Arrow

Entity

Item
| Rarity tier |
Common |
|---|---|
| Renewable |
Yes |
| Stackable |
Yes (64) |
| Size |
Height: 0.5 blocks |
{
"title": "Arrow",
"rows": [
{
"field": "Common",
"label": "(link to Rarity article, displayed as Rarity tier)"
},
{
"field": "Yes",
"label": "(link to Renewable resource article, displayed as Renewable)"
},
{
"field": "Yes (64)",
"label": "Stackable"
},
{
"field": "Height: 0.5 blocks<br>Width: 0.5 blocks",
"label": "Size"
}
],
"invimages": [
"Arrow"
],
"images": [
"Arrow.png",
"Arrow (item).png"
]
}
An arrow serves as ammunition for bows, crossbows, and dispensers. Arrows can be crafted into spectral arrows and tipped arrows to give status effects to players and mobs.
Obtaining
Crafting
| Ingredients | Crafting recipe | Description |
|---|---|---|
| Flint + Stick + Feather |
Picking up arrows
Arrows shot by players can always be picked up in Creative mode.
An arrow cannot be picked up by a player in Survival or Adventure mode if:
- It is shot by a player in Creative mode.
- It is shot by any mob able to shoot arrows, such as skeletons, strays, pillagers, or piglins. This includes mobs that do not shoot arrows in normal gameplay, such as illusioners and bow-wielding wither skeletons.
- This is the case even in Creative mode.[1]
- It is shot with an Infinity-enchanted bow.
- It is one of the two extra arrows shot with a Multishot-enchanted crossbow.
Arrows that are stuck in a player cannot be retrieved, and the player does not drop them when killed.
Mob loot
| Mob | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| Bogged | 0–2 | 66.67% | 1.00 | 0–3 | 83.33% | 1.50 | 0–4 | 91.67% | 2.00 | 0–5 | 94.44% | 2.50 | |
| Skeleton | 0–2 | 66.67% | 1.00 | 0–3 | 83.33% | 1.50 | 0–4 | 91.67% | 2.00 | 0–5 | 94.44% | 2.50 | |
| Stray | 0–2 | 66.67% | 1.00 | 0–3 | 83.33% | 1.50 | 0–4 | 91.67% | 2.00 | 0–5 | 94.44% | 2.50 | |
| Mob | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| Bogged | 0–2 | 2⁄3 | 1 | 0–3 | 5⁄6 | 3⁄2 | 0–4 | 11⁄12 | 2 | 0–5 | 17⁄18 | 5⁄2 | |
| Skeleton | 0–2 | 2⁄3 | 1 | 0–3 | 5⁄6 | 3⁄2 | 0–4 | 11⁄12 | 2 | 0–5 | 17⁄18 | 5⁄2 | |
| Stray | 0–2 | 2⁄3 | 1 | 0–3 | 5⁄6 | 3⁄2 | 0–4 | 11⁄12 | 2 | 0–5 | 17⁄18 | 5⁄2 | |
| Mob | Amount | Probability | ||||
|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | |||
| Bogged | 0 | 1⁄3 (33.33%) | 1⁄6 (16.67%) | 1⁄12 (8.33%) | 1⁄18 (5.56%) | |
| 1 | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄4 (25.00%) | 1⁄6 (16.67%) | ||
| 2 | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 5⁄18 (27.78%) | ||
| 3 | 0 | 1⁄6 (16.67%) | 1⁄4 (25.00%) | 5⁄18 (27.78%) | ||
| 4 | 0 | 0 | 1⁄12 (8.33%) | 1⁄6 (16.67%) | ||
| 5 | 0 | 0 | 0 | 1⁄18 (5.56%) | ||
| Average | 1 (1.00) | 3⁄2 (1.50) | 2 (2.00) | 5⁄2 (2.50) | ||
| Skeleton | 0 | 1⁄3 (33.33%) | 1⁄6 (16.67%) | 1⁄12 (8.33%) | 1⁄18 (5.56%) | |
| 1 | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄4 (25.00%) | 1⁄6 (16.67%) | ||
| 2 | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 5⁄18 (27.78%) | ||
| 3 | 0 | 1⁄6 (16.67%) | 1⁄4 (25.00%) | 5⁄18 (27.78%) | ||
| 4 | 0 | 0 | 1⁄12 (8.33%) | 1⁄6 (16.67%) | ||
| 5 | 0 | 0 | 0 | 1⁄18 (5.56%) | ||
| Average | 1 (1.00) | 3⁄2 (1.50) | 2 (2.00) | 5⁄2 (2.50) | ||
| Stray | 0 | 1⁄3 (33.33%) | 1⁄6 (16.67%) | 1⁄12 (8.33%) | 1⁄18 (5.56%) | |
| 1 | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄4 (25.00%) | 1⁄6 (16.67%) | ||
| 2 | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 5⁄18 (27.78%) | ||
| 3 | 0 | 1⁄6 (16.67%) | 1⁄4 (25.00%) | 5⁄18 (27.78%) | ||
| 4 | 0 | 0 | 1⁄12 (8.33%) | 1⁄6 (16.67%) | ||
| 5 | 0 | 0 | 0 | 1⁄18 (5.56%) | ||
| Average | 1 (1.00) | 3⁄2 (1.50) | 2 (2.00) | 5⁄2 (2.50) | ||
| Mob | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| Bogged | 0–2 | 66.67% | 1.00 | 0–3 | 66.67% | 1.33 | 0–4 | 66.67% | 1.67 | 0–5 | 66.67% | 2.00 | |
| Pillager | 0–2 | 66.67% | 1.00 | 0–3 | 66.67% | 1.33 | 0–4 | 66.67% | 1.67 | 0–5 | 66.67% | 2.00 | |
| Skeleton | 0–2 | 66.67% | 1.00 | 0–3 | 66.67% | 1.33 | 0–4 | 66.67% | 1.67 | 0–5 | 66.67% | 2.00 | |
| Stray | 0–2 | 66.67% | 1.00 | 0–3 | 66.67% | 1.33 | 0–4 | 66.67% | 1.67 | 0–5 | 66.67% | 2.00 | |
| Mob | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| Bogged | 0–2 | 2⁄3 | 1 | 0–3 | 2⁄3 | 4⁄3 | 0–4 | 2⁄3 | 5⁄3 | 0–5 | 2⁄3 | 2 | |
| Pillager | 0–2 | 2⁄3 | 1 | 0–3 | 2⁄3 | 4⁄3 | 0–4 | 2⁄3 | 5⁄3 | 0–5 | 2⁄3 | 2 | |
| Skeleton | 0–2 | 2⁄3 | 1 | 0–3 | 2⁄3 | 4⁄3 | 0–4 | 2⁄3 | 5⁄3 | 0–5 | 2⁄3 | 2 | |
| Stray | 0–2 | 2⁄3 | 1 | 0–3 | 2⁄3 | 4⁄3 | 0–4 | 2⁄3 | 5⁄3 | 0–5 | 2⁄3 | 2 | |
| Mob | Amount | Probability | ||||
|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | |||
| Bogged | 0 | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄3 (33.33%) | |
| 1 | 1⁄3 (33.33%) | 1⁄6 (16.67%) | 1⁄12 (8.33%) | 1⁄18 (5.56%) | ||
| 2 | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄4 (25.00%) | 1⁄6 (16.67%) | ||
| 3 | 0 | 1⁄6 (16.67%) | 1⁄4 (25.00%) | 2⁄9 (22.22%) | ||
| 4 | 0 | 0 | 1⁄12 (8.33%) | 1⁄6 (16.67%) | ||
| 5 | 0 | 0 | 0 | 1⁄18 (5.56%) | ||
| Average | 1 (1.00) | 4⁄3 (1.33) | 5⁄3 (1.67) | 2 (2.00) | ||
| Pillager | 0 | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄3 (33.33%) | |
| 1 | 1⁄3 (33.33%) | 1⁄6 (16.67%) | 1⁄12 (8.33%) | 1⁄18 (5.56%) | ||
| 2 | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄4 (25.00%) | 1⁄6 (16.67%) | ||
| 3 | 0 | 1⁄6 (16.67%) | 1⁄4 (25.00%) | 2⁄9 (22.22%) | ||
| 4 | 0 | 0 | 1⁄12 (8.33%) | 1⁄6 (16.67%) | ||
| 5 | 0 | 0 | 0 | 1⁄18 (5.56%) | ||
| Average | 1 (1.00) | 4⁄3 (1.33) | 5⁄3 (1.67) | 2 (2.00) | ||
| Skeleton | 0 | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄3 (33.33%) | |
| 1 | 1⁄3 (33.33%) | 1⁄6 (16.67%) | 1⁄12 (8.33%) | 1⁄18 (5.56%) | ||
| 2 | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄4 (25.00%) | 1⁄6 (16.67%) | ||
| 3 | 0 | 1⁄6 (16.67%) | 1⁄4 (25.00%) | 2⁄9 (22.22%) | ||
| 4 | 0 | 0 | 1⁄12 (8.33%) | 1⁄6 (16.67%) | ||
| 5 | 0 | 0 | 0 | 1⁄18 (5.56%) | ||
| Average | 1 (1.00) | 4⁄3 (1.33) | 5⁄3 (1.67) | 2 (2.00) | ||
| Stray | 0 | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄3 (33.33%) | |
| 1 | 1⁄3 (33.33%) | 1⁄6 (16.67%) | 1⁄12 (8.33%) | 1⁄18 (5.56%) | ||
| 2 | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄4 (25.00%) | 1⁄6 (16.67%) | ||
| 3 | 0 | 1⁄6 (16.67%) | 1⁄4 (25.00%) | 2⁄9 (22.22%) | ||
| 4 | 0 | 0 | 1⁄12 (8.33%) | 1⁄6 (16.67%) | ||
| 5 | 0 | 0 | 0 | 1⁄18 (5.56%) | ||
| Average | 1 (1.00) | 4⁄3 (1.33) | 5⁄3 (1.67) | 2 (2.00) | ||
Generated loot
| Item | Structure | Container | Quantity | Chance |
|---|---|---|---|---|
| Java Edition | ||||
| Generic chest | 5–17 | 44.1%{ "item": "Arrow", "stacksize": "5–17", "chance": 0.44077588319736705, "structure": "Bastion Remnant", "container": "Generic chest" }
| ||
| Bridge chest | 5–17 | 47.9%{ "item": "Arrow", "stacksize": "5–17", "chance": 0.4794666666666667, "structure": "Bastion Remnant", "container": "Bridge chest" }
| ||
| Hoglin stable chest | 5–17 | 22.8%{ "item": "Arrow", "stacksize": "5–17", "chance": 0.22793887963348602, "structure": "Bastion Remnant", "container": "Hoglin stable chest" }
| ||
| Dispenser | 2–7 | 100%{ "item": "Arrow", "stacksize": "2–7", "chance": 1, "structure": "Jungle Pyramid", "container": "Dispenser" }
| ||
| Chest | 2–7 | 39.1%{ "item": "Arrow", "stacksize": "2–7", "chance": 0.391435011269722, "structure": "Pillager Outpost", "container": "Chest" }
| ||
| Entrance chest | 5–10 | 55.1%{ "item": "Arrow", "stacksize": "5–10", "chance": 0.5508401920438958, "structure": "Trial Chambers", "container": "Entrance chest" }
| ||
| Corridor pot | 2–8 | 28.5%{ "item": "Arrow", "stacksize": "2–8", "chance": 0.28490028490028485, "structure": "Trial Chambers", "container": "Corridor pot" }
| ||
| Chamber dispenser | 4–8 | 13.8%{ "item": "Arrow", "stacksize": "4–8", "chance": 0.13793103448275867, "structure": "Trial Chambers", "container": "Chamber dispenser" }
| ||
| Corridor dispenser | 4–8 | 100%{ "item": "Arrow", "stacksize": "4–8", "chance": 1, "structure": "Trial Chambers", "container": "Corridor dispenser" }
| ||
| Vault and reward chest | 2–8 | 31%{ "item": "Arrow", "stacksize": "2–8", "chance": 0.31004057600000007, "structure": "Trial Chambers", "container": "Vault and reward chest" }
| ||
| Supply chest | 4–14 | 37.3%{ "item": "Arrow", "stacksize": "4–14", "chance": 0.37281466804405383, "structure": "Trial Chambers", "container": "Supply chest" }
| ||
| Fletcher's chest | 1–3 | 23.3%{ "item": "Arrow", "stacksize": "1–3", "chance": 0.23252875118681526, "structure": "Village", "container": "Fletcher's chest" }
| ||
| Bedrock Edition | ||||
| Generic chest | 5–17 | 44.1%{ "item": "Arrow", "stacksize": "5–17", "chance": 0.44077588319736705, "structure": "Bastion Remnant", "container": "Generic chest" }
| ||
| Treasure chest | 12–25 | 33.7%{ "item": "Arrow", "stacksize": "12–25", "chance": 0.33668648071940255, "structure": "Bastion Remnant", "container": "Treasure chest" }
| ||
| Bridge chest | 5–17 | 47.9%{ "item": "Arrow", "stacksize": "5–17", "chance": 0.4794666666666667, "structure": "Bastion Remnant", "container": "Bridge chest" }
| ||
| Hoglin stable chest | 5–17 | 22.8%{ "item": "Arrow", "stacksize": "5–17", "chance": 0.22793887963348602, "structure": "Bastion Remnant", "container": "Hoglin stable chest" }
| ||
| Generic chest | 10–22 | 11.2%{ "item": "Arrow", "stacksize": "10–22", "chance": 0.1123595505617978, "structure": "Bastion Remnant", "container": "Generic chest" }
| ||
| Bridge chest | 10–28 | 11.2%{ "item": "Arrow", "stacksize": "10–28", "chance": 0.11242603550295849, "structure": "Bastion Remnant", "container": "Bridge chest" }
| ||
| Dispenser | 2–7 | 100%{ "item": "Arrow", "stacksize": "2–7", "chance": 1, "structure": "Jungle Pyramid", "container": "Dispenser" }
| ||
| Chest | 2–7 | 39.1%{ "item": "Arrow", "stacksize": "2–7", "chance": 0.391435011269722, "structure": "Pillager Outpost", "container": "Chest" }
| ||
| Chamber dispenser | 4–8 | 13.8%{ "item": "Arrow", "stacksize": "4–8", "chance": 0.13793103448275867, "structure": "Trial Chambers", "container": "Chamber dispenser" }
| ||
| Vault and reward chest | 2–8 | 37.8%{ "item": "Arrow", "stacksize": "2–8", "chance": 0.37846630400000003, "structure": "Trial Chambers", "container": "Vault and reward chest" }
| ||
| Entrance chest | 5–10 | 55.1%{ "item": "Arrow", "stacksize": "5–10", "chance": 0.5508401920438958, "structure": "Trial Chambers", "container": "Entrance chest" }
| ||
| Corridor pot | 2–8 | 28.5%{ "item": "Arrow", "stacksize": "2–8", "chance": 0.28490028490028485, "structure": "Trial Chambers", "container": "Corridor pot" }
| ||
| Corridor dispenser | 4–8 | 100%{ "item": "Arrow", "stacksize": "4–8", "chance": 1, "structure": "Trial Chambers", "container": "Corridor dispenser" }
| ||
| Supply chest | 4–14 | 37.3%{ "item": "Arrow", "stacksize": "4–14", "chance": 0.37281466804405383, "structure": "Trial Chambers", "container": "Supply chest" }
| ||
| Fletcher's chest | 1–3 | 23.3%{ "item": "Arrow", "stacksize": "1–3", "chance": 0.23252875118681526, "structure": "Village", "container": "Fletcher's chest" }
| ||
Trading
| Villager | Probability | Villager wants | Player receives | |
|---|---|---|---|---|
| JE | BE | |||
| 67% | 50% | 16 × | ||
Villager gifts
In Java Edition, any regular or tipped arrow (except for Luck and Bad Luck arrows) can be obtained as a reward item from fletcher villagers when the player has the Hero of the Village status effect.
Bartering
In Bedrock Edition, arrows can be obtained through bartering with piglins, and have a ~8.71% chance to give the player 6-12 arrows.
Usage
Trading
| Villager | Probability | Villager wants | Player receives | |
|---|---|---|---|---|
| JE | BE | |||
| 67% | 50% | 2 × + 5 × | 5 × | |
- ↑ In Java Edition, the type of arrow is chosen randomly from all possible brewable potions with effects, including extended and strengthened versions.
In Bedrock Edition, the type of arrow is randomly chosen from 15 options: Night Vision, Invisibility, Leaping, Fire Resistance, Swiftness, Slowness, Water Breathing, Healing, Harming, Poison, Regeneration, Strength, Weakness, Turtle Master, or Decay (Level 2).
Crafting ingredient
Arrows can be used to craft the two variants of arrows, spectral arrows and tipped arrows.
| Name | Ingredients | Crafting recipe | Description |
|---|---|---|---|
| Tipped Arrow | + Matching Lingering Potion |
Arrows of Decay are exclusive to Bedrock Edition unless obtained via commands. Arrows of Luck are exclusive to Java Edition. A custom potion obtained via commands cannot craft arrows with the potion's custom name, lore, or the CustomPotionColor.
| |
| Spectral Arrow | Glowstone Dust + |
|
Cauldrons
In Bedrock Edition, arrows can be used on cauldrons that contain potions to create tipped arrows.
Behavior

| Hitbox size |
Height: 0.5 blocks |
|---|
{
"title": "Arrow",
"rows": [
{
"field": "Height: 0.5 blocks<br>Width: 0.5 blocks<br>Eye Height: 0.13 blocks",
"label": "(link to Hitbox article, displayed as Hitbox size)"
}
],
"invimages": [],
"images": [
"Arrow.png"
]
}
Spawning
An arrow entity spawns when an arrow item is shot out of a bow, crossbow, dispenser, or a bow- or crossbow-wielding mob. Arrow entities spawn with a starting velocity calculated using the following process:
- The direction of the velocity is set as the facing vector of the entity that shot it, or the vector pointing straight out of a dispenser.
- The magnitude of the velocity is set as 0 to 3 for bows depending on how far they're drawn, 3.15 for crossbows, and 1.1 for dispensers.
- A random vector is added to the previously determined velocity. This vector ranges from to on every axis. Inaccuracy is 1 for bows and crossbows, and 6 for dispensers.
Because crossbows shoot slightly faster arrows than bows but have the same inaccuracy, crossbows can feel more accurate; Their randomness is smaller in proportion to their total velocity.
Movement
An arrow entity follows this list of steps in order when calculating its movement each game tick:
- If it is intersecting a block's collision box, its
inGroundNBT value is set to true. - If it is on fire and in rain, water, or powder snow (including cauldrons containing water or powder snow), its fire is extinguished.
- If
inGroundis true:
- If it is no longer intersecting a block's collision box:
inGroundis set to false.- Its velocity in each axis is multiplied by a random number from 0 to 0.2.
- Otherwise, it ticks its despawn timer.
- If
inGroundis false:
- It calculates collisions with blocks and entities:
- It sets its target position to its current position plus its velocity.
- It performs a raycast from its current position to the target position, checking for blocks to hit. If the raycast hits a block, the target position gets set to the point that was hit.
- It performs a raycast from its position to the target position, checking for entities to hit.
- If a block was found and no entity was found, handle effects from block collision:
- The block is activated, if applicable. For example, targets and wooden buttons are activated here.
- The arrow's velocity is set to the target position minus the arrow position.
- The arrow is moved directly away from the target position by 0.05 blocks
inGroundis set to true.critis set to false.PierceLevelis set to 0.
- If any entity was found, handle effects from entity collision:
- If the entity is an Enderman, it is skipped.
- The arrow attempts to damage the entity. See the Damage section for more information. If the damage fails:
- If the entity has the deflects_projectiles tag, the arrow's velocity is rotated a random angle about the Y axis and scaled by 0.5.
- Otherwise, its velocity is multiplied by -0.1.
- Its velocity vector is added to its position vector.
- Its velocity vector is multiplied by 0.99 if it's in air or 0.6 if it's in water (this is the "drag").
- 0.05 is subtracted from its velocity vector's y component (this is the "gravity").
The arrow movement (when not stuck in a block) can be solved as a recurrence relation to obtain the following formulas:
Where is the velocity at tick t and is the position at tick t. These formulas can quickly calculate the position and velocity at a future tick t given an initial position and velocity. To make them work for arrows in water instead, change 0.99 with 0.6 and 100 with 2.5.
Damage
The damage an arrow inflicts on an entity depends on the damage NBT tag, the crit NBT tag, and the arrow's speed. However, in Bedrock Edition, arrows shot from a dispenser do not scale damage with speed.
The damage NBT tag is determined by the item that shot it: It is 2 for everything except bows enchanted with Power, in which case it's .
The crit NBT tag is given to all arrows shot out of crossbows or fully charged bows.
The damage inflicted on an entity is , rounded up to a whole number. If the arrow has the crit NBT tag, it does an additional random amount of damage between 0 and .
| Source | Damage tag | Crit tag | Starting speed | Average damage |
|---|---|---|---|---|
| Bow (Power I) | 3 | Yes | 12.25HP × 6.125 | |
| Bow (Power II) | 3.5 | 14.75HP × 7.375 | ||
| Bow (Power III) | 4 | 16HP × 8 | ||
| Bow (Power IV) | 4.5 | 18.5HP × 9.25 | ||
| Bow (Power V) | 5 | 19.75HP × 9.875 | ||
| Bow | 2 | 8.5HP × 4.25 | ||
| Crossbow | 9.75HP × 4.875 | |||
| Dispenser | No | 3.5HP × 1.75 |
Common properties
Arrows shot from a bow with the Flame enchantment, or shot through lava or fire, catch on fire and show an appropriate animation until they pass through water or rain. They can set other entities they hit on fire for up to 5 seconds (inflicting up to 4HP of fire damage), as well as ignite TNT, candles, and campfires.

Arrows also stick into blocks they come in contact with and remain there for one minute before disappearing. Such arrows may be retrieved. The 1-minute despawn timer is then refreshed, meaning it takes another minute for the arrow to despawn.
Arrows can get visually stuck in players in Java Edition, although not any mobs. They appear as regular arrows regardless of type.[2]
-
Steve covered in arrows -
Alex covered in arrows
If the arrow has any custom potion effects (NBT tag CustomPotionEffects), all potion effects, including vanilla potion effects (NBT tag Potion) are removed 30 seconds after the arrow stops moving.
An arrow shot at a chorus flower or decorated pot breaks the block; a chorus flower drops itself, while a decorated pot shatters into pottery sherds and/or bricks along with dropping any of the items stored inside.
Arrows stuck in blocks drop to the ground in a sharp arc if their supporting blocks are destroyed. Such arrows can still damage entities.
Redstone circuits
An arrow can activate a wooden button, wooden pressure plate, a tripwire, or a target. An arrow continues to power these blocks until it is removed, either due to despawning, or being picked up. Target blocks emit a redstone pulse for one second, as opposed to the static depressed state of the other switches. Non-wooden switches are not affected by arrows.
Sounds
Java Edition:
In Java Edition, arrows use the Friendly Creatures sound category for entity-dependent sound events.
| 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 | |
| Player hit | Players | When an arrow shot by a player hits another player | entity | subtitles | 1.0 | 1.0 | 16 | |
| Arrow fired | Players | When an arrow is fired by a player | entity | subtitles | 1.0 | Around 1.2[sound 1] | 16 | |
| Skeleton shoots | Hostile Mobs | When a skeleton shoots an arrow | entity | subtitles | 1.0 | 5⁄6 - 1.25 | 16 | |
| Dispensed item | Blocks | When a dispenser shoots an arrow | block | subtitles | 1.0 | 1.2 | 16 | |
| Crossbow fires | Entity-Dependent | When a crossbow shoots an arrow | item | subtitles | 0.8 / 0.9 | 0.9 / 1.0 | 16 | |
- ↑ Depends on how long the bow is charged for, around 1.2 with a fully charged bow. The exact formula is
| Sounds | |||||
|---|---|---|---|---|---|
| Sound | Source | Description | Resource location | Volume | Pitch |
| Players | When an arrow impacts something | random | 1.0 | 1.09-1.3 | |
| Players | When something shoots an arrow | random | 1.0 | 0.83-1.25 | |
| Players | When a crossbow shoots an arrow | crossbow | 1.0 | 1.0 | |
Data values
ID
| Name | Identifier | Form | Item tags | Translation key |
|---|---|---|---|---|
arrow | Item | arrows | item |
| Name | Identifier | Entity tags | Translation key |
|---|---|---|---|
arrow | arrowsimpact_projectiles | entity |
| Name | Identifier | Numeric ID | Form | Item tags | Translation key |
|---|---|---|---|---|---|
arrow | 301 | Item | minecraft:arrow | item |
| Name | Identifier | Numeric ID | Translation key |
|---|---|---|---|
arrow | 80 | entity |
Metadata
In Bedrock Edition, arrows use the following item data values:
| Arrow | Regular | Extended | Enhanced (Level II) |
|---|---|---|---|
| 0 | N/A | N/A | |
| 1 | N/A | N/A | |
| 2 | 3 | N/A | |
| 4 | N/A | N/A | |
| 5 | N/A | N/A | |
| 6 | 7 | N/A | |
| 8 | 9 | N/A | |
| 10 | 11 | 12 | |
| 13 | 14 | N/A | |
| 15 | 16 | 17 | |
| 18 | 19 | 43 | |
| 20 | 21 | N/A | |
| 22 | N/A | 23 | |
| 24 | N/A | 25 | |
| 26 | 27 | 28 | |
| 29 | 30 | 31 | |
| 32 | 33 | 34 | |
| 35 | 36 | N/A | |
| 37 | N/A | N/A | |
| 38 | 39 | 40 | |
| 41 | 42 | N/A | |
| 44 | N/A | N/A | |
| 45 | N/A | N/A | |
| 46 | N/A | N/A | |
| 47 | N/A | N/A |
Entity data
Normal and tipped arrows
Arrows have entity data that define various properties of the entity.
- [NBT Compound / JSON Object] Entity data
- Tags common to all arrows see Template:Nbt inherit/arrow/template
- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all projectiles see Template:Nbt inherit/projectile/template
Achievements
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
|---|---|---|---|---|---|---|---|
| PS4 | Other | ||||||
| Archer | Kill a creeper with arrows. | — | 10 | Bronze | |||
| Bullseye | Hit the bullseye of a Target block | — | 15 | Bronze | |||
| Sniper Duel | Kill a Skeleton with an arrow from more than 50 meters. | Use a launched to kill a skeleton, wither skeleton, or stray from 50 or more blocks away, horizontally. | 30 | Bronze | |||
Advancements
| Icon | Advancement | In-game description | Actual requirements (if different) |
|---|---|---|---|
![]() | Arbalistic | Kill five unique mobs with one crossbow shot | This is a hidden advancement, meaning that it can be viewed by the player only after completing it, regardless of if its child advancement(s), if any, have been completed. |
![]() | Bullseye | Hit the bullseye of a Target block from at least 30 meters away | Be at least 30 blocks away horizontally when the center of a target is shot with a projectile by the player. |
![]() | Not Today, Thank You | Deflect a projectile with a Shield | Block any projectile with a shield. |
![]() | Ol' Betsy | Shoot a Crossbow | — |
![]() | Sniper Duel | Kill a Skeleton from at least 50 meters away | Receive kill credit for a skeleton that is at least 50 blocks away horizontally and is killed by a projectile. |
![]() | Take Aim | Shoot something with an Arrow | Using a bow or a crossbow, shoot a mob with an , tipped arrow, or spectral arrow. |
![]() | Two Birds, One Arrow | Kill two Phantoms with a piercing Arrow | Use a crossbow enchanted with Piercing to kill two phantoms with a single arrow shot. |
![]() | Who's the Pillager Now? | Give a Pillager a taste of their own medicine | Kill a pillager with a crossbow shot. |
Video
History
| Java Edition Classic | |||||||
|---|---|---|---|---|---|---|---|
| 0.24_SURVIVAL_TEST | |||||||
| 0.25 SURVIVAL TEST | |||||||
| Arrows now fly further, deal more damage, and can damage the player. | |||||||
| The player now spawns with 20 arrows; the remaining amount is shown above the hotbar labeled as "Arrows". | |||||||
| When a skeleton is killed, it now drops 6-9 normal arrows for the player to gather. | |||||||
| 0.29 | Arrows can no longer be shot by the player in Creative Mode. | ||||||
| Java Edition Indev | |||||||
| 0.31 | 20100122 | ||||||
| The "Arrows" display above the hotbar has been removed. | |||||||
| 20100124 | Arrows now have a sound effect. What this sound effect is is completely unknown; it could be for hitting a block, for being fired or for something else entirely. | ||||||
| 20100128-2304 | Arrows can now be crafted using apples. | ||||||
| 20100129-1447 | Arrows can no longer be crafted. | ||||||
| 20100130 | Arrows are once again now craftable. Iron is used instead of flint. | ||||||
| 20100219 | Arrows are now dropped by skeletons. | ||||||
| Java Edition Infdev | |||||||
| 20100316 | Arrows now have a high chance of spawning either a sheep, a pig, a skeleton, a creeper, a spider, or a zombie upon hitting a block. | ||||||
| The player now spawns with 999 arrows. | |||||||
| 20100320 | The player now spawns with 64 arrows. | ||||||
| 20100327 | The player no longer spawns with any arrows in new worlds. | ||||||
| 20100413-1949 | Arrows no longer spawn mobs. | ||||||
| Java Edition Alpha | |||||||
| v1.0.14 | The tip of an arrow in crafting is now made from flint rather than an iron ingot. | ||||||
| Java Edition Beta | |||||||
| 1.2 | Arrows can now be fired by dispensers. | ||||||
| 1.6 | Test Build 3 | Arrows could be used to stick in any block before this update, even some non-solid ones. For example, they could stick in torches, sugar cane and nether portals. | |||||
| 1.8 | Pre-release | Arrows can no longer be rapid-fired from bows; they must be charged first. | |||||
| Arrows (with a bow at full strength) can now travel 120 blocks when fired from the optimal angle, and stick to mobs. | |||||||
| Sound Update | Arrow firing sounds have been changed - see sounds section | ||||||
| Java Edition | |||||||
| November 21, 2011 | Exploding arrows are mentioned. | ||||||
| 1.0.0 | Beta 1.9 Prerelease | Arrows no longer stick to mobs. | |||||
| RC1 | Arrow landing sounds have been changed. | ||||||
| 1.1 | release | Arrows on fire now set the entities they hit on fire. Before, arrows could be on fire (like other entities), but they did not set what they hit on fire, and there was no enchantment to fire flaming arrows. | |||||
| 1.3.1 | 12w21a | Farmer villagers now sell 9–12 arrows for 1 emerald. | |||||
| 12w22a | Arrows can now be found inside dispensers in the newly added jungle temples. | ||||||
| 12w23a | Arrows can now activate tripwire switches and wooden pressure plates. | ||||||
| 1.4.2 | 12w34a | Arrows can now activate wooden buttons. | |||||
| 12w34b | Arrows on fire can now ignite TNT. | ||||||
| 1.4.4 | 1.4.3 | Arrows now stick to players again, but not mobs. | |||||
| 1.4.6 | pre | Arrows now make a "ding" sound when they hit a player. | |||||
| 1.8 | 14w02a | Farmer villagers no longer sell arrows. | |||||
| Fletcher villagers now sell 8–12 arrows for 1 emerald. | |||||||
| 14w25a | An underwater arrow now loses all velocity after a few blocks and slowly falls. | ||||||
| A flaming arrow underwater now gets extinguished. | |||||||
| 14w26a | Fire arrows can now be used to detonate minecarts with TNT. | ||||||
| 1.9 | 15w31a | Arrows can now be used to craft spectral arrows. | |||||
| 15w33c | Added shields; though they fully block damage from arrows, arrows still visually stick into the player. | ||||||
| 15w37a | Arrows now ricochet off of shields. | ||||||
| 15w44b | Added a method to use arrows to create tipped arrows. | ||||||
| 15w47b | Arrows now ricochet off of creative mode players, whereas before they would pass straight through. | ||||||
| 15w49a | Arrows now take the archer's motion into account. For example, if the player is falling, an arrow fired upward travels slower than if the player was standing still, and an arrow fired downward flies faster. | ||||||
| 15w44b | Arrows are used to create tipped arrows by crafting instead. | ||||||
| 1.14 | 18w43a | Arrows are now used as ammo for crossbows. | |||||
| Shot arrows can now break chorus flowers. | |||||||
| 18w47a | Arrows can now be generated inside of pillager outpost chests. | ||||||
| 18w50a | Arrows can now be found in chests in fletcher houses. | ||||||
| 19w11a | Fletcher villagers now sell 16 arrows for 1 emerald. | ||||||
| 19w13a | Regular arrows can be obtained as a reward item from fletcher villagers when the player has the Hero of the Village status effect. | ||||||
| 1.14.1 | Pre-Release 2 | Flaming arrows can now light campfires. | |||||
| 1.16 | 20w16a | Arrows now generate in bastion remnant chests. | |||||
| 1.17 | 21w13a | The unused original texture of the arrow[3] has been removed. | |||||
| 1.20.3 | 23w41a | Arrows can now break decorated pots. | |||||
| 23w43a | Arrows keep all of their NBT data when shot and picked up. | ||||||
| 1.20.3 Experiment | 23w45a | Arrows can now be found in trial chambers in decorated pots, chests and dispensers. | |||||
| 1.20.5 Experiment | 24w11a | Arrows can now be obtained from vaults in trial chambers. | |||||
| 1.21.2 | 24w34a | Shot arrows now bounce on the world border if hit. | |||||
| Pocket Edition Alpha | |||||||
| v0.2.0 | |||||||
| v0.3.3 | |||||||
| Added skeletons, which drop arrows when they die. | |||||||
| Arrows are now craftable. | |||||||
| v0.5.0 | Arrows can now be obtained after activating the nether reactor. | ||||||
| v0.12.1 | build 1 | Arrows on fire now set the entities they hit on fire. Before, arrows could be on fire (like other entities), but they would not set what they hit on fire, and there was no enchantment to fire flaming arrows. | |||||
| Arrows on fire can now ignite TNT. | |||||||
| An underwater arrow now loses all velocity after a few blocks and slowly falls. | |||||||
| Arrows are no longer available from the nether reactor. | |||||||
| v0.13.0 | build 1 | Arrows now update sand and gravel. | |||||
| v0.15.0 | build 1 | Arrows can now be found inside dispensers in jungle temples. | |||||
| Arrows can now be dipped in a potion-filled cauldron to make tipped arrows. | |||||||
| Pocket Edition | |||||||
| 1.0.0 | alpha 0.17.0.1 | Arrows can now be used to craft tipped arrows on a crafting table. | |||||
| 1.0.4 | alpha 1.0.4.0 | Arrows are now sold by fletcher villagers. | |||||
| Bedrock Edition | |||||||
| 1.8.0 | beta 1.8.0.10 | Arrows can now be used as ammo for the new crossbows. | |||||
| 1.9.0 | beta 1.9.0.0 | Added pillagers, which drop arrows upon death. | |||||
| beta 1.9.0.2 | Arrows can now be used to craft fletching tables. | ||||||
| 1.10.0 | beta 1.10.0.3 | Arrows can now be found in pillager outpost chests. | |||||
| Arrows can now break chorus flowers. | |||||||
| 1.11.0 | beta 1.11.0.1 | Arrows can now be found in village fletcher chests. | |||||
| Flaming arrows can now light campfires. | |||||||
| beta 1.11.0.4 | Fletcher villagers now sell 5 arrows for one emerald. | ||||||
| Arrows can now be used to obtain tipped arrows via trading. | |||||||
| beta 1.11.0.7 | Arrows can no longer can be used to craft fletching tables. | ||||||
| 1.12.0 | beta 1.12.0.3 | Novice-level fletcher villagers now sell 16 regular arrows instead of 5 arrows. | |||||
| 1.16.0 | beta 1.16.0.51 | Added piglins, which drop arrows upon death. | |||||
| beta 1.16.0.57 | Arrows now generate in bastion remnants chests. | ||||||
| Piglins no longer drop arrows upon death. | |||||||
| 1.16.100 | beta 1.16.100.54 | Arrows can now be obtained through bartering. | |||||
| 1.20.50 | Preview 1.20.50.20 | Arrows can now break decorated pots. | |||||
| 1.20.60 Experiment | Preview 1.20.60.20 | Arrows can now be found in trial chambers in decorated pots, chests and dispensers. | |||||
| 1.20.80 Experiment | Preview 1.20.80.22 | Arrows can now be obtained from vaults in trial chambers. | |||||
| Legacy Console Edition | |||||||
| Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
| TU1 | CU1 | 1.00 | 1.00 | 1.00 | Patch 1 | 1.0.1 | |
| TU14 | 1.04 | Farmer villagers now sell 9–12 arrows for 1 emerald. | |||||
| TU19 | CU7 | 1.12 | 1.12 | 1.12 | Arrows now stick to players. | ||
| TU31 | CU19 | 1.22 | 1.22 | 1.22 | Patch 3 | Farmer villagers no longer sell arrows. | |
| Fletcher villagers now sell 8–12 arrows for 1 emerald. | |||||||
| An underwater arrow now loses all velocity after a few blocks and slowly falls. | |||||||
| A flaming arrow underwater now gets extinguished. | |||||||
| TU46 | CU36 | 1.38 | 1.38 | 1.38 | Patch 15 | Arrows can now be used to craft tipped arrows. | |
| Arrows now take the archer's motion into account. For example, if the player is falling, an arrow fired upward travels slower than if the player was standing still, and an arrow fired downward flies faster. | |||||||
| Bows can now be drawn while holding arrows. The bow is selected based on the closest bow to slot 0. | |||||||
| TU53 | CU43 | 1.49 | 1.50 | 1.49 | Patch 23 | 1.0.3 | Bows can no longer be drawn while holding arrows. |
| 1.90 | Arrows are now used as ammo for crossbows. | ||||||
| Shot arrows can now break chorus flowers. | |||||||
| Added pillagers, which drop arrows upon death. | |||||||
| Arrows now ricochet off of the newly added shields. | |||||||
| 1.91 | Arrows can now be generated inside of pillager outpost chests. | ||||||
| New Nintendo 3DS Edition | |||||||
| 0.1.0 | |||||||
Historical sounds:
| Sound | From | to | Pitch |
|---|---|---|---|
| ? | RC1 | ? |
Data history
| Java Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.11 | 16w32a | The entity IDs have been changed from Arrow to arrow. | |||||
| 16w42a | Arrows now have a crit tag that determines whether it deals critical damage. | ||||||
| 1.11.1 | 16w50a | The arrow entity now has a Color integer tag, for displaying the custom potion color of a fired arrow item that has a CustomPotionColor tag. | |||||
| 1.13 | 17w47a | Prior to The Flattening, the item's numeral ID was 262. | |||||
| Pocket Edition | |||||||
| 1.1.0 | alpha 1.1.0.0 | The entity ID has been changed from arrow.skeleton to arrow. | |||||
Issues
Issues relating to "Arrow" are maintained on the bug tracker. Issues should be reported and viewed there.
Trivia
- By default, arrows fly slightly offset to the right. If the player stands close to a wall and fires several arrows without moving the crosshair, the arrows cluster around a point slightly to the right of the crosshair. If the player switches their main hand to be the left hand in options, the arrows instead cluster to the left.
- Arrows fired at nether portals often skip through the portal block completely and fail to collide, thus continuing through to the opposite side of the block.
- Arrows stuck in blocks vibrate upon a world reload.[4]
Gallery
Renders
-
An arrow caught on fire.
Screenshots
-
Purple arrows in Minecraft Classic. -
Examples of custom arrow types using/give. -
Some arrows stick into sugar canes. This no longer works since Java Edition Beta 1.6. -
Many arrows stuck in the player, seen through the inventory screen. -
Searge with a bunch of arrows summoned above him. -
![Alex shattering a decorated pot with an arrow.[5]](./_assets_/966638c48ea0206e15d1ed68f0cd3d54.png)
References
External links
- "Taking Inventory: Arrow" by Duncan Geere – Minecraft.net, February 4, 2021.
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