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damage types
All damage type IDs and damage type tags are available in Minecraft 1.21.1, for use
in the damage_resistances field and in the damage key of
conditional_resistances.
-
With
#= a tag (a group of damage types), e.g."#minecraft:is_projectile" -
Without
#= one exact damage type, e.g."minecraft:arrow"
{
"damage_resistances": {
"#minecraft:is_projectile": 0.125,
"minecraft:lava": 0.20,
"iceandfire:dragon_fire": 0.225
}
}Values are per equipped piece: 0.125 on a four-piece set is 50% when the
full set is worn. See Damage Resistances for how the three
resistance layers interact.
These are the broad buckets most armor designs want. Anything not listed here is usually too narrow or too situational to build a set around.
| Tag | Covers |
|---|---|
#minecraft:is_projectile |
arrow, trident, mob_projectile, fireball, unattributed_fireball, wither_skull, thrown, wind_charge
|
#minecraft:is_fire |
in_fire, campfire, on_fire, lava, hot_floor, fireball, unattributed_fireball
|
#minecraft:is_explosion |
explosion, player_explosion, fireworks, bad_respawn_point
|
#minecraft:is_fall |
fall, stalagmite
|
#minecraft:is_freezing |
freeze |
#minecraft:is_drowning |
drown |
#minecraft:is_lightning |
lightning_bolt |
#minecraft:is_player_attack |
player_attack |
Note the overlap:
fireballbelongs to bothis_projectileandis_fire. If you declare both tags, they are two entries at the same level and their values add together for that one damage type.
| ID | When it happens |
|---|---|
minecraft:player_attack |
Melee hit from a player |
minecraft:mob_attack |
Melee hit from a mob |
minecraft:mob_attack_no_aggro |
Melee hit that doesn't provoke retaliation |
minecraft:arrow |
Arrow (bow, crossbow, dispenser) |
minecraft:trident |
Thrown trident |
minecraft:mob_projectile |
Mob projectile that isn't an arrow (shulker bullet, etc.) |
minecraft:thrown |
Snowball, egg, thrown potion impact |
minecraft:fireball |
Fireball with a known shooter (ghast, blaze) |
minecraft:unattributed_fireball |
Fireball with no known shooter |
minecraft:wither_skull |
Wither skull projectile |
minecraft:wind_charge |
Wind charge |
minecraft:spit |
Llama spit |
minecraft:sting |
Bee sting |
minecraft:thorns |
Thorns enchantment reflection |
minecraft:sonic_boom |
Warden's sonic blast (ignores armor and enchantments) |
minecraft:magic |
Direct magic (harming potion applied, evoker fangs) |
minecraft:indirect_magic |
Magic from a source entity (thrown harming potion) |
minecraft:dragon_breath |
Ender dragon breath cloud |
minecraft:wither |
Wither status effect |
| ID | When it happens |
|---|---|
minecraft:explosion |
Explosion not caused by a player (creeper, TNT) |
minecraft:player_explosion |
Explosion caused by a player |
minecraft:fireworks |
Firework rocket |
minecraft:bad_respawn_point |
Bed / respawn anchor exploding |
| ID | When it happens |
|---|---|
minecraft:in_fire |
Standing in fire |
minecraft:on_fire |
Burning (the burning ticks themselves) |
minecraft:lava |
Standing in lava |
minecraft:hot_floor |
Walking on a magma block |
minecraft:campfire |
Standing on a campfire |
| ID | When it happens |
|---|---|
minecraft:fall |
Fall damage |
minecraft:stalagmite |
Falling onto pointed dripstone |
minecraft:falling_block |
Sand / gravel landing on you |
minecraft:falling_anvil |
Anvil landing on you |
minecraft:falling_stalactite |
Dripstone tip falling on you |
minecraft:cactus |
Touching a cactus |
minecraft:sweet_berry_bush |
Walking through a berry bush |
minecraft:freeze |
Powder snow |
minecraft:lightning_bolt |
Lightning strike |
minecraft:drown |
Drowning |
minecraft:dry_out |
Aquatic mob out of water |
minecraft:starve |
Starvation (ignores effects) |
minecraft:in_wall |
Suffocating inside a block |
minecraft:cramming |
Too many entities in one block |
minecraft:fly_into_wall |
Elytra kinetic impact |
minecraft:outside_border |
Outside the world border |
| ID | When it happens |
|---|---|
minecraft:out_of_world |
The void, and /kill-style unblockable damage |
minecraft:generic_kill |
Forced kill |
minecraft:generic |
Damage with no specific cause (used by some mods and commands) |
⚠️ Giving resistance toout_of_worldorgeneric_killis a bad idea: they exist specifically to be unavoidable. At high values a player can end up stuck alive in the void, unable to die and unable to get out.genericis a catch-all that some mods reuse for unrelated damage — resisting it can silently protect against far more than you intended.
These tags exist for vanilla's own mechanics, not for balance grouping. They
work in damage_resistances, but they cut across categories in ways that are
rarely what you want (#minecraft:bypasses_armor includes fall damage, magic,
starving and the void all at once). Listed for completeness:
#minecraft:always_hurts_ender_dragons, #minecraft:always_kills_armor_stands,
#minecraft:always_most_significant_fall, #minecraft:always_triggers_silverfish,
#minecraft:avoids_guardian_thorns, #minecraft:burn_from_stepping,
#minecraft:burns_armor_stands, #minecraft:bypasses_armor,
#minecraft:bypasses_effects, #minecraft:bypasses_enchantments,
#minecraft:bypasses_invulnerability, #minecraft:bypasses_resistance,
#minecraft:bypasses_shield, #minecraft:bypasses_wolf_armor,
#minecraft:can_break_armor_stand, #minecraft:damages_helmet,
#minecraft:ignites_armor_stands, #minecraft:no_anger, #minecraft:no_impact,
#minecraft:no_knockback, #minecraft:panic_causes,
#minecraft:panic_environmental_causes, #minecraft:witch_resistant_to,
#minecraft:wither_immune_to
#minecraft:bypasses_resistanceand#minecraft:bypasses_invulnerabilitydescribe how vanilla's Resistance effect behaves. They do not disable this mod's resistances — those are applied by the mod itself, independently of armor points and vanilla effects.
Any mod can register its own damage types, and they work here exactly like vanilla ones — use the mod's namespace:
{
"damage_resistances": {
"iceandfire:dragon_fire": 0.225,
"iceandfire:dragon_ice": 0.225,
"iceandfire:dragon_lightning": 0.225
}
}How to find a mod's damage type IDs — in-game, type
/damage @s 1 and press Tab. The autocomplete lists every damage type
registered in that instance, vanilla and modded. This is more reliable than a
wiki, since forks and configs vary.
The same command is the best way to test a resistance:
/damage @s 10 minecraft:arrow by @e[type=skeleton,limit=1,sort=nearest]
If a mod deals damage through a vanilla type instead of registering its own, resist the vanilla type. If a mod's damage type isn't loaded (the mod is absent), the entry is simply inert — it costs nothing to leave declared.
There is no way to declare your own damage type tag from this mod yet. To group
IDs under a single name (for example, all three Ice and Fire dragon breaths under
#customgear:dragon_breath), write a small datapack by hand at
world/datapacks/<name>/data/customgear/tags/damage_type/dragon_breath.json:
{
"replace": false,
"values": [
"iceandfire:dragon_fire",
"iceandfire:dragon_ice",
"iceandfire:dragon_lightning"
]
}Note the singular tags/damage_type/ path — 1.21 changed it from the older
plural form. Once loaded, "#customgear:dragon_breath" works in any armor JSON.
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