles | 4.0 | 0.7-1.05 | 8 | |
| Wind Charge bursts | Blocks | When a wind charge shot by a breeze strikes something | entity | subtitles | 4.0 | 0.672-1.008 | 16 | |
| Sounds | |||||
|---|---|---|---|---|---|
| Sound | Source | Description | Resource location | Volume | Pitch |
| Players | When a player throws a wind charge | random | 0.5 | 0.33-0.5 | |
| Players | When a wind charge shot by a player or dispenser strikes something | wind_charge | 1.0 | 1.0 | |
| Hostile Mobs | When a wind charge shot by a breeze strikes something | breeze_wind_charge | 1.0 | 1.2 | |
Other
Java Edition:
Thrown snowballs use the Friendly Creatures sound category for entity-dependent sound events.
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Subtitles | Source | Description | Resource location | Translation key | Volume | Pitch | Attenuation distance |
| Snowball flies | Friendly Mobs | When a player throws a snowball | entity | subtitles | 0.5 | 1⁄3-0.5 | 16 | |
| Snowball flies | Friendly Mobs | When a snow golem shoots a snowball | entity | subtitles | 1.0 | 1⁄3-0.5 | 16 | |
| Dispensed item | Blocks | When a dispenser shoots a snowball | block | subtitles | 1.0 | 1.2 | 16 | |
| Sounds | |||||
|---|---|---|---|---|---|
| Sound | Source | Description | Resource location | Volume | Pitch |
| Players | When a player throws a snowball | random | 0.5 | 0.33-0.5 | |
| Friendly Mobs | When a snow golem shoots a snowball | mob | 1.0 | 0.8-1.2 | |
| Players | When a dispenser shoots a snowball | random | 1.0 | 0.83-1.25 | |
History
Issues
Issues relating to "Ranged attack" are maintained on the bug tracker. Issues should be reported and viewed there.
| General mechanics | |
|---|---|
| Technical mechanics | |
| Survival |
|
| Combat | |
| Environment |
More |
| Movement | |
| User interface | |
| Visuals | |
| Removed | |
| Unintended | |