How To Find Deep Ocean Minecraft

For the mob in
Minecraft Dungeons, see MCD:Drowned.

This article is near the zombie variant. For drowning, see Damage § Drowning.

Drowned
are mutual underwater zombie variants that spawn in oceans and rivers, or when zombies drown. They are the only source of tridents, and the but renewable source of copper.

Spawning

[
]

Natural generation

[
]

Drowned spawn naturally at light level of 0 in all ocean biomes, aquifiers in the dripstone caves biome, and river biomes. They spawn at higher rates in rivers and dripstone caves than in bounding main biomes.

In
Java Edition, drowned spawn individually inside flowing water or source water that is 2 blocks or taller (this can include waterlogged blocks). In ocean biomes, drowned spawn at Y < 58, or at least 6 blocks below sea level; this restriction does not apply to rivers.

In Bedrock Edition, drowned spawn in groups of ii–iv within flowing water or source water of any depth, but they spawn at higher rates in water that is two blocks or taller.[
more information needed
]

They spawn only on the surface that is on the highest spawnable cake at whatever given X, Z coordinate. They count toward the monster population control cap and as well take their own density caps of 5 in oceans and 2 in rivers.

Drowned have a run a risk to spawn with either a trident or a fishing rod, and occasionally with a nautilus beat out. in
Java Edition, they too accept a small gamble of spawning while riding a craven, even afterward drowning as a zombie, creating a drowned craven jockey. They are the only zombie variant within the game that cannot spawn naturally with any armor. The merely way drowned tin spawn with armor is if they used to exist a zombie with armor.

Ocean ruins

[
]

Drowned spawn during the generation of certain ocean ruin structures. These drowned do not naturally despawn unless the globe is ready to Peaceful difficulty.

Conversion

[
]

A zombie converting into a drowned.

If a zombie’south head (not the legs) is submerged in water continuously for thirty seconds, it begins the process of converting to a drowned. Information technology starts shaking, similar to the effect seen while a zombie villager is being cured. At this bespeak, the process cannot be stopped, and 15 seconds after the zombie becomes drowned. The drowned appears with full wellness even if the previous zombie did not.

In Bedrock Edition just, an item being held or worn by a zombie when it becomes drowned, whether information technology was picked up or naturally spawned, has a 100% drop rate, which includes any naturally spawned equipment dropping with total immovability.

Only normal zombie can transform, zombie villagers and zombified piglin can non. For husks, they kickoff transform into a regular zombie, and later on convert to a drowned in the usual fashion. The zombie that converted from a husk besides always has full health fifty-fifty if converted from a damaged husk.

Drops

[
]

Drowned drop 0–2


Rotten flesh

subsequently dying. The maximum drop is increased by 1 per level of Looting, for a maximum of 0-5 with Looting III.

Adult drowned driblet
5 and an additional
1–3 per naturally-spawned equipment if killed by a role player or tamed wolf. Baby drowned drop
12 and an additional
1–three per naturally-spawned equipment if killed past a role player or tamed wolf.

They can also driblet:

  • 1


    Copper ingot

    (11% hazard, increased by ii% per Looting level) if killed by a player or tamed wolf.
  • 1


    Helmet
    ,


    Chestplate
    ,


    Leggings
    , and/or


    Boots
    .‌[
    Bedrock Edition only
    ]

Whatsoever picked-upward equipment has a 100% chance of dropping, and drops without irresolute the damage that has accumulated on it.

Naturally-spawned equipment

[
]

Java Edition

For naturally-spawned drowned:

  • Main manus (mutually exclusive):
    • vi.25% spawn with a


      trident
      . May be enchanted.
    • iii.75% spawn with a


      fishing rod
      . May be enchanted.
  • Offhand:
    • three% spawn with a


      nautilus trounce

      in their offhand.

Only 6.25% (or one in 16) drowned spawn with tridents. Of these, they accept an eight.v% take chances to drop their trident when killed by a player. The adventure is increased by ane% for each level of looting up to a max of 11.5% with Looting III. This means the overall chance of obtaining a trident from whatsoever given drowned is 0.53125% (virtually one in 188) or 0.71875% with annexation 3.

Nautilus shells always drop.

Converted drowned are never equipped with any items.

Bedrock Edition

For naturally-spawned drowned:

  • Main hand (mutually exclusive):
    • xv% spawn with a


      trident
      .
    • 0.85% spawn with a


      fishing rod
      .
  • Offhand:
    • 8% spawn with a


      nautilus crush

      in the offhand.

Only 15% (or 3 in 20) drowned spawn with tridents. Of these, they accept a 25% chance to driblet their trident when killed by a player. This gamble is increased past 4% for each level of annexation up to a max of 37% with looting III. This means the overall adventure of obtaining a trident from any given drowned is 3.75% (or iii in fourscore) or 5.55% with looting Three.

For converted drowned:

  • i% spawn with a


    fishing rod

    in the master mitt.
  • viii% spawn with a


    nautilus crush

    in the offhand (same equally naturally spawned drowned).

Converted drowned are never equipped with tridents.

On Halloween, zombies may spawn wearing a carved pumpkin or jack o’lantern‌[
Java Edition only
]
. They do not driblet this, even when killed with Annexation.

Farming

[
]

Farms that catechumen zombies into drowned produce all of naturally-spawned equipment dropped by zombies, as well as angling rods, copper ingots, and (in Bedrock Edition) nautilus shells. A drowned subcontract must exist designed to harvest naturally-spawned drowned to produce tridents in all game editions and nautilus shells in
Java Edition.

Beliefs

[
]

A drowned swimming in
Coffee Edition.

Drowned accept a melee attack, and if they spawn with a trident, they use information technology equally a ranged weapon. A trident is thrown every 1.five seconds at up to 20 blocks away. Thrown tridents cannot be picked up past the player for the same reason skeleton-shot arrows cannot be picked upwardly by the player. In Bedrock Edition, drowned with tridents use a melee attack if the target is three blocks away or less.

They are hostile towards axolotls, and like other zombie variants, they chase and assault villagers, wandering traders, snow golems‌[
BE simply
]
, baby turtles and iron golems.

Drowned detect turtle eggs within 10 blocks in Bedrock Edition and 24 blocks in
Coffee Edition. They stomp on turtle eggs until the eggs break. Drowned tin even bound over a 1-block gap to achieve a turtle egg successfully, fifty-fifty if the egg is raised 1 block higher than the gap.

If on land, drowned seek out nearby water. They sometimes step onto land but quickly return to the h2o.

During the day, drowned swim only to attack players that are pond in the water with them; otherwise, they stay on the flooring of the h2o body they are in, ignoring players on land or in a gunkhole. Drowned equipped with tridents continue throwing them at the role player fifty-fifty after leaving the water. At night or during thunderstorms, drowned swim to the surface and chase players as well as infant turtles, even exterior the water, like regular zombies.

If a drowned kills a villager, either with a melee attack or with a trident, the villager has a risk of turning into a zombie villager (with a 0% take chances on Easy, l% on Normal, and 100% on Hard).

Drowned pause down wooden doors in hard mode.‌[
BE only
]

They are immune to guardians or elder guardians attacks. They also have a small chance to be immune to knockback when damaged.[1]

Some drowned spawn with the ability to pick upwards loot that is on the footing. That includes armor and weapons or tools just like regular zombies. Unlike zombies however, they tin can also pick upward tridents, which they always prefer over anything else. They likewise can pick it up and throw it the incorrect way.

Drowned can be damaged past a fully-powered conduit within 8 blocks.

If one drowned gets attacked past some other drowned’s trident, the attacked drowned ignores it.

Swimming

[
]

A drowned pond in Boulder Edition.

A drowned in a river.

Information icon.svg

Drowned use a swimming animation similar to the histrion. They use this blitheness whenever they endeavor to pathfind to a player that is either below or higher up them; if the thespian is on the aforementioned ground level, the drowned merely walk toward them. Drowned likewise employ this blitheness if they are tracking a player while they are not standing on a solid block. Their hitbox does not change when using this animation. Besides, if they hold a nautilus shell or anything else in their offhand, their arms are in the same posture as a role player’s. When attacking, they employ the role player’s attacking animation. Still, they use the same swimming animation when tracking a thespian underwater.

Sounds

[
]

Java Edition:
Drowned utilise the Hostile Creatures audio category for entity-dependent sound events.

Sound Subtitles Source Description Resource location Translation primal Volume Pitch Attenuation
distance



























Drowned gurgles Hostile Creatures Randomly while on state entity.drowned.ambient subtitles.entity
.drowned.ambient
0.9 0.8-ane.2
(Baby: 1.3-1.7)
16





















Drowned gurgles Hostile Creatures Randomly while in water entity.drowned.ambient_water subtitles.entity.drowned
.ambient_water
0.ix 0.eight-1.2
(Babe: 1.3-ane.seven)
16









Drowned dies Hostile Creatures When a drowned dies while on land entity.drowned.decease subtitles.entity
.drowned.death
0.9 0.8-1.2
(Baby: ane.3-ane.7)
xvi









Drowned dies Hostile Creatures When a drowned dies while in water entity.drowned.death_water subtitles.entity
.drowned.death
0.ix 0.8-one.2
(Infant: 1.3-1.seven)
16















Drowned hurts Hostile Creatures When a drowned is damaged while on country entity.drowned.hurt subtitles.entity
.drowned.hurt
0.9 0.eight-1.2
(Infant: 1.3-one.7)
16















Drowned hurts Hostile Creatures When a drowned is damaged while in h2o entity.drowned.hurt_water subtitles.entity
.drowned.hurt
0.9 0.8-ane.2
(Infant: ane.three-i.7)
16









Drowned throws Trident Hostile Creatures When a drowned throws a trident entity.drowned.shoot subtitles.entity
.drowned.shoot
1.0 fivesix-1.25 16



























Drowned steps Hostile Creatures While a drowned is walking on land entity.drowned.step subtitles.entity
.drowned.step
0.fifteen
[sound 1]
1.0
[sound ane]
sixteen



























Drowned swims Hostile Creatures While a drowned is swimming entity.drowned.swim subtitles.entity
.drowned.swim
Around 0.003
[sound 2]
0.vi-1.4 16





















Turtle Egg stomped Hostile Creatures When a drowned is jumping on turtle eggs entity.zombie.destroy_egg subtitles.entity.zombie
.destroy_egg
0.5 0.9-1.i 16















Zombie converts to Drowned Hostile Creatures When a zombie converts to a drowned entity.zombie
.converted_to_drowned
subtitles.entity.zombie
.converted_to_drowned
two.0 0.8-1.ii sixteen

  1. a
    b

    This variable is block-dependent, and varies depending upon the cake

  2. Depends on the drowned’s velocity, effectually 0.003 when moving around underwater with no target. The precise equation is the smaller of one.0 or 0.35×(the momentum of the drowned, with the horizontal axes multiplied by 0.two)

Bedrock Edition:

Audio Source Description Resource location Book Pitch



























Hostile Creatures Randomly while on land mob.drowned.say 1.0 0.8-1.ii





















Hostile Creatures Randomly while in water mob.drowned.say_water 1.0 0.8-ane.ii









Hostile Creatures When a drowned dies while on state mob.drowned.death ane.0 0.8-1.2









Hostile Creatures When a drowned dies while in water mob.drowned.death_water 1.0 0.8-1.2















Hostile Creatures When a drowned is damaged while on country mob.drowned.hurt ane.0 0.8-ane.2















Hostile Creatures When a drowned is damaged while in water mob.drowned.hurt_water 1.0 0.8-i.2









Hostile Creatures Unused sound event
[sound 1]
mob.drowned.shoot 1.0 0.8-ane.ii



























Hostile Creatures While a drowned is walking on land mob.drowned.pace one.0 0.viii-1.two



























Hostile Creatures While a drowned is pond mob.drowned.swim ane.0 0.eight-1.2





















Players When a drowned is jumping on turtle eggs fall.egg 0.5 0.9-ane.0















Hostile Creatures Unused sound effect
[sound 1]
entity.zombie.converted_to_drowned 1.0 1.0
None None Undefined audio result
mob.zombie.converted_to_drowned 1.0-2.0 0.3-ane.0

  1. a
    b
    c


    MCPE-53297

Data values

[
]

ID

[
]

Java Edition:

Name Identifier Entity tags Translation cardinal

Drowned
drowned axolotl_tempted_hostiles entity.minecraft.drowned

Bedrock Edition:

Name Identifier Numeric ID Translation key

Drowned
drowned 110 entity.drowned.name

Entity data

[
]

Drowned have entity information associated with them that contains diverse properties.

Java Edition:




  • Entity data

Bedrock Edition:

See Bedrock Edition level format/Entity format.

Achievements

[
]

Icon Achievement In-game description Actual requirements (if dissimilar) Gamerscore earned Bays type (PS4)
PS4 Other

Monster Hunter Assail and kill a monster. Kill a hostile mob or ane of the following neutral mobs: an enderman, a piglin, a zombified piglin, a spider, or a cave spider. 15G Bronze

Advancements

[
]

Icon Advancement In-game clarification Parent Actual requirements (if different) Resource location

Advancement-plain-raw.png




Non Today, Cheers
Block a projectile using your shield. Arrange Upward Block any projectile with a shield. story/deflect_arrow

Advancement-plain-raw.png




Adventure
Adventure, exploration, and combat Kill any entity, or be killed past any entity. adventure/root

Advancement-plain-raw.png




Monster Hunter
Kill any hostile monster Adventure Kill
one
of these 34 mobs:



  • Bonfire


  • Cave Spider


  • Creeper



  • Drowned



  • Elderberry Guardian


  • Ender Dragon


  • Enderman


  • Endermite


  • Evoker


  • Ghast


  • Guardian


  • Hoglin


  • Husk


  • Magma Cube


  • Phantom


  • Piglin


  • Piglin Animal


  • Pillager


  • Ravager


  • Shulker


  • Silverfish


  • Skeleton


  • Slime


  • Spider


  • Stray


  • Vex


  • Vindicator


  • Witch


  • Wither


  • Wither Skeleton


  • Zoglin


  • Zombie


  • Zombie Villager


  • Zombified Piglin

Other mobs, if whatever, may be killed, only are ignored for this advancement. But the riders of the


chicken jockey
s and


skeleton horsemen

are counted in this advancement.

adventure/kill_a_mob

Advancement-plain-raw.png




A Throwaway Joke
Throw a trident at something. Monster Hunter Hit a mob with a thrown trident. adventure/throw_trident

Advancement-plain-raw.png




Have Aim
Shoot something with an pointer Monster Hunter Using a bow or a crossbow, shoot an entity with an pointer, tipped pointer, or spectral arrow. adventure/shoot_arrow

Advancement-fancy-raw.png




Monsters Hunted
Kill one of every hostile monster Monster Hunter Kill
each
of these 34 mobs:



  • Blaze


  • Cavern Spider


  • Creeper



  • Drowned



  • Elder Guardian


  • Ender Dragon


  • Enderman


  • Endermite


  • Evoker


  • Ghast


  • Guardian


  • Hoglin


  • Husk


  • Magma Cube


  • Phantom


  • Piglin


  • Piglin Creature


  • Pillager


  • Ravager


  • Shulker


  • Silverfish


  • Skeleton


  • Slime


  • Spider


  • Stray


  • Vex


  • Vindicator


  • Witch


  • Wither


  • Wither Skeleton


  • Zoglin


  • Zombie


  • Zombie Villager


  • Zombified Piglin

Other mobs, if any, may exist killed, but are ignored for this advancement. Just the riders of the


craven jockey
due south and


skeleton horsemen

are counted in this advancement.

risk/kill_all_mobs

History

[
]

Missing Model JE3.png

This folio would benefit from the add-on of more images.

Please remove this notice once you lot’ve added suitable images to the article.

The specific instructions are:
Render of drowned in Boulder Edition.

Java Edition
1.13 18w11a Drowned.png
Baby Drowned.png
Added drowned mobs.
Zombie becoming Drowned.gif
Zombies now convert into a drowned instead of dying from drowning.
18w15a Drowned now occasionally spawn with a nautilus beat.
18w16a Drowned at present spawn in underwater ruins.
18w22a Swimming Drowned.png
Drowned now take a swimming animation.
one.14 18w43a Drowned no longer spawn in swamps.
19w05a Drowned are now hostile toward the new wandering traders.
19w06a The drowned’s trident throwing blitheness has been inverse from
Drowned Throwing Trident Revision 1.png
to
Drowned Throwing Trident Revision 2.png.
19w07a The drowned’s trident throwing blitheness has been changed from
Drowned Throwing Trident Revision 2.png
to
Drowned Throwing Trident.png.[2]
19w14a Drowned no longer have a unique swimming animation.[3]
one.15 19w46a Infant drowned can be spawned using their spawn egg on the adult.
1.17 21w05a Drowned now drop copper ingots instead of gilt ingots.
1.17.1 Pre-release one Increase the drop probability of copper ingots from five% to 11%, and increase the drop probability of each level of Looting spell from 1% to 2%.
No longer pick up glow ink sacs.
1.18 21w37a Drowned are now able to spawn in warm oceans.[4]
21w39a Drowned are now able to spawn in aquifers inside dripstone caves.
Bedrock Edition
1.four.0 beta 1.2.13.eight Drowned.png
Added drowned mobs as office of “Experimental Gameplay.”
Drowned use lower-pitched zombie sounds every bit a placeholder.
beta i.ii.fourteen.2 Baby Drowned.png
Added baby drowned.
The drowned’s face now glow in the dark.
Drowned at present have their own sounds.
beta 1.2.twenty.one Drowned no longer drop sponge.
Babe drowned at present burn down in sunlight.
1.5.0 beta i.5.0.0 Drowned are now present in normal gameplay, non merely when experimental gameplay is enabled.
Drowned at present sometimes hold nautilus shells.
Zombie becoming Drowned.gif
Zombies at present turn into drowned when underwater.
1.10.0 beta 1.x.0.iii Drowned are now hostile toward the new wandering traders.
The number of drowned mobs that spawn has been reduced.
Drowned no longer spawn in swamps.
i.16.0 beta 1.15.0.51 Drowned can no longer have a trident when converted.
Drowned without trident no longer drop a trident.
beta i.16.0.51 Drowned at present take power to option upwardly items.
1.16.210 beta i.sixteen.210.57 Drowned now driblet copper ingots instead of gilt ingots.
one.17.thirty beta 1.17.thirty.20 Drowned no longer pick upward glow ink sacs.
Legacy Console Edition
TU69 1.76 Patch 38 Drowned.png
Baby Drowned.png
Added drowned mobs.
Zombie becoming Drowned.gif
Zombies at present turn into drowned when underwater for too long.
1.91 Drowned are now hostile toward the new wandering traders.

Problems

[
]

Issues relating to “Drowned” are maintained on the bug tracker. Report problems in that location.

Trivia

[
]

  • Drowned are not considered as aquatic mobs, instead, they are considered as undead, unaffected by impaling enchantment.‌[
    Java Edition only
    ]
  • A drowned craven jockey floats to the surface because the chicken it is riding floats, causing the drowned riding it to burn in sunlight during the day, resulting in a craven in the middle of the ocean or river where the drowned jockey spawned in.‌[
    Java Edition only
    ]
  • In Bedrock Edition, drowned accept a 3D outer layer. This causes their heads and arms to expect larger than in
    Java Edition
    and causes rendering conflicts with armor, particularly helmets.
  • Like spiders and endermen, drowned take eyes that announced to glow, although they practice not produce light.

Gallery

[
]

Screenshots

[
]

In other media

[
]

References

[
]



  1. MC-68605


  2. MC-127296


  3. MC-147711


  4. MC-159025 – “Drowned practise not spawn in warm ocean biomes” – resolved as “Fixed”



Source: https://minecraft.fandom.com/wiki/Drowned